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So, maybe you can add the check that if you don't use IPT2 mod, code running A fuction without IPT2, rather than running B fuction with IPT2.
Yes this is exactly what I am doing right now with this mod, I check if IPT2 exists, and apply their patches accordingly, but unfortunately, I can't seem to reproduce this error.
Perhaps you may unsubscribe and resubscribe, see if it works.
The fixed bug previously only occurred when using this mod together with IPT2, but because I dont use both of them together (I only use TLM), it was hard for me to notice that bug.
我之前發現的問題是,你添加了支援IPT2,也就是從 1.01 版開始, 如果你只用 TLM,沒有用IPT2,進遊戲後就會遇到那個有關於IPT2 Bus AI的錯誤窗口。
所以,我是想,你能不能像1.0這個第一版一樣,做一個給TLM用的版本?你的1.0第一版進遊戲後一切正常和TLM一同使用。因為我和你一樣,用的是TLM + RealTime,因為TLM比IPT2有更多的功能,所以我早就放棄使用IPT2了。
整件事其實很奇怪, 自從我做完IPT2版本又確定它沒事後, 我就把它收起不用, IPT2如是, 也把EBS-IPT2搬走了, 也是沒問題, 照用可也
技術上是TLM的設計並無牽涉任何關於飛站的事, 所以真的不會衝突, 公家版就是"TLM版", 一樣的, 相通的
不過呢, 可以先檢查一下, 這裡最新版是1.0.6.0, 你可以去本機Steam folder\steamapps\workshop\content\255710\2262054175 看看 (這是Steam Workshop item在本機放file的位置), 我在Windows看那個ExpressBusServices.dll是v1.0.6.0的
Simulation error: Object reference not set to an instance of an object
at ExpressBusServices.Patch_PublicTransportExtraSkip.ExtraSkippingLogic (VehicleAI,uint16,Vehicle&) <0x009ef>
at (wrapper dynamic-method) VehicleAI.VehicleAI.ArrivingToDestination_Patch2 (VehicleAI,uint16,Vehicle&) <0x00059>
at (wrapper delegate-invoke) TrafficManager.Patch._VehicleAI.Connection.ArrivingToDestinationDelegate.invoke_void__this___VehicleAI_uint16_Vehicle& (VehicleAI,uint16,Vehicle&) <0x0009c>
at TrafficManager.Patch._VehicleAI.UpdatePathTargetPositionsPatch.Prefix (VehicleAI,uint16,Vehicle&,UnityEngine.Vector3,int&,int,single,single) <0x03d80>
at (wrapper dynamic-method) VehicleAI.VehicleAI.UpdatePathTargetPositions_Patch1 (VehicleAI,uint16,Vehicle&,UnityEngine.Vector3,int&,int,single,single) <0x001e6>
at (wrapper dynamic-method) CarAI.CarAI.SimulationStep_Patch0 (CarAI,uint16,Vehicle&,Vehicle/Frame&,uint16,Vehicle&,int) <0x009a2>
at TrolleybusAI.SimulationStep (uint16,Vehicle&,Vehicle/Frame&,uint16,Vehicle&,int) <0x0012b>
at (wrapper dynamic-method) VehicleAI.VehicleAI.SimulationStep_Patch1 (VehicleAI,uint16,Vehicle&,uint16,Vehicle&,int) <0x00598>
at TrafficManager.Patch._VehicleAI._CarAI.SimulationStepPatch.Prefix (CarAI,uint16,Vehicle&,UnityEngine.Vector3) <0x006a5>
at (wrapper dynamic-method) CarAI.CarAI.SimulationStep_Patch1 (CarAI,uint16,Vehicle&,UnityEngine.Vector3) <0x00057>
at (wrapper dynamic-method) VehicleManager.VehicleManager.SimulationStepImpl_Patch0 (VehicleManager,int) <0x00511>
at SimulationManagerBase`2.SimulationStep (int) <0x0004c>
at VehicleManager.ISimulationManager.SimulationStep (int) <0x00024>
at SimulationManager.SimulationStep () <0x00693>
at SimulationManager.SimulationThread () <0x0018a>
Any idea why this happens?
I guess try to remove and reinstall the mod? Or there are hidden incompatibilities that I am not aware of.
But still, when I was testing this mod a while ago, there are no problems with deleting bus lines.