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[Tutorial] Map laden und speichern

Antworten im Thema: 83 » Der letzte Beitrag (25. Februar 2013, 18:19) ist von pa502011.

Lieber Besucher, herzlich willkommen bei: Trucksimulator24 - Die freundliche Trucksimulator Community rund um den Euro Truck Simulator 2, Euro Trucksimulator, German Truck Simulator, 18 Wheels of Steel Reihe, Extreme Trucker und den ZModeler.. Falls dies Ihr erster Besuch auf dieser Seite ist, lesen Sie sich bitte die Hilfe durch. Dort wird Ihnen die Bedienung dieser Seite näher erläutert. Darüber hinaus sollten Sie sich registrieren, um alle Funktionen dieser Seite nutzen zu können. Benutzen Sie das Registrierungsformular, um sich zu registrieren oder informieren Sie sich ausführlich über den Registrierungsvorgang. Falls Sie sich bereits zu einem früheren Zeitpunkt registriert haben, können Sie sich hier anmelden.

fsimon

Legende

  • »fsimon« ist männlich
  • »fsimon« ist ein verifizierter Benutzer

Beiträge: 660

Wohnort: Gettorf (bei Kiel)

Danksagungen: 82

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21

Montag, 1. August 2011, 10:19

Dann liegt es vielleicht an der config.cfg.
Sehe Du hast dort flyspeed 200.
Evtl. die config.cfg mal löschen, dann Spiel ganz normal starten, dann Spiel beenden.
Die config.cfg sollte nun vom Spiel neu erstellt worden sein.
Wieder die Werte per Hand setzen, also
uset g_console "1"
uset g_trackir "1"
uset g_developer "1"

nochmal probieren.

KingScania

King of the Road

  • »KingScania« ist männlich
  • »KingScania« ist ein verifizierter Benutzer

Beiträge: 1 023

Wohnort: Laupheim

OS: Windows 10

Game: Euro Truck Simulator 2

Danksagungen: 3301

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22

Montag, 1. August 2011, 10:32

Habs gemacht und mit "edit" und "edit germany" probiert, mit beidem dasslebe Ergebnis.

