Revamped CRD Monster Truck Development Thread

Discussion in 'Beam-Monsters' started by Deleted member 160369, Aug 1, 2017.

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  1. gameboy3800

    gameboy3800
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    new truck working good for 0.12!
    testing vid up whenev
     
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  2. Progamer995

    Progamer995
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    These newer versions work really well against my abusive style freestyling, and haven't really encountered any newer noticeable problems either. Nice job.
     
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  3. Deleted member 160369

    Deleted member 160369
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    Uploaded updated files, including a couple new features. Enjoy! :)
     
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  4. gameboy3800

    gameboy3800
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    ver nis
     
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  5. Shelby 427

    Shelby 427
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    so how is Max D going to be done? are you going to model the 2003 style body and make the extended fenders and spikes optional parts in the parts menu or is it just the spiked Max D? I know the Escalade isn't done yet I'm just wondering

    EDIT: too soon?
     
    #485 Shelby 427, Apr 8, 2018
    Last edited: Apr 9, 2018
  6. Linux Doggo

    Linux Doggo
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    This mod is getting more stable and fun with every release.
     
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  7. Shelby 427

    Shelby 427
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    I remember how fragile the old developmental CRD 3.0 was...would break on the first jump a lot for me but CRD 2.0 didn't even have a locked diff, the locked diff made the truck much better and funner to drive since when you flip you don't have to cut your losses and reset, you can floor it and get it upright, and yes I did a lot of resetting with developmental CRD 2.0 (I say developmental because now there's a CRD 2.0 chassis, don't want to mix them up)
     
  8. Timothy Chamlee

    Timothy Chamlee
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    From what I have heard the 2003 body will be done before the spiked body so we will be getting the original max d before the spiked version
     
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  9. mydoomfest56

    mydoomfest56
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    its quiet again
     
  10. Deleted member 160369

    Deleted member 160369
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    Uploaded a new Addon Pack, including a few revisions for the Grave Digger body structure.

    Tweaked hood, side panels and rear end to match the body shape better, fixed positionment of the collision triangles in the door.

    :)
     

    Attached Files:

    • coltris.png
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  11. Progamer995

    Progamer995
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    Well the body definitely doesn't get stuck inside the truck much anymore for me. But I also noticed that once at least 1 part of the body comes off, the rest are usually quick to follow. And the door panels don't stick as strong anymore.
     
  12. Deleted member 160369

    Deleted member 160369
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    Door panel was bugged before. It basically couldn't detach on its own because collision triangles were too far in (see pic).

    Other than a couple optimizations (shape is now more coherent with the actual 3D mesh in a few areas, namely the nose) and the aforementioned door fix, body didn't change: panels are designed to stick together when possible (and to take adjacent panels with them on breakage).
    --- Post updated ---
    Reuploaded file to include a couple more tweaks.
     

    Attached Files:

    • door.png
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  13. Deleted member 160369

    Deleted member 160369
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    Uploaded new beta file + matching addon pack.

    Quite a few "invisible" corrections and changes that require some testing in real-life conditions. So play away and let me know!

    I won't explain in detail what's new, but some of these changes are in preparation of new content being included in the mod in the near future.

    :)
     
  14. gameboy3800

    gameboy3800
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    i felt it was easier to get unbalanced somehow.
    testing vid up whenever.
     
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  15. Deleted member 160369

    Deleted member 160369
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    Reuploaded both files to include a few more tweaks, see if it's any better now.
    --- Post updated ---
    Reuploaded Addon Pack, file was misnamed. If you have downloaded already, rename file (CRD__AddonPack.zip -> CRD_AddonPack.zip).

    Sorry.
     
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  16. gameboy3800

    gameboy3800
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    it doesn't matter what you name the zip. i always rename crd to (in this instance) CRD (1.15b2) and it loads up and works perfectly fine.
    new beta ver nis indeed.
    testing vid up whenever.
     
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  17. ThunderBuddy02

    ThunderBuddy02
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    How goes the development? Any more features we should be looking out for in the coming future?
     
  18. Deleted member 160369

    Deleted member 160369
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    There's so much stuff coming... :D
     
  19. Flukes Horsey Guy

    Flukes Horsey Guy
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    YAY
     
  20. Progamer995

    Progamer995
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    You should wait until just before you release to announce things like that. Make it a bit funnier.
     
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