Games/ETS2/Modding guides/1.43

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Introduction

The following page contains modding guidelines for the new update of the game.

To better understand changes in units it is recommended to check Units documentation page.

Recommendations

  • When basing your model on the original ones, add to your mod also ALL original /automat/ files used by it. The names of the files are generated as CityHash64 hash of theirs content so whenever we change the parameters of the material in any way, a different file will be used to store them and the original file might cease to exist if there is no other model utilizing the original parameters.
  • When modifying original models, always include ALL components of the model (pmg+pmd) instead of just those you changed. Otherwise you risk crash if we change the model.
  • As always when adding new objects to files which support multi-file approach (e.g. road_look.sii) it is HIGHLY RECOMMENDED to use suffix or prefix in the name to avoid conflicts with new objects we are adding in patches. Otherwise you might have to use the batch renaming functionality (see Batch renaming) to fix the conflicts when new patch appears.

How to convert map

  • Load map
  • Do rebuild (F8)
  • Save map

Changes & New Features

Fonts

There is new font system that allows to render much clearer letters in UI.

See full documentation:

Sound cabin filtering

There is possibility of individual (per truck, per cabin) sound filtering for the cabin truck.

See full documentation:

Map data

TBD (city_icon_size array needed)

Wheel logic

One of under-the-hood changes in 1.43 is rewrtiting some basic logic of work with wheels. The part that is immediately visible is that all axle sets in chassis data (kerb weight, residual travel, powered, liftable, sterable) now has values sorted for axles from the front to the rear as positioned in the vehicle (before it was front first and rear after in reversed order). While it might cause some hardship for modders to fix their mods, it is investment for future - easier and safer logic as well as preparation for the new functionality. Locator numbering in chassis model is less relevant as game itself sorts axles by position, but left-right consecutive numbering logic is still used. All old models thus work without changes. As an optional guide, you can count locators from the front now (to be consistent for example).

Vehicle damage

TBD (moved wear from accessories to vehicle descendants)

Traffic

Traffic vehicle/trailer type separation was improved to allow better access control. Please update the modded storage names and contents accordingly:

  • all vehicles spawning only in specific areas/places are now in *_custom vehicle types
  • *_city vehicle types were merged into respective *_custom types
  • new truck_heavy vehicle type was created by extracting all non-semi trucks there (-> truck vehicle type now contains only semi-trucks)
  • all vehicles/trailers which don't fit any of the car/bus/truck types are now in special storage

There are multiple improvements regarding traffic access. The main goals were to make setting traffic access easier, more intuitive and to allow additional improvements in future.

  • access distribution and its handling by AI has been improved
    • If more paths are available, AI vehicles prefer the path with exclusive access (e.g. "Trucks only") unless it is marked 'low probability'. For example, at tollgates, just "trucks only" path has to be marked. ("No trucks" area is no longer needed)
  • list of access-related traffic rules was simplified
    • some rules (mostly those rarely and/or incorrectly used) were made obsolete - there will be some warnings in log about them.
    • descriptions of the remaining ones were made consistent and, hopefully, more clear
  • access/spawning mode in traffic tool was improved
    • new "combined" access visualization has been added, which shows access and allows spawning for all vehicle types at once
    • visualize exclusive access using separate color (yellow)
    • added 'potential dead-end' visualization