Add tab for UCES scenarios#18607
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The order of the scenarios is listed in the same order listed on the UCES website. This also allows for translating the scenarios to other languages!
tupaschoal
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This will need to be rebased to solve a few merge conflicts on the string ids, since I just merged #18590 that added 2 new strings.
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Hardcoding this doesn't scale when you want to add more and more custom scenario packs. While these changes could eventually be replaced with something more flexible (.parkpack or something), the plugin API changes and scenario category would have to stay. So I would avoid adding those extra plugin strings, because it would be better if you could define a pack with its own categories. And source game would be other, as you would have a field for the scenario pack it belongs to instead. |
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I once started some rudimentary work on adding something like that. I should perhaps try and revive that. |
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It does give the desired result for now. Eventually this should be "softcoded" using scenario packs. But I would like to have official support for UCES as it's the most well known community made scenario pack. Currently with all existing hardcoded tabs it scales correctly. If we add more it does need a change in window size or preferably a scrollwheel. I think it's smarter to make a plan of approach for what's necessary to make infinitely expandable. But until then I think it'd be the right move to temporarily hardcode thisone. I want to make another PR with the workbench tag that people can use for their parks, this is highly requested by the NE and DKMP communities |
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As IntelOrca points out, the plug-in stuff would have to stay in the game, even when it’s spun off. But perhaps you can remove that and have plugins simply return "Other" for these kinds of scenarios (and maybe they already do, you updated the .ts file but didn’t add the lower case strings anywhere else). It seems to me that that is what IntelOrca wants in the first place.
Sure, but you can say that about lots of things, down to the dirtiest hack or kludge. We have to look at the longer term too, especially since we have to deal with any consequences. Nevertheless, I think we can merge this if you take out the plug-in stuff. We will need a way to check if the plug-in API returns the correct results, though - perhaps someone can write a simple one that just displays this info in a box. |
By scale I meant software scalability. It requires too much code and maintenance for each scenario pack added.
This overlaps with my idea here: #15656 (comment) |
Would you say we should hold this one off because of that? (Assuming the plug-in stuff gets taken out) |
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If the plugin stuff gets removed, I don't really mind since it can just get reverted. |
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Ah i seem to have misunderstood. I have based the PR of mimicking and learning as I go (i am learning tons so i appreciate this kind of feedback). Mimicking mostly so I don't forget things. I did not realize some of the code i touch can be used permanently by outside sources. Ill remove that. I do think UCES is worthy of hardcoding for now myself as it's the most important non-official scenario pack. I would love to see more scenario packs but I think we should wait with that for people to have access to scenariopack objects. |
I'll look into this |
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@IntelOrca I added code to the scripting UI to properly fall back to "Other" if it cannot map the scenario category or source game. This is the kind of data the scripting UI now puts out: |
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How do i get the new tabs in the game |
Wait until the PR is merged, then install the latest develop. |
[ci skip]
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The code all looks good, I will test it once more and I’m going to go over the descriptions one last time. If anything pops up, I’ll just make the changes myself. |
[ci skip]
| <Sand Dune> | ||
| STR_SCNR :Sand Dune | ||
| STR_PARK :Sand Dune | ||
| STR_DTLS :As the owner of a small park, you bought a large piece of land along the beach to expand and attract more quests to visit the beautiful sand dunes, but beware: you cannot disturb those ecologically fragile sand dunes.{NEWLINE}Author: rbarclay |
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"attract more quests"
Should this have read "guests"?
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| <Kiddy Karnival II> | ||
| STR_SCNR :Kiddie Karnival II | ||
| STR_PARK :Kiddie Karnival |
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Should this have dropped the 'II'?
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There is a case to be made for either option.
