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Games/ETS2/Modding guides/1.30

368 bytes added, 12:10, 15 August 2019
New navigation data
* Load map
* If the load failed because of some removed templates (e.g. road look us_tmpl5), copy corresponding definitions from previous versions.* Try to save it. The save might fail report error because of conflict between compounds. In that case check the game log without exiting the game (so you can easily repeat the save). If the log contains compound errors, you can fix them in the following way:
** <strong>"Compound X contains item Y which also exists as independent one"</strong> - use the g_delete_uid Y console command to delete the item.
** <strong>"Duplicate item X found in compounds:"</strong> - use the find dialog to find one from the compounds and dismiss it (using item properties). This will turn this into the previous case where compound conflicts with independent items.
* Do rebuild (F8)
* Save map
* Run shoulder check from "Map\Validate road shoulders" This will generate list of all items which could cause issues with random events (mostly models clipping through). You have following options:** Adjust Please note that the map contains trajectory items so they do not cause issues by moving them or removing them** Mark the related road as having blocked shoulder ("Shoulder blocked" checkboxes in Road item properties) to prevent generation of eventswhich will be important for our upcoming Special Transport DLC.** If you do not care about the issueswant to increase chance that your map mod will be compatible with that DLC, you can ignore try to ensure that those items are preserved when editing the itemmap.* Save map
= Changes =
== New Navigation Data navigation data ==
New navigation algorithm uses detailed info from traffic lanes so it can take lane counts, direction and other things into consideration. Be careful to have correct navigation data in map. For example if crossing prefab does not have a AI lane for right turn, the navigation will not turn right even if that means that it will find a much longer path.
* '''''navigation_semaphore_wait_duration''''' (90.0) - Time cost of going through semaphore in game-time seconds.
* '''''navigation_stop_wait_duration''''' (60.0) - Time cost of going through stop sign in game-time seconds.
* '''''navigation_turn_own_side_duration''''' (15.0) - Time cost of turning to the own side (e.g. right in USA/continentalcontinentalEU, left in UK). Additive.* '''''navigation_turn_oposite_side_duration''''' (45.0) - Time cost of turning to the oposite side (e.g. left in USA/continentalcontinentalEU, right in UK). Additive.
Weights used for time evaluation:
* '''''navigation_time_semaphore_wait_duration''''' (60.0) - Time cost of going through semaphore in game-time seconds - time calculation.
* '''''navigation_time_stop_wait_duration''''' (30.0f) - Time cost of going through stop sign in game-time seconds - time calculation.
* '''''navigation_time_turn_own_side_duration''''' (10.0f) - Time cost of turning to the own side (e.g. right in USA/continentalcontinentalEU, left in UK) - time calculation. Additive.* '''''navigation_time_turn_oposite_side_duration''''' (30.0) - Time cost of turning to the oposite side (e.g. left in USA/continentalcontinentalEU, right in UK) - time calculation. Additive.
A road items in editor can be marked with "GPS Avoid" flag. This will cause the navigation to apply a huge penalty to paths using this road. There is no such flag for prefab items however prefab_model definition supports a gps_avoid attribute which will enable it for all uses of that prefab in map.
 
== Vehicles data ==
 
=== Truck data ===
 
==== Engine accessory data ====
 
Engine now has '''''secondary_torque''''' attribute (default 0.0). If defined (positive value), it is used when transmission ratio is same or lower that '''''secondary_torque_gear_ratio''''' (default 1.0) - basically, higher torque is used on higher transmission gears.
 
Optionally there could be defined '''''secondary_torque_curve''''' array, syntax is same as in regular '''''torque_curve'''''. If secondary curve is not defined, primary curve is used. If even primary is not defined, default curve is used.
 
This is used in DAF 2017 engines, when higher torque is used on highest gear with direct transmissions and on two highest gears with overdrive transmissions.
== Prefabs ==
Additionally the AI curve structure was changed by adding a u32 value at its end. This value contains index of a navigational node which should be used if navigation starts from that AI curve or 0xffffffff if there is none. Basically it is a reverse mapping to the curve_indices from from nodes.
== Flares Data data ==
Flare blink unit (usually found as hookup defined models inside '''''/unit/hookup''''' directory) was reworked to use blinking pattern instead of just simple ON and OFF delays. Thus '''''blink_delay_on''''' and '''''blink_delay_off''''' attributes were removed and replaced with '''''blink_pattern''''' and '''''blink_step_length'''''. Unit is now defined as follows:
Consequentially flare blink sync inherited attributes and behavior from flare blink unit and has the same two new attributes: '''''blink_pattern''''' and '''''blink_step_length'''''.
== Time Zones Data zones data ==
Time zones are (for now) country based. Each country has defined '''''time_zone''''' (integer, in minutes) and '''''time_zone_name''''' (string). Eg. pacific daylight central european summer time is -420 +120 minutes with "PDTCEST" name.
In addition there is default timezone, stored in '''''economy_data''''' unit ('''''default_time_zone''''', '''''default_time_zone_name'''''), this is zone basic game time is expected int in and its it is used every time where relevant spatial location and thus time zone is not known.
== Economy Data data ==
Some old values has been exported to '''''economy_data''''' unit ('''''/def/economy_data.sii''''') attributes:
* '''''tow_time_factor''''' (3.0)
* '''''tow_fuel_ratio''''' (0.3)
* '''''truck_scales_cost''''' (10)
== Traffic ==
510
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