Outdated Beam Legal Racing - SLRR Inspired Hardcore Career Mod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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    The first issue has been reported previously, I tried a fix but apparently it can still happen. The second issue has never happened to me and I can't seem to recreate it, can you show me the content of the progress file (beamLR/races/utahPureDragRaceClub/progress)? The file should be updated to say league=silver if so then the flowgraph meant to update the league progress didn't work properly. Both issues can be caused by weird frame delay issues which make them hard to recreate on my end. Did you install the mod with the instructions on github? File related problems can happen unless the zip is extracted inside the userfolder.

    Part specific repairs have been added for next version however mechanical damage like blown engines won't be allowed to be ignored in the first version of that feature. That system works with deformed and broken beams which aren't involved with mechanical damage. The way it works is that damage parts you don't want to repair are removed from config while everything else gets repaired. If a damaged part has undamaged parts attached to it (say the trunk is damaged but the spoiler isn't) that part is added to inventory so it can be added later while damaged parts that get removed aren't added to inventory.

    The ability to force enable/disable traffic in races has also been added for next version however the AI isn't very good at avoiding traffic so it makes most races quite unfair. The AI isn't smart enough to go around traffic that's stopped in lanes it needs to use which can often happen at intersections. Drag races where the AI is in the oncoming lane are also problematic with traffic. That's just the nature of BeamNG AI pathing so there's nothing I can do about it.
     
  2. iamlegian

    iamlegian
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    I followed the instructions on github, yeah. And it worked perfectly until now. I played past bronze like 3-4 times. (I reset a lot heh)

    Here are the contents of beamLR/races/utahPureDragRaceClub/progress

    gold=0
    silver=race23,race15,race8,race9,
    bronze=race11,race12,race13,race14,race15,race16,race17,race18,race19,race20,race6,race5,race4,race3,race0,race1,race2,race7,race8,race9,race10,
    current=bronze
    hero=0
     
  3. r3eckon

    r3eckon
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    I think I figured it out, at least found a way to recreate the issue on my end. This happens when you click the claim reward button inside the race club trigger for a different club. A similar bug happened in previous versions but I added a fix so the correct club progress file is updated, however the variable that holds the current league gets reverted to the previous club's league when claim reward is clicked. Basically, if you run the bronze league from the night club and claim rewards inside the pure drag club trigger which should be in silver league, the UI will incorrectly say bronze league but still allow you to race. If you start a race with a bugged league, after you claim reward for that race the bugged value is written to file at which point the club will be stuck in that league.

    Thanks for the bug report, it should be fixed in next version. Until then you can manually fix it by changing current=bronze to current=silver. As a temporary workaround make sure you click claim reward before getting close to another race club interactive area. If you forget by accident and notice the incorrect league shown in UI, leaving and re-entering the club trigger should load the correct league as long as it wasn't saved to the progress file.
     
  4. iamlegian

    iamlegian
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    Ohhh yeah I actually remember when I did that hah. I ran from the cops before claiming the reward and ended up at the high stakes marker by the time I escaped. Thanks for the info, I'll avoid doing that again.

    BTW your mod ironically helped me find a bug in my mod by forcing me to play for a change, not just mod things. :) A rear tire was incorrectly going to a front tire slot, causing all sorts of hilarity.
     
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  5. lvan

    lvan
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    Are you planning to add T-Series trucks and delivery missions for them after the T-Series update?
     
  6. r3eckon

    r3eckon
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    Yeah it's been suggested before so I'll probably add it at some point. It'll probably need a dedicated shop because it's not gonna fit in the car shop slots.
     
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  7. icky427

    icky427
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    jumped back in with a fresh save today to try it out in VR. seems to work fine, the only annoyance is all the ui boxes that are in the top left like the stats or the race selection dont show up in vr. i guess they arent ui elements in the same way that the tachometer or the main beamlr menu are. they DO show up on the window on my monitor, so i can just lift up my headset and do what i have to with those menus, but you interact with those menus a LOT, so i was wondering if there is any way to get that stuff visible in vr? i imagine it would involve creating completely new ui elements to control that stuff, but if its easy, it may be worth it with more people eventually wanting to run beam in vr.

    also i gotta say i LOVE that you can sell parts now. i was able to win a car then part it out and make decent money.
     
