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Games/ETS2/Modding guides/1.43

3,076 bytes added, 10:51, 13 January 2022
Fonts
= Changes & New Features =
== Fonts ==
There is new font system that allows to render much clearer letters in UI.
 
See full documentation:
* [[Documentation/Engine/Fonts|Font documentation]]
 
== Sound cabin filtering ==
 
There is possibility of individual (per truck, per cabin) sound filtering for the cabin truck.
 
See full documentation:
* [[Documentation/Engine/Sound/TruckCabinFiltering|Sounds - Truck Cabin Filtering (in/out, windows)]]
 
== 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
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