Really enjoying the new update so far! Just thought I would share this "fatal LUA error" I encounter around dusk in game.
It looks like the error comes from a vanilla traffic script. I'll try to recreate on my end and see if I can trace it back to the mod or if it's an issue with the game. 0.32 patch notes says the devs have "Improved and optimized traffic respawning code" and the only thing I changed with traffic from last mod version is adding a bunch of new simplified variants so I suspect this is a bug with the game.
Always appreciate the quick reply! Come to think of it, I may have experienced this error outside of the mod as well so it is likely an issue with the most recent update. Not a bid deal to me, I was able to reload the level and carry on with no noticeable loss of progress. Did not occur for the rest of my session.
After checking I'm pretty sure this is a bug with BeamNG, it's the function responsible for starting police chases after collisions. Unfortunately very hard to recreate since the likely cause is traffic pooling happening at the same time as a collision so that function can't find vehicle data associated with a collision. I let the game run for 2 hours and didn't get it to happen. The fix is very simple but unless someone can manage to recreate the problem in safe mode (which could take hours) I don't know if devs will want to do something about this. Still might be a good idea to let them know about it. Regardless to prevent this bug there are two options, first is to modify the vanilla script itself, second is to copy it in the userfolder at the same relative location and modify that copy. First option is more simple but will get overwritten by a game update, second is slightly more complicated but will be unaffected by game updates (for better or worse). The script is lua/ge/extensions/gameplay/traffic/vehicle.lua if you go with the second option you need to create the same folder structure in the userfolder. Some folders will already exist from my mod, I believe you'll only need to create the traffic folder and then copy the vehicle.lua script in there. To add the actual fix open the script in Notepad++ and add this code just below line 549: Code: if not veh then return end Should look like this after adding:
Version 1.15.1 has been released on github, this patch fixes a few issues with new additions, specifically the item inventory and walk mode integration. The latter is likely to still be buggy since the mod wasn't built with player triggered walk mode in mind but this round of fixes should make it much more stable. As always make sure to report any issues you find as soon as possible and remember to back up your career files to avoid lost progress. Changelog for new version: Fixed item inventory not cleared after career reset Fixed game crash when trying to pull out car from garage from walk mode Fixed garage saving incorrect AVB config when walking Fixed garage not saving fuel, oil, nos, etc. values when walking Fixed item inventory not loading oil bottles from save file
how do you install the part images addon? the github says to drag the folder into mods folder but the images dont appear in game edit: nevermind just started working now no clue how i fixed it tho
This mod really is the missing piece of the puzzle for BeamNG, it literally transformed the game for me(and I'd never imagined we could have SLRR with proper handling and physics), you've done a monumental job, thank you very much for that! I wanted to ask, on maps that don't have their events located near any given point of interest(gas station, etc.), e.g. East Coast, it's quite hard to find the race start locations, do you have any tips and/or plans on how to navigate around maps, maybe including race locations in the GPS list? Thank you very much for your work again, it's simply gorgeous!
I'm glad you like it! As for adding the race starts to GPS that could definitely be done, I'll add it to the list. Until then there are maps on github so you can use those to figure out where the races are.
Here is photo of west coast on btw why belasco city garage is not working on car edits i have to go to spawn home to change parts first one is with mod 2nd is w/o it oh and one more thing mod works as ziped file like the rest no need to unpack
Hey awsome mod I'm loving it is there any chance you'd be able to make this for multi-player been wanted to run a server with the career mode but can't find one anywhere
I see the issue now, it's not the old map version it's basically the new version with a few things from the old version because of a script I use to merge map edits. From your explanation on youtube I thought you didn't see anything from the new map and basically saw only the old version of the map. I reworked the script a bit to avoid this in the future. Thanks for letting me know about this. Using the mod zipped will work in some cases but because of the way BeamNG userfolder files are loaded it can result in weird issues like imgui windows not working and progress files not loading or being overwritten. So I recommend extracting in the userfolder to be safe. As for the garage not working, turns out devs changed the trigger layout for garage lights. It previously worked using two triggers, now it's just one big trigger with a different name. This will also be fixed for next version but you can fix it yourself by opening the file beamLR/mapdata/west_coast_usa/triggers and replace these two lines: Code: garageLightsMainTrigger_1=repair garageLightsMainTrigger_2=repair With this single line: Code: garageLightsMainTrigger=repair Then you also need to go in world editor (F11) and find that trigger to uncheck the box labeled ticking in the trigger parameters on the right side of the editor. Then save the map and restart the game. Again if you have the mod zipped this edit might not load. I'm glad you like the mod! I probably won't be working on multiplayer at least until official multiplayer is a thing. The mod is built for single player progression and would need to be entirely re-written from scratch to work with multiplayer. This is sadly not the type of feature that can just be added to a project after the fact.
