Beiträge von hugedragonyk

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


    -------[UEP2] _36a_---- 2022.02.25 ------ DONE


    [uep2]_36a_road-rail bridge -------- DONE



    Release:(DONE)





    Download:


    [uep2]_36a_road-rail bridge


    STEAM:


    https://steamcommunity.com/sha…iledetails/?id=2764287962


    --------------------------------

    ----------ENGLISH-----------

    urban_expansion_package_II

    [uep2]_36a_road-rail bridge

    ------------------------------

    available time: 1925

    -------------

    (1). You can find this mod in "Road/STREET_DEPOT" or "Road/urban_expansion_project_package_II" option.

    (2). Do not use any mods that directly replace the game's default road/rail parameters, which will cause the mods to not work properly! ! !

    (3). When the train passes through the bridge, both ends of the bridge will prohibit cars from driving on the bridge.

    (4). The speed limit on the bridge is 30km/h, and this speed limit applies to all trains/cars passing through the bridge.

    (5). The MOD comes with 2 bus stops and 2 train stations, you can make the sightseeing train/bus stop on the bridge, or you can turn them off through the MOD menu.

    (6). You can set the bridge length between 60m - 300m. The rail electrification option can also be toggled on/off.

    (7). If your river has a ship channel, use "," and "." to adjust the bridge height.

    --------------

    Notice:

    (1) If the length of the bridge is set to exceed 60 meters, the car will not be able to drive off the bridge in time, causing the models of the train and the car to penetrate each other. This is a problem with the game's judgment mechanism, and there is currently no solution.

    (2). In the real world, such bridges are generally built in areas with very low traffic density, or as border bridges on rivers between two countries. So, don't put the mod in a high traffic area, it's not realistic.

    ----

    Copyright declaration: original model works, without permission, no reprint and commercial sale!

    ------

    MOD by:HugeDragonYK HAVE FUN. 2022.02.25 v1.1

    ------

    ---------------------

    rain? snow?

    All right. . Let me try.:saint:

    ---------------------

    First off: the mod is still in an early production and beta stage. Currently I'm still testing and validating these features.

    ----------------------

    Next, I plan to study the player's perspective control system of the game, and directly bind the range of rain/snow to the player's perspective.

    Where the player's perspective moves, and where the rain and snow follow, the hardware consumption of the player will be minimal. (However, I'm not sure if it can be successful, after all, I'm still in the research stage for some functions and controls of TPF2...)

    There is still a lot of testing work to be done. . .

    ----------------------


    video:


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    ---------------------


    This custom-mine MOD is mainly to integrate new functions by using the existing industrial structure of the game, which can save the making time of MOD, In the follow-up production plan of the UEP2 series MOD, a large ore loading and unloading port is also included.



    You should loaded and turned on the 0-height bridge MOD made by another MOD author by enzojz. This MOD will make all your roads/railways generate bridges at any height. In the bottom left of your game's main menu bar, click to turn off the function.

    -------[UEP2] _40e_---- 2022.02.18 ------ DONE


    [uep2]_040e_Custom Mine_(5_in_1)-------- DONE



    Release:(DONE)





    Download:


    [uep2]_040e_Custom Mine_(5_in_1)


    STEAM:


    https://steamcommunity.com/sha…iledetails/?id=2757013259


    ---------------------------


    ----------ENGLISH-----------

    urban_expansion_package_II

    [uep2]_040e_Custom Mine_(5_in_1)

    ( Quarry / Coal_Mine / Iron_Ore_mine ) Industry + Train Station + Truck Station (5-in-1)

    -------------------------------------

    Availability: 1925

    --------------------------------------

    1. MOD contains 4 road stations and 4 railway stations.

    2. You can switch between quarry, coal_mine, iron_ore_mine.

    -(1). (Normal mode), mines produce minerals directly.

    -(2). (Hard mode), you need to transport the corresponding resources to the mine to ensure the normal operation of the mine.

    -(3). (Phagocytosis mode), the mine will need all resources.

    -(4). (Close the industry), close the industry mode, MOD only exists as a station.

    3. MOD adopts a modular structure, you can connect multiple mines to form a larger mine scale.

    ---------------------------------------

    Notice:

    1. The MOD is compatible with all industrial MODs.

    (MOD has its own output adjustment function, which may not be compatible with the MOD that adjusts the industry level.)

