Outdated Beam Legal Racing - SLRR Inspired Hardcore Career Mod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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    That's weird, I guess there are more changes to this fix but I don't remember exactly what they are. Next version should release soon enough, I initially intended on adding part images to the update but I think I'll end up releasing them as an addon since it's basically optional content and my progress is quite slow even with scripts used to automate part of the process.
     
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  2. TheCFB08

    TheCFB08
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    This error pops up whenever I attempt to load any sort of tournament, I have also replaced line 163 in the betterpartmgmt.lua file with the fix you stated a bit ago, so I have no clue why this is happening.
     

    Attached Files:

    • Screenshot2024-02-10094012.png
  3. GarlMemory

    GarlMemory
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    R3eckon has provided a fix on page 40, i sucessfully tried it myself
     
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  4. r3eckon

    r3eckon
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    Version 1.14.2 has just been released, it comes with the improved fuel system, part edit safe mode and a bunch of fixes for issues reported since last update. As always I recommend you backup your save files before updating just to be safe. Here's the changelog:
    • Added improved fuel system (fuel tiers, diesel, wrong fuel type disables engine)
    • Added part edit safe mode (prevents taking damage during part edits)
    • Fixed config loading function using partmgmt.load (renamed to partmgmt.loadLocal)
    • Fixed missing waypoints on East Coast
    • Fixed missions in incorrect list on West Coast
    • Fixed part selling with missing jbeam value causing $nan player money
    • Fixed track events not loading due to removed playername file
    • Fixed GPS Select Destination menu empty list data due to duplicate names
    • Trying fix for player garage menu not visible after towing
    • Fixed police tickets while walking (no cost to pay & removed impound button)
    • Decreased part sell value from 50% to 20% of buy value
    As for progress on part images, I'm currently about a third of the way there. I will most likely be implementing a UI menu to view the full size images when clicking on thumbnails in part shop and garage. Part images will also most likely be released as an addon instead of being packaged with the core files as even though I'm not even halfway there yet the full image folder is 350MB (for 4363 images). I'm considering releasing high quality PNG and lower quality JPG versions as that file format saves a lot of space, though it does reduce the image quality and has compression artifacts which probably wouldn't be such a big issue for use as part menu thumbnails.

    Keep in mind not all parts will have images. I am skipping some self explanatory parts that have no visual differences (like windows vs lightweight windows which look exactly the same) and also some parts simply have no rendered model in game which can be quite inconsistent from vehicle to vehicle. For instance the differential on some vehicle isn't rendered at all while other vehicles don't have a model for the open differential but do have a model for other differentials.
     
    #824 r3eckon, Feb 11, 2024
    Last edited: Feb 11, 2024
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  5. rapturereaperALEX

    rapturereaperALEX
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    My man ! upgraded my cpu to a 5700x and 32 gb ram. I'm ready ! lol
     
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  6. Harben

    Harben
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    I don't know if its just me but the current release doesn't seem to have any of the updates like fuel tiers, fixed GPS or all the other stuff listed it seems like its the exact same from 1.14.1?
     
  7. r3eckon

    r3eckon
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    I just tested and it works fine for me, try to reinstall in a clean userfolder and carefully follow the instructions on github.

    Only issue I saw is that I apparently forgot to reset the career before packing this update which isn't breaking anything, it just means the initial career state after install isn't as it should be. Career reset solves that but it might be confusing for new players so I'll re-release the update files with a clean starter state.
     
  8. Harben

    Harben
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    I have reinstalled and found out I wasn't doing it properly in the first place, thanks for replying very quickly though I appreciate that.
     
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  9. weeblessnerd

    weeblessnerd
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    After updating, Track Events not working for me.
    Not getting an error. Reinstalled couple times. Same result.

     
  10. r3eckon

    r3eckon
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    That's odd, it works on my end.



    Send a screenshot of the console immediately after the AI vehicles are spawned. Usually when the AI isn't moving it's because some waypoints are missing but that shouldn't happen if you have the addon installed correctly. Console might say something about how the AI can't find a path between two waypoints, if so check the world editor to make sure you have these simgroups listed:



    If you don't have them it's possible you previously saved level edits for this map which could override the addon level files. Check userfolder/levels if you have a ks_nord folder in there delete it (or move it somewhere else if you want to keep those edits) and that should allow the simgroups to load properly.
     
  11. weeblessnerd

    weeblessnerd
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    Removing ks_nord fixed it for me.
    Thank you! This update has been huge to be able to enjoy all aspects of the mod.
    Absolute legend.
     
