[REL] Route Alaska v1.7 upd 1.49
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SCS as a company do not wish to have paid mods on this forum. While we understand that not all paid mods use the Intellectual Property of other companies/people, it is very hard to moderate what is and isn't acceptable when money is involved. There are also concerns that it could look unfavorable to potential work partners going forward if SCS allow mods that may potentially use unlicensed branding.
Posting in the Mods forum (ATS and ETS2) is restricted to sharing free-to-the-public mods and providing support for mods. For more details, please check the Forum Rules.
- Vinnie Terranova
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Re: Re: Route Alaska v1.2
@ivanmykyta The corrected def file still contains coupeville_wainwright.sii...
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Re: Re: Route Alaska v1.2
the price ,distance was changed, there should be no conflict, I re-uploaded the file again https://sharemods.com/4v0zx37snliq/ATS- ... f.scs.html
Last edited by ivanmykyta on 29 Jul 2021 15:57, edited 1 time in total.
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Re: Re: Route Alaska v1.2
the third time I re-uploaded the file, everything is fixed there https://sharemods.com/4v0zx37snliq/ATS- ... f.scs.htmlVinnie Terranova wrote: ↑29 Jul 2021 15:16 @ivanmykyta The corrected def file still contains coupeville_wainwright.sii ...
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- Vinnie Terranova
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Re: Re: Route Alaska v1.2
And also, I would gladly give someone a project Alaska to do it in the same style, I don’t have any benefits from this, I just, as a player, want to ride routes with such a terrain, discover something new. But sometimes when this is not you have to do it yourself, in order for the content of the game to be more diverse, and the tools that SCS made for the ATS allow you to do this, there is potential for diversity.
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Re: Re: Route Alaska v1.2
Thanks for your support, maybe when I get to the intersection of A 1 and A 4 I will stop this project, but it can be included in any other map as Alaska is a community project.Digital X wrote: ↑29 Jul 2021 06:27 Trying to figure out what map is causing this one to lose the ferry. Using Vinnies load order.
@ivanmykyta Only other suggestion I can make, is to make the ferry connection a seperate file, or connect it to another map and then place that mod at the very top of the mod list?
Re: Re: Route Alaska v1.2
Hello ivanmykyta! I noted some errors in my game log, I let you look that.
00:01:58.371 : Loading city data ....
00:01:58.411 : <ERROR> [unit] File '<C:/Users/frenc/Documents/American Truck Simulator/mod/ATS-route-alaska-v1.2def.scs | >/def/city/valdez.sii', line 2:
00:01:58.411 : <ERROR> Included at '<C:/Users/frenc/Documents/American Truck Simulator/mod/ATS-route-alaska-v1.2def.scs | >/def/city.alaska.sii', line 4:
00:01:58.411 : <ERROR> [unit] The unit name 'city.valdez' is already taken by an existing unit (of type 'city_data').
00:01:58.411 : <ERROR> load_filtered_unit_array() - Failed to load units from file (/def/city.alaska.sii)
My best regards
00:01:58.371 : Loading city data ....
00:01:58.411 : <ERROR> [unit] File '<C:/Users/frenc/Documents/American Truck Simulator/mod/ATS-route-alaska-v1.2def.scs | >/def/city/valdez.sii', line 2:
00:01:58.411 : <ERROR> Included at '<C:/Users/frenc/Documents/American Truck Simulator/mod/ATS-route-alaska-v1.2def.scs | >/def/city.alaska.sii', line 4:
00:01:58.411 : <ERROR> [unit] The unit name 'city.valdez' is already taken by an existing unit (of type 'city_data').
00:01:58.411 : <ERROR> load_filtered_unit_array() - Failed to load units from file (/def/city.alaska.sii)
My best regards
System : Republic of Gamers, Windows 11 64Bits, 21H2
Processor : Intel(R) Core(TM) i7-7700HQ CPU @2,80 GHz, 8 of 8 Cores 2801 MHz, CPU setting : @3,70 GHz
Memory : 32 Go, 4233 MHz
Graphic : NVIDIA GeForce GTX 1060, GPU Memory : 6Go, 120 Hz, DirectX V.12
Processor : Intel(R) Core(TM) i7-7700HQ CPU @2,80 GHz, 8 of 8 Cores 2801 MHz, CPU setting : @3,70 GHz
Memory : 32 Go, 4233 MHz
Graphic : NVIDIA GeForce GTX 1060, GPU Memory : 6Go, 120 Hz, DirectX V.12
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Re: Re: Route Alaska v1.2
In the def folder there are two identical folders with cities, they are duplicated. I also placed the default Valdez city behind Keistone canion, so that the game can see the definition of the nearest city, these errors are not critical.secondly, the map has just begun to develop, the route was built by me in a month, I put a priority on the relief, thirdly, in the def folder, unpacking scs files that were used on other maps are used, this is not a secret since these are public files.Now this has been corrected, and the map has its place and its conflict-free to other def
Last edited by ivanmykyta on 29 Jul 2021 21:21, edited 2 times in total.
Re: Re: Route Alaska v1.2
Hello ivanmykyta! Don't worry, I wasn't blaming you, I just wanted you to know that. I'm new so I haven't followed the whole thread.
If I understood correctly, you have already corrected? If so, I download again the mod to your front page or do you have another link? I must admit that I have a little difficulty understanding your answer. Sorry!
If I understood correctly, you have already corrected? If so, I download again the mod to your front page or do you have another link? I must admit that I have a little difficulty understanding your answer. Sorry!
System : Republic of Gamers, Windows 11 64Bits, 21H2
Processor : Intel(R) Core(TM) i7-7700HQ CPU @2,80 GHz, 8 of 8 Cores 2801 MHz, CPU setting : @3,70 GHz
Memory : 32 Go, 4233 MHz
Graphic : NVIDIA GeForce GTX 1060, GPU Memory : 6Go, 120 Hz, DirectX V.12
Processor : Intel(R) Core(TM) i7-7700HQ CPU @2,80 GHz, 8 of 8 Cores 2801 MHz, CPU setting : @3,70 GHz
Memory : 32 Go, 4233 MHz
Graphic : NVIDIA GeForce GTX 1060, GPU Memory : 6Go, 120 Hz, DirectX V.12
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- Joined: 30 Jul 2015 11:52
Re: Re: Route Alaska v1.2
Everything is fine , I just say that for me in mapping, the priority is the world around, and last of all I monitor the state of the def folder, but here is the corrected def file https://sharemods.com/4v0zx37snliq/ATS- ... f.scs.html
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