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fs17_contractormod's Introduction

FS19_ContractorMod

This is ContractorMod port for Farming Simulator 2019

fs17_contractormod's People

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fs17_contractormod's Issues

Conflict with Farming Tablet.

Since the update to correct the leaning player, the mod has a conflict with the Farming Tablet mod. It causes the notification text on the farming tablet to move left from the background grey box. I use 3440x1440 resolution. The text returns to normal if the mod is removed.

Character seen as driver and passenger at the same time

Scenario

  • Launch a game with ContractorMod activated
  • Enter a vehicle with character A (driver)
  • Switch to character B
  • Enter same vehicle with character B (passenger)
  • Switch to character A (driver)
  • Exit vehicle: only passenger remains in vehicle
  • Switch to character B (passenger)

Result

  • Character B is seen as driver and passenger at the same time
  • Exiting the vehicle leads to driver still there

Expected result

  • Character B should only be passenger
  • Leaving the vehicle leads to empty vehicle

https://www.youtube.com/watch?v=le303PTFsrY

FS19 when active/selecter worker is in a vehicle log is filled with this error

FS19 when the active/selected worker is in a vehicle log is filled with this error.
If worker exits vehicle, the error spamming stops.
If a non-selected worker is in a vehicle there is no error spamming.

2019-05-22 08:49 Error: Running LUA method 'draw'.
2019-05-22 08:49 dataS/scripts/vehicles/specializations/Enterable.lua(1092) : attempt to index field 'playerStyle' (a nil value)
2019-05-22 08:49 Error: Running LUA method 'draw'.
2019-05-22 08:49 dataS/scripts/vehicles/specializations/Enterable.lua(1092) : attempt to index field 'playerStyle' (a nil value)
2019-05-22 08:49 Error: Running LUA method 'draw'.
2019-05-22 08:49 dataS/scripts/vehicles/specializations/Enterable.lua(1092) : attempt to index field 'playerStyle' (a nil value)
2019-05-22 08:49 Error: Running LUA method 'draw'.
2019-05-22 08:49 dataS/scripts/vehicles/specializations/Enterable.lua(1092) : attempt to index field 'playerStyle' (a nil value)
2019-05-22 08:49 Error: Running LUA method 'draw'.
2019-05-22 08:49 dataS/scripts/vehicles/specializations/Enterable.lua(1092) : attempt to index field 'playerStyle' (a nil value)
2019-05-22 08:49 Error: Running LUA method 'draw'.
2019-05-22 08:49 dataS/scripts/vehicles/specializations/Enterable.lua(1092) : attempt to index field 'playerStyle' (a nil value)
2019-05-22 08:49 Error: Running LUA method 'draw'.
2019-05-22 08:49 dataS/scripts/vehicles/specializations/Enterable.lua(1092) : attempt to index field 'playerStyle' (a nil value)
2019-05-22 08:49 Error: Running LUA method 'draw'.
2019-05-22 08:49 dataS/scripts/vehicles/specializations/Enterable.lua(1092) : attempt to index field 'playerStyle' (a nil value)
2019-05-22 08:49 Error: Running LUA method 'draw'.
2019-05-22 08:49 dataS/scripts/vehicles/specializations/Enterable.lua(1092) : attempt to index field 'playerStyle' (a nil value)
2019-05-22 08:49 Error: Running LUA method 'draw'.
2019-05-22 08:49 dataS/scripts/vehicles/specializations/Enterable.lua(1092) : attempt to index field 'playerStyle' (a nil value)
2019-05-22 08:49 Error: Running LUA method 'draw'.
2019-05-22 08:49 dataS/scripts/vehicles/specializations/Enterable.lua(1092) : attempt to index field 'playerStyle' (a nil value)

Capability to move character name

To fix #51: The name of the currently selected worker could be positioned a bit lovelier. Maybe in the top right corner below the money counter.
New option to be set in ContractorMod.xml with default value as expected by Giants (and previous value commented so FS17 users can change it)

ContractorMod not working with Passenger V3

On ContractorMod for FS 2013 it was possible to set a character a passenger.
Scenario

