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Do the preview gifs look squished to you? That's the same quality as the original. I recommend that you set the graphics to High. ;-)
Vielen lieben Dank
Thank's^^
Normally I would agree with you, but I really found this company Womser, which also transports grain with a silo semitrailer.😉
I can't get a crash when I load my mod in an old, or new savegame.
I also have the message 'file name empty' in my stdout.txt (load and error log file), but that can't cause a crash, because only an unused texture can't be loaded.
Please go to transportfever.net and post the error and the stdout.txt file there, right after the crash: https://www.transportfever.net/index.php?thread/13459-nando-repaints-f%C3%BCr-tpf2/&postID=377776#post377776
Texture load error: file name empty
eatglobal: init [D:/Media/Steam/steamapps/workshop/content/1066780/1962843709/res/scripts/eatglobal_v2_31.lua] (Version 2.31)
Certain tankers also transport not only fossil fuels in real life. That is why I have each 2 variants that transport only grain and plastic (chemicals).
And in which universe does the vanilla 40 ton truck open any doors? It never has and it never will.
Well, you would have to prove that to me with a picture.
No, my mod does not need an update until the beta is closed and the official update is released.
If there should still be problems, then I will look to see what the cause is.
Right now the beta itself is the problem.
That's the reason it's a beta, for testing something new. ;-)
@MessaRanger: The sound may be changed, but only after the next game update is released.
@Drehverschluss: Du musst gar nichts machen, der Standard LKW hat ja bereits alles neue was die anderen auch haben. Also ist 25% grösser, hat Lichter an der Zugmaschine usw.
Ich wollte mal nachfragen wie man das feature für "Standard LKWs erhalten ebenfalls alle Umbauten" erhällt?
Muss man da was spezielles einstellen?
Und ja ich hab das Cargo Asset Set den ich dafür brauch auch aktiviert.
MFG
This is not strange, these are repaints of the vanilla 40 ton truck from Urban Games.
Therefore, they can only load vanilla goods.
Mail is not a standard type of goods, it is provided in an industry mod by another modder.
If you want to transport mail with my trucks, you have to either add this to the mod files yourself, or ask the creator of the mail industry mod if he can add this to his mod so that vehicles outside his mod can transport his goods.
Anyway thanks, your mod make the game much more fun and realistic
So ein Mod kann das sehr wohl verursachen, denn er setzt die Ladungskapazität, ob Cargo oder Passagier, auf den vordefinierten Wert, egal was in der mdl steht.
Kann es vielleicht sein das eine andere Mod dies verhindert? Denn ich habe mal die anderen LKWs probiert, geht auch nicht. Das einzige was funktioniert ist der "Real Capcity" Mod so haben Züge und Busse die anzahl an Sitzplätze.
Ja das hab ich ja verstanden, war ja auch so im ersten Teil, hab den wert der .mdl des jeweiligen Truck geändert von 100 auf 160 nur leider erziehlt das kein Erfolg, Wert bleibt bei 25 Einheiten. :(
Not all truck trailers have colored roofs.
The example from the Royal Mail looks exactly as it should.
The assets are included in my mod, so they use the same texture files.
Multplikator 4 ist normal, darum steht in der .mdl Datei bei 25 Ingame Einheiten 100.
Die LKW können verschiedene Güter transportieren, Du musst für jedes davon den Wert auf 160 ändern. Und das natürlich für jede .mdl eines jeden LKW den Du ändern möchtest.
https://imgur.com/a/bd9Ufke
But some truck is normal, and I really don't understand......
Habe auch andere Fahrzeuge mal angeschaut, habe das gefühl er nimmt immer den Multiplikatur 4, bzw Teil es durch 4, aber lässt sich dennoch nicht ändern
I was able to reconstruct the problem.
It's not my mod that causes this problem, another 40 ton mod is obviously using some of the same paths and filenames as my mod.
If now this other 40 ton mod is loaded in the startup sequence after mine, my mod takes over the same files and paths and thus it comes to this graphical problem.
If you now put my mod at the end of the mod loading sequence, the problem is solved and both mods are displayed correctly in the game.
By the way, these are the 40 ton mods from GibbyGoose, that causes this. ;-)
https://imgur.com/a/PCUT3Ij
Is it possible to fix it? I have spend hours on this save, and I really like your truck but I have no clue in modding....
https://imgur.com/a/LEITan7
Is it because the recent update? and seems the asset is still working fine.
Sorry for my bad English, I hope you understand what I said, or I try to make a screenshot
The script in the mod.lua selects and groups the trucks by country. In very rare cases another mod can cause this error.
Since the author of this script is not active anymore and I can't reach him, I recommend you to change the loading order of my mod.
What you can also try is to start a new game with only my mod activated. If that works, it would strengthen my suspicion that another mod is triggering the error.
If all else fails, I guess you'll have to do without my truck, as sorry as I am.
Error message: error: ...am/steamapps/workshop/content/1066780/1962843709/mod.lua:124 : attempt to call field 'getDefaultSettings' (a nil value)
stack traceback:
=[C](-1): getDefaultSettings
@C:/Program Files (x86)/Steam/steamapps/workshop/content/1066780/1962843709/mod.lua(124): ?
Minidump: C:/Program Files (x86)/Steam/userdata/72449681/1066780/local/crash_dump/bb81c1a6-507b-49ef-b8d4-4e6690862e70.dmp
In file: c:\build\tpf2_steam\src\lib\lua\state.cpp:586
In function: void __cdecl lua::State::Call(int,int)