#Cruiser Improved
1 messages · Page 3 of 1
in that case you can prob load your own animator
like, overwriting the players? i had that in mind but i heard that's a bad idea
hum
ye you are right
hum
maybe a patch for player cruiser animation? so when you are using your custom vehicle you use your animations?
animator override controller?
i'd ideally like to have the flexibility of being able to expand upon the existing animations (i.e. pulling a handbrake lever)
maybe?
i cant really help with these kind of animation stuff unfortunately, hmmm, i'll ping the goat to help you @floral mist
alr! ty :)
how lethalmin does it is it overrides the lever pull animation, basically
that's just for one animation though, right?
I think?
it overrides the anim with a new one and then reverts it back when the anim is over
so i guess you could do multiple by using the method
it could probably work for something like a car, though it depends on the animation i'm trying to play
i thought about if it's possible to use an override and then swap anims at runtime
if i needed to for whatever reason
Also does the new update mean I can enable the lean on the seat offset thing now? I heard that was causing lag so I needed to disable but is it fixed now?
the issue was cruiser-improved would zero the camera out every frame when the player wasn't in a vehicle, it won't do this anymore
was causing issues with other models that edit the player camera (i believe some suit mods or something?)
it'll zero the camera out once and that's it
weird
i would like to look into implementing a fix for this for the vanilla cruiser but i guess i need to figure out how to do it without conflicting with your custom one
i don't think it'll conflict with my custom one
my "custom truck" is a seperate vehicle using a script that just inherits vehiclecontroller
and has its own custom logic
ah
i had a fix for the vanilla one but it was slightly busted
so i'll need to rewrite it lmao
so i suppose patching vehiclecontroller should be okay then
yeah that'd be fine
yeah, the vanilla truck always has ID 0
unless some other mod i don't know of changes it
i'll probably just do an ID check to be safe
tbf, slightly busted could not possibly be worse than what is happening with it right now
true
i didnt even know the car key had a "painted side" until you mentioned it
it does haha
and jetpack ignition is so ugly
it's black and red on one side
with a little bulge in the middle
and just plain on the other
For some reason I never got this ping but I was actually reading the thread so I got it lol
how did zeekerss not catch this 
But what you'd wanna do is use an animator override controller
it's kinda hard to notice even i didn't notice for a while
i see
the trucks model is just a complete mess
It's the
unity intended way afaik 
yeah
animator override controllers are the way to go
but i thought i remember there being some weird limitation where like
Though I never figured out why stacking animator override controllers doesn't work
an animator override can't inherit from a previous override which makes it nearly unusable for mods
It's intended to be able to AFAIK
But when multiple mods tried to it didn't work
Multiple mods being mine and Scarlet devil mansion
Before zeekerss had HoldForward I remade that animation (almost exactly the same lol)
And gave it to raph to use for their scrap
But overriding the animator at the players start made it so only one of us got the change
hmmm
The real solution is that an API that handles animator override controllers for mods needs to exist
would be ideal
never really occurred to me about other mods using overrides
all i really knew was overriding player animator = bad
It's only bad if you do it wrong
I override the ship animations and that's debatablely a lot worst LOL
all i ever really heard was you should never really do it lmao
i might play around with overrides because i wanted to move the trucks shifter to the dashboard and i'll have to edit the pull gear anim and the right hand on gear anim
There are a few other problems I've noticed but from what you're trying to change they shouldn't conflict
For example, overriding an animation while crouched breaks the players arms, but that's probably a problem on my end somehow with either the timing or just the animation
That's how you're meant to do it iirc? I'll show some code snippets for my ship stuff if you'd like
i.e. swapping from a pulling gear animation to handbrake animation and vise versa
because eventually the limited amount of car anims becomes a problem later down the line
Ah wait you want more anims than what vanilla provides?
That's one of the override's limitations
ideally yeah, so that's why i was wondering about swapping anims at runtime since i'm unsure of any other way rn other than replacing player controller
ah?
You can only play off of current animations that exist
Okay maybe I'm kind of misunderstanding since my phrasing up here sucked
You want more state machines than what vanilla provides?
Because you can change the animations in the animator, u just can't change the animator's state machines by adding/removing/changing connections
i think my wordings off,
ideally i'd like to expand upon the existing vehicle animations
but i don't know of any way other than replacing the players animator
so, using overrides, is it possible to swap say, the pull gear animation to one that's pulling a handbrake, then revert back afterwards
it's not adding an animation it's just swapping
I call this function to replace for example: https://github.com/XuuXiaolan/CodeRebirth/blob/main/Plugin/CodeRebirth/src/MiscScripts/ShipAnimator.cs#L50
i think that's pretty much what i was trying to say lmao
Okay yeah lol I realised I was being a bit confusing and contradictory earlier lol
all good!
Replacing is possible, adding more animations via more state machines is not, that's basically the gist of it
yeah that should be fine, just got to get creative lol
if that's the best way to go about it then so be it, got to work within limitations
Yep
Ain't no way this guys adding the Saab 900
hell yeah :)
if i'm going to play around with adding another car it's got to be something cool
Would it be reasonable to assume your next attempt will include the Volvo 240
Whenever I see stuff about the Saab 900 there's usually also a 240 somewhere near lmao
haha, i don't know what i'd try after the saab
the saabs going to take a while though, it's only got like, the basics
lets go man, i would be able to play mario kart for REAL
like the dropship animation code etc
Gotcha
it has some cool stuff like you can roll down the drivers window
and it has a basic but working ignition system (center mounted of course :)
Do you have a thread for this?
na lmao
Ic
i just do little bits on it every now and again when i feel like it
I'm interested to see where it goes
my current focus is on, what can basically just be called a cruiser reskin; but it is a seperate vehicle in the terminal
this
Yea that's a good way to start
Once you've got the kinks of just making a new vehicle in general out of the way it'll be way easier to do what you really want to
this truck came before the saab and used to be a cruiser replacement
i made it a seperate vehicle after i started the saab
this thread was indeed stolen by our friend scandal lol
the saab came first lol
true, should probably move elsewhere lmao
Yeah, just create your own thread
people will learn more about your work
you can also inform that its a wip, and there is no public release atm, and you can ask help more easily
i'm unsure which channel i could create a thread in, mod-releases doesn't feel right since a mod can be still be wip but released
oh wait it literally says finished/wip
There's a few threads in mod-releases that don't have a public release anyway
So I don't think you'd be wrong to make it there
done!
here's before i drowned out this chat incase anyone wanted to see messages prior: (Sorry Digg!)
#1258980772996448309 message
and here's my thread for anyone interested!
#1348033280896929926 message
Hey not a biggie but the new cabin light toggle has incompatibilty - or compatibility depending on how you look at it - with cruiser additions' storage light and speedometer. It seems the cabin light controls all three of those functions, meaning you can't keep the speedometer/storage light on while driving if you turn the cabin light off.
