Released Beam Legal Racing - SLRR Inspired Hardcore Career Mod

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

  1. Cupic

    Cupic
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    It’s the tow hitch and the biggest trailer option from what I’ve seen. Usually over 800kg. It’s the only one I’ve been able to get to do it and it does it on my second computer as well.

    Unfortunately that modding situation sounds like a nightmare lol, though I’m sure it’s child’s play to you. As a beamng novice this sentence doesn’t have enough context “Opening that file you then replace the fields for your modded cars or custom configs”

    Unfortunately my knowledge fails me here. I have no idea how to get the values I’m supposed to be replacing. Is there a way to create a lua script that just generates the file we need while we’re in the car we want to add? I have no problem moving the files around but I don’t even know how to approach creating them. Apologies as this is 100% an issue due to a personal lack of knowledge.
     
  2. BOT Slow

    BOT Slow
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    Hey r3eckon, thanks for this amazing mod! I think its a great racing-based career mode to have since Beam-NG's career mode is more mission based, and I prefer racing.
    I have been toying about with the track events and I think Trial Mountain from Gran Turismo will be a nice addition to the track roster.
    It's small (like around 50mb), has AI paths and is great to drive on. Also, the Yeet Chicane is still here. Maybe this can serve as a small, technical track for track events.

    Track Link: https://www.beamng.com/resources/trial-mountain.285/

    I've tested the current version of the map on my Beam.NG and so far it works great!
     
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  3. unid

    unid
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    upload_2024-5-17_17-37-34.png

    this error occurs whenever im in a race with traffic turned on and the opponent crashes into a traffic vehicle
     
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  4. r3eckon

    r3eckon
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    If it happens again post any errors showing in console so I can see if they can give me a clue what might be going on.

    As for the modding, the values to replace in an existing shop file are explained in parenthesis, most are self explanatory like the name, price, etc. It helps to have some understanding of how BeamNG works behind the scenes but the process is mostly just copy/pasting values that can be found by looking around the userfolder.

    A good example is the "type" value. This is an internal model name for the vehicle. For example the Gavril Grand Marshal is called "fullsize" internally. If you save a custom config for that car the file is stored in userfolder/vehicles/fullsize/ so if you want to find out the internal model name for your modded vehicle you can open up the mod zip file and there will be a vehicles folder containing a subfolder but instead of "fullsize" it'll be the internal model name for that car. This is what you would add in the shop file as the "type" value. Then the "config" field points to the actual config file that exists either in the userfolder, the game install folder zip files (for official configs) or in a mod zip file. Again, the configs will be at a same relative path as configs in the userfolder so if your config comes with the mod look inside the zip file in folder vehicles/INTERNAL NAME/CONFIG.pc and that's the value you want to add in that file. The most confusing field is "randslots" but that one is explained in more detail in the tutorial, it basically tells the mod which parts can be randomized. It can be ignored if you just want the car to show up in shops.

    I'm glad you're enjoying the mod! I'll add that map to the list of track events to add, but that being said I've already got a bunch of them planned already so it might be a while before I get to it.

    Explanation and fix in this post.
     
    #964 r3eckon, May 18, 2024
    Last edited: May 18, 2024
  5. BOT Slow

    BOT Slow
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    No worries, take your time. The main thing is that you have fun working on the mod :)
     
  6. cameront20

    cameront20
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    I just want to say this is my favorite BeamNG mod! It is very faithful to SLRR and gives me the same enjoyment as SLRR did back in the day. I just wish it was compatible with BeamMP so I can play with my brothers. CaRP is fun, but we want something more focused on racing like BeamLR.

    Is it possible to make a multiplayer server version in the future?

    In any case, thank you for making this mod.
     
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  7. r3eckon

    r3eckon
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    I'm glad you're enjoying the mod! To answer your question I probably won't be doing multiplayer at least until official multiplayer becomes a thing, if it ever does. Even when that time comes it'll depend on how motivated I am, multiplayer is a ton of work to implement and it's a bad idea to just add it to an existing project so I would definitely have to start from scratch.
     
  8. tempotomato

    tempotomato
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    Hi thanks for the mod! It's probably the best one in the game imo and I've been playing exclusively in BeamLR for months. For some reason though, lately I've been getting an error exclusive to the BX whenever I enter the "buy parts" or "edit parts" tabs in the menu. This Lua error pops up and it makes the parts menu blank, and it only started popping up a couple days ago (working fine last week). The weird thing is it goes back to normal when I switch to any other non-BX car, and goes empty again when I switch to a BX. I've tried deleting the entire game + userfolder and it happens on a fresh install of 15.2 too. Any idea what might be going on? the BX is fine when I'm editing it outside of BeamLR and I disabled all mods.
     

