[WIP] [Rel] Paris 1:1 Map [1.49]

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EddieYantz
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Re: [WIP] [Rel] Paris 1:1 Map

#121 Post by EddieYantz » 02 Feb 2023 06:47

Found Paris a few hours ago. Just completed first delivery. WOW first time in ~5000 hours in ATS & ETS2 I turned off air-brake simulation.

FABULOUS

still has Alpha glitches,but WOW.

I had to turn traffic down some to clear some traffic jams.

Ed
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EddieYantz
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Re: [WIP] [Rel] Paris 1:1 Map

#122 Post by EddieYantz » 02 Feb 2023 07:07

thedrippingone wrote: 25 Jan 2023 14:24 If anyone can give me hints or tweaks on how to zoom in, I'd be grateful. I've searched for mods to allow it, but failed
write a one-file mod: edit def/map_data.sii
here's a partial list of what I use for the 20:1 maps. I'll make one for this map soon, too.

zoom_uplift[0]: 160.0 //=EYT close zoom for 3d map GPS
zoom_uplift[1]: 600.0 //=EYT far zoom for 3d map GPS
zoom_uplift[2]: 2000.0 //=EYT close zoom for minimap GPS
zoom_uplift[3]: 4000.0 //=SCS far zoom for minimap GPS

zoom_uplift[4]: 1000.0 //=SCS city detail zoom for world map
zoom_uplift[5]: 5000.0 //=SCS closest zoom for world map
zoom_uplift[6]: 18500.0 //=SCS middle zoom for world map
zoom_uplift[7]: 45000.0 //=SCS whole world map zoom
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thedrippingone
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Re: [WIP] [Rel] Paris 1:1 Map

#123 Post by thedrippingone » 02 Feb 2023 07:53

Thanks @EddieYantz I'll give it a try later

UPDATE: With the following values (still tuning them locally) it is very usable now :) Cheers!

zoom_uplift[4]: 1000.0 //=TDO city detail zoom for world map
zoom_uplift[5]: 1500.0 //=TDO closest zoom for world map
zoom_uplift[6]: 3500.0 //=TDO middle zoom for world map
zoom_uplift[7]: 5000.0 //=TDO whole world map zoom

[ external image ]
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EddieYantz
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Re: [WIP] [Rel] Paris 1:1 Map

#124 Post by EddieYantz » 02 Feb 2023 08:33

@thedrippingone , sorry, I didn't read carefully enough. map_data.sii doesn't affect QJ map, only GPS & World maps.
The QJ map IS horrid on some other map mods, too. I'll search for a fix.
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thedrippingone
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Re: [WIP] [Rel] Paris 1:1 Map

#125 Post by thedrippingone » 02 Feb 2023 08:39

Your suggestion actually worked pretty well. See the screenie just above with new values.

An unfortunate side-effect is that the worldmap zooming is a bit weird now, with a MASSIVE "current location" arrow, but I will test more later when I have a chance. I'll post an update when I have a satisfactory combination of values suitable for Paris.

EDIT: There are multiple arrays of settings in that file, with values [0] through [7]. I suspect I need to adjust the values for player_size etc to suit the values I have for zoom_uplift. I will experiment in the next couple of days.
Last edited by thedrippingone on 02 Feb 2023 09:37, edited 1 time in total.
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Bandit & The Snowman
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Re: [WIP] [Rel] Paris 1:1 Map

#126 Post by Bandit & The Snowman » 02 Feb 2023 09:12

If you edit map colors as well (like ProMods offer in their download process), it will be much easier to see what’s where on the job map. Using default colors from SCS, it is for example quite hard to see what roads have been discovered.

Which of the zoom settings is the one that affects the job map?
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thedrippingone
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Re: [WIP] [Rel] Paris 1:1 Map

#127 Post by thedrippingone » 02 Feb 2023 09:19

zoom_uplift[7] seems to have the most effect. But I'm still experimenting with it

As a hint for those who are not already aware, you don't need to zip these up and make a module. It's enough to have a folder in your maps directory with manifest.sii and def\map_data.sii, the mod manager will find it and use it.

Doing it this way is great for fast prototyping of changing these settings
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thedrippingone
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Re: [WIP] [Rel] Paris 1:1 Map

#128 Post by thedrippingone » 02 Feb 2023 17:26

So, here's the entire map_data.sii file that works for me, with one small exception

https://pastebin.com/zQbyPdXQ

The one exception, in the freight market, or in the world map at maximum zoom out, and with a route chosen, the red "route" is MASSIVE, and I haven't yet worked out why. But I can live with everything else for now
fisherm
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Re: [WIP] [Rel] Paris 1:1 Map

#129 Post by fisherm » 02 Feb 2023 20:27

Thanks everyone for the kind feedback, and for the community help spotting the bugs. My favorite was the hilarious YouTube video with a factory exit high up a wall - how did I miss that one?

@quaristice Thank you for the patch. I've incorporated the number plates and traffic lights from the patch into the main build - hope that's okay.

Paris 121 is still growing... I'm working on the area near the Sorbonne at the moment.

Some players are struggling with crashes... It's important that you follow the instructions with the “uset r_buffer_page_size” line - that increases the graphics memory and should fix it.
Nessi
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Joined: 02 Feb 2023 22:10

Re: [WIP] [Rel] Paris 1:1 Map

#130 Post by Nessi » 02 Feb 2023 22:13

Hello personally I have a problem... the map is well installed I created a profile with it and I selected the module to use the map but when I want to spawn the loading bug and my game crashes... Do you have a solution ? Thank you and good day

PS: the map looks beautiful (for the photos I saw on the forum)
Im French !

Sorry if my english is bad !

Nessi
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