WIP Beta released Beam Legal Racing - SLRR Inspired Hardcore Career Mod

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

  1. axistookmyname

    axistookmyname
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    Two issues regarding car selling I found:

    1. You can only sell cars for 900 it seems, unless its related to the second issue I found

    2. After selling off your car and walking on foot you can approach the dealership and sell... yourself for 900. This also breaks the garage because everytime you do that, you remove a car from your garage. Considering you have none, you can end up with minus amount of vehicles in there.

    Might have something to do with me having all the freeroam gizmos enabled. I don't remember if you can leave and enter your vehicle normally.

    Also one other thing.

    After finishing a race in first the mission didn't finish I still lost. I don't know what is this one related to, but the second time around I did a race it worked as it should. Might be related to not stopping around the finish line or something.
     
  2. hacker420

    hacker420
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    Noticed a bug, I wrecked my car, towed it and called a mechanic, it was repaired despite me not having enough money. Now I have negative money, I doubt that's intended?
     

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    • Screenshot_20221029_160109.png
  3. PowerstrokeHD

    PowerstrokeHD
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    debt?
     
  4. hacker420

    hacker420
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    Yeah that is what I thought too, but then why isn't it explained anywhere if it's a thing?
     
  5. WheelMaster74

    WheelMaster74
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    I seem to be having a few issues. Nothing is working. No races or anything. The blips are there but I can never start anything
     
  6. Thomas A-N

    Thomas A-N
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    I don't think there's even a dedicated part shop on the map. Not yet at least.
     
  7. kokasgarage93

    kokasgarage93
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    The mod is awsome! for buy parts read the description, or use parts selector like in sandbox
    GreatJob 2hours and loving it, that wanderer take my moonhawk :(
     
  8. r3eckon

    r3eckon
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    Yeah that's definitely a bug, just tested it on my end and fixed it. I did not implement debt at least not on purpose lol. Apparently I forgot to add money check when using that button. The actual repair UI just removes the button when you don't have enough money and I reused the flowgraph from that repair shop to have the on site repairs. Thanks for the bug report!

    Are the IMGUI windows showing "nil"? If so try the "modder" install on github and try again, this could be related to the issue I had on some of the computers I tested on.
    --- Post updated ---
    You can reset your career with the options menu, this is much quicker than nodegrab for lost cause situations.
    I'm still investigating the freezes / crashes on loading issue, I think it's due to nodes supposed to remove other vehicles from the map. Could be related to traffic vehicles and pooling.

    It's the same place as the mission giver area, near the player garage. On Utah there aren't many buildings so the mission giver area doubles as a part shop for now.

    Yeah selling vehicles is currently incomplete so the price isn't fair. I added the feature some time ago to test vehicle removing from garage and didn't add to it since then.
    In a future update the sale price will be affected by base price, odometer, condition and added parts.

    Selling while on foot is definitely a bug and I just managed to fix it, thanks for the bug report!

    About your other issue, do you mean you passed the final checkpoint and it didn't register? I'm still having some issues with checkpoint triggers so this is likely related.
     
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  9. WheelMaster74

    WheelMaster74
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    How do I switch my vehicles ?
     
  10. r3eckon

    r3eckon
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    Took the evening to fix some of the bugs that have been reported, mainly the game freezing and checkpoints but also issues with walk mode and car shop sell mode. I'll be releasing a patch probably tomorrow as for now I want to do a bit more testing, maybe fix a few more bugs in one go. With problems that don't always happen fixes can be hard to confirm so I'm not 100% sure the problems are fixed yet but I'm quite hopeful given the game didn't crash or freeze once after I swapped the relevant flowgraph nodes.

    I also think I found a way to get the checkpoint bug to happen somewhat reliably by crossing checkpoints at the same time as the opponent. It also stopped happening after I switched from using the "Enter" impulse of the on BeamNGTrigger node. I'm not exactly sure how the triggers work in this game but perhaps they don't like two vehicles entering at the same time, so the "Enter" impulse only works for one vehicle. Using the outflow seems like checkpoints triggered every time but that bug is a chore to reproduce as I have to constantly retry races and manage to cross checkpoints at exactly the same time another car does.

    You need to go to the player garage area and use the IMGUI menu that shows up on the top left of the screen, someone linked a screenshot showing it in a previous post.
     
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  11. axistookmyname

    axistookmyname
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    Pretty much, yeah.
     
  12. WheelMaster74

    WheelMaster74
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    I have those options but for some reason it says I have 22 cars which should only be 2. The legran wagon and the grand marshell. It only lets me choose the legran. It says 1/22 legran use this vehicle. No other option to choose the other vehicles.
     