  8. r3eckon

    r3eckon
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    I was about to say you should ask about imgui in VR to BeamNG devs until I looked it up and saw this post and apparently devs have no plan to make imgui menus supported in VR. This is unfortunate and I suspect it will get requested often given a bunch of mods use imgui menus. I don't know much about how this system works behind the scenes, I know it's a C++ library and from discussions on github it should be compatible with VR but I don't know how hard it would be to get working. My best bet is likely to get UI app replacements for imgui menus, I could possibly try to get the imgui menus to show up in VR but I have no solid way to test. My HMD (OSVR) is so outdated (and literally abandoned by its developers) I don't even know if it'll work with BeamNG. Back when I still used it for gaming it would only work 50% of the time due to sketchy drivers and hacks needed to get it to show up as a SteamVR compatible headset.
     
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  9. r3eckon

    r3eckon
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    Here is something I've been working on these past couple days. After being unable to handle the low FPS in flowgraph editor I tried figuring out a way to optimize it. Turns out it was quite easy and helps a lot when zoomed in. Basically, the optimized view mode will not draw any node that can't be seen by checking if nodes overlap the viewport before rendering them. This should make it much easier for me to keep adding to the project or for someone looking to edit BeamLR's flowgraph to make changes. As can be seen below I went from < 5 FPS to > 60 FPS when zoomed in. This optimization doesn't do much when fully zoomed out but that's to be expected.


    The only downside is links not rendering unless both target and source nodes are visible which is something I can't fix because as far as I can tell the code to render links is C++ hidden in a DLL. Personally I don't really mind but keep that in mind if you use the optimize view mode. I've posted this in the ideas and suggestions subforum, hopefully devs will take the idea and add an official version of this optimization to the flowgraph editor with fixed link rendering.

    I also attached a zip file containing the edited script to this post, I don't know if this works as a zip mod so if you have issues try extracting the zip in your userfolder.

    On another note, west coast map implementation is 90% finished. I now only have daredevil challenges left to add, though I may end up adding a few more races to the currently added race clubs. Next update should hopefully release before the end of the month but that'll depend on how much time I have to work on the mod.
     

    Attached Files:

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  10. Levistus

    Levistus
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    Couple questions I can't find answers to (if there are answers to find)..

    Is there a way to expand the interface for buying and editing parts? The default is cramped and even if the box is dragged out to a larger size the menu stays the same.

    Second, and more of an issue, there are the occasional parts that instantly break one installed. Sometimes you can pause physics (handy when swapping out suspension so your car doesn't fall to the ground causing damage) but some parts just install broken and there's nothing you can do except junk the car. Supremely frustrating when you wind up having to trash your primary bread winner. Is there a way or workaround to let you edit the vehicle without it being fully repaired?
     
  11. r3eckon

    r3eckon
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    The menu scaling issue has been reported before, that's something I'll fix in a future update. I'm not the best at UI stuff so it can take a long time to get it right. Parts breaking when added isn't something I've had happen before. What specific parts cause this? Your best bet to keep your car is to open the config file for that vehicle (beamLR/garage/config/carX) in a text editor and manually remove the part that causes issue. Also it's possible that switching off advanced repair cost will let you edit your car from inside the mod because small damage values get rounded down to 0, something that doesn't happen with the new repair cost calculation method.
     
  12. Levistus

    Levistus
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    Thank you, this didn't occur to me.
     
  13. r3eckon

    r3eckon
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    Notice for update 0.31: this update breaks some stuff with the mod. Sound effect paths have changed which prevents them from playing, the delivery missions may throw errors that show up in UI but the biggest issue is that jbeam format has been changed which causes all sorts of problems like slot names not showing in shops and most advanced vehicle building related features will not work. I've managed to fix everything I could find for next version however if you updated your game to 0.31 you will be unable to play until BeamLR 1.14 releases.