  • Launch a game with ContractorMod activated
  • Enter a passenger compatible vehicle with character A
  • Switch to character B and try to enter same vehicle as passenger

Result

  • Not possible to enter this vehicle as passenger

Expected result

  • It should be possible to enter a vehicle as passenger
  • To check if Passenger V3 script is working on single player game or only on MP.

enableSeveralDrivers="true"

This gives very strange results if you put two contractors in the same cab.
Then one gets out, they both get out but leaves a 'no name' person in the cab

Character symbol doesn't follow worker in Map Overview menu

Scenario

  • Launch a game with ContractorMod activated
  • Enter a vehicle and start a worker (helper/Courseplay...)
  • Open Map Overview menu with Esc key and look at the character

Result

  • Character symbol is not following the vehicle

Expected result

  • Character symbol is following the vehicle as it does on mini map

Characters clothes color changes when activating a worker

Scenario

  • Launch a game with ContractorMod activated
  • Enter a vehicle with character A
  • Activate a worker by pressing H key (or using similar command: followMe, Courseplay...)

Result

  • Worker character is seen different, with different clothes since it's a random helper

Expected result

  • Character should remain the same

Add debug command to ease passenger setting

We should be able to determine in game the passenger position and get the coordinates to put in passenger xml file.

  • get driver position
  • move passenger with key
  • dump coordinates in log.txt

Incab passenger camera is same camera than incab driver camera

Scenario

  • Launch a game with ContractorMod activated
  • Enter a vehicle with character A
  • Switch to character B and enter same vehicle as passenger
  • Select incab camera

Result

  • Passenger camera is actually driver camera

Expected result

  • A different camera should be activated, located at the passenger location

Male/Female change

Not sure if this is the same as your #3 issue

In vehicle all are Female, outside of vehicle all are Male

Add different display option

As requested there:
We could propose several display like:

  • current display with only active farmer
  • other display showing all farmers and "what they are doing"' as you specified so you can directly switch to one free farmer.

image
image
image
image

Game errors on start up

The game sometimes generates errors after loading when ContractorMod is added for the first time. Possibly a conflict with Courseplay but I'm not sure
log error.txt

Disable warning by default in log when no passenger seat configured

As requested in #29 :
My only request is a way to disable the passenger seat, as I get lots of errors in the log related to the seat not being defined. As I normally use lots of mods, it is not really an option to work out the position for each one. Thanks for looking into this for me.

Capability to tab directly to a different worker

Tab & Shift+Tab keys enable to loop on characters 1->2->3->4 or 1<-4<-3<-2
It could be interesting to be able to switch to another character directly like:
RCtrl+1 => switch to Character1
RCtrl+2 => switch to Character2
RCtrl+3 => switch to Character3
RCtrl+4 => switch to Character4

When passengers in a vehicle, worker is not stopped when driver exits

Scenario

  • Launch a game with ContractorMod activated
  • Enter a vehicle with character A
  • Switch to character B and enter same vehicle as passenger
  • Switch back to character A (driver) and activate worker
  • Exit vehicle

Result

  • Vehicle continues working

Expected result

  • Vehicle should stop since driver has left

Shaking on foot character

To identify why some characters are shaking but not all.
Seems related to height location regarding ground height at this point.

modHub certification failed v1.3.0.0

"Data-check:

  • Please change the name of ""ContractorMod.dds"" in your images folder to ""icon_ContractorMod.dds"".

  • The generated file ""ContractorMod.xml"" should be placed inside the main directory, not directly in the mods folder. Could become a bit confusing.

modDescXML:

  • Since your <title> seems to be the same in every language, please delete every translation except the english one:
<title> ContractorMod </title>.
  • Please remove any external links (github) from your in every language. You can use the description in the ModHub for such links.

  • Since this is the first release for FS19, please use version 1.0.0.0 for the first release.

  • If there's a known issue with the driver's cam like mentioned in your description, please fix this issue first.

  • Please change your german description to the following (just copy-paste it):.

