Released Beam Legal Racing - SLRR Inspired Hardcore Career Mod

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

  1. r3eckon

    r3eckon
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    Log files are in the userfolder. Just grab the ones shown in this guide and attach them to your reply.
     
  2. Allemaao

    Allemaao
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    Here, I got the bug again and close the game, the bug started to happen after I created the Jbeam file, the one that you need to create the first time that you use the dealership manager UI. I hope that this is the log file that you need
     

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  3. r3eckon

    r3eckon
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    Ok I think the issues are fixed. So first of all that log file only has an error that relates to the "1963 Volkswagen Bug" mod, caused by weird jbeam file structure in the mod zip. All vanilla cars have the jbeam files in the vehicle folder but this one has them in subfolders. So I've added code to handle such vehicle file structures without causing errors. Second as for the "satsuma" mod you mentioned, the issue with this one was the name of the vehicle folder didn't match the model name of the car. The model is just "satsuma" but the folder is called "satsuma_100" so code that uses the model name to find the vehicle folder fails. Once again all vanilla cars use the model name for the vehicle folder name so it worked fine with vanilla cars. After adding code that handles this situation the car loaded correctly in the dealership manager app.

    Thanks for the bug report, although this was caused by mod weirdness the changes I made should improve compatibility with other mods that use similar folder structures and different names for the model vs folder. The fix will be released in next version which should come out soon, possibly this weekend if everything goes well.
     
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  4. Allemaao

    Allemaao
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    Hey, thanks a lot, and yeah, sorry about the difference between the satsuma and the beetle, both were having the same Issue and I forgot to mention, but I really like your mod, it had made me want to play Beamng again, it's really funny to play again, waiting for the next update
     
  5. r3eckon

    r3eckon
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    Version 1.18.8 has been released, this version mostly comes with a bunch of fixes but also adds a new oil leak decal feature, which is a new visual indication that your engine is leaking oil. Basically oil drops and puddles will now form underneath leaky engines following the actual leak rate of the engine or oil pan. When drops fall at the same location they instead grow the decal into a larger puddle which can grow quite large in certain situations, for example after removing the oil pan. A demonstration of the feature can be seen in this video:


    The oil leak decal system uses a limited amount of visible decals to keep up performance on lower end hardware and that limit can be customized in options under the "Environment" tab (formerly called "Dynamic Weather"). Once the decal limit is reached older decals are slowly faded out and removed. In normal gameplay situations that limit is hardly noticeable due to the relatively slow leak rate of engines. The system can also be turned off entirely if necessary.

    Anyway here is the changelog for this new version:
    • Added oil leak decals system
    • Fixed vehicle directory fetching not working for cars that use directory name different from model
    • Fixed vehicle main jbeam file fetching not working when file is in a subfolder of vehicle directory
    • Fixed dealership util app calling missing blrdelay function
    • Fixed factory paint generation in dealership not working for certain vehicles
    • Fixed oil & coolant values not restored after exiting part edit safe mode
    • Increased post edit action delay (potential fix for odometer value not restored for some players)
    Keep in mind this is the first iteration of this decal system, I will most likely be tweaking and fixing things in the coming versions such as growth rate of puddles, how big drops are initially, add more decal variety and perhaps eventually add coolant leak decals as well. I also didn't have much time to test all situations so it's possible decals may fail to show up in certain areas of levels.
     
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  6. Allemaao

    Allemaao
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    Hi, it’s me again. I ran into another issue related to mods. I generated the Satsuma Jbeam file and everything seemed fine, but when I go to the vehicle list page to spawn a new Satsuma (to test if the mod saved the car config), the game generates a Lua error file. It looks like the Satsuma isn’t spawning anywhere — I tried multiple in-game days, both in the used and mixed car shops, but it never appears.
     

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    #1726 Allemaao, Oct 25, 2025
    Last edited: Oct 25, 2025
  7. r3eckon

    r3eckon
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    I'm not sure I understand what you were trying to do. Did you try to spawn a car you made using the dealership util app and that didn't work? Also to test if your car spawns you should add it to a test list and set that list to be the one used by the dealership so it should only spawn your car. But if it won't spawn in freeroam it's not gonna spawn in dealerships.
     
