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[欧卡2交流] 1.17的其他的更新资料

1.17的其他的更新资料


copy from http://eurotrucksimulator2.com/modding_changes_117.php
RECOMENDATIONS

正在利用“SC”后缀或前缀的一些新车型工作仍然在进行中,这是可能的,他们可能会在某些在下一个补丁中显著改变。出于这个原因,建议您避免使用它们在你的MODS的在这个时候。
当你基础模型上原有的,添加到您的mod也ALL原/自动售货机/使用它的文件。产生作为他们的内容,以便每当我们以任何方式更改的材料的参数SHA1哈希的文件的名称,一个不同的文件将被用于存储它们和原始文件可能不复存在,如果有利用没有其它模型原来的参数。
在修改原有的模式,始终包括所有的模型,而不仅仅是那些你改变(PMG + PMD)的元件库。否则,你就有可能崩溃,如果我们改变模型。
由于一直在增加新对象到支持多文件的方式(如road_look.sii)文件时,它被强烈推荐使用后缀或前缀的名字,以避免我们正在增加补丁新对象的冲突。否则,你可能需要使用批处理重命名功能(请参阅批量重命名),以解决冲突时,会出现新的补丁。
其它有用的命令

运行的游戏-unlimitedlog命令行参数将禁用游戏日志文件的大小标准1MB限制。如果你希望把重点放在了一些bug首先,这可能是更新过程中非常有用。
与运行游戏-validate命令行参数或执行验证在控制台上的命令将运行特殊的游戏模式,这将加载所有定义的模型,组合屋,车辆和其他物体检测缺失纹理和类似的错误。通过检查游戏日志,你可以决定什么游戏试图做的时候出现了错误。请注意,还有很多东西可能是错误的未在此模式下进行检查。
与运行游戏-error_overlay命令行参数将显示叠加印一次至少一个这样的消息被打印在日志错误和警告消息的数目。
如何转换地图

如果您已经添加收费站信号在斯堪的纳维亚地区,可能需要将其删除,因为他们现在的(tr_sem_mdl.ab_toll.s,tr_sem_mdl.ab_toll.dk,tr_sem_mdl.ab_toll.n)定义
转换的标志模板,以新的格式。手动或使用提供的脚本。
我们增加了渡轮到一些斯堪的纳维亚的城市,如果你的mods增加他们以及其献给<MOD_ID> .sii,你需要删除冲突插件。
更新粒子生成新格式。
保存地图
不要重建(F8)
保存地图
变化

渲染变化
我们改变了渲染,以提高帧率一致性,同时移动或东张西望。作为这种变化的结果,本场比赛是显著以量由个体模型生成的绘制调用(如一些零部件和材料)更为敏感。此外,还有被用于存储世界几何固定大小的缓冲区。如果这个缓冲区的大小被超过,附加抽奖越来越慢。大小默认为128MB但它可以使用r_segment_buffer_size CVaR的扩展设置前提是你的GPU和驱动程序允许。

轮变化
车轮附件被分成两个独立的配件:轮胎和轮辋

渡轮变化
渡轮之间的连接,现在可以在单独的文件中定义的内部/ DEF /渡轮/连接/更大的灵活性。每个文件定义了从源渡连接到目标渡轮。该文件中的单位必须命名为康涅狄格州<source_ferry>。<target_ferry>并强烈建议各文件被命名为<source_ferry> _ <target_ferry> .sii

定义连接的渡轮定义中的数组以前的机制仍然有效。如果某些连接使用这两种机制的定义,在新机制中的值将获胜。

在地图上的渡轮可视化
2渡轮之间的连接是在地图上绘制。如果定义新的渡轮连接,automaicly是借鉴源和目标之间的轮渡线straigth。

对于艺术目的可以定义surce和targed之间的曲线,通过确定addditional曲线的点。要添加曲线的点是必要的定义connection_positions [N](INT,0,INT)和connection_directions [N](浮动0.0,浮动)的领域康涅狄格州<source_ferry>。<target_ferry> (连接定义文件),其中connection_positions包含点位置,而heigth和connection_directions包含点矢量偏转。

