Excellent News. Is there any reason your 'German' catenary version is not on the Steam Workshop?
Beiträge von MDBenson
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Thanks! I'll grab that immediately
It looks like perhaps the CommonAPI Mod has done something to address this too, or is that also overwriting the vanilla modules?
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Hi,
Very simple question, I hope, I am creating several track speeds mod sets (vanilla and German Catenery to start) for TpF2 and would like to also ensure there are matching speed modules for the modular stations. I have extracted the needed files (\res\construction\station\rail\modular_station\platform_high_speed_track.module etc.) but they contain very little information about the track and do not list the speed, do these somehow 'link' to the other track tool track types to get their speeds?
Thanks
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Better late than never... some screenshots.
I did some tests and this has to do with *where* the second entrance is placed in relation to the underpass.
I built the station as in picture 1. Set the circle as in picture 2. The build 'loses' the upperplatform section and building, as in picture 3.
With some testing I found that if I *moved* the upper building along the platform a little (indicated in picture 4, sorry I didn't get a screenshot), it worked just fine. Might this be to do with the paths for the pedestrians being too difficult to caluclate and breaking the script?
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Hi,
Is the algorithm for building restricted to only 1 entrance? I built a station with 2 + 2 platforms (2 on one line and 2 on an adjacent line). Both have underpass sections. When I place one entrance it builds fine . When I place two entrances, one entrance and the platforms next to it disappear. I can't post screenshots right now but I will if that helps.
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Okay, I solved this. It was weird as all heck but I pasted the map square into another Photoshop document that was RGB, then reduced it down to Greyscale and that fixed it. Like I said, totally confused. Thanks, Adobe, I guess?
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Hi,
I have been working for a long time on a highly detailed Berlin area terrainmap for Tpf. I use Photoshop CC to export to PNG and have always ensured the image is a 16-bit precision Greyscale PNG. The map image size is 6145x6145 pixels. I have successfully creted many heightmaps before but now when I export Tpf rejects the heightmap as not greyscale, even thogh it very much is a greyscale 16-bit PNG, I re-opened it to check. I even opened it and resaved it in GIMP 2.10 as a 16-bit Greyscale PNG and TpF is still rejecting it. What the heck is going on?
Thanks,
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Many thanks, this has answered a lot of questions I have had for mods not working right and will hopefully help me out a lot, not just with track rules but with adding my own mods in general.
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I have now removed the Steam version of all CommonAPI parts (main, Tom's mod, station mod, depot mod) and replaced it with your latest Webdisk versions. The extra features are worth it!
I can send you a link to the mod later today.
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Okay. so I have made some progress, and I think I understand why this is not working. My personal Mod (in the screenshots called MDB_ExtraTrackRules) is not recognised as a TpF mod by TpF. It says the format is deprecated which usually means it'sa Train Fever mod I think? BUT It still loads amnd CommonAPI recognises the track types. As seen below:
So I added the track configs into the correct folder in CC Johnson's mod and all my customn track rules work okay, although the descriptions are a little messed up for some of them.
I am sure therefor that my mod being in an invalid format is the problem but I added a mod.lua and an image_00.tga to the root folder of the mod and it refuses to recognise it still.
My mod.lua:
Code
Alles anzeigenfunction data() return { info = { minorVersion = 0, -- minor version, count up from 0 severityAdd = "NONE", -- OPTIONAL "NONE", "WARNING" or "CRITICAL" severityRemove = "CRITICAL", -- OPTIONAL "NONE", "WARNING" or "CRITICAL" name = _("More High-Speed tracks for CC Johnson's own track rules"), -- OPTIONAL mod name description = _("Adds extra High-Speed type track configs to CC Johnson's own track rules"), -- OPTIONAL description authors = { -- OPTIONAL one or multiple authors { name = "MDBenson", -- author name role = "CREATOR", -- OPTIONAL "CREATOR", "CO_CREATOR", "TESTER" or "BASED_ON" or "OTHER" tfnetId = "31107" -- OPTIONAL train-fever-net author id } }, tags = { "Track" }, -- OPTIONAL "vehicle", "bus", "tram", "train", "steam", "diesel", "electric", "railcar", "wagon", "passenger", "goods", "building", "station", "deco", "town", "depot", "signal", "tool", "pack" or similar tags --tfnetId = {}, -- OPTIONAL train-fever.net download id --dependencies = { }, -- OPTIONAL list of dependent mod ids --url = { }, -- OPTIONAL mod url } } end
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Hi,
I am experimenting with adding extra track rules based on CCJohnson's own track rules. Adding the exrta rules is very easy and I have built a personal mod in my /mods folder that works 100% and I can build with the track types I have added for normal track laying okay.
The problem I have is that none of the new track types in my mod show for the CommonAPI enabled stations I have in the game when I add my mod to an existing savegame (savegame already has CCJohnson's mod). Is there an easy way to make this work that I have overlooked?
I should add I am using the commonAPI from the Steam Workshop.