#V.E. Scanvan Thread! (and any other of my vehicles)

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severe robin
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dang, idk then

humble geyser
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they were really tough cars

severe robin
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im just thinking in normal lethal company logic

humble geyser
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balancing is something that i can worry about later

severe robin
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like something always has some major issues

severe robin
humble geyser
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i'll most likely make the car a stick shift only

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i guess that's a balancing feature ๐Ÿ˜†

severe robin
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lets leave it out for later then

severe robin
humble geyser
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yup

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most likely

severe robin
humble geyser
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also allows me to add the unique saab quirk

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where you have to put it into reverse to take the key out

severe robin
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yay I finally can show of my driving skills

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(we will crash the next turn)

severe robin
humble geyser
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it was a safety feature and an anti-theft feature

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on alot of manual saabs after like, the 70s

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saab really cared about their safety haha, they've earned a really solid reputation for it as well

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there's alot of stories of people walking away from HORRIFIC accidents with like, minor bruises n such

slim quail
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always the swedes being on top of safety

humble geyser
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on Bilge I get around 55ish fps after completely obliterating the render distance for all 3 mirrors, it feels alot better than last time

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i think a 40 max distance was extremely excessive

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as you get away from the main platform it stabilizes its self out

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the tradeoff of the low distance is that you can't see a whole lot behind you but, eh

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they don't work great to begin with lol

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and removing them just makes the truck look, uh, weird

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and i'd rather have them and make them have some functionality rather than none

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although again, it may become a config anyways

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the center mirror had no right rendering as much as it did, it's mainly just there to see stuff in the back compartment/see your idiot friends being thrown around haha

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it'd be USELESS for anything else really

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around 55 ish

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as i get away from the platform, it rises above 60

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i'm pretty confident it's the mirrors anyways

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especially since the Hauler seems to do about the same to my FPS on bilge, i feel confident in saying it's that

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lol i forgot about this, what a beautiful crusty horn note

humble geyser
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okay, after some playing around in editor, the mirrors are a pretty big performance loss, i guess that's why Zeekers never added them, i'm going to have to rethink this

slim quail
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unity camera moment

humble geyser
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yup, i've only been able to test no mirrors vs mirrors in editor but my fps gains were about +20 with no mirrors and -20 with no mirrors

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i've tweaked the rendering settings slightly, so i'm going to see what it's like ingame

regal bone
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Yea I remember the old mirror furniture mod. Tanked my fps hard unless I made it very very crunchy

humble geyser
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cameras are really taxxing on performance even with everything turned to the lowest :(

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i'm on exp right now and my fps is fluctuating but i'm seeing highs of around 70, will need to test on a heavier map though

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and this is w/ performance mods on, hah ๐Ÿ˜“

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the cameras are 256x256 and only render LOD 2, i also turned off alot of the rendering settings and the rendering mode is on deferred

humble geyser
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other than adding configs to adjust the mirrors or disable them entirely, i'm not sure what else i could tweak on them to help gain back some performance

golden meteor
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are you turning em off if the player isnt setting in the vehicle or atleast isnt close to the vehicle?

humble geyser
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okay, they WERE on an LOD group, for some reason the LOD group is gone

golden meteor
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LOD stuff is only for rendering the mesh afaik idk if it affects anything like cameras

humble geyser
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yeahhh

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is there an actual way to stop cameras rendering from certain distances? or would i have to do that via script

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like, a setting i'm not aware of?

golden meteor
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probably via script, iirc zeekerss has triggers around the ship for disabling the cameras in s hip

humble geyser
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ahh

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ic

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alright, i'll probably change it to render only when sat in the seat, i could also make the side mirrors only render if they're unfolded

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since when the key is out the mirrors are folded in, i don't see a reason to keep them rendering

humble geyser
golden meteor
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honestly no idea, @naive halo would know more than me for camera stuff like that

humble geyser
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ic

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all good!

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oh right it was the center mirror that was on an LOD lol

naive halo
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u wot m8

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what's the issue?

humble geyser
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just wondering about optimising camera mirrors!

