Outdated Beam Legal Racing - SLRR Inspired Hardcore Career Mod

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

  1. PrestonLK

    PrestonLK
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    Hmm, reading about the addition of the addons system I can't help but wonder if there's a way to mod demolition derbies into this. Potentially very time consuming if I attempt to make them thoughts aside, I'm looking forward to playing the new update.

    Edit: to be clear, I have long since abandoned this idea, I don’t have the time or know-how to get it into a working state.
     
    #581 PrestonLK, Aug 1, 2023
    Last edited: Nov 6, 2023
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  2. rapturereaperALEX

    rapturereaperALEX
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    This is your game now. By the law of development, you own the game now. Congratz !
     
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  3. r3eckon

    r3eckon
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    Definitely possible though the track event system has to be reworked a bit so that the rankings are inverted as surviving for the longest amount of time is what matters in derby, also a way to detect totaled vehicles, maybe just checking if speed is below a certain value for a certain length of time.
     
  4. JTaylor76

    JTaylor76
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    Has anyone else run into the issue of the receiver hitch not showing up in the shop for the D-Series? Ive come across this a few times with the base model D-series that can spawn in the used dealer on Utah
     
  5. PrestonLK

    PrestonLK
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    So this has happened enough times now that I'm sure it's not a fluke (about once every two hours), though I'm not sure what causes it. It's happened to me at both the italy airport and at the italy garage spawn. I'll be sitting there for a good while looking around the menus when suddenly a car smashes into me despite me being well outside the area ai's should be driving. Once I even dodged it at which point they tried to turn around and run at me again but smashed into a wall while they where doing so. Something seems to be going on making a ai car occasionally target the player. It might be connected to teleporting around using the minimap mod which I never used in previous version of BeamLR (I've started using it to quickly switch between the garage and airport to test changes when tuning), but it could also be unrelated, I'm not sure.
     

    Attached Files:

    • airportattack.png
  6. r3eckon

    r3eckon
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    Traffic can get mad after being hit. This has been a thing since 0.24 yet I also noticed it just recently. Maybe at some point it stopped working and was recently fixed but I don't see anything relevant in patch notes. If it happens without hitting traffic I wouldn't be surprised if like the police chase AI they can get confused about which vehicle is involved and traffic that gets disabled by the game with a 'chase' state may end up chasing after the player when it's enabled again.
    --- Post updated ---
    I tested a bunch and it always shows up if I search 'tow' the pickup has two of them (one is attached to the bumper) and both show up. Maybe you have part mods causing issues?
     
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  7. MILKMANtm

    MILKMANtm
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    So i have noticed beamlr has gotten an update, i read through the changes of how adding cars works now and it seems a lot less of a pain than before, i will be updating my extra cars mod this week most likely, and probably will include a couple of new vehicles too. If theres no update on that mod this week than i apologize, i am really enjoying my time playing stalcraft right now lol
     
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  8. JTaylor76

    JTaylor76
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    I did go out of BeamLR and found which bumper has the tow hitch. I will be using that in the future. I do have two different Tow Truck mods that use the tow hitch slot so they may be interfering as they do show up in the parts shop.

    Side note: Tow truck missions would be interesting though you would have to talk with the mod developers of each of them to see if they would be interested in a collab, I use https://www.beamng.com/resources/ds-wheel-lift-transporter.21697/ and the D-Series tow truck upfit that's listed on the repo in game, cant seem to find the link.
     
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  9. r3eckon

    r3eckon
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    Quick correction on the GP circuit layout for the ks_nord track events, long story short the map actually does contain AI roads for the GP circuit and I'll most likely be adding the event files for this layout in next version as well as updating the addon itself so that level files are up to date.

    After playing around with a working concept for a mod loading order feature I noticed the AI roads for the GP circuit showing up when the level mod was loaded last. As the addon mod was made using a previous map version, the mod loading behavior makes it so level objects listed in items.level.json files are reverted by the old version. That usually requires manually merging entries in the item files (a process which is very easy to mess up). I usually do this with vanilla levels when a new version of the game releases so changes made to levels are used in new versions of the mod. However this time I didn't notice the newly added AI roads in changelogs for the level so didn't bother doing this which turned out to be a mistake. As can be seen below the aiRoad_GP object is missing from the right object list which is the result with the addon. Other stuff is also missing or outdated due to the addon.



    This isn't a game breaking issue, however this is something to keep in mind if you plan on using the GP layout in freeroam with AI traffic. Disabling the addon mod temporarily should get the AI roads for the GP circuit to show up. Just turn it back on to get track events working again.