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  12. GarlMemory

    GarlMemory
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    So, everything works perfectly fine on my end so far, so this time around i'm not reporting a bug but rather submitting some suggestions and ideas. I don't know anything about Beam modding, so i have no clue if any of these are possible at all. Here we go :

    -Cars restoration missions. Pretty self explanatory, think of something like Car Mechanic Simulator. When you accept such a mission, you're given a car with a list of things to fix on it. Once it's done, drive the car to a delivery point and get paid. Might be an alternative to delivery missions in early game to make some money

    -Random AI racers on the map, with the possibility to challenge them to a race, much like SLRR. Races length and wagers might be tied to the player's reputation. The higher it is, so are the length and the stakes of the race

    And of course, thanks again for all your work
     
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  13. r3eckon

    r3eckon
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    Car restoration might be a bit complex to implement, would need a lot of things changed, I probably won't be adding this for now but I'll definitely keep the idea in mind.

    Random races is something I've been meaning to add for a while now but I still haven't figured out the best way to do it. My current idea is to have a new traffic group for racers that spawn race cars (basically the track and "custom" configs). Then to initiate a race you would drive next to those cars and honk. What I'm not sure yet is how well transition from a traffic vehicle to AI that follows a custom path will work and also how to dynamically generate a race path. The AI needs a lot of help to complete races at a high enough speed to be competitive. Brake zones are basically specified in race files and sometimes require multiple waypoints that force the AI to slow down to take a corner after a high speed area. I have no idea how these could be generated dynamically as my current process for regular races is to test the AI using the less maneuverable vehicles (like the bolide) and add brake zones as needed. Potentially the risk value could be reduced for random races but that would mean the AI drives very slowly.

    So I've pretty much put this idea on hold until the AI is improved to the point where brake zones are no longer needed. If the AI becomes able to complete races at a competitive speed without manually added brake zones then it becomes possible to have them race to a randomly picked destination waypoint. Without that the AI would either crash at the first high speed corner in a path or drive too slow to be competitive.
     
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  14. GarlMemory

    GarlMemory
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    If i understand correctly, it's Beam itself and its internal mechanics and AI systems that holds you back on a certain number of features. If so, i really can't wait to see what you'll come up with when (if ?) those inherent limitations are removed. As it is right now, the mod's already miles ahead of a fair share of AAA games just with its concept and mechanics

    Thanks for the insight dude !
     
  15. r3eckon

    r3eckon
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    Pretty much yeah, technically I could probably spend time trying to improve the AI but I'm not familiar enough with the very complex AI code so I'd spend a ton of time potentially for no improvements. I thought about using workarounds for the AI like artificially boosting their tire grip but that would be unfair, or scriptAI which would not work for race paths generated on the fly. There are other limitations or issues that come from the vanilla game like the beamstates which worked fine until 0.28, advanced couplers pretty much broke that feature and it hasn't been fixed yet. This one is quite frustrating as the damage persistence was the main reason I started working on this mod. I know most players probably care more about the usual content updates and vehicle remasters than backend features but I'd love for devs to make more technical improvements.
     
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  16. iamlegian

    iamlegian
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    We should petition for more tech improvements lol. And I for one would kill for better particles. Drifting is so dull without them. Off-roading is fun until you realize the ground is solid. Mud is solid. Sand is solid. I want deformation damnit. :)

    But yeah beamstates are a shame. I want it fixed.
     
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  17. GarlMemory

    GarlMemory
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    I feel you, it must be rough knowing you can do better, but the platform you're working on is limiting you (i don't blame the devs tho, i know it must be pretty tricky to solve things on their end considering the scale on the project)

    Also agree with you on the last part, a stable, refined basis should be the main priority, with the content coming second. I mean, it's only logical you'd want a solid technical fundation before adding anything on top of it. You can't build a skyscrapper on a fragile piece of clay

    Hope those issues will get fixed soon so you can really unleash the full potential of the mod
     
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  18. r3eckon

    r3eckon
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    Yeah I don't blame the devs for this at all, the technical side of this game is incredibly deep and using experimental features like beamstate is bound to have undesirable side effects. Openable doors are a great addition despite breaking beamstate loading and I'm sure most players aren't bothered by broken beamstate loading, actually most probably don't even know the feature exists. That being said I'm hopeful they'll eventually figure out how to fix it, after all BeamNG devs are some of the best in the business.

    Speaking of deformation, a while back I was watching some crash test videos and one thing that struck me as a potential great addition to this game would be deformable guard rails. Plays right into the soft body physics and even relatively low resolution deformation for better performance would still vastly improve the crash physics compared to the currently rock solid railings.
     
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  19. iamlegian

    iamlegian
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    Yeah, rails and poles should be deformable for sure. Although it's a fun game now, you drift around a corner and are about to touch a pole, will it be solid and wreck you or let you pass through? :)
     
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  20. r3eckon

    r3eckon
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    Just found and fixed a problem with track events where the player vehicle isn't frozen in place during countdown, nothing game breaking so I won't release a new version just for this. To fix it replace the file userfolder/scripts/blrhooks.lua with the patched version in the zip attached to this post.
     

    Attached Files:

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