Closed theSeb1979 closed 7 years ago
I can confirm my mod does attach itself to g_currentMission for this exact reason but we can also shift things around to work together even though I had pointers from CBModding Team all the FS mods are completely mine so I have full creative control over them.
Also been looking through WIKI at temp notes is hub only accessible on foot as k would conflict with loader functions if in vehicle.
Idea that I have is to have the a rectangle subdivided into 7 columns with thin lines. Then each day can be in a column with Day of week, in game icon to represent the predicted weather state, low temp, high temp.
K is just a key that I chose. I use the gamepad so I didn't realise there would be a conflict. Does anybody have any other suggestions?
The key should be configurable anyways. So it doesn't really matter for now.
How important is the weather itself? Or at least, the forecast? My prioritites lie with costs/income/growth correction. And then with realism -> feel like winter/summer (shorter/longer days)/snow/rain
I don't really think it matter which comes first it would be good if we can get season rolling over then from there we can build forecast as would be good to be able to see that from ingame.
To get the current day, g_currentMission.SeasonsUtil:currentDayNumber()
To get current season: g_currentMission.SeasonsUtil:season()
. It automatically 'changes'.
Now all we need to do is monitor the value and do stuff with it.
This is fascinating discussion watching guys who know what they are doing converse. I'm just the little mouse in the corner watching all this and taking notes. :) This is my first attempt to comment on github, so here goes...
If it's all right with everyone else, I was thinking of asking FSModding_Gary on FS-UK to create a hud for the weather forecast, based on what Seb said above: "Idea that I have is to have the a rectangle subdivided into 7 columns with thin lines. Then each day can be in a column with Day of week, in game icon to represent the predicted weather state, low temp, high temp." Unless I hear differently, I'm assuming the 'squares' should be the same size we see in-game now...
I believe me I am just looking through all code making notes so I can get a readable road map for myself haha, I can probably do the forecast overlay we should be able to pull the default weather hud images "dataS2\menu\hud\" , "hud_cloudy.dds" "hud_fog.dds" "hud_hail.dds" "hud_rain.dds" "hud_sun.dds" and then just a background.dds through some text in for each day shouldn't be to hard but its up to you, I will admit I am not that good with hud backgounds lol.
Its still completely akuenzi if he doesn't mind doing hud then I am all for it as it saves me a job a will look at some other things start doing some problem solving haha.
The key should be configurable anyways. So it doesn't really matter for now.
How important is the weather itself? Or at least, the forecast? My prioritites lie with costs/income/growth correction. And then with realism -> feel like winter/summer (shorter/longer days)/snow/rain
It's a quick win to get something out and if we get the weather manipulation working, then the weather forecast will be super high priority. Ian and I have also started a separate discussion on how cold weather (winter) will affect animals in terms of more bedding and more food required, since they should be in sheds. I'll take a moment to organise the issues more and so forth either tonight, or tomorrow, so that we have a clearer road map. It would be good if you could look check if manipulating the weather is possible. Now that we know how to change growth times, we have to do a bit of thinking about what the growth times should be to fit in with the seasons. Like barley planted in autumn, will be ready for harvest in summer.
This is fascinating discussion watching guys who know what they are doing converse. I'm just the little mouse in the corner watching all this and taking notes. :) This is my first attempt to comment on github, so here goes...
If it's all right with everyone else, I was thinking of asking FSModding_Gary on FS-UK to create a hud for the weather forecast, based on what Seb said above: "Idea that I have is to have the a rectangle subdivided into 7 columns with thin lines. Then each day can be in a column with Day of week, in game icon to represent the predicted weather state, low temp, high temp." Unless I hear differently, I'm assuming the 'squares' should be the same size we see in-game now...
Yes, indeed. It's basically the same thing as the forecast in FS15 :)
I believe me I am just looking through all code making notes so I can get a readable road map for myself haha, I can probably do the forecast overlay we should be able to pull the default weather hud images "dataS2\menu\hud\" , "hud_cloudy.dds" "hud_fog.dds" "hud_hail.dds" "hud_rain.dds" "hud_sun.dds" and then just a background.dds through some text in for each day shouldn't be to hard but its up to you, I will admit I am not that good with hud backgounds lol.
Its still completely akuenzi if he doesn't mind doing hud then I am all for it as it saves me a job a will look at some other things start doing some problem solving haha.
You did alright with the one in your mod. hahaha. Let me get organised, guys, and start creating more issues and projects and stuff. I didn't expect all of you to jump straight in. Don't forget you can always create your own issue to show what you're working on and use the labels. If you're stuck, for example, tag the question label and so forth.
