LOTUS Patch notes - 1.EA.104

  • Patch 1.EA.101

    :NewFeature::NewFeature::NewFeature: Pushbutton Signal Box for all maps in LOTUS! Can be tested directly on Diorama - for this, the player in question must currently be assigned to the control centre in multiplayer. A huge thanks goes out to jitano for his endless knowledge concerning this topic.

    :Bugfix: Simulation: Problems when setting the points (excessive "blockades")

    :Bugfix: Simulation: "RLI-4 in ### on tile #####/#####: 4G - Ö1 #/#/#"

    :Bugfix: Simulation: Various small things regarding access violations and the like.

    :Bugfix: Simulation: When leaving a route in reverse, the signals have previously changed back to a route term.

    :Bugfix: Simulation: AI no longer occupies check-free sections only selectively

    :NewFeature: MapEditor: Possibility to create check-free sections. These can now also be used to define and signal routes.

    :NewFeature: MapEditor: Manual route exclusion

    :NewFeature: MapEditor: Opposing routes (which are only defined via check-free sections) are excluded from each other.

    :NewFeature: MapEditor: Set default date range for maps

    :Bugfix: MapEditor: Error message if the route window is opened repeatedly in the MapEditor

    :Bugfix: MapEditor: more specific error messages for crash "FTileMan_Near.AddLoadedReadyTiles" added

    :NewFeature::NewFeature::NewFeature: ContentTool: Signal Box Editor!

    :NewFeature: Content - Diorama: Now with Pushbutton Signal Box in multiplayer!

    :Bugfix: Content - Diorama: timetable date only until end of 2021

    :Bugfix: Content - Diorama: corrections in the light rail routes

    :NewFeature: Content: Lots of new BaseContent for you, see here.

    :NewFeature: Content: A new map from Yufa!

  • Janine

    Changed the title of the thread from “LOTUS Patch notes - 1.EA.101” to “LOTUS Patch notes - 1.EA.102”.
  • Patch 1.EA.102

    :NewFeature: Simulation/MapEditor/ContentTool: CONDUCTOR RAILS!

    :NewFeature: MapEditor: scenery objects can now be snapped not only to the track centreline but also to the respective rail inner edges

    :NewFeature: Content: Conductor rails Berlin underground large profile (more conductor rails in BaseContent!)

  • Janine

    Changed the title of the thread from “LOTUS Patch notes - 1.EA.102” to “LOTUS Patch notes - 1.EA.103”.
  • Patch 1.EA.103

    :NewFeature::NewFeature::NewFeature: Simulation/MapEditor: TUNNELS ARE NOW SUPPORTED!

    :NewFeature: Simulation: [8] is set as default for the driver's compartment lighting

    :NewFeature: Simulation: As part of the new tunnel feature: Vehicles and people will be unloaded if the levels have a certain difference to each other - e.g. if you drive on level -3, the vehicles on the surface will be unloaded

    :NewFeature: Simulation: In the F4 view, the different underground levels can be switched through with the key combinations [Ctrl]+[Arrow up] and [Arrow down].

    :NewFeature: Simulation: In the views F1 to F3 the different vehicles of the train can be switched through with the key combinations [Ctrl]+[Shift]+[Arrow up] or +[Arrow down] (so that especially in tunnels and generally with trains it is easier to change the cockpit without F4).

    :NewFeature: MapEditor: In the bottom right corner, the status shows the level of the current object.

    :NewFeature: MapEditor: The layer assignment of objects, splines etc. can be changed: Switch to the target layer, select the object and click on the corresponding entry in the context menu.

    :NewFeature: MapEditor: "Gradient constant" is now valid for all marked and connected paths at the same time, i.e. the "common" gradient is set.

    :NewFeature: MapEditor: "Gradient continuous" smoothes all marked and connected paths (tracks, alignment elements, reference lines etc.) vertically. The start and end height as well as the start and end gradient of the chain are taken as a basis and the simplest possible gradient course is constructed in between. The number, length and radii of the paths are not changed.

    :NewFeature: MapEditor: New track presets preconfigured

    :NewFeature: MapEditor: "Backs" of objects can no longer be clicked to avoid confusion when selecting them

    :Bugfix: MapEditor: "map calcmt part b" error message information refined

    :Bugfix: MapEditor: Tile editor no longer "cuts" tracks in different layers (e.g. railway bridge over tram tracks)

    :NewFeature: ContentTool: Repaints can now set variables: For this purpose, there is a text field in the repaint tool in which the script variable name and the value must always be written alternately, whereby for Boolean variables a 0, "f" or "false" can optionally be entered for "False". Everything else is interpreted as "true".

    :NewFeature: Content: The first tunnel construction elements suitable for the Berlin large profile: side wall with and without cable platform, wall cable, ceiling, row of pillars and fluorescent tube.

    :NewFeature: Content: New, simplified thresholds for considerably fewer polygons, which also affects the memory requirements of the tiles! Three types: the previous "light" concrete sleepers, "used" concrete sleepers as well as wooden sleepers

    :NewFeature: Content: Two new types of ballast (both as bedding and as independent textures): grey but darker as well as brown ballast

    :NewFeature: Content - GT6N: Now reacts to the [8]

    :NewFeature: Content: Once again lots of new BaseContent, many thanks to our developers! Details here: Presentations

  • Patch 1.EA.103a

    :Bugfix: MapEditor: Deletion of tunnel layers in case the tile reservation was changed

    :Bugfix: MapEditor: Some categories have been hidden

  • Janine

    Changed the title of the thread from “LOTUS Patch notes - 1.EA.103” to “LOTUS Patch notes - 1.EA.104”.
  • Patch 1.EA.104

    This patch is all about tunnel lighting and concludes the tunnel feature of LOTUS for the time being:

    :NewFeature: Tunnel light districts: In the MapEditor, districts can be defined for a map, which are assigned to the tunnel lights. The districts can be given a probability as to whether they are switched on or off at the start of the game. On the one hand, it is then possible to switch the individual districts on and off from the control centre, but apart from that, light switches or other objects can also be built and scripted, which in turn can also switch "their" district on or off. Apart from that, the first ideas have already emerged to use the system for other functions...

    :NewFeature: Simulator/MapEditor: There are now four channels for tunnel lighting: It is then possible to set both which objects, splines, tracks, road and pavement paths and passenger polygons belong to which lighting channel and then which lights are to illuminate which channels (multiple selection possible). In this way, it is possible to define separate spaces/tunnels whose illuminations are appropriately demarcated from one another. Otherwise, e.g. tunnel lights would also illuminate stairways "through" the tunnel wall, etc.


    :NewFeature: Simulator: New error messages for the "map calcmt part b" error

    :NewFeature: Simulator: For performance reasons AI cars are now only visible on their own and neighbouring tiles.

    :Bugfix: Simulator: 3D tree settings work again

    :Bugfix: Simulator: Overhead lines now also work when the train is running on a tunnel level

    :Bugfix: Simulator: Soundbug: Soundposition was not reset (e.g. steps in the Dusseldorf DLC)

    :NewFeature: MapEditor: Trigger type "Activate route x on touch" added

    :Bugfix: MapEditor: Offset for vehicle constants in wagon sequences: The information in the MapEditor was wrong, so unfortunately the wagon sequencesin the MapEditor have to be corrected.

    :NewFeature: Content: A whole lot of new BaseContent updates from our great developers!