    Fortunately I'm pretty much done with the West Coast USA map content. 0.31 updated a few map areas so I may take some time to make use of these areas before releasing. There are also some features from this update I'd like to implement in BeamLR, for instance the dynamic gas station price indicators are very interesting so I'll probably be linking them to the gas price. But I'll keep that for a future version so I can release next update as soon as possible to get the mod working with the latest version of BeamNG.
     
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  14. PrestonLK

    PrestonLK
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    Looking forward to the mod being fixed and playing on west coast! This has got to be my favorite mod, hands down. It's a blast.
     
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  15. icky427

    icky427
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    the first thing i thought of when i saw 0.31 was beamlr using the new cargo boxes to do more interesting delivery missions using the new physical cargo. hopefully that could be a feature in the future. looking forward to 1.14 and thanks for all your work!
     
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  16. r3eckon

    r3eckon
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    The issue with using cargo boxes in delivery missions is that since they're basically a part of the vehicle config adding/removing them will repair your vehicle. I would have to add a new type of delivery mission that uses them but requires a repaired vehicle, or restrict the existing small item deliveries to repaired cars which could be annoying given delivery missions can be helpful when you don't have enough cash to repair. But even then, when the mission is completed or abandoned and the boxes have to be removed your car would also get repaired. Sadly I don't think I'll use these until BeamNG devs add part edits without needing a vehicle reset.
     
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  17. r3eckon

    r3eckon
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    Version 1.14 has just released, this update adds the West Coast USA map content and a new part specific repair menu as well as improved UX for the options menu (now shows current values) and IMGUI options for layout scaling and saving/loading window positions. Make sure you check out the github readme for information on the new part specific repairs feature. I've tested to make sure existing configs should get correctly loaded so this version has advanced vehicle building and advanced repair cost enabled by default. Basically the first time vehicle are loaded the feature is temporarily turned off and then vehicles are marked as ready for AVB after they get saved at least once with the AVB compatible config format.

    Here is the full changelog for this update:
    • Added West Coast USA map content
    • Added race file parameters for looping subsection
    • Added IMGUI scaling and layout persistence options
    • Added dragstrip implementation for West Coast (start lights, time & speed, slowmo)
    • Added option to hide floating markers and groundmarkers (gps arrows)
    • Added option to force enable or disable traffic in races
    • Added Advanced Repair Menu (part specific repairs when using Advanced Repair Cost)
    • Fixed issues and updated level files for BeamNG 0.31 update
    • Updated offense cost for failure to stop at intersection
    • Increased battlehawk bastion cost (was incorrectly using base model cost)
    • Fixed UI not using default value for missing part sell value
    • Fixed advanced repair cost option not loading on scenario start
    • Fixed incorrect rep reward and opponent integrity for some east coast races
    • Looping race wagers are now linked to lap count
    • Fixed empty mission giver window appearing at part shop
    • Fixed config loading & paint edit available outside garage & with damaged car
    • Removed sub-parts now added to inventory even when advanced vehicle building is off
    • Improved UX for the options menu (current values and toggle states now shown)
    • Moved player name to options file & removed dedicated playername file
    • Fixed sorted part names conflicting with search results (ex: wheel size search)
    • Race file traffic parameter now works as percent chance to use traffic
    • Race menu now shows opponent vehicle name and brand from jbeam info file
    • Improved trigger system to work with multi-trigger interactive areas
    • Fixed part search function to find currently used parts
    • Disabled remove button for vehicle main part (bugs game when removed)
    • Fixed race club league bug when claiming rewards inside a different club trigger
    • Updated truck traffic spawn group to use configs added in 0.31
    • Some hero leagues now have 50% chance of using traffic
    • Replaced bolide 350usdm config for gold race club with amateur racing config
    • Reduced "call mechanic" fee from 200% to 150% of total repair cost
    • Removed caravans from trailer item list for construction basement mission
     
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  18. rapturereaperALEX

    rapturereaperALEX
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    AMAZING !!!! Enjoy the holidays my man !
     
