Released Beam Legal Racing - SLRR Inspired Hardcore Career Mod

Discussion in 'Content Creation' started by r3eckon, Aug 4, 2022.

  1. r3eckon

    r3eckon
    Expand Collapse

    Joined:
    Jun 15, 2013
    Messages:
    592
    Interesting, I always assumed it was RNG based due to how it rarely offered me the option, but what you're saying makes sense considering the game has a static list of opponents. Makes it so the opponent doesn't even want your car until they respect you lol.
     
  2. mansenilsson

    mansenilsson
    Expand Collapse

    Joined:
    Dec 12, 2016
    Messages:
    535
    Just tried this out and it is amazing! Such a huge leap in atleast what i thought was possible gameplaywise in current Beam. Such a good job, keep it up!
     
    • Like Like x 1
  3. PrestonLK

    PrestonLK
    Expand Collapse

    Joined:
    Jan 26, 2022
    Messages:
    59
    Have you by chance considered adding an off-road drag race? The dirt airstrip in Utah could work for that, although the race couldn't be very long due to the airstrip's short length and part of it needing to be braking area, but I think it could be an interesting addition.
     
  4. r3eckon

    r3eckon
    Expand Collapse

    Joined:
    Jun 15, 2013
    Messages:
    592
    I did but the AI has no idea how to launch on dirt even with the rally configs so I don't think it would be competitive.
     
  5. PrestonLK

    PrestonLK
    Expand Collapse

    Joined:
    Jan 26, 2022
    Messages:
    59
    Ah, that's unfortunate, but understandable. On an unrelated note, is there a reason the 309 V8 is so much more expensive than every other engine? 81k seems pretty excessive, did you by chance mistakenly put one too many zeros in the price?
     
  6. r3eckon

    r3eckon
    Expand Collapse

    Joined:
    Jun 15, 2013
    Messages:
    592
    Value is coming from vanilla jbeam files so a BeamNG dev probably made a mistake. I noticed it for the moonhawk, not sure if there are other V8 using cars with the same issue. You can check this yourself when you encounter weird pricing by opening up zip files for vehicles (game install folder/content/vehicles) and checking for .jbeam files for specific parts:

    This one has a correct (though quite a bit low for the power it has) value
    upload_2023-6-25_5-49-25.png

    This one is probably supposed to be priced 9600
    upload_2023-6-25_5-50-33.png

    If you want to fix it without messing with official files open the beamLR/partprices file and add the line moonhawk_engine_v8_309=9600 to override the jbeam value. Do the same for other parts if you find any more with incorrect values. This file takes priority over vanilla jbeam files.

    Given BeamNG devs are working on official career mode it wouldn't surprise me if part prices get changed soon. Right now part prices feel more like arbitrary values whoever worked on the part felt was appropriate but in order for career mode to work well part values will have to be balanced to give the career mode a good feeling of progress.
     
    • Like Like x 1
  7. csoldier777

    csoldier777
    Expand Collapse

    Joined:
    Jun 24, 2022
    Messages:
    30
    Is it possible to add custom deliveries? By altering some location data? If so, please tell me
     
  8. r3eckon

    r3eckon
    Expand Collapse

    Joined:
    Jun 15, 2013
    Messages:
    592
    For small item delivery you need to add a trigger on the map where you want the destination to be so just open world editor and duplicate an existing delivery destination so you get the correct settings. Rename then move it where you want the destination and add a waypoint for the GPS system (or just pick one that's close enough). Save the map and restart the game (otherwise the trigger doesn't work). Copy a delivery file and alter the values to reflect your new destination.

    Code:
    dest=DESTINATION_TRIGGER
    desc=Deliver $item to DESTINATION
    reward=200
    items=beer,books,coffee_lid,coffee_nolid,fastfood,fishingequipment,gameconsoles,graphicscards,monitors,motoroil,mufflers,pistons,pizza,powertools,scrapmetal,soda,sparkplugs,tools
    gmwp=DESTINATION_GPS_WAYPOINT
    type=small
    For trailer deliveries you don't need triggers. Drive up to the location where the trailer should be placed. In lua console use extensions.blrutils.slotHelper() to dump vehicle and camera positions in the beamLR/slotHelper file (which will be created if it doesn't exist yet). Some vehicles tend to have slight offset when using this code but the ETK 800 works well enough. File will look like this:

    Code:
    slotp=-767.92095947266,474.75573730469,23.898416519165
    slotr=0.0077511852342431,0.0054148582438654,0.344295775316,0.93881362236454
    Use the values to replace data in an existing trailer delivery file and fill in the remaining values accordingly.

    Code:
    destpos=SLOT_HELPER_SLOTP
    destrot=SLOT_HELPER_SLOTR
    desc=Deliver $item to DESTINATION
    reward=350
    items=smallflatbed_armchairs,smallflatbed_couch,smallflatbed_1400planks,smallflatbed_2100planks,smallflatbed_400crate_bodypanels,smallflatbed_400crate_eggs,smallflatbed_400crate_engineparts,smallflatbed_400crate_fineart,smallflatbed_400crate_graphicscards,smallflatbed_400crate_scrapmetal,smallflatbed_800crate_engineparts,smallflatbed_800crate_fridge,smallflatbed_800crate_metalingots,smallflatbed_800crate_science
    gmwp=DESTINATION_GPS_WAYPOINT
    type=trailer
    Then last step so your mission is available in game is to add it to a mission giver file (like beamLR/missions/utah/utahGiver0). Increment the mission count for the type of mission you added and point to the new mission file following the existing format:

