Posts by BlueOrange

    1. Which version of LOTUS is being used (see logfile for version information)?

    LOTUS 1.EA.007 (also did it in 006)


    2. How often does the problem occur and how? WHAT happens?

    This problem always happens, from the many times I have tried it. Every time I go to edit my tile reservations using the :tiles: button, I just get "Loading information from the server...". I've let it run for at most an hour, but to no avail.



    3. Which action leads to the problem?

    Clicking the :tiles: just brings up a popup "Loading information from the server..." with no change, or any visual changes. This has been happening for a while now.


    4. Which content was used? (Map, vehicles, ...)

    Indev map


    5. Which mods or plugins were used?

    None


    6. Logfile in spoiler or attached


    7. System information

    OS and architecture (32/64bit): Windows 10 Pro 64-Bit
    Processor clock rate: 4.4GHz
    Processor cores: 4 cores 8 threads (multi-threading)
    RAM: 16GB DDR3
    Type of hard drive (HDD/SSD/...): SSD
    Desktop/Laptop/... : Desktop
    Graphic card name: NVIDIA GTX 1080Ti
    Graphic RAM: 11GB GDDR5X
    Graphic Chip clock rate: 1582MHz? (unsure)
    OpenGL Version (see LOTUS logfile) 4.6

    Something that might be good for later on in LOTUS' lifecycle, when developers are churning out content, is tags for which region the content is located/intended for - It would make sorting by Polish maps, or UK maps alot easier, but it would also help out content creators, when someone uploads stuff which is usually used in Germany or something of the sorts.

    On the subject of workshop content, is there a set way to update currently existing content? I've got a fences pack, and would like to add more to it.

    Some of you here might already be familiar with the OMSI modding scene, some might not. I've been working on an OMSI map and a few buses for the last 2 years, and now that LOTUS has popped along, I've decided to port over all my work to LOTUS, hopefully in time for the streets module. Currently there is very little viewable progress in LOTUS, since I'm steadily getting to grips with the editor, but you're welcome to view my old OMSI screenshots on the facebook page. I've already started to create some of the basic assets for the map, starting with some fences.


    My plan is as follows:


    Initial Release - 1.0 - Release: TBA

    Routes: 3

    • Park and Ride - 300 - Redbridge <> City Centre
    • Express - X3 - City Centre <> Abingdon // Oxford Train Station <> Abingdon
    • Inter-urban - 35 - City Centre <> Abingdon via Kennington & Radley

    Buses: 3

    • Wrightbus Streetdeck - Lowheight
    • Wrightbus Gemini 2 B5LH - Lowheight
    • Alexander Dennis Enviro 40H - Lowheight

    Second Release - 1.1 - Release: TBA

    Additional routes: 4


    • Express - X13 - John Radcliffe Hospital <> Abingdon
    • Inter-urban - 4 - City Centre <> Abingdon via Wooton & Cumnor
    • Urban - 5 - City Centre <> Blackbird Leys
    • Park and Ride - 300 - City Centre <> Pear Tree
    • Park and Ride - 400 - City Centre <> Thornhill

    Buses: 2

    • Mercedes Benz Citaro O530 - OM906hLA - Facelift + Non facelift (ZF)



    Who will be taking part in this project?
    I am currently working with a few people to churn out models for various buses, in the hope to make buses alot quicker, and easier in the future. I am unsure if they want their names added here, but they will be added if they wish to be known.


    One thing which has been missing from LOTUS, is the lack of building interiors, especially at ground level, close to the player. I recently came across an interesting blogpost on how fake interiors are created in games such as the recently released spiderman game. (Article here, has a good document about how its done, and the basic idea behind it). Could it be possible to implement such a feature to LOTUS? (You could potentially show how many people are inside too?)

    Yea, you should be able to use NVIDIA Surround, providing the fullscreen has been implemented correctly. Its the same premise for more than 2 monitors too. I believe on AMD its called eyefinity, which is basically NVIDIA surround.

    I know in OMSI, a tile is around 300 x 300, but that depends on the location of the tile as it changes depending its position on the globe, but its usually around that. Since OMSI and LOTUS both use the same earth projection to get the tiles size and such, i'd assume the same is for LOTUS - being around 300x (again, depending on its position on the globe map)

    Sorry, but I don't really understand this question...? :-(

    Basically, is it possible to select which tiles get the aerial imagery?