On the hud -- I'm leaving a PM with FSModding_Gary right now on FS-UK to see if he'd be willing to create one. With his talents, I can't imagine something like this would be difficult... and if it frees someone up for the coding, then that would be a good thing. :)
Seb its an awesome mod of course we are all going to jump in lol, I am still trying to get used to using github again haven't used it for ages lol, As far as animals food rates and all that its really easy to modify there values for example:
g_currentMission.husbandries.cow.animalDesc.foodPerDay g_currentMission.husbandries.cow.animalDesc.waterPerDay g_currentMission.husbandries.cow.animalDesc.strawPerDay
akuenzi exactly what I was thinking lol if he doesn't want to or doesnt have time or whatever I am happy to do it but like I say it will free me up to do some other stuff.
Yipee! Gary agreed to help with this... though I do know he's pretty strapped for time with real life work at the moment (as am I). But he did ask for some additional information:
I'm happy to continue working with him on creating this. I basically gave him what Seb mentioned above:
Idea that I have is to have the a rectangle subdivided into 7 columns with thin lines. Then each day can be in a column with Day of week, in game icon to represent the predicted weather state, low temp, high temp. I also encouraged him to build it so that it "looked" seamless with the game, as if it was made by the GIANTS developers themselves... and just forgot to put it in. ;)
What I'll do is run through the game and make screen prints for the existing icons: sunshine, rain, hail, cloudy, etc. I'll also have him make a new one for snow. With all the talent I see roaming over this github now, it's just a matter of time before one of you figures out how to make snow fall! :) Are there any other weather-related icons we should have him build while he's at it? In addition, on the icon sizing, I don't know anything about that. I'll have him run with what he's proposed, unless someone objects.
I wonder if it's not possible to use the ingame icons that display the weather and weather change in the top right, like Ian was suggesting? But, if we have somebody keen to help us, then we might as well also get all the weather icons as well as a snow icon and icons to represent each season. I would think individual files would be better than just one.
I think we should keep with current game icons, but add icons for each season. (In the style of the current icons)
On 08 Nov 2016, at 22:16, theSeb1979 notifications@github.com wrote:
I wonder if it's not possible to use the ingame icons that display the weather and weather change in the top right, like Ian was suggesting? But, if we have somebody keen to help us, then we might as well also get all the weather icons as well as a snow icon and icons to represent each season. I would think individual files would be better than just one.
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I have all the original files weather icons for FS15 I dont even no If they were changed in FS17 I haven't really paid much attention lol.
@ian898
I have all the original files weather icons for FS15 I dont even no If they were changed in FS17 I haven't really paid much attention lol.
Here I'll put my ignorance on display. How do you get these icons? I know they must be buried in the data somewhere, but I don't think they are readily available... at least not to someone of my limited skills. I was just making some now by doing screen prints in-game. I'm cropping them to get down to the icons that appear in the upper right hand corner so that Gary has material to work with... but is there a better way to get these, so that they are the best possible quality?
@ian898 From a quick comparison to the screenshots I took in-game, it appears the huds have not changed between FS '15 and '17. I'll talk to Gary about that when I send him my cropped screen prints, which are below:
Okay, another question. Where in the world have you guys been hiding all this time?! I could have been learning from all of you on FS-UK this whole time, lol...
@joskuijpers
I think we should keep with current game icons, but add icons for each season. (In the style of the current icons)
Could you please elaborate on this a bit. What do you mean by adding icons for 'each season.' Are you meaning that the 'sunshine' icon, for example, would appear differently depending on if it happens to be summer versus winter?
Otherwise, in addition to the above icons, I was going to ask him to make one for snow... but that might be all we need, unless someone can dream up some other distinct kind of weather. What are we going to think of next, designing a tornado to come through the farm? :)
I suggest you remove this, because it is probably illegal.
On 08 Nov 2016, at 22:52, ian898 notifications@github.com wrote:
I cant remember now I think some gave me a link ages ago.
FS15 DataS2 https://www.dropbox.com/s/8pzoxectnu71dly/dataS2.zip?dl=0 https://www.dropbox.com/s/8pzoxectnu71dly/dataS2.zip?dl=0 — You are receiving this because you commented. Reply to this email directly, view it on GitHub https://github.com/theSeb1979/FS17_seasons/issues/12#issuecomment-259271114, or mute the thread https://github.com/notifications/unsubscribe-auth/AEyN0E8qQaBFnwE-zvcdeBrgZChgsTUoks5q8O8MgaJpZM4Krk9k.