- Feature: [#17782] The Flying Coaster now has access to boosters and can draw outside loops. - Feature: [#17997] The Log Flume can now draw steep pieces down (if vehicle allows it). - Feature: [#18312, objects#220, OpenSFX#13] New sound effects for the Hybrid and Single Rail roller coasters. - Feature: [#18675] [Plugin] Plugins can refer to g2 image icons by name. - Feature: [objects#173] Add alpine coaster vehicle. - Feature: [objects#221] Add two extra jungle walls. - Feature: [objects#225] Add log cabin roofs. - Feature: [OpenMusic#14, OpenMusic#15, OpenMusic#18] Added Galaxy, Acid and Dodgems ride music styles. - Improved: [#18013, #18016, #18018, #18019, #18514, objects#224] Added colour presets to Spiral Slide, Dodgems, Boat Hire, Flying Saucers, and Car Ride. - Improved: [#18024] Clearer error messages when loading incompatible .park files. - Improved: [#18192] Tycoon Park has been added to the Extras tab. - Improved: [#18214] Competition scenarios have received their own section. - Improved: [#18250] Added modern style file and folder pickers on Windows. - Improved: [#18332] Allow Inverted Roller Coaster to draw boosters. - Improved: [#18350] Changed ride vehicle list to have less padding. - Improved: [#18422] Allow adding images to music objects. - Improved: [#18428] [Plugin] Add widget description interfaces to documentation. - Improved: [#18487] Mini Helicopters track can now draw spinning tunnels. - Improved: [#18591] Order RollerCoaster Tycoon 2 scenarios by difficulty. - Improved: [#18607] A new tab for all UCES Scenarios, if it’s installed. - Improved: [#18621] OpenGL performance. - Change: [#17677] Open campaign window from finished campaign news. - Change: [#17998] Show cursor when using inverted mouse dragging. - Change: [#18230] Make the large flat to steep pieces available on the corkscrew roller coaster without cheats. - Change: [#18381] Convert custom invisible paths to the built-in ones. - Change: [OpenSFX#11, OpenMusic#19] First implementation of official replacement asset packs for sound effects & music. - Fix: [#1491] Clearance of the Cash Machine is too low (original bug). - Fix: [#1519] “See-through rides” doesn't affect all rides (original bug). - Fix: [#6341] “Unlock vehicle limits” does not allow setting fewer vehicles than the vehicle type requires. - Fix: [#14312] Research ride type message incorrect. - Fix: [#14425] Ride ratings do not skip unallocated ride ids. - Fix: [#15969] Guests heading for ride use vanilla behaviour - Fix: [#17067] Random Staff Patrol Area clicks. - Fix: [#17316] Sides of River Rapids’ corners overlay other parts of the track. - Fix: [#17657] When switching from buying land rights to buying construction rights, grid disables and won't re-enable afterwards. - Fix: [#17763] Missing validation on invalid characters in file name. - Fix: [#17853] Invention name tears while being dragged. - Fix: [#18064] Unable to dismiss notification messages. - Fix: [#18070] Underground entrance/exit shows through terrain walls (original bug). - Fix: [#18094] Underground shops & facilities don't show when adjacent to non-underground path (original bug). - Fix: [#18122] Ghosts count towards “Great scenery!” guest thought. - Fix: [#18134] Underground on-ride photo section partially clips through adjacent terrain edge. - Fix: [#18244] Invention DragWindow's starting position is inconsistent. - Fix: [#18245] Guests stopping dead in their tracks at railway crossings. - Fix: [#18257] Guests ‘waiting’ on extended railway crossings. - Fix: [#18354] Overwrite alert does not show when save name has different casing on Windows. - Fix: [#18379] Tunnel entrances for underground Mini Golf Hole E are not rendered correctly. - Fix: [#18442] About window background is clickable. - Fix: [#18449] [Plugin] Change type of listview widgets from 'scroll_view' to 'listview'. - Fix: [#18453] Slow walking guests don't get across level crossings in time. - Fix: [#18469] Land rights window buttons incorrectly disabled and markers remain visible indefinitely. - Fix: [#18459] ‘Highlight path issues’ hides fences for paths with additions. - Fix: [#18552] Trains clipping through helixes. - Fix: [#18576] Cannot open parks with certain types of corrupt tile elements. - Fix: [#18606] JSON objects do not take priority over the DAT files they supersede. - Fix: [#18620] [Plugin] Crash when reading widget properties from windows that have both static and tab widgets. - Fix: [#18653] Negative ratings multipliers do not appear in Vehicle tab. - Fix: [#18696] Construction rights cannot be viewed after all are purchased. - Fix: [#18720] Upwards helix is enabled for the Alpine Coaster, even when cheats are off. - Fix: [#18755] Ferris Wheel and Circus ghosts not coloured correctly. - Fix: [#18802] Game could crash when determining if a mechanic is heading to fix the ride blocking the path.

The order of the scenarios is listed in the same order listed on the UCES website. This also allows for translating the scenarios to other languages!
If you don't have any of the UCES scenarios installed the game will look like this:

If you do have UCES installed:
