Sorry, I meant the lua file you had written.
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.
Die Registrierung und Nutzung ist selbstverständlich kostenlos.
Wir wünschen euch viel Spaß und hoffen auf rege Beteiligung.
Das Team der Transport-Fever Community
-
-
It's a known problem with this mod, if you happen to be using it. See here:
-
Post what you've got. We can have a look.
-
If you drill down in the game folder to
res/config/multiple_unit
you will see the specification files for the multiple-unit trains that come with the game.
If you open
tvg_2.lua
you will see this:
function data()
return {
vehicles = {
{ name = "vehicle/train/tgv.mdl", forward = true },
{ name = "vehicle/train/tgv_w1.mdl", forward = true },
{ name = "vehicle/train/tgv_w2.mdl", forward = true },
{ name = "vehicle/train/tgv_w2.mdl", forward = true },
{ name = "vehicle/train/tgv_w2.mdl", forward = true },
{ name = "vehicle/train/tgv_w2.mdl", forward = false },
{ name = "vehicle/train/tgv_w2.mdl", forward = false },
{ name = "vehicle/train/tgv_w2.mdl", forward = false },
{ name = "vehicle/train/tgv_w1.mdl", forward = false },
{ name = "vehicle/train/tgv.mdl", forward = false },
},
name = _("VEHICLE_MULTIPLEUNIT_TGV_2_NAME"),
desc = _("VEHICLE_MULTIPLEUNIT_TGV_2_DESCRIPTION")
}
end
As you can see here, a multiple unit specification is really just a list of models that will make it up.
You don't have to have more than one - you can specify a single model file. The orientation, forward or reversed, is specified for each individual model.
If you know which model file you're interested in, it is easy enough to make a multiple unit file to get a reversed version.
These lua files are UTF-8, so you need to watch then when you save them.
Manual is here:
-
...
Super, und muss ich das jetzt jedes Mal machen?
Well, there is this:
If you really find it too unattractive to use, you could mod the stock buildings to actually hold waiting freight. I know there is a demand for this - I have been asked a few times, but I am just not interested in diving into the world of modular stations.
-
Freight moves through the station on a first-in, first-out basis, and will not normally be moved around on the platform. New cargo added to the platform will use the first available space, even if that is on an empty edge and there is already another edge, with space available, that contains the same cargo type.
It looks like you have at least two lines using the platform in question. This leads me to conclude that cargo items of the same type will not be stored on the same edge if they are destined to different stations. I had not considered this before and I won't say that I'm certain about it, but is does look that way, based on your experience here.
If you can detect that the platform is in an overflow condition, you could try calling upgradeConstruction (or anything else to invoke the updateFn), as I believe that will regroup the cargo.
-
Although it is not described as such, station platforms effectively have compartments, and each one can only hold one type of good at a time. I guess that technically, each edge can only hold one type of good at a time.
Once there is one tool waiting on a particular edge, you can't put any machines on it until the tool is removed.
-
-
If it is a percentage of remaining value, then it will never actually reach zero.
-
game.interface.getGameTime() is still available in scripts, but I just checked, and it doesn't work in postRunFn. I guess option 1 is off the table.
-
A couple of thoughts here:
1. You could take advantage here of the fact that most players will use the same map for days, if not months, at a time. You could make your calculations each time the game is loaded, and, at a minimum, players would see different values each real time day. Not a perfect solution by any means, but it would add a little variety.
(Edit: I guess this would be dependent on the game date being available in the postRunFn. Not sure if it is...)
2. The game now allows us to book financial transactions of types other than "other." You can, for instance, book a transaction and classify it as a vehicle purchase.
At load time, you could modify the description field of vehicles in question to include a table of availability years and related prices. The published sticker price would not change, but presumably players who wanted to use the mod would understand to look in the description field to know what they were actually going to pay.
When a vehicle was purchased, you would then generate an additional transaction for the difference between the price from the model file and the one you have calculated.
If you wanted to get really fancy, you could take advantage of the fact that we can specify customized data blocks in the metadata. You could support an advanced pricing table, allowing mod authors to specify the availability blocks and related prices when they published their mod. You would then apply default calculated values only if the advanced pricing table was not specified by the author.
-
Why not just replace the faulty model files with the fallback? That will force mod authors to fix the faulty model files.
-
-
With the July 2 version (33627) the Talent 2 is causing this error to be thrown:
Exception type: Configuration error
This error is usually caused by modding. Some game resources contain semantically incorrect data.
Details:
Error message: railVehicle/configs/fakeBogies: fakeBogie group '39' is out of bounds. (max group size: 35, lod: 0)
File name: vehicle/train/mc_br442_3.mdl
Minidump: C:/Program Files (x86)/Steam/userdata/236586842/1066780/local/crash_dump/39dd52b2-2606-429a-a4aa-1b5323cc2c43.dmp
Mod: "Bombardier Talent 2 DB-Regio" (*1978624093, 1) (consider removing this mod and contacting the mod author)
In file: ..\..\src\Game\game_verify.cpp:75
In function: void __cdecl `anonymous-namespace'::MetadataVisitor::operator ()(const struct model_metadata::RailVehicle &) const
-
I'm on the way building the licence plate feature for the assets, it won't be on the driving ones.
The name of the construction is the text for the plate, so it will default be 'no name'. Unfortunately I didn't see an easy way around that.
Working on that...
-
dview - yes, such a mod could be written, you would just have to roll your own vehicle purchase interface. Lots of work, but completely possible.
-
Mit dem Hinweis von eis_os gibt es nachfolgenden Hinweis. Das Spiel stürzt nicht ab und man kann auch den Bahnhofsetzen. Aber welche konkreten Konsequenzen dies jetzt haben wird, weiss man vorderhand nicht.
The TpF2 version of the mod does not use the 'tom_deadendtrack' track type. You shouldn't have any problems at all. I just deleted tom_deadendtrack.lua from the res/config/track folder.
Google Translate:
Die TpF2-Version des Mods verwendet nicht den Spurtyp 'tom_deadendtrack'. Du solltest überhaupt keine Probleme haben. Ich habe gerade tom_deadendtrack.lua aus dem Ordner res/config/track gelöscht.
-
When you build a construction, the GUI thread receives a notification - the name of the event is "builder.apply" The name of the construction file will be located in param.proposal.toAdd[1].filename
Here is my test code:
Code
Alles anzeigenfunction data() return { update = function () end, guiUpdate = function () end, handleEvent = function (src, id, name, param) end, guiHandleEvent = function (id, name, param) if (name == "builder.apply") then if param.proposal and param.proposal.toAdd ~= nil then debugPrint({id, name, param.proposal.toAdd}) -- param.proposal.toAdd[1].filename contains the name of the construction file end end end, } endOn receiving the notification and comparing the filename to that of your construction, you could pass the notification over to the Engine thread using SendScriptEvent.
A bit clunky, to be sure, but it should let you get prompt notification so that you can apply the name you want, without having to consistently poll all the construction entities.
A word of warning if you want to do further testing yourself - with a modular construction, the param table is quite large...
-
The asset and material files that are missing are stock files.
You might want to run the verify game files function in the Steam app.
-
Look further up in stdout.txt
There's probably a missing material file that is causing the mdl file to fail to load.