市销比例
市销具有可扩展性的世界,工作和车库地图。对于启用此功能需要定义city_pin_scale_factor城市定义文件字段。

city_pin_scale_factor [N]浮城设置引脚和城市的不同大小的地图UI每个缩放级别。推荐值(0; 2>,默认是1.0也,当city_pin_scale_factor是没有定义的默认引脚尺寸24PX在地图上。

卡车数据变化
处理仪表盘上显示的酒吧改变的方式。相反,对照组(ID + 5)的有文字元素现在。除了定义尺寸也让酒吧功能的数据。格式为“H ~~ 0〜1”指其值从0到1单杠所有前竖线的ID现在未使用。
添加了一些其他的显示元素仪表板 - 非模态损害预警图片(1190),低燃油警示图片(1200),导航距离(1210)。
添加indicator_cruise_control动画内部数据。
添加wiper_delay []数组内的数据,即可以定义雨刮杆和它们的功能(两个循环之间的延迟)的额外干预。
添加rpm_limit值发动机数据。引擎会忽略油门当转速比限值。
删除motor_brake从发动机数据,添加engine_brake而不是作为相对的制动强度值。
添加engine_brake_downshift(使用默认1)发动机数据。它迫使自动变速器降档时,发动机制动被激活。
路长相
对于属性“向后兼容ai_lane_count '和' one_way “已被删除
如果他们使用,游戏将不会崩溃,只是它们的值将被忽略
属性“ no_wrong_way “已取代属性” allow_wrong_way “
虽然attribude落后于这个补丁兼容,它可以在任何未来补丁,恕不另行通知移除
allow_wrong_way 是道路不同名称的数组(如令牌),其中驾驶是一件坏事车道允许(即没有错误的方式进攻报道)
允许错向行驶的所有变种,使用含1空令牌的数组:
allow_wrong_way []:“”
粒子产生变化
粒子发生器现在明确指定使用model_templateunit支持异步加载在particle_gen单元模式的路径和模式的样子,而不是。你需要更新你的定义。
变化的标志模板
有迹象模板,具有更好的改装支持新格式。
旧格式:
SiiNunit
{
sign_templates:sign_templs {
template_paths:2
template_paths [0]:“/def/sign/template/sign_templ.2hw_exit_hw.sii”
template_paths [1]:“/def/sign/template/sign_templ.3hw_noexit_h.sii”
}
}
新的格式:
SiiNunit
{
sign_template_def:sign_templ.2hw_exit_hw {
路径:“/def/sign/template/sign_templ.2hw_exit_hw.sii”
}
sign_template_def:sign_templ.3hw_noexit_h {
路径:“/def/sign/template/sign_templ.3hw_noexit_h.sii”
}
}
现在你可以在你的MODS的自定义模板的标志创建文件templates.mod_xxx.sii。
这是以前的部分名称/ DEF /标志/模板/ sign_templ。 .sii *现在的模板定义单元的名称/def/sign/templates.sii。您可以手动将它转换或者使用下面的PHP脚本将它们转换。

变化的配件隐藏标志
可选的标志控制的各种意见配件的知名度并改变以提高未来的可扩展性。这个计算器应该使用而不是从1.14改装的信息之一。

请注意,虽然在此版本中值是与以前的计算器产生的那些兼容,只记录错误,这可能会在比赛中的未来版本中改变,所以你应该将其更新到新的值,以防止未来可能发生的问题。阿继perl脚本可以被用来纠正的文件。



WUY4969 EX RAPID KUANTAN , RAPID KL & RAPID KL (GO KL)