CI just toggles the set cabin light function, i feel like this would be more of something the author of cruiser additions would have to tackle
although doesn't cruiser additions have a config for a button to toggle the storage light? i wouldn't know since i don't really use it but i swear it did
yeah I'm just calling the method 'SetFrontCabinLightOn', maybe the speedometer light should be based on the ignition instead
i could probably avoid the issue by just copying the contents of the method to run elsewhere but i think the method's name is pretty clear
Pretty much haha
A separate function (i.e. ToggleCabinLight) that does the same thing as the normal one would probably do the trick but it's a little unintuitive having two functions that basically do the same thing
I have both, I'll do a test to confirm
yep, confirmed it. i'll send video in a min
@dire patrol
(also the turn light off function of melanie's rv cruiser was disabled, so it wouldn't have been touching anything)
fuckin love that cruiser look oml
No worries, personally I also use melanies rv cruiser without the storage light button bc it just floats (last I tested anyways)
fr its so good
it only really has 1 problem which is that it gets pushed easily
cus it doesn't have whatever component that adds mass to the cruiser i guess
the cruiser's mass is determined by the weight on its rigidbody (and maybe box colliders?)
in vanilla it's 200kg which is horribly horribly low for a huge box-truck
yea so i'm not entirely sure what makes the rv cruiser so pushable
probably an increased push force
like even just getting out of it can push it around
unless Melanie messed with the weight values
Melanie probably messed around with the weight then
player and vehicle interaction can be quite jank though
could be that Melanie increases the size of the physics region to account for the wider portions of the Rv
i had some weird interactions when increasing the size of the physics region and walking into my truck
i wouldn't really know though lmao
the cruiser physics behaves extremely weirdly, i remember having issues with it's physics after just adding a trigger collider to make the entities walk around it
the cruisers physics are so busted
the suspension settings are so out of wack and even just the fact it weighs 200kg is so wack lmao
i don't remember what my solution was but adding or resizing literally trigger-only non-physics colliders to it can mess it up
i swear the cruiser has a nav obstacle on it, but its scale on the Y axis is like -2 if that affects anything
i remember discovering that after i fully implemented my own one lol, i missed it somehow
it's just named like Cube or something on the prefab lmao
i don't think the builtin one works quite right though
if i had to guess it would be the scale, but i haven't done any testing to confirm that
-2 is probably causing issues
yeah that'd probably do it, i never really looked into it since by the time i noticed it mine was fully functional lol
snap maybe i'm misremembering its scale, i've no clue then
the cruiser can't even sit on a flat surface in park without shaking violently and shifting around everywhere
(the suspension is causing this)
i found that with the sideslip force it tends to stay in place somewhat, it still jitters but it'll stay in place at least
i added that because i got frustrated by it sliding off the hill on artifice every time you let it off the magnet
this is true, the suspension values are still messed up though
even just increasing spring to like 9400 from its original (4700 or something) pretty much alleviates this issue
the cruiser will slowly slip down slopes (i.e. that little corner-spot on Artifice that everyone wedges the nose of the truck into)
even with anti-sideslip enabled?
i say slip, it's more just shaking its self out of place
not sure - i was talking from a vanilla standpoint
ah yeah, i've known about that haha
the only times ive noticed it when i was playing with friends who were playing non-modded, so even with CI it wouldn't do much unless i was in the seat haha
if i got into it, i think it would stop moving, but getting out would obviously give ownership back to the host and then it'd start its journey of sliding away again
yea unfortunately, definitely better as host
absolutely; the amount of times i'd put it in park, then hop out and it'd just freely roll away is so frustrating, which i believe is caused by this (?) (host not applying torque to the brakes)
this one happened to me all the time in public lobbies lol, host CruiserImproved fixes it iirc by removing the if statement there
yeah i saw that looking through the code
one time my friend was playing pubs and put the car into park
i also removed that if statement from mine, so stupid that it's even there
but it was still in drive on the host's side
so they saw the lever in park, but the car was flying all over the place until the host got in and set it into park again
not sure if that is a vanilla desync issue or if having cruiser improved in vanilla lobbies can lead to that
i'm pretty sure that is a vanilla issue
i've never experienced gear desync but i have had the aforementioned issues with stuff like brakes not being applied on host side due to early return
unless that is gear desync lmao
but i don't think it is
i've seen a few videos of gear desync though
sort of hacky how i fixed this, but i am relatively happy with this at least
not sure whether i should just release the patch myself
i feel like it probably makes more sense being in this mod
static Transform keyHolder;
static Vector3 newKeyAngle = new(0f, 0f, 180f);
[HarmonyPatch(typeof(VehicleController), nameof(VehicleController.Update))]
[HarmonyPostfix]
static void VehicleController_Post_Update(VehicleController __instance)
{
if (__instance.keyIsInDriverHand && __instance.localPlayerInControl && __instance.vehicleID == 0 && __instance.currentDriver?.localItemHolder != null)
{
if (keyHolder == null)
{
keyHolder = new GameObject("ButteryFixes_KeyHolder").transform;
keyHolder.SetParent(__instance.currentDriver.localItemHolder.parent, false);
keyHolder.SetLocalPositionAndRotation(new(-0.002f, 0.036f, -0.042f), Quaternion.Euler(-3.616f, -2.302f, 0.145f));
}
else
{
__instance.keyObject.transform.rotation = keyHolder.rotation;
__instance.keyObject.transform.Rotate(newKeyAngle);
__instance.keyObject.transform.position = keyHolder.position;
Vector3 offset = __instance.positionOffset;
offset = keyHolder.rotation * offset;
__instance.keyObject.transform.position += offset;
}
}
}
the "more proper way" to do this would probably be to overwrite __instance.rotationOffset with newKeyAngle, and then use a transpiler to replace __instance.currentDriver.localItemHolder with keyHolder (which would be instantiated at some other time)
so that way you aren't doing all the transform code twice (once in vanilla's function, once in the postfix)
but this was the quick and dirty way
alternatively, here's a simplified version that should be more performant (less math per frame)
static Transform keyHolder;
[HarmonyPatch(typeof(VehicleController), nameof(VehicleController.Update))]
[HarmonyPostfix]
static void VehicleController_Post_Update(VehicleController __instance)
{
if (__instance.keyIsInDriverHand && __instance.localPlayerInControl && __instance.vehicleID == 0 && __instance.currentDriver?.localItemHolder != null)
{
if (keyHolder == null)
{
keyHolder = new GameObject("ButteryFixes_CarKeyHolder").transform;
keyHolder.SetParent(__instance.currentDriver.localItemHolder.parent, false);
keyHolder.SetLocalPositionAndRotation(new(-0.002f, 0.036f, -0.042f), Quaternion.Euler(-3.616f, -2.302f, -179.855f)); // note Z here, -180
keyHolder.position += keyHolder.rotation * new Vector3(-__instance.positionOffset.x, -__instance.positionOffset.y, __instance.positionOffset.z);
}
else
__instance.keyObject.transform.SetPositionAndRotation(keyHolder.position, keyHolder.rotation);
}
}
possible there are some minor inaccuracies in my math but it looks identical in-game to me
Also make sure you take into account the position of the key for non-drivers since it is different
Here's mine (my driver positioning needs slight tweaking but it's super close)
ok thanks for telling, will update it somewhat soon (working on another mod rn)
@agile smelt (those were there so they turned on at the same time the cabin light does when the car is turned on/off, was easier than having a call in each place that setfrontcabinlight is called)
would calling a separate function like SetStorageLight(keyIsInIgnition) inside of SetFrontCabinLight work?
