[REL] Road to Asia v1.0.2 by TerraMaps

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Ronin
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Re: [WIP] Road to Asia by TerraMaps

Post by Ronin » May 20th, 2021, 4:31 pm

@Tapir.
Do you have a game.log of the combo where you found the buildings on the road.
It would help a lot
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Re: [WIP] Road to Asia by TerraMaps

Post by Tapir » May 20th, 2021, 4:44 pm

I have the positions:

House on road ;[20/05/2021 10:41:36] (sec+0043+0003);173393;92.6065;12417.9;2.06535;-0.0931641
house 2 ;[20/05/2021 10:57:09] (sec+0042+0002);171016;92.1623;10713.6;0.375598;-0.0872734

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Re: [WIP] Road to Asia by TerraMaps

Post by clear F1 » May 20th, 2021, 5:16 pm

@olaf28

I would like to thank you and the people on the Terra Maps team.
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Re: [WIP] Road to Asia by TerraMaps

Post by Ronin » May 20th, 2021, 5:44 pm

Tapir wrote:
May 20th, 2021, 4:44 pm
I have the positions:

House on road ;[20/05/2021 10:41:36] (sec+0043+0003);173393;92.6065;12417.9;2.06535;-0.0931641
house 2 ;[20/05/2021 10:57:09] (sec+0042+0002);171016;92.1623;10713.6;0.375598;-0.0872734
We know about the houses :grin:
The problem is finding the map that causes this. It is not caused by Road to Asia
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Re: [WIP] Road to Asia by TerraMaps

Post by Ronin » May 20th, 2021, 5:57 pm

[WIP] Road to Asia v1.0 - Coverage Area and Load Order

Road to Asia 1.0 is released. In version 1.0, we'll bring you the Balkan Region of Turkmenistan with over 800km of new, scenic road to explore!

Road to Asia 1.0 coverage area
Image
As you can see, you can connect from Great Steppe and go from the northern part of the Balkan region to the southern part of it.

We tested the load order/mapcombo for working with the following maps:
Image
ProMods - PMME - RusMap - GreatSteppe - Red Sea Map- RoEx(free)

Other maps should not have any conflicts but have not been tested yet (but will be during beta), and with this standard load order, we used the ROEX recommended load order, however, we will publish our own ones as well on our forum upon release from Igor from Support.

Just remember, the golden rule to make everything work will be Road to Asia must go above Great Steppe for the included road connection to work.

DEF/MAP should go above ASSETS as well, but honestly, I've tested it with ASSETS above DEF/MAP and it still works no issues, but good practice is put DEF/MAP above ASSETS.

The ASSETS file will be 2GB to download, however, it will not be changed from version to version, so once you download it once, you shouldn't have to download it again unless SCS' version updates result in massive changes. We are also planning a premium download server for a quick download for the Assets file (Patreons will get this premium link for free), the normal free download will be hosted on sharemods as standard with our other maps (this applies just to the ASSETS file)

Thank you all for the support and Stay tuned!
Expand you trucksim today.


Lead Developer: Tedesco
Participating Developers: Xoryx, Tedesco, ETS2 Player and Pilot
Modelers: CrazyMango and SeveNteem
Research: NRS

And of course with the help of the whole TerraMaps Team
https://www.facebook.com/TerraMapsOfficial
https://terramaps.net/forum/


Any comments are welcome!
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Re: [WIP] Road to Asia by TerraMaps

Post by BenganJ » May 20th, 2021, 6:27 pm

Folks! Just move the 2 Road to Asia mods upwards, one map at a time, until those houses disappear.
Then the last passed map ought to be the culprit! Or am I out in the black?
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Re: [WIP] Road to Asia by TerraMaps

Post by Ronin » May 20th, 2021, 6:52 pm

BenganJ wrote:
May 20th, 2021, 6:27 pm
Folks! Just move the 2 Road to Asia mods upwards, one map at a time, until those houses disappear.
Then the last passed map ought to be the culprit! Or am I out in the black?
Good idea Bengan.
It may also crash the combo. I am not sure.

This is btw the sign that is causing the issue
Image
It is near the bridge on the left.
An other mod (maybe not even a map mod) is causing the issue.
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Re: [WIP] Road to Asia by TerraMaps

Post by Vinnie Terranova » May 20th, 2021, 7:48 pm

I'm afraid the method of BenganJ will not work in this case... I use my load order (without EAA), and as soon as you put Road to Asia above RusMap Def the game crashes to desktop. So Road to Asia must put under RusMap Def, but then there are still the buildings on the road.

Another method would be to load the complete map combo load order with Road to Asia on the original location (just above The Great Steppe), and then remove, one at a time, the map mods, starting at the top of the load order (in my case that would be Stuttgart Signs Fix, as you also have a sign problem at a bridge? What bridge btw?
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Re: [WIP] Road to Asia by TerraMaps

Post by Ronin » May 20th, 2021, 8:53 pm

Hello everyone
We are also aware of an "asset replacement" going on in Garabogaz where the Garabogaz welcome sign transforms to an admin building.

This is due to another map mod conflicting with the same name as the Garabogaz sign model, which was one of the first models (in fact I believe THE first model that was created a while ago for the map). During our tests we did not see this though, so our Support team is working really hard to uncover which mods are causing the conflict.

In the meantime, We will be working on a patch version to correct this model renaming. Assets file is not affected. However, those who have already paid for the premium link, I will resend the link free of charge once the patch is released to redownload the def/map files. We will going to try to get the patch done tonight. W already know exactly what to fix, it'll just take time to repackage both versions up which consists of carefully moving files around.
Vinnie Terranova wrote:
May 20th, 2021, 7:48 pm
I'm afraid the method of BenganJ will not work in this case... I use my load order (without EAA), and as soon as you put Road to Asia above RusMap Def the game crashes to desktop. So Road to Asia must put under RusMap Def, but then there are still the buildings on the road.

Another method would be to load the complete map combo load order with Road to Asia on the original location (just above The Great Steppe), and then remove, one at a time, the map mods, starting at the top of the load order (in my case that would be Stuttgart Signs Fix, as you also have a sign problem at a bridge? What bridge btw?
Vinne. That is what we exactly did. We still have RusMap left :grin:
The bridge is between Garabogaz and Turkmenbashi, just after the 90 degress bend and the Company(farm)
But thanks for the help.
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Re: [WIP] Road to Asia by TerraMaps

Post by BenganJ » May 20th, 2021, 9:00 pm

@olaf28

So, this is just like the Promods FLD problem where they edited the standard FLD prefabs without isolating the edit by renaming properly?
Haven't you guys learned that yet?
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