    Attached Files:

    • blr_bug.png
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  9. r3eckon

    r3eckon
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    I've fixed this for next patch, I think this is because of 0.32.2 as there's a change for the BX that reads "Added remaining parts to derby configs" and the root cause is the bash bar rear bumper. Pretty much every other part in the game can only be attached to a single slot but this one can be a sub-part to the cut rear bumper or directly attached to the body as the rear bumper. That code expects a single string value but that particular part has a table linking to the two slots it can be attached to, which is something I haven't seen before in jbeam files.
     
    #969 r3eckon, May 27, 2024
    Last edited: May 27, 2024
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  10. r3eckon

    r3eckon
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    Version 1.15.3 has been released, this update mostly fixes a few issues but there's also the addition of a custom timer app which I used to fix an issue where the race time would stop updating after completing a lap caused by a bug in the vanilla timer app. This custom version has clock mode with proper HH:MM:SS format and race timer mode which now shows lap time and previous lap delta during races, challenges and track events. The ks_nord addon has been updated to work with this new timer app so if you're using that addon make sure to grab the updated zip file.
    • Added custom timer UI app to fix vanilla app (clock & race modes, lap & delta time)
    • Fixed waypoint & AI roads issues for some WCUSA race files
    • Fixed checkpoint & lap counter UI apps not appearing
    • Trying fix for delayed updatevehid function error (be:getPlayerVehicle(0) is nil)
    • Fixed "Set UI Timer" fg node stuck at 0 after first lap (using BLR modified version)
    • Fixed jbeam table causing issue with slotType field on BX-Series
    • Fixed AI pathing issues on Utah near ranger cabin
    • Fixed vanilla traffic script collision bug (added edited script to userfolder lua)
    • Used car shop random parts now avoids cargo boxes (caused issues with rollcage)
     
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  11. GrandMarshalGuy

    GrandMarshalGuy
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    I'm absolutely loving this gamemode, especially because its lighter than the in game career so i can run vr :>
     
    #971 GrandMarshalGuy, May 30, 2024
    Last edited: May 30, 2024
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  12. Harben

    Harben
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    can the rally races from slrr make a return? just an end to end time attack in a course should be fine
     
  13. rapturereaperALEX

    rapturereaperALEX
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    I think you have those in dare devil challenges !
     
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  14. Aeroracer

    Aeroracer
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    Hey, I'm having some UI troubles. I'm in the newest release, and the used car dealership has me soft locked into it. It puts me on the first car, but removes my ability to move to the next car, and lacks the proper UI. I tried to exit the gamemode via the "abandon" button, but denies me because I'm still in the car shop. needless to say, I have to force exit BLR, risking unsaved progress loss... Is there a way to reset the UI w/o having to do all that?
     

    Attached Files:

    • upload_2024-6-2_0-21-4.png
  15. r3eckon

    r3eckon
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    Doesn't seem to happen on my end, try a fresh install in a clean userfolder. See if it works before restoring your backup. If that doesn't fix the issue, I'll need a bit more info. There's a command I'd like you to execute in console when it's bugged:
    Code:
    print(extensions.blrutils.blrvarGet("playervehid"))
    Then in world editor (F11) click on your current vehicle to see the ID (numbers before the "clone" name).
    upload_2024-6-2_3-20-16.png

    Basically the number shown in console after executing the command should match the ID of your vehicle (which is 40914 in screenshot). If they don't match that's why the UI isn't showing. There's code that keeps track of your actual vehicle and since this code relies on frame delays it's possible a delay that works for me isn't working for you.

    You should be able to fix the soft lock by executing this command, replacing 12345 with the ID of your vehicle:
    Code:
    extensions.blrutils.blrvarSet("playervehid", 12345)
     
  16. MrBox15

    MrBox15
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    Dunno if it was asked before but do you plan to use the beamng map system and include (race, garage ect,) marker? Cause I have a difficult time finding all the race marker on west coast and other map.
     
