Hey. Was playing Beam and tried out a time trail and noticed that the aa on the West Coast Mountain Road Time Trial were appearing as "No Mesh". You can see the mesh in the background of the lua screenshot. Using the broken mod analyzer and the console, this was the thing appearing at the end of the lua and the related error appearing in the top right. I don't think this is related to the "No Mesh" appearing though. I tried loading this again with your map and every other mod disabled and the big log didn't appear, if that error was causing any legitimate issues, it didn't fix the "No Mesh" issue, just the game having issues reading the road barriers for some reason. I'll figure this out myself, just thought I'd mention this and the context behind me noticing it.
Thank you so so much, I have duplicated the issue and I am fixing it now. I don't think this issue would stop meshes loading but it does break anything that uses race markers. Thank you so so so so much again for the help.
You're welcome. Just to mention, it seems like the no-mesh thing is just a game issue as for me atleast, this also happens in safe-mode from the looks of it. Seems like there are other people that have had this issue before.
No problem, I fixed the issue and its in the zip file, but I am now rushing to finish the second scene and will props release that on the Repo. Just some behind the scenes stuff; I have been working on a nice "scene select" using some recycled career mode UI And some glossy screenshots for the repo page + other scenes. Its coming along nicely and hope to get something out on the repo soonish!
Update log! Scene 1 is finished and is in the mod approval pipeline for the repo! Scene 1 also will have a hotfix ready to fix the directors faces not loading on win conditions. I wont update the .zip as the repo will host the mod in future. Scene 2 is being worked on, unfortueately I have found a bug with the way trucks and trailers couple and need to rework scene 2 so its delayed, but the scene is gonna be pretty cool with close calls, knocking off car doors and some minor gymkhana segments. If anyone has access to camera 3d models that are fairly low poly and dont mind sharing please contact me as I would like like to add some cameras at areas as an extra task to not hit them.
I must say, this is great fun to play! However, If I select 'EXIT' after finishing the scenario and watching the replay, the camera won't move. But that's really the only fault I found. Great work!
Just wanted to give an update. Scene two is back on schedule and has been fully laid out. Now, I am just tweaking it to make playable and adding in the scores and time limits. the reason for the delay is mainly because I’ve had to completely rewrite scene to because the methodology I was using before just flat out wasn’t working. I wanted to keep all three scenes in one mission so I was making one massive flowgraph mission. However, this was causing everything to get extremely slow and confusing. I found that I can load in individual FG files at different times so now I still have one scenario, but it loads in three different files when needed by the player. my only issue now is that I have found a bug which I’m not sure if it’s unique to me or if there’s a bug with the flow editor where sometimes a position is being interpreted as a double and causing the lua to crash.
STUNTDRIVER missions 2 and 3 are on hiatus. My windows install failed for some reason during an update and I was forced to reinstall windows. This was a painless process because windows allows you to reinstall windows without deleting any of your personal files, just removing installed apps. I did this without realizing that due to the way BeamNG works. All my work on the Mod was considered a “program file” and deleted. This sucks, but honestly it could be a blessing. I found the process of building scripted flow graph missions very tedious and time-consuming and I’m pretty sure it could be sped up by quite a lot, but I have to take a step back and reevaluate how I do things and use some new tricks that I have learned to hopefully make a much more streamlined process. I’m also hoping one of the many bugs and QOL issues that I have reported may be worked on so I don’t need to make so many workarounds. https://www.beamng.com/threads/flowgraph-bugs-and-improvement-suggestions.98420/#post-1722698 Feel free to ask me any questions about my stunt driver missions. Mission one is still on the repository and you can easily download it and FG files are not encrypted or anything so you can just open it up and have a look at how I did everything.
I'm sorry your work was deleted in the reinstall, that sounds really frustrating. I'm glad you're turning this into a positive in that you can now work with fresh slate implementing all the new tips and tricks you've learned. I wanted to thank you for all of your YT tutorial videos (all of which I've watched several time while working on my own FG mod). I'll also plug them for anyone else who wants to dip their toe into mission/scenario making but don't know where to start: