[REL]Dalton and Elliot Hwy Extreme 1:1 Scale ATS Ver 1.38 Winter Map 18/7/20

Indy 5 Hauler
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Re: [REL]Dalton and Elliot Hwy Extreme 1:1 Scale ATS v1.36.1.41s Winter Map Fix 7 June 20

#2811 Post by Indy 5 Hauler » 18 Jun 2020 11:16

I love playing this with all stability settings set to zero, and no maps anywhere, it really keeps you on your toes. Great news that the mod is still being worked on!

hawkbs
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Re: [REL]Dalton and Elliot Hwy Extreme 1:1 Scale ATS v1.36.1.41s Winter Map Fix 7 June 20

#2812 Post by hawkbs » 18 Jun 2020 12:59

@Gawbles Glad you are enjoying it. You have Rollercoaster, Oh Shit Corner (yes thats its name irl) and Koyukuk Hill in front of you, however they are nothing compared to Chandalar Shelf and Atigun Pass between Coldfoot and Deadhorse ;)

BTW this is Koyukuk in real life.


@Indy 5 Hauler That sounds kinda crazy if you're running the Winter Map. Hoping to get some more work done on 1.37 tomorrow night or at the weekend and try get it released, but no promises. I can often find things that need to be
seriously looked at and fixed when dealing with these game patch updates.
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hawkbs
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Re: [REL]Dalton and Elliot Hwy Extreme 1:1 Scale ATS v1.36.1.41s Winter Map Fix 7 June 20

#2813 Post by hawkbs » 20 Jun 2020 02:35

Making some changes to Trees. Someone requested more varieties of trees so I have done some research and found the following.
Interior Alaskan forests have only six native tree species: white spruce, black spruce, quaking aspen, balsam poplar, larch (tamarack) and paper birch.
The game doesnt have Poplar trees nor Taramack which is isolated to an area more west and south west of Fairbanks, as well as east towards Canada where they are far more popular.
There are some around Fairbanks and upto maybe Hilltop but thats as far as they go.

I am therefore adding in or changing the trees to be a mixture of Spruce, Birch and Aspen as they are in the game.
The terrain, bezier patch and roads only have an allowance for three types of vegetation. So I have decided on those.
There are still going to be pines as well as they were done using a different method which is the same as fences.
Where possible I will mix these trees with pines if I can.
Some of these trees will stop appearing as they get closer to Chandalar and all trees do stop before Chandalar Shelf anyway

As I mentioned previously I have lost the work I had been doing on 1.37 and the roads towards Nuiqsut which I believe I had backed up on a hard drive that decided to die on me. (PCB or Heads or both)
All that work was using the Summer Map. I have made some changes to the Winter Map incorprating the new Truck Dealers, however I need to redo the areas I was working on previously that have
been lost as well as find the models I made and put them back in.
That will come after the release for the Winter Map update, which I am currently working on, and release first.
I will do my best to try and remember to test OpenGL compatability before I do though for those folks running Linux or Mac O/S's.
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stewoe
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Re: [REL]Dalton and Elliot Hwy Extreme 1:1 Scale ATS v1.36.1.41s Winter Map Fix 7 June 20

#2814 Post by stewoe » 20 Jun 2020 18:53

@hawkbs Hi, glad to hear you're doing ok. Cool that you are adding in new trees, it will really improve the realism for your map. I really appreciate that you are listening to requests from the community. Also, good luck for the whole Fmod thing. I can imagine it being really frustrating. But I hope you'll figure it out some day. Have a nice weekend!

hawkbs
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Location: Gold Coast, QLD, Australia

Re: [REL]Dalton and Elliot Hwy Extreme 1:1 Scale ATS v1.36.1.41s Winter Map Fix 7 June 20

#2815 Post by hawkbs » 21 Jun 2020 01:25

@stewoe Worked out the sound thing last week and am currently working on 1.37, however SCS just announced that they have opened up 1.38 Beta to the public.
They have updated FMOD to a newer version and Im praying it doesnt mean we need to rebuild or recreate our sound banks again.
https://blog.scssoft.com/2020/06/ats-138-open-beta.html
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Blackspots
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Re: [REL]Dalton and Elliot Hwy Extreme 1:1 Scale ATS v1.36.1.41s Winter Map Fix 7 June 20

#2816 Post by Blackspots » 21 Jun 2020 01:50

One of the devs said that sounds made in FMOD 2.00.07 will work on the newer FMOD 2.01.01
Author: C2C Eastern New Mexico, Texas, Oklahoma and Kansas improvments
ETS2 Map Combo: PM, Scandinavian Addon, RusMap, SR, The Great Steppe, PJ Indo Map
ATS Map Combo: Coast to Coast, CanaDream, Tonopah Reworked, US Expansion, Viva Mexico

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Robinicus
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Re: [REL]Dalton and Elliot Hwy Extreme 1:1 Scale ATS v1.36.1.41s Winter Map Fix 7 June 20

#2817 Post by Robinicus » 21 Jun 2020 03:40

You won't need to redo anything @hawkbs - all my 1.37 sound mods are working on 1.38 no problem. All the version change means is that you won't be able to open existing mods you have made on the new version (or new mods on the old version) so if you plan to continue to work in FMOD you can still use 2.00.07 even for 1.38 or you can do a second install of 2.01.01 in a different directory.
MS Flight Sim 2020 - Alpha test team - Whoot! We finally moved to closed beta in prep for August 18th release!

Don't PM me for FMOD help, ask on the forum so others can learn from it as well

My sound work is only for friends from now on

hawkbs
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Re: [REL]Dalton and Elliot Hwy Extreme 1:1 Scale ATS v1.36.1.41s Winter Map Fix 7 June 20

#2818 Post by hawkbs » 22 Jun 2020 03:14

Thanks @Robinicus and @Blackspots. Will stick with 2.00.07 for now. Will wait till after 1.38 I think before upgrading FMOD.
Hopefully Max will update the wiki to include modding sounds other than trucks soon. Tried to change the UI Sound for Trains/Ferries and pointed the 2 *.soundref files to the new soundbank but the damn game still plays the original sounds.
At least Ive got the Bridge Creaking sound and cracking ice sounds working. The UI stuff can wait till later as well as the weather for now. Priority is getting the map finished for 1.37 then 1.38 after, which looks like its not going to present any problems.
Will fiddle around some more with the UI and Weather sounds after that.
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Robinicus
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Re: [REL]Dalton and Elliot Hwy Extreme 1:1 Scale ATS v1.36.1.41s Winter Map Fix 7 June 20

#2819 Post by Robinicus » 22 Jun 2020 11:26

@hawkbs - are you getting any errors in the log with the train sounds? If there are no errors and it isn't playing what you want it would be either on the mod structure side or it could be the event type used for the sound in FMOD.
MS Flight Sim 2020 - Alpha test team - Whoot! We finally moved to closed beta in prep for August 18th release!

Don't PM me for FMOD help, ask on the forum so others can learn from it as well

My sound work is only for friends from now on

hawkbs
Posts: 932
Joined: 28 Aug 2014 07:52
Location: Gold Coast, QLD, Australia

Re: [REL]Dalton and Elliot Hwy Extreme 1:1 Scale ATS v1.36.1.41s Winter Map Fix 7 June 20

#2820 Post by hawkbs » 23 Jun 2020 01:04

@Robinicus No errors at all which leads me to believe that possibly because mine is called dalton.ui.bank that the game might be loading that before the base games ui.bank maybe. Going to try the old trick of putting Zzzzzzzz before it see if that works. Odd though with the soundref file pointing it to mine. The soundref files were left with the same name for both train (ui_train_depart.soundref) and ferry (ui_ferry_embark.soundref ) which should have overridden the base game ones. They both look like this "source="/sound/ui/dalton.ui.bank#train" and source="/sound/ui/dalton.ui.bank#ferry" even tried renaming the event to dal.ferry and dal.train.
The dalton.ui.bank.guids file looks like this

