Hi!
Ok, I did not see problems with the building textures...?![]()
Concerning the vehicle, please contact the author.
Regards, Marcel
Hi!
Ok, I did not see problems with the building textures...?![]()
Concerning the vehicle, please contact the author.
Regards, Marcel
Hi! Send us a screenshot please! ![]()
If the material properties are prepared for this, you can do this already!
Please see: https://docs.lotus-simulator.dev/en/rust/textures/ and
https://docs.rs/lotus-script/l…tures/struct.Texture.html , especially the function apply_to().
Schick mal bitte Deine Logfile.
Wie sieht's bei den Anderen aus?
Concerning the sounds:
Oh, this could be right, I will check this!
Regarding global variables: There are no global variables in Rust. In the classic approach, the “global” variables are located directly or indirectly in the script struct (in a new project, this is called “MyScript”), e.g., in sub-structs, e.g., for doors, which are then included as a field in the script struct.
Have you read the Rust book?
The Rust Programming Language - The Rust Programming Language
Regarding texture swapping in particular: I know there are still gaps in the documentation, so please wait.
Hello!
My GT6N script uses different programming principles that are not yet fully completed and/or documented. For this reason, the two crates are not yet available and the GT6N crate cannot yet be compiled.
However, I will create an introductory tutorial in which I explain some of the basics in a “classic” way using an example.
So I hope you can bear with me a little longer! ![]()
Hello! ![]()
It seems that you don't know our new information page: https://docs.lotus-simulator.dev/en/
You should find lots of answers to your questions and even more! ![]()
Marcel
No, what he meant was: First, you create your new map with the setting “fictitious,” but in the correct location in the world. When the time comes, you can then have us check it, and we can port it to the real world if it meets the requirements. ![]()
Two things I noticed though (I suppose the development is just not at that step at the moment): frogs are not generated/shown...
Both are as expected: Switch points and tunnels are currently not displayed/loaded.
Patch 1.EA.111
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Basis for train protection built: Now significantly expanded communication of vehicles with triggers possible!
Simulation: If passengers want a ticket to a specific destination, then a special ticket is no longer requested (day ticket, short distance, ...)
Simulation: No two passengers can order a ticket at the same time.
Simulation: Door jamming grumbling should really only happen when it does. However, it is a prerequisite that the number of doors is correctly entered for the respective vehicle!
Simulation: Weighting of the individual tickets was defective
Simulation: No ticket request while there is still money on the payment table.
Simulation: AI vehicles have not yet set the system variable "RC_DirLeaver".
Simulation: If there are closed passenger path chains in the vehicle, passengers should search for the shorter path in each case anyway. However, it is not the length of the chain that counts, but the number of path segments (previously, the "next best" path leading to the destination was simply taken).
Simulation: With the centre of gravity of the bus shifted in the Y-direction, the curve pivot point was no longer correct.
Simulation: When light sources illuminated several tunnel light source levels at the same time and these were also close together, flickering occurred.
Simulation: If "Realistic Year"/"Date"/"Time" is now set, these should also be selected in this way.
MapEditor/ContentTool: Missing language entries added
MapEditor: Auto-block signals possible: Create /no/ activation paths for this, but set the auto-block priority for the corresponding route to >= 1. If there are several self-block terms at the signal (e.g. Hp2 for reduced slip path and Hp1 for normal), then these are set different priorities: Hp1 gets priority 2, Hp2 gets 1. So if Hp2 is already active, but then the conditions for the higher priority are fulfilled (because the previous train left the Hp1-slide-through path), then the signal changes directly from Hp2 to Hp1.
MapEditor: Switch ties no longer disappear
MapEditor: Fixed problems with toolbars getting wider (top)
MapEditor: Window "Available tickets" widened
MapEditor: Additional rail quality level "dirty"
MapEditor: Fixed copy-paste function for selecting valid tickets in station window
MapEditor: Remaining problems with overlong reference lines removed
MapEditor: Crash when reopening the route window
ContentTool: Paths for passengers in vehicles for one direction only
ContentTool: Tickets can be given an (internal) free name to make them easier to recognise in special cases. However, this has no influence on what passengers say when ordering tickets
ContentTool: Start parameter "-noCatCheck" so that the ContentTool no longer checks whether the object is classified in the wrong category (1, 2 or 3).
ContentTool: If the order of coupling of broadcast buses (CoupleBroadcastBus) was not in ascending order by bus name, these connections were sometimes not recognised.
ContentTool - Interlocking tool: Block signals (without push-buttons) and "smarter" list at top right
ContentTool - Interlocking tool: Track occupancies were no longer visible when a route from the list was switched to active.
ContentTool: Delete button for tariff zones only worked for the last tariff zone
Content: Switch ties for wooden ties
Content: I have added two polys to the wooden sleepers so that they appear more three-dimensional (even without parallax occlusion). Attention: These only take effect on existing tracks when the properties of those tracks are called up once, confirmed and the terrain is regenerated at the end. (
is enough)
Content: Running surface of the S49 rails of higher quality
Thank you for the log file!
The nightly build version is rather inconvenient for multiplayer games. ![]()
We currently have (known) problems with multiplayer. The next patch does not revolve around this topic, but it is of course on the "agenda" for further patches.
Hi!
Usually, you should have terrain polys which cut into terrain and "move" it in the correct height.. Why don't you have any?
OK, I understand. I will note this bus on my check list.
Hello!
What does happen after restarting the ContentTool? What does happen, if you do not save and pack, but only save?
Is it only possible if i make my own light and i can set it in the content tool?
Unfortunately yes, but we plan to create "light object helper" which you can place in the MapEditor and adjust the light parameters by start parameters.
So am i need to wait until this feature will be available
No, you have not to wait, just make your own experiments! ![]()
Hello!
The problem is that each point of the scenery can be illuminated by a maximum of as many light sources as specified in the settings. For this reason, LOTUS reduces the radius of the light sources to such an extent that they no longer overlap. Many light sources that are close together therefore do not work as desired.
We are still working on a concept ourselves for how underground stations should ideally be lit. In any case, long bar light sources will play a central role, because they can illuminate a large area with only one light source. In addition, the ambient component of an underground station light source should be set high.
Hello!
Again nice ideas, some are already noted, the others I will note! ![]()