oh ya that would work
or no cause if ci is calling it then it would just call mine
That's why you use keyIsInIgnition
And not setOn
CI isn't setting keyIsInIgnition to false
So regardless if CI calls the cabin light to be set to false, as long as keyIsInIgnition is true, your storage light shouldn't turn off
you so right
private void SetFrontCabinLightOn(bool setOn)
{
SetStorageLight(keyIsInIgnition)
}
Something along those lines
oki will change it to that
Infact you'll probably want to pass two parameters
Since you have a config for a button, right
So you'll want to pass keyIsInIgnition and the button state
If the button is false, then just set storage light off regardless of key in the ignition
I pretty much did this for my truck when adding a toggle for the cabin-light
Infact no you won't need to pass two parameters ignore me
You can just check the buttons state in SetStorageLight regardless

i just patched it for the driver since they have to look at the key to try the ignition
for passengers and other players i figured it'd be such a minor detail it wouldn't necessitate the extra work
also it's more difficult to test in multiplayer from other player's perspectives
I just ran two lcs and used imperium to get a close up view
But fair
i am happy with how this looks for the driver and it feels nice and clean
but i did want to tweak the offset of the key a bit
it doesnt seem to align with the keyhole using the default position
Yeah it doesn't
and it kinda snaps to a different position once the ignition turns on
so i might tweak the positioning a bit more
Same with twisting/trying the ignition (I just added a tryingIgniton bool for this)
then maybe i can expand it to work for other players as well
I have also tried to fix an issue where stuff like the terminal can offset the player arms in the truck
But I always get inconsistent results
just tbh that seems like a fool's errand
not that i blame you because that is super annoying
it's just all the LC animation clips are so inconsistently set up
and patching animation clips is one of the worst things to try and do because of how senselessly complicated it is
The animation clip never sets the rotation of the players arms
yeah
So I'm just setting it's rotation in lateupdate
Worst case scenario is that I gotta edit the clips (I want to do that anyways but for other stuff)
It seems to work so I'm not going to complain unless I start noticing it again
well
worst case
it probably just makes some other animation clips that also dont set the rotation look wrong
but i still feel like the problem is that the vanilla clips should be explicitly setting properties like that
and it was just oversight on zeekerss' part
The issue is the hand models get offset to the right and then the key really doesn't align with the slot
It only happens on the first person ones I think
Sure I could live with it but I have OCD
So I gotta try get it perfect
i am pretty sure you wouldnt need to do this much work
if that's the approach you want to take
It's literally just setting one rotation in late update right now
if the clip isn't overriding the rotation, it should only need to be set for one frame
I tried but this didn't work
And I know the clip doesn't override the rotation
it might be getting overridden on another layer
possibly
i'll have to look into it
I think so
have you ever seen the bug with crouching while getting into a car?
i havent but i saw you mention it
one of the metarigs positions doesn't get reset correctly
ah
the player gets shifted back and their hands can be floating off the wheel lol
i'll see if i can grab a photo
my timing might be bad but i cant seem to pull it off
most noticeable as non-driver
ah
it does happen to driver but it's not as bad
im also not sure i see the difference with using the ignition before/after using the terminal
unless i have another mod messing with it
both look the same to me
inserting the key
the hands can get offset to the right
i'll see if i can also grab a photo of that
is it only while inserting the key?
i see
the twisting looks the same to me
hard to say for the insert animation because it's so quick
it's not consistent
i might just not have the sauce then
here's the backwards shift bug
i've had it look even uglier than this lol
it's refusing to show its self but the arms rotated one will have the key get inserted like here lol
non-driver, key in slot but not twisting (the bools don't even get set properly on non drivers)
twisting lol
super ugly
coincidentally an extreme case of the first person arms being rotated #modding-general message
is this good to have additions with?
There is some overlap between the two mods but they do complement each other well
theres only 1 issue between additions and improved that i know of
that turning the cab light off will disable the speedometer and back light from cruiser additions
but that's on additions' dev to fix i think
As I see it this mod is more bug fixes and very basic QoL, while Additions is vanilla+
prob why this is called improved and the other is additions
Indeed
Today host and another player got stuck by seemingly enter the driver's seat at the same time and then both being stuck in limbo. Is this a known issue?
This is a known issue, not caused by cruiser improved but just by the cruiser itself
I've had it happen a few times before
(StartMagneting transpiler)
codes.InsertRange(index + 1, [
//call custom fixMagnet method
new(OpCodes.Ldarg_0),
new(OpCodes.Call, fixMagnet),
new(OpCodes.Stloc_1),
//return early if not owner
new(OpCodes.Ldarg_0),
new(OpCodes.Call, getIsOwner),
new(OpCodes.Brtrue, jumpLabel),
new(OpCodes.Ret),
//return early if no localPlayerController yet to prevent a nullref when calling the rpc
new(OpCodes.Call, PatchUtils.Method(typeof(GameNetworkManager), "get_Instance")),
new(OpCodes.Ldfld, PatchUtils.Field(typeof(GameNetworkManager), "localPlayerController")),
new(OpCodes.Call, typeof(UnityEngine.Object).GetMethod("op_Implicit")),
new(OpCodes.Brtrue, jumpLabel),
new(OpCodes.Ret)
]);
@agile smelt if IsOwner is true the localPlayerController check would be skipped
hmm looks like you're right, i must've glued the second condition on without thinking of the method flow lol
would explain why i've still seen that null ref crop up even though i thought it should be fixed
@dire patrol I was wondering why this error always happened even after turning off the magnet patch in your mod since both mods handle it lol
my mod doesnt fix this error
getting this spammed out of nowhere
i haven't added any mods, only changed a config in the Oxygen mod
it breaks the scanner and prevents me from leaving the game
is there a disabled option for the scan node?
or is that just leaving it empty
if you leave it empty it will reset to default each time you launch
leave anything selected except "enabled"
and it will be disabled
but this is an error with the player so it's probably not related to the scan node
are you sure this is the first error?
yes
and it was set on Enabled only before
i just tried again and realized it broke the oxygen mod too
maybe i had a mistake in the config
everything seems fine in the oxygen config?
these were what i did in oxygen config
setting 1 moon to a negative value didn't give me any problems so i put all the moons i wanted as negative
but apparently cruiserimproved doesnt like that
or it doesnt like these running multipliers
figured out what it was
there were duplicate entries in the oxygen config
nice
the cruiser items being moved to the ship is incompatible with XL Scrap
Not surprised, xl scrap is super buggy
And it's discontinued sooo
i wish it wasnt
it was so fun
yeah basically it just teleports the xl hands used to grab the scrap
and the scrap itself is deleting on teleport
weird af
if zeekers enjoying repo is any indication of what's to come
i think 2 player scraps will become a thing eventually
idk, I think this would not work as well. In REPO you still can pick up stuff solo with strength or clever dragging along the ground
In LC it would tank the solo experience even further and make the game more tedious
yeah
well there is still the singleplayer balancing to think of
it could easily be set to not spawn those when in singleplayer
too much work 4 zeekers
????????
zeekers cant fix bugs like the fire exit
you expect them to implement a whole new mechanic into the game?
yeah no
sorry its just not realistic
we're ignoring the last few major updates now are we
if i had to guess the reason the bug isn't fixed is because he doesn't know about it
though i'm not 100%
does bro know lmaooo
know what
The Fire Exit bug is not a vanilla bug
Could've sworn it was
It does technically occur in vanilla, but redundant checks cause it to be fixed while the map is still loading. It was found that one of ButteryFixes’ optimizations removed said code, causing the bug to manifest
That is why Buttery was concerned with finding the cause of the issue and later updated ButteryFixes to account for the issue
wow
@agile smelt Is it possible we could have a config option to disable the setting that makes furnitures appear in the middle of the ship sometimes when a client joins? I consider this mod too essential to pull it but that issue is definitely annoying lol
i don't believe this mod touches that
ZigZag said it does
whats the basis
Isn't that the sort equipment on load config?