Spoiler Spoiler

******** : log created on : Monday August 01 2011 @ 10:30:13
10:30:13 : [sys] running on x86 / Windows 7 (version 6.1) /
10:30:13 : [sys] DirectX version : 4.09.00.0904
10:30:13 : [cpu] AuthenticAMD [AMD Athlon(tm) II Dual-Core M320] at ~2094MHz.
10:30:13 : [cpu] Features utilized: fpu cmov mmx mmxext 3dnow 3dnowext sse sse2.
10:30:13 : [sys] using QPC / unknown timer (thread affinity: 1), frequency 2045615Hz
10:30:13 : [mem] physical memory detected (4190412K/2202916K)
10:30:13 : [mem] virtual memory detected (2097024K/2015556K)
10:30:13 : [mem] Trying to allocate memory pool (819200K)
10:30:14 : [zipfs] base.scs: mounted ok, 13054 entries [0x3677e796]
10:30:14 : [ufs] registered symlink from /custom_build/de_de to /
10:30:14 : [zipfs] <mem-addr-file>: mounted ok, 9 entries [0x321860e7]
10:30:14 : [ufs] Home directory: 'C:/Users/KingManu/Documents/German Truck Simulator'.
10:30:14 : Mounting extra package: C:/Users/KingManu/Documents/German Truck Simulator/mod/Material.scs
10:30:14 : [zipfs] Material.scs: mounted ok, 3 entries [0x733ad53b]
10:30:14 : exec /home/config.cfg
10:30:14 : [sys] Executing /home/config.cfg ...
10:30:14 : uset g_minicon "0"
10:30:14 : uset g_console "1"
10:30:14 : uset g_trackir "1"
10:30:14 : uset g_developer "1"
10:30:14 : uset g_cargo_sort "0"
10:30:14 : uset g_save_idx "1"
10:30:14 : uset g_mouse_control "0"
10:30:14 : uset g_steering_func_param "0.0"
10:30:14 : uset g_joy_axis_brake_dz "0.0"
10:30:14 : uset g_joy_axis_brake "7"
10:30:14 : uset g_joy_ff_gain "1.0"
10:30:14 : uset g_joy_axis_throttle_dz "0.0"
10:30:14 : uset g_joy_axis_throttle "7"
10:30:14 : uset g_joy_axis_ff "0"
10:30:14 : uset g_joy_axis_combine "0"
10:30:14 : uset g_joy_axis_steer_sens "0.6"
10:30:14 : uset g_joy_axis_steer_dz "0.0"
10:30:14 : uset g_joy_axis_steer "7"
10:30:14 : uset g_tutorial "1"
10:30:14 : uset g_mirrors "1"
10:30:14 : uset g_fatigue "1"
10:30:14 : uset g_police "1"
10:30:14 : uset g_subtitles "0"
10:30:14 : uset g_clock_24 "1"
10:30:14 : uset g_quality "1"
10:30:14 : uset g_reflection "0"
10:30:14 : uset g_mph "0"
10:30:14 : uset g_atrans "1"
10:30:14 : uset g_flyspeed "100.0"
10:30:14 : uset g_lang "de_de"
10:30:14 : uset g_colbox "0"
10:30:14 : uset r_gamma "1.0"
10:30:14 : uset r_path "5"
10:30:14 : uset r_msaa "4"
10:30:14 : uset r_fullscreen "0"
10:30:14 : uset r_mode "800x600x32x0"
10:30:14 : uset r_device "gl"
10:30:14 : uset r_driver "gl"
10:30:14 : uset g_detail_veg "2"
10:30:14 : uset g_texture_usage_stats "0"
10:30:14 : uset g_fps "0"
10:30:14 : uset g_stream_exts ".ogg;.mp3"
10:30:14 : uset ds8_mix_channels "2"
10:30:14 : uset ds8_mix_depth "16"
10:30:14 : uset ds8_mix_rate "44100"
10:30:14 : uset ds8_reverse_stereo "0"
10:30:14 : uset s_acceleration "0"
10:30:14 : uset s_mix_channels "2"
10:30:14 : uset s_mix_depth "16"
10:30:14 : uset s_mix_rate "44100"
10:30:14 : uset s_sfx_enabled "1"
10:30:14 : uset s_music_enabled "1"
10:30:14 : uset s_sfx_volume "1.0"
10:30:14 : uset s_music_volume "0.8"
10:30:14 : uset s_reverse_stereo "0"
10:30:14 : uset s_device "ds8"
10:30:14 : uset r_vsync "1"
10:30:14 : uset r_quirks "0"
10:30:14 : uset r_anisotropy_factor "0.2"
10:30:14 : uset r_texture_detail "0"
10:30:14 : uset i_force_gain "1.0"
10:30:14 : uset i_feedback "1"
10:30:14 : uset i_joystick2 "-1"
10:30:14 : uset i_joystick1 "-1"
10:30:14 : uset i_deadzone "0.0"
10:30:14 : uset i_device "di8"
10:30:14 : uset m_invert "0"
10:30:14 : uset m_sensitivity "0.33"
10:30:14 : uset m_filter "0"
10:30:14 : uset g_view_dist "1.0"
10:30:14 : German Truck Simulator init ver.1.32 (rev. 27280)
10:30:14 : [gl] ICD OpenGL driver detected.
10:30:14 : [gl] driver: ATI Mobility Radeon HD 4500/5100 Series
10:30:14 : [gl] vendor: ATI Technologies Inc.
10:30:14 : [gl] version: 3.3.10834 Compatibility Profile Context
