Transport Fever 2

Transport Fever 2

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Darker Shades of Fever
   
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File Size
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Updated
79.876 MB
Apr 19, 2023 @ 6:19pm
May 14 @ 6:10pm
23 Change Notes ( view )

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Darker Shades of Fever

Description
Dark theme for TF2
A remedy for that intrusive whiteness that burns your eyes every time you try to edit/manage or build something.
Features
Hmmm... healthier colors?
Apologies but nothing general comes to mind at the moment - please take a look at pictures in the meantime then.
Options
  • Lighting conditions -- I prefer darker environments, with longer shadows and some fog, so there are two such presets available: Morning in two variants: "Blanked" and (if previous seems too dark) "Moderate"; and After The Rain - not really dark yet still foggy.

    But since not everyone may share my taste there is also Unchanged one to fall back to whatever environment vanilla/other mod has to offer in your setup (however contrast blast while switching between edit-default view without any/other light toning mod may be painful).

    BTW: If you are annoyed by the glow around (and/or "inside") trees, poles and such - try disabling SSAO in the graphics section of the game preferences.

    • Sunlight direction (horizontal) (new in 1.14, works only in DSF own presets) -- If you get bored with the map, you can try changing the sun's position to, for example, make vehicle travel a bit more interesting, allowing you to rediscover well-known places, etc.

    note: as of ver 1.8, all presets have their own/dedicated sky textures, making world things (better) blend in with atmosphere tweaks. Enjoy! Unexpected (for me) sideeffect is that lots of layer colors require readjustmets to regain/get some balance... so hang on - work is in progress
  • Line colors -- If you wish to use vanilla's palette or any other mod being higher in load order than DSF - just turn that option off, but I highly recommend trying one of DSF's palettes at least once because significant part of them has been tailored specially for its darker roads and they (mostly) fit well, I hope.
  • Terrain layer brightness -- If you find (old) Blanked too dimmed/dark, there are two additional options available.
    • Entities melted with terrain -- entities inherit (current) terrain color (depending oh its height), looks cool on buildings too but trees sometimes look weird when certain LOD kicks in but... it's just an option;
    • Contour lines intervals -- There are now two sets to choose from: 100-50-10-1.0m (legacy) and 100-25-5-0.5m (new default) respectively (while vanilla's defaults were: 100-50-10-2.0m). I found it more usefull to have those lines (even) more detailed than before during construction, but if you don't like it, I've left the previous set available as an option, so (anytime) after 1.5 update, and before loading a game, you have to switch it back - after that your choice will be remembered in following saves.
  • Labels fading -- percentage of vanilla's default for fading those small (filled with numeric values) boxes drawn over cargo, passengers and traffic stream chunks.
  • Icons fading (def: OFF) -- Not important tweak - some of overlay icons will disappear sooner (ports, stations and other clutter as well that pops up out of the fog while I don't really have needs to click it or anything - see picture). Check it out and safelly turn back off if you don't like it. As of ver 1.7 also numeric values drawn over cargo/passenger streams has been added to pool of things fading sooner.




Safety
DSF is SAVEGAME safe, turn it ON/OFF any time you want, at least that's what I think after trying it many times without issues. Yet I still may be wrong, and definitively I don't take any responsibility for my words. By using this mod you acknowledge and accept that statement.
Incompatibilities (visual only)
  • possibly every mod that repropagate vanilla's white-ish-ness on layers will interfere or destroy intended effect of DSF so either disable them or place DSF at the bottom of your mod list and run the game at least once, click over all layers and route/stations editing modes to see if you still need those other mods. Bottom line is - if you see any white enywhere you didn't put it yourself - some other mod is responsible for that;
  • anything that changes line colors - all palettes I've seen so far out there were more or less fit for vanilla's whiteish reality, so... using them with DSF may result in finding proper color for your lines a bit difficult, if possible at all.
Credits
  • Lighting preset no.1 -- I've been highly inspired by Morning 1.1, no doubt original mod;
  • Palette -- I was really enjoying what Colour Palette² had to offer while still trying to play vanilla, but after switching to DSF unfortunatelly most of that beautiful palette became unreadable, so I had to generate something of simillar soft style but fitting my new needs;
  • Poly Heaven[polyhaven.com] and ambientCG[ambientcg.com] -- for resources used to create skyboxes;
  • This mod uses ParamBuilder[www.transportfever.net].

Legal
(!) No permission is granted to re-host or re-use the DSF or any of its resources.




If you find the DSF useful, please consider rewarding it with a thumbs up - it won't motivate me to do anything, but for sure will make me feel better.

15 Comments
joshwiz23 Apr 17 @ 9:38am 
Hmmmm, thanks for the reply! Would it be easier to have a night mode sub mod from scratch built more for compatibility with this one? So that the overlay can be built in? I suppose it's difficult since they both touch some sort of environment settings? Or a togglable day/night mode? As a submod to this one or something?
You would know better then me though.
Regardless thanks again!
Ms.TAKE  [author] Apr 17 @ 3:21am 
@joshwiz23
After quick look at how and what NM does - it seems impossible. I'm currently occupied with whole different project, so will try to take another look at issue when I have some time to spare, maybe some idea will pop up - no promissess thou.
joshwiz23 Apr 16 @ 2:31am 
love the mod BUT any chance u could make it compatible with "night mode" mod? excentual at night and they break each other. Thanks!
理港原味 Oct 5, 2024 @ 2:34pm 
For anyone's information, if this mod is loaded behind "More Line Color by Linx" it would cause a crash by the time you try to do that, and you would not get the dark effect if you load this mod before.
lamegaminginged May 8, 2023 @ 4:18pm 
50 shades of fever
Ms.TAKE  [author] May 8, 2023 @ 9:28am 
@Yolosaurus Rex - no, not really. But I've updated description in hope to clarify what I meant there.
Yolosaurus Rex May 7, 2023 @ 5:12pm 
You mentioned "...I highly recommend trying one of native palettes...". Is that a specific mod? (i.e., the author is named native?)
Ms.TAKE  [author] Apr 22, 2023 @ 1:52pm 
@MoRoN222 No, but I've made lighting preset optional.
Myron Apr 22, 2023 @ 1:46pm 
I havent tried this out yet but from what ive read in the description about the longer shadows, have you implemented a slider to modify the sun angle so you can customise your own shadow lengths? like, idk how else to explain
Ms.TAKE  [author] Apr 20, 2023 @ 3:32pm 
What about 3rd option called "bright"? it is another 20% more "vivid" than moderate? Regarding reverted logic/colors, white lower--green higher (in other words - vanilla style) I don't think at the moment I'll go in that direction - I tried and failed because there are just two colors to define for contour lines, not three like it is in many other cases (like traffic) in TF2, and I can't achieve something that would be starting bleak yellow-green, then deeper green/or yellow and then deeper yellow or orange/red.