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they're pretty taxxing on performance

naive halo
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hmm, how many are you making?

humble geyser
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there's 3 currently, a left mirror, a center mirror, and a right mirror

humble geyser
naive halo
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ouchies

humble geyser
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yyup, ๐Ÿ˜“

naive halo
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the best thing I can suggest is that you make a script that cycles through rendering one camera each frame

humble geyser
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right now i'm just disabling the mirrors if you aren't sat in one of the front seats so they atleast aren't rendering if you're not in the thing

naive halo
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when you're sitting in the seat, though, can you see two of the mirrors at once? I would assume two would often be visible

humble geyser
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kinda depends on where you're looking

naive halo
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in HDRP, just rendering the camera is incredibly costly, changing camera settings can only alleviate it so much

humble geyser
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yeahh, figured

naive halo
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hence why I suggest only rendering one per frame, that's the only way you get semi-reasonable performance

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driving in LC is unfortunately not a safe place so you can't afford to drop fps by rendering 2-3 extra cameras

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you can also detect if your mirror models are visible and disable the cameras accordingly, but I would suggest that you do that in combination with the script that renders a single camera per frame

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also, when limiting camera fps, always use Camera.enabled rather than Camera.Render(), since Camera.enabled allows it to render during the normal SRP render instead of immediately

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you could also disabling post processing and custom passes and see how it looks, but chances are it won't look right after disabling some of those, and it's something you kinda gotta figure out by experimenting

humble geyser
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i already disabled those

naive halo
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ah gotcha

humble geyser
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i nuked most of the rendering settings lol

naive halo
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then that's probably about as far as you can take it without lowering fps

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you mean in that screenshot above?

humble geyser
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yeah

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unless it's the tickboxes on the right

naive halo
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it is

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the left side is whether to override the default settings

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right side is what to override it to

humble geyser
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....so all of them are enabled

naive halo
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uhhh potentially

humble geyser
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...woops

naive halo
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I think the disabled override might still display the underlying override value

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so that may not be the defaults

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you would have to look in the project's HDRP settings I believe

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been a bit since I fiddled with these

humble geyser
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i'm not too worried about making the mirrors have fancy quality or anything

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i'll play around with it

humble geyser
naive halo
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that was my second suggestion after that one

humble geyser
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ah lmao

naive halo
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since like I mentioned, I think it's likely you'll still have two rendering at once regardless

humble geyser
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i think at most you'd see 2 mirrors at a time

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the left and center one, or the center and right one, and if you're looking behind, none

naive halo
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yea

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it's good to check that, but even two cameras is gonna probably drop the fps signficantly

humble geyser
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i could probably get away with disabling the center mirror since it's not that neccessary, but i just thought it would be a neat addition

naive halo
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so doing that in combination with a script that enables only one camera per frame, you can improve things a lot

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maybe I'm not being clear enough about what I mean by one camera per frame though

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say you are looking slightly to the left and can see the left mirror and the rear view

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  • frame 1 - render the left mirror camera
  • frame 2 - render the rear view mirror camera
  • frame 3 - check if the right mirror camera is visible, and since it is not, skip it and render the left mirror camera again
  • etc
humble geyser
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ahh, i see! ty for clarity haha, i was a little confused :)

naive halo
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each camera gets half the fps with two cameras rendering, a third with three, but it reduces the impact significantly

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and it also makes the impact consistent

humble geyser
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idm reducing the fps of the camera

naive halo
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(in order to determine if the player can see a particular mirror)

humble geyser
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ic! appreciate that link!

naive halo
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npnp!

humble geyser
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silly question but i need to add a manual camera renderer component to my camera, correct?

humble geyser
# naive halo npnp!

lol, i'm not sure if this is because of the editor resolution but it appears like you can't even see any cameras when looking dead straight

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well, i guess the most you'd see is two looking right

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also yeah it appears like the right side was the actual settings for the camera

golden meteor
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you can try using a vector3.dot to sample whether the camera's would really be viewable with a camera

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something like player.gameplayCamera.forward with randomCamera.forward

humble geyser
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christmas tree

humble geyser
cloud veldt
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if you can't get it to work well, you could always make a config to disable them, which is what I plan to do

humble geyser
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it'll just take some fucking around, i'm sure i'll come up with something in the end :)

humble geyser
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getting somewhere with this