10:30:14 : [gl] GL extensions: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_vertex_shader_tessellator GL_ARB_ES2_compatibility GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
10:30:14 : [gl] GL_max_texture_size: 8192
10:30:14 : [gl] taking advantage of 'GL_multitexture'
10:30:14 : [gl] Sampler count: 8
10:30:14 : [gl] taking advantage of 'GL_ARB_fragment_program'
10:30:14 : [gl] taking advantage of 'GL_texture_mirrored_repeat'
10:30:14 : [gl] taking advantage of 'GL_texture_border_clamp'
10:30:14 : [gl] taking advantage of 'GL_texture_compression'
10:30:14 : [gl] taking advantage of 'GL_EXT_texture_compression_s3tc'
10:30:14 : [gl] taking advantage of 'GL_texture_cube_map'
10:30:14 : [gl] taking advantage of 'GL_texture_env_crossbar'
10:30:14 : [gl] taking advantage of 'GL_texture_env_combine'
10:30:14 : [gl] taking advantage of 'GL_texture_rectangle'
10:30:14 : [gl] taking advantage of 'GL_transpose_matrix'
10:30:14 : [gl] taking advantage of 'GL_vertex_buffer_object'
10:30:14 : [gl] taking advantage of 'GL_ARB_vertex_program'
10:30:14 : [gl] Vertex attribute count: 29
10:30:14 : [gl] The attribute count limit clamped down to 16 from 29.
10:30:14 : [gl] taking advantage of 'GL_shader_objects'
10:30:14 : [gl] taking advantage of 'GL_vertex_shader'
10:30:14 : [gl] taking advantage of 'GL_fragment_shader'
10:30:14 : [gl] taking advantage of 'GL_ATI_fragment_shader'
10:30:14 : [gl] taking advantage of 'GL_draw_buffers'
10:30:14 : [gl] taking advantage of 'GL_ATI_texture_env_combine3'
10:30:14 : [gl] taking advantage of 'GL_blend_color'
10:30:14 : [gl] taking advantage of 'GL_EXT_compiled_vertex_array'
10:30:14 : [gl] taking advantage of 'GL_draw_range_elements'
10:30:14 : [gl] taking advantage of 'GL_rescale_normal'
10:30:14 : [gl] taking advantage of 'GL_secondary_color'
10:30:14 : [gl] taking advantage of 'GL_separate_spcular_color'
10:30:14 : [gl] taking advantage of 'GL_texture3D'
10:30:14 : [gl] taking advantage of 'GL_texture_edge_clamp'
10:30:14 : [gl] taking advantage of 'GL_texture_env_add'
10:30:14 : [gl] taking advantage of 'GL_EXT_texture_filter_anisotropic'
10:30:14 : [gl] Max anisotropy factor: 16
10:30:14 : [gl] taking advantage of 'GL_generate_mipmap'
10:30:14 : [gl] taking advantage of 'GL_framebuffer_object'
10:30:14 : [gl] taking advantage of 'WGL_ARB_extensions_string'
10:30:14 : [gl] WGL extensions: WGL_ARB_extensions_string WGL_ARB_pixel_format WGL_ATI_pixel_format_float WGL_ARB_pixel_format_float WGL_ARB_multisample WGL_EXT_swap_control WGL_ARB_pbuffer WGL_ARB_render_texture WGL_ARB_make_current_read WGL_EXT_extensions_string WGL_ARB_buffer_region WGL_EXT_framebuffer_sRGB WGL_ATI_render_texture_rectangle WGL_EXT_pixel_format_packed_float WGL_I3D_genlock WGL_NV_swap_group WGL_ARB_create_context WGL_AMD_gpu_association WGL_AMDX_gpu_association WGL_ARB_create_context_profile WGL_NV_float_buffer
10:30:14 : [gl] taking advantage of 'WGL_EXT_swap_control'
10:30:14 : [gl] taking advantage of 'WGL_ARB_pixel_format'
10:30:14 : [gl] taking advantage of 'GL_ARB_multisample'
10:30:14 : [gl] Detected support for 4x anti-aliasing.
10:30:14 : [gl] Detected support for 2x anti-aliasing.
10:30:14 : [gl] Detected support for 1x anti-aliasing.
10:30:14 : Rendering path available: GL1X
10:30:14 : Rendering path available: ARB1
10:30:14 : Rendering path available: R2XX
10:30:14 : Rendering path available: ARB2
10:30:14 : Rendering path available: GL2X
10:30:14 : [dx9] Direct3D9Ex detected.
10:30:14 : [dx9] Number of adapters found: 1
10:30:14 : [dx9] Adapter #0: ATI Mobility Radeon HD 4500/5100 Series (aticfx32.dll) [driver version: 8.17.10.1083]
10:30:14 : Rendering path available: SM2X
10:30:14 : Rendering path available: SM3X
10:30:14 : [gl] SetPixelFormat: OK (14, color 32 bits, depth 24 bits).
10:30:15 : [gl] wglCreateContext: OK
10:30:15 : [gl] OpenGL framebuffer context init OK
