Transport Fever 2

Transport Fever 2

Freestyle train station
lollus  [developer] Feb 2, 2021 @ 4:18pm
Bug reports
Report bugs with steps to reproduce them.
You will probably need to post stdout.txt, which you will find here:
https://www.transportfever2.com/wiki/doku.php?id=gamemanual:gamefilelocations
Do ignore advice on this mod coming from sources other than myself, particularly from third party websites that pretend to give expertise: they don't.
Last edited by lollus; Oct 30, 2022 @ 4:38pm
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Showing 1-15 of 138 comments
lollus  [developer] Jun 8, 2021 @ 7:29am 
Originally posted by GordonDry:
When drawing a road nearby a platform, there is a connecting lane at each node, rendering it optically flawed:
https://i.imgur.com/jtZkCVP.jpg

Smoothing the terrain does not work there.
It's a small but annoying glitch, together with the hole.lua terrain. UG might listen if we annoy them enough.
lollus  [developer] Aug 21, 2021 @ 4:54pm 
Originally posted by GordonDry:
The height of the entrance for the elevated station is too low.
I have published a fix, thanks. You can now adjust the lift height with <m> and <n>.
Simarson Jun 17, 2022 @ 4:54pm 
Hi @lollus - first off, thank you for the great mod; excellent piece of coding. Playing around with it, I noticed I had an issue when placing the waypoints, which has an easy fix. Might be just my display settings, but in guiHelpers.lua, the guiHelpers.showWaypointDistance dialog grows in width as the distance between waypoints increases. For me, as soon as it reaches double-digits (10m+) it's the same width as the 200px offset you set in _windowXShift on line 23. At that point the dialog gets in the way of the mouse cursor, making it difficult to place the second waypoint. Changing _windowXShift to +20 (and adding a _windowYShift = 20 too) fixes it by moving the box to the bottom right of the cursor. Just wanted to let you know.
lollus  [developer] Jun 18, 2022 @ 3:36pm 
I have changed it a bit to bring it closer to the cursor (+40 and +40), together with some small visual improvement for platform roofs, which was long due.
lemming3k Sep 11, 2022 @ 4:51pm 
Thanks for the reply. The error that shows when designating a terminal is;

Exception type: Fatal error
Details:
Assertion Failure: Assertion 'edge.conns(0) != edge.conns(1)' failed.
Crash dump location
Entity:414397
Notified Entity: 414397

EDIT - in case it's useful, I also notice when I go to load the game again the mod is not active and needs to be re-added each time. I'm assuming this to indicate a mod conflict somewhere.
Last edited by lemming3k; Sep 11, 2022 @ 4:53pm
lollus  [developer] Sep 12, 2022 @ 2:22am 
It looks like an install problem. Make sure you have the latest mod version, which is 1.81 or higher (you can check that in mod.lua). Then try a game without any other mods. Some track mods are particularly nasty because they overwrite or disable stock tracks. They are crap and they should not be used.
lemming3k Sep 14, 2022 @ 10:54am 
Thanks, I'm on 1.85 as I just downloaded it but it looks like a mod conflict as it works fine on a new game.
I'll see if I can remove other track/station mods as it looks like freestyle can replace them anyway but I suppose if one has overwritten base tracks I might be stuck on that map.

Is there a max station size? One mod I do like to use is for larger stations.
lollus  [developer] Sep 14, 2022 @ 11:02am 
These stations can have 12 tracks up to 800 metres long, but configuration slows down a lot at those sizes. But first, let's figure out what 414397 is.
Start your game, then press ^ to open the console, then type
game.interface.getEntity(414397) and press enter. What comes out?
lemming3k Sep 14, 2022 @ 2:13pm 
It seems to give a series of texture load errors. Starting with a file name empty followed by lots of file not found errors.
I presume they are a subset of textures needed for certain mods to display correctly, but I'm not too knowledgable with modding.

It did seem to work after I removed all track/station mods, but I've had a couple memory errors and now another crash. Although the crash may be with the base game as it says Mod: no mod. Stack traceback mentions setMaximumLoan
lollus  [developer] Sep 14, 2022 @ 2:40pm 
If you already built modded tracks, then you remove the mod, there will be inconsistencies. It would be best to replace them with stock tracks, save, reload without track mods, save with a new name. The magic wand can help.
Later, you can introduce track mods again, skipping the dodgy ones.
Can you copy and paste the output of game.interface.getEntity(414397)? At least the last lines.
Last edited by lollus; Sep 14, 2022 @ 2:42pm
lollus  [developer] Sep 16, 2022 @ 1:47pm 
No those are game errors, the console shows them for some reason, together with the console output proper. I need the console output proper to try and make a diagnose.
Last edited by lollus; Sep 16, 2022 @ 4:43pm
lemming3k Sep 16, 2022 @ 7:37pm 
Ah ok. I might need some guidance to get that. I thought everything after >>game.interface.getEntity(414397) in the console was the result from running that function.

I tried the save again without the track/station mods and managed to build a large freestyle station, so I can narrow it down to one of a dozen or so mods at least.
lollus  [developer] Sep 17, 2022 @ 12:21am 
Just scroll past the "Texture load error" messages and see what the console says.
Last edited by lollus; Sep 17, 2022 @ 12:48am
lemming3k Sep 17, 2022 @ 7:27am 
Oh, there is nothing further. Those are the last lines in the console. I've ran it again to check and get the same results. If I re-run it after this is just says "nil".
lollus  [developer] Sep 17, 2022 @ 7:54am 
OK so it's something that is created after loading the game and then errors out, maybe the station itself. Never mind.
Last edited by lollus; Sep 25, 2022 @ 6:41am
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