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


    -------2022.09.02-------(Northern Hemisphere Time Zone)-----


    This is the second part of the UEP2_08b - Toll gate series MOD. . . 3D Modelling was completed last year. . .

    Then. . After replacing the notebook and copy files last year. . I forgot about this MOD. . . .:D

    Finish it all tonight. . Fill this hole. . .to be released tomorrow night~ 09.02



          



          



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    video:


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    According to the current MOD making and release plan of my UEP2 series, I plan to complete and release the airship station/hospital/fire station mod before October. In November-December it is the ferry terminal / SWAT / police station MOD.

    At the same time, in the next month, I need to take the time to optimize the modules and upgrade the functions of the International Port MOD.

    The Coal Bulk Dock mod is in the mod plan for UEP2, but it won't be made any time soon.

    After all, my personal energy is limited and everything is made in my spare time. Let's go step by step.

    Railway in the Mountains (Part 1) VIDEO

    Continue our mountain railway construction on this 1:4 "Megalomaniac" map over the weekend.:)

    In order to better reflect the foggy effect in the early morning in the mountains, I have modified the game light/HDR of TPF2, which is more in line with the climatic conditions of the mountains. . .

    At the same time, I tried the NIS sharpening effect of the N card in the game for the first time.

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    The total number of mods used: 1042 (including the UEP2 series mods that are currently being tested in the map).

    Current game memory usage: 39.43G. (VULKAN)

    Current video memory usage: 8.63G. (VULKAN + NV-NIS 10%)

    Game Resolution: 2K - 144HZ.

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    No, it's not the problem with the COMMON API, I also use your COMMON API parameter settings in my mod. .

    It was that old railway mod causing the problem. . It directly overwrites the default track for all games. . And also overwrites/rewrites the tracks and parameter settings in some train stations that I have placed on the game map. . So, now I can't delete this mod anymore. . Unless I delete all train stations on the entire game map first. . This doesn't necessarily work yet. . . Now, this game map has been used for more than 2 years, and it has undergone 2 TPF2 game version updates. . . can do this. . I am already very satisfied with this game map. . .

    Personally, TPF2's rail/road/station mods have always been the hardest hit by game compatibility issues. To solve these problems, it is still necessary for the corresponding MOD author to update the MOD in time according to the game version. After all, players just go and subscribe to their favorite mods and use them, as for how mods work. . Most players don't understand it. . . To solve all possible MOD problems, it is still up to the MOD author himself. . .

    PS: As an aside, I remember one of the most crashing times when I helped gamers solve MOD problems. . . He only told me that this mod doesn't work in game. . The game will report an error. . . Then I checked the error in detail. . . till the end. . . I was shocked to find out. . . This player downloaded the game mod for the TPF1 era. . . Then put it into TPF2. . . Then load it directly in the game. . . . I really wanted to bang my head against the wall, really. . .;(

    For MOD authors, in many cases, all we can do is to ensure that the mod is as compatible as possible with the player's game save.

    The MOD loaded in each player's game save is different, and these may cause compatibility or conflict problems, which cannot be avoided and solved by a single MOD author. What I can do is to modify the MOD based on the default parameters of the game. Full development debugging and testing. Avoid all possible problems. But I really can't do anything about MOD compatibility/conflict issues in a save game.

    For a 1:4 "Megalomaniac" game map I am currently using, I used 430 MODs when this game map was generated two years ago, and now, this map has used 1370 MODs . . At the moment I can't load any new railroad mods in the save game of this map. Because at the time I used a USSR railway track MOD based on the COMMON API, which directly replaced the game's default railway track. . I can't remove this mod or use some of the new rail track/station mods now. . . This will cause the game to crash due to conflicting/lost mods. . That's why I would object some MODs that directly replaces the game's default parameters being released. . .

    As you guys mentioned, there is a mod compatibility issue in the save. . . Therefore, it is up to the player to decide how to select and retain mods in a game save. . I can only guarantee that my mod can run stably under the default parameters of the game, but I can't deliberately modify my mod because of a player's save compatibility/save conflict. I will upgrade all my released MODs as planned to maximize game compatibility for most players, but for MOD conflicts in archives, it's the same as Schrödinger's cat. . Some MODs may directly change the game parameters, which will cause the MODs of other authors to run incorrectly, but the player wants to use it , so the player needs to decide how to load the MOD in the archive.