10:30:15 : [gfx] Created drawable (/procedural/truck0.tobj)
10:30:15 : [gfx] Created drawable (/procedural/truck1.tobj)
10:30:15 : [gfx] Created drawable (/procedural/truck2.tobj)
10:30:15 : [gfx] Created drawable (/procedural/truck3.tobj)
10:30:15 : [gfx] Created drawable (/procedural/truck4.tobj)
10:30:15 : [gfx] Created drawable (/procedural/truck5.tobj)
10:30:15 : [gfx] Created drawable (/procedural/truck6.tobj)
10:30:15 : [gfx] Created drawable (/procedural/truck7.tobj)
10:30:15 : [gfx] Created drawable (/procedural/truck8.tobj)
10:30:15 : [gfx] Created drawable (/procedural/truck9.tobj)
10:30:15 : [gfx] Created drawable (/procedural/dashboard.tobj)
10:30:15 : [gfx] Created drawable (/procedural/close_mirror.tobj)
10:30:15 : [gfx] Created drawable (/procedural/far_mirror.tobj)
10:30:15 : [gfx] Created drawable (/procedural/vehicle_env.tobj)
10:30:15 : [gfx] Created drawable (/procedural/generic_env.tobj)
10:30:15 : [gfx] Created drawable (/procedural/water_env.tobj)
10:30:15 : [gfx] Created drawable (/procedural/ocean_env.tobj)
10:30:15 : Setting UI reference mode to: 1152x864...
10:30:15 : [snd] select device (ds8)
10:30:15 : [ds8] Available device : Primärer Soundtreiber ().
10:30:15 : [ds8] Available device : Lautsprecher und Doppelkopfhörer (IDT High Definition Audio CODEC) ({0.0.0.00000000}.{62fb92c1-b53d-41d0-92bd-ca8d50c4bbe8}).
10:30:15 : [ds8] Available device : Unabhängige Doppelkopfhörer (IDT High Definition Audio CODEC) ({0.0.0.00000000}.{06005652-7237-4280-aa98-36a43c2429c1}).
10:30:15 : [ds8] Available device : SPDIF (Digitaler Ausgang über Kopfhöreranschluss) (IDT High Definition Audio CODEC) ({0.0.0.00000000}.{9de97587-dbe6-4c89-9bae-90875a809b5f}).
10:30:15 : [ds8] Initialization OK.
10:30:15 : g_ui_recache
10:30:15 : exit
10:30:17 : [Ode] Starting physics server: Open Dynamics Engine (svn revision 1119)
10:30:17 : Loading city data ....
10:30:17 : Loading cargo descriptions ....
10:30:23 : game
10:30:23 : [Ode] Starting physics server: Open Dynamics Engine (svn revision 1119)
10:30:25 : Loading resource server data ....
10:30:25 : Loading road data ....
10:30:25 : Loading terrain data ....
10:30:25 : Loading railing data ....
10:30:25 : Loading building data ....
10:30:25 : Loading model data ....
10:30:25 : Loading prefab data ....
10:30:25 : Loading sign data ....
10:30:25 : Loading traffic lights data ....
10:30:25 : Loading vegetation data ....
10:30:25 : Loading hinges data ....
10:30:25 : Loading stamp data ....
10:30:25 : Loading movers data ....
10:30:25 : Loading animated models ....
10:30:25 : Loading sound item data ....
10:30:25 : Loading live stream data ....
10:30:25 : Loading cargo data ....
10:30:25 : Loading company data ....
10:30:25 : Loading city data ....
10:30:25 : Loading cargo descriptions ....
10:30:25 : Map '/map/germany.mbd' loading started ....
10:30:25 : Map successfully loaded ....
10:30:26 : Starting the campaign ...
10:30:37 : ui t console:system_02
10:30:38 : edit
10:30:39 : [Ode] Starting physics server: Open Dynamics Engine (svn revision 1119)
10:30:39 : Loading resource server data ....
10:30:39 : Loading road data ....
10:30:39 : Loading terrain data ....
10:30:39 : Loading railing data ....
10:30:39 : Loading building data ....
10:30:39 : Loading model data ....
10:30:39 : Loading prefab data ....
10:30:39 : Loading sign data ....
10:30:39 : Loading traffic lights data ....
10:30:39 : Loading vegetation data ....
10:30:39 : Loading hinges data ....
10:30:39 : Loading stamp data ....
10:30:39 : Loading movers data ....
10:30:39 : Loading animated models ....
10:30:39 : Loading sound item data ....
10:30:39 : Loading live stream data ....
10:30:39 : Loading cargo data ....
10:30:39 : Loading company data ....
10:30:39 : Loading city data ....
10:30:39 : Loading cargo descriptions ....

