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Mod support

Discussion in 'General Discussion' started by tdev, Jun 14, 2015.

  1. Aboroath

    Aboroath
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    Joined:
    Aug 25, 2013
    Messages:
    3,804
    What awesome devs.:cool:
     
  2. Mythbuster

    Mythbuster
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    Aug 11, 2012
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    782
    I was kinda angry when I first wrote it but then I reprhased my entire post because I thought "Why the hell am I even using this tone? There's absolutely no reason fo rme to write like a dipstick like this" lol, I kinda felt bad about it and realised even after rephrasing, it sitll sounded way angrier than I ment it...

    Also, about your voting idea: I think the "Russian mod" option would actually be a great concept, since it would actually slowly stop the interest people have in trying out those mods, which is the only reason they're still being made. Of course it would need to be somewhat rephrased to be more professional coming from the BeamNG team... Perhaps the button could say something like "Simple mesh-swap on existing skeleton"?

    I was thinking maybe there should be a 5-star voting system on how good the mod is, but then I thought, actually that would probably not work too well, because many of the kids here will upvote a Nissan GTR that's slapped onto a Grand Marshal n/b but downvote an incredibly well made Reliant Robin simply because they prefer a GTR over a Robin Reliant. Maybe just having an upvote system(but no downvote, just like on Facebook) system would work better in that regard? But even then I think a button for "simple mesh-swap" would work better than that :)
     
  3. Hati

    Hati
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    Aug 5, 2012
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    1,388
    an "effort and quality" rating would be good, but only as long as a limited number of members can rate them. The developers obviously, then people who create high quality mods automatically get to stamp a rating on it, Finally general users who aren't ignorant about what makes a good quality mod. If the goal is to have a trusted rating system, it's best that only those who you can trust get to rate. Rather than a free and open rating system, an invite only rating system would be good.

    you can have the free and open ratings just below it.
     
  4. VeyronEB

    VeyronEB
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    Aug 5, 2012
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    1,537
    Or..we could have the game crash everytime (crappyrussianmodsitehere.ru) is entered into a vehicle name, after all they enter thier name to the title for every vehicle they release/re-release and its not something that a normal user would ever be able to accidentally enter.

    Ok thats maybe a little evil, but it would be fun :D
     
  5. Straubz

    Straubz
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    Aug 5, 2012
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    370
    Only way i see it possibly working, is by having the voting blocked until you have reached 'x' amount of posts on the forum AND have to leave a short review of the mod like the on RoR repo.

    I received a few 1 star ratings on RoR for some stupid reasons from people with no respect:(
     
  6. Zappymouse

    Zappymouse
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    Joined:
    Jun 18, 2013
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    1,059
    There's a problem with your postcount solution: There are a number of people on this forum with mouths too big for their own good, and also a number of genuinely helpful and knowledgeable people with very few posts. No comment on which group I belong to ;)

    Personally, I believe Hati's suggestion to invite a group of trusted members to evaluate each mod is the best; you don't have kids running rampant on Russian McLarens and (hopefully) very little bias.
     
  7. Straubz

    Straubz
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    I did see lots of problems with my suggestion but its impossible to make a perfect rating system, and you obviously belong to the Aussie group:cool:
     
  8. MOHAAPlayer

    MOHAAPlayer
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    Jul 6, 2014
    Messages:
    76
    Yeah, it is hard to make it perfect, I like the invited group option and I belong to the New Zealand group!
     
  9. tdev

    tdev
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    Developer
    BeamNG Team

    Joined:
    Aug 3, 2012
    Messages:
    3,031
    So, whats inside 0.4.0.5 is a start at least. Its far from perfect, and we will improve it as we go. If you have any problems with it or want some specific things in there, please let us know here :)
     
  10. Nethaufer

    Nethaufer
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    Joined:
    Jan 8, 2015
    Messages:
    4
    When are you going to make it so that the game doesn't shove all my levels away into the backup folder whenever I launch it after an update?
     
  11. SixSixSevenSeven

    SixSixSevenSeven
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    Joined:
    Sep 13, 2013
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    6,960
    That only happens if you put the levels in the content folder in the game directory, a thing you shouldnt have been doing for the last 6 months.
    They go in the mods folder in your documents.
     
  12. Nethaufer

    Nethaufer
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    Jan 8, 2015
    Messages:
    4
    I shall rectify that now. Thank you.
     
  13. Peleke

    Peleke
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    Joined:
    Feb 23, 2014
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    1
    Thanks for your work but what about a Steamworks solution?
     
  14. tdev

    tdev
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    Developer
    BeamNG Team

    Joined:
    Aug 3, 2012
    Messages:
    3,031
    repo will come, not ready yet, stay tuned.
     
  15. g0tsl33p14

    g0tsl33p14
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    Joined:
    Feb 25, 2015
    Messages:
    236
    For the win, also less fear when downloading mods. (fear, wot?, I know)
     
  16. Wildcat24

    Wildcat24
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    Joined:
    Jan 30, 2015
    Messages:
    1
    i would almost rather a steam workshop for the mods, that would be cool.
     
  17. AdR

    AdR
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    BeamNG Team

    Joined:
    Feb 6, 2014
    Messages:
    306
    I've just tried my Prelude in a zip file, wich only has the "PreludeSN" folder inside. Dropped it into the mods folder and works perfect! even shows up in the new mod selector, no need to make one folder inside each other anymore.

    It also reads the non-zipped folder properly, only that it doesn't shows up in the mods list.

    Finally, now it's really simple to just zip a car and drop it in the mods folder. Way to go! ;)
     
  18. TheNodeMaster

    TheNodeMaster
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    Joined:
    Feb 1, 2014
    Messages:
    81
    The layout reminds me of Nexus Mod Manager. So a big yes please from me
     
  19. Atomix

    Atomix
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    Joined:
    Dec 15, 2012
    Messages:
    1,347
    Less on topic of the mods tab than on the actual mods support, I as a modder think that it would be really useful to be able toturn on/off the color selector on vehicles when it is not supposed to be on. Default on, it would be specified in the main .jbeam, .json or materials.cs file that the vehicle does not show up with a color selector in-game, which will prevent people from asking "i can't change color help" while you can't, for instance if a 3rd party mod has a racing livery on a car, and changing the diffuse color is out of question.
    As far as i know props as a class already have the color selector disabled, but i don't know of a way to disable it for vehicles class, if already is possible please tell.

    Would be really useful in my opinion, and should not be too hard to implement.
     
  20. #'VeTeraN -/x

    #'VeTeraN -/x
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    Joined:
    Jun 15, 2015
    Messages:
    1
    Hello im new to the BeamNG community and i wanted to ask : How do I install mods with the Mod Support ? before the 0.4.0.5 update i had a lot a mods and now they are gone and I dont know how to re-install them would be nice if someone answer ! Thanks
     
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