Posts by Enzojz

Willkommen in der Transport Fever Community

Welcome to the fan community of Transport Fever and Train Fever, the economic simulators of Urban Games. The community is free for you to share and inform yourself about the game. We cultivate a friendly and objective interaction with each other and our team will be happy to answer any questions you may have.


Registration and use is of course free for you.


We wish you a lot of fun and hope for active participation.

The Team of the Transport-Fever Community

    poEdit comes with decompiling tool msgunfmt.exe in it's bin folder

    However, if you want to put the correct in official release, you need to ask Tom for the po file, as what I have done with the Chinese translation (the original one comes with massive errors)

    Station from Tpf can be easily adapted to Tpf2, in fact the game accpet the old format and old mode (with minor modification on track nodes), but there are two reasons it's not widely done yet:

    1. The modification mode doesn't comes with a scrollbar, and most of the stations has many options... so you can see only top options there (Tom told me this would be fixed)

    2. We have better way to reduce the options by modular construction, but that need times to adopte, it's almost like to redesign a mod, as you see I spent almost two months to port the underground station

    I will port the Ultimate Station but it's more complicated with modular mode, I need some time to think out a good proposal.

    Lo2k, that name reminds me.

    Vous êtes Laurent de GP4Editor?

    mo is the compiled format of poEdit, so you can use poEdit to decompile it then edit it

    It's still working for TPF2 and improved for some feature in Tpf2, with support from UG

    From my understanding, in tpf2 the graphics and logical engine are run in async way that's why they are split.

    in general in a game_script you have guiEventHandler and eventHandler, the communication from guiEventHandler to eventHander via game.interface.sendScriptEvent, then load/save get datas from game engine back to graphcis engine.

    In general the two saves different states.

    I have uploaded my Underpass mod yesterday and there is what I discovered in the mod about this.

    I can create a floating window, put a button or text in it, run a script when clicking, open it and close it program also highlight it.

    You can't get data into the constructions, everything is top level down, the only injection that I find is calling the construction from eventHandler, but I have yet tried to access a game_script global from the construction, I don't know if it works

    But at least there's a way:

    in common api game_script : guiEventHander -> proposalPreview -> open track selection window -> (waiting for) -> proposalApply -> (if the mod is declared to support api) -> sendScriptEvent -> (in mod script) upgradeConstrdution with injection trackType -> (close track selection window) --> in general what you said above but so far there's a bug there is no event when modification is on the way/done, nothing reacts to the module.

    The states in params.module is saved, params will be clear each time.

    Modular station is not mandatory, old construction script is working too

    For every game_script there are two lua environement, graphics and game engine, the state data in game engine can be copied to graphics, from graphics event can be sent to game engine

    All datas can be saved and reload in gamesave automatically.

    We can have interface with text, image and button with text/image, a simple layout system.

    I don't know if data can be shared between game_scripts (except event system), if it's possible, common api as a public on call game_script is enough.

    What I suppose to do:

    With an event request, pop up a icon list of tracks, on clicking on the icon, broadcast an event with track.lua name, that's simple and elegant

    However I think UG should merge track upgrade function into station, that's much more simple.

    Still I did a lite convertor by myself, since I hope to convert my mods easily like executing an exe (I tried to adapte your convertor with Lua52.exe but failed since too complicated dependency)
    I will post it here later when it's working, it do only little work in general transfering materials from msh to mdl then adaptation of mdl, no animation work will be done since in my mods there's no animation..

    Ok, I'm here.

    Just have done a quick review of the script, it's good enough so I won't do my convertor.

    But I suggest to make it a standalone pack that so executed under the mod root to make the conversion

    I'll try it with a house. Is stop ne exit to ner Open Cut Station which is located in the middle of the city, since it is unfortunately all flat and the trick with the steeper terrain is so difficult to implement.

    @EAT1963 Which tunnel exits do not cause this ugly rocky edge above? TheThe

    Open cut station, track design patterns and flying junctions are three mods that work great together.

    The trick is to update the construtions after all is done, to unify the terrain. before this you can detach the tracks from the things, then no tracks.

    and built with track design patterns planner to easy the paramtering

    There's one thing that a mod can do but can't done by hand in this game: open a hole on the map.

    it would be great if the new game supports runtime text generation.

    I don't want another Skyline, Cities in motion was good, skyline is not fun.


    I remembered you mentioned once in this topic, but I can't refind it out.
    Which GUI lib you use for common api?

    I see you have updated the steam version, that's great it seems the track error injected by some mod tracks are now away.

    If it is a private letter sent to me by ordinary players, I can smile and ignore it. Because everyone has their own understanding and perception of things. There is no need to tangled.

    But the one who sent me this private message is another MOD author on the forum. I also subscribed and praised his mod. So I was shocked.
    It's normal to make more mods for your country and region, but it's unacceptable to attack other MOD authors.

    I would f**k him back, no tolerance, in Chinese way, like this: 凸(-_-メ)

    Well, I am Chinese, I speak and write both well in English and French, which are both allowed languages in this forum, but I don't understand German at all, I can guess some, I have German friends over internet since 15 years ago when even I was a high school student and I tried to learn German at that time even for my first two years of university, but I really doesn't understand German in general sense, I can only guess some words based on phonetic relation with English words.

    I often receive messages written in German, both in private and public. I don't understand why, some people by default thinks everyone should speak German.

    The domain name of this forum is, NOT, I don't know why lot's of guys here doesn't pay to this attention and hold the respect to other for this fact. Ironically this the official community of Tpf to the world.

    Hey guys. I would be, for all the euphoria and anticipation, careful with the targeted release (see anno 1800) I believe date more in Q2/2020...
    Nevertheless I have the feeling. that all estimated Modder now at once those things out go (to my delight), like TPF tomorrow dies... Was intention perhaps???
    No modders TPF 2 would not appear likely before 2022... Because I can take a few ideas but as a developer... All kidding aside. Without all these beautiful mods that have been published here, there would be no TPF 2. respect, you're so co-developer. And anyone who has developed a mod, should get the game for free. Modular stations, zeppelins (in future also birds and helicopters), new product chains, etc., there would not be without this community. So all tack you a well deserved Medal and we wait for everybody. : thumbsup:

    I have stopped mod for TPF for two basis:

    1. The limitation on the modding mecanism is quite visible, that make further effort (something like underground station) very costy
    2. The TPF2 has been annoced, regarding the duration to make a new infrastructure mod, I stop and watch what I can do with TPF2.
    3. Profession reason, my enterprise have got an important R&D project to me with the national railway company, so I need to put my effort deal with the real life railway :D

    I think with so much objects in the trailer video, they have changed completely the core architecture to something like ECS, which handles millions objects easily and can be easily parallelized

    Don't cross your bridges before you come to them !
    Wtf you are talking about ? I mean... is this somehow your problem if UG has a copyright of those CR logos ? I would say UG wouldn't be so stupid to make use of any models and logos without permission. In the past there wasn't any sign of it and I don't know why there should be a copyright problem right now. Anyway it's nothing what YOU have to worry about.

    Have just talk to Tom and confirmed these logos should be checked, they don't want any real life logos in the game.
    So "Wtf" I am talking about is a very serious detail that may lead the game to trouble.