Outdated Beam Legal Racing - SLRR Inspired Hardcore Career Mod

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

  1. rapturereaperALEX

    rapturereaperALEX
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    Regarding the images, that's why I asked if possible to show the vanilla beam preview when selecting parts. Not worth spending time unless automation can be found for img files. Also, for DRIFT !!! THIS IS THE UI !! https://www.beamng.com/resources/skill-chain-app.23055/

    On a side note, maybe add some cash sfx (same as missions maybe) when buying stuff, or repairing, and towing. I can provide the sounds so it saves you some time

    The health decreasing slowly over time with possible multipliers like number of completed missions (stress of life equivalent...lol) and night time driving is a good addition, with the vehicle behaving more erratic as health drops. (this might be difficult, but I think health as it stands is too resilient..lol)
     
    #181 rapturereaperALEX, Mar 21, 2023
    Last edited: Mar 21, 2023
  2. r3eckon

    r3eckon
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    Good idea, no need to send me sounds I'll see if I can find a fitting sound effect existing in beam first. Could also give a message UI app notification when money is spent.
     
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  3. rapturereaperALEX

    rapturereaperALEX
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    --- Post updated ---
    Holy shit ! Just came up with something awesome !!!
    ---Vehicle collision/crash repercussions ! I.E. Whenever you crash into ai, depending on the damage, the driver either
    a) Becomes instantly aggressive (with a message saying so, lol)
    b) If both player and AI stop (big crash but still ok-ish) or speed significantly decreases you auto stop (like the cops AI) and you get a choice, 1-pay there for damages 2-pay in set rates/day (until the full amount is reached) 3- don't pay and becomes aggressive, as well as cops spawn close to you, chase you heavily ! tell me it's not a fantastic idea ! lol Not sure if it's possible
     
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  4. bussin.buses

    bussin.buses
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    That would be awesome!
     
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  5. rapturereaperALEX

    rapturereaperALEX
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    Regarding engines/parts, I have the Rk customizable engine mod, and they show up, but most of the vanilla engines don't show, not even my installed engine shows in the parts shop.
    As an addition, is it possible to add a "shopping cart" favorite tab for parts where you just store them for later buying ? Also, maybe have a "recently bought" tab in the garage ?
    --- Post updated ---
    You can also deduct mission $$$ for damaged trailers, or cargo. And for deliveries, some cars on trailers works nicely. Combined with the time and weight/distance bonus $ it makes for intense missions, as you have to balance speed and precision very carefully. Almost like racing with yourself. Maybe make a "delivery company" zone, where it offers tiers of cargo, and required vehicles. (any vehicle can have a tow hitch) but licenses should vary in cost based on car. More powerful cars or heavy cars can have a steeper cargo license $$$ requirement but pay more in missions. If buying cargo licenses is a no go, you can either complete a certain number of missions to unlock trailer missions or "heavy duty" towing/delivery, where you need to own trucks to unlock these missions. And heavy penalties for severely damaged goods delivered. (have the same/similar damage/$ formula as the player car) where it can go negative upon completion if the trailer/cargo is almost gone..lol, Sorry for the over abundance of text. I just love this so much ! I can combine beam regular missions/scenarios with the configs I have in BeamLR, so it keeps a certain immersion with the cars at least. (can't complete a standard mission properly ? make some $ and Race in Beam LR)
    --- Post updated ---
    --- Post updated ---
    Stock engine not showing. Maybe related to RK engine mod ?
    --- Post updated ---
    Also, a "test" feature for the parts shop, where you can try any part once/day before you buy, with a time limit or disabled missions of any kind while you are in this mode.
     

    Attached Files:

    • Screenshot2023-03-21231457.png
  6. rapturereaperALEX

    rapturereaperALEX
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    Finally playing like you meant it. If I can't drive, career is over. 2 busted cars, not enough $ for repairs, had to sell a car I won, but it's busted too, I saved it by node grabbing it to a shop, sold, repaired the one In the garage and I recovered...lol.

    Just realized you could have a tow truck yourself, (rent it from the garage for $/day) to take broken cars to shops so you can sell and recover your career somehow.
     
    #186 rapturereaperALEX, Mar 22, 2023
    Last edited: Mar 22, 2023
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  7. r3eckon

    r3eckon
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    I haven't had any issues with missing part names, I'm not using any part mods so this is likely the cause. If that mod changes values for default engines it's possible the creator forgot to set names in edited jbeam or something else is causing issue.