  13. r3eckon

    r3eckon
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    Okay well this sounds similar so I think it should be fixed now, I tried for 2 hours to reproduce last night and it didn't happen anymore but it's a pretty random bug.

    That's very weird, but since I have no idea how you got to that point I can't reproduce it on my end. The value being displayed is tied to buttons so if the garage says 22 cars it should let you browse through 22 (bugged) cars. I can reproduce that by faking the "ownedCars" value of the career file which is expected behavior when the vehicle files are missing which should not happen unless something is bugged. But I can't get the UI buttons to not show up.

    Can you explain what you did before that happened? I'd also like a screenshot of the bugged UI.
     
  14. WheelMaster74

    WheelMaster74
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    It all started when I totaled my car during a delivery and the engine locked. Since I didnt have tow truck money I finished the delivery on foot then called a tow truck to bring it back to my shop. when I got it there i could not drive it into the shop to repair so i entered on foot and tried that way. That didnt work so i decided to scrap the car. Everytime it would hit scrap it would switch to a random traffic vehicle and the vehicle i was scrapping would stay where it was . It gave me a bunch of money so i decided to just purchase the grand marshell instead. Then it would repeat again. Everytime I hit purchase vehicle it would switch me to a random traffic vehicle. Now it says I have 22 cars and 18,000 dollars. I cannot seem to find the screenshots I take on my computer .
     
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  15. r3eckon

    r3eckon
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    Version 1.1 just released, I managed to fix a bunch of issues you all reported to me. Here is the full changelog:
    • Potential fix for checkpoint triggers not working in some situations
    • Fixed game freeze upon scenario loading
    • Fixed "Call Mechanic" button not checking player money before repair
    • Fixed car shop UI letting players sell non existent car while walking
    • Fixed walk mode problem causing player to be stuck in place after selling car
    • Added proper monetary value display to car shop sell menu
    • Fixed walk mode integration for various UI menus
    • Starting new race no longer allowed while police chase is active
    Update instructions have been added to the github readme but it should be trivial. Back up your BeamLR folder beforehand if you care about your current career.
    With player install simply replace the mod zip with the new version.
    With modder install drag and drop all new folders except the beamLR folder (unless you don't care about starting fresh) into the userfolder and merge/replace existing files to update.

    I tried doing everything you did to recreate the issue and it didn't seem to happen on the new version so hopefully the new update fixes it. If not I'll have to spend some time trying to find a good way to reproduce this. My current guess is that being on foot is to blame as technically we shouldn't be allowed to exit vehicles manually because when the scenario does it some variables are set to tell the flowgraph that you're on foot. I disabled that feature for the time being to see if it prevents the problem.
     
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  16. r3eckon

    r3eckon
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    Another update released, version 1.2 contains a bunch of new challenges, couple new delivery missions, a new career backup system and some bug fixes.
    • Added new jump and speed trap challenges
    • Added new missions
    • Added career backup system with UI buttons to save and load
    • Added traffic risk and police strictness options
    • Fixed groundmarker system staying active after career reset
    • Fixed problem with towing flowgraph staying active after tow
    • Fixed car shop randomly placing player in traffic vehicles
    • Improved challenge & mission loading process for easier modding
    The update process is slightly different this time since this time it's necessary to replace the beamLR folder. The instructions are listed on the repository.

    Until the backup feature is properly tested you should keep using manual folder saving for your backup, although the feature works as expected as a way to save and load your career. Some progress like gas value of your car may not be up to date in this backup since it's copying files that are as of now only updated in certain situations. To ensure up to date backup progress, quit the scenario before saving. I'll link that button to the various save nodes to improve that feature in a future update.

    Edit: I just noticed the previously detailed update process may not work properly so to update please follow the instructions listed on github. Basically instead of the whole beamLR folder we're only replacing the career files since some files that get replaced by your backup would get reverted back to a previous now incompatible version, also I've tweaked some of the challenge rewards so to get updated values the backup files shouldn't be copied over them. I'm still trying to figure out a way to make this process easier so I apologize for the inconvenience.
     
    #76 r3eckon, Nov 5, 2022
    Last edited: Nov 5, 2022
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  17. r3eckon

    r3eckon
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    While trying to improve the part shop and part edit UI for next version I decided to see if I could find a better way to deal with part categories only to realize that parts already have monetary values. Spent some time writing a bit of LUA code to easily fetch the value of a part using internal part names and it works great. Honestly I feel quite stupid for not having noticed this previously but I guess this is the first time I bothered opening a part jbeam file, which also contains the proper display names for parts. Now while this is awesome, I think some of the values are a bit crazy (like $5000 for a legran roll cage) so the manually set part price list will now be used as overrides to the prices stored in jbeam.

