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Pseudo Random Tour 1.5.2

Drive from a random position to another random position, via a random vehicle!

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  1. Another round of fixes

    Darthbob555
    Some more bug fixes and general misc changes:
    • Fixed the initial Vivace spawning in the ground in Jungle Rock Island since the map overhaul update
    • Cursor now turns to a pointer when hovering over checkboxes on the start UI so it's more clear if you are hovered over them
    • Fixed being able to start a blank route after generating at least one route beforehand
    • Removed Industrial Site from the PRT scenarios list - following an infinite loop exploit, it seems this map doesn't...
  2. 0.21 Compatability Update

    Darthbob555
    Fixes an issue of not being able to generate routes, caused by the recent update.
    In fixing it I also noticed an error if the backup route generator also failed to produced a route - this is now fixed as well.
  3. Small scenario + quick race fix

    Darthbob555
    This update fixes a major issue where the "start" button is remove on quick race events, campaigns and other scenarios with this mod installed.

    This update may also fix an issue where the UI is showing in freeroam - to employ this fix, (while in freeroam) go to the UI settings (on the sidebar) and click "reset layout" on the center of the screen. Again, this may or may not work (fingers crossed ;))
  4. Fixes and improvements

    Darthbob555
    A few fixes and some new features and general improvements:
    • Fixed an issue with the circuit generator backup system getting stuck in an infinite loop in certain conditions
    • Fixed saving not working properly if the scenario is reset beforehand
    • Fixed 'keep current vehicle' option not working when loading a route
    • Fixed 'always sunny' option not removing the weather affect from a previously generated route
    • Fixed waypoint UI not resetting once a new path is generated
    • Fixed...
  5. Some small fixes

    Darthbob555
    Just a few small fixes:
    • A waypoint no longer spawns on your vehicle, which isn't triggered (saved configurations in a previous version of this mod will still have this issue though)
    • Added in the Industrial map to the default scenarios
    • Fixed displaying an incorrect amount of waypoints on the UI when resetting the scenario
  6. Addition Fixes and Features

    Darthbob555
    Just a couple of fixes and some misc features:
    • Added in an option to keep the current vehicle for the next route
    • Added in an option to only generate the last waypoint of a route, allowing you to go about it via any way you want (distances and road-indicator will not be very accurate)
    • Fixed being able to start the scenario before a route is geenrated, if the scenario is reset
    • Change the name of the route length to "approximate" - from recent changes to better lapped-routes...
  7. More fixes and features

    Darthbob555
    This update brings in a few more features as well as a number of bug fixes.

    Features:
    • Added in the option to remove the road indicator
    • Added in some additional info to the info screen about using the map; specifically, how you can zoom and change the opacity via the mouse
    • Loading configurations gives you the options of spawning traffic, showing the road indicator and making it always sunny (ie. they are not locked when you save the route)
    • Loading routes...
  8. Traffic + Bug Fixes

    Darthbob555
    This update brings in the option of traffic and a few bug fixes:
    • Fixed not being able to play a generated track if the physics are paused during generation
    • Checkpoints close to intersections will no longer be added, which should help navigating
    • Added traffic as an option - the game will take a minute to load in the AIs but once they are generated, generating a new route with traffic enabled will not re-generate them, so it is a one-time wait (unless you un-check traffic, then...
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