I turned it off and it was still happening so I doubt it
If it is then idk why it kept happening
if i had to guess its a conflict with something you have
nobody in my group has had this problem and this is the first i'm hearing of it
Oh, furniture? misread it as items haha, yeah I don't think that's CI then
CI doesn't touch furniture
01970131-4ea7-c0c1-53c0-2444dbeac284 You're free to check my pack.
i tried checking the Difference of our modlists, and excluding the moons, interiors, cosmetics, etc. theres a lot of things you have that i don't but i narrowed down my suspicions to
terminalformatter
suitsterminal
sellbodiesfixed
shipcolors
this isn't to say i accuse any of them as being it, but that i would test these first
i'm not familiar with them so i don't know what would do it, but i'm confident it isn't this mod by itself causing your problem
Maybe it's a different issue, but I was referring to this #1346074618854899732 message
Also, I didn't know it was furniture, I thought it was items lol
Then it's clearly something else, this mod has issues with placing items in the middle of the ship on custom ships, not furnitures
probably SellBodies tbh, the bodies always parent weirdly to the ship
@torpid rivet Whenever you feel like looking into it I guess you could double check it's not ShipColors somehow
I will say I'm not sure what this is
I think it just automatically makes the config update
so prolly not that
i dont think CI touches furniture and ive never had that problem while using it
shipcolors does not change the positioning of any furniture. Only visibility and color based on existing config items
and suitsTerminal does not touch furniture at all
this config item determines whether or not to subscribe to this patch which just takes the game object and creates color (and visibility if enabled) config items
@agile smelt you will probably need to make an update
a bunch of cruiser internals changed in v70
for the most part it's a lot more resilient to damage from various sources
but like
a pretty major change is that he removed the instakill from the cruiser
now it just deals 12 damage through the normal damage function
so now it needs 4 hits to kill giants and 5 to kill maneaters
etc
he also added a weird "switch gears boost" where the car gets a brief strong push the first time you drive it after shifting gears
wasn't a ton of code restructured, so it might not crash on startup or anything, haven't checked
tldr just would be good to do a quick sanity pass when you're free
hmm interesting, ill give it a try when i get time
there was an issue of cruisers "killing" immortal enemies before right? that would fix that issue?
it should yes
he fixed that for the old birds in one of the v6x's though
yeah
i think i noticed it with an inside enemy that otherwise would never come in contact with the cruiser
seems like a more well-rounded fix in addition to a balance change
the more i look at it
the more i think the only change that needs to be done is making sure all instances of HitEnemy are replaced with HitEnemyOnLocalClient
was previously just 1
now 2, one of the instakills was changed for a high damage hit
im not sure if your transpiler already does that or not
everything else looks like it should translate more or less as-is
cruiser got crazy buffs in this update... almost every source of damage was reduced significantly or removed completely
and self-healing was buffed a ton
previously recovered up to ~25% HP after 16 seconds without receiving damage, now ~83% HP after 5
basically indestructible now
so the mod works currently I assume?
i havent experienced any crashes or errors
im not sure it's 100% compatible with v70 because of this
it's possible there could be minor desync in how enemies are damaged, but nothing excessive or gamebreaking
damage not being synchronized doesn't have any hugely problematic effects, it just means different players might have to hit the same enemy a different number of times in order to kill it on their specific end
so like, if a giant's HP desyncs for me and my friend, and it's at 15 for me and 20 for them
it'd die for both of us if i hit it 15 times but my friend would have to hit it 20 times for both of us to see it die
IIRC
tldr that might happen with the cruiser's new damage functions but it'd probably be a pretty rare occurrence
hmm okay!
thanks for the info stan, I'll play w it today, so i'll see if anything comes up
it works yes
Can confirm no issues on solo so far
Idea I had today: since you can lean around to see the interior of the cruiser, what if the back door had a window section? So we could maybe see directly out back
Also, what if the eject button didn't launch you as high? I know it's a meme but the button is pretty dangerous
Noticing when I reload a save whilst using Widership with this mod enabled it seems to move all scrap that would be outside of the vanilla ship's bounds into a pile and was wondering if this was a known issue and if there is a fix or if there were any plans to add a config to disable this behaviour
Actually, my bad. I think it was an issue spanning multiple mods and some bad config settings.
@agile smelt not a major bug but this mod throws errors when used with this mod https://thunderstore.io/c/lethal-company/p/Glojam/Company_Hauler/
u probably would want to add a check to prevent its patches from being applied to anything other than the company cruiser, since LLL ExtendedVehicle will start being a thing now with this mod
running something over i believe
Should I just pull it for now?
I would imagine not, I honestly dunno why that part errors tbh
it doesn't seem to actually do anything noticable so i wouldn't pull
it'll just be a stain on the logs until it gets patched
I would hope it gets support for the ExtendedVehicle tbh
rather than excluded
cus it would allow the Hauler to run over tulip snakes, masked, etc
ideally that would be on the extended vehicles themselves to implement a patch for that
cruiser improved should only touch the cruiser
Yeah
Hauler uses alot of vanilla cc code tbf
@agile smelt https://github.com/digger1213/CruiserImproved/pull/24 made a PR for the remaining issue i am aware of with modded vehicles, it should now prevent patching on VehicleCollisionTrigger if the vehicle is modded. I also consolidated all your calls to __instance.vehicleID into one variable that is updated on Awake(), which I imagine will be pretty foolproof and should be easier to work with
Consolidates all checks for VehicleController's vehicleID to a public class/variable. Also fixes an issue where VehicleCollisionTrigger patches might be applying without checking for vehicl...
I was able to compile and test this on my own computer, but I didn't test for every scenario (just buying it while landed, and loading a save with one attached), so if there are any problems i'll try to address them
Ngl I think we need someone to fork and maintain this mod it is MIT
yeah, i have not played LC for quite a long time at this point
if anyone wants to fork it they're welcome to do so, or i could add them as a maintainer to the repository if they'd be interested
i probably wouldnt be interested in new features, only maintenance, but i could maybe pick it up if nobody else has plans
scandal might also be a good candidate
they are probably one of the most knowledgeable folks in the community as far as vehicle modding goes
i probably wouldn't mind doing some general maintenance here and there for CI (if this mod required an entire rewrite from some major update/some really major rewrites, then i definitely wouldn't be the one to do it!)
(i'm still learning alot as i continue making things, so if the mod required a major rewrite of its foundations for example, then i probably wouldn't be the one to tackle it; though i do doubt it will in the near future, but you never know)
but for stuff like vehicleID checks, for example, that's completely fine with me
i would like to investigate why CI isn't compatible with LCVR anymore now that i think about it
as far as i know the only issues CI has that need to be addresed -
- v70 changed the cruiser's instakill for giants/dogs/etc. to a 12 damage hit, which might not be properly synced (CI had to replace a HitEnemy call with a HitEnemyOnLocalClient call elsewhere too)
- v70 appears to have broken the "Sort Equipment on Load" feature causing items to get moved out of bounds when loading a save. this is a major issue but can be worked around by turning the setting off, so not too urgent
as of v70, i mean
oh yeah, i am also aware of the second HitEnemy call as of v70
didn't know sort equipment on load is broken though
let me test the SEOL rq
purple verified it happens even with CI only, and i've verified that i get the same issue too
i tried reloading and all my items are fine
2 jetpacks 2 shovels and 2 radar boosters
and they were all in the cruiser
all i have is CI a money mod and faster item dropship
basically you just need to:
- leave "sort equipment on load" enabled
- land the ship
- move some items on to the ship (scrap, tools, anything)
- go to orbit so your game saves
- keep exiting and reloading your save and they will start sliding off to the side
- eventually they will be moved out of bounds
if i had to guess it's probably related to how zeekerss made items fall to the ground a frame late in v70
funny, i never knew about this
to try and fix some bugs with the cupboards(?)
hmm, this may be a doozy to figure out a fix for
i think what's probably happening (pure speculation) is that:
- CI checks the coordinates of targetFloorPosition to see if it's outside the bounds of the ship, within a certain distance (most stuff that fulfills this requirement would be "inside the cruiser")
- if it is, it shifts its loaded position to the side, so that it's separated from the other pile of "out of bounds" items (such as stuff previously stored in a belt bag)
- because zeekerss changed GrabbableObject.Start(), targetFloorPosition is now set a frame or 2 late instead of instantaneously
- when CI reads it, it's probably still the default (0,0,0) which fulfills the condition despite it intending to be loaded somewhere inside the ship
that is just guesswork though to be clear
this is Start() for GrabbableObject
itemSpawnsOnGround is true for all items except the clipboard, sticky note, apparatus, and bee hives
ah, ic
so they call FallToGround with justSpawned == True, which calls fallToGroundOnFrameDelay
i suppose my hypothesis could be tested by seeing if the apparatus or bee hives are impacted
clipboard/sticky note aren't saved and just reset to default each time you load
lol, guess that theory's out the window then
oh nvm i see
this was initial reload
anyways if justSpawned is True, it calls fallToGroundOnFrameDelay and then returns immediately, so none of those targetFloorPosition assignments get caled
yeah i was just reading it lmao
i gotcha
just trying to think how to go about it
anyways i still dont know exactly what code cruiser improved is running
but hopefully that gives an idea of how to resolve it
so i gave it some thought, would making SetItemPosition run a frame or two later (via a coroutine) be a decent solution
that's the only real decent solution i can think of 🤷
i would need to see where this transpiler is inserting the function
ill have to take a look at it later, im about to be busy
all good!
i think so, yeah, but you would need to add a conditional after those 2 frames elapse
since i think SetItemPosition would still be called under the wrong conditions by the transpiler's injection
oh yeah obviously lol
that's just gut feeling though
i'll probably play around with it
still not very familar with github so i'll need to get used to that first before anything lmao
something tells me i should add an id check here
otherwise this is rescaling stuff on modded vehicles, lul
this is such a mindfield for me to figure out since i've never done this before, might need someone to teach me some stuff haha, i think i figured out how to compile my fork so i can test stuff on my machine, but this is still super confusing stuff to me
there's some instructions in the readme that should help with getting the project set up and built
yeah i followed those and it seemed to work, i've just never really used github at all haha so i'm not familiar with alot of things
i think i've done this correctly?
i tested it and it seemed fine
i also made some other small changes (such as fixing materials not applying to LODs, and fixed wheels not using the colliders rotation/not rotating correctly)
rather than time.deltatime*2
you should probably just do return null twice
hmm, alr, i thought about that but wasn't sure
or return Timing.WaitForEndOfFrame
otherwise if you have a really long frame followed by really short frames
the delay will take several frames longer
like this?
ya
ic ic
if that works that's probably the most elegant way to write it
yeah fair
but you could double up
i'll try it
or add a return null before it just to be sure it waits 2 frames
every yield statement is guaranteed to wait at least 1 frame before continuing
so returning null just means "wait one frame" pretty much
can just do
print("frame 1")
yield return null
yield return null
print("frame 3")
oh i think i completely misunderstood this lmao
yeah this would work
yeah i just misunderstood it at first so that's mb
i'll test it on my machine
works just fine
moved the locaplayercontroller check on startmagneting to before the isowner check to hopefully prevent a nullref error
So this is the mod that causes the Apparatus' and stuff to move on the load of a lobby
I was always wondering if it was Vanilla tbh
from what i have gathered, there was a bug with CI introduced in v70 that caused items to slowly shift out of bounds each reload, apparatus and hives though were not affected, they got moved in as intended and did not slowly go out of bounds
Ah
i have fixed it by adding a two frame delay before trying to set anything
Well upon removing it though it fixed the issue of the Apparatus' sinking on a lobby load
I noticed if an Apparatus was placed in the door frame it would always fall
Well if we'll be getting an update soon then that is amazing
ah, that's not really a "bug" just how the sort equipment on load works, the issue was each reload the items would slowly move out of bounds since zeekers made the items set their position a frame later
buttery did a good job explaining it somewhere further up
Ahhhh
i'm also going to add some additional vehicleID checks to stuff like the DestroyCar postfix
v1.5.1
I've released a small update to address issues within regards to adding checks to prevent modifying LLL-Vehicles, along with a fix to address an issue with Sort Equipment On Load that was introduced in v70+
https://thunderstore.io/c/lethal-company/p/DiggC/CruiserImproved/
If you encounter any issues, please let me know!