    I'd love to be able to implement all your suggestions but right now the flowgraph project is already hitting a hard limit in terms of amount of nodes, I get 5 FPS in the FG editor and any modifications I make is a pain, just moving nodes around takes ages. Until the devs can manage to optimize the FG editor in a way that doesn't slow down to a crawl for big projects I can only make small additions since I don't know how much I can add before the editor becomes completely unusable. Someone suggested subgraphs on github, but this tends to break stuff. For the near future I'll be prioritizing endgame races to complete the gameplay loop as well as bugfixes. Once I've completed the main idea I had when first starting this project I'll get to focus more on suggestions.

    That being said, if you're motivated enough I encourage you to fork the project and make changes. Feel free to use this project as a base and expand the RP aspects of it if that's what you would like to see, I know there are plenty of users who would enjoy more roleplay focused career gameplay.

    Yeah that's what gives a fear of crashing lol, when playtesting after buying another car for racing I usually keep the spawn car as a backup and drive very carefully if I'm down to this last car, until I can afford the repair cost.
     
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  8. rapturereaperALEX

    rapturereaperALEX
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    https://www.beamng.com/resources/sp-winch.25284/ winch mod ! lol implement ?
    --- Post updated ---
    Is it possible to "delete all stuff not related to any new addition temporarily, so you get better frames, and after add them again ? (I'm not a coder) so I'd have to learn and spaghetti stuff around.

    Or hide the map ? I see......lol I also get pretty low fps, there have to be some optimization tips...But is it possible to add the missions traits in flowgraph without custom code ? Can you add the carp missions to your code ? maybe it's easier ? I think having multiple "cleaner" versions of the project works for FPS gain, just work on what you want and that's all (only the connections needed for the function implemented) and somehow get it into the master version ?

    Or guide me on how to add the variables/multipliers for cargo missions, (random trailer spawn, if player has license, license has a cost, and the $ multies for speed/time, distance traveled, overall weight, and cargo)

    Look at chat gpt..lol is this right to you ?
     

    Attached Files:

    #188 rapturereaperALEX, Mar 22, 2023
    Last edited: Mar 22, 2023
  9. rapturereaperALEX

    rapturereaperALEX
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    I'm talking to chatgpt...lol, I asked to add the stuff to your mod, but he can't. lol Then I just asked for clean stuff, without the mod, and it helps. Gonna see how much

    What a tease...Sorry for the overflow of messages, just still excited. Just deleting everything and working on the addition works well, of course getting it back to the main json file is a pain, but working separately seems to be a good balance ?
     

    Attached Files:

    • Screenshot2023-03-23041517.png
    • Screenshot2023-03-23043423.png
    #189 rapturereaperALEX, Mar 22, 2023
    Last edited: Mar 23, 2023
  10. rapturereaperALEX

    rapturereaperALEX
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    So...I added another mission...lol
     

    Attached Files:

    • Screenshot2023-03-23045611.png
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  11. r3eckon

    r3eckon
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    I know there's a lot of hype surrounding AI but I don't see the point, this is just generating basic code with no regards for what I'm trying to accomplish. The code might run but it won't do anything useful, as it is that license code does not work with my mod, it's also so simple there's no point using AI for this. Also, we can't just shove one mod into another. CarRP is made for multiplayer as far as I know, probably its missions work in a completely different way than my mod. It's not as simple as taking the two and patching them together, and honestly I'd rather not do that. As for using it to "clean" the project looks like it just deleted pretty much the entire thing so again, quite useless.

    Working on each component in its own project is a possible workaround, this is what I do to test features. You still run into the original problem when trying to bring everything back together. If a hard limit where the editor stops responding to mouse clicks is hit, it will still be a problem when trying to put the pieces back together. Flowgraph is still relatively early days in BeamNG, I'm sure the devs will figure out a way to optimize it for bigger projects at some point. I'm not too worried about it as I don't currently have that much free time to add stuff anyway.
     