    Basically if a price is set manually it takes priority over what's in the jbeam file. This should allow us to tweak price values we feel are too high or too low while having legitimate price values instead of a single default value for everything not listed in the file.

    I already knew such values existed for vehicles since they show up in the car selection UI, they're stored in the "info" file for each official config, but for vehicles I feel it's best to keep using just the BeamLR shop file set values both due to the relation with the odometer (which doesn't exist in car selector) and because it would complicate things for cases where custom configs are used in the car shop.

    By the way, someone suggested improving this UI by recreating the tree view from the official part selector, sadly I'm not a good UI app programmer so I'm unlikely to focus on that for the time being. However, if anyone is up to the task of improving this UI by implementing a tree view similar to the real part selector please feel free to have a go at it, all the source code is on github already so if there's someone out there motivated enough to try it. It should honestly be quite simple but personally I'm just bad at this kind of coding, I spend more time fighting with little quirks I don't know about because I rarely do that sort of programming than I do making progress.
     
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  18. r3eckon

    r3eckon
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    With the part prices coming in next update I decided to rework the vehicle sell price calculation in order to take into consideration the price of parts attached to a vehicle. As it turns out the value calculated from parts seems to be much higher than what the cars sell for on the used market, for instance the derby moonhawk has nearly $40k sell price when using parts yet it can be purchased for less than a thousand. To solve that problem, I think the best option is to scale that value based on vehicle odometer and player rep. This is what I've come up with so far:
    • Odometer from 0 to 200,000 km scales the sale price from 90% to 10% ($40k moonhawk becomes $4k at max odometer)
    • Reputation from 0 to 5000 scales the sale prices from 10% to 90% ($40k -> $4k -> $400 with max odometer and no rep)
    Repair cost is still removed from sell price, which is also capped at a minimum defined by the vehicle "scrap" value. There's the issue of end game situation with high rep where you can still profit off buying and selling used cars, but I feel like this could be fixed by tweaking the values, likely by giving more influence to the odometer scaling. Note that this is very likely to change as the rewards and costs are tweaked, I also have no idea if this works well with all vehicles. Personally, I don't think selling vehicles should be a way to profit, rather more of a way to recuperate some of the cost of a vehicle you don't want to use anymore.

    Overall it's a big improvement on the old system because now if you add expensive parts to a car it will increase the sale price. I'd love some feedback on this and please let me know if you have other ideas on how this could be done.

    Some other updates that will be coming to the next version include fixed mission completion button staying active for next mission, it finally happened to me and I could see what the problem was, also fixed stuttering when entering triggers unrelated to the part shop and garage UI, I had not noticed this was due to the UI data being sent until I added part prices and names to the UI which made it quite a bit worse. There's still some unavoidable lag when entering the relevant triggers, due to the amount of data being loaded but now it only happens at the garage and part shop.

    Speaking of the part shop, that UI now displays all available parts for a vehicle not just parts that fit in the current slots. I noticed this would be necessary while trying to do a RWD conversion and being unable to buy the necessary parts without using nodegrab to push myself into the part shop without a driveshaft. A QOL feature added is the ability to control how much the Sleep/Heal button skips forward in time, from 0.5 to 24 hours in 0.5 hour increments. This is done from the options menu. Another update to the part shop and garage UI is detection of currently used parts, adding (INSTALLED) to the display name. As I'm typing this I realize I could also remove the "Use" button for these parts when inside the garage so that's probably going to be done as well.

     
    #78 r3eckon, Nov 11, 2022
    Last edited: Nov 11, 2022
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  19. r3eckon

    r3eckon
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    Just released version 1.3 of the mod, this version brings the part prices, multiple improvements to the part edit and part shop UI system, QOL additions and rebalance of mission and race rewards to better fit part prices.
    • Added part prices from jbeam files to part shop
    • Added part names from jbeam files to part shop & garage
    • Added sleep & heal button time setting in options menu
    • Added and improved part shop & garage categories
    • Improved part shop and garage search function
    • Part shop now shows all parts for vehicle not just current slots
    • Fixed mission completion button staying active for next mission
    • Fixed stutters caused by triggers sending UI data when not needed
    • Part shop and garage UI now indicate currently installed part
    • Vehicle sell price now based on installed parts
    • Part shop indicates part compatibility with warning symbol and yellow slot name
    • Part shop now showing proper slot names
    • Garage UI updated to show current part & remove button seamlessly in list
    • Tweaked race and mission rewards to better fit new part prices
    Update process remains the same, this time however I've included a process using the in game backup system with the previous method as a fallback in case this new system doesn't work properly for you.
     
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  20. liamwood15

    liamwood15
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    Insane work man!
    Im suprised this is the first time I have heard of this.
    Deserves much more recognition and wish you luck continuing to work on it.
    Do you have a donation link or something?
     
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