Well believe it or not i have been around since 2008 but only just recently start messing around with Lua, before now its just been i3d, xml and just fixing other peoples mods. But i agree i have reached the limit of what i can teach myself so discussing things with you guys is helping me leaps and bounds i have also been talking to Xentro a fair bit lately lol
Your probably not wrong but i could pull files from the game if i had the time so technically its no different they and its also not like we are using them else were as i guess that would be full on copyright.
No but you just put DRMd files openly on the internet, so just remove them from your dropbox. Just to be sure.
On 08 Nov 2016, at 23:13, ian898 notifications@github.com wrote:
Your probably not wrong but i could pull files from the game if i had the time so technically its no different they and its also not like we are using them else were as i guess that would be full on copyright.
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I have removed them but you can find them all over youtube lol
i could pull files from the game if i had the time so technically its no different
I don't know how to do this... but given that this is true, does that mean they are then 'okay' to use in creating mods? If I shouldn't forward them to Gary, then I won't.
Could you please elaborate on this a bit. What do you mean by adding icons for 'each season.' Are you meaning that the 'sunshine' icon, for example, would appear differently depending on if it happens to be summer versus winter?
No, just an extra icon that shows the season. So some sun (summer), a leaf (autumn), a snowflake (winter), a flower (spring) or so. A visual indication. Is nicer than text.
Otherwise, in addition to the above icons, I was going to ask him to make one for snow... but that might be all we need, unless someone can dream up some other distinct kind of weather. What are we going to think of next, designing a tornado to come through the farm? :)
Isn't there one for snow? The one with the dots?
@joskuijpers
No, just an extra icon that shows the season. So some sun (summer), a leaf (autumn), a snowflake (winter), a flower (spring) or so. A visual indication. Is nicer than text.
Okay -- I see what you mean. I'll add that to the list. :)
Isn't there one for snow? The one with the dots?
No, I think that one is for hail. So far as I'm aware, I've never seen snow fall in game -- only rain or hail. So, I'm assuming he could make a hud for snow by adding a snowflake or something. Makes me wonder if it wouldn't be all that hard to make snow fall in-game... but getting it to "stick" and "pile up" on the ground is another thing entirely! :)
I think we should let you or gary create your own we can always choose to change them at a later date.
I also agree with different season icons ect, my misses plays the sims 3 a fair bit lol and they have a dark leaf for autum and snow flake for winter and sun for summer and a nice green leaf for spring.
One more question: Would it be worth it to ask the GIANTS themselves (assuming someone has a contact there) about using their weather icons? I'm sure they are well aware that their files have been opened on this, and that they are available on places like YouTube, as ian898 mentioned above. It'd be respectful, at the very least, and the worst that could happen is that they'd say 'no,' which they likely will do.
On the other hand, is it a simple matter to access these files through coding anyway? I've seen many instances referring to this data2 file in xml files, so maybe in our weather stuff that's how we access these huds anyway... so maybe permission isn't needed from that perspective.
Again, just don't want to get anyone in trouble.
Here's an example pulled at random from the Deutz AgroStar 661 xml file (for the icon):
< wheelConfiguration name="$l10n_configuration_valueTwinWheelsBack" price="800" icon="$dataS2/menu/hud/configurations/config_wheel_twin.png" >
If it's this easy to reference the $dataS2 info... then maybe we can do that with the weather mod, and have Gary just create the stuff we don't have?
Code can just access the internal game files, no need to ship then ourselfs. So no violation of any copyright :)
On Nov 8, 2016, at 11:42 PM, akuenzi notifications@github.com wrote:
One more question: Would it be worth it to ask the GIANTS themselves (assuming someone has a contact there) about using their weather icons? I'm sure they are well aware that their files have been opened on this, and that they are available on places like YouTube, as ian898 mentioned above. It'd be respectful, at the very least, and the worst that could happen is that they'd say 'no,' which they likely will do.
On the other hand, is it a simple matter to access these files through coding anyway? I've seen many instances referring to this data2 file in xml files, so maybe in our weather stuff that's how we access these huds anyway... so maybe permission isn't needed from that perspective.
Again, just don't want to get anyone in trouble.
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@joskuijpers
Code can just access the internal game files, no need to ship then ourselfs. So no violation of any copyright :)
Excellent.
Now then... I wouldn't dare even to call this 'concept art,' as it just might cause all of you to die laughing, and then I wouldn't have anyone to play with anymore, so... I'll let you call this what you will (forgive me -- I am only an accountant, lol): Before talking to Gary again, just wanted any thoughts you might have on the 'look' for the hud. Gary will likely have his own ideas, governed by the general guidance to make it look as seamless as possible with the game. I hope you can read my penmanship, but if not, let me know.
