[REL] Daniels ATS Random Events

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danbywinby
Posts: 2871
Joined: 20 Dec 2012 18:45

Re: [REL] Daniels Random Events

#181 Post by danbywinby » 29 Nov 2021 20:59

@erbkaiser

Can you please try this new version and let me know what happens?

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erbkaiser
Posts: 19
Joined: 28 Jul 2013 13:45

Re: [REL] Daniels Random Events

#182 Post by erbkaiser » 30 Nov 2021 13:36

Hi @danbywinby , slight change.

Seems like truck related events still don't spawn.

This one might be unrelated since it complains about license plates:
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Log:

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00:32:50.383 : <WARNING> License plate slots were depleted!
00:32:50.383 : <WARNING> License plate slots were depleted!
00:32:50.384 : <WARNING> License plate slots were depleted!
00:32:50.384 : <WARNING> More license plate slots were depleted (set g_developer to 2 to get more individual reports).
This is definitely the error caused by missing vehicle definitions:
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Log:

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01:14:07.896 : <ERROR> [traffic] Error finding a suitable traffic_vehicle data variant of type 'truck'  (custom filter)
01:14:07.896 : <ERROR> [parked_vehicle] "No suitable vehicle model found!" [-104908.8;12.3;-54463.7]
01:14:52.327 : Creating save-game file (/home/profiles/4572626B6169736572/save/autosave_drive_2/game.sii) ...
01:15:19.705 : <ERROR> [traffic_vehicle_chain] Unable to find vehicle data 'traffic.peugeotbo'!
01:15:19.706 : <ERROR> [parked_vehicle] "Unable to parse allowed vehicle definition!" [-102586.4;1.8;-55534.4]
01:15:19.706 : <ERROR> [traffic_vehicle_chain] Unable to find vehicle data 'traffic.ducato'!
01:15:19.706 : <ERROR> [parked_vehicle] "Unable to parse allowed vehicle definition!" [-102586.4;1.8;-55534.4]
01:15:19.706 : <ERROR> [traffic_vehicle_chain] Unable to find vehicle data 'traffic.ducato.plat'!
01:15:19.706 : <ERROR> [parked_vehicle] "Unable to parse allowed vehicle definition!" [-102586.4;1.8;-55534.4]
01:15:19.706 : <ERROR> [traffic_vehicle_chain] Unable to find vehicle data 'traffic.ducato.box'!
01:15:19.706 : <ERROR> [parked_vehicle] "Unable to parse allowed vehicle definition!" [-102586.4;1.8;-55534.4]
01:15:19.706 : <ERROR> [traffic_vehicle_chain] Unable to find vehicle data 'traffic.daily'!
01:15:19.706 : <ERROR> [parked_vehicle] "Unable to parse allowed vehicle definition!" [-102586.4;1.8;-55534.4]
01:15:19.706 : <ERROR> [traffic_vehicle_chain] Unable to find vehicle data 'traffic.daily.box'!
01:15:19.706 : <ERROR> [parked_vehicle] "Unable to parse allowed vehicle definition!" [-102586.4;1.8;-55534.4]
01:15:19.706 : <ERROR> [traffic_vehicle_chain] Unable to find vehicle data 'traffic.daily.curtain'!
01:15:19.706 : <ERROR> [parked_vehicle] "Unable to parse allowed vehicle definition!" [-102586.4;1.8;-55534.4]
01:16:21.725 : <ERROR> [traffic_vehicle_chain] Unable to find vehicle data 'traffic.ducato.box'!
01:16:21.725 : <ERROR> [parked_vehicle] "Unable to parse allowed vehicle definition!" [-104489.4;4.3;-56653.2]
01:16:21.725 : <ERROR> [traffic_vehicle_chain] Unable to find vehicle data 'traffic.daily'!
01:16:21.725 : <ERROR> [parked_vehicle] "Unable to parse allowed vehicle definition!" [-104489.4;4.3;-56653.2]
01:16:21.725 : <ERROR> [traffic_vehicle_chain] Unable to find vehicle data 'traffic.daily.box'!
01:16:21.725 : <ERROR> [parked_vehicle] "Unable to parse allowed vehicle definition!" [-104489.4;4.3;-56653.2]
01:16:21.725 : <ERROR> [traffic_vehicle_chain] Unable to find vehicle data 'traffic.daily.curtain'!
01:16:21.725 : <ERROR> [parked_vehicle] "Unable to parse allowed vehicle definition!" [-104489.4;4.3;-56653.2]
This one worked, spawning a van with a ladder:
[ external image ]

I am getting some near total game freezes where the game all but pauses for a few seconds nothing seemed to happen, but I think it tries to spawn a truck in the shoulder or emergency lane and fails:

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01:27:35.414 : <ERROR> [traffic_vehicle_chain] Unable to find vehicle data 'traffic.daily.curtain'!
01:27:35.414 : <ERROR> [parked_vehicle] "Unable to parse allowed vehicle definition!" [-102914.6;6.0;-61287.6]

Code: Select all

01:30:53.376 : <ERROR> [traffic] Error finding a suitable traffic_vehicle data variant of type 'truck'  (custom filter)
01:30:53.376 : <ERROR> [parked_vehicle] "No suitable vehicle model found!" [-100322.3;13.1;-60188.1]
There were some more empty road events but there's not always something I can see in the game log at the moment it happens.
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halbtollekreatur
Posts: 832
Joined: 16 Mar 2020 19:23
Location: Petria