YAAAAY YAY YOOHOO
Getting an issue where the update causes items to sink after a few lobby reloads
I had items sinking in the cupboards and items start sinking in the floor
hmm, i couldn't reproduce any of the issues i had been notified about before when i implemented my fix, i'll test this again though
If you can't repro it I wonder if it's a funny happening between Cruiser Improved the the item falling fix I turned on in SBT
Science Bird Tweaks
ahh
yeah, i can't reproduce the issue with just CI on its own on 1.5.1, haven't tried SBT yet though
hmmmm, this is most likely a mod conflict
i've never gotten this error before
i don't think the Hauler messes with the radio, but i'll check
yeah no it doesn't
i have a gut feeling this is ghostCodes causing this
i'll just disable cruiser feature from ghostcodes for the mean time ?
weird since I already make it 0 to interact with the cruiser radio tho
not sure, i can't really test much right now
nothing else stood out to me in that log
i can't even find the radio patch for ghostCodes, but the log suggests it is messing with it
If they have Cruiser Tunes or something that would probably cause issues tbh
The Hauler has it's own set of custom radio tracks
CT afaik doesn't do much other than just add more songs to the radio
infact, unless they have CT set to remove all the songs from the radio
and don't have any songs on the radio at all
that could probably cause issues
I stopped using Cruiser Tunes personally cus it kept breaking the looping for Cruiser tracks at random
Sometimes I would turn the radio on and the song just would glitch out lol
i never had issues with CT
i just took a look at their logs and they do have CT, so it could be an issue with CT, but i'm confident it's not
I know it was CT cus I've never had it in vanilla and I didn't have SoundAPI at the time
i'll test it later
Yeah if CT isn't specifically looking for the Cruiser it may cause issues, personally I found it odd the Hauler doesn't have an option to use the Vanilla tracks cus I prefer them over the custom ones it adds
The custom ones are okay but they don't fit the goofy tone that the vanilla ones do
ah yeah, alright, it looks like CT was giving this error, which is odd, since I've never had this before
That would make sense, I imagine it tries to apply custom track mods to the Hauler and errors since the Hauler has it's own custom radio
the hauler shouldn't error
if the hauler errors then so should of my truck, and it never did
it appears that the cruisers variables, either radioAudio or radioClips is null
which is really odd
so should I remove CT or do something on configs
i'm not sure why it's throwing that up
could you show me your config for CT?
could you try enabling include original songs, and seeing if you can repo the issue?
if you could send the whole log file that could be handy, this error could be a symptom of a previous one
CruiserImproved isn't mentioned in this error so either this error is a result of a previous one leaving a null reference or CruiserImproved is not directly related (and only showed up in the previous error due to calling the vanilla SetRadioOnLocalClient method)
i don't think CruiserImproved is causing it, i'd be curious to see if it still happens without CruiserImproved
yeah its seems Cruiser Tunes doesnt like Company Hauler for some reason
it only throws error when turning on the radio on the hauler
update:
Tested it with Cruiser radio (the playlist I use), cruiser tunes and company hauler only. it doesnt throw errors. Only when Cruiser Improved is present with them
Test pack Code : 01984b20-3519-126b-bc46-89d27687a225
@eternal thunder do you by any chance modify the radio? or is it all the vanilla CC radio code?
just curious
No, i just replace the track assets on my hauler prefab
lmk if I am somehow wrong, doubt this tho
I see
It seems it may be more an issue with CruiserTunes and the Hauler, and CI might be getting caught in the cross-fire
did some brief testing on my own and it's CT doing something that causes the errors
it also prevents the tuner from turning on the radio while it's off
i didn't realise it was bugged at first and thought it was a feature of the hauler that it needed to be turned on first
with the hauler and ci alone it works fine
i've released a small patch to sync the tire skidding effects, and a quick workaround for non-owners seeing the wheels not rotate at all
this might also fix an issue with the haulers traction light
[16:37:10.0588441] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
(wrapper dynamic-method) VehicleCollisionTrigger.DMDVehicleCollisionTrigger::OnTriggerEnter(VehicleCollisionTrigger,UnityEngine.Collider)
Is this a vanilla problem?
What was happening when this was sent
Old Bird trying to killing someone inside the cruiser
Firing rockets or just walking into it?
Most walking but sometimes was firing rockets
@oak oracle hiya, wanted to "get a temperature" on how you felt for including new features, since you're probably the best equipped to maintain this mod going forward...
do you have any interest in making the cruiser's durability and damage configurable in the future? I was a big fan of how balance felt in v69 and while personally I'm ok with the v70 cruiser, I think it's a lot less interesting and fun to play with after all of its buffs.
I would be totally happy with an "all-or-nothing" toggle between v69 and v70 balancing (maybe even v55, before the cruiser's first set of durability buffs?), or it could be more granular, too
the two biggest pain points for me are:
- during v55-v69, the Cruiser would instantly kill enemies when ramming into them at a high enough velocity. as of v70, it is only capable of instakilling "small" enemies, and it's capped at 12 damage against anything else.
- IIRC only masked and tulip snakes count as "small enemies"
- this means forest giants and maneaters survive multiple full speed hits (which makes places like dine, which used to be great for cruiser, especially nightmarish to drive on now)
- he probably did this to nerf potential sapsucker cheese, which is fair... i would be fine with this nerf specifically applying to sapsucker (or future 13+ HP enemies)
- HP regen was previously capped at 7 (~25% durability) and recovered 1 point every 16 seconds. now it's capped at 25 (83%!) and recovers every 5 seconds, which makes weed killer practically useless outside of turbo
#2 probably doesn't matter much given how much durability drain was reduced in v70 (as in, i guess that'd have to be reverted too for it to be significant) but it does feel kind of insultingly easy lol
it's something i've thought about (even though i'm not the greatest with transpilers! but I could give it a go) in theory it wouldn't be difficult to restore some of the original behaviour, in the case of damage, zeekerss removed two calls to DealPermanentDamage, upped the self regen by a ton and removed the insta-kill (most likely to prevent the sapsucker being insta-killed like you mentioned, which I noticed as an issue on my vehicles)
also, about the v55 car, I've looked into it multiple times when making my v55 car, and it isn't any more durable than the v56 car funnily enough, the only real changes between that, and v56 were:
weed-killer functionality (healing, jumping)
lurching the car forward
lethality to passengers was reduced
anything enemy under a certain size is no longer affected by vehicles (masks, baboons, and probably some others like tulips) (fixed in CI)
friction changes to the tyres
in v70:
self regen was buffed
self-up righting force
shift gears boost thigny
well, i think in v55 the max HP was also 25 instead of 30 IIRC
max hp is 30
really? i must be misremembering then
i barely played with the v55 cruiser since i was a terrible driver at the time, and v56 was released really soon after, so maybe it's not worth
i trust your info
all the carbump forces are identical (which were used for damage)
to be clear, i think all the QoL and additional features are totally fine. i wouldnt want to remove turbo boosting, or self-righting, etc.
i just think the durability buffs were absolutely excessive
oh no for sure lol
and TBH i don't even really care about the 12 damage cap except for giants, because i thought running them over with the car was pretty good in terms of risk-reward balance
maneaters could be buffed if they want
i wouldn't remove turbo boosting in CI (since that would technically be unimproving the cruiser lol, and that'd be obviously subjective) and self righting is like, i dislike it but, i don't care enough to remove it
i loved the v55 car
aside from like, the steering desync
that riled me up soo much
other than that it was alot of fun imo
it was stupidly unwieldy, bound to kill you in the event of giving a rock the dirty look, completely impractical and had to be pushed 99% of the time on most moons, it was just fun lmao
i have basically no experience with it
im comfortable enough with the v56 version of the car now that i'd be open to giving it a try
anyways, im glad to know there is interest, at least
my v55 car is meant to be a recreation of that, but with my own touch up where i felt was necessary, sort of my "ideal vanilla truck" in my eyes
i even have the original service manual photos :p
there's also some gimmicks i threw in
with the main one being
uh, let me try get an image of it
hang tight
random chance
seed beased
based*
oh that's funny
Btw do Cruiser Improved/Additions need updated for v73?
