this my profile was not used mod, if i use your mod "GPS color" will it harm my profile to report a bug?Mohegan13 wrote: ↑06 Feb 2022 15:50 So I made my own GPS colour mod got road finding:
https://1drv.ms/u/s!Ap5vLXKO2JJVzkICrIG ... n?e=p4BwgC
Basically makes everything black except for undiscovered bits which are bright green. Even the tiny bits stand out on full zoom. Looks like a lot of my missing parts are broken prefabs where roof tops are discoverable.
100% map exploration - impossible to achieve atm?
Re: 100% map exploration - impossible to achieve atm?
Persecution
Dream Horse movie
"Tveka inte att fråga din Scania-återförsäljare om vilken modifiering som helst. Vi är det kompletta företaget vad gäller specialfordon."
https://laxasv.se/
Dream Horse movie
"Tveka inte att fråga din Scania-återförsäljare om vilken modifiering som helst. Vi är det kompletta företaget vad gäller specialfordon."
https://laxasv.se/
- Steve Pitts
- Posts: 857
- Joined: 28 Feb 2016 12:00
- Location: Kings Langley, England
Re: 100% map exploration - impossible to achieve atm?
I have analysed Boy's profile, which indeed had no mods and has only CA, NV and AZ active and according to the latest autosave info file has discovery percentage at 99.9931812286 whilst there are ten items that count towards discovery not in the discovered items list. Nine of these are prefabs and one is a road piece. One of them (the road piece) is in CA, seven in AZ and two in NV. Thus far I've not had time to look at any of the UIDs in the editor to try and figure out where they are (I don't have the console enabled on my gaming setup) and I'm unlikely to be able do so before this weekend at the earliest.
If anyone else is interested in the arcana here, my tool reports the following statistics when processing the profile:
and the missing items are:
Edit: and as a matter of interest all bar the penultimate item in the list are discoverable just by driving because comparing this list to my own I have all bar 0x2B91AE5C6FD50497 in my discovered items list.
If anyone else is interested in the arcana here, my tool reports the following statistics when processing the profile:
Code: Select all
Number of DLCs active in save: 2
Number of map module files read: 428
Bytes of map module data read: 270193657
Total 'show in UI map' items: 17232
Discovered items read from save: 19756
Discovered items found im maps: 17215 (of which 30 are now hidden)
Map items seen as undiscovered: 17 (of which 7 are map areas)
Map items flagged as UI hidden: 15581
Map items hidden by DLC guard: 8157
Discovered cut scenes read from save: 1
Discovered cut scenes found im maps: 1
Cut scenes left to be viewed: 0
Cut scenes hidden by DLC guard: 13
Code: Select all
066FDCAB55F50000 base sec-0027+0003.base @ 194172 road (id us_tmp20)
Undiscovered road item UID 0x066FDCAB55F50000 kdop flags=8A0E9008 info=95
min=-107637.7812500, 1.7265625, 12706.8242188, -47458.8984375, -60180.3125000
max=-107608.9140625, 2.2265625, 12725.6250000, -47448.2343750, -60159.2578125
Derived location: in oxnard
look=us_tmp20 flags=8A0E9008 00000000 variant L= R=cty_ful_brk
L edge L= R= R edge L=sw_4m_e R=sw_4m_e
profile L=profile15 C=0.0000000 R=profile15 C=0.0000000
look L= R=asphalt material=0
length=6.0535998 nodes=067410C3D3E50007 & 066FDCABA1A50002
36A2E4548F450000 dlc_arizona sec-0017+0004.base @ 68149 prefab (id 0400k)
Undiscovered prefab item UID 0x36A2E4548F450000 kdop flags=00000940 info=150
min=-64653.9296875, 83.2187500, 17157.1132812, -23742.3710938, -40914.0859375
max=-64615.5390625, 98.3593750, 17191.5351562, -23716.7812500, -40891.7890625