Code: Select all

{1315eda7-1829-4dd8-9d1a-176f65637ab2} bank:/master
{8b08cd73-6952-019a-1b53-9d9194907c2a} bank:/master.strings
{d4114ed7-0fbd-40d2-834c-5e8806906c6c} bank:/dalton.ui
{e3504ea4-e791-43dd-af0b-beb87e487892} bus:/
{ef0877f2-ba09-411f-8f32-f431fc7e726e} bus:/cabin
{7fe623a8-a2f0-4ba8-ad2a-9cad68432851} bus:/cabin/interior
{760c0d67-622e-4543-9e94-1e7e37dfb798} bus:/cabin/window_left
{2f8f8562-8eeb-42d6-86a2-f0a5c036d7c2} bus:/cabin/window_right
{5bddde98-7604-4833-81d7-df0b307a4295} bus:/exterior
{65c10b8f-52be-4f54-bcd9-b8dcd1427863} bus:/exterior/traffic
{52b7d8fb-7ead-4438-83d2-646facb01c43} bus:/exterior/trailer
{d8d9330a-e2b2-4b37-816d-f0109b428471} bus:/exterior/truck_effects
{227ad6ae-7787-4c93-9cf8-207435ebe965} bus:/exterior/truck_engine
{a6fea95d-53c2-4734-b208-9d68bbd9a825} bus:/exterior/truck_exhaust
{40329ee1-2dd0-4a5b-aef0-8924ffb03b95} bus:/exterior/truck_noise
{0b954e93-6f9f-4ef0-852e-bab956b95778} bus:/exterior/world
{e444b724-08f5-47a6-871b-ea35f8292e32} bus:/game
{5776935e-d63e-4125-9165-e19190e3f432} bus:/game/music
{336d263c-bbdc-49d3-8fab-77bf34f88544} bus:/game/navigation
{31d5e844-c381-4cf1-8012-7ab2dc0d11ec} bus:/game/ui
{358d4460-e6a5-41fb-b749-5e6b163bffa5} bus:/game/ui_music
{c64321c7-f2b2-4335-bb0c-70d79cdb10e8} bus:/game/voiceover
{6c654054-562b-497e-bcff-7eb7d7f459c9} bus:/radio
{161ac2d2-e0a9-4f93-a087-1911e8a702f0} event:/ferry
{da064a1f-302b-448e-8f67-88672c97fb70} event:/train
{e8bc8dc3-8f8f-43d7-a94f-704490fa3876} parameter:/cabin_type
{e2275c9a-60c3-4822-ac1f-4d728f76d384} parameter:/daytime
{e066374f-5e5b-4463-96e9-313c49d45724} parameter:/wnd_left
{2f6538c5-e771-4dde-bbf8-08d07904b144} parameter:/wnd_right
One other thing I might try is adding my soundbank into the ui.bank.guids file and then replacing the two lines for ferry and train with mine. However then I dont know if the master.bank and the master.strings.bank might affect that. Worth a shot though.

Edit: Just did a winmerge comparison and noticed that scs changed the damned buses.
The one from the template says

Code: Select all

bus:/exterior
bus:/exterior/traffic
bus:/exterior/trailer
bus:/exterior/truck_effects
bus:/exterior/truck_engine
bus:/exterior/truck_exhaust
bus:/exterior/truck_noise
bus:/exterior/world
the one from the actual ingame files (ver 1.37) says

Code: Select all

bus:/outside
bus:/outside/exterior
bus:/outside/exterior/traffic
bus:/outside/exterior/trailer
bus:/outside/exterior/truck_effects
bus:/outside/exterior/truck_engine
bus:/outside/exterior/truck_exhaust
bus:/outside/exterior/truck_noise
bus:/outside/exterior/world
So going to go in and change the structure in fmod and see what happens then.
BTW that was the case with the ice and bridge sounds.
Not sure if I got the one from the FMOD thread you have going but looks like they changed alot if not all the buses.

@Max The template from the wiki on this page has the wrong structure https://modding.scssoft.com/wiki/Docume ... nd/Modding
Last edited by hawkbs on 23 Jun 2020 03:11, edited 1 time in total.
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