Outdated Beam Legal Racing - SLRR Inspired Hardcore Career Mod

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

  1. Mattia83

    Mattia83
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    try to reinstal, same problem but i see that the first time give me this error
     

    Attached Files:

    • IMG_20240125_194733.jpg
  2. r3eckon

    r3eckon
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    That error is from an issue with vanilla script changes that will be fixed in next version I release, I posted about this problem earlier with a way to fix it yourself.

    Try the fix in that linked post and let me know if it fixes the config loading.
     
  3. Mattia83

    Mattia83
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    sorry!!!! i miss/forgot that post...now it work! tnx
     
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  4. r3eckon

    r3eckon
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    Update for this problem, I managed to find a way to make cars temporarily stronger during part edits. This will be added as an advanced option called "Part Edit Safe Mode". With this option enabled after a first part edit beams are made stronger so only very high speed impacts can deform them which should allow the car to fall without taking damage when removing wheels. To prevent exploits with the nearly invincible car, it will be "frozen" (meaning you can't drive away) until part edit safe mode is exited using a button which reloads the car to restore the normal beam strength values. That feature can be kept disabled for most part edits but should be useful when removing wheels to prevent damage.
     
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  5. koolkei

    koolkei
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    so how does one change the car's paint color?
     
  6. r3eckon

    r3eckon
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    Edit Car menu, click the button with the floppy disk icon twice, it changes between different pages of the edit menu and one of them is paint edit.
     
  7. r3eckon

    r3eckon
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    Quick update on what I've been working on recently, this is a more technical/boring post but could still be of interest for those planning to implement car mods into BeamLR. For a while I've been thinking of potential ways to generate part images with minimal effort due to the sheer amount of parts available in BeamNG and I'm glad to say I think I've come up with a decent solution that would make it possible to add part images for pretty much every part in the near future. The main issue I was facing was how to automatically place the camera at a good angle for a certain part, but I realized that manual placement would always be better than anything automatic. The only part that really needed to be automated was part edits and screenshot taking, as just the wheels and accompanying tires amount to over 1000 parts which would take forever to do manually.

    So right now the process involves:
    1. Start game in windowed mode (800x800 resolution)
    2. Spawn a car on the empty gridmap
    3. Place free camera at a good angle for a given part
    4. Using part editor find the internal slot name for that part
    5. Run the lua script that automatically loops over every part for that slot and takes screenshots
    6. Grab a snack and wait for the script to run
    The script sets as visible only the relevant part and hides the rest of the car. Car is then teleported to the 0,0,0 location and a screenshot is taken. Screenshot files are automatically named after the part so files could just be brought over into the mod. After a screenshot is taken, the script moves on to the next part for that slot. Some parts like tires need to loop over the parent slot (wheel) as well and the script also handles that. Script will also skip over any already existing files to save time since some wheels share the same tires.


    After a few attempts and error handling fixes I managed to get the script to run through the entire set of wheels and tires for the ETK 800.


    Right now I'm working on refining the process a bit, for instance giving screenshots a more "showroom" style with a plane to hide the part in the background (which is the case for wheels, tires, sideskirts, headlights, basically any part that's "mirrored" on both sides). This will also make it easier for another script to automatically frame screenshots by checking pixel differences between the empty background and part screenshots. Removing this empty space (while keeping a bit of margin around the part) will make better thumbnail sized images for use in part shop.


    I plan on releasing all the utility scripts I'm using to do this once they've been refined and tested a bit, like I said this should be quite useful to create part images for car mod addons. This should all eventually be made available on the github with usage instructions.
     
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  8. koolkei

    koolkei
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    so uh. i found a game breaking bug. not sure if mod related or not actually. the error just says it is. and it is repeatable for me
    so in a modified bastion moonhawk. if i change the drive mode while the car moving, even a little bit, doesn't matter forward or reverse. the game shows an error and locks the input to be the same as the last it received. as in, if i were to change the drive mode while doing a hairpin with part throttle. both the throttle and steering angle will stay as is no matter what further input i give it. Untitled.png

    it just started occuring today. it wasn't like this yesterday. the only thing i can think of that might be related is the saved damage thing. both damage and fuel amount always starts there and not at 2L
     
  9. r3eckon

    r3eckon
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    I can't tell much from that screenshot, try clearing the console, then get the issue to happen and upload a screenshot of whatever appeared in console. I think drive modes are related to beamstate so if you have beamstate saving on try turning it off and see if it still happens.
     
  10. koolkei

    koolkei
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    sorry for the long reply

    here it is... dunno what i can derive from this, but seems like not related to the mod at all i guess?
     

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    • Untitled.png
  11. r3eckon

    r3eckon
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    I tested a bit and can't seem to recreate the problem. From the console it looks like the gearbox controller isn't initialized which I don't think would be caused by this mod as none of my script edits touch the controller init but I might be overlooking something. If you have advanced vehicle building on it could be caused by missing parts the game doesn't expect to be removable, so check for those, although I tried doing that and didn't get the bug. If that doesn't work try verifying game file integrity on steam. Finally you can try to reinstall the mod in a clean userfolder. Someone else previously had a bunch of old vanilla scripts in their userfolder which caused issues.