    2. Do not use any mods that directly replace the default road/railway/game parameter settings, which will make other authors' mods unusable, and is also an officially not recommended modding behavior.

    ---------------------------------------

    ----

    Copyright declaration: original model works, without permission, no reprint and commercial sale!

    ------

    MOD by:HugeDragonYK HAVE FUN. 2022.02.18 v1.1

    ------

    ---------2022/02/17-----------


    Update the new progress and demo video of the mod before the night break:

    This is the modified UEP2-40E (custom_mine) MOD tonight.

    At first, I just thought about designing the new Quarry MOD, then I thought about it. . . Emmm....put all the mining functions together~~8)

    ------------

    new features:

    ------------

    You can switch between quarry, coal_mine, iron_ore_mine.

    1. (Normal mode), mines produce minerals directly.

    2. (Hard mode), you need to transport the corresponding resources to the mine to ensure the normal operation of the mine.

    3. (Phagocytosis mode), the mine will need all resources, you can earn shipping fees by transporting all the resources to the mine.

    4. (Close the industry), close the industry mode, MOD only exists as a station.

    -------------

    Because of the new features and settings, the mod may be released a little later tomorrow night, and I need take time to finish writing the MOD cover and description file when I get home from get off work.

    -------------


    PIC:

    MOD's new features menu

         






    --------------------------------



    VIDEO:


    MOD function demonstration video


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    -----------------------------------

    ----------2022/02/14-----------


    Continue to update the making progress of UEP2 - Industrial Integration Series MOD

    -----------------------------------


    Are you crazy about the TPF2 game's vehicles not being able to drive into the mine~~ :S

    All right. . TPF2‘s Mine owners, your new Quarry is here. . .8)

    Players in the late stage of "OCD"...you should be satisfied~ lol. .:D:D:D

    --------------------------------------

    UEP2 - Industrial Integration Series MOD :

    UEP2_40e_New Quarry (3-in-1) MOD

    -------------------------------------

    Availability: 1950

    --------------------------------------

    1. MOD Integration Industry + Railway Station + Road Station

    2. Players can customize the product output of MOD according to their needs.

    3. MOD contains 4 road stations and 4 railway stations.

    4. The mod is compatible with all industrial mods and can be used directly.

    ---------------------------------------

    MOD is currently under debugging. I will post it after I get home from get off work on the evening of the 18th this Friday.

    ---------------------------------------


    PIC:


         



         




    --------------------------------------------------------------------------------------



    VIDEO:



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    --------------------------------------------------------------------------------------

    -------[UEP2] _00m_---- 2022.02.04 ------ DONE


    [uep2]_00m_<Mr. Bean and the MINI> -------- DONE



    Release:(DONE)





    Download:


    [uep2]_00m_<Mr. Bean and the MINI>


    STEAM:


    https://steamcommunity.com/sha…iledetails/?id=2742167664


    -------------------------


    ----------ENGLISH-----------

    urban_expansion_package_II

    [uep2]_00m_<Mr. Bean and the MINI>

    MOD available time: 1976

    -------------------------------------------------- -----------

    Introduction:

    Time to add a fun mod to the game.

    This mod will add Mr. Bean and the 1976 Leyland Mini 1000 series to the game.

    AI Vehicle + Bus/Truck + Asset

    The vehicle will automatically switch between passenger/cargo mode when it is not loaded.

    ------------------------


    -----Deutsche Sprache------

    urban_expansion_package_II

    [uep2]_00m_ <Mr. Bean und der MINI>

    MOD verfügbare Zeit: 1976

    -------------------------------------------------- ------------

    Einführung:

    Zeit, dem Spiel einen lustigen Mod hinzuzufügen.

    Dieser Mod fügt Mr. Bean und die Leyland Mini 1000-Serie von 1976 zum Spiel hinzu.

    KI-Fahrzeug + Bus/LKW + Asset

    Das Fahrzeug wechselt automatisch zwischen Passagier-/Frachtmodus, wenn es nicht beladen ist.

    ------------------------

    ------------------------

    Copyright declaration: original model works, without permission, no reprint and commercial sale!

