Beiträge von osprey

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


    Thanks! Did you look at the code from mine to help? I assume you at least looked at the original UG written mission scripts!?


    Next time I download transport fever, I'll give yours a go. It sounds good!


    Its a shame people don't take much notice. I think there is a lot of potential for really fun missions and campaigns, if only there are people willing and able to write them.... and especially if UG fulfilled a few modder wishes in this regard (e.g. being able to mod town behaviour - like if you could force some towns not to grow industry, so they remain residential villages - it could add some more interesting strategy than all towns being essentially identical mixes of land-use types just with different populations).

    @momocat


    I definitely agree better documentation would be great. That being said, after writing my mission and studying the existing missions in the process, I felt I understood what almost all the existing code does, although still found it frustrating to figure out exactly what was required to get various things to work...



    The task manager (tm) which you see in the scripts is the box (and presumably all the underlying functionality) which appears on the left side of the game screen when doing missions/campaigns which shows you what your current task is, and details of previous tasks and sub-tasks. As far as I understand, it is not possible to have a mission task/goal without the task manager, although you can make a mission which doesn't have any tasks but has code which does other things (e.g. my industry location exporter tool).

    I got a reply from Urban games.
    In short, we should be confident that they will address points 1 and 2, but don't hold our breaths about point 3. Thus, I will save my excitement for when a real funicular is possible.


    The History of Tirol script should give some pointers. It has a working example of checking for connections between two places. Should be easy to adapt it to work for railways rather than roads (there is simply a parameter you change). There's also some other useful stuff in there like the way town locations are detected automatically rather than having to manually define their locations for the script to work.

    @Simugamer
    Guten Abend meine Damen und Herren,
    Leider meine Deutsch ist schlechter und langsame als meine English, deshalb schreibe ich in English...


    My maps folders from TF and TPF are littered with attempts at making a scenario like this, or slightly wider like @SwissCH 's BLS scenario. His work is incredibly if you don't already know about it:
    Swiss TPF Mods Projects
    and
    http://steamcommunity.com/shar…iledetails/?id=1079159755


    However, I have been thinking that a more focused mission on the Top of Europe would be fun!


    As far as I see it, there are 4 problems to overcome:
    1. The height map limits you mention above.
    2. The lack of possibility of a rack railway.
    3. Towns being generic (long and complicated, but I mean that e.g. Interlaken should be able to grow large industrial areas, while in the scenario, Wengen or Muren should probably be completely industry free).
    4. Mission scripting.... I'm still very concerned that I'm the only person (as far as I know) who has dabbled in it!


    So, my thoughts on those various issues:
    1. The game engine can handle bigger mountains - you can make them in-game using the landscaping tools, so it presumably is just a fixed limit they put on the code which imports heightmaps. I have emailed Urban games about this, but while they responded to some other things I asked, there was no news on lifting this unnecessary limit.
    As the game engine can handle it, there MIGHT be ways around this. Unfortunately, the mission scripting itself doesn't have any tool to change the height of terrain. However, as far as I understand, buildings can affect the terrain, at the very least by flattening it. If buildings can be used to do more than flattening terrain, it might be possible to "sneak" a heightmap into the game by coding it as the base of a building and "building" it. I wonder if anyone knows if this is possible? It is definitely possible for non-flat building footprints (see sloped stations) - how about more complex ones?


    2. I have experimented a bit with overcoming the steepness problem by modding stations at higher angles, but it doesn't work - the game engine simply won't let you build tracks at too steep an angle, whether through the track building tool, or as part of a construction. You could possibly mod this as a tram (see the recent attempts at building cable cars using the tram/road system!), but the proper solution would be better track modding options/tools. I also asked Urban games about this, but no response. I think that such a large amount of the value in such a mountainous scenario is bound up in being able to do things like this, that for me, this problem has limited my desire to spend time solving the other problems.


    3. The problem with towns is long and complex. In short, I think that it should be possible to have a number of extra moddable parameters for each town:
    Maximum town size
    Town growth rate
    Max % or number of land-use counts (e.g. max. 10% industrial)
    I have explored the various town variables which are accessible through mission modding, but none of them have the desired affect. The best I can do is forcibly delete town buildings each month, but this makes quite some havok in the game engine (it for some reason does not recognize buildings deleted using a mission script, so very weird things happen with the town population and growth).
    I have asked Urban games about this topic and they said it is not possible to do without them changing the game's code (i.e. its not just that no one has figured out how to do it yet through modding). However, there has been no news about it. I haven't tried again since the recent patch, but I doubt they changed this and then didn't tell anyone that they did do it, or how to use it.


    4. It took me a long time to even get very basic things working in mission scripting, and its full of weird quirks (e.g. it seems that, at least for steam workshop mods, you need to have the mission script in a different mod than the save game....). At the moment, I have very little time to devote to trying to figure it out more and write some. If I get the time, I will play around with the BLS scenario, but I'm not sure when that will happen, certainly not within the next few weeks...
    Hopefully some other people more naturally gifted in programming than me can have a go with this...