    Now for a sidenote about the mod loading order thing. I will likely be making a more detailed thread in the suggestions subforum talking about the need for mod loading order and showing a basic working implementation of the feature. A mod loading order feature that works as expected can be achieved with minimal changes to the modmanager.lua script. I didn't bother making UI changes to the mod manager interface itself however the code responsible for loading mods according to a user set order works great. Here is my default mod loading order:


    Notice the loading order is alphabetical, starting from the root mods folder before checking mods/repo and finally mods/unpacked. Now I set the loading order for a few mods in a file:


    Mods listed in this file will be loaded after other mods which gives them priority. Listed mods are then loaded in their set order:


    This system checks to make sure entries in the order file are actually installed before adding them to the final mod loading table.

    Overall I think a mod loading order is a great if not necessary addition to any sandbox type game that's heavily modded. I only found a single thread from 2017 about this topic and it didn't get much attention except one user mistakenly thinking mod loading order is used to improve mod performance. I can understand why this would be low priority for devs as this is most useful for the less common "mods of mods" category and potentially ensuring compatibility in large modpacks which aren't really a thing yet in BeamNG. However due to the simplicity of this system (less than 60 lines of code) I think it's worth adding.

    If devs don't feel like adding such a feature to the base game I may end up releasing this mod loading order script soon as a way to prevent the need for prefixed addons.
     
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  10. abody

    abody
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    R3eckon, i really like the project so far, it's so amazing, i almost shared this mod to every friend i have, we're playing it in discord screensharing and having fun, thank you so much, and please keep going don't stop! I cannot wait to see what the future updates would be like.
    --- Post updated ---
    Also, i don't know if this is an issue or not, but when I got all the requirements for the Track Event, It said that "Already joined another event!" even though, i didn't.
     

    Attached Files:

    • ifmage.png
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  11. r3eckon

    r3eckon
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    I'm glad you're enjoying the mod! As for the issue, clear errors in the lua console before opening the track event browser then check the console again for errors if there are any. Also post a screenshot of the contents of the file beamLR/currentTrackEvent the line starting with status= should be status=over if it says something else you've joined another event and the BeamLR main menu track event page (not the browser) should let you see details of the current event.
     
  12. Aeroracer

    Aeroracer
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    Hey R3eckon! I like the new update, especially since it's easier to add modded cars. Though I forgot to backup my previous save file, I still had fun coming back up to speed on my 200BX build. The trackday events work great too, is the AI for that custom?

    Also, in the future, do you intend on adding a little checkmark UI element to the trackday event panel, so that players can a reminder that they've already completed an event?
     
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  13. r3eckon

    r3eckon
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    I'm glad that you're enjoying the new update! The AI isn't custom, simply using higher risk values than the street races. Since there are fewer different paths I can spend more time per path refining waypoint speeds so that the AI properly handles corners and brake zones despite the high risk values. For street races risk has to be kept relatively low to ensure most opponents can finish races without crashing.

    Good idea about the checkmark thing, maybe a count of how many times the event has been completed could also work well.
     
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  14. abody

    abody
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    upload_2023-8-11_23-32-10.png upload_2023-8-11_23-33-0.png
     
  15. r3eckon

    r3eckon
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    The efile line shouldn't be empty, that's what's causing the error and preventing the UI from receiving correct event data. Not sure what might have caused this, the only code that changes this specific line is when joining but I tested and it seems to work just fine. So far no one else seems to have had the same bug however if you or someone else encounters it again I'll need a bit more info and steps to recreate the issue.

    For now you should be able to fix the issue by replacing that file, copy over the currentTrackEvent file from the latest version zip or just replace the line with efile=hirochi_trackA_classA basically any event filename (from beamLR/trackEvents) added to the end of the efile line should get it working again. Also make sure the mod is installed according to the instructions on github and not like a regular mod otherwise file loading and saving issues can happen.
     
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  16. abody

    abody
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    thank you so much, when i replaced the efile with "efile=hirochi_trackA_classA" it worked.
     
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  17. Métronome

    Métronome
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    I installed the 1.12 patch, but the interactive boxes are missing for me. Someone knows to fix it ?
     
  18. r3eckon

    r3eckon
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    Pretty hard to tell without more details, any errors in console? Copy your backup folder somewhere, try a clean reinstall and see if it works. Then try loading your backup.
     
  19. Métronome

    Métronome
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    Okay I found it, I made confuse about gamefile and userfile. Sorry.
     
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  20. r3eckon

    r3eckon
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    No worries, I'm glad you got it working!
     
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