MfG KingScania :)


norderstedtalex

unregistriert

23

Samstag, 20. August 2011, 23:41

hallo zusammen,
bis jetzt ging wie im Tut beschrieben alles soweit, nur wenn ich dann auf den Map Ordner rechtsklicke und dann speichern möchte sagt WinRar mir " konnte Zip Datei nicht erstellen. Was mir noch aufgefallen ist, das ich meine Map zwar im Mapordner drin ist ich sie aber nicht laden kann b.z.w das Bild dann leer bleibt wenn ich die Map laden will und wenn ich auf "rum map gehe hängt sich Das Spiel auf, hoffe das ihr mir helfen könnt

LG
Alex

GPunkt™

TS24 - Freund

  • »GPunkt™« ist ein verifizierter Benutzer
  • »GPunkt™« ist der Autor dieses Themas

Beiträge: 4 384

Danksagungen: 15475

  • Nachricht senden

24

Sonntag, 21. August 2011, 09:27

Führst Du WinRAR auch mit Admintsratorenrechten aus. Und zum Rest kann man ohne Log nicht viel sagen. Also poste bitte die komplette Log im Spoiler. Die Anleitung dazu findest Du in meiner Signatur.
Gruß

norderstedtalex

unregistriert

25

Sonntag, 21. August 2011, 12:50

Spoiler Spoiler

******** : log created on : Sunday August 21 2011 @ 12:43:08
12:43:08 : [sys] running on x86 / Windows 7 (version 6.1) / Service Pack 1
12:43:08 : [sys] DirectX version : 4.09.00.0904
12:43:08 : [cpu] GenuineIntel [ Intel(R) Core(TM) i7-2600 CPU @ 3.40GHz] at ~3392MHz.
12:43:08 : [cpu] Features utilized: fpu cmov mmx sse sse2.
12:43:08 : [sys] using QPC / unknown timer (thread affinity: 4), frequency 3312832Hz
12:43:08 : [mem] physical memory detected (4194303K/3210356K)
12:43:08 : [mem] virtual memory detected (2097024K/2020440K)
12:43:08 : [mem] Trying to allocate memory pool (819200K)
12:43:09 : [zipfs] base.scs: mounted ok, 13054 entries [0x3677e796]
12:43:09 : [ufs] registered symlink from /custom_build/de_de to /
12:43:09 : [zipfs] <mem-addr-file>: mounted ok, 9 entries [0x321860e7]
12:43:09 : [ufs] Home directory: 'C:/Users/Norderstedtalex/Documents/German Truck Simulator'.
12:43:09 : exec /home/config.cfg
12:43:09 : [sys] Executing /home/config.cfg ...
12:43:09 : uset g_minicon "0"
12:43:09 : uset g_console "1"
12:43:09 : uset g_trackir "1"
12:43:09 : uset g_developer "1"
12:43:09 : uset g_cargo_sort "0"
12:43:09 : uset g_save_idx "1"
12:43:09 : uset g_mouse_control "0"
12:43:09 : uset g_steering_func_param "0.0"
12:43:09 : uset g_joy_axis_brake_dz "0.0"
12:43:09 : uset g_joy_axis_brake "7"
12:43:09 : uset g_joy_ff_gain "1.0"
12:43:09 : uset g_joy_axis_throttle_dz "0.0"
12:43:09 : uset g_joy_axis_throttle "7"
12:43:09 : uset g_joy_axis_ff "0"
12:43:09 : uset g_joy_axis_combine "0"
12:43:09 : uset g_joy_axis_steer_sens "0.6"
12:43:09 : uset g_joy_axis_steer_dz "0.0"
12:43:09 : uset g_joy_axis_steer "7"
12:43:09 : uset g_tutorial "1"
12:43:09 : uset g_mirrors "1"
12:43:09 : uset g_fatigue "0"
12:43:09 : uset g_police "1"
12:43:09 : uset g_subtitles "0"
12:43:09 : uset g_clock_24 "1"
12:43:09 : uset g_quality "1"
12:43:09 : uset g_reflection "0"
12:43:09 : uset g_mph "0"
12:43:09 : uset g_atrans "1"
12:43:09 : uset g_flyspeed "100.0"
12:43:09 : uset g_lang "de_de"
12:43:09 : uset g_colbox "0"
12:43:09 : uset r_gamma "1.0"
12:43:09 : uset r_path "5"
12:43:09 : uset r_msaa "4"
12:43:09 : uset r_fullscreen "0"
12:43:09 : uset r_mode "1024x768x32x0"
12:43:09 : uset r_device "gl"
12:43:09 : uset r_driver "gl"
12:43:09 : uset g_detail_veg "2"
12:43:09 : uset g_texture_usage_stats "0"
12:43:09 : uset g_fps "0"
12:43:09 : uset g_stream_exts ".ogg;.mp3"
12:43:09 : uset ds8_mix_channels "2"
12:43:09 : uset ds8_mix_depth "16"
12:43:09 : uset ds8_mix_rate "44100"
12:43:09 : uset ds8_reverse_stereo "0"
12:43:09 : uset s_acceleration "0"
12:43:09 : uset s_mix_channels "2"
12:43:09 : uset s_mix_depth "16"
12:43:09 : uset s_mix_rate "44100"
12:43:09 : uset s_sfx_enabled "1"
12:43:09 : uset s_music_enabled "1"
12:43:09 : uset s_sfx_volume "1.0"
12:43:09 : uset s_music_volume "0.8"
12:43:09 : uset s_reverse_stereo "0"
12:43:09 : uset s_device "ds8"
12:43:09 : uset r_vsync "1"
12:43:09 : uset r_quirks "0"
12:43:09 : uset r_anisotropy_factor "0.2"
12:43:09 : uset r_texture_detail "0"
12:43:09 : uset i_force_gain "1.0"
12:43:09 : uset i_feedback "1"
12:43:09 : uset i_joystick2 "-1"
12:43:09 : uset i_joystick1 "-1"
12:43:09 : uset i_deadzone "0.0"
12:43:09 : uset i_device "di8"
12:43:09 : uset m_invert "0"
12:43:09 : uset m_sensitivity "0.33"
12:43:09 : uset m_filter "0"
12:43:09 : uset g_view_dist "1.0"
12:43:09 : German Truck Simulator init ver.1.32 (rev. 27280)
12:43:09 : [gl] ICD OpenGL driver detected.
12:43:09 : [gl] driver: GeForce GT 530/PCI/SSE2
12:43:09 : [gl] vendor: NVIDIA Corporation