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hopefully

humble geyser
humble geyser
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i've just added some conditions for being sat down
when i look at the mirror, it prints true, if i look away, it prints false

naive halo
humble geyser
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hm, ic

naive halo
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you're much less likely to run into strange issues by using your own component

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there are a lot of quirks to ManualCameraRenderer that you'll only find out about by reading a bunch of the code

humble geyser
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alr, let me have a quick refactor then

golden meteor
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U got this zaggy

naive halo
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saaaame

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nah I'm too eepy to explain it all but for real lol

golden meteor
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Lol

gentle sable
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i hope i can get to make skins to my lethal crew for this cruiser

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seems very fun to make

humble geyser
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this is the current texture that's on the truck

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had to spend a bunch of time masking little pieces out

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the only real major difference between my texture and zeekers is the gear shift selector

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and the coloring of the body and seats

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but mainly the gear selector

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i frankly do not feel like even attempting to fix that texture

naive halo
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looks like a lightmap with a ton of padding oof

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that's a very unfortunate amount of wasted space

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if you have your own model and care about optimizing it, you could potentially use Blender to bake an old texture and UV map onto a new, more compact UV map

humble geyser
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like for some reason part of the roof is mapped here

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which is this chunk

naive halo
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oh that's odd

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I would've assumed it was based on the edge angle, but I assume that would be a 90 degree angle there

humble geyser
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it's a sort of slope at the roof

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the roof is a little lobsided though

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so that might be why

naive halo
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ahh, then that does make sense

humble geyser
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the whole model is lobsided in vanilla

naive halo
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ideally it would use manual seams

humble geyser
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yup, unfortunately zeekers didn't use those haha

naive halo
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tbf it's not totally egregious considering how few textures are in the base game

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just not ideal

humble geyser
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the underbody texture could of just been one big piece but he split it into multiple pieces for some reason

naive halo
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I'm pretty sure that map used the completely automated options, so there was probably no human input

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there's a few of those

humble geyser
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yeah it was automated

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since when i was playing around with it, and tried one of the automatic options, the result was identical

naive halo
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yeee

humble geyser
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pieced two and two together

naive halo
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it's quite recognizable once you've seen that type of unwrap lol

humble geyser
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too much of a nightmare for lazy me to deal with right now lol

naive halo
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yeah it is honestly a bit of work to get the baking done, no judgement from me

naive halo
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I'd recommend setting cameraMirror.enabled instead of calling Render()

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also, you run the risk of multiple cameras rendering in the same frame using that type of fps limiting logic

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you would probably ideally want to have one component that controls all the cameras and rotates the active camera every frame like I mentioned before

naive halo
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there are some changes I would make to this still, but it gives you the gist anyway

humble geyser
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ah yeah, that's massively helpful, this is what i was just doing haha, really appreciate that link! i was mildly struggling to understand what you were saying (no fault of yours!!) so that example is really helpful and i really appreciate it, thanks! :)

humble geyser
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i think i just need to exclude the ship camera now lmao

humble geyser
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this has been of massive help

naive halo
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the external ship camera? that shouldn't be enabled if you're outside the ship

humble geyser
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oh? would being in the debug test level effect anything then haha

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i was in the debug test level, so that might be why it was messing with my mirrors, anyways, it should exclude anything that's not the player camera now

naive halo
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oh maybe, I forget if it has any reverb triggers there

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it seems likely that it wouldn't

humble geyser
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wow, my fps is so much better ingame lmfao

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i mean i'm only on exp but still

naive halo
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since you're only enabling them when a player is in the car anyway though, it makes sense to only pay attention to the local player's gameplay camera though for sure

naive halo
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but make sure you're also checking the spectated player

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so that the mirrors work when you're watching a player in the car

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if you want them to at least

humble geyser
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ic, i'm not sure if there's a valid reason for dead people to see them though

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i'll see, anyways, this is so much of an improvement

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tysm!!

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my fps is nearly double what it was on rend

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obviously with alot of fluctuating as i look around but it's much better than when it was chugging to keep 58-60 fps

naive halo
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glad to hear it helped!!