    -----------

    --About <urban expansion project package II> series [WIP] , please see the TPF website forum.

    https://www.transportfever.net…?postID=277982#post277982

    ----

    MOD by:HugeDragonYK HAVE FUN. 2022.02.03 v1.1

    ------

    Thanks a lot, if it's convenient, could you provide me with some photos of the truck/tourist bus/regular vehicle parking area, as well as the ticket office, port entrance and exit gates. These I need as reference for 3D modeling.



    Helicopter series MOD and police/Hospital series MOD in one group (contains some hot air balloon).

    I plan to finish it in April this year.

    Thanks for your photos. These will be very helpful for the mod making.;)

    However, I can only use Dover Port as the main reference when making the mod, it will definitely need a lot of modifications when modeling in 3D. . . Because I need to add railway system in ferry terminal and set up station module in ferry. These do not exist in the Dover Port in the real world and require separate design and modification.:saint:


    After finishing the Fire Station/Fire Rescue series mods this week, I'll take time to continue working on the Ferry Terminal and Road-Rail Bridge mods.


    At present, the ferry modeling has been completed, and I plan to make the ferry terminal with reference to the structure of the Dover Port

    (adding the railway track system entering the ferry) (bus/truck/train/ship/tunnel/depot 6-in-1 )


    The Road-Rail Bridge MOD will add a new road/rail double-deck bridge, which adopts a modular design. Players can directly customize the length of the bridge, the number of road lanes, and the number of railway tracks through the MOD menu.


       



    --------------------------

    ----------------

    Just finished watching the Spring Festival Gala with my family....Now, there are several children in the house playing. . my sleep. . . .:saint::saint::saint:

    In recent years, in order to protect the environment and avoid fires, urban areas are now prohibited from setting off fireworks and firecrackers. .

    The sound of firecrackers cannot be heard during the Spring Festival. . It always feels like something is missing. . .:/


    Before taking the break, I think I should post a more festive and happy MOD teaser video. .;)

    . Here comes Mr. Bean and his MINI.:)


    AI Cars + bus + asset

    -----------------


    PIC:


        



        




    -----------------


    Video:


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    ---------------



    have fun~;)


    In fact, the key question is how to give new players better tips and guidance on the game interface. . . These contents, old players and MOD authors should all know. . .

    but. . . New players/authors sometimes don't notice or even know about this stuff. . .


    The current situation for new players looks like this:

    Players are excited and looking forward to opening the game for the first time. . Everything is game default. . Players are familiar with the interface and content of the game. Normal game, then save and exit the game. . . .:)

    Then. . Players will consider that I want to add new things to the game. . . It will be more fun.:saint: . . Players go to subscribe and load all kinds of mods they see and like, and click the subscribe/download button like crazy. . . The player opens the game a second time. . . MOD conflict. . Game crashes. . The player enters an angry state.:cursing: . . Then. . . Players left a sentence on the official discussion forum of the game or the message board of a MOD author: "My game crashes!! What's going on?!?",:cursing: "Help, the game crashes!!",:cursing: "Why did you MOD doesn't work?!?":cursing:, "Your mod is crashing my game!!":cursing: and then. . . There is no other more information. . This kind of message makes MOD authors and game officials confused. . .:|


    And the new mod author:

    New MOD author: I feel like I should change the game's tracks/roads to my own liking. . Just replace them. . . I feel like I can post my mod~ lol. . .^^

    The mod conflict begins. . .

    New MOD author: "What? Someone left a message to tell me the MOD conflict, why?:huh: I have no problem using it. What should I do?!?. I don't understand.. I don't care. Anyway, I can use it without any problem":/. . . nahh.. . I won't make MODs in the future, it's really troublesome to solve the problem. . . .X/


    These players/authors do not know the content and introduction of those tutorials you just mentioned. . I think these guides should be added to the game. . Otherwise, the current situation. . as I wrote above. .:|:|:|

    I personally recommend that the official add MOD production specifications and MOD use basic tutorials in future new versions of the game. (Or add a judgment prompt function to detect whether the MOD can be used normally when the MOD is loaded in the game.)


    1. For players:

    This problem is the most serious on the creative workshop. When some players subscribe to MOD, as long as they see the picture displayed by the MOD that they like, they directly click to subscribe. . But they don't carefully understand the usage requirements of mods and the order in which mods need to be loaded. . . Such players have a high probability of MOD conflicts or game crashes during the game. I have seen feedback and need help posts from many players in the forum. This is the case. At this time, some players will feel that it is a problem with game development or a problem with the work of the MOD author. (Actually, as long as you adjust the MOD loading order and disable the conflicting MOD, the problem can be solved... But many players are not familiar with the game and the use of MOD, and they do not take into account the compatibility of MOD, conflicts, games Version number requirements etc...) This has implications for both game developers and modders. . . .

