This is ContractorMod port for Farming Simulator 2019
fs17_contractormod's Introduction
fs17_contractormod's People
fs17_contractormod's Issues
All onFoot characters look in the same vertical direction
rotX to be saved as already done for rotY
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
Error when configuring a vehicle
To test with driver only
To test with driver and passenger in vehicle
Useless code to clean
These variables are no more used in FS19
FS17_ContractorMod/scripts/ContractorMod.lua
Line 894 in 779c4b2
FS17_ContractorMod/scripts/ContractorMod.lua
Line 882 in 779c4b2
FS17_ContractorMod/scripts/ContractorMod.lua
Line 1026 in 779c4b2
Display On Foot Workers
They do now show in game even when this is set
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)
Use defined player style and name as first character instead of Alex
As seen on a forum comment, it would be better to keep defined player as first character instead of Alex.
Capability to have passengers for mods
Check mods vehicle passengers can be set in ContractorMod.xml as before
Leaving a vehicle with several drivers will hide the vehicle driver even if another driver is remaining inside the vehicle
Scenario
- Launch a game with ContractorMod activated and enableSeveralDrivers ="true"
- Take character A and enter a vehicle
- Switch to character B and enter same vehicle than character A
- Leaving the vehicle with character B
Result
- Vehicle is seen empty even if Character A is still driving it
Expected result
- Character A is still still visible in this vehicle
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)
onFoot character is inclined when looking up or down
Scenario
- Activate onFoot character A
- Look down to the ground
- Activate another worker B
- Observe that onFoot character A is not standing but inclined
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.
Capability to enable/disable characters
As suggested here, https://www.fs-uk.com/forum/index.php?topic=202452.msg1320713#msg1320713, it could be useful to be able to enable/disable characters during the game so you can have 4 characters for high activity periods (like harvesting) but only 2 during winter.
It would take more sense if we also need to pay daily for each worker.
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
vehicleID is not stable when saving game (FS17)
local vehicle = NetworkUtil.getObject(vehicleID)
This might return the vehicle but sometimes something else (like a player) leading to crash
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
Passenger hands
Try to set better hands positions for passengers
ModHub certification v1.2.0.2
- Remove mipmap on mod icon
- add Changelog in Description instead of
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.
Engine can stop when switching between vehicles
When characters are far away, engine can stop.
Need to use this kind of FS19 code instead:
local spec = self.spec_motorized
spec.motorStopTimer = spec.motorStopTimerDuration
FS17_ContractorMod/scripts/ContractorMod.lua
Line 1317 in 779c4b2
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
Characters clothes color changes when driving a Courseplay course
critical camera failure with the lumber yard crane
When I enter the crane with any character, the camera breaks completely and it becomes impossible to recover.
The log returns an error relating to the passenger script, iirc
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:
-
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.
vehicleID is not stable when saving game
local vehicle = NetworkUtil.getObject(vehicleID)
This might return the vehicle but sometimes something else (like a player) leading to crash
xml parameter files to be in mods directory instead of being inside zip file
- ContractorMod.xml should be copied at first install in mods directory to avoid delivering UNZIPME file
- passengerseats.xml should be also in mods directory to add mods without editing zip file
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
Capability to define more different player skins
As suggested here, it could be better to have more player skins available (like when using standard workers) than the only 2 player skins (man/woman) with color change only.
https://www.fs-uk.com/forum/index.php?topic=202452.msg1320588#msg1320588
Capability to have passengers on trailers
As requested by EssexFarms, in https://www.fs-uk.com/forum/index.php?topic=202277.msg1318833#msg1318833 it could be interesting to add passengers to trailers also.
To check impacts on the code.
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.
- The games goes into slow motion when there is more than 4
- No names are shown in game for workers 5-8 (Ed,Frank,Gary, Henry)
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;
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
Riding horse will crash the game
Start FS19 with ContractorMod activated
Try to ride a horse
Observe that game is crashing with no error traces in the log
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.
In-game minimap vehicle icons flicker
Hi
Thanks for fixing the logging crane!
The only issue I can still perceive is that when I look at the minimap, objects that are close together cause their icon to flicker, as if they can't decide which icon should be on top.
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
Other mods compatibility checks
- FollowMe
- Courseplay
- AIVehicleExtension
- Warning for other unsupported mods (FS19_Inspector)
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
Change breakline to windows CRLF so editing is easier for Windows users
ContractorMod.xml has linux breakline (LF) instead of CRLF
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