Beiträge von doug

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


    The mod removes the display of the cargo completely. I wasn't too worried about it, as you do have to be zoomed in quite closely to see the cargo in the car anyway.

    It is, quite simply, a compromise I made when I did the mod. You could of course model each compartment's cargo display separately, but that would require a good deal of experimentation, I should think. Testing it would be quite an adventure, as it is not easy to find a situation on a map where you can be assured of picking up small amount of 2 or more cargoes at the same time.

    If you have copied the .mdl files for these vehicles into your mod folder, then yes they will all load all the time.

    Rather than modifying the mdl files directly, you can use a modifier function to changes the values programatically as the files are loaded.

    Have a look at the stock 'Vehicles - No End Year' mod to get started on doing that.

    If you want a little more detail than that, have a look at the mod I posted on Steam a couple of days ago that add compartments to the stock box cars.

    You could take that and change it to include the stock trucks.

    So I wrote a function:




    local function parseTable(name, ttable,file)
    for k,v in pairs(ttable) do
    local stringOut = string.format("\n%s; %s; %s; %s", name, k,v,type(v))
    if type(v) == "table" then parseTable( (name.."."..k),v,file) end
    file:write(stringOut)
    stringOut = ""
    file:flush()
    end
    end


    where 'name' is a convenient text label of your choice,
    'ttable' is the table you want to explore, and
    'file' is a file currently open for output.
    You will note that it is recursive, so will walk through an entire complex table of data.


    You could call it on the variable 'game' thusly:


    runFn = function(settings)
    local file = io.open("e:/interface.txt", "w") -- change the path to something that will work on your system.
    parseTable( "game", game, file)
    file:close()
    end


    That will give you everything in the game.config sub-table, which is where most of the stuff is located.

    I certainly find some of the locations of game files and folders to be inconvenient.
    I just created a folder on my desktop called 'TF2 Stuff'
    I dragged shortcuts to all of the awkwardly located files and folders into said folder.


    Certainly, just about everything in settins.lua is settable programmatically, so your approach would work - set everything based on values saved in another file. Just seems like a lot of work.

    Indeed it did. Here it is with the 20191213


    PreventSetUnhandledExceptionFilter: 1
    locale name: * (en_US.utf8)





    ========================================
    Startup at Sat Dec 14 14:47:11 2019
    ========================================





    seed: 1576352831



    double buffering: 1
    sample buffers: 0
    samples: 0 (0)
    swap interval: 1
    video memory: 8192 MB



    ============================================================



    OpenGL version: 3.2.0 NVIDIA 432.00
    Renderer (vendor): GeForce RTX 2070/PCIe/SSE2 (NVIDIA Corporation)
    Shading language version: 1.50 NVIDIA via Cg compiler



    ============================================================



    opened device OpenAL Soft
    sampling rate: 48000 Hz



    game not found
    commonapi2.init 20191213
    CommonAPILua stdout.txt logging enabled
    CommonAPILua: InitDone
    TPFLUA_NewLuaState: lua_State* 000001F40A1FB320 (2147653497632)
    commonapi2.init: loadTranslationSystem en
    GUIBridge_setRenderFn 000001F40A1FB320



    LUA_SetEventCallback 000001F40A1FB320



    error: error: res/scripts/mod.lua:148: attempt to call global 'getTextRes' (a boolean value)
    stack traceback:
    [C](-1): getTextRes
    res/scripts/mod.lua(148): ?
    ...commonapi2_1/res/scripts/commonapi2\ui\ModListWindow.lua(17): ?
    [C](-1): require
    ...s_commonapi2_1/res/scripts/commonapi2\ui\modsettings.lua(9): ?
    [C](-1): require
    mods/eis_os_commonapi2_1/res/scripts/commonapi2\init.lua(243): _init
    mods/eis_os_commonapi2_1/strings.lua(126): ?



    TPFLUA_GC: old lua_State* 000001F40A1FB320

    Du ich habe gleich nach dem Aufrufen von Transport Fever 2 einen CTD bevor überhaupt die Titelseite vom Spiel kommt.
    Die "stdout.txt" habe ich angefügt.

    I'm getting essentially the same error. The only difference I see is the lua_State pointer:
    seed: 1576089385



    double buffering: 1
    sample buffers: 0
    samples: 0 (0)
    swap interval: 1
    video memory: 4096 MB



    ============================================================



    OpenGL version: 3.2.0 NVIDIA 441.41
    Renderer (vendor): GeForce GTX 980/PCIe/SSE2 (NVIDIA Corporation)
    Shading language version: 1.50 NVIDIA via Cg compiler



    ============================================================



    opened device OpenAL Soft
    sampling rate: 48000 Hz



    commonapi2.init 20191208
    CommonAPILua stdout.txt logging enabled
    CommonAPILua: InitDone
    TPFLUA_NewLuaState: lua_State* 00000000084AC830
    commonapi2.init: loadTranslationSystem en
    GUIBridge_setRenderFn 00000000084AC830



    LUA_SetEventCallback 00000000084AC830



    error: error: res/scripts/mod.lua:148: attempt to call global 'getTextRes' (a boolean value)
    stack traceback:
    [C](-1): getTextRes
    res/scripts/mod.lua(148): ?
    ...commonapi2_1/res/scripts/commonapi2\ui\ModListWindow.lua(17): ?
    [C](-1): require
    ...s_commonapi2_1/res/scripts/commonapi2\ui\modsettings.lua(9): ?
    [C](-1): require
    mods/eis_os_commonapi2_1/res/scripts/commonapi2\init.lua(209): _init
    mods/eis_os_commonapi2_1/strings.lua(126): ?



    TPFLUA_GC: old lua_State* 00000000084AC830