    ^ that question is kind of irrelevant for me now, as I needed it for debugging, but found the issue.

    One last question, am I able to disable the higher resolution aerial image for the current tile? it takes quite a while to download, and I don't want to have to continuously wait a long time when I move on to a different tile

    What do you have entered as link finally?

    Its running off of a small webserver on my local network, hence the IP.

    Code: Aerial Link
    1. http://192.168.0.3/maps.php?x=~x&y=~y&z=~z&apicode=[REDACTED]


    You have switched "Ground textures" over to "Aerials", haven't you?

    Wait, so I'm guessing the Terrain Texture Map uses a default openstreetmaps server? Does Aerial's use the aerial link provided? - if so, that would explain why it doesnt work. Let me try it quickly.


    EDIT: So, yes, the above point seems to be the case. However, the images are slightly jumbled up, so I guess I'll have to debug that on my side. Is there a way to limit which tiles get aerial info?

    Hi,


    I'm attempting to port over my Aerial imagery bridge for Google Maps from OMSI to LOTUS. In OMSI I know that just using:

    PHP
    1. header("Location: " . $link);

    would redirect to the image using a generated link, but does it now need to go directly to a png or jpeg file? I've tried setting the Content-Type in the header, but no luck. How is the link handled differently to OMSI? Any help is appreciated!

    We'll see, if and when we can implement some of them.

    Brilliant, thanks!

    Some other things I remembered I wanted to suggest (thanks procrastination)

    - The ability to use a "manual" refresh - F5 (or other hotkey) / button at top
    - "Create helper along edge" (or similar) feature for the terrain "splines" (forgot what they're called - sub-something) and others.
    - Helper type for creating mirrored roads - what is done on one side is done on the other side too
    - Press R to change spline rotation (if possible? I know you said that you couldn't move splines for whatever reason)

    I might remember some things during work, so might add some more feature suggestions here.

    Before I get started, I want to say that the work you have put into this editor is amazing, and it has many advanced features, but at the moment its not very user friendly, and its quite time consuming to work with. I'm sorry if I sound like all I'm doing is complaining, but I'm pointing out my main issues with the editor as it is.

    One thing I do not like about the current editor, is that it is very time consuming to complete even a small section of street. Could we potentially get an options page for setting up editor hotkeys? For example, being able to map a macro key to open the properties of the selected spline/helper/terrain former, would be a very welcome addition, and maybe keys for opening the tabs at the side of the editor too. Another issue I currently have, is that being able to drag things around is great feature, when it works. Alot of the time I select the end of a spline to modify the angle of it, the terrain generation kicks in, and I'm unable to move that part of the spline.


    The next issue I have is with the object selection - The folder structure of OMSI, for object selection, was great, and maybe its because Im used to it, but this current method is, again, time consuming, especially with the filter in a dropdown. To make this better, you could have a folder structure just like OMSI, with a preview image of the selected object below. Sidenote for the object selection, scrolling down the list with the scroll-wheel makes the world view zoom in and out.

    My last issue, is that there is currently no way to change the time of the editor - unless I'm missing something.

    Hope that this is some useful feedback, and again, sorry for sounding very negative, as I'm sure blood, sweat, tears, coffee, and pizza have gone into this. If you need me to explain further, let me know.

    Starting your map now might be a good idea, it'll give you a headstart on other developers and such. I, for one, am converting my WIP OMSI 2 Map to LOTUS, because by the time I actually finish it, LOTUS will be out, effectively killing all the work I've put in. As far as I understand, you will be able to start the map now, and it'll work with all modules (please clear this up if it isn't true) - The modules are just the vehicles and simulation side of things, rather than the engine and tools.

    So, I understand the whole concept of Planet LOTUS, one large map which has other creator's maps on (or at least, thats what I gathered). In the video of the map editor, I believe there was a brief mention of claiming land, and inviting friends to come and help out - does this mean that there is collaberative map editing?

    You think is it possible with SolidWorks you think ? :O

    As long as you can get it to .x3d format in the end, yes. Seems like from solidworks you could export as OBJ, import to blender, then export to x3d from blender, though I didn't do much research to what formats solidworks can export as

    When I tried to log back in with steam this morning, and about half an hour ago, trying to log into steam just gives a "already associated with an account" (or similar) message. To get around this I had to click "forgot password" so I could log in from other places