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one thing I can recommend is trying an application that can graph frame times over time to see if your code is keeping them consistent, since that's still somewhat of an issue in black mesa that I need to deal with

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not super important if it feels good though, I just like to verify usually

humble geyser
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ic ic, fairs!

naive halo
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with black mesa's setup, some cameras can be turned off, and the way I wrote the code, it can have two cameras render in one frame and then none in the next, so the frame time jumps from like 12 down to 7 ms

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can feel a bit rough when that happens so I gotta revisit it

humble geyser
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the lowest i get on bilge is around 75-80 while driving now and that's on the main platform

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even then that fluctuates alot

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and i can see highs of like 100

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even then i never personally play above 60 anyways, so if it can stay strong 60+ that's cool with me

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not trying to disregard people who play above 60 though lol

arctic iris
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Even unmodded or just with the handful of optimisation mods I never play over 60. The game in general is super unstable. Will be running 166 fine and then it'll spike down to the 90s very briefly and it's so jarring.

humble geyser
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my monitor is 60hz anyways :)

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but yeah that is very true

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i'm just really happy with how much better this runs than it did before

arctic iris
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yeah!

humble geyser
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huge kudos to Zaggy ofc

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it's so lovely haha

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not having the game chug at 58 fps because of some wing mirrors

humble geyser
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the car just telling me "your engine is overheating" like yeah, i know.

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i accidentally shifted into park at like 6 mph and blew up

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i've implemented a cooldown on the scroll wheel to change gear so you can't spam the shifter like crazy

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might also help with preventing accidentally scrolling into the wrong gear

humble geyser
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Yup! have fun with it! blame Zeekers :)

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Also you'll have to take into account mild texture stretching on mine since the back is longer

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I've done some weird fuckery to try prevent it as much as i can

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But I can only do so much

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Ideally I'd just redo the entire texture but

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That's a whole can of worms on its own

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It's not that bad but, still

gentle sable
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ill find a way

humble geyser
gentle sable
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does that door on the side work..

humble geyser
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Yup! I've posted some pictures of it here before

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I wouldn't spend the time to model the door if I didn't intend on making it work :)

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Picture of it open in-game from when I was testing VR compat a while ago

gentle sable
humble geyser
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Nope :) it's modelled

gentle sable
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ive got used of people making textures to stuff that doesn't work

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(fake doors)

humble geyser
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I got the idea for it when looking at generic US box vans, looking for things that I could add to mine

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And I saw alot of them had a door on the right back side

gentle sable
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neat................

severe robin
# humble geyser

the old cruiser looks like straight out of a cartoon compared to yours

humble geyser
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Haha, I do have a bit of a soft spot for it though, if it wasn't such a fucking asymmetrical and buggy mess that it is rn

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It's why I spent the time to even bother fixing up the model in the first place

slim quail
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So either its not a thing on the west coast or I'm just unlucky

humble geyser
thorny sapphire
humble geyser
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I'll add configs for the distance and stuff

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But I'll put a big warning in the description for the config

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I might re-enable some rendering settings, but I've gotta be careful with what I enable

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oops, just realised the middle passenger is technically invincible lol

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no more god mode middle passenger seat

humble geyser
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also going to try fix some weird things like being able to push the truck while standing within or on top of it

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there's code in vanilla that looks like it tries to prevent that but for whatever reason it doesn't work

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i'm testing the trucks performance on Ferangdalion, driving in the tunnels I see around 80 fps (i have it capped to 120 for testing) which seems pretty solid considering how heavy this map is

humble geyser
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i've also made some small tweaks like not being able to use the windows unless the key is in the ignition

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the alarm should also be chance now

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yup, chance system is working

humble geyser
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fixed some further oversights regarding players in the middle passenger seat

humble geyser
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also, fixed giants so they ACTUALLY grab you now out of the cab if the doors aren't all shut

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have to kinda call the function myself lol

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i've also thought about reworking the rear loading step to add a toggle to stow it away

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because it keeps colliding with everything

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or slide it in

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either one of these two directions

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it could slide out or slide out and fold upwards maybe

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although sliding in seems a little more feasible without altering the design too much

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i would still like players to be able to ride on it however

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for now it'll just stay as it is

arctic iris
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Folding is something I have seen with many trucks

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having it slide though would be quirky, I'd probably opt for that myself just on that basis, along with it sounding less of a hassle to do.

humble geyser
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i think i intended to have the platform slide up and down hence the little supports here

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but then for whatever reason, god knows what i was thinking, i added supports underneath

