Beiträge von melectro

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    I thought I could make this script from my TpF1 experience, but no.... There are some other code names in use as I can't write the proper code. Please is there anyone that can help me creating a script that can search in the list of stations to find the station name "Lower Cary" and make a delete?

    You can switch to older game versions: https://www.transportfever2.co…php?id=gamemanual:updates

    This was perfekt! Thank you VacuumTube.


    I have restored the game into version 29485 (3 July) :)


    From this point

    • I can delete the station and update the game to see how it will behave when building the same in the latest beta.
    • or just play and hope a future beta will fix the issue. I have e-mailed a detailed information to UG.


    Edit:

    Deleting the station creates a new crash :(

    • Restored the game to 29433, still crashing...

    Only one option left is to delete the station by scripting...

    Dateien

    • stdout.txt

      (253,09 kB, 207 Mal heruntergeladen, zuletzt: )

    In my investigation I have found that this CTD occur when I get a railway station viewed on the screen (just a small piece is needed). I'm sure that it has nothing to do with the mod it self as there has been no mod updates lately, but UG has made game updates...


    Sadly I can't get back to the previous game version. Beta and official version (29596) seems to be the same for the moment. Can anyone confirm this?


    Interesting details:

    • I can select the config mode on an different station, then move the map so I can see the railway station which isn't possible in normal view.
    • I can build the same station on a different place and it works.

    Today I entered the beta test area again and got version 29596, but after some testing I got a new CTD. That is why I returned to Steam setting to reset the game in no beta test.

    I'm not getting the previous official version. I have also validated the files in the game directory. Is the last "beta" version also the official version... ?


    Here is the CTD info:

    Nachdem ich jede Mod einzeln aktiviert habe, habe ich festgestellt, das es an dieser Mod liegt:

    https://steamcommunity.com/sha…iledetails/?id=1935233592

    Die "TPF2-Addon-Gleis_-_Schienenfabrik"-Mod beinhaltet auch Brücken, die nun zum Absturz führen


    Man kann halt das Spiel nicht mehr starten, wenn man die Mod vorher bereits genutzt hat und sie nun deaktiviert.

    Ich habe diese Mod nicht im meiner Spiel aber es gibt CTD auch wenn ich meiner eigene Straßen brücke von Autobahnkreuz mod benützt.


    Ich bekomme ab und zu eine Info im stdout.txt:


    Code
    c:\build\tpf2_steam\src\game\model\bridge_transformator_util.cpp:104: struct std::pair<int,int> __cdecl bridge_transformator_util::CalcUserTransfs::<lambda_6e9b5bbcf12b525f9521eeff96180b37>::operator ()(const struct ecs::component::Bridge &,int) const: Assertion `false' failed.
    c:\build\tpf2_steam\src\game\ui\util\builderrenderer.cpp:633: void __cdecl UI::BuilderRenderer::Clear(bool,bool): Assertion `!m_proposalEngine' failed.

    Danke für deine Mühe.


    Die Terminals sind "default" alles laden und entladen. Der Transporter is jetzt alt, status "BAD" wird angezeigt und er hat bis jetzt nichts transportiert


    Für mich klappt es aber nicht.

    Ich habe Industry Expanded als nummer 1 in die mod liste. Nummer 2 is die Mail add on mod. Dann folgt alle andere Mods in der start reihe. Beide wurde auch aktiviert beim neu spiel start als 1 und 2 in der Liste.


    Es wird nirgends eine Produktion gestartet. I habe zum Beispiel 1 LKW zwischen 2 LKW stationen und der Transporter kann mail transportieren.


    I have got a reply from UG. Startevent doesn't work in TpF2, and they say

    Zitat

    However there may be a chance that it will be functional in a future version.

    With this information I'm hoping that it will be working as many of my mods in the TpF1 SweDen mini-DLC are using "startevent"

    I found it at last.....

    searching a part of the filename and a lua was found. Tricky when the mod is about "signals" and track icons are wrong.

    Thank's but

    In the Stdout.txt i get the UI errors,

    No folder name is given and I have searched in mod folders (Workshop and manual mod), but as the file are missing I can't find the mod.

    Is there any chance to get the information on what mod or folder is behind an icon in the menu?

    I have disabled all mods with tag containing "Track" but I can't find the mod that is creating the blue icons.

    I have looked through the Wiki a couple of times and I can't find a solution. I assume that UG has completely eliminated or not implemented the startevent function in TPF2:( I really hope that I'm wrong

    Yes I'm running it in update function from there I want to start trigger an animation in the .mod.

    In TpF1 it was an easy match as I wrote at the beginning of this thread. It would be great to see an example of a working code where someone has done this. I have sent a question to UG, but it is a while ago and no answer from them yet.

    Wait, aren't that two different things?

    I'm trying to convert the startevent line in the game script to get an animation called "open_doors" in the mod from Tpf1 into TpF2. In the tests I have switched the name from "open_doors" to "flash". It is still the same animation in the mod that I wish to get started.

    I have tested my game script by converting it to the proposal I got from Yoshi and read in the Wiki.

    guiUpdate = function()

    for k,v in pairs(callbacks) do v() end

    end


    update = function ()

    ...

    callbacks[#callbacks + 1] = api.cmd.sendCommand(api.cmd.make.sendScriptEvent("VZ_mod.lua",tostring(Status[i].id), "flash",0))

    end


    Still nothing to see when this event is triggered in the game. At least there is no CTD.

    The animation "flash" can be seen and it is working when I look at the mod in modelviewer.

    I have made a working game script for TpF1, but how to do it in TpF2 is not in my knowledge.

    Even after reading the Wiki it will not bring me forward, so my only hope is to ask you. Can someone help me on how to start an Event in TpF2 by converting following line?


    game.interface.startEvent(Status[i].id, 0, "open_door")

    Ja bei mir auch, aber tut es auch so nach dem manuellen Upgrade der Strassen? Ich kann nur hoffen das UG hat es gemerkt und eine Lösung im nächsten Spiel update präsentieren kann.