Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
One of the most notable changes is a fix for everything on screen becoming too dark in some parts of the map (caused by HDR minimum exposure being too low). If you still find it unsatisfactory, you can adjust it yourself through the console commands listed here:
https://developer.valvesoftware.com/wiki/HDR_Lighting_Settings#Important_Note
The env_tonemap_controller in this map is named "tonemap_controller".
Hope you enjoy!
The train tracks are not looped.
A lot of dark spots around the map (aka lighting issues)
whoever wants one of my trains go to my creations, if there are no trains ill make them in some time
I guess it's been decided then. I'll take it.
I haven't tested the train tracks for anything other than SProps wheels, so I can't comment on compatibility with anything else.
Also. Is it ok if I use this map in an upcoming server project?
One last question. I'm guessing the train tracks are for SProps and Trainbuild based trains only, right?
I apologize for leaving the track switch dereailment issue unfixed for a long time. Please forgive me, as I have been very busy and have not even been playing Gmod anymore.
I just updated the addon with a fix for the issue. To be specific, I modified the collision models of the track switches, giving more clearance to the flanges on the wheels so that they don't get stuck. I have tested this fix with both Metrostroi trains and my own trains that use Sprops and PHX wheels, and it seems to be working properly now. Hope this helps.
To switch the track, I have to set controller to lowest acceleration and when wheels on front bogey get stuck, I'll grab them with physgun, lift them up a bit, move them across the X crossing, and put them back on rail. The wheels on rear bogey somehow pass through without issues. And I have to repeat this procedure for each car.
But It's better to get this fixed. I'm sick and tired of doing this every time, when I switch the track.
Thank's a lot for the support!
Also, I understand that AI nodes further improves the experience with StormFox, but it doesn't seem to be as important, and as I have said earlier, I have no plans to add such features. Not to mention that the sandbox server which I made this map for doesn't even use StormFox. Sorry about that.
I recently asked a friend of mine wich is mapper. He told me what he did to make light_enviorement work was just copy it from gm_construct or gm_flatgrass (using bspsource to get the vmf) and pasted it on his maps. He also have no idea why light_enviorement does not work but, with that copy and paste works lol.
Greetings!