  • Please change the l10n text in the above mentioned file to the following (just copy-paste it):.

inGame:

  • The name of the currently selected worker could be positioned a bit lovelier. Maybe in the top right corner below the money counter.

Port ContractorMod to FS19

ContractorMod should work on Farming Simulator 19 taking advantage of

  • new character customization settings
  • new missions system giving ability to use your own equipment
  • ...

Checks to be performed for validation

  • Can switch between workers with Tab key
  • Can switch between workers with Shift + 1,2,3...
  • Can enter a vehicle and see different character correctly
  • Character in vehicle still visible when switching characters
  • Can start a worker and switch to another character
  • Going out from worker vehicle stop it
  • Can see on foot characters
    • on foot character has required style
    • on foot character state is idle
  • Can enter vehicle as passenger
    • Driver still visible
    • Passenger visible
  • Can save current game
  • Can load savegame

Manage financial impacts of the mod

Several users would like to be able to see financial impact when using ContractorMod:

  • each character imply a daily cost (to be enable/disable)
  • using worker/FollowMe/Courseplay should cost or not
  • if character can be enabled/disabked, cost should be different

Using more than 4 workers

I have attached the XML from the save game.
You will see that there are no names after the first four.

  1. The games goes into slow motion when there is more than 4
  2. No names are shown in game for workers 5-8 (Ed,Frank,Gary, Henry)

ContractorMod.zip

Error when stoping FollowMe (passenger_support branch)

  • Drive vehicle with A
  • Switch to B and start follow me
  • Switch back to A and drive
  • Switch to B and stop followMe
    =>

ContractorMod:ReplaceOnStopAiVehicle Error: Running LUA method 'update'. C:/Users/gr2/Documents/My Games/FarmingSimulator2017/mods/FS17_DCK_FollowMe/FollowMe.lua:705: attempt to index a nil value

Problem with Resetting Vehicles/LUA Errors in Log

Hey, sorry to report another bug/glitch that I have encountered today using the Contractor Mod. I had a situation where a vehicle became stuck on the map border, so tried to reset it to the store spawn point. When I selected reset from the main menu the game kept telling me there was not enough space at the store. When I went to check I found this issue;
2019-05-24
It seems to spawn a fake vehicle each time you select the reset on the original one. These vehicles can't be entered and obviously clutter up the area.

I also noticed in the console a lua error being generated when trying to reset the vehicle. Here is my log.txt for you to take a log at.
log.txt

Customizing a vehicle turns the vehicle to an object and is gone after restart.

Customizing a vehicle turns the vehicle to an object and is gone after restart.
For example chaning tires, or engine configuration, the vehicle (tractor) is turned to an object (you can see if since the "hand" for grabbing an object is visible when you try to enter it (you obviously can't). If restarting, the vehicle is gone, removed from the save game.
This happens on standard map with no other mods loaded.

Entering Train not supported

When entering the train (\vehicles\train\locomotive.xml) the game freezes. The console prints the error

Error: Running LUA method 'update'.
d:/Users/Michael/Documents/My Games/FarmingSimulator2017/mods/FS17_ContractorMod/scripts/ContractorMod.lua:551: attempt to index field 'passengers' (a nil value)

Passenger seats for the train need to be defined

Driver disappear when using FollowMe if FollowMe is stopped due to follower too far

Scenario

  • Launch a game with ContractorMod activated and followMe mod
  • Enter a vehicle with character A
  • Switch to character B and enter another vehicle
  • Put vehicle B behind vehicle A and active followMe
  • Switch to character A and drive fast so vehicle B is too far and cannot follow anymore

Result

  • followMe vehicle (with character B) will stop with warning message
  • if you drive to see vehicle B, it will be seen as empty

Expected result

  • Character B should still be visible in this case

Pedestrian character appears when saving game, not being inside a vehicle

Scenario

  • launch a game with ContractorMod activated and displayOnFootWorker="true"
  • switch to a pedestrian character
  • save game

Result

  • Save is OK, but if you go backward you can see a pedestrian character that appeared and won't hide

Expected result

  • No pedestrian character appears after save

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