EuRoadNet 1.0 [1.38]

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Arayas
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Re: EuRoadNet 1.0 [1.38]

Post by Arayas » August 15th, 2020, 10:12 pm

When i say "your own" i was talking about someone from your team, to have full control of the first post. We did this with other maps letting the author to give us the news not me. Off course if you want to do it, it's up to "you" (team) :good2:
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The Nightgames
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Re: EuRoadNet 1.0 [1.38]

Post by The Nightgames » August 15th, 2020, 10:19 pm

Clahoz wrote:
August 15th, 2020, 10:14 pm
Pedido de carregamento para Euro RoadNet e Polônia Detalhe:
Testei alguns trabalhos, principalmente na Alemanha e Polônia, sem erros.
Com esta configuração: Ilhas da Suécia, Paris Rebuild. Turkey1A, Roex.2.7, Poland Detail, Rus Map, The Great Steep, South Rus, Road to Aral, North Map e EuroRoadNet 1.0

Loading order for Euro RoadNet and Poland Detail:
I tested some jobs, mainly in Germany and Poland, without errors.
With this configuration: Islands of Sweden, Paris Rebuild. Turkey1A, Roex.2.7, Poland Detail, Rus Map, The Great Steep, South Rus, Road to Aral, North Map and EuroRoadNet 1.0
The Paris Rebuilding will unfortunately not work because our mapper has rebuilt some things in France and in Paris
My name is The Nigtgames Map developer of EuRoadNet
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Re: EuRoadNet 1.0 [1.38]

Post by simontrucker » August 15th, 2020, 11:03 pm

Putting euronet on bottom works with Rusmap, Roex, Turkey S. Region and The Great Steppe. Looks very nice-for me will replace promods. I removed all mods of Western Europe, so not sure which of those will work.
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Re: EuRoadNet 1.0 [1.38]

Post by MG Mike » August 15th, 2020, 11:11 pm

Hi there, since we are at the very beginning we unfortunately can't give support for big map combos

But what I can say as Beta tester I tried the DLC combo as Wombat it named once and it worked for me when putting at the bottom

North map, then Euroad and then the others.

What I didn't use is the test tracks and Paris rebuild

But you can use Paris rebuild.. It will only overwrite the work from our Mapper Arik. Nothing else.

Med Map should work as well

But all information about this are unofficial so far.

And for sure Wombat will try it also 😊

Regards
MG Mike
Euroadnet-Map - Senior tester and assistant developer
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Arayas
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Re: EuRoadNet 1.0 [1.38]

Post by Arayas » August 15th, 2020, 11:15 pm

Dont worry Mike we are good on making this combinations. We will figure it out eventualy. Just be sure to keep the map updated (now that is released) and we dont have to put our profiles on hold for weeks/months like people do for...other maps. :laugh1:
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Re: EuRoadNet 1.0 [1.38]

Post by BenganJ » August 15th, 2020, 11:15 pm

@MG Mike

As Arayas said earlier, if you would like to have an own topic here it is just to
create one. But it also means that you should keep it maintained. It's all up to
you!
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psychoszoku
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Re: EuRoadNet 1.0 [1.38]

Post by psychoszoku » August 15th, 2020, 11:25 pm

Arayas wrote:
August 15th, 2020, 11:15 pm
like people do for...other maps. :laugh1:
I see :to_keep_order: :blum3:

Oh, there is Wilhelmshaven, I will surely try that map!
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Re: EuRoadNet 1.0 [1.38]

Post by PerrydPelle » August 15th, 2020, 11:59 pm

I said it already on Discord but I’ll say it here again, awesome map! I love the areas it now has, I especially love Bratislava, which has never seen a rebuild before! Can’t wait to see the future of this map! :ok:
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Topolino
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Re: EuRoadNet 1.0 [1.38]

Post by Topolino » August 16th, 2020, 12:03 am

@psychoszoku: Yes, Wilhelmshaven-Langewerth, to be precisely, which has been built by me. Do you come from that area?

Ok, I think I will create a topic for our map.

@Arayas: We only use a few single prefabs by FLD, but not all. So our mod should not be loaded at the top because our "small" prefabs.fld.sii file with just a few entries would then overwrite the prefabs.fld.sii with all entries, and thus the game won't find prefabs on other maps. So putting it at the bottom should be best.
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Re: EuRoadNet 1.0 [1.38]

Post by BenganJ » August 16th, 2020, 12:07 am

@Topolino

Welcome!
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