  17. Bad Caxeira

    Bad Caxeira
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    Hey r3eckon, how's it going? I wanted to ask you how hard it is to add new maps. I'm not asking as an insult! I'm really asking, to see if I can manage and add a non-USA map for my own rig, which is pretty weak and can't handle Italy+traffic. If I ace it, I could help the mod by adding new maps!
     
  18. r3eckon

    r3eckon
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    I'm planning on adding the race clubs and daredevil challenge areas to the GPS system, that should help with this issue. I can't use the bigmap UI because it allows teleporting and there's no way to disable that feature alone, flowgraph only allows disabling the entire UI.

    It's not hard, just very time consuming. I'll eventually write up a more in depth guide on how to do this but right now you'll have to rely on existing files and maps to see what must be done. Before anything else you should get used to the world editor if you aren't already. Then getting the mod working on a map can be split into a few main steps. Interactive areas, delivery missions, daredevil challenges and finally race clubs.

    Adding interactive areas (garage, car shops, part shops, gas stations) is the first thing I do. This involves placing triggers and linking them to the BeamLR mapdata files. For example the file beamLR/mapdata/utah/triggers contains this line:

    Code:
    BeamNGTrigger_GasStation=station,gasStation1
    BeamNGTrigger_GasStation is the name of the trigger, station is the type of trigger (tells the game what menus it should show you when you enter it) and gasStation1 points to a file in the triggerData subfolder which then contains data specific to this particular gas station such as price range for fuel and a unique id value that seeds the RNG for fuel prices (so different gas stations don't have the exact same price for fuel on a same day). Right now the garage interactive areas (type repair in the triggers file) have no triggerData file because all repair shops are essentially the same. Other areas like part shops do have a triggerData file because these can offer different price % for parts and also point to a list of mission files since this area doubles as the delivery mission givers.

    The most complex interactive areas are the car shops, though the triggerData file only has a single item pointing to a car shop file stored in beamLR/shop which contains information like the list of available cars, amount of spawn slots and positions for these slots, chance to spawn a car in a slot, chance to use random parts (usually 0 for "new" car shops) and a few other self explanatory values. To do car shops I heavily rely on the function extensions.blrutils.slotHelper() in console which dumps current vehicle position and rotation in the beamLR/slotHelper file, and the ETK800 usually works decently to place slots as some vehicles have weird offsets when using that function and it's a decent size vehicle to ensure there's enough space in slots for the bigger vehicles. I usually spawn a bunch of these, place them where I want the slots to be then tab to each vehicle and dump positions using the helper function.

    After all the interactive areas are added I usually deal with delivery missions. Small item deliveries involves adding triggers at the destination while trailer and gooseneck are slot based using the same helper function mentioned above. The github has some information on how to add these. Then there's daredevil challenges which require different information depending on the type of challenge. For example drift challenges have triggers (checkpoints), target time, target score, rep reward, wager, etc. Look through the challenge files and you'll see what type of information they require.

    Finally there's races which are by far the most time consuming aspect, and a bit too complex to explain in a single forum post. Drag races are pretty straightforward as they only use a single checkpoint so I suggest you get started with those. Other types of races will require you to add triggers (for checkpoints) and waypoints (for AI pathing) to the map. Then wpspd values (speed targets for a particular waypoint) are needed to help the AI handle brake zones and other corners that can't be taken at full speed. That's necessary because the risk value for the AI has to be high enough for them to be competitive but with such high risk values they crash very easily. So this part requires a lot of trial and error, watching the AI go through your race path and seeing where it crashes, then tweaking the wpspd values. You often need to add extra waypoints as brake zones after very high speed sections otherwise the AI will slam on the brakes too late to take corners, so you have to give it multiple waypoints before the turn with gradually decreasing speed targets.

    Once again I'll probably write up a more in depth guide eventually, but if you still want to have a go at this until then just hit me up with a dm if you have questions and I'll be happy to help!
     
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  19. MrBox15

    MrBox15
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    Would there be a easy way to enable it back for people that want it on their end or it would break other thing? Like editing the mission file or flowgraph? (Sorry I dont know much about mission making in beam)
     
  20. r3eckon

    r3eckon
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    You have to edit the flowgraph file. Quickest way is to open the files (gameplay/missions/BeamLegalRacing...../project.flow.json) in notepad++ and search for "bigmap" then remove this line before saving the file.
    Code:
    "toggleBigMap",
    Repeat for other mission files. But the teleport feature might break things and the map itself is not gonna be of much use because POIs from the mod don't show up in this UI.
     
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