GEMILANG COACHWORK SDN BHD ASSEMBLED BY MASDEF (M) SDN BHD


SCANIA K270UB 4*2LB 8867cc SCANIA DC9 12 270 EURO3 WITH ZF ECOMAT 4 6HP504/C AUTO TRANSMISSION


{NOW IS UNDER MRT FEEDER BUS (JOM NAIK MRT) (OPERATED BY RAPID KL)}

楼主回复


原文:
RECOMENDATIONS

Some new models utilizing the "sc" suffix or prefix are still work in progress and it is likely that they might change significantly in some next patch. For this reason it is recommended that you avoid using them in your mods at this time.
When basing you model on the original ones, add to your mod also ALL original /automat/ files used by it. The names of the files are generated as SHA1 hash of theirs content so whenever we change the parameters of the material in any way, a different file will be used to store them and the original file might cease to exist if there is no other model utilizing the original parameters.
When modifying original models, always include ALL compoments of the model (pmg+pmd) instead of just those you changed. Otherwise you risk crash if we change the model.
As always when adding new objects to files which support multi-file approach (e.g. road_look.sii) it is HIGHLY RECOMMENDED to use suffix or prefix in the name to avoid conflicts with new objects we are adding in patches. Otherwise you might have to use the batch renaming functionality (see Batch renaming) to fix the conflicts when new patch appears.
MISC USEFUL COMMANDS

Running the game with -unlimitedlog command line parameter will disable the standard 1MB limit on size of game log file. This might be useful during update if you want to focus on some bugs first.
Running the game with -validate command line parameter or executing validate command on the console will run special game mode which will load all defined models, prefabs, vehicles and other objects to detect missing textures and similar errors. By examining the game log you can determine what the game was trying to do when error appeared. Note that there is still lot of things which might be wrong which are not checked in this mode.
Running the game with -error_overlay command line parameter will show overlay with number of error and warning messages printed to the log once at least one such message is printed.
HOW TO CONVERT MAP

If you have added tollgate semaphores for the Scandinavia region, you might need to remove them as they are now defined by the (tr_sem_mdl.ab_toll.s, tr_sem_mdl.ab_toll.dk, tr_sem_mdl.ab_toll.n)
Convert the sign templates to the new format. Either manually or using the provided script.
We added ferries to some Scandinavian cities, if your mods adds them as well from its fery.<mod_id>.sii, you need to remove the conflicting add.
Update particle generators to the new format.
Save map
Do rebuild (F8)
Save map
CHANGES

Rendering changes
We changed the rendering to improve framerate consistency while moving or looking around. As result of this change the game is significantly more sensitive to amount of draw calls generated by individual models (e.g. number of parts and materials). Additionally there is a fixed size buffer which is used to store the world geometry. If the size of this buffer is exceeded, additional draws became slower. The size is set by default to 128MB however it can be extended using r_segment_buffer_size cvar provided that your GPU & driver allows that.

Wheel changes
The wheel accessory was split into two separate accessories: tires and rims

Ferry changes
The connection between ferries can now be defined in separate files inside /def/ferry/connection/ for bigger flexibility. Each file defines connection from source ferry to target ferry. The unit within the file must be named conn.<source_ferry>.<target_ferry> and is highly recommended that the respective file is named <source_ferry>_<target_ferry>.sii

The previous mechanism of defining the connections as arrays inside the ferry definition still works. If some connection is defined using both mechanisms, the values from the new mechanism will win.

Ferry visualization on map
The connection between two ferries is draw on the map. If is defined new ferry connection, automaicly is draw straigth line between source and target ferry.

For artistic purposes is possible to define curved lines between surce and targed, by define addditional curve's points. To add curve's points is necessary define connection_positions[n] (int, 0, int) and connection_directions[n] (float, 0.0, float) fields in conn.<source_ferry>.<target_ferry> (connection definition file), where connection_positions contains points positions without heigth and connection_directions contains points vectors for yaw.

City pin scaling
City pins are scalable on world, job and garage maps. For enable this feature is necessary to define city_pin_scale_factor field in city definition file.

city_pin_scale_factor[n] float sets size of city pin and city name on UI map for each zoom level. Recomended values are (0;2>, the default is 1.0 also, when city_pin_scale_factor is not defined. Default pin size is 24px on map.

