LocoMod - Savegame Tool v0.2

Discuss, get help with, or post new modifications, graphics or related tools for Locomotion in this forum.

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lobster
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Post by lobster »

the program starts normal, everything seems to work. it builds it's objcache.xml. i'm trying to open a savegame, and halfway though loading it gives this message, and it closes down. if you need files, more info, just let me know.
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Mek
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Post by Mek »

well.. if you want any chance to have this fixed, i guess i'll need that savegame...
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lobster
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Post by lobster »

it's in fact doing that with all savegames, but this one in particular:


edit: ooops, looks like the mistakes someplace else: i replaced the NoBreakdown ObjData with the original and now it works. damn! something must've gone wrong with thát. sorry Mek. :oops:
Attachments
Hrrrg.zip
It's the one i tried to load in the first place.
(462.95 KiB) Downloaded 641 times
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sgr_kaus
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Post by sgr_kaus »

Sorry for my english. :P
It doesn't work properly; It seems, at least:

1) I want to REMOVE some Objectdata from one of my savegame's to introduce others

2) When I load that savegame, the game crashes.

3) Investigating more, i found:

IN THE ORIGINAL SAVEGAME:
I use Class 42 'Warship' Mod, in companies vehicles, it appears checked with the name CL42, but in the Vehicles menu, appears UNchecked with Class 42 'Warship' name.
The savegame LOADS perfectly.

IN THE MODIFIED SAVEGAME:
It's year 1965, and I want to remove some old vehicles, I certificie that removed vehicles haven't been currently in use, like 3F Jinty, If I only remove some of them, the game LOAD perfectly the modified savegame, but, if I remove an amount of them (and aparentlly not in use and old one's) the game CRASHES...

Perhaps the problem it's directly conect with the class 42 example, perhaps, the list generated in vehicles menu, aren't connected with the correct *.dat files (notice the names' order in locomotion editor vehicle selector are not the same than locomod).

P.D.: From where locomod takes the name 'CL42' in the companies vehicles????, It isn't the file name (is Warship.dat), and using LocoTool, it doesn't appear anywhere neither

strange or not?

P.D.2: There is NOT any kind of reliability mod :D.
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Post by chevyrider »

Mek, if you don't mind i put here an extended manual for Locomod.
Many members are asking how it works exactly.
If you see any mistakes in this manual, please react, so that i can change it. :wink:

The very good Savegame Changer Locomod, works as follows.

Put your new trains in the ObjDATA folder.
Start Locomod.
Your objdata are now read in the program.
After that, the only thing that you see happening is the appearance of one line on top of your screen.
Click on file..... Open ,
Open singleplayer saved games.
Choose one.
Your save game is read.
Click on OBJDATA.
Now you can almost alter everything in your game.
Choose vehicles.
Check them, and they become available in their release year.
An other feature is that when you are in 1900, you can go to companies\vehicles and check the new train.
in this way you can even use a maglev in that year.
Altered vehicles with new stats only appear when they are renewed
Important NOTE: Don't uncheck anything, only add things, otherwise your save game will not start anymore.
Reserve BAKfile is always made.
Just close the program with the cross and start up lomo.
It always works.
You can download the source from http://eljakim.nl/~mkruisselbrink/Locom ... 0.2.tar.gz
A windows executable can be found http://eljakim.nl/~mkruisselbrink/Locom ... ocoMod.exe
Last edited by chevyrider on 13 Sep 2005 19:10, edited 1 time in total.
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WWW
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argh!

Post by WWW »

locomod.exe has encountered a problem and needs to close, we are sorry for the inconveinience....
darn! it gives me this...
AppName: locomod.exe AppVer: 0.0.0.0 ModName: locomod.exe
ModVer: 0.0.0.0 Offset: 00001f0b
Anyone able to pull something from it?
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chevyrider
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Post by chevyrider »

put it in the dustbin and download it again. :?
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WWW
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loading

Post by WWW »

yeah but same thing happens
it's loading...
oh great an error,
fully uk patched version,
:?
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chevyrider
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Post by chevyrider »

Re www:
Could it be a corrupted dat file in your Objdata folder?
Perhaps you could try to load suspicious mods in you standard scenario editor.

Remove some new mods temporarily and try it then again.
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Carpe Diem
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Post by Carpe Diem »

Sure it's a good tool but why haven't the locomotion community got together and put out something great for locomotion like the configurator was for TTD?
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d00mh4mm3r
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Post by d00mh4mm3r »

well i dont use this tool at all...
one reason, i dont know how to, 2nd reason, dont need to know.
why haven't the locomotion community got together and put out something great for locomotion
I thought this community did get together and put out a few things, ie, locowrapper, NL set, etc.
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dave61
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Post by dave61 »

Carpe Diem wrote:Sure it's a good tool but why haven't the locomotion community got together and put out something great for locomotion like the configurator was for TTD?
There are already some good tools and I expect that they will improve over time. I wonder how long after TTDX publication the configurator became available?

If I had the programming skills to do something myself I would. I don't, so instead I am trying to contribute in other ways.
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Chrill
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Post by Chrill »

I can´t start it. It says missing object data, ID: SNDA4/81..... :(
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Superchad
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Post by Superchad »

can you make a version of the save game editor that allows removal of industries, and modification of age of vehicles, to make all vehicles brand new.
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chevyrider
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Post by chevyrider »

Superchad wrote:can you make a version of the save game editor that allows removal of industries, and modification of age of vehicles, to make all vehicles brand new.
A tool that removes things like industries and vehicles thet already are in use in the game, will be inpossible.
What would the AI say when you remove there trains?
Always a system crash.
When you make a scenario your self, you can remove all industries before you're gonna play a game.
With Locomod you can drive a TGV in year 1900 if you want.

Wrapper for Locotool can change to no- breakdown and can make that they not become obsolete.
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Seelenquell
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Post by Seelenquell »

is it possible to find out what custom DATs a scenario is using?

would be good to write an scenario-packer for all the scenarios in this forum. so nobody must search the whole web for some DATs..

a scenario-installer if you like :lol:
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chevyrider
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Post by chevyrider »

Seelenquell wrote:is it possible to find out what custom DATs a scenario is using?

would be good to write an scenario-packer for all the scenarios in this forum. so nobody must search the whole web for some DATs..

a scenario-installer if you like :lol:
No, if you try to open a scenario by playing it and there are mods in it you don't have, the game crashes.

A program that automatically tries to download mods and puts in the game, would act against the rules the mod makers have made.
For respect to the makers you have to know who made the mods.

Only wise thing to do is to design scenario's 100 % purely made with the standard dat's.
Then it will work always for everybody.
The player can then choose if he wants to put in his favorite mods with Locomod or with the editor.
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hubcap
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Post by hubcap »

I have a problem when using locomod, everything works ok untill i load the saved game and it states CL31/9700000000000000 is missing. i have not added a class 31 and the original save game contains the class 31's and loads with no problems. Any help would be appreciated....

Just noticed aswell the saved SV5 file is 6,185KB but the original was 1,222KB is this normal ?
Thanks for any help.
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chevyrider
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Post by chevyrider »

It's sad to say, but even me had a problem with the cl 31.
I had problems with all three of them ( different versions).
The system kept crashing.
Finally i had to remove all the cl .....'s out of my objdata folder.
The save game was lost by that action.
Perhaps the names looked to much on each other in the xml?
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hubcap
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Post by hubcap »

K thanx Chevy, i will delete them and start again :(
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