Just a note on balance with the new update: with the new towing options it is possible to buy car shells from the junkyard and then have them towed to the used car dealer and sell them for twice as much on average. I understand the intricacies of the value system are tricky but thought this should be pointed out. Cheers! Edit: Another parts pricing note. It costs around $1000 to purchase a race seat which will appear with zero texture and ghostly white color. It is then an additional $1000 for a race seat color. Edit 2: Also encountered two instances of cars not despawning after Scrapped at player garage on East Coast USA. Got the money and was able to continue but the scrapped cars just stayed in place.
Fixed the scrap bug, as for the part pricing for race seats this is something set in jbeam files so it's likely devs will change that for official career mode. I'm assuming the intent is to have a seat be a total of $2000 but $1000 for colors is a bit much. You can set an override price in beamLR/partprices just add the following lines (example sets $1900 for the seat then $100 for colors, just change these to whatever you like): Code: race_seat_FL=1900 race_seat_FR=1900 skin_race_seat_FL_blue=100 skin_race_seat_FL_gray=100 skin_race_seat_FL_green=100 skin_race_seat_FL_red=100 skin_race_seat_FR_blue=100 skin_race_seat_FR_gray=100 skin_race_seat_FR_green=100 skin_race_seat_FR_red=100 As for selling scrapyard shells I'll have to think of a way to prevent this, maybe not allowing selling non-functional vehicles at used car shops. Selling is quite difficult to balance, basically my only options are to nerf the sell values overall or increase the cost of used vehicles and scrapyard shells.
Just released version 1.15.2 which is a small patch for a few issues that have been reported. Fixed West Coast USA issues (old decals, garage trigger name change) Fixed vehicle scrapping not deleting vehicle when not walking Fixed options menu not reloading current seed during UI init Fixed item inventory not saved during career backup
lua has bug in west coast sometimes player stats tracker disappears mid race even and i got bug where i sold car to buy another yet that tracker was gone too could use exit or anything had to alt+F4 and scraping when not walking also bugged it happened when i crashed in race use tow to home just to lose trigger for scraping change car window
Never had that happen before, like I said if you use the mod zipped it can cause a bunch of issues so that could be it. If you're installed with my instructions and still get that problem send a screenshot of the lua console when it happens so I can take a look at what could cause it.
It was highway loop race 2 laps on second lap in same spot it crashes and i did unpack it will try to get it appear here it is with stock seed i dont know why is not showing UI but in photo both race menu and player stats ui vanished race time stoped and if i try to quit beamlr it does nothing have traffic on btw i know it was fine with 1.15 i did this race no problem Edit i found what caused this bug its engine mod for bluebuck which is odd i used on previous versions of this mod and it worked fine but there is bug with 2 service station races opponent's don't even move one is race to sport course other one is to film studio though suburbs oh and that bug with shop window vanishing it happends before you look at what cars are there if u sell your car first
When race opponents don't move it's usually because of missing waypoints, it's possible devs removed or changed some of them. I think I can probably write a script that checks my race files and compares to existing waypoints on the map to see which races have issues.
not only they not move they even dont start engines just spawn also race to the pier opponent turns right not left as it should