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  12. catchow1977

    catchow1977
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    is there any delivery missions other than the part delivery
     
  13. rapturereaperALEX

    rapturereaperALEX
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    Yeah. I get it. I go on tangents when I'm excited, sorry, lol. But for someone that has little clue on how visual scripting works in either language, it's not simple at all, also, even if trying to learn, it's close to impossible to navigate and get a clear view on the logic behind it. It's all good. Thank you for making this ! Brings me and others lots of joy as it stands ! If you provide the logic for the trailer/car missions, and a license for them, I'll integrate them in the main file, in 2fps...lol, and so, test this to it's limit. Maybe a screenshot of the logic. Whenever you have some time. Thanks again.
    --- Post updated ---
    No. Not for now.
     
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  14. disloyalpick

    disloyalpick
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    the career thing doesnt show up on either map
     
  15. rapturereaperALEX

    rapturereaperALEX
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    Maybe install it again. it works just fine when installed correctly, first disable all mods and add them after.
     
  16. r3eckon

    r3eckon
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    Yeah I can totally understand that lol, I gave up organizing pretty quickly seeing the framerate dropping. Keeping everything as compact as possible with no regard for flow is so I can link stuff without using the window edge camera panning which is impossible to control at low FPS. The other solution is to bring all nodes you want to link in the same area to add stuff but that takes a while too. The editor has other bugs as well, hidden links seem to prevent right clicking to add new nodes in random areas of the graph, sometimes flow would just stop at "bundles" (simple flow in, flow out node to help organize everything) until I relink them. Storing as many variables as possible in a lua table helps because using getter/setter nodes just adds to the editor FPS drop.

    If you want to learn flowgraph start in a new project and play around with the nodes offered, also check the example projects. It's a much more pleasant experience at high FPS.

    You need to install in the userfolder. Follow the instructions on github and it should work.
     
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  17. rapturereaperALEX

    rapturereaperALEX
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    How hard is it to add the mod to other maps ? (not the races, as that's too much) The main functions, missions...And edit the positions on said level.
     
  18. r3eckon

    r3eckon
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    It's quite easy to mess up. First part done in world editor by adding triggers, then you need to point to the triggers in the beamLR/mapdata folder for the level. The triggers file for a map defines trigger type and name of extra data file linked to that trigger. The trigger type controls what UI menus are shown (among other things). The extra data file contains information that relates to a particular trigger, so triggers of a same type can share functionality but offer different content.

    The extra data file content depends on trigger type, for example race club triggers extra data file contains start positions for player and AI as well as a link to the race club folder for that race area, while challenges contain the actual list of available challenges for that area. The markers file defines world objects to use as point for the floating icons. The last two files spawn and towing are simply listing a position for towing and career reset. For car shops you also need to get spawn points for available cars. I do this in freeroam, spawn as many cars as I want the shop to offer and drive them to where the shop should spawn each car, then using a helper function to output the current position and rotation to a file to be copied in the car shop file. Slot order is important for the "next" and "previous" buttons to work as expected in car shop.

    After adding map content, you need to create a mission for that map (this adds the blue mission marker shown in freeroam) using the flowgraph project. You can still test the project without this mission file by loading the flowgraph in editor and hitting the play button in FG editor to launch the project. The mission file is there so players can load BeamLR from freeroam without having to use the editor.

    By far the easiest thing to add is repair garages. This is the line that defines a trigger as a repair shop in beamLR/mapdata/utah/triggers:

    Code:
    BeamNGTrigger_RepairShop=repair
    No extra data file needed since all repair shops are the same. Left side of the = is the actual name of the trigger object, right side is the trigger type that decides what function this trigger has. If you want to try this I suggest you start by adding a repair garage somewhere in utah. Challenge givers are decently easy to add as well, the challenges don't really care about start point so you can just reuse the same challenges for your new challenge giver area.
     
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  19. rapturereaperALEX

    rapturereaperALEX
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    Nice ! I'll try this soon ! Beam state or something else is somewhat buggy when storing damaged cars in the garage, it recalls incorrect damage (number-wise) from the time it was stored. Actual damage is correct, but the repair price is much lower. Had Over 400$ in repairs and I got 60 ish. D-series and moonhawk but maybe others too. Not breaking but a cheat nonetheless.
     
  20. r3eckon

    r3eckon
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    Beamstate isn't perfect, not much I can do about this except maybe store a value in car files of repair cost when stored and use that value when loaded repair cost is lower. Now that I think about it this might be easy to work around. I'm already storing a damage value in car files except it's used in the opposite way, when it indicates 0 and beamstate adds damage it repairs your car. Of course if devs manage to improve beamstates that would be great, last I checked advanced hinges still cause issues.
     
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