Posts by Janine

    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.


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    :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!

    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.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!)

    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!

    Patch 1.EA.100


    Dear ones, it's time to unwrap the presents! We, the LOTUS developers, together with the beta testers, the addon developers and all direct and indirect supporters of the LOTUS simulator wish you a Merry Christmas and much joy with this year's Christmas patch!

    :NewFeature: Simulation: Control center (:L:) in multiplayer - we hope you have fun exploring its features :)

    :NewFeature: Simulation: Pedestrians and passengers in multiplayer

    :NewFeature: Simulation: Passengers greet when boarding and exiting (if the vehicle is configured accordingly) - here you will find the voices of the players who took part in the "Voice of LOTUS" project. We will gradually add more voices and interactions. Many thanks to all participants!

    :Bugfix: Simulation: At switches both switch tongues were in contact with the respective rail.

    :NewFeature: Simulation - Multiplayer - GUI: When selecting the timetables for the players, the player "boxes" also show the course, possibly the trip number and the track number.

    :NewFeature: Simulation: First steps with Steam Rich Presence and Discord Rich Presence. If you are working on secret, you should switch off these features in Steam or Discord. I will also add an option for LOTUS itself.

    :NewFeature: Simulation: In the group overview friends can be invited to the group via Steam.

    :Bugfix: Simulation: Key combinations can be edited again (and not only Pause... ;-) )

    :NewFeature: Simulation: Some new keyboard shortcut presets, current keyboard map follows

    :NewFeature: Simulation: Hardware simulator driver view with Shift+F1 (if necessary preselection via start parameter -hardwaresim)

    :Bugfix: Simulation: Disconnect in multiplayer games after 60min playing time


    :Bugfix: MapEditor: Significantly larger multiplayer map data can be uploaded (Sonnenburg)

    :NewFeature: MapEditor - Routes: The order of the routes of a district can be shifted in order to define the priority of the self-routing operations.

    :NewFeature: MapEditor: New button to randomly rotate objects placed via "New" or "Copy" around the vertical axis, e.g. to place trees or bollards more irregularly.


    *** ATTENTION!!! *** The scripts of DFIs and other stationary displays etc. must be recompiled!

    :NewFeature: ContentTool: Vehicle doors can be configured to let passengers greet as they pass through.


    :NewFeature: Content: As always, massively updated and expanded BaseAddons from our dear and hardworking developers!

    :NewFeature: Content - ND313/DL: Entry and exit configured to let passengers greet.

    :NewFeature: Content - GT6N-IBIS: Receives control centre messages and now correctly supports three digit route codes.

    :NewFeature: Content - Berlin: New buildings, timetables, AI and more added!

    :NewFeature: Content - Diorama: Design improved, timetables and AI extended

    :NewFeature: Content: Dynamic advertisements on bus stop houses



    Patch 1.EA.099


    ATTENTION: Due to the passenger revision, it must be defined for all vehicles in the ContentTool for all doors whether they are pure entrances, exits or combined entrances/exits. OTHERWISE THE PASSENGERS WILL NO LONGER WORK!


    :NewFeature: Simulation: Passengers also use AI trains (but the boarding behaviour is still provisional!)

    :Bugfix: Simulation: Major revision of the passengers! This was mainly done internally and with regard to passengers in multiplayer. Old bugs might have disappeared, new ones might appear... In case of a bug, please report it!

    :NewFeature: Simulation: Train category, train name/number, line and/or course are displayed in the Ctrl+T information.

    :Bugfix: Simulation: boarding passengers no longer wait for disembarking passengers if they are still far away from the door.

    :Bugfix: Simulation: Procedure "TimetableGetTripAndTourIndexByLineCourseDate" sometimes did not keep to the correct traffic day


    :NewFeature: MapEditor - Timetables: Tours can be named and automatic numbering can be activated if desired.

    :NewFeature: MapEditor: Master button for origin filters at the top right, which ensures that only base content is displayed (all workshop and addon checks off)

    :NewFeature: MapEditor: Add calculation of transition arcs for simple circular arcs to switch calculator

    :NewFeature: MapEditor: Save(:mapsave::mapsavenopack:)-blocking during initialisation can be deactivated via start parameter -nosaveblocking.

    :NewFeature: MapEditor: Save warning tone can be switched off (options)

    :NewFeature: MapEditor - Timetables: Filter possibility in the timetable list according to name (according to date, however, not yet possible!)

    :Bugfix: MapEditor/ContentTool: Parameter window maximum height slightly smaller

    :Bugfix: MapEditor: Set to "unsaved" when adjusting path traffic densities or editing the wagon sequence

    :Bugfix: MapEditor: Human polygons and street paths disappeared.

    :Bugfix: MapEditor: Mirrored splines had no end polygons

    :Bugfix: MapEditor: Crash when trying to rotate mapping on multiple polygons at once

    :Bugfix: MapEditor: If you laid a new polygon and never deselected it, then clicked on new polygon and immediately cancelled with right mouse button, the previously already laid polygon was deleted.

    :NewFeature: MapEditor - Routes: IDs of the districts and routes can be copied to the clipboard via button


    :NewFeature: ContentTool: For doors it can be set whether they are pure entrances, pure exits or combined entrances and exits! THIS MUST ALSO BE EXPLICITLY SET FOR EXISTING DOORS!

    :NewFeature: ContentTool: With the procedures SRT_Request(Self, groupId, routeId: integer); and SRT_Deactivate(Self, groupId, routeId: integer); these can be requested or resolved by specifying the IDs of the route group and route. For SRT_Deactivate, -1 can also be passed as routeId, in which case all routes of this route group are resolved. The necessary IDs of the route groups and routes can now also be read in the route dialogue box.

    :NewFeature: ContentTool: Whether passengers are standing in a respective door ("light barrier") can be checked via the variable to be declared DoorOccupied_#.

    :NewFeature: ContentTool: The variables DoorEntryAvailable_# and DoorExitAvailable_# allow the respective door to "disappear" (by setting them to "false"). The doors are then no longer "seen" by the passengers.

    :NewFeature: ContentTool: The variables DoorEntryReleased_# and DoorExitReleased_# make it possible to mark doors as "released". If a passenger is standing in front of a locked door, he or she no longer looks for open doors, but also for released doors, as he or she then assumes that he or she can open them. ( ;) )


    :NewFeature: Content: Berlin map can now be driven to Brandenburg Gate including AI car traffic, stops, traffic lights and basic street lighting up to there. Also timetables for the :busleft: 100 Alexanderplatz <=> Brandenburger Tor, many thanks to Teneberus for the preparatory work, which we just had to type out! ;-)

    :NewFeature: Content - GT6N and ND313: Adapted to the new passenger technology

    :NewFeature: Content - GT6N: Light switch direct control with the events FrontLightOff, FrontLightPark, FrontLightDim, FrontLightDimToggle, FrontLightFull and FrontLightFullToggle, directional reverser direct control with Reverser0, ReverserI, ReverserV and ReverserR, also PantographToggle integrated

    :NewFeature: Content: New traffic light poles in Unter den Linden style

    :NewFeature: Content: Behaviour of the F0 signal can be inverted via start variable

    :NewFeature: Content: Beautiful art nouveau style street light for Unter den Linden

    :NewFeature: Content: Many, many BaseAddons updated, see here :)

    1.EA.098


    Attention: Please create map backups!!!


    :NewFeature: Simulation: Update of the Steam API to the current version. According to the current status, there are problems with it under Linux. Dear Linux users, please contact us so that we can investigate the problem more closely.

    :Bugfix: Simulation: Tour list sorted by departure time in multiplayer (in the configuration of the game)

    :NewFeature: Simulation: Buildings higher than 50m are not subject to the visibility limit. At the moment they are still only visible if their tile is loaded and displayed; but this will be changed later for *really* large visibility ranges of tall objects! :-)


    :NewFeature: Tool - LOTUS Typewriter added. This tool can be used to create the bitmap for a new bitmap font by simply selecting a font and size and typing in the characters to be included in the font. Examples of use: Displays, stop texts, street signs.


    :Bugfix: MapEditor: The thinking second(s) after finishing splines (strongly?) reduced (final left click). Attention: Due to this change it could happen that the drawing (rendering) order of overlapping but not intersecting splines with the same priority and the same category (terrain, marker or normal), changes. However, this is completely irrelevant for normal and terrain splines, as the render order usually has no effect here. At most, crossing marker splines or polygons could look slightly different, as long as they do not intersect.


    :NewFeature: Content - Berlin: The streets, pavements, tram tracks, street lights, traffic lights, stops, AI car and pedestrian paths of the first kilometre of the 100 (:O: - :busleft:) from the final stop Memhardstraße to the intersection of Karl-Liebknecht-Straße and Spandauer Straße as well as another kilometre around it, especially the connection to Hackescher Markt via Spandauer Straße, were completely rebuilt. In this context, a not entirely unimportant building has also been added... ;-) Further development will follow, of course!

    :Bugfix: Content - Berlin: A few bugfixes to the existing part, especially height problems of the pedestrians.

    :NewFeature: Content: New light types, new buildings

    :NewFeature: Content: Update BaseAddons, see here

    Server update:


    :Bugfix: AI no longer drives on the same tour as a player vehicle (no more duplicate vehicles). However, if the player disconnects, the AI cannot currently take the tour again. This will be implemented within another big feature ;)

    1.EA.097a


    ATTENTION: Due to the change in saving the map and the new split of the map backups, please create a backup of a map immediately after loading it before continuing to work on it!


    :NewFeature: Simulation: The ingame clock (Ctrl+C) can be moved to a separate window - just press the small black button next to the clock. Will be implemented for the ingame timetable too, but is not finished yet. With a click on the clock on the separate window it can be inverted.

    :NewFeature: Simulation: Workshop item search in the splash screen can be prevented with the start parameter -noWScheck. Please use only to save time and with common sense, not in general. No liability will be accepted for consequential damage ;)


    :NewFeature: MapEditor - Additional data is stored in the working directory, so that loading and saving the tiles in the MapEditor (only there!) takes a little longer, but the initialisation time is much shorter.

    :NewFeature: MapEditor - When backing up, zip files larger than 1 GB are split up so that the individual zip files are smaller than 1 GB.


    :NewFeature: Content: Lots of new BaseContent from our dear developers, see patch notes here.

    :NewFeature: Content - GT6N: Now supports FIS announcements with composite blocks

    :NewFeature: Content: New buildings