complete with player animations and everything
i'm not actually sure, i haven't tried it yet
cruiser improved does use networking for syncing settings but i dont think it uses netcode patcher
yeah no it doesn't
so i guess that kinda muddies the waters
unless you're experiencing issues it's "probably fine" and even if you are it might just need to be recompiled with the new assemblies
anyways
I might be tripping but I vaguely remember at one point it was possible to have 2 steering wheels with your thingamajig
that was a bug lol
i was trying to use networking for the interior type but put it on awake like a dummy
i think so too yeah
maybe if he made the sapsucker deal more damage to the cruiser it would've been fine
issue is the sapsucker gets one shot when the car instakills
ye but don't sapsuckers get angry at cruisers just being in their vicinity?
yes
also I've found you can still just. fucking kill them anyway
they're programmed to do so
so it's definitely not a fix to make the cruiser not insta kill
oh that is funny
it was probably just a "bandaid solution"
you can definitely still kill the sapsucker with the car
you just need enough velocity to get 12 damage hits 3 times in a row
or, at least, two 12 damage hits and two 2 damage hits
but that is at least going to be less consistent + more risky than what he probably found you could do in testing
where if a sapsucker is in the valley on vow
you can just speed down the hill and ram straight into it for a free insta
good god the sapsucker has 4 FindObjectOfType<VehicleController>'s lol
usually ramming into things pretty quickly reduces your velocity but sometimes Physics Be Jank and toss the car around and give you kill velocity
right now you can literally farm dog kills by just leaving the cruiser's engine on, letting them walk into the car, toss it around, and die
before v70 the cruiser would have exploded probably before killing more than 1 or maybe 2 dogs
lol i totally forgot to add it to the list of functions butteryfixes patches with a static reference
not that it matters because im pretty sure lethalperformance patches the same issue at this point
(and diffoz's patch is probably way better than mine to begin with)
i don't know why he doesn't just make a cached reference to a vehicle in like start of round or something 😭
well you can find a bunch of old code where he does Object.FindObjectOfType<RoundManager>() even though RoundManager.Instance literally exists
wasn't that in melee weapons lol
or "not even old" code where he does Object.FindObjectOfType<MineshaftElevatorController>() even though he literally made RoundManager.Instance.currentMineshaftElevator which IIRC is assigned but never used(???)
melee weapons are one of them
zeekerss be zeekerss
iirc the breaker box also has some
one of them 
could be fun to see a tyre mechanic where each has it's own health pools and can individually degrade. Surface types potentially messing with them - could even have bramble and other hazards that will just shred tyres, which . . . would be a bit restricting but potentially good for deterring people from taking the cruiser to certain parts of maps. Maybe I'm burning.
yes```csharp
private void Start()
{
this.roundManager = Object.FindObjectOfType<RoundManager>();
}
public void SetSwitchesOff()
{
this.roundManager = Object.FindObjectOfType<RoundManager>();
if (this.roundManager == null)
{
Debug.LogError("Could not find round manager from breaker box script!");
return;
}
my Scanvan has slippy tyres when on snow :p
he literally assigns it in Start() but then re-assigns it every time you flip switches
it's hell to drive on maps like rend
what the fuck LMFAOO
anyways
i do this in butteryfixes (as im sure you're aware, since i think you've reported a couple issues with it or some other mod I've made before)
it technically changes the underlying semantics of that code (I'm pretty sure it causes vehicle behavior to change if you're using one of those mods that lets you spawn 2 cruisers at once)
it was just my concern with it caching vehicles, but i can just call base.awake
but all of the vanilla code already makes the assumption there's only 1 cruiser anyway, so none of it would ever work as expected with 2 cars
plus, multiple vehiclecontrollers at the same time causes too many issues in its own right as i learnt quickly
so it doesn't really matter anyways
if you spawn 2 cars, only one of them can even be sprayed with weedkiller, for example
kind of a non issue now
yeah
you can use weedkiller on both
unless it's cached
i cache my own vehicle now for specific functionality lol
if this is true i think that's actually more concerning
since i redid alot of enemy protection, and added enemy protection from enemies that didn't have it before, and i'm not going to do a stupid findobjectsbytype call
because it would mean FindObjectOfType<VehicleController>() returns different vehicles on different frames when more than 1 exists
lol
i could be misremembering but i swear you can
infact, i'll test that theory with imperium real quick
anyways
whatever the case is
the cruiser is definitely one of the most offensive "why is this not a singleton" situations with lethal's codebase right now
it's up there with every masked doing FindObjectOfType<MineshaftElevatorController>() every 0.2s in factories/manors
at least most enemies only search for VehicleController specifically when colliding with something, which sort of minimizes the impact... I think the kidnapper fox (and now the sapsucker, I guess) being the exception
there's also the fact that zeekerss uses FindObjectOfType, which has an expensive sorting function tied to it (it returns stuff ordered based on instance ID)
FindObjectByType has the possibility to be cheaper and faster, because you can remove the sorting step if it's irrelevant to your code... and he uses that in some logic (like the enemy nest logic), so he's definitely aware of it
i would of tested it with imperium if it didn't keep spamming my logs and prevent me from opening a save
awesome stuff
lol yes ive been having some issues with imperium myself
my favorite v73ism is that now, about 25-30% of the time when I land on dine with imperium enabled, my game hard crashes
no discernible pattern
(unrelated)
:3
i also animated stuff like the vertical column of buttons for the wipers, headlights and cabin window
as seen in that clip
the ejector seat also works as well
very nice and fluid though, i know how much of a pain modding player animations is under the hood
i do like this
the pain in this case was visually eyeballing the left hand drive animations and animating the left hand
small details like this always get a kick out of me
the scanvan:
please release your mod I want it so bad
it's completely flawless ™ (afaik)
me 2
one of the reasons i had to fix the car key in "whatever butteryfixes version that was"
although i've noticed the key still jitters a bit when it leaves the player's hand and gets locked to the ignition
which irks me so much i want to fix it, but not enough i feel like doing all the transform math to line it up
as an aside, if you ever want to steal stuff from BF to move it to cruiserimproved instead, be my guest
i think you had your own car key fix, and you've probably fixed just about any of the other stuff i've touched (except maybe not despawning the cruiser when getting fired??)
but like. it's kind of only there because i didn't feel good contributing my horrible code to CI Lol
Yeah I have my own proper fix, even got a fix for the arms becoming slightly orientated which irked me so bad
On mine once it goes into the ignition it stays locked to the ignition
I added a tryingIgnition bool which is used for the key rotation
I had to adjust the timing of the ignition coroutine though
My car key fix probably wouldn't fit on CI unfortunately
You want to know how I got the transforms
I went into unity, put the key in, paused, aligned it, copied the transforms
Worked like charm
;The ignition barrel even rotates on my car :)
i'd have to move a player into the car seat, play out their animation until the hand is holding the car key inside the ignition, and then reparent the car key from its final resting position in the ignition to the player's hand
and copy that position/rotation, so i can apply that to the car key while it's following the player's hand
Oh not only this but I gave them an unused cruiser audio too
The "dashboard button" sound lol
The small things matter to me
and that just sounds like a bunch of work i dont really want to do
oh did zeekerss forget to make some audio play?
