Beiträge von Enzojz
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
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I just try it out
Is it possible to show the edges on that part (alt gr + l) in debug mode?
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Nach ca 45Minuten Arbeit sprich abreisen neusetzen und so hab ich etwas Weichen gebaut.
How did you arrive to make the three way crossing on the left on the picture?
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What bothers me a bit is that the station and the tram on different pages.
Artist because either I can off the building of the city, thus directly enter the tram or the tram must only over the train tracks to get to their platform.I did it like this since if I put the tram platform on another side, in real world I have only seen tram as terminals (for example gare de Nantes), not a passing through, and for the opposite side, there are many example like this for example Karlsruhe hbf. If you want to have the main building in the middle, why not build them seperately?
If you just demand a simply tram loop, it's possible (and maybe I can do it quickly without involving into the modeling work if you give some examples), but most of tram loops are on the street isn't it? So why do you need it?
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Need to rewrite both paramsutil.makeTrackTypeParam() and that line if you want to add extra track types.
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Maybe @Enzojz has an idea? Is this still something you work on?
At this moment not yet, my next project will be curved station.
Then I will do some revision on elevated and underground station, also the crossing station maybe(I see lot's of modelling)
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You don't have a direct dependency, the line ensures that the code will run only when commonapi is loaded:
Thank you for giving working code, yes I know it but reading global variables in lua is not free.
But I think patching mod follows a good logical separation rule and will be useful if someday maybe you want to make some changes to api, at least I don't need to upgrade my mod immediately if it comes, and the player will have choice, if he has installed 100 tracks and he doesn't want to see a heavy menu. I have been asked for many times if the tracks under the flying junction can be other tracks so I think working with your api will be very constructive.
I will look into this later, very tired by the mod for the moment, need to take a rest.
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I think I will later make a "Patch" mod to patch most of my mods with your commonapi, I think it will be a better solution than to introduce dependency directly.
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How do you calculated the track bezier curve outline to place the walls?
I didn't try to fit bezier, since the result from the game fit's well circular arc under approx. 60°, I just let all coordinates go with circular arcs. I make my arc generate two edges each time and it can support up to 90° without much errors.
Would you accept a small commonapi patch so all track types are possible? (I won't change anything when commonapi wouldn't be loaded)
Having seen you mod last night on Steam, I am also thinking of it. The selection of track file is done directly in updateFn like following:
if you want to patch them, how can you patch a single line in the function?
However I am interested in working with your api, do I need to expose this single line as a function or a callback to make the patching easier? I have yet looked into your api due to limited time.
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I will add quasi moving blocks in this mod, in general, the signals are invisible.
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Work out
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Does anyone know how to call this kind of track pattern in shunting yard?
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Ich werde mir das am Wochenende mal genauer ansehen. Das ist mir so erstmal nicht erklärbar. Vermutlich hat das etwas mit dem kurzen Gleisstück und irgendwelchen TpF Bugs zu tun die niemand so recht versteht.
Ich könnte die Gleisstücke wieder etwas verlängern wenn das weiter hilft.In very short edges it will happen, I guess it's about float precision, my own rule is to avoid edge less than 5m.
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No I don't want to make a curve option for now. Maybe I will update the bridge module to support variable length and curved bridges one day.
It will be on steam one day but I'm not quite sure when. Maybe it won't include the snapables since I expect many steam users to simply ignore the description and I don't want to end up with a downvoted mod.
I hardly receive a downvote on a mod, say 1 downvote vs 231 upvotes for Flying junction road extension and it's the most popular mod in the community for the moment, almost the same case for my other mods, so don't afraid of it.
And I don't write "how to" use in the description, I just show the screenshots to show what it can deal with, it's fairly ok to let players to discover by themselves, but you need to pay attention to the menu design.
Put the mod on line on Friday evening or Saturday morning, that's my suggestion.
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Kurven auf der Brücke wird es sehr wahrscheinlich nicht geben. Das ist einfach zu aufwendig umzusetzen, es sei denn ich ziehe an der Stelle eine "echte" brücke, aber das hat in der Vergangenheit immer wieder eigenartige Kollisionsprobleme gebracht und ist bei weitem nicht so schön wie die Modelle.
Simply say making curves will lead to a rewritten mod, if you want to do it, do it as early as possible, if not, make it in a new mod or never do it.
My wish for this mod is seeing this on Steam, is it possible?
I have also a suggestion:
Make some ground texture to the zone around the underpass, and change the inner wall part to the same texture, this trick will make the transition more confortable and you will be able to make the terrain wall more backward to avoid pins.
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W-O-W
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Hope it being useful who like to construct depots
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I don't want to do double work. When I write here about ideas, they then try it will be implemented by someone else. Why should I be there still any thoughts? For my time is too bad.
General, I read all your contributions. I would like to give to very many things simply no comment.
PS: If someone thinks to copy the ideas of CommonAPI and work to destroy power by again offering a competition mod, I'll definitely do no mods offered more. You know for some mystery reason, programmers like to reinvent wheels, if an ideal is valuable, being referenced is not surprising.
Anyway, I don't think considering one's own idea being originate is very logical for most modding this game, the more actual thing is we see there's a problem with this game, we try to improve it by moding, and the problem comes because that we have seen something in real world and want to make it in the game. Of course the way to resolve the problem may be originate, and you can protect it by obfuscating the codes (someone did it in some mod as I have seen on workshop)
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I got lot's of ideas and it will still take some weeks to complete it.
The algorithm becomes very complicated when I want to construct complex switch groups.