the cutting room mirror

Hotel Giant 2

Hotel Giant 2 is a sequel of Hotel Giant where you create and manage hotels in some cities like Paris or Los Angeles.

Development Files#

Hotel Giant 2\resource\interface\text\demo.txt includes some indications for developers about text writing and buttons.

[Demo][textExplain]
Insérer le texte par un des trois moyens,
1) Directement par le dialog ddf, pour ajouter "myText" à un objet ajouter les lignes 
    flagDown textRes
    text        myText
2) Par le dialog text resource, pour ajouter ce texte à un objet ajouter ces deux lignes
    textGroup   demo
    textLabel   explaination
3) Ou directement par le code, où l'on trouve l'objet dialogText et utilise l'une des deux fonctions set text
    set_text("myText")
    set_text("demo", "explaination")
~
[Demo][btn1]
Statistiques
~
[Demo][btn2]
Bouton 2
~
[Demo][btn3]
Notice
~
[Demo][btnclose]
Fermer
~
[Debug][Enable]
Activer
~
[Debug][Disable]
Désactiver
~
[Debug][DebugMode]
Mode déboguage
~
[Debug][TextureMemory]
Mémoire video
~
[Debug][FrameRate]
Rythme d'image
~
[Debug][FrameTime]
Vitesse d'image
~
[Debug][Speed]
Vitesse
~
[Debug][HDR]
HDR
~
[Debug][Bloom]
Couleur
~
[Debug][Threshold]
Seuil
~
[Debug][Luminance]
Luminosité
~
[Debug][Exposure]
Exposition
~
[Debug][Gaussian]
Gaussian
~
[Debug][Shader]
Ombre
~
[Debug][Rotate]
Rotation
~
[Debug][Specular]
Spéculaire
~
[Debug][Reflection]
Réflexion
~
[Debug][RecalcBasis]
Base calcul
~
[Debug][Lighting]
Lumière
~
[Debug][All]
Tout
~
[Debug][PointOnly]
Point Only
~
[Debug][DirectionalOnly]
Direction
~
[Debug][Brightness]
Brillance
~
[Debug][Hemispheric]
Hémisphère
~
[Debug][ShadowCasting]
Répartition d'ombre
~
[Debug][ShadowReceiving]
Réception d'ombre
~
[Debug][Bilinear]
Bilinéaire
~
[Debug][Trilinear]
Trilinéaire
~
[Debug][Anisotropic]
Anisotrope
~
[Debug][FilteringType]
Type de filtrage
~
[Debug][FilteringLevel]
Niveau de filtrage
~

Hotel Giant 2\resource\interface\dialog\TESTUSE.DDF includes an example about text writing.

DialogGroup     TESTUSE
{
    child
    {
    }
}

Hotel Giant 2\resource\interface\dialog\demo\debug.ddf includes a debug menu.

DialogGroup     DebugInterface
{
    attach      all

    child
    {
        DebugText01     DebugText02
        DebugText03     DebugText04     DebugText05
        DebugText06     DebugText07     DebugText08
        DebugText09     DebugText10     DebugText11
        DebugText12     DebugText13
        DebugText14     DebugText15     DebugText16
        DebugText17     DebugText18     DebugText19
        DebugText20     DebugText21
        DebugText22     DebugText23

        DebugField01    DebugField02
        DebugField03    DebugField04    DebugField05
        DebugField06    DebugField07    DebugField08
        DebugField09    DebugField10    DebugField11
        DebugField12    DebugField13
        DebugField14    DebugField15    DebugField16
        DebugField17    DebugField18    DebugField19
        DebugField20    DebugField21
        DebugField22    DebugField23
    }
}

DialogText DebugText
{
    align2 topleft
    size 140, 20
    font    default
    font2   default
    fontColor   0, 0, 0, 255
    fontColor2  128, 0, 0, 128
    textGroup debug
}

DebugText DebugText01 { offset 20, 40       textLabel DebugMode         }
DebugText DebugText02 { offset 180, 40      textLabel TextureMemory     }

DebugText DebugText03 { offset 20, 58       textLabel FrameRate         }
DebugText DebugText04 { offset 180, 58      textLabel FrameTime         }
DebugText DebugText05 { offset 340, 58      textLabel Speed             }

DebugText DebugText06 { offset 20, 80       textLabel HDR                   }
DebugText DebugText07 { offset 100, 80      textLabel Bloom             }
DebugText DebugText08 { offset 180, 80      textLabel Threshold         }
DebugText DebugText09 { offset 340, 80      textLabel Luminance         }
DebugText DebugText10 { offset 20, 98       textLabel Exposure          }
DebugText DebugText11 { offset 180, 98      textLabel Gaussian          }

DebugText DebugText12 { offset 20, 120      textLabel Shader                }
DebugText DebugText13 { offset 100, 120 textLabel Rotate                }
DebugText DebugText14 { offset 180, 120 textLabel Specular          }
DebugText DebugText15 { offset 260, 120 textLabel Reflection            }
DebugText DebugText16 { offset 340, 120 textLabel RecalcBasis       }

