Beiträge von N0neGiv3N

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    This happens to me, but I use a lot of tracks that have different speed values. The only way that I've been able to fix it, is to mentally notate approximately where the braking occurred, go back and delete that section of Track and rebuild it. It has fixed it for me every time but its annoying because there is no indication visually by the game that this will occur. You will have to literally ride all of your routes to troubleshoot it 100%.


    Honestly, I don't care that much about it; it adds an extra layer of uncertainty that I like because you never know how that blip can affect the timing of routes. It's better to me than knowing everything is working like a perfect world scenario.

    I just wish I knew what causes it so I can deliberately create these speed blips instead of it just being a glitch.

    Here is a sneak peak of The Great Subway Project in action.

    Witness an Express W Train and a Local Q Train racing to their destinations!

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    6 Days later, I have four axles now defined as separate .msh files.

    I set all four of them to the Axles configuration area with their file paths, not their mesh IDs.

    The doors function properly, but now all of the axles are invisible in-game. The Axle meshes are in the folder with all of the other meshes so the file path structure shouldn't be much different. How come i'ts invisible in-game?

    I also have this issue in a few areas of my map. I started a second map on Megalomaniac and I noticed without any being built up yet the glitching appeared along my elevated Viaduct. Weird things will flash on the screen when looking at certain angles.

    Since I didn't have much built at the time, I was suspecting it had something to do with the Vienna Fever Mod since those were the stations I started with. I didn't look much further into it because I didn't want to have to sacrifice that mod in order to rectify the issue.

    Certainly. Let me package it up for you.

    Edit: Wow, I didn't know that was necessary to do. I would have never found the solution by concentrating on the animations themselves. I will go back and edit the model so that axles are defined and will set them in the config.

    This was indeed the problem, thank you very much MaikC!

    Hello Friends,

    I've been trying to work this issue out with these multiple_unit door animations, but I'm completely stuck.

    I can view the following animation events in model editor:

    close_doors_right
    close_doors_left
    open_doors_left
    open_doors_right

    The animations play flawlessly in the model editor when I click the play button. As soon as I load my train in a saved game, none of the doors move at all at any station whether it is modded or vanilla. It seems the game is not forcing the animations play when they should be triggered.

    • I gave my vehicle seat provider info with a few seats .
    • I declared the compartment for passengers and the amount .
    • I even went and made sure the exterior , interior , doors , and more are the right material type according to vanilla multiple _units .
    • File paths are consistent with what vanilla multiple _units have .
    • animation event naming is correct .
    • Made a new save , built two stations and a depot . Bought my Train . Still no door movement whatsoever . All door animations behave normally in Model Editor .


    Desperate; I opened up vanilla multiple unit and tried to copy the metadata exactly as I saw it and still no difference. :cursing:

    I'm out of ideas to try.

    That is a great alternative to the issue! I thought it had to be exactly the horn file so that is great news other files set in a vehicle can be used.

    I can add additional sound to my vehicle's sound sets that the vehicles don't use directly themselves, but the waypoint calls it instead. Thank you!

    Is it possible to assign a static sound to a Whistle Waypoint instead of it using the Horn of whatever Train passes by it?


    The code seems to point that it must be a .wav that is registered as a horn.

    My issue is I want to make a custom .wav play every time a train passes by the post. It would not be realistic to change all of my trains to have a horn that use this custom .wav sound which is why I would like to know if there is a way to assign a .wav directly to the waypoint.


    Thank You;

    No, you can't pull up and down. These are elements of fixed length (see picture on the left).

    I have a suggestion; how about instead of pulling up or down, you make the pipe "Repeat" where a second or third one appears above it. The user can then pull them all as all the pipes stand consecutively one on top of the other.


    The "Badgerhaxx Building Blocks Mod" has the ability to repeat an object while placing it. If the pipes are standing consecutively together and they are too close to one another, the user should be able to widen the "Gap" between the pipes they are currently pulling in that instance.


    I thought it seemed doable since another Mod had accomplished similar feats, and it would definitely lend its strength here.

    It would be really great if we could lay these pipes by snapping to a track as we drag along. Your sunken walls mod works great in this manner. This mod could be exactly what we need to decorate and give the appearance of track piping along the right of way.

    The problem above is caused by the mod (the modder) of the train in the picture. If you simply don't use transparent materials for the shell of the train then this won't happen.

    With the fix you can solve the problem in tunnels but the train is still invisible when viewed through other glass surfaces. eg from inside other vehicles, through glass station roofs, etc.

    So it would be better if the modder fixed his train, because the problem isn't really solved that way.

    Unfortunately the issue affects a little more than just Trains. If you place assets underground along the tracks, then those assets either also won't fully show their characteristics (Shining with emissive, having visibility for other placed vehicle assets, etc.) The La Metro Breda A650 also suffers from the same issue as the vehicle in my example picture if I had to name another piece of equipment, even the vanilla vehicles are affected.


    As it stands if you primary focus is building underground then without the fix you will have a tough time. In these instances it is also impossible to read the signal aspect on a signal along the Track because the lights are also impacted from the transparency issue. Those get corrected as well.


    If you were to use a particular underground station, all Trains were invisible from the position of viewing from the platform. Now all Trains are visible spanning across any platform in the station now. Those are only a few extra examples of things that get corrected.


    You are right though. It would be stellar if the Modder did return and update his item to some degree, but in other aspects...


    Here is a video demonstrating the game world before using the mod, and after applying it.

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    The always better solution.

    I will do this tonight when I get home! First Mod incoming...


    Edit:Mod has been released. It is on steam now. It is awaiting approval for the forums. It is also available in my signature Compendium link.


    Now there are a few situations where additional manual work is necessary. I cover the process on repairing your Tunnels in the video linked below!

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    Majuen's mod has model (.mdl) files that should link to "Tunnel_Hull.mtl". I believe he may have renamed it "Absolute_nothing.mtl", but don't quote me on that. I didn't mess around with his files.


    Tunnel_Hull.mtl itself is located in the Base Game files.


    Once you are in the base game file directory, the location should be the following: (res>models<material<Track<Tunnel_Hull.mtl)


    Once in there, put in the code that I quoted above and this issue is history.

    ----

    Maybe I can package this fix as a mod and just release that for people who are afraid to touch the files. You gave me a good idea.


    I created this topic in the chance the game is updated and my piece of code is erased in the process. Now we can all refer back to this topic for the information again if needed.