So... the above is my attempt to capture the ideas expressed above. A 7 day popup, with an example of what each one of those days would look like, along with notes. I colored the sun... but couldn't figure out a way to color the background black while showing lettering in white, but that's the intent. It's supposed to represent an 'average' summer day in England (source: https://en.wikipedia.org/wiki/Climate_of_the_United_Kingdom#England)
Thoughts? Different ideas? Is the script going to measure precipitation? I suppose that could also be a data point shown in here. How about inclusion of the tiny season hud? Or would it be best to leave season stuff 'off' of these huds so as to handle them differently, outside of the weather forecast script?
Hmm... one more thought: Right now we're using that silly icon I created back when I made a post on FS-UK's forum to help a user adjust crop growth times: This is obviously something just thrown together to 'plug a hole' since the modDesc.xml demands having it. I hesitate in asking Gary to do too much, but should I inquire about this as well? And should it just be 'one' icon that will encapsulate all of this (ie, 'seasons'), or do we need a different one depending on the module getting released at any given time? Or can we come up with something later. I'm just not sure what the standard is now for the icon images. Probably something way over my head, whatever it is. :)
That draft is not at all bad, I think I have made this so much more complicated than it needs to be and I have been messing around with a hud this morning but I havent come up with anything i am happy with yet.
@ian898
That draft is not at all bad
It's not all bad... but not all good either, lol... :) Well, I'm sure we'll come up with something.
I like the draft. It looks good. Just one small criticism, looks to me like the icon might be too big and the temperature text too small
I think a nice "seasons" icon would be amazing. We can then maybe add text over it for the modules that we do release separately, to keep it simple.
So after about an hour an half in photoshop this what I got combine all that has been said lol.
https://www.dropbox.com/s/193jddlyb06soil/preview01.png?dl=0
@theSeb1979
Just one small criticism, looks to me like the icon might be too big and the temperature text too small
Good point. Would you prefer a bigger 'square' for the icon to sit in, so that there's more room on the borders to enlarge the text... or should we have a slightly rectangular shape for the icon to sit in... which also allows more room at the top and bottom borders for larger text?
@ian898 Hey now -- right on with that! We can call THIS the concept art, not that 'abomination' I left in my post above.
@akuenzi
Good point. Would you prefer a bigger 'square' for the icon to sit in, so that there's more room on the borders to enlarge the text... or should we have a slightly rectangular shape for the icon to sit in... which also allows more room at the top and bottom borders for larger text?
But as a rough Idea and guide line I will start throwing some code about see what it looks like in game.
Use your creative license. I am hopeless when it comes to pretty stuff. :) I think the squares are a good size, the icons themselves just need to be scaled down a bit and then we should have space for bigger text.
@akuenzi
Hey now -- right on with that! We can call THIS the concept art, not that 'abomination' I left in my post above.
Thanks for you kind words but you did the work without your draft I would still be scratching my head lol.
@theSeb1979 Yes I agree scales need tweaking as for the icons I am pretty sure with overlay you can extract the colour as I think they look better black and white with FS17 Theme.
i don’t think we need to write the name of the day in full. Use the 3 letter shorthand suffices. Then we can make it bigger. Don’t use same icon for sunny weather and the summer though, it looks confusing :P
On 09 Nov 2016, at 10:47, ian898 notifications@github.com wrote:
@akuenzi https://github.com/akuenzi Hey now -- right on with that! We can call THIS the concept art, not that 'abomination' I left in my post above.
Thanks for you kind words but you did the work without your draft I would still be scratching my head lol.
@theSeb1979 https://github.com/theSeb1979 Yes I agree scales need tweaking as for the icons I am pretty sure with overlay you can extract the colour as I think they look better black and white with FS17 Theme.
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Good point @jos. We need different icons for the seasons. Let me quickly implement a short hand function for the day of week. We may not even need the long version at all, but will keep for the mean time.
Edit: Ok, SeasonsUtil:dayNameShort(dayNumber) implemented and pushed. Just thought of something... localisation. Will need to consider for the future
@theSeb1979
We need different icons for the seasons.
Agreed I am just tweaking layout in game at minute to get an idea of texture sizes because we dont want to go to big on something like or to small at same time :D, As for the text that will be set in l10n in modDesc so we can work that out later.
Can some one take a screenshot and edit with a box just give me a rough idea of the size of the hud.
