It's working with new patch.
Beiträge von Enzojz
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I did some extra discovery and this works.
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Oversize truck in France
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Build 13482 (July 25)
- Fixed terrain alignment issues
- Fixed water/shore ground textures
Don't know what terrain alignment issue has been fixed but the terrain alignment issue with my open cut station have never been fixed.
And I quite sure it's about their algothrim:
Normally upgrade a station to recalculate the terrain, it should be recalculated again. But it seems they are using a differential calculs, and the logic seems be (old xor new1) * (old xor new2) + .., and that will introduce errors. The correct one shoule be (old xor (new1 * new2 * new 3...))
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Is all the way top on my wish list. The subway makes something like this already but uses a pretty ugly workarround you can also not use in all situations.
More similar workarrounds we had tried out also here. Some are useful in certain situations, sometimes crash which on some systems (oddly not at all) the game.
The 'stable' workarrounds all work with a combination of rail and road snaps and this is not in all situations without further ADO. There a solution must be that snapping allows the lanes directly without having to use the edges (roads and railways). I have requested it to UG before, it seems they will not likely to implement it.
tracks have so many different values for the parameter could be used, the menu something to clean up. The same applies to roads.
In general, tracks should be decomposed as tracks, tunnel, portail, catenary etc, I think this will not be done until TPF2
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I add something
It will be interesting to give information about environments, for example
1. A track assert, should have chances to see the existing track edges that it catchs, so the assert can be calculated accordingly.
2. A station, if snapped to some existing tracks, the information about snapped nodes(also nearby nodes) so the mod can recalculate accordingly.
3. Any building, the terrain information, like slope.It will be interesting to add range based spinbox and multiple checkbox in the construction UI, also will be interesting to have two level construction UI (some items collapsed to one line by default)
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- better control over the ground activities of a track. (And also no change texture when alignTerrain = false)
I think it would rather an option, not a rule.
Since they are there as furthest lods.
-Path reading/storing mod-specific settings.
I think this can be done freely? For me it's not very reasonable. I would rather suggest a private space in gamesave to store mod settings.
create my LUA function a parameter list that construction can be placed in the entity.
What's it?
-control over the construction window via LUA. I want all internal UI elements (buttons, etc. yourself set)
Control over the height and width, also spinbox or input box will be interesting.
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There is also code that although certain things accepted (the params can also be a function) but later acknowledged the game with a crash. The C++ code for Lua speaks also for example no LUA metatables.
In the end with a few exceptions the LUA continues to be only a static data supplier world, this will then only reads and then converted to UG compatible objects or build instructions. This conversion can take quite unreasonable values for the game, we see this mostly as a crash when loading or removing.
So you want to modify the environement for example modify connection of the nodes in another station near by or tracks from Lua?I will be interesting but that will double the work of UG since they need to make a C-Lua conversion..
Yes, it's a better design, like visitor pattern, perhaps, UG can design a hook in C++ and expose the APIs by giving .h, then modder could design native C dlls ported to Lua mod script, and in update fn there can be a function like "operation" to do this. But C++ is platform specified, so that means a modder need to have limit the OS which the mod can be used.
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"Of all attributes of which I know these mean" are hidden.
And for enumerate, some values are not used in original game, for example only "EQUALS" and "LESS" are used in terrain alignment, "GREATER" is not used, I find it only by guessing between "MORE" and "GREATER", it's only 1 months after my guess they put it in mod wiki.
And at first slope = 0 has the same effect of slope = big number, that confused me a lot it's signification, at first based on the basis slope = 0 = vertical, I though it were cotan.
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Folgender Fehler ist aufgetreten:
an den " slopeLow = 0, slopeHigh = 0," - Werten wurde etwas verändert -siehe folgende Meldung:
This is exactly what the last -2 patch done, since in last -3 patch it leads to crash.0 means no slope 0 (tan = 0), it's quite reasonable, since before here 0 means infinity, it put the modder lot's of time to discovery what it means and may leads to calculate error. What you need to do is to use a very large value in this place, like 1e7. Since slope means tan, 90° is mathematically impossible. (technically since the height is represented by pixmap, the range should be between 128 and -128)
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The working preview version can be download from here:
https://github.com/Enzojz/flyi…e2a7f379c0ef4a8f8ce11.zip
But the old construction tool is no more working (so you can't upgrade existing junctions)
Not suggested to use in saved games
The final improvement will be focused on wall construction, normally there's no wall on both sides...
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Almost there
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Some hidden bugs in last version slows me.
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Egal was ich mache, bei mir schaut die Station immer so aus



Was mache ich falsch?
If you are using Steam version of the game and this may be the issue with the latest beta patch, please use the steam version of the mod (already bug fixed).
If not...I don't know why..
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So you fixed it or does the savegame still crash?
It's a bug on calculation only
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The new patch will dysfunction my flying junction and open cut station -- immediate crash.
That's because they changed the algorithm of terrain alignement.
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OK, the problem found. It's cause by the slope parameter, before if it's 0 the game will consider 0 as inf, it's not the case with the new upgrade.
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Problem gefunden und (lokal) behoben. Die Version von tom_edgeutil_v1_0 scheint sich bei den beiden mods zu unterscheiden, obwohl der Name erahnen lässt, dass es sich um die gleiche Version handeln sollte.
Das Problem wird mit dem nächsten größeren update am Wochenende behoben.Bis dahin kann man das Problem selber beheben, indem man einfach die tom_edgeutil_v1_0.lua von der Unterführung löscht.
Diese verwendet das script schon längere Zeit nicht mehr, es wurde schlicht beim Aufräumen übersehen.You can only solve this problem by renaming or change the folder of the script. That's one of the major problem with this game.
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I think the most difficult things are done!
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Improved modding support: terrain parameters in base config
What does this mean?
Fixed constructions with type "asset" not bulldozable
Great, that's what I wanted
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It seems the performance can be improved.