Truck data changes
Changed way of handling dashboard display bars. Instead of control group (ID+5) there is text element now. Aside of defining size it also keep bars functionality data. Format "H~~0~~1" means horizontal bar with values from 0 to 1. All former vertical bars IDs are unused now.
Added some other display elements to dashboard - non-modal damage warning picture (1190), low fuel warning picture (1200), navigation distance (1210).
Added indicator_cruise_control animation to interior data.
Added wiper_delay[] array to interior data, that could define additional interposition of wiper stick and their function (delay between two loops).
Added rpm_limit value to engine data. Engine will ignore throttle when rpm are higher than the limit.
Removed motor_brake from engine data, added engine_brake instead as relative brake strength value.
Added engine_brake_downshift (with default 1) to engine data. It forces automatic transmissions to downshift when engine brake is activated.
Road looks
backward compatibility for attributes 'ai_lane_count' and 'one_way' has been removed
if they are used, the game won't crash, only their values will be ignored
attribute 'no_wrong_way' has been replaced by attribute 'allow_wrong_way'
although the attribude is backward compatible in this patch, it can be removed in any of the future patches without notice
allow_wrong_way is an array of road variant names (as tokens), where driving in a wrong way lane is allowed (i.e. no wrong way offense is reported)
to allow wrong-way driving for all variants, use an array containing 1 empty token:
allow_wrong_way[]: ""
Particle generator changes
The particle generators now explicitly specify model path and model look in the particle_gen unit instead of using the model_templateunit to support asynchronous loading. You need to update your definitions.
Changes in sign templates
There is new format of sign templates that has better modding support.
Old format:
SiiNunit
{
sign_templates : sign_templs {
template_paths: 2
template_paths[0]: "/def/sign/template/sign_templ.2hw_exit_hw.sii"
template_paths[1]: "/def/sign/template/sign_templ.3hw_noexit_h.sii"
}
}
New format:
SiiNunit
{
sign_template_def : sign_templ.2hw_exit_hw {
path: "/def/sign/template/sign_templ.2hw_exit_hw.sii"
}
sign_template_def : sign_templ.3hw_noexit_h {
path: "/def/sign/template/sign_templ.3hw_noexit_h.sii"
}
}
Now you can create files templates.mod_xxx.sii in your mods with custom sign templates.
The name which was previously part of /def/sign/template/sign_templ..sii* is now name of the template definition unit in /def/sign/templates.sii. You can convert it manually or use a following php script to convert them.

Change in accessory hiding flags
The optional flags controlling visibility of accessories in various views did change to improve future extensibility. This calculator should be used instead the one from 1.14 modding info.

Note that while the values in this build are compatible with the ones generated by the previous calculator and will only log error, this might change in future version of the game so you should update them to the new values to prevent possible issues in the future. A following perl script can be used to correct the files.



WUY4969 EX RAPID KUANTAN , RAPID KL & RAPID KL (GO KL)


GEMILANG COACHWORK SDN BHD ASSEMBLED BY MASDEF (M) SDN BHD


SCANIA K270UB 4*2LB 8867cc SCANIA DC9 12 270 EURO3 WITH ZF ECOMAT 4 6HP504/C AUTO TRANSMISSION


{NOW IS UNDER MRT FEEDER BUS (JOM NAIK MRT) (OPERATED BY RAPID KL)}


很精彩啊

这回改变很厉害,很多代码格式都变了,几乎90%以上的MOD需要重新修改,甚至重新制作。画面效果的提示倒是相当强大,物理改善也不错

柴油连续的通过柱塞压入喷油嘴..雾化后的柴油喷入燃烧室...引擎的轰鸣...齿轮和机油烧热的味道... 流畅操纵这巨大完美无瑕机器....确保货物安全抵达 RNR通关纪念↓

感谢热心楼主的资料提供及翻译
这个在博客上没找到,大陆出去不是很方便,哈哈
thx for share
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