  8. Narc

    Narc
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    I am wondering if im missing something I completed all the leagues and reached 20,000 rep but the race of heroes is still locked.Unless theres another club than the day racing one and the three night ones
     
    #1728 Narc, Oct 26, 2025
    Last edited: Oct 26, 2025
  9. r3eckon

    r3eckon
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    Are you sure you reached hero league on all race clubs? You also have to complete those on other maps. I'm probably gonna change that in a future version so you only have to reach hero league in a certain number of clubs to unlock the race considering there are a lot of repetitive drag clubs to complete. If you think you completed all of them zip the beamlr folder and send it to me so I can take a look.
     
  10. Narc

    Narc
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    Oh so i also have to complete the clubs in Utah to enter? Didn't know that but ill complete them then.
     
  11. r3eckon

    r3eckon
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    Yeah you have to complete all maps. Utah, East Coast, West Coast and Italy. Plus Valo City if you have that addon installed. I feel like it's probably too much I haven't gotten a lot of feedback regarding this yet. If you get bored and just want to try the final race, do a search for "progress" in the folder beamLR/races and open the files then set the "league" to "hero" for all of them. That'll trick the mod into thinking you've completed all of them and should unlock the final race.
     
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  12. Allemaao

    Allemaao
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    I'm gonna try to be more clear haha sorry, first, I made the Satsuma file with the dealership util app, it worked, then I put the file on the test_list on the dealership, it didn't spawn, then I went to the freeroam with the dealership ultil app and selected the satsuma file that I created and clicked on the "spawn new" button, the game generated the Lua error, sorry if it looks a bit confusing, English isn't my first language, and I'm exhausted now haha
     
  13. r3eckon

    r3eckon
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    Alright I'll see if I can recreate the issue.
     
  14. r3eckon

    r3eckon
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    Turns out it's an issue with the model name not being the same as the main part name in jbeam. So the actual model name for that car is "satsuma_100" but the jbeam main part name is just "satsuma". I've been using the jbeam main part name as the model interchangeably because all vanilla cars work like that. If that sounds familiar to last issue that's because it is: for that previous bug my explanation was wrong, actually the model name was correct for the vehicle folder, but the main part name which I used as the model name in a few functions wasn't the actual model name of that car.

    Long story short I replaced every instance of the main part name being used as model name with a function that fetches the actual model name of the car and now it works as expected. That should (hopefully) fix all problems that relate to modded cars that have inconsistent model name vs main part name. To check that the fix works I created a car with the dealership util app, spawned it in the dealership, bought one and spawned it in career, which all worked as expected. That helped me fix another issue caused by this inconsistent naming that prevented the part shop UI from displaying slots properly in tree view, as it would look for the model name rather than the main part name. In this case it needs to use the main part name because code loops over the jbeam part tree and the root of that tree is the vehicle's main part.

    For now I don't have enough time to look any deeper into that car having more issues but it all appears to function correctly. Unfortunately you'll have to wait until next version to get this car working due to the amount of changes I had to make to fix everything. But once it's released if you experience more issues with it just let me know.
     
  15. Allemaao

    Allemaao
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    I understand, and sorry for bothering you with so many bugs haha, but I love your mod, it's basicaly perfect, I will look forward to the next updates, when my condition get better I will happily donate to your mod, and well, another question/suggestion, could you create a Jbeam file for the starters cars? I mean, that we can create a new car as the starter one, if you want to start with a picolina or a pigeon, I don't know if that's too hard to do or if it's worthy.
     
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  16. r3eckon

    r3eckon
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    I could probably add this as a page to the dealership UI, good idea.
     
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  17. Allemaao

    Allemaao
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    Do you have any forecast for the next update?
     
  18. axistookmyname

    axistookmyname
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    Sweet, I can experience a blown engine again, this time in BeamLR. Cool stuff!
     
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  19. r3eckon

    r3eckon
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    It'll take a few days at least. I'm currently adding a translation file loading feature that's gonna take a bit to implement as I have to go through every line of text in the mod and replace them with translation keys. The feature was highly requested by the Brazilian BeamLR community who said they were interested in making a portugese translation but the mod wasn't compatible with that yet.
     
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  20. Allemaao

    Allemaao
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    So It's gonna be a big update then, looking forward to it, and I'm glad that the Brazilian BeamLR community it's that active, I'm Brazilian myself so it's good to hear that
     
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