[DIS] Maps compatibility

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ShirBlackspots
Posts: 238
Joined: 13 Apr 2016 00:30
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17 Dec 2016 19:19

Kobra2112 wrote:
Mike7O wrote:ETS2-1.24.2.3
ProMods 2.03
ProjectBalkans 2.01
RusMap 1.6.3
Egypt
EAA 3.2.2*


*ok, EAA doesn't work if u don't give it a little help :P
luckily the file is uncryptable, otherwise it wouldn't be compatible....thanks for that 8-)

If uncrypted (what I had to do with previous ProMods aswell, as the EAA map caused crash due to an corrupted automat-file and needed to be fixed)

• fix the corrupted automat
/automat/12/6fac7c2a950c2493fc19e8df1a0e481d49dad0.mat

correct lines in that file should read

Code: Select all

material : "eut2.none.fx" {
	substance : "rumble_stripe"
}
• ProMods Compatibility READY
what to do, open up EAA goto def/world:

Code: Select all

remove the lines: 
terrain.mat.168	---> terrain.mat.175 from terrain_material.sii

remove the lines:
bld_model.1031 ---> bld_model.1033  from    building_model.eaa.sii

remove the lines:
bld_scheme.scheme1031 ---> bld_scheme.scheme1033  from   building_scheme.eaa.sii
Ok, removing lines .....could be painful when playing - but these lines are duplicates as far as I can see it so they are present in game anyways and should work.

I haven't driven much in EAApart of the world,
there's so much more to see in ProMods country :P , but I like to have a big Worldmap to see - NO crash sofar downbelow...been teleporting and using ferries...
These removed lines should only affect EAA, if a crash will occur it will be there ;)
Thanks for your tutorial but how do I open the archive in game? This is not something I have a lot of experience doing.
This fix is still valid for EAA 4.1.2

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gmtavares
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Location: Tallinn, Eesti Vabariik

17 Dec 2016 20:13

@ShirBlackspots

If it is, could you send it to anywhere? :D
Or is there already an on-line version?
ProMods isn't a mod, it's a game.
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ShirBlackspots
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17 Dec 2016 22:14

Yep, its online now, check this post at the SCS forums:
http://forum.scssoft.com/viewtopic.php?p=676957#p676957

In addition to these edits, delete the following:
1.) Delete \def\vehicle\truck\
2.) Delete \def\vehicle\truck_company\

This removes the invasive truck and company changes that affect the rest of the map.

I had also been deleting the following files in previous versions in \def\vehicle\:
traffic_storage_car.eaa.sii
traffic_storage_semi_trailer.inovar.sii
traffic_storage_truck.eaa.sii

But now, I'm not completely sure that's actually needed.

tbar
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19 Dec 2016 03:49

ShirBlackspots this is getting a bit confusing as the file names given in the instructions by mike7O don't match the updated files. Specifically the \def\automat\12 entry is not readable and the rest of the .mat files are. Does the \def\vehicle\truck_company_uk\ need to be deleted also?
Were the errors fixed in the update?

Seems it would be prudent to let the author make the necessary changes then update the links rather than each user having to make the changes.
Well...off to experiment.Will report back.
Last edited by tbar on 19 Dec 2016 11:03, edited 1 time in total.

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ShirBlackspots
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19 Dec 2016 06:46

The errors mentioned still persist in 4.1.2, that's why I said its still valid for 4.1.2. You must have rebuilt the archive incorrectly. Only automat 12 should be corrupted, and no truck_company_uk doesn't have to be deleted. I haven't seen any evidence that it needs to be.

And as for the traffic files to delete, these are the ones you delete in \def\vehicle\:
traffic_storage_semi_trailer.inovar.sii
traffic_trailer_type.inovar.sii
traffic_vehicle_type.eaa.sii

tbar
Posts: 11
Joined: 13 Feb 2014 02:57
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19 Dec 2016 10:57

Your quote of Mike7O to edit /automat/12/6fac7c2a950c2493fc19e8df1a0e481d49dad0.mat is one thing that confused, hard to edit a file that's corrupt. I'm glad you have verified that it is corrupt for you also. So that part at least is not valid for 4.12, correct?

You also stated " But now, I'm not completely sure that's actually needed." to delete:
traffic_storage_semi_trailer.inovar.sii
traffic_trailer_type.inovar.sii
traffic_vehicle_type.eaa.sii

So are you sure yet, or is it just to be on the safe side?

I'm not being critical of you I just want to be clear. I really appreciate your information as you are one of the few source I've found. Working so far with your instructions. :)

Thanks and Happy Holidays!

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Fr8i
Posts: 848
Joined: 13 May 2015 02:13
Location: Lower Saxony

25 Dec 2016 12:55

Can anyone confirm EAA 4.1.2 works with Promods 2.15 + RusMap 1.7.1? With EAA 4.1.1 the combination crashed @ Volgograd.

Best regards
[email protected], 16GB RAM @2400MHz, MSI GTX 1070_8GB@1963MHz GPU Clock, Win 8 Prof x64
Profile:ETS2 1.35.1.13@x64(DX11)+Promods 2.41+RusMap 1.8.1.2+Paris Rebuild 2.4

No support via PM!

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ShirBlackspots
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26 Dec 2016 02:41

@tbar, use Notepad++ to edit the mat file. Even if you use the Windows notepad, you can edit. The file isn't actually corrupt, it's been scrambled by the rebuilding process.

BTW, for those sii files, check this conversation: http://forum.scssoft.com/viewtopic.php? ... &start=520

@Frachti there was a fix for that, somewhere (RusMap thread on the SCS forums, I think?)

zeus
Posts: 39
Joined: 30 Nov 2013 05:45

28 Dec 2016 00:29

Hello, sorry for the inconvenience, but by chance you got a fix for promods v2.15 and EAA v 4.1.2 ?? thanks for listening.

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gmtavares
Posts: 750
Joined: 05 Sep 2016 18:40
Location: Tallinn, Eesti Vabariik

28 Dec 2016 11:41

@Zeus, isn't it here?
[quote="ShirBlackspots"]Yep, its online now, check this post at the SCS forums:
http://forum.scssoft.com/viewtopic.php?p=676957#p676957

In addition to these edits, delete the following:
1.) Delete \def\vehicle\truck\
2.) Delete \def\vehicle\truck_company\

This removes the invasive truck and company changes that affect the rest of the map.
/quote]
ProMods isn't a mod, it's a game.
Image

Project Japan Admin
Mediterranean Map Admin
Lviv Oblast Expansion Developer
Carpathian ProMods Add-On Developer

ProMods junior beta tester from 2.17 to 2.43 :D
🇵🇹 living in 🇪🇪



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