    Ja das mit den Schiffslinien ist bedauerlich, allerdings ist es nicht mehr möglich dies zu ändern, da ich an der Karte selbst die Flüsse und Seen nicht mehr verändern möchte da sonst die etwa 100 Stunden welche ich in die Dekoration der Landschaft hineingesteckt habe umsonst waren und ich von neuem anfangen müsste. Ausserdem müsste man den Fluss sehr stark erweitern um das Problem zu lösen, welches auch schlecht aussieht.

    There is a work around which "might" work...
    It depends what form the decorations take.
    I'm pretty sure that using mission scripts, I could export the locations of any placed assets (e.g. buildings). If the custom map lua input can be convinced to place assets, then you could fill this data into the custom map lua file and theoretically you could have your map as a custom map rather than a scenario. That would then let you go back and make changes to the height map as you wished.
    I have a file uploaded here which exports the locations of all towns and industries from a map, and it should easily be able to do the same for assets if I change the code. However, I have no idea how that would work for more complex things like roads or fences....


    I've done this for the industries in my scenario, and I think I had some luck a while ago convincing the game engine to place assets for me using the custom map system...

    Leider fur mein schlechtes und umlaut frei-Deutsch!


    Dein Mod is sehr schoen! Ich habe es noch nicht gespielt (weil ich meine Doktor Arbeit schreiben muss....), aber ich habe die Screenshots sehen.


    Ich kann ein bisschen "Mission Scripting" tun (ich glaube meine Mod ist die erste richtige Mission Mod am Steam Workshop).


    Deine "Challenges":



    1-3 sind ganz leicht - ich kann sie tun.
    4. Was meinst du eine: "schnelle Zugverbindung"? Mit "high speed track"? Oder die Fahrt dauert unter X minuten? Oder etwas? Das ist vielleicht ein bisschen schwerer.
    5. Das ist nicht ganz leicht, aber ich glaube dass ich das machen kann.
    6. Ich weiss nicht, ob wir das machen koennen. Ich denke...

    @SuperPaul5000
    Tthanks for the feedback!


    1. The industries are initially disabled (like the machine factory in the 1st Europe campaign mission) and thus don't show up in the industry list. However, once you click on the question marks over the towns, the locations of the Alms are highlighted and they activate as soon as they are connected by road.
    As this has already caused confusion, I will change how it works in a future update.


    2. It is quite large, but lots of it is very empty. I have specific reasons why its so big, but first, what performance concerns are most relevant?
    I assume the large map size takes a good deal of memory, but isn't it the numbers of agents (e.g. people) who mostly cause problems for late-game performance? In terms of agents, most of the towns have sever limits to their growth because of the terrain, so it might not be as big a problem as it might be for other maps. In any case, I would like to be able to limit town growth in various ways: for example, to limit the growth potential of some towns more than others (i.e. the small town in a small valley should never grow anywhere near as big as Innsbruck, nor as fast). I have asked the developers about this and they say that it is not possible to do this currently with modding, but they will see if they can include it in the next patch.
    The reasons I want the map to be the size it is are several: first, that I want part of the mission to be about constructing the main train lines through the area, and that's no fun if they aren't very long, and second that the map has to be at a sufficiently large scale that there is enough space in the valleys for the town to grow and for the transport connections. I could make the area covered smaller, but then its no fun building the Brenner railway that doesn't even go to the Brenner pass (already the Arlberg railway will not reach anywhere close to the Arlberg pass/tunnel), or could change the scale, but then there is no space in the valleys to build. Non-rectangular maps would greatly help with this issue, but I'm not sure how likely we are to get them...

    I figured it was only time until someone created a mission from scratch.
    I would very much like to see what you have been able to do and will try and test it soon! :)

    Given that there are over 1,000 mods in the workshop, I'm surprised its taken this long! How am I the first....? Or am I not?

    Hi Everyone,


    I made a mod with a short and simple campaign/single mission to test out where its possible to do.
    The mod is the first few steps of what I hope to be a much larger mod which goes through the transport history (with some fiction added) or the Austrian state of Tirol.
    I've uploaded it on Steam Workshop (Historic Tirol & sub-mod), but cannot upload here because the save game file required is larger than 100 mb (the upload size limit - even after zipping).
    If there is a solution, I'd be happy to upload here as well.


    The mod is here:
    http://steamcommunity.com/shar…filedetails/?id=903743920
    and the sub-mod required to play it:
    http://steamcommunity.com/shar…filedetails/?id=903934855


    I would appreciate any feedback or ideas, and most especially, anyone willing to make special 3D content (e.g. new specific industries) for the mod.


    Enjoy!
    Osprey