    Solve and optimize the MOD compatibility issues of TPF2 game saves, reducing crashes and errors caused by game compatibility. . At the same time, let some new mod authors realize that when making mods, they should not arbitrarily override or modify the default settings of the game, so as to avoid game crashes or cause trouble to the normal operation of other mod authors' works. . . This should be done by UG officials, to publicize and explain! !

    As a MOD author, I can only make the MOD content I want on the basis of TPF2, and upgrade them at any time according to the game version. And I guarantee that the default content and parameter settings of the game will not be replaced at will, to ensure the compatibility of players when they use MOD to play the game, this is what I can do now.

    If using my mod, please make sure of the following:

    1. Don't use MODs that replace the game's default roads/rails. This will cause data read errors for mods that use the game's default parameters.

    (PS: NEP mods are not in the scope of what I pointed out. It can be used normally.. I'm referring to some mods that directly override the game's default parameters, this will give other authors/players cause trouble.).

    2. Don't use mods that modify the industry level. My mod already has its own industry level adjustment, which will cause conflicts. (You can use MODs that increase the types of industry chains, and these MODs are perfectly compatible.)

    3. Do not use mods that delete all industries on the game map, or 0 industry mods, which will cause the game to crash.

    4. PS:I saw a few error messages that my MOD lacks xxxxx.tga , this can be ignored, These are the road/rail modules built into the mod, the available time is 1800, and the end time is also 1800, so I did not make TGA for them Icon files, which are generally invisible to players. (unless you use the "All available from 1850" mod)

    5. My MOD tests are all based on game default parameters, you can start a new game and load my MOD separately for testing. Basically, as long as you don't do hint 1 and 2 and 3, the mod can run smoothly in your game.

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    In addition, the number of terminals in the international port MOD is relatively large. When the length of the path between two terminals exceeds 2-3 times the linear distance between them, the game may incorrectly judge that the PATH is invalid. Or prompt that the alternate terminal cannot be used correctly.

    The solution is to add a path point in the middle of the PATH. . .:saint:

    The length of the vehicle path inside the MOD is indeed more than 3 times the straight-line distance between the two terminals. When the player turns on the alternate terminal option of the road vehicle, the game will incorrectly judge that the alternate terminal path is invalid. Recently, I will upgrade the mod to shorten the driving path of the vehicle to avoid the problem of wrong path judgment in this game.




    Setting twoSided = true is actually a kind of helplessness.

    Many players like to use the first perspective of the vehicle. . . If some single-sided building/vehicles set twoSided = false, pass through the cab glass. . . It will directly cause the model texture to be invisible. . In the future, I will optimize the related models and settings of the mod. . Right now I'm also helpless about it. . .


    Like this:



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    Code


    It was yesterday that I saw that everyone was still discussing this topic. . So I suddenly had an idea at noon today, and then temporarily wrote a functional code for testing.

    At present, I can only say that the first test was indeed successful. . .

    There is still a lot of work to be done if it is to continue. . . For example, write SCRIPT and LUA, so that the turntable can automatically identify the locomotives on different tracks, and the functions and commands of the automatic rotation of the track on the turntable. After all, if many ideas are to be realized, It needs to be explored and tested slowly. .

    Code

    Being able to compete in semi-professional games is really cool. Understandable.:) For a player like me who is very rookie in playing FPS games, I can only play CS or Left 4 Dead 2 online with my colleagues during my lunch break.....50% chance of losing the game. .:S

    In addition, my reply did not say you, this is a misunderstanding. I'm referring to people who are addicted to online games and spend a lot of money in them.

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    Emmmm.....Gentlemen. . .

    I may have broken the dimensional wall of TPF2. . . .8)




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    A functional test ~ Looks like it worked. lol

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    When your locomotive can adjust the cab direction on the turntable.This may really bring some changes to TPF2's railway transport. . .

    Let me think about what this functional module can do in TPF2. .

    PS: UG you owe me a bunch of medals. . 8)8)8)8)


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    I came up with this locomotive turntable solution 1 hour ago and did a preliminary code test. . At present, it seems that the locomotive can follow the track to rotate. . .

