Beiträge von doug

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    Got a crash with this in stdout:

    Code
    [2021-01-23 18:52:46] Saving to file C:/Program Files (x86)/Steam/userdata/236586842/1066780/local/save/autosave_latest_attempt_1988-05-27.sav.tmp
    Texture load error: file not found: res/textures/ui/models_small/vehicle/waggon/PNAEWSstatic.tga
    ...monapi2_1/res/scripts/commonapi2\ui2\LineDestination.lua:570: stack index 2, expected string, received table: (bad argument into 'void(const classstd::basic_string<char,std::char_traits<char>,std::allocator<char> >&)')
    ...monapi2_1/res/scripts/commonapi2\ui2\LineDestination.lua:570: stack index 2, expected string, received table: (bad argument into 'void(const classstd::basic_string<char,std::char_traits<char>,std::allocator<char> >&)')
    ...monapi2_1/res/scripts/commonapi2\ui2\LineDestination.lua:570: stack index 2, expected string, received table: (bad argument into 'void(const classstd::basic_string<char,std::char_traits<char>,std::allocator<char> >&)')
    ...monapi2_1/res/scripts/commonapi2\ui2\LineDestination.lua:570: stack index 2, expected string, received table: (bad argument into 'void(const classstd::basic_string<char,std::char_traits<char>,std::allocator<char> >&)')
    ...monapi2_1/res/scripts/commonapi2\ui2\LineDestination.lua:570: stack index 2, expected string, received table: (bad argument into 'void(const classstd::basic_string<char,std::char_traits<char>,std::allocator<char> >&)')
    ..\..\src\Game\UI\Components\VehicleEditor.cpp:333: void __cdecl UI::VehicleEditor::SetVehicles(const class std::vector<class ecs::Entity,class std::allocator<class ecs::Entity> > &,bool,bool): Assertion `std::find_if(entites.begin(), entites.end(), [this, &tv] (const ecs::Entity &entity) { return tv.carrier != m_engine->GetComponent<ecs::component::TransportVehicle>(entity).carrier; }) == entites.end()' failed.


    I don't know if the commonapi error is relevant or not - earlier in the file, there is a single instance of the same error that the game clearly survived. I kept the entire file if you want to have a look at the whole thing.

    At one point, I asked UG directly if there were any plans to allow the creation of .mdl files dynamically, and they said no. It wouldn't hurt to send them a request for this feature -- perhaps if they get enough requests, they will at least consider it.

    If you make your modifications to the blank models in PostRunFn, you will at that point have the complete list of loaded vehicles, both mod and stock. You could at this point also generate more blank model files if you didn't have enough. These new files wouldn't be loaded into the game unfortunately, but they would be available on the next game load. With the new API's, you could presumably pop up a window advising the user to save the game and reload if you ran out of blank models.

    You could have a look at this mod:

    https://steamcommunity.com/sha…iledetails/?id=1970151023

    It increases production over time, although the increases are based on use, rather than the actual passage of time. As the author points out, this mod uses a custom version of industryutil.lua, which is less than ideal, but it can be made to work.

    You can generate your own cash transactions. See my Taxes & Subsidies mod (actual title is 'Revenue Adjuster'). The only downside is that they show up on a separate line on the financial statement. If you're willing to live with that, then you can adjust the income on a given delivery or maintenance transaction to be whatever you wish by generating a new transaction for the difference between the game generated amount and the amount you want to target.

    I've discovered an interesting animation issue with Swisstrolley_VBZ1.mdl.

    It only seems to occur at the particular LOD on display here. If I zoom in any closer, the model displays correctly:

    The other two models in the same purchase menu group display fine at this LOD. Not a show stopper for sure - just interesting.


    Cheers.

    Using:

    Build: Build 31379 Windows 64-bit

    commonapi2.init 20201226

    CommonAPI2Native: stdout.txt logging enabled

    TPF2 Build 31379

    Found device #0: GeForce RTX 2070 (id: 7943, vulkan version: 1.2.155, driver version: 1930838016 [460.89.0.0], vendor id: 4318 [Nvidia])


    In the attached, I have the mouse pointer hovering over the 'X' that should close the 'Dear ImGui Metrics' window.

    If I actually click on that 'X', the game will crash. I know it is easy to avoid -- I can just hit the Escape key like the graphic suggests, but if you can trap it, you might prevent some people complaining about it.

    This happens with both the Vulkan and OpenGL renderers.


    When one is actually following the instructions, this version of CommonAPI2 seems to be working well so far. There certainly doesn't seem to be any frame rate hit for having the API visible on screen.

    Does game.interface.getPlayerJournal not work?

    If you look in the folder for the mod you converted, you should see a file transfer_log.lua

    Problems encountered will be listed at the bottom.

    Also, stdout.txt will tell you what model files have been substituted for.

    As a guess, you're missing a texture file.

    The closest you're probably going to get is to have the game check the year when it loads and pick an appropriate sound file at that point.

    From the looks of things, the last moment you get to pick the sound file is in postRunFn.