Beiträge von adisadicul

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


    I was away for some days but now i'm back and i'll look into these.


    TrackLib must be activated before the mods that add tracks. Mods that are loaded before tracklib are not "seen" by tracklib and it cannot scan them for tracks.
    For stations tracklib hooks into the libraries used when constructing them so they work regardless of loading order.
    I'll change the code for track selection to ignore end date of tracks if set and if it is after 1850. That way is much more reliable.
    Some station mods have custom tracks used only for station building with end date like 1800 or 1850 and tracklib doesn't load those.


    I'll make some changes tomorrow and post an updated version.


    After some beers and without anything else to do ... updated at downloads. Beer version. Should work. At least it worked ok with a savegame, new game and a lot of Alt-Enter :D

    Thank for testing. I thought that you downloaded the mod from this thread :)


    I've modified the mod and now it should work on linux also, and it is attached here.
    If it still crashes, could you post pls what is written in the gamelog starting from "Yo TrackLib: Finish mod hunting" and to the last "scandir=..." ?
    It will help debugging it.
    Thanks

    I've posted it to downloads as beta
    https://www.transportfever.net…p/Entry/3240-Yo-TrackLib/


    That version works without error even if you remove the res/config and res/construction folders and leave only the res/scripts folder.
    The custom track and the hidden station are there to be modified later if it will be a patch that changes loading order. Probably i will hide the tracklib track in future versions.


    LE: I didn't test it on linux and mac. (noticed your signature) I'll install a linux to see if it crashes

    After some bug hunting i've found a way to tamper with stations that use paramsutil.lua and railstationconfig.lua so most of the station mods will work without any update from the author. It doesn't overwrite any of those scripts.
    Updated TrackLib attached without the other stuff.


    TrackLib doesn't modify any station files. just adds a dummy one for initialization that cannot be built. I've made a track type just for testing that will be removed at release. Just in test phase, tracklib changes the track count up to 16 (just because it is possible)
    Proof that it works:
    Only with tracklib mod:
    With tracklib and curved stations mod:


    I've added some configuration variables for station builders to disable tracklib interference or only allow some of them

    Hi, all.
    After making 2 mods with tracks I found out that stations require hard coded edits to be able to use modded track types, so I made a mod that can be used by track makers to add their custom track types, and station builders to actually use them without further updates.
    Additionaly there's a script that contains functions to build tracks in any direction in your station not just curved stations or straight.
    TrackLib mod must be loaded before the track and stations that use it.


    Track mods modified to register with TrackLib will work even if the library is not present but stations that use it will crash on load.
    Modded stations will work without any additional modded tracks because TrackLib registers the default standard and high-speed tracks.


    In the attached file there are 3 folders:
    yo_tracklib_1 - mod folder of current tracklib (complete)


    yo_model_tracks_1 - modified scripts of Yo ModelTracks to use TrackLib
    yo_tracks_1 - modified scripts of Yo Tracks to add them to TrackLib



    Documentation about using TrackLib with your mods is in yo_tracklib_1/documents/ folder.


    If you have some spare time please test it and give me some feedback to see if it's ok for me to continue polishing it and release it or just make something else.
    Thanks :)

    For balancing reasons i would suggest setting up the track something like:


    Standard 80-90km/h, always available, base price (base old and slow track)
    Stone 140-160 km/h, starting around 1930, x3-x4 base price (mainly intended for freight traffic)
    High-speed 240-260 km/h, starting around 1970, x6-x8 base price (for somewhat slower passenger traffic)
    Very high speed 350km/h or more, starting around 2000, x12-x15 base price (for high speed passenger traffic, TGV and stuff)


    Speed and years of availability to match the locomotives around the year of availabilty
    Price to limit having Very high speed track all over the place


    The very high speed would look better with an irregular texture for ballast. Imo the tiles look weird as they're not following the track direction and i know that can't be fixed :)

    Sry. I didn't see any rule about external filehosters in english. After your edit i found a post in german about that with google translator :). Edited the first post with link to downloads.

    I've made a heightmap generator to be able to create more fun (difficult) maps than in-game map generator does.
    The archive is too large to upload to Downloads section and i cosider it a beta version atm :)
    Please read the readme.txt from the archive for usage instructions.


    Download link from Downloads



    Tell me what you think about it and if you encounter any bugs.


    - not in readme.txt: hold right mouse button down to rotate the map and scoll to zoom in/out


    Screenshots:


    Preview -


    Full resolution -


    In game without mod -


    In game with snow mod -