Beiträge von melectro

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.

 

Die Registrierung und Nutzung ist selbstverständlich kostenlos.

 

Wir wünschen euch viel Spaß und hoffen auf rege Beteiligung.

Das Team der Transport-Fever Community


    I found the root cause. This was due to the fact that Blender had a setting that made animations accelerate at the start. TpF does not have this function, which made me experience a difference. When one of the animations was adjusted in the time scale, this was done in the non-linear acceleration phase with the result that my changes were not perceived to follow my own calculation. Blender has now been adjusted to Linear Extrapolation in the animation editor.


    Problem solved

    I am experiencing problems with rules.;)

    I only need a single producing factory for "MY_CARGO". It will end up in a fish farm on the bottom of the sea and it should be connected to a harbour. This mod is working in TpF1, but now it's time to get it into TpF2. "FISH" is as cargo already defined, but to test the function at the moment I use "OIL"


    I have for a long time read Wiki and looked into different vanilla industries, ex. oil well. Interestingly, even though I use exactly like industry A above, TpF2 crashes with the following log.


    I have put some print inside my con file, so I can follow that it completely executes two times before the crash.

    The first run is done when clicking on the industry in the menu. After placing the industry on the map, it is visible for about 5 seconds before it crashes.


    The construction is working (though without any production) when a comment is placed before result.rule = { input = { { } }, output = { OIL = 1 }, capacity = 100 }


    I do not understand what is wrong. Below is the small con file.


    both called in the same .mdl?

    Yes they are.


    I'm looking into your Terminal mod and there are many animations! Like you are using eg. "operator_21.ani", "frame_21.ani" and "runner_21.ani" in the same LOD.

    I use mine in the same type of configuration, all in the same LOD. I will continue testing and maybe I'll find the cause.

    Is there any trick to use to get two different objects with different animations to start at the same time?

    I see that there is a difference of several 100 ms between the objects' movements when I try to start them at the same time.


    In my example, I use "forever" on two objects and they are started up after they are loaded, which means that the other will start later and that delay time does not seem to be constant. Both objects are in the same mod (vehicle).

    Finally I found the cause of this trouble. At exporting from Blender and converting it into TpF2, I got these lines added in the mdl file


    I have now removed the model in Blender and added s new from the Blender menu. The new one doesn't add the lines and it's working for the moment. Though it is very strange as I could see the test cube in the game, but not in ME.

    I have written an E-mail and sent it to UG.

    Yes it looks weird indeed. As I wrote I can see the mod in TpF2 game, but not in ME. To test it in Tpf1 environment (Model viewer) I have to install it and that will take some time.

    Hello


    I have a problem with model editor. I'm creating a new mod and I use the export tool to export it out from Blender. I can then convert it to a Tpf2 mod.


    This can be loaded into the game and I can see what I have done, but using the model editor I can't. The ME is crashing after this error. Please can anyone help?

    I have installed the cargoLod mod and at a distance above the visibility limit for Lod0 (visibleTo = 47) where goods should only be rendered with 10 tris, I can not see any difference in performance when the DAF truck is selected. The goods is still creating a high peak on performance.


    I have noted that the goods icons standing at the warehouse are more than the load in a truck and they don't lower the performance. I think this is more and more strange.


    Deutsch

    durch Zufall bin ich auf diesen Thread gestoßen und habe angefangen, den Inhalt zu lesen. Da der letzte Beitrag schon eine Weile her ist und ich meinen Rechner bald aufrüsten werde, dachte ich mir, warum nicht erstmal etwas Leistung auf dem alten testen.
    Ich wählte einen DAF 55 Truck, der gerade im Bild war und klickte auf AltGr + i, wenn der Truck beladen wurde, beschleunigt der markierte Balken und die fps-Zahl sinkt stark. Dies wird mit dem Vanilla Truck verglichen, der möglicherweise den gleichen Zustand hat (mit Waren beladen) und keine schweren belastung aufweist.

    Der Stapel kommt in dem Moment an, in dem der DAF-LKW markiert und mit Waren beladen wird, sobald er entladen wird, fällt der Stapel ab und damit eine bessere Leistung.

    Gibt es jemanden, der herausfinden kann, was los ist?


    Danke das Du hier weiter schreibst. Hier kan man auch Bilder zufügen und Bilder sind besser als 1000 wörter.

    1. Hast Du andere mods manuell installiert und liegen sie richtig unter den Ordner "mods" und funktionieren sie?
    2. Hast Du alle andere Autobahn_Kreuz_1 auf die Festplatte entfernt? Es soll nur dieser unter mods Ordern sein.
    3. Öfter komt es vor das beim entpacken des zip datei wird eine extra "Autobahn_Kreuz_1" Ordner erstellt. Das muss dann eine stufe höher gezogen und die Obere wird dann übergeschrieben. (Wie in deinem Bild zu sehen ist, scheint es richtig zu sein)
    4. Wertvolles test: entferne Autobahn_Kreuz_1 Ordner und lade es wieder herunter.