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Digital

Project Coordinator
 TruckersMP Profile
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4301 Veteran Driver

About Digital

  • Rank
    It's okay because I've got a Jaaaaag
  • Birthday July 12

Profile Information*

  • Gender
    Male
  • Location
    Staffordshire, United Kingdom
  • Preferred Trucks
    Mercedes
    Peterbilt
    Scania
  • American Garage Location
    California: Los Angeles
  • EU Garage Location
    United Kingdom: Dover
  • Known languages
    English

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  1. It's not really possible, because SCS will want to release the update as soon as it's ready. It's not viable for them to delay it a couple of weeks for our modification (or any other).
  2. Not to worry. Back in 2017 I did just that - changing each and every element individually and documenting what is used and where. The rough guidelines I referred to were primarily created just for my own reference, so it may not make much sense to someone else. However, you can download the .zip here: (http://www.mediafire.com/file/zk2jz7xhj76dbbx/TruckersMP_UI_Sprite_Guideline.zip/file), then extract the first folder. There are two folders inside: Full UI Sprite - Contains the full ui_skin template. TruckersMP UI Sprite - Contains only the eleme
  3. You can change the font colours on the UI windows, yes, but it's not straight-forward. You would do this by modifying the ui_skin.png file. There are coloured squares in the bottom left, which each correspond to a specific UI element. I'm hoping to create a KB article around the UI system, to explain modifying it in even more detail than this topic does. That may interest you, when it's ready. I do have some rough guidelines on what each element of the ui_skin.png file does, for now, since it's not documented very well at the moment. Let me know if you are i
  4. Navigate to C:\ProgramData\TruckersMP\data - If you cannot see the ProgramData folder, you need to change your File Explorer settings. https://support.microsoft.com/en-us/windows/show-hidden-files-0320fe58-0117-fd59-6851-9b7f9840fdb2
  5. Hi, if you are still experiencing issues, please refer to Roccovax's advice, below: Thank you for your help.
  6. Unfortunately, the No Collision Zone function is reliant on what's known as 'prefabs'. These are basically locations that are reused, such as the Services, company depots, and so on. The ports you mention do not use prefabs, except for the ferry itself (which is a prefab). I presume this won't become a big issue since the player population is generally quieter compared to Duisburg/Calais. If it does, we will review the situation and look for a solution!
  7. This is a question for SCS Software! We do not develop the map DLCs. Hello, we do not intend to remove the speed limit. Hello, please refer to this KB article: https://truckersmp.com/knowledge-base/article/917
  8. This No Collision Zone in Duisburg will remain for the foreseeable future. This is not possible. We must wait until SCS Software releases the full update. Otherwise, we would be wasting time porting the multiplayer client to code that is guaranteed to change during the active development of the update. When the update is complete, we know the code is solid and we can port our multiplayer to the stable build. If we did port multiplayer during the active development, we would have to start from the beginning of the porting process when a new build is created.
  9. 1.40 is now supported on multiplayer! Please refer your comments to our new blog post: https://truckersmp.com/blog/250 // Topic locked.
  10. Greetings! Towards the end of March, version 1.40 for Euro Truck Simulator 2 and American Truck Simulator was released. Over the last four weeks, our developers have been working hard on porting our multiplayer client from version 1.39 to 1.40. After much anticipation, we are excited to announce that TruckersMP is now compatible with version 1.40! You can also view information on this update via our changelog forum topic. What does this compatibility update include? In anticipation of some popular questions, we have outlined what is included in our compatibility update, below: Euro Tru
  11. Tests are still ongoing. Critical bugs have been found - most have been resolved, but there are some minor outstanding issues. A new build for ETS2 and ATS was released by SCS Software today, which we intend to support, but has pushed back our progress very slightly. More tests will be necessary, but we are looking to be releasing 1.40 support very soon.
  12. Hello! Internal testing will begin tonight, so if it is successful, it could be out Monday/Tuesday. This is just an estimate, and the chance for setbacks in development is possible if there are critical bugs found.
  13. Yes, ProMods Canada will also be supported. This is estimated to be supported shortly after our initial 1.40 compatibility update, but if the porting process goes well, ProMods could be supported immediately. Yes, we are now aiming to support ProMods ETS2 v2.55 and ATS v1.0.1. I've updated the blog post now.
  14. It's very unlikely we won't be able to port our multiplayer modification to a new version. There will certainly always be new challenges presented in game versions, but our developers are great at analysing changes and resolving issues. In regards to hiring a full time developer, it's not as easy as you think. The requirements to become a Game Developer here are extremely complex and rare. This forum post may help to clarify more on this: https://forum.truckersmp.com/index.php?/topic/98147-138-development-update/&do=findComment&comment=946433 We'll update our
  15. Hi! Thanks for your questions. Following up from what @Owen. and @LetiFreshi have already mentioned, I'd also like to respond to your concerns. I will answer this by quoting a post by mwl4, from our 1.38 Development Update post: "I have seen something about hiring somebody full-time to do TruckersMP. So keep in mind what I wrote in previous paragraph + we need someone who knows C++ (very very good) / Assembler (good) / Reverse Engineering (very good) / Game Engines overall / Specific Systems - Gameplay & Replication deeply. Finding someone with that knowledge in
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