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  19. AkitoKanjo

    AkitoKanjo
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    wcusa??? poggers
     
  20. crashmaster

    crashmaster
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    i absolutely hate that this is my first post in this thread. but this is too major of a bug to ignore.
    i have installed only this mod to make sure, and it seems beamLR completely breaks the new t series trailer latching n stuffs even in freeroam...
    20231222172719_1.jpg
    verified files. removed all mods too.

    even since the first release of this mod ive loved it, its exactly what ive wanted in beamng.
    i really love the work you have continuously kept doing with this mod. and i wish you the best of luck with the bug fixing. cuz i know jackall about lua....

    best i can do with lua is provide the log beamng generated.
    Code:
    107.40903|E|libbeamng.Lua.Exception| *** FATAL LUA ERROR:
    107.40909|E|libbeamng.Lua.Exception| lua/vehicle/powertrain/hydraulicPump.lua:105: attempt to call field 'sendExportCouplerData' (a nil value)
    107.40910|E|libbeamng.Lua.Exception| =============== Stack Traceback >> START >>
    107.40911|E|libbeamng.Lua.Exception| (1) field C function 'sendExportCouplerData'
    107.40912|E|libbeamng.Lua.Exception| (2) Lua method 'onCouplerAttached' at file 'lua/vehicle/powertrain/hydraulicPump.lua:105'
    107.40913|E|libbeamng.Lua.Exception|   Local variables:
    107.40914|E|libbeamng.Lua.Exception|   device = table: 0x017c508fa860  {torqueDiff:0, wearFrictionCoef:1, parent:table: 0x017c32d54c30, gearRatio:1.7 (more...)}
    107.40914|E|libbeamng.Lua.Exception|   nodeId = number: 565
    107.40915|E|libbeamng.Lua.Exception|   obj2id = number: 28570
    107.40916|E|libbeamng.Lua.Exception|   obj2nodeId = number: 223
    107.40917|E|libbeamng.Lua.Exception|   attachForce = number: 14.6462
    107.40918|E|libbeamng.Lua.Exception|   (*temporary) = nil
    107.40918|E|libbeamng.Lua.Exception|   (*temporary) = string: "hydraulicPTOMaxFlowRate_27186"
    107.40919|E|libbeamng.Lua.Exception|   (*temporary) = number: 28570
    107.40920|E|libbeamng.Lua.Exception|   (*temporary) = number: 223
    107.40921|E|libbeamng.Lua.Exception|   (*temporary) = table: 0x017c1b8e3260  {electrics:table: 0x017c1b8e33c8}
    107.40921|E|libbeamng.Lua.Exception|   (*temporary) = table: 0x017c1b8e33c8  {1:hydraulicPTOFlow_27186}
    107.40922|E|libbeamng.Lua.Exception|   (*temporary) = string: "hydraulicPTOFlow_27186"
    107.40923|E|libbeamng.Lua.Exception|   (*temporary) = string: "attempt to call field 'sendExportCouplerData' (a nil value)"
    107.40924|E|libbeamng.Lua.Exception| (3) Lua field 'onCouplerAttached' at file 'lua/vehicle/powertrain.lua:824'
    107.40925|E|libbeamng.Lua.Exception|   Local variables:
    107.40926|E|libbeamng.Lua.Exception|   nodeId = number: 565
    107.40929|E|libbeamng.Lua.Exception|   obj2id = number: 28570
    107.40930|E|libbeamng.Lua.Exception|   obj2nodeId = number: 223
    107.40930|E|libbeamng.Lua.Exception|   attachSpeed = number: 1.35571
    107.40931|E|libbeamng.Lua.Exception|   attachEnergy = number: 14.6462
    107.40932|E|libbeamng.Lua.Exception|   (for index) = number: 19
    107.40941|E|libbeamng.Lua.Exception|   (for limit) = number: 20
    107.40942|E|libbeamng.Lua.Exception|   (for step) = number: 1