Derived location: nearest to holbrook (427.97) then show_low (3960.94)
model=0400k variant=default
node count=2
36A2E474E7050000 dlc_arizona sec-0017+0004.base @ 68356 prefab (id 0400k)
Undiscovered prefab item UID 0x36A2E474E7050000 kdop flags=00000940 info=150
min=-64665.6171875, 83.2187500, 17170.8867188, -23741.3281250, -40926.8125000
max=-64627.2265625, 98.3593750, 17205.3085938, -23715.7382812, -40904.5234375
Derived location: nearest to holbrook (420.11) then show_low (3946.23)
model=0400k variant=default
node count=2
36B83B7C48850001 dlc_arizona sec-0017+0004.base @ 69347 prefab (id 1e00g)
Undiscovered prefab item UID 0x36B83B7C48850001 kdop flags=00000840 info=95
min=-64629.7109375, 83.2617188, 17121.4765625, -23748.2460938, -40883.8437500
max=-64591.0468750, 98.3593750, 17152.7617188, -23724.8476562, -40864.7968750
Derived location: nearest to holbrook (455.79) then show_low (4001.68)
model=1e00g variant=default
node count=2
36A2FF700F050001 dlc_arizona sec-0018+0002.base @ 34233 prefab (id 1e00e)
Undiscovered prefab item UID 0x36A2FF700F050001 kdop flags=00000040 info=150
min=-69880.0312500, 67.5390625, 11574.1953125, -29150.5546875, -40732.3671875
max=-69846.3359375, 74.3085938, 11598.0546875, -29126.5000000, -40716.9453125
Derived location: nearest to flagstaff (2577.35) then g_canyon_vlg (3193.02)
model=1e00e variant=default
node count=2
36A301D4D4450001 dlc_arizona sec-0018+0002.base @ 35100 prefab (id 0400m)
Undiscovered prefab item UID 0x36A301D4D4450001 kdop flags=00000840 info=150
min=-69962.3437500, 67.4101562, 11498.5820312, -29227.8867188, -40739.6015625
max=-69927.3906250, 82.5078125, 11529.3945312, -29202.9296875, -40719.1484375
Derived location: nearest to flagstaff (2612.00) then g_canyon_vlg (3093.20)
model=0400m variant=default
node count=2
36A3020C65450000 dlc_arizona sec-0018+0002.base @ 35275 prefab (id 0400m)
Undiscovered prefab item UID 0x36A3020C65450000 kdop flags=00000840 info=150
min=-69970.5234375, 67.4101562, 11516.1210938, -29223.2070312, -40752.4609375
max=-69935.5703125, 82.5078125, 11546.9335938, -29198.2500000, -40732.0078125
Derived location: nearest to flagstaff (2592.73) then g_canyon_vlg (3090.02)
model=0400m variant=default
node count=2
36A30220BC850000 dlc_arizona sec-0018+0002.base @ 35450 prefab (id 0400m)
Undiscovered prefab item UID 0x36A30220BC850000 kdop flags=00000840 info=150
min=-69978.6484375, 67.4101562, 11533.5390625, -29218.5625000, -40765.2343750
max=-69943.6953125, 82.5078125, 11564.3515625, -29193.6054688, -40744.7812500
Derived location: nearest to flagstaff (2573.59) then g_canyon_vlg (3086.98)
model=0400m variant=default
node count=2
2B91AE5C6FD50497 dlc_nevada sec-0024-0002.base @ 23845 prefab (id nm_118)
Undiscovered prefab item UID 0x2B91AE5C6FD50497 kdop flags=00001000 info=95
min=-93621.1328125, 94.3242188, -5738.5859375, -49670.8281250, -43957.6328125
max=-93569.4921875, 106.0039062, -5682.6367188, -49634.6328125, -43928.9765625
Derived location: in tonopah
model=nm_118 variant=default
node count=2
3B8D1494FD1F0001 dlc_nevada sec-0024-0002.base @ 66006 prefab (id 2o00g)
Undiscovered prefab item UID 0x3B8D1494FD1F0001 kdop flags=00000040 info=40
min=-93628.3359375, 77.9375000, -4331.5859375, -48968.3437500, -44662.2109375
max=-93427.8281250, 108.1875000, -4303.1523438, -48877.1015625, -44548.3593750
Derived location: nearest to tonopah (720.47) then carson_city (8652.39)
model=2o00g variant=rusted
node count=2
Cheers, Steve
-
- Posts: 1458
- Joined: 14 May 2018 07:25
Re: 100% map exploration - impossible to achieve atm?