    The next step is to think about how to use this feature. . Give me some time to think about what to do.

    Emm, maybe I can try to modify my road-rail bridge MOD first. Make the train perfectly avoid the AI car still driving on the bridge. Maybe I have a solution for it.

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    test VIDEO:



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    It should be no problem to rotate any object around its center point, including tracks. But you had to turn track and locomotive at the same time and connect it to the outer tracks. I doubt if this is possible.


    Indeed, a working turntable would be a nice vanilla feature and would be more important than car exhausts etc.


    Regarding the railway turntable, the methods I have tried so far are really unable to achieve the locomotive rotating following the path. . . Right now I have another idea that I can try when I have some free time. .I always feel. . Making MODs for TPF2, don't always follow the official design rules and framework requirements. . Bold brain holes and wild ideas can often toss out better things.:)




    This would be very complex and so I understand why they haven't implemented it. You would need a fourth axis and so you had to re-write the complete code. And you had to find a solution for the transition areas between straights and superelevated curves. Very complex ... At least you can simulate different speed coefficients for superelevated and non-superelevated tracks as I do in some of my mods.


    Yes, with the current release time and game content of TPF2, it is very difficult to make major changes to the game framework. . If UG really modified the railway track parameters of the game. . In addition to the player's game save. . . I guess all railtrack/station mod authors will going crazy. . . .MOD code updated and modified, and the parameters are updated.. Republish.... This is also what UG try to avoid.:D

    Fully dynamic locomotive turntable. . . In fact, I actually tried it during my vacation on May 1. . . .

    Tracks/paths generated by TPF2's EDGE or NODE are automatically linked at adjacent interfaces. . . Likewise, all modules and commands of TPF2 can recognize/reference each other.

    I have tried directly calling a 50m railway path through the SCRIPT and CON files, and then giving it a code command to rotate. Turn every 1 minute. . My original design was that when the locomotive entered the train turntable, the train would follow the path and rotate. . .

    But unfortunately, the path parameters of TPF2 only have Boolean operation curves or straight lines between two points, and there is no rotation setting based on X, Y, and Z axes. . . . So this failed. .

    Like the player's other wishlist:

    Outer rail on a curved track is raised above inner rail.. This is also impossible to achieve through MOD in TPF2, unless the UG gives the game vehicle a rotation/tilt setting based on the Z axis and re-modifies the game's railway Orbital frame...

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    Charges for MOD plugins. . I think mod authors who need sponsorship just put a sponsorship link in the mod. . .

    Personally, I don't understand why some players spend a lot of money on virtual items, games are for relaxation and entertainment. . Buying genuine Games/DLC is an affirmation and support for developers. . . But a lot of money is spent on virtual items for the game. . Why? vanity?? The fact that krypton gold becomes stronger in the game does not mean that you are stronger in reality. .. Why don't you spend your money on a dinner party with friends/family, or get better brake pads/tires on your car. Buy better PC hardware or VR headset? ?

    I always feel that if you really like trains or any vehicle, why not spend money on 1:87/64/160 model of a train/car or make a small sandtable scene yourself. . .

    Aren't these more interesting than spending money to buy virtual items that you can only see but not touch? ?

    ?:/

    -------[UEP2] _014b_---- 2022.08.13 ------ DONE



    uep2]_14b_Offshore oil Rigs_(5-in-1)-------- DONE




    --------Note----------

    This MOD has a helipad, it is recommended to subscribe to the helicopter MOD to use together,

    otherwise you can only use ships to transport materials.

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    Helicopter MOD link:

    [uep2]_14a_Helicopter & Heliport_(8-in-1) V1.1

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    Release:(DONE






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

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    Download:


    [uep2]_14b_Offshore oil Rigs_(5-in-1)


    STEAM:


    https://steamcommunity.com/sha…iledetails/?id=2848355110


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


    urban_expansion_package_II

    [uep2]_14b_Offshore oil Rigs_(5-in-1)

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    Availability: 1960

    This mod will add an offshore oil rig to your game

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    [ - I - ].-------Before loading the MOD.-----------

    (1). Make sure your TransportFever2 version is "2022 Spring-Update"!!

