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Expansion neustadt and updated track to latest save format #5

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Jean28518
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@Jean28518 Jean28518 commented Nov 27, 2022

I deleted the scenarios on intention because handling these would be a complete mess.
The creation of new scenarios will be much more easy.

The also the ramp at ostkurve got fixed.

Looking forward to squash the commits at merge.

Edit: Fixes Libre-TrainSim/Libre-TrainSim#367

@HaSa1002
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Can you add some scenarios back to enable testing the map?

@HaSa1002 HaSa1002 added the enhancement New feature or request label Nov 27, 2022
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Done @HaSa1002 .
The autopilot stops at Siberbach and doesn't get it, that it should not halt there.
Also on big chunk changes the current rail attacmments aren't visible anymore. (In the editor this transition works currently fine)
Because of float changes some rails seem to be visual unconnected, but the train should drive through to hainfurt.

I don't know if this makes sense to adjust them until we changed the anchor of the rails to the chunks in the future.

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Done @HaSa1002 . The autopilot stops at Siberbach and doesn't get it, that it should not halt there.

@Jean28518 the track seems to be working as far as I can tell. The most interesting part is the scenario anyway.

Also on big chunk changes the current rail attacmments aren't visible anymore. (In the editor this transition works currently fine)

This issue has a working PR now and can be considered fixed.

Because of float changes some rails seem to be visual unconnected, but the train should drive through to hainfurt.
I don't know if this makes sense to adjust them until we changed the anchor of the rails to the chunks in the future.

I don't think these are floating point issues tbh. I can overlook the issue but I don't think we should. It's really just a matter of dragging each red arrow to apply the snapping. "Just". Qualitywise I'd favor fixing them now. I tried the mentioned fix and it alleviates the issue mostly.

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@Jean28518 I pushed two changes: First, I fixed all rail transitions. I think these happend while converting from the JSON file format. Second, I updated this branch with the main version using this branch Libre-TrainSim/Libre-TrainSim#452. I am quite confident it works now properly (in most cases anyway) and needed Hainfurt to verify against.

Can we merge this PR as is? I'd like to add scenarios to get at least the old Hainfurt back to push for a new 0.9 beta.

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HaSa1002 commented Feb 6, 2023

@Jean28518 I added a scenario back into the game. It's a bit bare bones but I wanted to verify the track anyway. For some reason the Ostkurve has an issue where one rail snapped together and looked visually connected but weren't close enough for the rails to consider themselves connected. I made Libre-TrainSim/Libre-TrainSim#476 to hide this bug. The scenario is drivable but not polished in any way.

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HaSa1002 commented Feb 6, 2023

CC @nalquas as this PR may be of your interest, too.

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nalquas commented Feb 25, 2023

For some reason, I get the following errors when trying to select the Hainfurt map in the play menu:

[2023-02-25 19:41:49][VERBOSE](Null) Main menu loaded
[2023-02-25 19:41:50][VERBOSE](Null) Hainfurt
Loading resource: res://Mods/Hainfurt/Worlds/Hainfurt/Hainfurt_config.tres
ERROR: Cannot open file 'res://Mods/Hainfurt/Worlds/Hainfurt/Hainfurt_config.tres'.
   at: load_interactive (scene/resources/resource_format_text.cpp:1183)
ERROR: Failed loading resource: res://Mods/Hainfurt/Worlds/Hainfurt/Hainfurt_config.tres. Make sure resources have been imported by opening the project in the editor at least once.
   at: _load (core/io/resource_loader.cpp:270)
SCRIPT ERROR: Invalid get index 'author' (on base: 'null instance').
          at: _on_Tracklist_item_selected (res://Data/UI/play_menu.gdc:131)

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HaSa1002 commented Feb 26, 2023

@nalquas how did you export the PCK file? Editor mod tools or Ingame export?

And you do know, that you can add any mod map in the editor to your content.tres in the base game to force loading?

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nalquas commented Feb 27, 2023

@nalquas how did you export the PCK file? Editor mod tools or Ingame export?

I used the editor mod tools export ('Export a mod'). It used to work before, but I'm not sure when it broke.

And you do know, that you can add any mod map in the editor to your content.tres in the base game to force loading?

Hm, I suppose I could do that. How do you edit the mod maps anyway, I don't think it's documented anywhere?

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nalquas commented Feb 27, 2023

And you do know, that you can add any mod map in the editor to your content.tres in the base game to force loading?

I just did that now, seems great for testing without having to set up remote debugging. Reference this branch in my fork if you want to check if I added everything to content.tres correctly.

However, I still have the same issue here for Hainfurt:

Screenshot_20230227_151407

Screenshot_20230227_151328

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nalquas commented Feb 27, 2023

Ohhh no, I think I know what's wrong...

The path is correct, but compare the capitalization carefully:

  • Path attempted to load: res://Mods/Hainfurt/Worlds/Hainfurt/Hainfurt_config.tres
  • Actual path on disk: res://Mods/hainfurt/Worlds/Hainfurt/Hainfurt_config.tres

I guess this is an issue on my end then, I'll just rename the symlink from 'hainfurt' to 'Hainfurt'...

Edit: Yup, that fixed it. We should probably document that this is case-sensitive in the README.md of this repo...

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nalquas commented Feb 27, 2023

It's a bit bare bones but I wanted to verify the track anyway. For some reason the Ostkurve has an issue where one rail snapped together and looked visually connected [...]

I let the autopilot drive along the track, seems to work fine. I noticed a few abrupt rail transitions near some switches / rail intersections. We should double-check all the stations' placements, as passengers were floating in the air near some visible stations and the train came to a stop outside some of these visible stations as well.

Also, I think the speed limits are missing.

Screenshots Screenshots
Screenshot_20230227_153046 Screenshot_20230227_153054
Screenshot_20230227_153406 Screenshot_20230227_153419
Screenshot_20230227_153426

The scenario is drivable but not polished in any way.

Hey, at least it works!

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Ok nice it works. I'll document the mod setup in the new docs. Although th case sensitivity issues are concerning.

For some reason the speed limits where all lost in translation. (Pun intended). I wish we'd some sort of length marker for the station that's drawn on the rail to check how long the station is.

I had a go with the old Hainfurt and recorded it. There's still another direction to go and setting the speed limits but it should be back in playable order soon.

I also think the person system wasn't correctly converted either. That explains the issues with the floating passengers.

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Auto-Pilot drives through end of line station at Hainfurt
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