Steve,
what tool do you use to get these reports?
regards
what tool do you use to get these reports?
regards
Best Regards.
Hosting a dedicated server for ETS 2/ATS, with optional mods support.
Hosting a dedicated server for ETS 2/ATS, with optional mods support.
- Steve Pitts
- Posts: 857
- Joined: 28 Feb 2016 12:00
- Location: Kings Langley, England
Re: 100% map exploration - impossible to achieve atm?
It is a program of my own - 3,500+ lines of Python - but it isn't really portable because it doesn't read either the .scs map files or the saved game .sii files directly, instead relying on them having been decrypted and extracted into a particular structure. I have considered the idea of writing a public version but I'd almost certainly need to rewrite the whole thing in something like Rust in order to get the speed, as well as writing the decryption and .scs filesystem handling logic, and then people would clamour for being able to see the locations on screen rather than having to go into the game and teleport to the UID to work out where they are, and I generally steer clear of the graphical and UI stuff - what I have now is all command line and controlled by switches. It is on my list for when I retire, but not high on that list (and a long way behind multi-month visits to New Zealand and Canada!?)
Cheers, Steve
-
- Posts: 1458
- Joined: 14 May 2018 07:25
Re: 100% map exploration - impossible to achieve atm?
Steve, thanks for the response!
Best Regards.
Hosting a dedicated server for ETS 2/ATS, with optional mods support.
Hosting a dedicated server for ETS 2/ATS, with optional mods support.
-
- Posts: 1458
- Joined: 14 May 2018 07:25
Re: 100% map exploration - impossible to achieve atm?
Hey guys, anybody managed to get 100% completion on this update? I was at 100% before 1.45, now stuck at 99,99% again. My map discovery mod shows nothing but several small dots of undiscovered roads in unreachable places in Texas and Montana.
I really want to get it to 100% before Montana comes.
I really want to get it to 100% before Montana comes.
Best Regards.
Hosting a dedicated server for ETS 2/ATS, with optional mods support.
Hosting a dedicated server for ETS 2/ATS, with optional mods support.
- Steve Pitts
- Posts: 857
- Joined: 28 Feb 2016 12:00
- Location: Kings Langley, England
Re: 100% map exploration - impossible to achieve atm?
Unfortunately I'm only at 99.469918 in ATS and have recently been concentrating on touring Austria in ETS2 and mopping up a few extra pieces to get back to 100% there. Therefore, unlike in ETS2, I cannot readily generate a list of new map items that are not part of the major areas for ATS. Should you wish to share a saved game then I can generate the same sort of output as I did for Boy earlier in this thread given that I now own Wyoming (although, somewhat aggravatingly from my POV but perfectly understandably from SCS', it does not download the .scs file until you add the DLC, which I haven't yet because I want to get to 100% without it and then add Wyoming and Montana together. That I can work around, however)
Cheers, Steve
-
- Posts: 1458
- Joined: 14 May 2018 07:25
Re: 100% map exploration - impossible to achieve atm?
thanks steve, I managed to solve the issue. I had to teleport myself to a place in Texas east of Hobbs.
Best Regards.
Hosting a dedicated server for ETS 2/ATS, with optional mods support.
Hosting a dedicated server for ETS 2/ATS, with optional mods support.
Re: 100% map exploration - impossible to achieve atm?
I confirm the statement of Knightrider, teleport to a place in Texas east of Hobbs gives me missing 0,01%.
- Steve Pitts
- Posts: 857
- Joined: 28 Feb 2016 12:00
- Location: Kings Langley, England
Re: 100% map exploration - impossible to achieve atm?
But there have to be other map items undiscovered!? I really need to find the time to get my ATS to 100% to see for myself, but SCS keep giving us new stuff for free and I'm back in ETS2 exploring the new Krone factory and the reworked Hannover.
Cheers, Steve
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