Re: [REL] Daniels Random Events

#183 Post by halbtollekreatur » 01 Dec 2021 08:52

On Facebook someone suggested to add rockslides as a random event. Probably it's not possible because it would also spawn in flat land and the desert. What do you think? @danbywinby
danbywinby
Posts: 2871
Joined: 20 Dec 2012 18:45

Re: [REL] Daniels Random Events

#184 Post by danbywinby » 01 Dec 2021 22:17

@erbkaiser I have tonight tried myself using just my random events mod and real traffic density by cip which worked absolutely fine i did not encounter any issues however i then tried just my random events mod and proper traffic variety by dw1889 and then i encoutered the same errors you have been reporting, i believe this is because this mod removes various vehicles from the AI and restricts certain vehicles to certain countries so when my events spawn they can't spawn the vehicles sometimes can't spawn because the vehicle is not allowed in the AI traffic or in that country.

@halbtollekreatur
I love the idea however yes you are correct that it is not really possible currently.
Currently my events can only be things that take place entirely on the road i can't have anything that interacts with the surrounding land because the event takes the ground level of the road that it spawns on and uses that which is why sometimes you might see cones partially sunk into the ground if the event has spawned on a hill.
I also can't control where in the map my events spawn so they have to be events that will make sense anywhere whether it's in the middle of town, in a forest, in a desert area, on a highway/freeway, on a bridge. This means i can't do things like fallen trees because it might spawn in an area with no trees.
Unfortunately this really limits what events I can create and I am having real difficulty coming up with new events that I could create using what is already in the game and what would make sense to spawn anywhere in the map.
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erbkaiser
Posts: 19
Joined: 28 Jul 2013 13:45

Re: [REL] Daniels Random Events

#185 Post by erbkaiser » 03 Dec 2021 11:42

Hi Dan,

thanks for looking into it. Weird, since I am almost always running cip's when I see the empty events. I'll do some searches if there isn't some other spawn mod hiding in my load order.
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erbkaiser
Posts: 19
Joined: 28 Jul 2013 13:45

Re: [REL] Daniels Random Events

#186 Post by erbkaiser » 04 Dec 2021 18:46

Hi @danbywinby

I found the problem. I had a mod intended for ETS2 in my ATS load order that had the wrong game's unit\hookup\parked_vehicle.sii included. An old mod of my own 🤦‍♂️ Removing it allows everything to work as expected.
danbywinby
Posts: 2871
Joined: 20 Dec 2012 18:45

Re: [REL] Daniels Random Events

#187 Post by danbywinby » 04 Dec 2021 22:45

@erbkaiser Glad it's all sorted and working.
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BeastyBill88
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Re: [REL] Daniels Random Events

#188 Post by BeastyBill88 » 10 Dec 2021 03:38

@danbywinby loving these mods for both games! I was wondering would it be possible to add environmental lighting and front flashers on the grill to the highway/escort F150 like all the other emergency vehicles? It's been missing from the game since it was added, however I'm not sure how easy it is to do that though, never actually tinkered with mod files for these games to find out. Also the matrix board that appears for broken down vehicles, imo it's a bit unrealistic to have that on a 2 lane country road more suited for highways, so maybe just have the warning triangle as I feel that would be more realistic.

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jarryed
Posts: 1536
Joined: 15 Mar 2018 12:08

Re: [REL] Daniels Random Events

#189 Post by jarryed » 10 Dec 2021 16:03

Hello :). I'm having a problem with the left lane(inside lane) events.

I have navigated to: def/world/journey_road_event.dwbreakdown.sii as you had mentioned in a previous post. Changed the weight to 0 on the Inside lane but I am still getting events on the inside lane. These are not the mobile barrier trailer events but accidents and the like. Is there another location to make sure that these are turned off entirely? Running version 1.2.

Thank you in advance.

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You can never make a miserable person who complains about everything happy. They live by "If I can't be happy then no one can be happy."
danbywinby
Posts: 2871
Joined: 20 Dec 2012 18:45

Re: [REL] Daniels Random Events

#190 Post by danbywinby » 10 Dec 2021 18:14

@BeastyBill88 I have had a look at those vehicles in game myself and you are correct that they do not have front flashers on the grills but the lights themselves are there they just don't light up. My current thinking is that these should be easy to add as i think i just need to copy the hookup from the location of the other lights to the location of the front grill. Fingers crossed this is as easy as i hope it is. With regards to the 'environmental lighting' i assume by this you mean the lights showing on the floor? I'm not sure what if anything i can do about this but i'll have a look in the files and compare with the lights of the other emergency vehicles and see if there is anything different. Also i'll think about your suggest of removing it from the 2 lane country roads. This may though end up removing it from more areas than i would like.

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Also a note for other users of this mod in 1.43. I am currently aware of an issue with the above vehicle not showing in 1.43. There is an easy fix for this which is to rename the below file:

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def/vehicle/traffic_storage_custom.danw
to:

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def/vehicle/traffic_storage_car_custom.danw
I hope to have a new version out soon with that hotfix as i want to incorporate the below new vehicle added in 1.43 into some of my events.
[ external image ]

@jarryed You could try doing the same edit to 'journey_road_event.dwrecovery' however the other files follow a slightly different structure and aren't as simple to edit.
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