Beiträge von Gwinda

Willkommen in der Transport Fever Community

Wir begrüßen euch in der Fan-Community zu den Spielen Transport Fever und Train Fever, den Wirtschaftssimulatoren von Urban Games. Die Community steht euch kostenlos zur Verfügung damit ihr euch über das Spiel austauschen und informieren könnt. Wir pflegen hier einen freundlichen und sachlichen Umgang untereinander und unser Team steht euch in allen Fragen gerne beiseite.

 

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Wir wünschen euch viel Spaß und hoffen auf rege Beteiligung.

Das Team der Transport-Fever Community


    Thank you for notifying me of this. The major change in 1254 is the GOG detection and making TFGM to not only accept a Steam setup. It might have been broken in this last version. I will contact you PM as soon I get a timeslot to investigate this.

    v0.91.1.55 -1251
    Scan mods/ folder for installed mods not yet registered in TFGM. New mods will be compressed, put in the TFGM library and registered in TFGM.
    The scan can be performed automatically at startup or manually from the Files menu. This can be configured in TFGM Preferences->General tab.


    For everyone using TFGM 0.90.1.53 - 1250 and onwards will get this new version pushed out automatically on next update check.


    The name of the mod is XL_Truck_Station_by_Grimes_1.3. Can't find anything wrong in it.


    I have 0.8.7.39 - 1242. Latest?


    Yes, that's the one. I had that mod as a test case and it works fine here.
    After the mod has been enabled the mod ID (and folder name) is grimes_xltruckstationfrlkw40tonner_1 It shows correct in TF manager and works fine i a new game.
    The archive name of the mod I have is XL_Truck_Station_by_Grimes_1.3.zip

    @Friedloc
    @MaikC


    TFGM removes non 7bit ASCII characters from the mod ID when converting from TFGM or TFMM formats. The mod ID becomes the mod folder under Train Fever/mods/
    If the mod doesn't need conversion (it is already in the new format) it is copied exactly from its original.


    It is a known bug that TF crash if the mod folder name have non 7bit ASCII characters. It is up to the modder to choose a valid mod ID when creating mods for the new system.
    This will eventually be fixed in TF, to accept UTF8 file names.

    I have no clue of why it doesn't work for you guys.


    I have attached a debug version here.


    1. Start TFGM and uninstall the previous cost_mod.
    2. Install and enable this one.
    3. Open the console window (the black window icon far to the right on the toolbar).
    4. Start TF.
    5. Create a new game, Activate the cost_mod and press start.
    6. When the game has loaded, close TF.
    7. Copy the debug output from the console window and send it to me.

    Dateien

    • cost_mod.zip

      (21,41 kB, 400 Mal heruntergeladen, zuletzt: )

    I think I have fixed this. The crash I fixed was that I had forgot to check for tga format when displaying the image in TFGM.
    When using TFGM, you can still use png,bmp,gif,jpg with the new mod format. TFGMm converts them automatically to tga when enabled.


    The fix will be there in next TFGM update.

    Timeless isn't converted yet and the only way for it to work is to use the Legacy mode, which isn't recommended because it modifies all Vanilla files. Any Legacy enabled mods won't show up in TF manager because it is enabled in the old format.


    The cost mod MUST be enabled in the NON legacy mode because it is converted to the new format. When it shows up inside TF manager you also need to Activate it for a new game, or add it to an old save game. Just enable it in TFGM won't activate it in TF, just make TF aware of it.


    I just tried the cost mod here again and it is working perfectly well.


    Can you send me a link to the mod?

    Doesn't work for me :( I downloaded the new TFGM and Cost mod, but when activated (in a normal or legacy mode), there is no possibility to "edit config" when right-clicking as it was possible before.


    This mod only works when activated in the normal way. By default everything is free.
    Then configuration edit from TFGM does not work with new mods because the new format has no support for this. You can still edit the config file manually by open it in the Train Fever\mods\gwinda_cost_mod_3\res\scripts\cost_mod_config.lua file.


    After the mod has been enabled in TFGM, you still need to activate it in TF.

    Yes it's normal, because you might have old save games pending on some mods. If you know what mods where active for a particular game save, you can just add them before loading.


    1. Select the game save to load.
    2. Open up the Available mods box by clicking on the + next to "Active mods"
    3. add the missing mods, or remove mods from the game save that you don't want to use. This might crash the saved game if you have pendencies to models that you remove.