Transport Fever 2

Transport Fever 2

52 ratings
Darker Shades of Fever
   
Award
Favorite
Favorited
Unfavorite
Tags: Colors, GUI
File Size
Posted
Updated
445.248 KB
Apr 19, 2023 @ 6:19pm
Feb 2 @ 1:00pm
14 Change Notes ( view )

Subscribe to download
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 -- At the moment I prefer dark morning with longer shadows and some fog so there is one such option available, but since not everyone may share my taste - it's just an option (however contrast blast while switching between edit-default view without any light toning mod may be painful), and currently I offer just one - Dawn, with "Moderate" variant to choose if original "Blanked" seems too dark.
  • 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) default too dimmed/dark, there are two additional options available (new default is "Bright" one).
    • 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 (new in 1.7) -- 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 (what can I say more? a-ha! those static ones... ports, stations and other clutter, as well 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. (current picture may be outdated...)




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;
  • This mod uses ParamBuilder[www.transportfever.net].



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.

11 Comments
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.
3delstein Apr 20, 2023 @ 3:17pm 
Thanks. To be more specific: The green was too dark to give good contrast with the hight lines. The new moderate is okay for me, but better would be to have the brighter green for lower elevation (where I usually build most and contrast is more important) and darker green for higher elevation.
Ms.TAKE  [author] Apr 20, 2023 @ 10:34am 
@3delstein -- Thanks for kind words, but you didn't specify what is so terribly wrong with terrain layer to be graded below vanilla one. Maybe it was brightness? In 1.2 I've added option to choose between 3 levels of it, and unblended contour lines a bit.

@WimmoX -- Glad you like it. I do prefer blanked version but just for test I've added "moderate" preset in 1.2, unfortunatelly simply reducing darkness results in fog loss, so at the moment that preset is considered "alpha". I'll have to figure out how to make fog more dense in it. Maybe in next version. And one last thing - you can change mod options, including preset, while in load savegame's advance options menu, but not while in-game already loaded.

@Norfolk_Chris -- Too bad then. but thanks for sharing. I get that it's not a mod for everyone - it's for people who felt blinded by whiteness, and of course not everyone on of them too.
Norfolk_Chris Apr 20, 2023 @ 8:14am 
I found this mod too dark to use.
WimmoX Apr 20, 2023 @ 7:36am 
The morning fog looks awesome!! Maybe it's a bit too dark to really work with it, can the settings be changed via some interface in the game?