[REL] Daniels ETS2 Random Events
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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.
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.
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- Posts: 2870
- Joined: 20 Dec 2012 18:45
Re: [REL] Daniels Random Events
I am absolutely loving what am i now able to do with this sign.
I have now figured out a way to show lane closures on this sign, also added a roadworks image and figured out a way to (sort of) having flashing lights in the 4 corners.
These will definitely be in the next version of my random events mods, not sure yet if i will completely replace my 'LANE CLOSURE SLOW DOWN' and 'ACCIDENT SLOW DOWN' signs with these new ones or keep them in for variety.
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I have now figured out a way to show lane closures on this sign, also added a roadworks image and figured out a way to (sort of) having flashing lights in the 4 corners.
These will definitely be in the next version of my random events mods, not sure yet if i will completely replace my 'LANE CLOSURE SLOW DOWN' and 'ACCIDENT SLOW DOWN' signs with these new ones or keep them in for variety.
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Re: [REL] Daniels Random Events
Great job with new modification's features
BTW. How look emergency lights in 1.40? It's better than in 1.39 or it's similar?
BTW. How look emergency lights in 1.40? It's better than in 1.39 or it's similar?
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- Posts: 2870
- Joined: 20 Dec 2012 18:45
Re: [REL] Daniels Random Events
@Finder
Thank you for the kind words.
Difficult to say. I have not played much of the new 1.40 beta but I have played a little but obviously with it being a beta things are still changing most days at the moment.
However from what I've played of it I can say that night time especially during the rain is a lot darker and better than before. This helps the emergency lights to also be a lot better. In terms of the emergency lights themselves I havent noticed a huge difference. I fee like the emergency lights on the fire engines and ambulances however are a lot better and brighter than ones on the police cars. But this might be down to the fact that these vehicles are bigger and so have bigger lights where as the police cars literally just have the one light on the roof. This is one thing I would like to see SCS change because realistically police cars have lights everywhere basically front grille, front windscreen, on the sides, in the rear window, all over.
Thank you for the kind words.
Difficult to say. I have not played much of the new 1.40 beta but I have played a little but obviously with it being a beta things are still changing most days at the moment.
However from what I've played of it I can say that night time especially during the rain is a lot darker and better than before. This helps the emergency lights to also be a lot better. In terms of the emergency lights themselves I havent noticed a huge difference. I fee like the emergency lights on the fire engines and ambulances however are a lot better and brighter than ones on the police cars. But this might be down to the fact that these vehicles are bigger and so have bigger lights where as the police cars literally just have the one light on the roof. This is one thing I would like to see SCS change because realistically police cars have lights everywhere basically front grille, front windscreen, on the sides, in the rear window, all over.
- Juniorfreddy777
- Posts: 184
- Joined: 30 May 2020 13:12
- Contact:
Re: [REL] Daniels Random Events
Hello @danbywinby and all. Does this mod work in 1.40 yet?
Owner of VDB Transport B.V, Freddy Transporte and Owner of The Greynia's team/convoy
Trucksbook: https://trucksbook.eu/company/102086
Our company is still in development
Trucksbook: https://trucksbook.eu/company/102086
Our company is still in development
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- Posts: 2870
- Joined: 20 Dec 2012 18:45
Re: [REL] Daniels Random Events
@Juniorfreddy777 I have not done a great deal of testing in game with this mod on the 1.40 update and instead have been mostly working in the map editor with it. However the only issues I have encountered and are aware of so far are that my traffic cones no longer produce shadows (should hopefully be a quick fix by re-exporting from blender once the blender tools new version is released) and a texture issue with the tow trucks (already fixed and will be in the next version).
- Juniorfreddy777
- Posts: 184
- Joined: 30 May 2020 13:12
- Contact:
Re: [REL] Daniels Random Events
Ok well some shadows that are gone are okay.
Owner of VDB Transport B.V, Freddy Transporte and Owner of The Greynia's team/convoy
Trucksbook: https://trucksbook.eu/company/102086
Our company is still in development
Trucksbook: https://trucksbook.eu/company/102086
Our company is still in development
Re: [REL] Daniels Random Events
It really is a must-have mod to increase realism. It never disappoints.
Re: [REL] Daniels Random Events
Hello, after several tests, this mod crashes my game (ATS 1.40). Hope there will be an update because I love this mod !!!!
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- Posts: 2870
- Joined: 20 Dec 2012 18:45
Re: [REL] Daniels Random Events
@niccan69 Can you please provide me with more details on exactly when your game crashes? And please post your game.log? Please post your reply in the thread for the ATS version of this mod which you find here:
viewtopic.php?f=202&t=293448
viewtopic.php?f=202&t=293448
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- Posts: 2870
- Joined: 20 Dec 2012 18:45
Re: [REL] Daniels Random Events
With the final version of 1.40 now released i have ran through several trips on it with my Random Events mod and have not come across any major issues. Which is very good news.
With that out the way i can now show some of the new things that i have been working on and will be coming to the next version of this mod.
Firstly i now have fully dynamic single lane accident events. These can spawn with 2, 3 or 4 crashed vehicles and can have several different versions of the police officers at the start and can have either police, police + ambulance, ambulance or recovery truck at the end.
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I have made many tweaks/improvements to the breakdown events. One of these is to add the possibility of it spawning with a police car in front of the broken down vehicle.
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I have also got my brand new VMS signs with pictures rather than text.
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Below are the things that i would really like to get done before releasing the next update for 1.40:
- Make the narrow accidents fully dynamic in the same way as i have done for the single lane accident events.
- Create new cutscenes for the new vehicles i have converted to have hazard lights on and add them to the breakdown / recovery events.
- Fix the issue with traffic cones not generating shadows (i believe this requires SCS to release the next versions of blender/conversion tools).
- Fix an issue with 'invalid hook position' error occurring when driving past some of my events.
- Update all of my events to use the new VMS signs instead of the old ones.
With that out the way i can now show some of the new things that i have been working on and will be coming to the next version of this mod.
Firstly i now have fully dynamic single lane accident events. These can spawn with 2, 3 or 4 crashed vehicles and can have several different versions of the police officers at the start and can have either police, police + ambulance, ambulance or recovery truck at the end.
[ external image ]
[ external image ]
[ external image ]
[ external image ]
[ external image ]
[ external image ]
[ external image ]
I have made many tweaks/improvements to the breakdown events. One of these is to add the possibility of it spawning with a police car in front of the broken down vehicle.
[ external image ]
I have also got my brand new VMS signs with pictures rather than text.
[ external image ]
[ external image ]
[ external image ]
Below are the things that i would really like to get done before releasing the next update for 1.40:
- Make the narrow accidents fully dynamic in the same way as i have done for the single lane accident events.
- Create new cutscenes for the new vehicles i have converted to have hazard lights on and add them to the breakdown / recovery events.
- Fix the issue with traffic cones not generating shadows (i believe this requires SCS to release the next versions of blender/conversion tools).
- Fix an issue with 'invalid hook position' error occurring when driving past some of my events.
- Update all of my events to use the new VMS signs instead of the old ones.
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