[REL] Daniels ETS2 Random Events

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ZeFrango
Posts: 473
Joined: 30 Jan 2020 14:47

Re: [REL] Daniels Random Events

#501 Post by ZeFrango » 12 Dec 2021 16:28

@danbywinby the random road irregularities that the mod has don't show up in the "convoy"
https://i.imgur.com/NEuuUEa.png
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celikosman
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Location: Mainz, Germany

Re: [REL] Daniels Random Events

#502 Post by celikosman » 14 Dec 2021 22:40

<ERROR> [traffic_vehicle_chain] Unable to find vehicle data 'traffic.fox_tt_fold'!
<ERROR> [parked_vehicle] "Unable to parse allowed vehicle definition!" [-5533.7;46.1;3793.3]
<ERROR> [parked_vehicle] "No suitable vehicle model found!" [-5533.7;46.1;3793.3]

Is there anyone having the same error in 1.43?
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abasstreppas
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Location: Back on Öland again
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Re: [REL] Daniels Random Events

#503 Post by abasstreppas » 14 Dec 2021 23:01

Yup, me too. Also an error about the escort car missing. Don't have any log atm.

I tried to locate the problem but, the "Fox" vehicle files seems ok as they should, as they are unique for this mod. Probably something in the event files structures that got changed in latest patch.

Another thing I've been wondering: is it possible "invert" the spawn rate between accidents and roadwork in a simple way? In real life I rarely see accidents at all, but roadworks are very common. At least here in Sweden ;)
BG-Skech
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Re: [REL] Daniels Random Events

#504 Post by BG-Skech » 15 Dec 2021 03:18

Great mod! But have a question. Are you plan to release it on steam workshop!? This way will be a lot easyer to add it to game in convoy with some random people. They can see it and subscribe to it from the game ! Just a question not big deal. But now with Convoy we try to use only mods from Workshop mostly , specially if we open room for random people.
danbywinby
Posts: 2871
Joined: 20 Dec 2012 18:45

Re: [REL] Daniels Random Events

#505 Post by danbywinby » 15 Dec 2021 08:45

@celikosman Thank you for alerting me to this. There is a very simple fix for this.

Find the below file:

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def/vehicle/traffic_storage_custom.danw
Change it to:

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def/vehicle/traffic_storage_car_custom.danw
I hope to get a bit of work done on this mod over the christmas period and so will hopefully have a update out soon with this issue fixed.

@abasstreppas Depending on how comfortable you are with editing the files of the mod you can try changing the 'weight' which is the generation probability of the various events.

For the roadworks the files are:

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def/vehicle/journey_road_event.dwrw1l

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def/vehicle/journey_road_event.dwrwhs

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def/vehicle/journey_road_event.dwrwnar
The weight is specified very near the top of the file. See an example below:

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SiiNunit
{
//////////////////////////////////
//////// ROADWORK 1L MAIN //////////
//////////////////////////////////

	journey_events_road_event : j_re.dwrw1lm
	{
		layer_min_curve[]: 0.0        // [degree]
		layer_max_curve[]: 5.0        // [degree]
		layer_min_curve[]: 0.0        // [degree]
		layer_max_curve[]: 5.0        // [degree]
		weight: 100.0
		max_length: 300.0      // [m]
		min_length: 139.0      // [m]
		centerline_displacement: false
		slow_down_passing: false
		bridge_forbidden: true
		tunnel_forbidden: true
		traffic_block: true
		parents[]: j_re.super_parent # Excludes raol type roads
	}
As you can see i have already set it to 'weight: 100.0' which is pretty high. But the issue is that the game will choose a random length between 139 and 300 and if the road segment isn't long enough then it just won't spawn, i could try making a second version that is always smaller but that will remove part of the variety.

For the accidents the files are:

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def/vehicle/journey_road_event.dwacc1l

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def/vehicle/journey_road_event.dwacc1lfd

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def/vehicle/journey_road_event.dwacchway

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def/vehicle/journey_road_event.dwaccnar

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def/vehicle/journey_road_event.dwcityacc1l
Apart from 'acchway' again the weight is specified near the top like the roadworks above however the weight is not always the same because some accidents are rare than others.

Hope that helps. If you do decide to chnage the numbers do please let me know how it goes as i may consider changing the numbers in the mod itself.

@BG-Skech I would love to add this mod to the steam workshop however the event scene files are not allowed to be uploaded to steam for whatever reason so i am not able to upload this mod to the steam workshop.

@ZeFrango That is very strange. Can you confirm that you are not using any other mods when this issue occurs? Also does anybody else encounter this issue in convoy?
ZeFrango
Posts: 473
Joined: 30 Jan 2020 14:47

Re: [REL] Daniels Random Events

#506 Post by ZeFrango » 15 Dec 2021 09:46

@danbywinby I use other mods but no interference with your mod. i use in "offline" and work good.
In "convoy" i use the same mods but no work good your mod like i explain before
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Ciobby
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Location: Sibiu, Romania

Re: [REL] Daniels Random Events

#507 Post by Ciobby » 15 Dec 2021 10:55

@danbywinby the following errors can also be solved using the solution provided above for @celikosman or it has nothing to do with your mod?

Code: Select all

[traffic_vehicle_chain] Unable to find vehicle data ‘traffic.dwtranst6hw.escort_1’!
[parked_vehicle] “Unable to parse allowed vehicle definition!” [66878.0;19.2;24836.8]
[traffic_vehicle_chain] Unable to find vehicle data ‘traffic.dwtranst6hw.escort_2’!
[parked_vehicle] “Unable to parse allowed vehicle definition!” [66878.0;19.2;24836.8]
[traffic_vehicle_chain] Unable to find vehicle data ‘traffic.dwtranst6hw.escort_3’!
[parked_vehicle] “Unable to parse allowed vehicle definition!” [66878.0;19.2;24836.8]
[parked_vehicle] “No suitable vehicle model found!” [66878.0;19.2;24836.8]
Thanks!
danbywinby
Posts: 2871
Joined: 20 Dec 2012 18:45

Re: [REL] Daniels Random Events

#508 Post by danbywinby » 15 Dec 2021 11:01

@Ciobby Yes that error is also caused by the same issue.
ZeFrango
Posts: 473
Joined: 30 Jan 2020 14:47

Re: [REL] Daniels Random Events

#509 Post by ZeFrango » 24 Dec 2021 22:17

i use you mod in promods 2.60 and i see accident with bug. a see 2 and no cars
i think the mod need update fix for 1.43
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Madkine
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Re: [REL] Daniels Random Events

#510 Post by Madkine » 25 Dec 2021 00:52

@ZeFrango And how do you think he'll fix it with no information? Like screenshots? Or a gamelog?
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