Should there be a HUD at all? At least not one with the 7 days.
Yes, a screen like the menu screen, but that is not a HUD :P
Can we edit the existing top right HUD (with the time and weather)?
On 09 Nov 2016, at 11:00, ian898 notifications@github.com wrote:
Can some one take a screenshot and edit with a box just give me a rough idea of the size of the hud.
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Idea is to have the hud showing the weather forecast based on a keypress, which can then be removed again. It's simpler to implement a hud just below the top right hud which looks like part of the game , imo.
Maybe in the future we could look into creating a whole esc menu page for all things seasons related?
One thing to mention on the hud... when we are aiming to release this as a separate module, the season icon is irrelevant, since the season functionality won't be implemented yet.
Or we shouldn’t do it in separate modules :P It does complicate it all a lot: versioning and stuff. Lets just first make the stuff work, like weather and very important, the crops (I think more important than a HUD).
On 09 Nov 2016, at 11:05, theSeb1979 notifications@github.com wrote:
Idea is to have the hud showing the weather forecast based on a keypress, which can then be removed again. It's simpler to implement a hud just below the top right hud which looks like part of the game , imo.
Maybe in the future we could look into creating a whole esc menu page for all things seasons related?
One thing to mention on the hud... when we are aiming to release this as a separate module, the season icon is irrelevant, since the season functionality won't be implemented yet.
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lol it might be me getting wires crossed so by window you mean fullscreen or something similar to this.
Or we shouldn’t do it in separate modules :P It does complicate it all a lot: versioning and stuff. Lets just first make the stuff work, like weather and very important, the crops (I think more important than a HUD).
Yes, and no. For the moment this hud is purely for the weather forecast module and I think it would be good to release it as soon as possible. It's a little win for the team and a milestone to celebrate.
Then you do need multiple GIT repositories. Also, you need to make sure it works with changed season-weather. Really, just let it wait a week or so till other stuff is finished :P Then the weather forecast overlay could become the general seasons overlay (including season information like what crops you when need to plant/harvest/etc)
On 09 Nov 2016, at 11:12, theSeb1979 notifications@github.com wrote:
Or we shouldn’t do it in separate modules :P It does complicate it all a lot: versioning and stuff. Lets just first make the stuff work, like weather and very important, the crops (I think more important than a HUD).
Yes, and no. For the moment this hud is purely for the weather forecast module and I think it would be good to release it as soon as possible. It's a little win for the team and a milestone to celebrate.
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Then you do need multiple GIT repositories. Also, you need to make sure it works with changed season-weather. Really, just let it wait a week or so till other stuff is finished :P Then the weather forecast overlay could become the general seasons overlay (including season information like what crops you when need to plant/harvest/etc)
My plan was to use branches and releases. Weatherforecast could branch off and be finished as a separate mod and then it would become a stale branch, apart from urgent bug fixing, if required.
At the end of the day, maybe you're right. Maybe we can wait until we have something a bit more "feature" rich. If you guys are happy to go with the latter approach, of waiting for more functionality and releasing more "fully fledged" stuff , I have no issues with that.
Using branches will be a hell. They will divert too much. You want to use branches for only two things: keeping an old version (working on v2 while v1 still lives for bug fixes) and building new features (so you don’t work directly in master).
On 09 Nov 2016, at 11:27, theSeb1979 notifications@github.com wrote:
Then you do need multiple GIT repositories. Also, you need to make sure it works with changed season-weather. Really, just let it wait a week or so till other stuff is finished :P Then the weather forecast overlay could become the general seasons overlay (including season information like what crops you when need to plant/harvest/etc)
My plan was to use branches and releases. Weatherforecast could branch off and be finished as a separate mod and then it would become a stale branch, apart from bug fixing.
At the end of the day, maybe you're right. Maybe we can wait until we have something a bit more "feature" rich.
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@theSeb1979 I am here to be apart of the team I have no preference on how things are released but I think its still early days and I think we should concentrate getting things working as well as displaying them in game then once we have base then I think we can decide if releasing them as modules will work as intended because at minute its hard to see if we will run into problems at minute and all this discussion will be pointless.
Reading that back sounds negative but its not meant to sound like that. :D
Does not sound negative at all, @ian898 . I think that's a pretty sensible approach.
This should be an overlay which is displayed on the screen. Possibly above the vehicle hud, or below the time hud. If it's below the time hud, then it will conflict with the Livestock manager mod.
But, looking at livestock manager, it adds itself into g_currentMission, so we can check for its presence and move the hud down, if necessary.