12:43:09 : [gl] version: 4.1.0
12:43:09 : [gl] GL extensions: GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_subroutine GL_ARB_shading_language_100 GL_ARB_shading_language_include GL_ARB_shadow GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
12:43:09 : [gl] GL_max_texture_size: 16384
12:43:09 : [gl] taking advantage of 'GL_multitexture'
12:43:09 : [gl] Sampler count: 4
12:43:09 : [gl] taking advantage of 'GL_ARB_fragment_program'
12:43:09 : [gl] taking advantage of 'GL_texture_mirrored_repeat'
12:43:09 : [gl] taking advantage of 'GL_texture_border_clamp'
12:43:09 : [gl] taking advantage of 'GL_texture_compression'
12:43:09 : [gl] taking advantage of 'GL_EXT_texture_compression_s3tc'
12:43:09 : [gl] taking advantage of 'GL_texture_cube_map'
12:43:09 : [gl] taking advantage of 'GL_texture_env_crossbar'
12:43:09 : [gl] taking advantage of 'GL_texture_env_combine'
12:43:09 : [gl] taking advantage of 'GL_texture_rectangle'
12:43:09 : [gl] taking advantage of 'GL_transpose_matrix'
12:43:09 : [gl] taking advantage of 'GL_vertex_buffer_object'
12:43:09 : [gl] taking advantage of 'GL_ARB_vertex_program'
12:43:09 : [gl] Vertex attribute count: 16
12:43:09 : [gl] taking advantage of 'GL_shader_objects'
12:43:09 : [gl] taking advantage of 'GL_vertex_shader'
12:43:09 : [gl] taking advantage of 'GL_fragment_shader'
12:43:09 : [gl] taking advantage of 'GL_draw_buffers'
12:43:09 : [gl] taking advantage of 'GL_blend_color'
12:43:09 : [gl] taking advantage of 'GL_EXT_compiled_vertex_array'
12:43:09 : [gl] taking advantage of 'GL_draw_range_elements'
12:43:09 : [gl] taking advantage of 'GL_rescale_normal'
12:43:09 : [gl] taking advantage of 'GL_secondary_color'
12:43:09 : [gl] taking advantage of 'GL_separate_spcular_color'
12:43:09 : [gl] taking advantage of 'GL_texture3D'
12:43:09 : [gl] taking advantage of 'GL_texture_edge_clamp'
12:43:09 : [gl] taking advantage of 'GL_texture_env_add'
12:43:09 : [gl] taking advantage of 'GL_EXT_texture_filter_anisotropic'
12:43:09 : [gl] Max anisotropy factor: 16
12:43:09 : [gl] taking advantage of 'GL_NV_register_combiners'
12:43:09 : [gl] taking advantage of 'GL_NV_register_combiners2'
12:43:09 : [gl] taking advantage of 'GL_NV_texture_env_combine4'
12:43:09 : [gl] taking advantage of 'GL_NV_texture_shader'
12:43:09 : [gl] taking advantage of 'GL_NV_texture_shader2'
12:43:09 : [gl] taking advantage of 'GL_NV_texture_shader3'
12:43:09 : [gl] taking advantage of 'GL_NV_fragment_program'
12:43:09 : [gl] taking advantage of 'GL_NV_fragment_program_option'
12:43:09 : [gl] taking advantage of 'GL_NV_fragment_program2'
12:43:09 : [gl] taking advantage of 'GL_NV_vertex_program2'
12:43:09 : [gl] taking advantage of 'GL_NV_vertex_program2_option'
12:43:09 : [gl] taking advantage of 'GL_NV_vertex_program3'
12:43:09 : [gl] taking advantage of 'GL_generate_mipmap'
12:43:09 : [gl] taking advantage of 'GL_framebuffer_object'
12:43:09 : [gl] taking advantage of 'WGL_ARB_extensions_string'
12:43:09 : [gl] WGL extensions: WGL_ARB_buffer_region WGL_ARB_create_context WGL_ARB_create_context_profile WGL_ARB_create_context_robustness WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_format_float WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_create_context_es2_profile WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_NVX_DX_interop WGL_NV_DX_interop WGL_NV_float_buffer WGL_NV_multisample_coverage WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle
12:43:09 : [gl] taking advantage of 'WGL_EXT_swap_control'
12:43:09 : [gl] taking advantage of 'WGL_ARB_pixel_format'
12:43:09 : [gl] taking advantage of 'GL_ARB_multisample'
12:43:09 : [gl] Detected support for 16x anti-aliasing.
12:43:09 : [gl] Detected support for 8x anti-aliasing.
12:43:09 : [gl] Detected support for 4x anti-aliasing.
12:43:09 : [gl] Detected support for 2x anti-aliasing.
12:43:09 : [gl-quirk] Enabling workaround for alpha-testing overoptimization.
12:43:09 : Rendering path available: GL1X
12:43:09 : Rendering path available: ARB1
12:43:09 : Rendering path available: NV1X
12:43:09 : Rendering path available: NV2X
12:43:09 : Rendering path available: NV3X
12:43:09 : Rendering path available: NV4X
12:43:09 : Rendering path available: ARB2
12:43:09 : Rendering path available: GL2X
12:43:09 : [dx9] Direct3D9Ex detected.
12:43:09 : [dx9] Number of adapters found: 1
12:43:09 : [dx9] Adapter #0: NVIDIA GeForce GT 530 (nvd3dum.dll) [driver version: 8.17.12.6829]
12:43:09 : Rendering path available: SM2X
12:43:09 : Rendering path available: SM3X
12:43:09 : [gl] SetPixelFormat: OK (31, color 32 bits, depth 24 bits).