    I personally recommend that the official add a pop-up window directly to the MOD loading interface when the player opens the game for the first time to load the MOD, which introduces the loading order and requirements of the MOD. The introduction page can prompt players to load mods in the correct order of SCRIPT, track/road, stations, and asset. and remind players to submit the \local\crash_dump\stdout.txt error log file in the game to the game official or MOD author in time when encountering problems. (Now it is estimated that many people do not know the location of the error log file of this game, !!! Add a button: for store/report the stdout.txt file on the main interface of the game. After the player clicks, the game automatically copies the stdout.txt file and Save to any location specified by the player. This is the easiest and most effective way.). (PS: it's best to have the game automatically sort and load mods, and automatically disable mods with wrong or conflicting versions.)

    It is recommended that the official contact STEAM, adjust the MOD subscription interface of the creative workshop, and put the MOD subscription button at the bottom of the MOD description. To avoid all kinds of problems caused by novice players who directly click to subscribe without reading the MOD description.

    For TPF2 games, about 60-70% of the various problems reported by novice players are caused by incorrect loading and use of MODs that cause game crashes or conflicts. . . This should attract official attention and guide the correct use of the mod.

    After all, it is very unpleasant for game developers and modders to be blamed inexplicably by others. . . .


    2. For making MOD:

    The official should add a MOD making rule to the game's WIKI page and the game's MOD example folder. Before, some authors made MODs that directly replaced the game's default parameters and settings, which made other authors' MODs unusable. In fact, this kind of problem can be solved as long as there is an official MOD making rule. For example, railway MODs, the standard MOD making requirement should be to make xxx.lua separately in the config/track file of the MOD, rather than directly overwriting the game's default rails. This avoids mod conflicts and bugs between mod authors.

    At present, all kinds of MOD problems, the most should be railway/road MODs and train station MODs. . . . For example, the rails in the station are directly and incorrectly covered and replaced, the settings of the train station are invalid, the track loading list is invalid, and the function menu of the train station MOD is invalid. or player clicking on a train station, the game crashes directly because of MOD conflict. . . A mod that was released early and used without problems is likely to have a serious impact on other authors' mods after the game is updated. .

    If the official can formulate MOD production specifications, or let the game automatically disable / not load incompatible MODs, I think such problems should be reduced by at least half.

    -------------------

    The Spring Festival holiday is finally here. . . Completed the unit's work tasks and holiday employee arrangements yesterday. . Today, I am officially on vacation. . ^^^^^^

    So, taking advantage of the holidays, I decided to record a video from TPF2's 1:2 "Megalomaniac" game map. ;)

    -------------------

    PS:

    UG, please~ please~ please~ optimize the game performance and memory usage in VULKAN mode anyway. . . .:saint::saint::saint:

    This map now occupies 54.3G of memory and video memory (including dynamic division of video memory)...;(

    --------------------


    VIDEO:


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    ---------------------

    Thank you for your understanding and support.:)



    After all industrial integration mods are completed, a comprehensive mod upgrade will be performed.


    Thank you for your support and concern. Everything is fine with me now.

    There are only 4 days left until the Chinese New Year holiday. After I've done the rest of the work tomorrow, I can start my vacation. This holiday, I will stay at my parents' house with my wife and children, and then use my mobile phone to send blessing text messages or WeChat video calls to friends. . In short. Except for the reduction in social activity caused by sporadic COVID-19 outbreaks. . Everything else is fine.:)

    (PS:In China, whenever the kids come home.. Parents always like to make a bunch of delicious food for the kids.. lol. Various stir-fries, stewed meat, steamed fish, fried meatballs, and meat buns.. etc. When the holidays are over and leave the parents' house, basically everyone's car trunk will be stuffed with food made by their parents or various drinks and snacks from relatives and friends... Haha... It is estimated that after this Spring Festival... I Will gain at least 15 pounds:D:D:D:D:D....)


    There is a love. . It's called "Parents think they can fit more in your car trunk"^^



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