@r3eckon I have found a bug. I had a few cars that I am unable to upgrade.for Eg. the pickup, I won it in a pinkslip. checked the prices and then went to race again. After race I sold the car that I won and after I choose the pickup again to use I do not see any upgrade prices and am unable to buy them. --- Post updated --- The only fix is to load a car that has working components, in my case the "Fullsize" and then the pickup then it seems to be working but need to do this every time I choose a other car to sell
I tried to reproduce the bug with your steps and it didn't happen. Try playing with other mods disabled if you have any because part mods can mess with part prices. I tried selling at the dealership and scrapping, both times the buy menu properly loads parts for the pickup. This UI is supposed to update available part lists when you change cars so loading another car beforehand really shouldn't change anything. If disabling mods doesn't work try clearing the lua console before loading the pickup, then when issue happens check console for errors and if there are any post screenshots here. If the issue is related to part mods and disabling mods worked you can still post screenshots of console errors, I'll see if I can add code to skip over parts that cause issues and let other parts load properly. Tip: you can force the race system to do RNG rolls up to 100 times until it hits a specific model by using this command in console: Code: extensions.blrutils.blrvarSet("devRaceModel", "pickup") This should get next race to be against a pickup (except for drag races) but in rare instances it can end up rolling 100 races without hitting the model so just try again if that happens. Model has to be in the pool of potential opponents for that race so for instance it won't work to get a scintilla opponent in bronze league. When you're done use this (or just restart the game): Code: extensions.blrutils.blrvarSet("devRaceModel", nil) This will restore the regular RNG picked car models for races. Yeah implementing the new trailers added in 0.30 is on my to do list. I'll probably have to change a few things for gooseneck since it's different from tow hitch trailers but it should be pretty simple to add.
Version 1.12.2 has been uploaded on github, this should fix the missing gas station prefab on italy. I looked through the other maps and didn't find any other missing gas stations, still not sure what happened but I think it may be related to the "persistentID" value for that prefab being changed by devs at some point during the release of 0.30 hotfixes. It should hopefully be the last patch for 1.12 unless other issues are found before I start working on 1.13 which will likely focus on requested stuff like new trailers, also have a few QoL changes planned for instance I believe there's a way to reduce lag when entering garage and shop triggers.
@r3eckon I love your work man. regarding the first bug. i only have 1 mod installed and thats the additional car pack. I found another issue, If you sell a car and disconnect (without going back to garage) it will spawn you back at the garage and you will not be able to move or choose a car.
I'm glad you like the mod! Again I just tested and it doesn't happen on my end. It could be some kind of race condition between the initial vehicle deletion and walk mode being toggled, other players had similar issues when selling vehicles and the "unicycle" walk mode vehicle getting deleted due to a race condition. A similar thing might be happening with your previous issue as the UI data won't be sent when in walk mode, it's possible the trigger enter is executed before the playerIsWalking variable is set by the vehicle type detector nodes. I'll try to change a few nodes in flowgraph, both bugs could possibly be fixed for next version but it's hard to know for sure when I can't get the issues to happen. Edit Car menu, click the floppy disk button twice.
Hi, @r3eckon ! I understand it may be considered cheating, but I would like to enable Radial Menu and Big Map UI. How can I do that? Can I do this by simply changing some parameters in some files?
Unfortunately it's a bit more complicated. For the circular menu you have to comment out line 94 of scripts/blrhooks.lua: Code: local onMenuToggled = function(showMenu) print("BLRHOOK: Menu Toggled") --extensions.blrglobals.blrFlagSet("disableQuickAccess", true) end For the big map UI you need to edit the flowgraph node "Block Input Actions", open up the actions list and remove "Toggle Map" from the list then finally save the project. You need to do this for every flowgraph file since each map has it's own mission file. You should use the search function to find that node as the project is very large and messy.
Here is something I've been working on these past couple days, basically a (very) experimental change to BeamNG allowing for a more advanced or SLRR-like vehicle building experience. By making slight edits to jbeam loading scripts, vehicle slots no longer spawn with pre-attached default parts and all slots can now be set to "Empty". For instance, the pickup cab spawns without an interior (no dashboard, seats, etc) and the bed spawns without a tailgate. This also works for engine parts however BeamNG isn't built to handle engines with missing core parts so engines will still run despite missing parts like the intake, exhaust manifold, oil pan and long block. This change is mostly made to handle changes I intend to make to the inventory system of BeamLR which currently allows exploits like new parts being created for free. For instance, removing the tailgate then removing and adding back the bed, a new tailgate is created and the old tailgate stays in the inventory. The new inventory system should properly handle linked parts being removed and since all parts spawn without defaults the previously explained exploit is fixed hopefully allowing for part selling, which is a much requested feature. The advanced vehicle building script may be released as a standalone mod if there is enough interest. Keep in mind this is very experimental and breaks a lot of stuff, for instance most vanilla configs are missing parts and setting some parts to empty (like the frame for the pickup) can glitch out the vehicle. I'm not 100% sure this will make it into BeamLR since there may be unforeseen issues with this when used with the mod but it should hopefully make it to the next version. Unrelated note: gooseneck deliveries have been added to the mission system and new trailer configs (including caravans) have been added to regular tow hitch missions. Map specific traffic groups are also implemented so European police cars now spawn on Italy. I've also managed to remove the lag spike from garage and part shop triggers. Overall next update is coming along quite nicely, if all goes well I may be able to release it by the end of the month.