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and just barely rested it underneath the back end of the truck

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the slide idea is probably something i could get away with and it would be kinda unique yeah, i could say that where the underneath support meets is that its on some sort of sliding rail

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it's just that i like the current design right now lol

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in fairness some of these are fixed to the chassis but the rear compartment also sits way higher up

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i could redesign the entire back end but it's a whole lot of work to butcher up my current model to do that

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this picture quality is a joke but this is pretty similar to mine

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i could probably also just exclude the rear step from counting as a collision with objects

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and prevent it exploding the car just because it tapped a rock

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okay i can't make it slider because the mufflers in the way

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erm

arctic iris
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boowomp

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add a button that calls down a dropship with a hoarding bug

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who then takes the step and flies away

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Pressing the button calls it back down and the guy puts it back on

humble geyser
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a button that if you click it, the rear step just falls off with a loud THUNK

arctic iris
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briefly considered suggesting that

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could drop off as an item and if you forget to pick it up and store it in the truck or re-attack it, oh well I guess - it's gone.

humble geyser
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playing around with giving the windshield on the enclosed roof a subtle curve outwards, not sure how i feel about it though

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right now it's just flat

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i think it gives a little more character but i'm curious what other people may think

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the open roof windshield is very bulbous, but it's only curved upwards and not outwards lol

humble geyser
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i've got a bit of a vision here

humble geyser
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so this would give a good place to actually put it all

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and make a little more sense than jus on the storage compartment

zenith shale
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๐Ÿ‘€ ๐Ÿ‘€ ๐Ÿ‘€ ๐Ÿ‘€ ๐Ÿ‘€ ๐Ÿ‘€ ๐Ÿ‘€ ๐Ÿ‘€ things are progressing spectacularly

humble geyser
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mmm, on second thought i'm not sure about this

humble geyser
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i love my Seagate portable drive not transferring stuff i copied over, so now i'll have to wait on putting this ingame ๐Ÿ’”

regal bone
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I like the rack. Does it work like one of the shelves or is it just drop stuff on it?

humble geyser
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it'll probably just be for dropping, that way it can accomodate two handeds and one handeds at the same time

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although a shelve component would probably make more sense given its small size

humble geyser
humble geyser
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improved rear wheel well shape, should accommodate larger wheels better

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top is old new is bottom

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both wheels on top and bottom are the same size and height relative to the body

humble geyser
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fixed the storage compartment clipping through the wheel wells

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that's a heck of alot more clearance haha, although these tyres are scaled up in Unity

humble geyser
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remounted the antenna for the enclosed roof

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in its beautiful bent form

static horizon
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I think it would be fucking hilarious if you added this as an extra vehicle

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you could even use the tray on top for storage LOL

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also i've been showing these to my friends and they're so excited for it to come out !!!

humble geyser
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i've seen many strange microcars before but i've never seen this before haha

humble geyser
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first: new headlight switch, second: old headlight switch

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headlight switches are not really that fancy, i just wanted something that looked a little nicer

humble geyser
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my friend brought this up and he's kinda right, i might rework how the torque applied to the wheels work, the truck does feel a little too OP for a truck, i was having a hard time balancing realism and gameplay

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right now it multiples the torque derived from the engine logic by two and then applies it gradually

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i think i was too worried about stuff like incline peformance

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...and mainly just that

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i'll play around with it though

proud bone
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hear me out... an old bird upgrade that lets you put a missile launcher on the top of a cruiser like a swat van

proud bone
proud bone
humble geyser
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that's an electric truck

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this is a 3.7 inline 6 diesel luton van ๐Ÿ˜›

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with a 4 speed automatic

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and redlines at 3000 rpm

humble geyser
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i think i have something a little more balanced out for such a huge truck

static horizon
humble geyser
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strange lol

zenith shale
humble geyser
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Peel Trident :)

static horizon
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some more stupid fucking cars lol

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i love these they look so dumb

humble geyser
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The first one is a Sado :)

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I 'ever heard of the "Stalin" one

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The third one just looks like a cartoonified Fiat 124

humble geyser
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Or a Lada 2106

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Pretty much the same car as the Fiat

severe robin
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Something like Honda City had

