Beiträge von Robert Vanleeuwen

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


    thanks for the response doug.


    I guess where I'm stuck is how to override it.


    example. If I create a script mod with a copy and paste of all the settings.... how do I refer to the right function to overwrite settings.lua...


    because right now...


    runFn = function (settings)


    doesn't seem to work. and pasting the settings into the base config doesn't work either.



    there's some sort of reference issue

    I enjoy scripting, I enjoy programming - So - I'm just doing this because I'm learning where everything is. lol.



    I don't like where settings.lua is - I'd rather reference all the options there in another file or folder. hell, I'd Return False and handle it all in the base_config file if any of my functions would work (they arent)


    Is there a quick function im not finding here?



    1. Where is the script dictating where settings.lua ends up? I can't even find the reference to it in the configuration or scripts folder...
    2. is there a quick way to Return False on the settings.lua file and handle all those options elsewhere....
    3. Is there a way to runFN and manipulate settings.lua from another file (*Cough IE runfn options.userSettings*)



    I've been playing around and been successful at disabling the mod check to settings.lua from the mod script in res/scripts (disabling mods all the time, no matter whats in that file) - but I can't seem to hit any other option!



    soooo anything like below for user settings? game settings, cause I dislike the locations of settings.lua



    thanks.

    Code
    runFn = function (settings)        game.config.sandboxButton = true    end

    the fact that I got two semi-positive responses there was pretty rewarding.


    you sir, have my respect. I guess you could call it a sincere attempt at being a part of this games community - from the onset of the latest iteration. This whole idea is more than likely my intended response to those little annoyances, which, as you say - are mostly dealt with quickly using a variety of other sources.


    One issue - Maybe I'm spending too much time sitting on the request boards and too little time looking at what the development community is actually doing. Further, the years of headaches might have been more avoidable had I taken the time to just create more content myself.


    Let me tag on and just verify:


    1. The only thing that even sounds remotely usable is the tool-sets. Importing models, batching files, and the pulling together of the mod itself - if only because it offers another way of doing it that could potentially save time and headache.
    2. while some features (ie, auto-complete, generation, compiling) - may provide new or less-capable modders a convenient route - it carries no real weight for anyone who is already "working the scene".
    3. Indexing is redundant in your opinion - regardless. Any minor benefit would be cancelled out by yet another medium to contend (inclusive of reporting)



    In answer to the question on reporting - the idea was to have it sent to the modder themselves. likely via a secured email send.


    ... any case, my post was to garner the knowledge you guys have provided - opinion, ideas, thoughts on what is, right now - needed or not, wanted or not, thought through or not. I am definitely going through my ideas and cutting things down.


    I appreciate the feedback,



    (I'm sure there's a task out there I can be of use on lol)

    you never know. Your post has given me a lot of food for thought - I appreciate that


    to throw some responses


    Indexing: (Listing Mods)
    1. Maybe the whole indexing of mods is a bit - redundant. but, IDK...
    2. There are a ton of websites - and if I hated one thing about TF1 - it was finding something special here and not on steam, or on skymods, or tfmods, or the - what was it? - 3 Russian websites (that I had to spend time decoding just to find out what it was I was looking at). Hours... pressing next page and still can't find that one I swore I came across last week but didn't save...
    3. no page-loading times. its instant. 250 records 0.0034s


    Requests and Tagging
    1. Tag as Working on it - COULD, and i stress the could - COULD make working as groups a lot easier. You'd know which dev, which project is trying to tackle the request. Speak to them or work on something nobody has a goal set on yet
    2. Requests centralized for the developers..Russian, German, English, French - All on one listing - no duplicates.


    Reporting
    1. since its handling the directory - it would upload a list of installed mods, copies of the base files with changes made highlighted, any dump reports, windows os settings that could help a dev pinpoint a problem or help someone solve the issue by fixing what they did wrong.


    Compressed File Format
    1. a dedicated fileformat for the modsuite itself. the file contains all details, avatars, files. It's more than a zip - its a project saved without any effort and ready to export to any and every website.
    2. exporting for steam will export all needed items for steam, leaving out the added avatar for other sites and programs.


    Analyze Code / Profiler
    1. Markup for LUA is internal. Already working
    2. Auto-Complete based on game contents and modification itself will take some pain out of making sure a file is prepped the right way
    3. auto-generation - fill out the details and all the files needed are generated, strings for example with all descriptions.
    4. Analyze the code and the app finds all connections and warns the user on compile.
    5. importing items or adding files, processing models and meshes, manipulating the resource hierarchy without having to touch explorer or even know what you're doing.


    Community Link (Internal Browser to Websites):
    1. User and passes saved - hit and go... yea. kinda just one of those things, but.. i'd use it.


    Development Release
    1. no idea if it'd be useful - no idea if it existed... not an everyday dev for TF - the idea sprang from group projects Ive seen, 4-5 developers amuck on a single goal - this would allow testing between each person and feedback without releasing the mod to the public.




    As for when?


    I have the studio running - projects created, folders made, files auto generated (strings, refs), imported, markup for lua, export - It's opening and reading 3d objects, though I haven't gotten very far on the processing of them yet. learning a lot though... so regardless (I'm taking this as a fun lesson... even if it doesn't get used.) - original game resource files in database to use as compare / contrast.


    its usable. but, would take a few weeks to be legit.

    UPDATE* - Considering Feedback - I drew back. But, I was having fun with this, so I'm going to just release it anyway.



    - Game Launcher with Quick Settings (Attachment 1)
    - Mod Inspector (Attachment 2)

    • View all Currently Installed Modifications / Their structure / Their Code / Their Assets

    - Burner Plate (Attachment 3)

    • Create a new Mod Folder and auto-generate files
    • Add predefined Functions to Mod Files
    • Import Files / Models and auto-generate resource hierarchy

    New here.


    I work on a lot of custom maps, small maps with cities joining together. traffic congestion is absolutely horrible and while I LOVE the intersections provided (as they solve a lot of problems and provide a continious flow of traffic) they are HUGE. Often with an EXTREME amount of assets. If there was anything the game needs is intersections for the road types that can fit in smaller places. even just fixed intersections with turn lanes and so forth that don't take a lot of space.


    [Blockierte Grafik: https://i.ibb.co/Dfm3Jv7/SCREEN1.jpg]


    [Blockierte Grafik: https://i.ibb.co/rGrBmgW/SCREEN2.jpg]