    (2). NOTE: DO NOT use any mods that directly replace the game's default roads/rails/parameters! !Such mods will cause other authors' mods to fail to work properly! ! !

    [ - II - ].-------Use this mod in new game or archive.-----------

    (1). Make sure you have subscribed to this mod and loaded it in the mod management list of TPF2.

    (2). The "Sandbox" MOD that comes with the game needs to be loaded to enable the "Industry" button.

    (3). You can find the mod in the "Industry/urban_expansion_project_package_II" option.

    (4). MOD provides landing pads for helicopters and docks for ships.

    (5). Through the MOD menu, you can set the mod to produce crude oil/oil/fuel.

    (6). Through the MOD menu, you can adjust the complexity of the mod's industry chain.

    [ - III - ].-------Feedback about the use of MOD.-----------

    (1). If you encounter any problems in using the mod, please report it to the author in time. and provide the stdout.txt file in the X:\xxxxx\STEAM\userdata\xxxxxxxx\1066780\local\crash_dump\ folder to the MOD author, so that the author can check and solve the MOD problem in time.

    (2). A warm reminder for newbies: Before using MOD, please be sure to read the author's MOD instructions carefully, and don't mindlessly subscribe! ! !Do not use mods that directly replace the game's default road/railway and any game's default parameter settings, which will cause your other mods to fail to work properly! ! !Please plan and subscribe to MOD reasonably, and load MOD in the order of SCRIPT, railway, road, station, and asset. .

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

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    MOD by:HugeDragonYK HAVE FUN. 2022.08.13 v1.1


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    Did you use the "all available from 1850" mod?

    The tga missing error you are encountering is the rail/bridge modules used in two of my mods, they are hidden. Not used for in-game track/bridge laying. The available time of the module is 1800 and the end time is 1800 too. Regular players can't see it. . .

    Of course, if you open the "all available from 1850" MOD.... this module will not be closed, the game will prompt that the icon cannot be found. They have no practical use in the game.

    This needs to wait for the next mod update. .

    I need to take the time to add the PATH automatic connection function of pedestrian paths to this mod, so that you can place a MINI helipad at any height, and also allow AI citizens to reach the helipad through the generated path, these functions still in testing.

    Now you can't put the MINI helipad at any height for the time being, because when you place them on the roof, the path will be disconnected, and the AI citizens will not be able to reach the helipad.

    @Remi Gio @DH-106


    A temporary loading test of the ground frame.

    Seriously, in the TPF2 game, an airship take-off and landing site is restored in a 1:1 ratio. . . It's really not realistic. . . Starting next weekend, I'm going to use my spare time on the weekend to make the airship take-off and landing site. The entire progress can be communicated at any time.


    This is a ground-scope frame for an airship landing pad that I temporarily loaded in the game.

    This take-off and landing site can dock 5 airships at the same time, and can take off and land at the same time. At the same time, the airship station contains two depots, 1 road station, and 1 subway station. . . . But the 1:1 ratio is really too huge in TPF2 games.:D


    =


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    MOD making postscript:


    The idea to make a helicopter for the TPF2 was originally conceived in early 2021. . . I didn't have much confidence at the time. . Or whether I will finally be able to complete this mod. . Because for TPF2 this game. . There are no system and function settings suitable for helicopter flight in the framework of the game. . So, after the idea was born, I decided to give it a try. .

    Making of this mod is a big exploration of TPF2 game features and frameworks. . Because, I don't have any additional information to refer to when making this mod. Everything needs to be made from scratch using the game's framework. . I don't know what the final result will be. . . Countless failures, countless restarts. . Although it takes a long time. . I did give up a few times in between. . . But in the end, I was lucky enough to finish this mod. . The conclusion that the TPF2 cannot have a helicopter is broken. laugh. .

    Of course, this MOD still has some details that need to be improved and optimized. For example, when the helicopter lands vertically on some helipads, due to the switching of the take-off and landing mode, the helicopter body will slightly sway from side to side. . I will gradually solve these problems in the future.

    Hope this mod will bring you a whole new transportation experience in TPF2 game. happy game~:):):)


    HugeDragonYK

    2022/08/05

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