DebugText DebugText17 { offset 20, 142      textLabel Lighting          }
DebugText DebugText18 { offset 180, 142 textLabel Brightness            }
DebugText DebugText19 { offset 340, 142 textLabel Hemispheric       }

DebugText DebugText20 { offset 20, 164      textLabel ShadowReceiving   }
DebugText DebugText21 { offset 180, 164 textLabel ShadowCasting     }

DebugText DebugText22 { offset 20, 188      textLabel FilteringType     }
DebugText DebugText23 { offset 180, 188 textLabel FilteringLevel    }

DialogText DebugField
{
    align topright
    align2 topright
    size 140, 20
    font    default
    font2   default
    fontColor   0, 0, 0, 255
    fontColor2  128, 0, 0, 128
    text default
    flagDown textRes
}


DebugField DebugField02 { offset 320, 40 }

DebugField DebugField03 { offset 160, 58 }
DebugField DebugField04 { offset 320, 58 }
DebugField DebugField05 { offset 480, 58 }

DebugField DebugField08 { offset 320, 80 }

DebugField DebugField10 { offset 160, 98 }
DebugField DebugField11 { offset 320, 98 }

DebugField DebugField17 { offset 160, 142 }
DebugField DebugField18 { offset 320, 142 }

DebugField DebugField20 { offset 160, 164 }
DebugField DebugField21 { offset 320, 164 }

DebugField DebugField22 { offset 160, 188 }
DebugField DebugField23 { offset 320, 188 }

Hotel Giant 2\resource\interface\dialog\demo\debug.ddf includes another example menu.

DialogGroup     DemoInterface
{
    offset      0, 0
    size            500, 300
    border      8, 8, 8, 8
    attach      bottomRight
    align           bottomRight

    flagUp      mouse mouseMove

    frame           default

    child
    {
        DemoText01
        DebugInterface    None      DemoGroup03
        DemoButton01    DemoButton02    DemoButton03
        CloseButton
    }
}

DialogText      DemoText01
{
    offset      0, 10
    size            200, 200
    attach      top
    align           top
    align2      top

    flagDown        textRes
    font            default
    text            DemoInterface
}

DialogText      DemoButton
{
    size            80, 30
    attach      bottomleft
    align           bottomleft

    flagdown        textRes
    frame   Btn_MG_F
    frameOver   Btn_MG_FO
    frameHold   Btn_MG_FH

    font            default
    textGroup   demo
}

DemoButton      DemoButton01
{
    offset      20, -20
    textLabel   btn1
}

DemoButton      DemoButton02
{
    offset      120, -20
    textLabel   btn2
}

DemoButton      DemoButton03
{
    offset      220, -20
    textLabel   btn3
}

DemoButton      CloseButton
{
    offset      400, -20
    textLabel   btnclose
}



DialogGroup     DemoGroup03
{
    attach      all

    child
    {
        DemoText02
    }
}

DialogText      DemoText02
{
    offset      10, 30
    size            -20, 80
    attach      topleftRight
    align2      topleft

    font            default
    textGroup   demo
    textLabel   textExplain
}

Unused seasons#

Available, but not used in any map and glitched, snow, rain and lighting are present in in Hotel Giant 2. The central file Hotel Giant 2\map\special.lgt includes snow time.

IsOn: 1
StageName: Snow
Type: 1
Red     : 0
Green       : 69
Blue        : 84
Alpha       : 255
HDir: 0.00
VDir: 0.00

IsOn: 1
StageName: Snow
Type: 0
Red     : 0
Green       : 69
Blue        : 84
Alpha       : 255
HDir: 0.00
VDir: 0.00

To activate snow time, go to Hotel Giant 2\map\MAP NAME , open MAP_MAP.lgt and edit SnowProbability : 0 and SnowPercentage : 0 with a number between 0 and 100. Note that activating snow will glitch the screen with speedy blue lines and can cause seizures for epileptics.

The central file Hotel Giant 2\map\special.lgt include rain time.

IsOn: 1
StageName: Rain
Type: 1
Red     : 0
Green       : 69
Blue        : 84
Alpha       : 255
HDir: 0.00
VDir: 0.00

IsOn: 1
StageName: Rain
Type: 0
Red     : 0
Green       : 69
Blue        : 84
Alpha       : 255
HDir: 0.00
VDir: 0.00

To activate rain time , go to Hotel Giant 2\map\MAP NAME , open MAP_MAP.lgt and edit RainProbability : 0 and RainPercentage : 0 with a number between 0 and 100. After that, the rain will be activated, but doesn't work.

The central file Hotel Giant 2\map\special.lgt includes lighting types, but they can't be activated anywhere.

IsOn: 1
StageName: Lightning
Type: 1
Red     : 255 
Green       : 255
Blue        : 255
Alpha       : 255
HDir: 0.00
VDir: 0.00

IsOn: 1
StageName: Lightning
Type: 0
Red     : 255
Green       : 255
Blue        : 255
Alpha       : 255
HDir: 0.00
VDir: 0.00

References#


  1. MobyGames↩︎
  2. 北京娱乐通 - gamebridge.com.cn (archived)↩︎
  3. 打造最舒適的心靈之旅《模擬飯店 2》中文畫面釋出《Hotel Giant 2》 - 巴哈姆特↩︎