Transport Fever 2

Transport Fever 2

Construction Mover
WernerK 10 Feb, 2024 @ 4:52pm
New Features
1. I would find a scaling feature interesting.
2. Have you already thought of selecting models of assets groups directly? It could be possible with the mouse listener.
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Showing 1-12 of 12 comments
lollus  [developer] 11 Feb, 2024 @ 12:46pm 
scaling and skewing would be OK
selecting single models does not work because the game does not fire events when the user clicks them. Besides, the api only allows building edges and constructions, and loose models are neither.
Last edited by lollus; 12 Feb, 2024 @ 10:27am
WernerK 12 Feb, 2024 @ 7:27am 
I mean these constructions without "ground areas". As we have learned they create loose models.

It should work the same way I do with my edge marker tools. Perhaps I'll do some tests if I've got the time.
lollus  [developer] 12 Feb, 2024 @ 10:27am 
Those are no real constructions, they cannot be selected. Try.
WernerK 13 Feb, 2024 @ 7:01am 
I've found conflicts with further mods. Please blacklist all cons beginning with "zzwk_tram_mast" (not available on Steam). There are also issues with f1rnen's Swiss Catenary Masts. Normally these masts allow single parts of the construction being removed by the bulldozer. This does not work any longer. Moreover a lot of further constructions offering this option could be concerned. So the best way to avoid this would be to make "Try to make more constructions movable" switched off by default.
Last edited by WernerK; 13 Feb, 2024 @ 7:01am
lollus  [developer] 13 Feb, 2024 @ 7:49am 
Terrible mods. You need like 3 or 4 to place some posts that look a little different. People are bonkers.
WernerK 13 Feb, 2024 @ 9:29am 
It makes sense to put up a pre-constructed cross-supportig structure and then remove some unwanted wire holdfasts or cantilevers. The same with the fences.
lollus  [developer] 13 Feb, 2024 @ 2:47pm 
I noticed that the fences play a trick with game.interface.buildConstruction(). Also your mods use the old game.interface, and there are a few more for sure. Since we got the new api, it is best if we use it unless a function is missing (like upgradeConstruction()).
For example, try game.interface.getEntity() on a freestyle station: it crashes (at least it did a while back). It's old vs new.
If adding groundTexture to a construction breaks it, that construction is crap - buggy - outdated - a problem waiting to happen - pick your definition. It is hard to disagree on this.
WernerK 13 Feb, 2024 @ 4:49pm 
I never use game.interface for building constructions. I do use the new api functions. I don't either use game.interface for deleting assets or constructions. To the contrary - I think the old bulldoze function would even work as well on asset groups as on "real constructions", but have some other disadvantages. The only game.interface functions I use are upgradeConstruction (comfortable but buggy) and getEntities because it's easier to handle than this octree stuff.

So the new api functions still treat constructions with ground textures differently from constructions without ground textures. This is neither deprecated nor a bug and nowhere it's written that you must not do it. It's similar to the difference between free and rigid edge constructions and made for subsequent removing of components.

The problem is that you make critical interventions in absolutely legal objects of other mods without any user getting notice. Even if CM is switched off by the red dot at the bottom bar it works in the background.
Last edited by WernerK; 13 Feb, 2024 @ 4:50pm
lollus  [developer] 14 Feb, 2024 @ 7:35am 
The red dot works during the game, the constructions are updated when the game loads. They are different lua states.
I could make the red dot control the various con.updateFn() anyway, but then you'd need to remember and switch it on before building something, otherwise you cannot select it nor move it: too unfriendly.
Last edited by lollus; 14 Feb, 2024 @ 8:08am
lollus  [developer] 15 Feb, 2024 @ 7:05am 
Check out the new release 1.15 on Steam.
WernerK 16 Feb, 2024 @ 12:09am 
Thanks! That's great! I could not find any bugs as far as I could check it out for a short time. The only thing - why is the dialog window much larger than the text?
lollus  [developer] 16 Feb, 2024 @ 1:16am 
Because not everybody has the same computer or the same graph card or the same driver! You can resize it anyway.
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