    107.40943|E|libbeamng.Lua.Exception|   i = number: 19
    107.40943|E|libbeamng.Lua.Exception|   device = table: 0x017c508fa860  {torqueDiff:0, wearFrictionCoef:1, parent:table: 0x017c32d54c30, gearRatio:1.7 (more...)}
    107.40944|E|libbeamng.Lua.Exception| (4) Lua function 'onCouplerAttached' at file 'lua/vehicle/main.lua:392' (best guess)
    107.40945|E|libbeamng.Lua.Exception|   Local variables:
    107.40946|E|libbeamng.Lua.Exception|   nodeId = number: 565
    107.40947|E|libbeamng.Lua.Exception|   obj2id = number: 28570
    107.40947|E|libbeamng.Lua.Exception|   obj2nodeId = number: 223
    107.40948|E|libbeamng.Lua.Exception|   attachSpeed = number: 1.35571
    107.40949|E|libbeamng.Lua.Exception|   attachEnergy = number: 14.6462
    107.40950|E|libbeamng.Lua.Exception| --------------- << END <<
    107.40951|E|libbeamng.Lua.Exception| ******************************************
    107.40952|E|libbeamng.Lua.Exception| *** DISABLING VEHICLE DUE TO EXCEPTION ***
    107.40953|E|libbeamng.Lua.Exception| ******************************************
    107.40954|E|libbeamng.Lua.Exception| *** vehicle/object error
    107.41144|E|libbeamng.Lua.Exception| *** FATAL LUA ERROR:
    107.41148|E|libbeamng.Lua.Exception| lua/vehicle/energyStorage/pressureTank.lua:129: attempt to call field 'sendExportCouplerData' (a nil value)
    107.41149|E|libbeamng.Lua.Exception| =============== Stack Traceback >> START >>
    107.41150|E|libbeamng.Lua.Exception| (1) field C function 'sendExportCouplerData'
    107.41151|E|libbeamng.Lua.Exception| (2) Lua method 'onCouplerAttached' at file 'lua/vehicle/energyStorage/pressureTank.lua:129'
    107.41152|E|libbeamng.Lua.Exception|   Local variables:
    107.41153|E|libbeamng.Lua.Exception|   storage = table: 0x017c2f7ca3e8  {invCapacity:20, remainingMass:508.17279301233, previousLeakRate:0, initialStoredEnergy:45056.844140625 (more...)}
    107.41154|E|libbeamng.Lua.Exception|   nodeId = number: 223
    107.41154|E|libbeamng.Lua.Exception|   obj2id = number: 27186
    107.41155|E|libbeamng.Lua.Exception|   obj2nodeId = number: 565
    107.41156|E|libbeamng.Lua.Exception|   attachForce = number: 14.6462
    107.41157|E|libbeamng.Lua.Exception|   (*temporary) = nil
    107.41158|E|libbeamng.Lua.Exception|   (*temporary) = string: "pneumaticPTOFlow_27186"
    107.41158|E|libbeamng.Lua.Exception|   (*temporary) = number: 27186
    107.41159|E|libbeamng.Lua.Exception|   (*temporary) = number: 565
    107.41160|E|libbeamng.Lua.Exception|   (*temporary) = table: 0x017c2f5c4fa0  {electrics:table: 0x017c2f5c5020}
    107.41161|E|libbeamng.Lua.Exception|   (*temporary) = table: 0x017c2f5c5020  {1:pneumaticPTOPressure_27186}
    107.41162|E|libbeamng.Lua.Exception|   (*temporary) = string: "pneumaticPTOPressure_27186"
    107.41162|E|libbeamng.Lua.Exception|   (*temporary) = string: "attempt to call field 'sendExportCouplerData' (a nil value)"
    107.41163|E|libbeamng.Lua.Exception| (3) Lua field 'onCouplerAttached' at file 'lua/vehicle/energyStorage.lua:199'
    107.41164|E|libbeamng.Lua.Exception|   Local variables:
    107.41165|E|libbeamng.Lua.Exception|   nodeId = number: 223
    107.41165|E|libbeamng.Lua.Exception|   obj2id = number: 27186
    thanks for this awesome mod. i hope this bug isnt too much of a pain to fix :p
     
    • Like Like x 1
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