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BUT that would be like 2x work

humble geyser
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Lol the Honda City and the Motocompo bike haha

severe robin
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Yea like this

humble geyser
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If for whatever reason I wanted to add something like the Motocompo, it would just be stored in the back

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All that storage space and you'd want to put it on the tiny roofrack? lol

severe robin
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Idk my brain is living its own life

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And it told me to write about this

humble geyser
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A motocompo seems like a complete death sentence on anything that isn't the company building lmao

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You are not outpacing anything on that

severe robin
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Imagine driving on motocompo escaping from baboon hawks

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Pretty cartoonish like, ngl

humble geyser
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You wouldn't outpace a Baboon hawk

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They're helplessly slow

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And it would immediately die at the sight of an incline

humble geyser
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might make the side door a bit less wide

humble geyser
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fixed the backwall clipping through the windows.. woops..

humble geyser
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this is so wacky, never seen a door mounted near the rear like this, also that box is HUUUUUUUGE!

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would be cool but i'd have to redesign anything from the cab to the back completely haha

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and it would be like, 10x more impractical

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but 10x more fun

humble geyser
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Still wacky and cool though

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It was on a website with a couple of pictures of vans with side doors and little side storage compartments

proud bone
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guys

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hear me out

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I think Scandal likes cars

humble geyser
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zero idea what would make you say that

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'unno why you'd lie to the public like that

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๐Ÿ˜”

humble geyser
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i'm on my other computer! :) i can finally start getting some stuff done other than just modelling haha

humble geyser
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having to piece it back together after i renamed and changed a buncha stuff haha

#

looking alot better so far, even if it's missing the door mesh that i renamed, lol

humble geyser
#

alright, the door is on lol, i was out driving hence why this seemingly took forever, i also made some adjustments to the EVA code to make it a little bit cleaner
also fixed a bunch of the colliders since i extended the front by a fair chunk

#

i gotta remake the LODs, man

humble geyser
#

going to test if you can drop items on the roof rack now

#

okay, it may have to be a shelf for the time being, lol

flint prawn
humble geyser
#

won't be me that does one :)

#

you could leave the safety off though and have it autofire :)

humble geyser
#

ah cool i'm having the "my bundle has the sun" issue again

#

anyways, looking good

#

love how this is looking so far

humble geyser
slim quail
#

the normal U-Haul experience

humble geyser
#

true :)

#

just trying the truck out with the rebalanced performance stats, it feels alot more weighty now and not like racecar performance

#

it's still kinda quick

#

but, it's not as bad as it was before

#

i've also added a short cooldown inbetween the truck taking damage

humble geyser
humble geyser
static horizon
flint prawn
# humble geyser

Oh so close to an epic drift parking. Definitely looks like a fun vehicle to drive

gentle sable
#

great now i want drifting in LC

thick ledge
#

hoonicorn in lc would go hard

humble geyser
humble geyser
humble geyser
#

i'm not sure what to replace the jump ability with, i'm thinking something like 5 sprays gets you X amount of seconds (maybe 30 seconds to a minute) of boost when you hold down the gas pedal in drive (it will deplete slowly while holding the gas and not deplete when depressing the pedal) but i'm open to ideas!

#

so it'd be kinda like the switch gears boost thing in vanilla but better

#

and require boost in the engine ofc

humble geyser
#

maybe that small boost ability that i mentioned + a health/durability boost while the boost is in

humble geyser
#

currently implementing limited camera angle unless you open the window

#

it's a little uh, hacky, but it works, i guess

#

may add a little lerp to it

#

and no it won't break other vehicles since it only runs if its my truck

humble geyser
#

well uh, new bug, truck does not like being bought on Oxyde in CodeRebirth

#

it arrives just fine but it's completely busted and unusable, and nor does it throw up anything in the console

#

๐Ÿค”

#

probably something to do with how i altered the item dropship code

golden meteor
#

i also alter the item dropship code

#

lemme know if you need me to do anything

humble geyser
#

yeah i was just looking through the github, when i say "i altered itemdropship code" i meant in the vehicles controller haha

#

i have 1 patch for the itemdropship and it's to cache it as a reference on Start

#

i'll first see if i can find out where it's going wrong

humble geyser
humble geyser
humble geyser
#

so i tried buying the vanilla CC, uh

#

..let me try remove my truck and see what happens..?