    If that doesn't work zip up your beamLR folder and upload it here so I can recreate the issue and see if the problem is caused by the mod. A potential workaround if none of the above suggestions worked is to select the vehicle in lua console dropdown and send these commands in order after the vehicle spawned:
    Code:
     controller.init()
     controller.initSecondStage()
     controller.initSounds()
     controller.initLastStage()
    Let me know if that workaround fixes the issue.
     
  12. shinchanf1

    shinchanf1
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    Can you add a configuration file to change which cars can spawn in traffic? I would like to be able to change the traffic.
     
  13. r3eckon

    r3eckon
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    You can do it already, the traffic spawn groups are stored in files inside beamLR/spawngroups with subfolders for map specific traffic spawn groups. You can create map specific spawn groups by changing the value inside beamLR/mapdata/SOME_MAP/traffic to the name of a subfolder inside beamLR/spawngroups that contains your custom spawn groups. For example the mapdata/west_coast_usa/traffic file points to the usa folder, you can find a folder with the same name inside beamLR/spawngroups that contains files storing which configs to spawn for police, trucks and civilian traffic.
     
  14. weeblessnerd

    weeblessnerd
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    This mod is literally the only reason I play BeamNG, absolutely love it.
    Here's a Pink Slips Rally race I almost lost.
    Thank you r3ckon for such an amazing mod;)
     
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  15. r3eckon

    r3eckon
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    I'm glad you're enjoying the mod! Did you make that video with the replay system? If so cool to see it works with the mod, I never actually tried it out.
     
  16. weeblessnerd

    weeblessnerd
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    It is the in-game replay system.

    I also wanted to ask about making money in the mod. I've noticed the second you have enough for a beater (< $1,000) or winning a Pink Slips Race, it is basically a money glitch since you can just sell each part individually and buy another beater or newer car since you can make about 4-20K depending on which one you get or if it has a large engine in it. Will there be a way that edits the value of items depending on the Odometer? I believe I saw you mention that but if the scrap/sell price of the car is below the overall cumulated value of all parts. Wouldn't it just be money left on the table?

    Will there be an updated menu / inventory manager?

    And lastly will you be making Timed Rally Stage Missions / Race Clubs? Instead of Racing against another opponent in Rally but Race against Time.
    --- Post updated ---
    Also in the in-game replay system during the use of the mod, if in a race the game switches over to the opponents car instead of my own for FPV or different camera modes that follow the players car.

    This happens when replaying the recording.
     
  17. r3eckon

    r3eckon
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    Part selling isn't balanced right now, parts will eventually have an odometer value that determines the sell price but it's quite complex to implement and I haven't gotten around to it yet. Not sure exactly what you mean by updated menu / inventory manager, I do plan to make updates to the part edit menu eventually. As for time attack, they're available in challenge giver areas.
     
  18. GarlMemory

    GarlMemory
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    Hi there

    First of all i wanna thank you for this awesome mod. It really scratch that hardcore SLRR itch like no other game out there, so major props for that
    I encounter a small issue tho, maybe you'll be able to help me. It's with the GPS, when i press the "Select Destination" button, the list is blank. I can just press the "Back" button. "Find Nearest" button works perfectly fine otherwise. Same issue on all four maps

    Did i messed up somewhere in the installation ? I'm currently 10 days in, nothing else is broken as far as i can tell (well except the "nAn" money glitch, which i fixed thanks to the file you provided on this thread)

    Thanks in advance man, and again, congrats on this gem of a mod
     
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  19. r3eckon

    r3eckon
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    Hey, I'm glad you like the mod! About that GPS issue, I've already fixed it for next version. It was caused by duplicate names which AngularJS doesn't like in loops. To fix it yourself replace line 19 of userfolder/ui/modules/apps/beamlrgpsui/app.html with this:

    Code:
    <div ng-repeat="(k,v) in destinations['names'] track by k">
    And the getGPSDestinationUIList function that goes from line 2098 to 2124 in userfolder/scripts/blrutils.lua with this:

    Code:
    local function getGPSDestinationUIList()
    local gtable = loadDataTable("beamLR/mapdata/" .. getLevelName() .. "/gps")
    local toRet = {}
    toRet["names"] = {}
    toRet["keys"] = {}
    local tmap = {}
    local names = {}
    local csplit = {}
    local cname = ""
    local i = 1
    for k,v in pairs(gtable) do
    if k ~= "PlayerGarage" then
    csplit = ssplit(v, ",")
    cname = csplit[3]
    if tmap[cname] then
    cname = cname .. "+" .. i
    i = i+1
    end
    tmap[cname] = k
    table.insert(names, cname)
    end
    end
    table.sort(names)
    toRet["names"][1] = "Player Garage"
    toRet["keys"][1] = "PlayerGarage"
    for k,v in ipairs(names) do
    toRet["names"][k+1] = ssplit(v, "+")[1]
    toRet["keys"][k+1] = tmap[v]
    end
    return toRet
    end
    That should be all you need to fix the issue if I haven't forgotten something.
     
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  20. GarlMemory

    GarlMemory
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    Well, that doesn't seem to work for some reason, the list is still empty. No big deal tho, i'll just wait for the next release

    In any case, thanks for your quick answer, it's much appreciated
     
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