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11 posts in this topic
This thread will focus on improving and revamping the Transport Lines Manager mod, as well as potentially adding features from IPT and/or unique new features if possible.
Transport Lines Manager Reborn 6.0.1 now in the workshop.
Bugs as of 6.0.1:
Renamed depots are not working in the TLM listing and in depot details windows. Bus stations and terminals are wrongly listed as depots. Not show cable car stations on linear map as near transport. Ticket price changes not being implemented. Sort lines by colour not working. OP is below:
The creator of IPT hasn't been online in over 5 months, and the creator of TLM hasn't been online in nearly 1 month. Mass Transit DLC is coming out in a few weeks, and I don't know how either of these mods will fare with changes being brought to the transit system.
Is anyone in touch with either of these authors? I would especially hate to see TLM go to the dustbin of modding history considering how many options and useful configurations it provides (plus the aesthetics!) such as changing frequency depending on time of day (such a no-brainer), and IPT has excellent debunching. Now that these two mods are nearly incompatible, and with the DLC coming out soon potentially rendering both useless, something must be done. They're far too valuable to go to waste.
If we can't get the authors to update their mods or publish their code for others to carry it forward, can we all maybe pitch in and create an entirely new mod from scratch? Is someone working on this already? Even with the improvements being brought with the free upgrade/DLC, I feel TLM/IPT features will still be vital to many player's C:S experience. What do y'all think?
So, with the addition of blimps to the new expansion, I made a real scale Graf Zeppelin. It's my first time with a vehicle and weird stuff is happening.
First, vanilla motors seem to be in the model and I don't know how to remove them (also the lateral screens, but they are hide inside the model, so is not a problem).
Second, my motors don't spin as they should, only two of the four rotate, and they do it in the direction of wheels...
Any idea on how to solve this?
As expected, my save failed to load. What's the protocol here? Should I disable all mods and try to add them back one-by-one?
Let's help each other out by listing out mods that have been broken and should definitely be disabled. Who will go first?
To the North to be specific. We have mass transit and culture. We have old buildings, and we have alot of rails.
This city journal will focus on function, infrastructure, public spaces and mass transit. Not the DLC, but real functional mass transit, Scandinavian/Northern european style. I will guide you through the larger urban area after the jet lag has let off. Welcome.
A bit before landing, in the background you see Morstad, where we will spend most of our first tours.
Older part of the urban area, Gamla Stan (Old Town).
Can you spot the rail station? Hint: Walk down the road.
I am just experimenting with my first Blender asset. I have no textures at the moment.
At first I could import it successfully in the game, but it had some flipped normals and missing faces, which I had to fix.
After correcting those issues and removing doubles, I tried to import it again. I can now see my asset in the Asset Editor and it looks correct (including size and orientation). I can appearently save it, but it won't show up in game. Even if I try to load the saved asset again in the Asset Editor, it won't work (it just does nothing). Still I can see it in the content manager. I can even find it with the Find It mod in game, but I get an error as soon as I try to plop it (I think "Object reference not set to an instance of an object").
I am using the "Cinema" template when importing it in the Asset Editor. I am using the --disableMods and --noWorkshop options when working with the Asset Editor.
I don't think it is a model problem, otherwise it wouldn't show up even in the Asset Editor... Does anyone have an idea? Thanks!
EDIT: I had this issue originally with a quite complex model, but it happens even with the simple model which I attach as fbx.
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