12:43:09 : [gl] wglCreateContext: OK
12:43:09 : [gl] OpenGL framebuffer context init OK
12:43:09 : [gfx] Created drawable (/procedural/truck0.tobj)
12:43:09 : [gfx] Created drawable (/procedural/truck1.tobj)
12:43:09 : [gfx] Created drawable (/procedural/truck2.tobj)
12:43:09 : [gfx] Created drawable (/procedural/truck3.tobj)
12:43:09 : [gfx] Created drawable (/procedural/truck4.tobj)
12:43:09 : [gfx] Created drawable (/procedural/truck5.tobj)
12:43:09 : [gfx] Created drawable (/procedural/truck6.tobj)
12:43:09 : [gfx] Created drawable (/procedural/truck7.tobj)
12:43:09 : [gfx] Created drawable (/procedural/truck8.tobj)
12:43:09 : [gfx] Created drawable (/procedural/truck9.tobj)
12:43:09 : [gfx] Created drawable (/procedural/dashboard.tobj)
12:43:09 : [gfx] Created drawable (/procedural/close_mirror.tobj)
12:43:09 : [gfx] Created drawable (/procedural/far_mirror.tobj)
12:43:09 : [gfx] Created drawable (/procedural/vehicle_env.tobj)
12:43:09 : [gfx] Created drawable (/procedural/generic_env.tobj)
12:43:09 : [gfx] Created drawable (/procedural/water_env.tobj)
12:43:09 : [gfx] Created drawable (/procedural/ocean_env.tobj)
12:43:09 : Setting UI reference mode to: 1152x864...
12:43:09 : [snd] select device (ds8)
12:43:09 : [ds8] Available device : Primärer Soundtreiber ().
12:43:09 : [ds8] Available device : Speakers (Realtek High Definition Audio) ({0.0.0.00000000}.{5d5fa948-d4e8-4fc9-a5f0-81d746863a2b}).
12:43:09 : [ds8] Available device : Philips 234EL-3 (NVIDIA High Definition Audio) ({0.0.0.00000000}.{930bb973-3ec2-46bc-bbdd-cc121f1c13ca}).
12:43:09 : [ds8] Available device : Realtek Digital Output (Realtek High Definition Audio) ({0.0.0.00000000}.{9d3294a4-dcc2-407d-842c-e982e48432b8}).
12:43:09 : [ds8] Initialization OK.
12:43:09 : [di8] Joystick/GamePad/Wheel device: \bP880
12:43:09 : [di8] Error disabling joystick autocenter (error code: 0x80004001).
12:43:09 : g_ui_recache
12:43:09 : exit
12:43:11 : ui t console:system_02
12:43:13 : [Ode] Starting physics server: Open Dynamics Engine (svn revision 1119)
12:43:13 : Loading city data ....
12:43:13 : Loading cargo descriptions ....
12:43:14 : edit
12:43:14 : [Ode] Starting physics server: Open Dynamics Engine (svn revision 1119)
12:43:14 : Loading resource server data ....
12:43:14 : Loading road data ....
12:43:14 : Loading terrain data ....
12:43:14 : Loading railing data ....
12:43:14 : Loading building data ....
12:43:14 : Loading model data ....
12:43:14 : Loading prefab data ....
12:43:14 : Loading sign data ....
12:43:14 : Loading traffic lights data ....
12:43:14 : Loading vegetation data ....
12:43:14 : Loading hinges data ....
12:43:14 : Loading stamp data ....
12:43:14 : Loading movers data ....
12:43:14 : Loading animated models ....
12:43:14 : Loading sound item data ....
12:43:14 : Loading live stream data ....
12:43:14 : Loading cargo data ....
12:43:14 : Loading company data ....
12:43:14 : Loading city data ....
12:43:14 : Loading cargo descriptions ....
12:43:14 : [fs] Unable to open file for reading. (/material/editor/germany.dds)
12:43:14 : [dds] Can not load '/material/editor/germany.dds'
12:43:20 : mm_flush
12:43:20 : [fs] Unable to open file for reading. (/map/anfang.mbd)
12:43:20 : Error loading map /map/anfang.mbd
12:43:28 : mm_flush
12:43:28 : [fs] Unable to open file for reading. (/map/anfang.mbd)
12:43:28 : Error loading map /map/anfang.mbd
12:43:32 : quit
12:43:32 : [gfx] Destroying drawable (/procedural/truck0.tobj)
12:43:32 : [gfx] Destroying drawable (/procedural/truck1.tobj)
12:43:32 : [gfx] Destroying drawable (/procedural/truck2.tobj)
12:43:32 : [gfx] Destroying drawable (/procedural/truck3.tobj)
12:43:32 : [gfx] Destroying drawable (/procedural/truck4.tobj)
12:43:32 : [gfx] Destroying drawable (/procedural/truck5.tobj)
12:43:32 : [gfx] Destroying drawable (/procedural/truck6.tobj)
12:43:32 : [gfx] Destroying drawable (/procedural/truck7.tobj)
12:43:32 : [gfx] Destroying drawable (/procedural/truck8.tobj)
12:43:32 : [gfx] Destroying drawable (/procedural/truck9.tobj)
12:43:32 : [gfx] Destroying drawable (/procedural/dashboard.tobj)
12:43:32 : [gfx] Destroying drawable (/procedural/close_mirror.tobj)
12:43:32 : [gfx] Destroying drawable (/procedural/far_mirror.tobj)
12:43:32 : [gfx] Destroying drawable (/procedural/water_env.tobj)
12:43:32 : [gfx] Destroying drawable (/procedural/ocean_env.tobj)
12:43:32 : [gfx] Destroying drawable (/procedural/generic_env.tobj)
12:43:32 : [gfx] Destroying drawable (/procedural/vehicle_env.tobj)
12:43:32 : [gl] Context shutdown
12:43:32 : [sys] process shutdown