    Code:
    tspos=775.04846191406,-168.5132598877,144.50952148438
    tsrot=0.0033254586916255,-0.0011244714208908,0.1608575760131,0.98697138617475
    smallcount=7
    trailercount=7
    small1=caravanDelivery
    small2=airfieldDelivery
    small3=topshopDelivery
    small4=constructionDelivery
    small5=parkingLotDelivery
    small6=touristAreaDelivery
    small7=rangerCabinDelivery
    trailer1=trailerDeliveryAirfield
    trailer2=trailerDeliveryCanyonFuel
    trailer3=trailerDeliveryConstructionBasement
    trailer4=trailerDeliveryInfoCenter
    trailer5=trailerDeliveryNewShop
    trailer6=trailerDeliveryParking
    trailer7=trailerDeliveryRanger
    So if you added a trailer mission you get trailercount=8 and trailer8=MISSION FILENAME is added at the end of the file. East coast has two mission giver files so make sure you add the mission to the correct one (or both if that's what you want). eastCoastGiver0 is the town part shop while eastCoastGiver1 is near the player spawn.

    You can also add extra delivery items. Item files for small deliveries are very simple, only item name which will be used to replace $item in the mission description and a G force value where the mission fails, basically the fragility of the item being delivered. Mission reward bonus scales with fragility. Just copy a file and change the values. Trailer items have an extra parameter for what trailer config should spawn, usually it will be one of the crate trailers for generic items but specific configs are also be used.

    Code:
    name=a couch
    failg=20.0
    trailer=vehicles/tsfb/loaded_couch.pc
    After adding an item file you need to point to it in the mission files. As this is the first iteration of this new system this part will be a bit annoying because you need to change every mission file. One way to do it quickly is to use notepad++ and do "find and replace in files" in the mission folder. Search for the old item list, replace with the list that has your item added. I will be improving this part of the process and the mission giver mission lists in a future update likely using list files that are more easy to manage when modding.
     
    • Like Like x 2
  9. rapturereaperALEX

    rapturereaperALEX
    Expand Collapse

    Joined:
    Nov 28, 2021
    Messages:
    341
    I haven't gamed in a few months. I'm weird that way, but man, reading this update makes me wanna plug in and stay in the matrix. This stake is just too good ! lol AMAZING STUFF MY MAN !
     
    • Like Like x 1
  10. NotARobotto

    NotARobotto
    Expand Collapse

    Joined:
    Mar 11, 2022
    Messages:
    1
    this mod is so fun and balanced. honestly way better that CarpNext
     
    #470 NotARobotto, Jun 29, 2023
    Last edited: Jun 29, 2023
    • Like Like x 1
  11. rapturereaperALEX

    rapturereaperALEX
    Expand Collapse

    Joined:
    Nov 28, 2021
    Messages:
    341
    Carp is online only, did they change the name to "CarpNext" ?
     
  12. Jessiebeanie

    Jessiebeanie
    Expand Collapse

    Joined:
    Nov 22, 2015
    Messages:
    21
    I love this mod so much, it is the main reason why I am playing BeamNG consistently as of now. However, I think the way used cars are generated can be improved greatly. If I were to walk into a used car dealer, I doubt it would be full of amalgamations that have half a body kit, sirens, and/or a roll cage. Maybe there can be some 'beater' variants made specifically for the used car dealer that will occasionally be missing a few parts? And colors would typically just be factory colors with the occasional custom color. I think that would be more realistic and improve the used car dealer.
     
    • Like Like x 1
  13. r3eckon

    r3eckon
    Expand Collapse

    Joined:
    Jun 15, 2013
    Messages:
    592
    It will be improved in a future update to work pretty much like you say for most shops and keep the current random looking cars in other shops, basically each shop gets a percent chance to randomize cars. I haven't really touched on that part of the game yet but loading factory paints should be trivial so I'll use these for cars that don't have randomized parts.
     
    • Like Like x 3
  14. Jessiebeanie

    Jessiebeanie
    Expand Collapse

    Joined:
    Nov 22, 2015
    Messages:
    21
    Ah, nice! Keep up the good work bro! Loving it!
     
    • Like Like x 1
  15. Michael Monroe

    Michael Monroe
    Expand Collapse

    Joined:
    Oct 15, 2022
    Messages:
    238
    I have no idea how to make this mod work. I dragged all of your mod files so it can run correctly, but I cannot get it to work.
     
  16. r3eckon

    r3eckon
    Expand Collapse

    Joined:
    Jun 15, 2013
    Messages:
    592
    You may have conflicting mods. Try reinstalling in a clean userfolder and carefully follow the instructions. The mod is installed in the root of the userfolder, not the game folder or the mods folder.
     
  17. Danny the Sniper

    Danny the Sniper
    Expand Collapse

    Joined:
    Jan 21, 2023
    Messages:
    1,206
    Is it possible to have difficulty options? One that can be completed in a few hours (for casual players), and another that can be completed in a few days.
     
  18. Michael Monroe

    Michael Monroe
    Expand Collapse

    Joined:
    Oct 15, 2022
    Messages:
    238
    Could deactivating mods help? Maybe I did not extract the mod correctly. How do I extract properley?
     
  19. r3eckon

    r3eckon
    Expand Collapse

    Joined:
    Jun 15, 2013
    Messages:
    592
    Just extract the contents of the zip file inside the userfolder. If you follow the instructions on github carefully it should work.

    There isn't really a completion state and I don't know how this kind of difficulty system would work with the mod.
     
    • Like Like x 1
  20. Michael Monroe

    Michael Monroe
    Expand Collapse

    Joined:
    Oct 15, 2022
    Messages:
    238
    Thanks, it finally works!
     
    • Like Like x 1
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice