Changeset - r13937:dc065e13f2b2
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master
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rubidium - 15 years ago 2009-12-13 14:23:45
rubidium@openttd.org
(svn r18483) -Document [FS#3367]: that OpenGFX/OpenSFX can be used and where to find them. Also refer to the readme in some error messages.
3 files changed with 45 insertions and 37 deletions:
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readme.txt
Show inline comments
 
@@ -16,15 +16,14 @@ 4.0) Installing and running OpenTTD
 
 * 4.3 Portable Installations (External Media)
 
5.0) OpenTTD features
 
6.0) Configuration File
 
7.0) Compiling
 
 * 7.1) Required/optional libraries
 
8.0) Translating
 
 * 8.1 Guidelines
 
 * 8.2 Translation
 
 * 8.3 Previewing
 
 * 8.1 Translation
 
 * 8.2 Previewing
 
9.0) Troubleshooting
 
X.X) Credits
 

	
 

	
 
1.0) About:
 
---- ------
 
@@ -188,39 +187,52 @@ an AI a message will be shown that the '
 
4.1) (Required) 3rd party files:
 
---- ---------------------------
 

	
 
Before you run OpenTTD, you need to put the game's data files into a data/
 
directory which can be located in various places addressed in the following
 
section.
 
As OpenTTD makes use of the original TTD artwork you will need the files listed
 
below, which you can find on a Transport Tycoon Deluxe CD-ROM.
 
The Windows installer optionally can copy these files from that CD-ROM.
 

	
 
List of the required files:
 
	- sample.cat
 
	- trg1r.grf
 
	- trgcr.grf
 
	- trghr.grf
 
	- trgir.grf
 
	- trgtr.grf
 

	
 
Alternatively you can use the TTD GRF files from the DOS version:
 
	- TRG1.GRF
 
	- TRGC.GRF
 
	- TRGH.GRF
 
	- TRGI.GRF
 
	- TRGT.GRF
 

	
 
If you want the TTD music, copy the gm/ folder from the Windows version
 
of TTD to your OpenTTD folder (not your data folder - also explained in
 
the following sections).
 
For OpenTTD you need to acquire some third party data files. For this you have
 
the choice of using the original Transport Tycoon Deluxe data files or a set
 
of free data files.
 

	
 
Do NOT copy files included with OpenTTD into "shared" directories (explained in
 
the following sections) as sooner or later you will run into graphical glitches
 
when using other versions of the game.
 

	
 
4.1.1) Free graphics and sound files
 
------ -----------------------------
 
The free data files, split into OpenGFX for graphics and OpenSFX for sounds
 
can be found at:
 
 - http://bundles.openttdcoop.org/opengfx/releases/ for OpenGFX
 
 - http://bundles.openttdcoop.org/opensfx/releases/ for OpenSFX
 
Please follow the readme of these packages about the installation procedure.
 
The Windows installer can optionally download and install these packages.
 

	
 
4.1.2) Original Transport Tycoon Deluxe graphics and sound files
 
------ ---------------------------------------------------------
 
If you want to play with the original Transport Tycoon Deluxe data files you
 
have to copy the data files from the CD-ROM into the data/ directory. It does
 
not matter whether you copy them from the DOS or Windows version of Transport
 
Tycoon Deluxe. The Windows install can optionally copy these files.
 
You need to copy the following files:
 
 - sample.cat
 
 - trg1r.grf or TRG1.GRF
 
 - trgcr.grf or TRGC.GRF
 
 - trghr.grf or TRGH.GRF
 
 - trgir.grf or TRGI.GRF
 
 - trgtr.grf or TRGT.GRF
 

	
 
4.1.3) Original Transport Tycoon Deluxe music
 
------ --------------------------------------
 
If you want the TTD music, copy the gm/ folder from the Windows version
 
of TTD to your OpenTTD folder (not your data folder - also explained in
 
the following sections). The music from the DOS version does not work.
 

	
 
4.1.4) AIs
 
------ ---
 
If you want AIs use the in-game content downloader. If for some reason that is
 
not possible or you want to use an AI that has not been uploaded to the content
 
download system download the tar file and place it in the ai/ directory. If the
 
AI needs libraries you'll have to download those too and put them in the
 
ai/library/ directory. All AIs and AI Libraries that have been uploaded to
 
the content download system can be found at http://noai.openttd.org/downloads/
 
@@ -416,21 +428,17 @@ The use of the online Translator service
 
http://translator.openttd.org/, is highly encouraged. For getting an account
 
simply follow the guidelines in the FAQ of the translator website.
 

	
 
If for some reason the website is down for a longer period of time, the
 
information below might be of help.
 

	
 
8.1) Guidelines:
 
---- -------------------
 
Here are some translation guidelines which you should follow closely.
 
Please contact the translations manager (http://www.openttd.org/contact)
 
before beginning the translation process! This avoids double work, as
 
someone else may have already started translating to the same language.
 