oder kann es daran liegen das ich eine komplett neue Map machen will und nicht die originale ändern möchte, weil das ist mir aufgefallen, selbst wenn ich die ändere und dann speicher und fahren möchte ist nichts von meiner änderung zu sehen
LG
Alex

GPunkt™

TS24 - Freund

  • »GPunkt™« ist ein verifizierter Benutzer
  • »GPunkt™« ist der Autor dieses Themas

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26

Sonntag, 21. August 2011, 12:58

Also ich habe nicht viel Ahnung vom Mappen, aber muß der Ordner nicht immer "germany.mbd" heißen?
Gruß

Steven2012

TS24 - Freund

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  • »Steven2012« ist ein verifizierter Benutzer

Beiträge: 129

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27

Sonntag, 21. August 2011, 13:04

GTS findet deine Map bzw. das Archiv im Modordner nicht. Also ist entweder beim packen was schiefgelaufen, oder du machst was anderes falsch.
Es ist am einfachsten wenn du die Mapdatei einfach germany.mbd nennst, damit wird die originale germany.mbd überschrieben. anfang.mbd geht wohl auch, aber da muss noch mehr geändert werden, also nenne sie lieber germany.mbd (im Mod-Ordner und im base/map-Ordner).
MfG, Steven

Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Steven2012« (21. August 2011, 13:32)


norderstedtalex

unregistriert

28

Sonntag, 21. August 2011, 13:56

hm,
aber der Mod Ordner ist ja leer kann es sein das ich vielleicht irgendwas vergessen habe?
Also : 1: Map basteln
2 : Map speichern unter : Programme (x86)> German Truck Simulator>base>Map. im Editor dann auf Quit Fertig
3: Spiel starten editor öffnen dann map Load und aus dem im oben beschríebenen Ordner laden.
Liegt da vielleicht der Fehler ?

ALex

Steven2012

TS24 - Freund

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  • »Steven2012« ist ein verifizierter Benutzer

Beiträge: 129

Danksagungen: 378

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29

Sonntag, 21. August 2011, 17:05

Ja du hast was vergessen. Du musst den Ordner "map" (wo du deine Map speicherst) in ein unkomprimiertes ZIP-Archiv packen und dann das Archiv in den Modordner legen. Weil dort sucht GTS nach der Map, aber findet sie nicht.
Ich habe vor längerer Zeit mal ein Tool erstellt, welches das oben beschriebene von selbst erledigt: http://comatu.de/files/2011-01/GTS-Mapcopy_1.0.1.zip
Einfach downloaden und entpacken, Anleitung liegt bei.
MfG, Steven

norderstedtalex

unregistriert

30

Sonntag, 21. August 2011, 20:13

habe es versucht, nichts klappt der Mod Ordner bleibt leer und meine eigensgebaute Map läßt sich im Editor nicht laden Karte bleibt leer.
Egal sollen andere Maps bauen ich bekomme das nicht hin, oder liegt es vielleicht daran das ich die Gold Editon von GTS habe wo UK Truck sim gleich mit instaliert wird??
B.z.w darf ich nicht win Rar verwenden ?

Verzweifelte Grüße
Alex

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