I like this, parts getting added without sub-objects automatically added seems to make for a much better loading time as well. This has been one of my core issues with car building in BeamNG, where if you have automatic apply every click feels so slow (as in, waiting for the car to reload), but looking at your video with no sub-objects getting added automatically looks so quick! Definitely going to try this.
Almost lol but I don't see this as a race or competition, I always had a feeling official career mode would be different from what I wanted which is the main reason I started working on this mod. This feeling was confirmed after I had a chat with devs about potentially joining the team to work on official career mode. While I decided to keep working on my own mod because I personally didn't like the direction they wanted to take, I'm certain that what they have planned will appeal to a much wider audience than the hardcore, permadeath type career experience I'm creating. I actually didn't even notice the improved performance in part edits but now what you mention it I realize it is quite a bit faster. Not sure what might be causing this as editing even single parts usually has a somewhat long delay. Maybe it's because in that video I'm starting from a frame so the game doesn't have to load as many parts compared to when editing the bumper on an otherwise complete car.
Wow! Really excited for the upcoming changes and additions. Thanks for taking my traffic localization suggestion. This really is the game I've been wishing existed for over two decades and I again thank you for all your hard work! I have noticed a new minor bug-- I say new as I don't recall it happening in older versions. It seems that something about the scenario is overwriting a given car's paint configuration values (metallic, chrominess, clear coat, ect.). You can watch this happen in real time as the scenario loads. In my case (and as seen in the images below) I applied a matte finish to the lower color of my Grand Marshal, in freemode it appears matte as it should, but once BLR loads it becomes glossy. You can also notice a loss in metallic flake in the lighter color between the two pictures. Surely a minor grievance, but to me getting a car's look just right is a lot of the fun . EDIT: Just saw your YouTube comment with the paint fix. For those also curious: "Yeah I know, when 0.26 dropped devs made changes to how odometer values are set and added code to make paint appear worn out with high odometer that prevented paints from being changed unless I used a function that only sets the color values so the other parameters didn't work. But after reading your comment I checked and turns out they fixed the issue so by reverting to the old way to set paints it now works as expected. It'll be fixed for next version. You can fix it yourself by opening up userfolder/scripts/blrutils.lua and commenting out line 316 (add two minus signs at the start) that calls the function "repaintFullMesh" and do the same thing for userfolder/scripts/customGuiCallbacks.lua lines 219 and 220."
While working on other stuff I noticed the fix I posted works until you make part edits. As it turns out vanilla code is calling the mesh coloring function now so there's a few extra changes to make to prevent the initConditions function used to set odometer value from doing the mesh coloring that bugs paint configuration parameters. The script that needs fixing is beamLR/scripts/mechDamageLoader.lua, replace lines 188 and 234 with this: Code: ve:queueLuaCommand("partCondition.initConditions(nil," .. odometer .. ", 1, {'a'})") Then it should work even after part edits. Basically the last parameter added to that function is what fixes it. Without it the initConditions function uses a fallback value for paint condition which eventually ends up calling setPaintCondition and finally setPartMeshColor which is the problem function. By sending a table with useless data setPaintCondition will return without getting to setPartMeshColor. I don't know if this paint stuff is actually seeing much use in the game as of yet but it seems like devs are making quite a few changes to how odometers affect cars.
