Beiträge von doug
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This will upgrade both the passenger and the cargo versions. You will need to ensure you overwrite the original files.
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https://steamcommunity.com/sha…iledetails/?id=3046130221
This mod of mine will increase the storage capacity of all modules that already have some time of storage space.
Google Translate:
Dieser Mod von mir wird die Speicherkapazität aller Module erhöhen, die bereits über etwas Speicherplatz verfügen.
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You need:
params = {
{
key = "dh106_CitroenH_1",
name = _("Citroen H"),
values = MenuNames(),
},
},
MenuNames is a function, so you need the round brackets.
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Try using the Steam client to verify the game files.
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Calling api.util.getAppConfig() will return a table.
Among other things, it will contain all the modParams currently saved by the game, including those for mods not currently active.
It will also contain a sub-table of active mods in the game. -
https://www.transportfever2.co….php?id=gamemanual:errors
You've got a bad mesh file. I ran into this myself once when I ran a TpF1 mod through the converter. I'm sorry, I don't recall which one it was.
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Dunkel is correct. I just came to the same conclusion and the same fix. The errors no longer appear in stdout.txt.
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You're probably going to have to multiply delta-X and delta-Y by the sin and cos of the angle of deflection. Not sure which delta will be multiplied by sine and which by cosine, but that shouldn't be too hard to suss out.
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I'm being an idiot...
params.year will give you the year the construction was built. I think that's exactly what you need. It won't change later, but I don't that will matter in your case.
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I think this will work in a construction file:
game.interface.getGameTime().date.year
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Hier ist ein kleiner Auszug aus meiner .mdl. So scheint es zu funktionieren.
The other thing you could do would be to check what the game is calculating for cost and maintenance, without the Gieslejektor, and then explicitly set the cost and maintenance to those same values for the units with the Gieslejektor. You don't have to let the game calculate cost and maintenance if you don't want to.
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Right click.
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Try putting
math.randomseed(os.time())
at the top of mod.lua
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The information is stored in profile.lua, which is in the same folder as settings.lua.
I don't know how easy that would be to retrieve, but it might be worth a shot.
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if game.interface.startEvent still works, then you can capture when you get paid to deliver cargo (it generates a script event.)
You could then turn around and issue the game.interface.startEvent command to play your animation.
OK, so apparently it doesn't.
See here:
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It did point me in the right direction though.
I had a bad mesh file after converting a TpF1 mod.
Fortunately, it was a repaint of the stock EMD GP9, and the TpF2 mesh files seem to work with the material files and textures from the TpF1 mod. So I have the Canadian National Railway repaints I was looking for.
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That wasn't the one I was thinking of, but I'll take it.
Thanks!
For future reference, the one I was thinking of is here:
https://www.transportfever2.co….php?id=gamemanual:errors
and it is referenced in the lexicon entry linked above.
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Somewhere in the TpF2 wiki, there is a list of error messages and what might need to be corrected/added to fix them.
Anyone have that bookmarked?