i fixed a couple of cruiser audio oddities in ESF and maybe i should make a patch for the vanilla cruiser's buttons, if there's a problem
To me it "sounds right/intended" anyways
Oh I also animated the ejector button being pressed hehe since that was an issue on the cruiser too
I never understood the cruiser ignition audio, I feel like it's unfinished
Idk what is meant to be the true "cranking" audio
I just set it as that looped audio as heard in my video
yeah i have no clue either
The first audio is a play one shot of a starter motor engaging and a short cranking of the engine
And then it changes to that
It's weird
the weird audio you used in your clip plays in vanilla, but only after the initial audio plays from turning our key (which has its own ignition sounds)
but then it gets stuck playing that audio, because it's meant to stop when its volume hits 0 (when you stop turning the key) but because the way zeekerss implemented the lerp, it can never hit 0
so if it starts playing that audio it'll keep playing that audio every time you twist the key, until you reset the ignition audio completely (which i think requires starting the car and then taking the key back out)
Oh god lol
the oneshot from turning the key also continues playing after the car actually starts up, but it gets immediately re-pitched (because the engine pitch is set based on the speed of the wheels IIRC??)
so you can hear the tail end of the ignition sound keep playing but it's deeper and lower pitched
also if you twist/untwist the key several times in quick succession it causes that oneshot to stack
so many awful bugs with the ignition
i settled on making it reset the oneshot every time you retwist the key, and it stops the oneshot after the car turns on
Ye it's wheel speed based which is how zeekerss calculates engine rpm, which is wrong since there's more steps to that but whatever
I used to think it was intentional icl, it didn't sound out of place at the time until I realised this
and then i think the ignition audio stops if it hits like, 0.02 or 0.05 volume, something like that
The engine rpm thing means the car "idles at 0 rpm" which logically makes no sense as thatd mean the engine isn't running lol
so what happens now is it plays the oneshot, and then after the oneshot completely finishes, it switches to the other ignition audio
There's two unused maxrpm and minrpm values but they're never used, they have 3000 and 1000 assigned
and then releasing the key resets back to the oneshot audio, then the ignition audio plays after, etc.
but now it's kind of weird because the ignition audio only plays if you keep the key twisted long after it has a chance of even starting the car
(although that's maybe fine, because it means it works as an audio cue that you should release and try the key again...)
idk it's a goddamned mess TLDR
Yeah lmao
I have a fix on mine anyways :)
Aka just calling stop()
Like what you do
It's Oki! It's cruiser related and I'm here all for it
i think you are infinitely more knowledgeable about the cruiser than i am and i like most of the adjustments you have showcased here
I just enjoy anything vehicle related :)
I was so overjoyed when I saw a car in v55
At the time I didn't even know about the car when v55 came out
I just saw an update and went in blind
Speaking of ignition audios, the key doesn't play the twist audio when you first insert it and twist it in one motion hehe
Probably an oversight but since we're talking about audio
that's the exact kind of small niche thing that is going to bug me forever until i fix it
Lmfao
There were a lot of small weird things with the cruiser that I spent the time to fix
I even fixed the window wipers not even remotely conforming to the windshield 😭
Required a bit of rigging but it works
They also have a faint audio now
When they wipe up and down
... on a side note, do you have a thunderstore user page or do you just use ScandyTeam
sorry i butchered that copy paste
alr cool
If that annoys you, then don't look too deeply at the cruisers model, because oh boy, you're in for one hell of a ride
The passenger and driver door have a very very small amount of negative rotation offset when they're closed, Mensing they're ever so slightly going inwards when they're shut
Meaning*
Rough list but thank me later :) #1348033280896929926 message
found out, he uses it for the buttons on the mineshaft elevator
which is the only reason it's even compiled into the game
it was lost media before v60
and even still, it doesn't play in vanilla
Oh god, that'll probably have to do with the magnet, I'll take a look when I can
unable to replicate on v73 with CruiserImproved, i assumed this was the magnet, so that's the only thing I tested
ah yeah, forgot about that
and that would explain it
v72
pre-update if there was one
(pack was not changed since before v73 dropped)
it stops once you update the magnet
this the magnet ye
maybe you fixed it alongside the v73 update or smth? unless you didn't update for v73 and it just worked
I thought this was a vanilla client-side problem that cruiserimproved fixed.
it is
haven't touched CI in like 2 months
would you mind sending me a modpack code so i can test for myself?
ye sure
it's a friend's and supposedly it has CI but if it doesn't that'll be embarrassing lol
0199c0dd-d070-3f84-80dc-d216b6c77d2d
i can't wait to search "cruiserimproved" and see "zero results"
okay, downloading it now
no cruiserimproved
these are the only cruiser mods he has
a my summer car sound replacement mod, cruisertunes and a skin using cruiserskin
teehee
sounds about right, I'll tell them
right , it's like the 4th time they have to remind me but it's because CI is not compatible with LCVR
more of an LCVR issue I think
CI compatibility broke ages ago and i just haven't had time to look into it
and when the LCVR nuget started complaining about a missing 'Mimics' package me and digg just agreed to disable it all for now
it's on the backburner
makes sense makes sense
lcvr is messy so i hope yall keep your sanity
the compat was mostly just "don't run this code if lcvr installed" lol
but then one day it just broke the entire cruiser from spawning in with lcvr and i have no clue why
it used to work
so idk if it's something with CI or if LCVR broke something
once I get home today I'll look into LCVR compat since I'll actually have my headset again
There are some other small things I want to do while I'm at it
i.e remove the "extra wheels" that are completely unnecessary and cause issues
I might slightly stiffen the springs too
Only slightly, just to stop it jittering
oh hell yeah!
alright, i'm home, i'll see if i can figure out what's wrong and if it's something i can fix on my end
i do also need to test if CI's networking still works :p
okay well, that's interesting..
try the mod mentioned in #1284254300570390570
ah right, this is the problem with it not being on the dropship
time to investigate, and i'll fix that other issue
i think the other issue i inflicted, so not too worried about that since it'll probably just take uncommenting some code
oh you're joking
i can't sign into my github account
🤦
rip
noice
y'know
i kinda figured it would be this
something at the back of my mind told me it would be this
loooool
the issue is the toggleable cabin light, i'll see what i can do to fix it
if it's just lcvr changing the name, it might be an easy one to fix
i could probably also add vr interactibility to the cab light
yeah it just renames them lol
woah fr?
yes
that's crazy
lcvr renames everything to CarButton
@chrome bronze there's hope twin
and CI is trying to find it through the old path
and it's just throwing a nullref since it no longer exists in that name
i need to re-enable lcvr compat in some other scripts
glad the issue is like, really minor and probably easy to fix
got it mostly working, just need to iron some stuff out :p
and yes the cab light works in VR