Here is a video preview of upcoming 1.13 update which brings features such as advanced vehicle building, part selling, advanced repair cost calculation, GPS UI and new gooseneck deliveries. Advanced vehicle building is an experimental feature shown in my last video that works by disabling all default part values in jbeam files making it so parts do not spawn with attached sub-parts. This makes for a more realistic or SLRR-like part editing experience. When removing parts from a vehicle, all sub-parts attached to the parent part are added to the inventory. For instance, by removing the bed on a pickup, the tailgate, taillights and bed accessory are added to inventory. However, when adding the bed back, these parts will be initially missing and must be manually added. This feature is not recommended for casual players as it can make part upgrades quite confusing especially during engine swaps. BeamNG is also not built to handle missing default parts in some cases so engines missing important parts like ECU, long block, exhaust manifold, etc. will still run. This feature allows for another much requested feature: part selling. Without advanced vehicle building parts spawning with defaults attached could be used in money exploits so part selling is only enabled when using advanced vehicle building. Parts can be sold at a scaled down value compared to purchased price. The feature is not intended as a way to profit, more as a way to recuperate a bit of money from parts you no longer need, so it will likely need a few balance passes taking into consideration vehicle sell price before being fair. The update also adds a new repair cost calculation system that more accurately reflects vehicle damage. This system checks deformed and broken beams for each part to detect when a part has been ruined or completely ripped off from a vehicle. The value of that part is then added to the total repair cost of the vehicle. This system will likely result in higher repair costs especially with high end vehicles or costly aftermarket parts. The feature can be turned on or off from the options menu and changes are immediately reflected so it's possible to compare between advanced repair cost calculation and the vanilla damage value used in previous versions. A GPS system has been added that by default will only show GPS UI for vehicles with a GPS installed. This UI is simple and allows for specific destinations as well as finding the nearest destination of a certain type (gas station, garage, part shop, etc). The UI can be force enabled or disabled through the options menu and is especially useful for larger maps like Italy. Gooseneck trailer deliveries have also been added as requested, they give out bigger rewards but heavier loads so players should be careful when accepting missions. Dragging some of the heaviest loads uphill requires a heavily modified pickup and can easily lead to engine overheating. The mod adds some custom tiltdeck configs used in gooseneck missions that can be used in freeroam. The update also adds a few extra tow hitch trailer configs for a bit more variety in this mission type. Also, both trailer and gooseneck delivery missions can now be failed by damaging the trailer and failing deliveries will now result in reputation loss. This update will be releasing very soon, I previously hoped to release before the end of last month but I decided to keep adding stuff to this update. I pretty much only have some testing to do before release so it will most likely be out some time this week.
Hi r3eckon, I just have to say - this is great news! Found back to beamNG a few days ago due to the career-mode which has it´s own potential. I think your mod is THE THING quite now for me Never heard about the game that inspires your mod before but I love the concept. It is so cool that even I can add cars to shops and missions and stuff like that. Basically by the magic of "copy&paste" Went here for a news like that every day like a child before christmas and can´t wait the update. But for sure - good things take their while. The part-management and for sure the GPS-thing sounds great. I thought about suggesting something like that and you literally wrote about the exact "idea" I had in mind. A GPS only when physically there (in the car). I hope that makes it possible to get rid of the flashy arrows on the road leading to target. I´d rather throw a GPS in every car than having these^^. I mean, at least till I got more familiar with the East-Coast and Italy. Edit: Ah, now the video loaded - I see what I missunderstood in the GPS-department. Hm. Anyway, good addition. TLDR: Just want to give some reply and kudos to you and your last post - That update will make my day!
Version 1.13 has been uploaded to github, be sure to check the 'Read Before Playing' section of the readme for information regarding new features, most importantly for the advanced vehicle building which will be disabled by default to ensure compatibility with your current career files. Advanced repair cost calculation is also disabled by default. Both features can be toggled on through the options menu, however you will most likely need to reset your career if you want to use advanced vehicle building, otherwise your vehicles may spawn with missing parts due to old configs relying on jbeam defaults. It may still work without reset so if you don't want to reset your career feel free to try without it, but I definitely recommend a career reset after turning on the feature. As always it's a good idea to back up your career files in a safe location before updating. Anyhow, here is the changelog for this update: Added "Advanced Vehicle Building" option (more realistic/SLRR like part edits) Added part selling feature (enabled when using Advanced Vehicle Building) Added "Advanced Repair Cost" option (more realistic, uses part specific values) Added police Lansdale to US police spawn group Added map specific traffic spawn goups (European police on italy) Added new tow hitch trailer types to delivery missions Added optional weight based reward scaling field to delivery items Added gooseneck trailer deliveries Added GPS feature (default GPS mode shows UI if vehicle has GPS installed) Trying fix for stuck walk mode after loading into scenario Fixed Buy Parts and Edit Car menu empty when loading car in walk mode Garage & Part Shop triggers no longer cause lag spike when entered Abandoning track event scenario when race is in progress now ends round Fixed trailer G force calculation not counting gravity Fixed wheel hubs slot missing from wheel category Fixed paint setting not working with roughness,metallic,etc. parameters Fixed incorrect centerlug wheel defaults for covet & midsize with custom jbeam files Part buying now shows message if player has not enough money Part edit and buying menu now shows internal part names with internal slot names Updated police ticket offense specific values Trailer missions now fail if trailer is damaged (uses g force based damage for now) Updated delivery UI for trailer damage & meters now colored red close to failure val Mission failure now has rep penalty specific to mission type Removed "Not Enough Money" message from empty car shop slots Abandon request now checks for car shop browsing to prevent car files corruption Improved tow hitch check for Advanced Vehicle Building (pickup receiver comes empty) Increased race wagers to better balance with delivery missions Increased target wager slider max value to $10000 My current plan going forward is to start working on the West Coast USA map implementation but I also have a few things left on my current todo list, smaller feature ideas like special items have been on the list for a while now but I never got around to adding it, also possibly some weight specific track events. As always suggestions are appreciated!