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?
Beiträge von melectro
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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...
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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.
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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:
c:\build\tpf2_steam\src\lib\ecs\engine.h:275: int __cdecl ecs::Engine::GetComponentDataIndex(const class ecs::Entity &,int) const: Assertion `it != components.end()' failed.
Exception type: Fatal error
Details:
Error message: Assertion `it != components.end()' failed.
Minidump: I:/Steam/userdata/xxxxx/1066780/local/crash_dump/277fd6f1-520d-4f3d-8d89-c97a3fb27195.dmp
In file: c:\build\tpf2_steam\src\lib\ecs\engine.h:275
In function: int __cdecl ecs::Engine::GetComponentDataIndex(const class ecs::Entity &,int) const
__CRASHDB_CRASH__ struct AssertException: c:\build\tpf2_steam\src\lib\ecs\engine.h:275: int __cdecl ecs::Engine::GetComponentDataIndex(const class ecs::Entity &,int) const: Assertion `it != components.end()' failed.
Exception type: Fatal error
Details:
Error message: Assertion `it != components.end()' failed.
Minidump: I:/Steam/userdata/xxxxx/1066780/local/crash_dump/277fd6f1-520d-4f3d-8d89-c97a3fb27195.dmp
In file: c:\build\tpf2_steam\src\lib\ecs\engine.h:275
In function: int __cdecl ecs::Engine::GetComponentDataIndex(const class ecs::Entity &,int) const
Goodbye.
========================================
Shutdown at Fri Jul 17 16:45:06 2020
========================================
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Im Moment verlasse ich die Beta-Testgruppe, um mit der offiziellen Version zu spielen, in der die Brücken funktionieren.
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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:
Codec:\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.
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Ich weiß jetzt nicht, was passiert ist, aber jetzt sehe ich plötzlich in einem Terminal, dass Post angekommen ist.
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Der Transporter fährt jetzt mehr als 50 runden hin und zurück (Jahren im Spiel).
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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.
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I have got a reply from UG. Startevent doesn't work in TpF2, and they say
ZitatHowever 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"
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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.
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Thank's but
In the Stdout.txt i get the UI errors,
Code
Alles anzeigentexture load error: file not found: res/textures/ui/tracks/standard_10_module.tga texture load error: file not found: res/textures/ui/tracks/standard_40_module.tga texture load error: file not found: res/textures/ui/tracks/standard_70_module.tga texture load error: file not found: res/textures/ui/tracks/standard_80_module.tga texture load error: file not found: res/textures/ui/tracks/high_speed_10_module_catenary.tga texture load error: file not found: res/textures/ui/tracks/high_speed_120_module_catenary.tga texture load error: file not found: res/textures/ui/tracks/high_speed_40_module_catenary.tga texture load error: file not found: res/textures/ui/tracks/high_speed_70_module_catenary.tga texture load error: file not found: res/textures/ui/tracks/high_speed_80_module_catenary.tga texture load error: file not found: res/textures/ui/tracks/mus_mock_module_catenary.tga texture load error: file not found: res/textures/ui/tracks/standard_10_module_catenary.tga texture load error: file not found: res/textures/ui/tracks/standard_40_module_catenary.tga texture load error: file not found: res/textures/ui/tracks/standard_70_module_catenary.tga texture load error: file not found: res/textures/ui/tracks/standard_80_module_catenary.tga
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.
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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
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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.
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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.
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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.
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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")
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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.