	
 
    * Please contact the development team before beginning the translation
 
      process! This avoids double work, as someone else may have already
 
      started translating to the same language.
 

	
 
8.2) Translation:
 
8.1) Translation:
 
---- -------------------
 
So, now that you've notified the development team about your intention to
 
translate (You did, right? Of course you did.) you can pick up english.txt
 
(found in the SVN repository under /src/lang) and translate.
 

	
 
You must change the first two lines of the file appropriately:
 
@@ -442,13 +450,13 @@ Note: Do not alter the following parts o
 

	
 
    * String identifiers (the first word on each line)
 
    * Parts of the strings which are in curly braces (such as {STRING})
 
    * Lines beginning with ## (such as ##id), other than the first two lines of
 
      the file
 

	
 
8.3) Previewing:
 
8.2) Previewing:
 
---- -------------------
 
In order to view the translation in the game, you need to compile your language
 
file with the strgen utility. You can download the precompiled strgen from:
 
http://www.openttd.org/download-strgen
 
To compile it yourself just take the normal OpenTTD sources and build that.
 
During the build process the strgen utility will be made.
src/gfxinit.cpp
Show inline comments
 
@@ -113,23 +113,23 @@ void CheckExternalFiles()
 
	error_msg[0] = '\0';
 
	char *add_pos = error_msg;
 
	const char *last = lastof(error_msg);
 

	
 
	if (used_set->GetNumInvalid() != 0) {
 
		/* Not all files were loaded succesfully, see which ones */
 
		add_pos += seprintf(add_pos, last, "Trying to load graphics set '%s', but it is incomplete. The game will probably not run correctly until you properly install this set or select another one.\n\nThe following files are corrupted or missing:\n", used_set->name);
 
		add_pos += seprintf(add_pos, last, "Trying to load graphics set '%s', but it is incomplete. The game will probably not run correctly until you properly install this set or select another one. See section 4.1 of readme.txt.\n\nThe following files are corrupted or missing:\n", used_set->name);
 
		for (uint i = 0; i < GraphicsSet::NUM_FILES; i++) {
 
			MD5File::ChecksumResult res = used_set->files[i].CheckMD5();
 
			if (res != MD5File::CR_MATCH) add_pos += seprintf(add_pos, last, "\t%s is %s (%s)\n", used_set->files[i].filename, res == MD5File::CR_MISMATCH ? "corrupt" : "missing", used_set->files[i].missing_warning);
 
		}
 
		add_pos += seprintf(add_pos, last, "\n");
 
	}
 

	
 
	const SoundsSet *sounds_set = BaseSounds::GetUsedSet();
 
	if (sounds_set->GetNumInvalid() != 0) {
 
		add_pos += seprintf(add_pos, last, "Trying to load sound set '%s', but it is incomplete. The game will probably not run correctly until you properly install this set or select another one.\n\nThe following files are corrupted or missing:\n", sounds_set->name);
 
		add_pos += seprintf(add_pos, last, "Trying to load sound set '%s', but it is incomplete. The game will probably not run correctly until you properly install this set or select another one. See section 4.1 of readme.txt.\n\nThe following files are corrupted or missing:\n", sounds_set->name);
 

	
 
		assert_compile(SoundsSet::NUM_FILES == 1);
 
		/* No need to loop each file, as long as there is only a single
 
		 * sound file. */
 
		add_pos += seprintf(add_pos, last, "\t%s is %s (%s)\n", sounds_set->files->filename, sounds_set->files->CheckMD5() == MD5File::CR_MISMATCH ? "corrupt" : "missing", sounds_set->files->missing_warning);
 
	}
src/openttd.cpp
Show inline comments
 
@@ -604,21 +604,21 @@ int ttd_main(int argc, char *argv[])
 
	/* Look for the sounds before the graphics. Otherwise none would be set and
 
	 * the first initialisation of the video happens on the wrong data. Now it
 
	 * can do the first initialisation right. */
 
	if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = strdup(BaseSounds::ini_set);
 
	if (!BaseSounds::SetSet(sounds_set)) {
 
		StrEmpty(sounds_set) ?
 
			usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD.") :
 
			usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.") :
 
			usererror("Failed to select requested sounds set '%s'", sounds_set);
 
	}
 
	free(sounds_set);
 

	
 
	if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = strdup(BaseGraphics::ini_set);
 
	if (!BaseGraphics::SetSet(graphics_set)) {
 
		StrEmpty(graphics_set) ?
 
			usererror("Failed to find a graphics set. Please acquire a graphics set for OpenTTD.") :
 
			usererror("Failed to find a graphics set. Please acquire a graphics set for OpenTTD. See section 4.1 of readme.txt.") :
 
			usererror("Failed to select requested graphics set '%s'", graphics_set);
 
	}
 
	free(graphics_set);
 

	
 
	/* Initialize game palette */
 
	GfxInitPalettes();
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