golden meteor
#

let me know if its maybe a me issue

humble geyser
#

i tried again, without my truck, just code rebirth on, the vanilla CC still does not show up

#

no cruiser improvement mods or anything

#

my truck appears in here but it's unusable

#

as if it's not initialized properly

#

although it seems like hasBeenSpawned for my truck never gets set to true, which means untetheredVehicle may not be getting set to true

humble geyser
golden meteor
#

hmmm weird, ill check my code rq to see how i spawn the cruiser

#

cuz i spawn it a bit differently lol

humble geyser
#

it seems identical to the normal item dropship code

#

well

#

for the most part

#

i think the issue may lie within how it's being "delivered"

golden meteor
#

yeah but its a tiny bit of a mess lol

humble geyser
#

fair

golden meteor
#

i cant deliver it using stuff like ropes and i have to spawn it at the end of the animation

humble geyser
#

if it's being spawned at the end of the animation shouldn't untetheredVehicle be true?

#

instead of false?

golden meteor
#

uhh ill have to check why i set that to false but yeah thats where im spawning it

humble geyser
#

untetheredVehicle is set to true when the vanilla dropship releases the truck from the ropes

#

i think i'm starting to piece it together

#

why lightshot

#

why did it cut everything out

#

anyways

untethered vehicle may not be getting set correctly, hence why it's in an unusable state, since i don't really run anything if hasBeenSpawned is false, and it's only set to true in there or if the vehicle is loaded from a save in Start()

no idea if deliveringVehicle gets set to true/false but it shouldn't matter a whole lot IF you're spawning it at the end of the animation, probably best to set it to false though just incase

established it's not null, so even if i try set hasBeenSpawned to true in there that code will not run anyways

#

hmm

golden meteor
#

iirc untetheredVehicle is only there to set the position as the dropship is going down, so i set it to false as im spawning the vehicle in the right spot

humble geyser
#

untetheredVehicle is set to true as soon as the itemdrop ship releases the truck, for the duration of the delivery process i'm 99% sure it's false

#

when the ropes disappear

#

it's still weird the vanilla CC doesn't show up

humble geyser
# golden meteor iirc `untetheredVehicle` is only there to set the position as the dropship is go...

if i add this it starts working just fine, so i'm pretty confident in saying it's because untetheredVehicle/deliveringVehicle aren't being set properly, since it's spawned at the end of the animation, it should probably be something along the lines of:
untetheredVehicle = true
deliveringVehicle = false

the vanilla dropship sets untetheredVehicle to false if it's currently delivering the truck (when the ropes are visible and it's in the air) otherwise it's true once the ropes are cut

#

i still have literally no clue why the vanilla one doesn't show up

golden meteor
#

so you reckon i should be setting untetheredVehicle to true?

humble geyser
#

i'd be pretty confident in saying so yeah

#

it begins as false, and if its always false, the vehicle basically thinks its never been released

golden meteor
#

hmm okay ill try that

humble geyser
#

this is when the dropship first starts delivering, if it helps

#

and then once the timer reaches a certain point, it untethers and releases it :)

humble geyser
#

just to recap:

vanilla:
spawn vehicle
deliveringVehicle = true
untethered = false
(wait for timer to reach certain time)
untethered = true
deliveringVehicle = false

the only thing you'll just want to ensure is that it does actually run after/doesn't get overriden by the vanilla dropship or smth

humble geyser
golden meteor
#

yeah i do override the vanilla dropship specifically here

#

yeah that aprt's meant to be commented out

#

since its an anim evnet

humble geyser
#

ah alr

#

i see

#

that should be good then yeah

golden meteor
humble geyser
#

it's uh, not released yet ๐Ÿ˜…
i could either send you my truck through DMs or you could send me an updated coderebirth.dll and i'll see if it works on my end :>

golden meteor
#

ill send you an updated dll, am lazy c:

humble geyser
#

sounds good with me, that was preferrable anyways

#

lul

golden meteor
#

well im seein the vanilla one spawn atleast

#

no problems with changing the tethered bool too

humble geyser
#

the vanilla one just never spawned for me lol

#

and i tried with no other mods other than CR

golden meteor
#

weird

#

my modpack is pretty minimal

#

im unsure

humble geyser
#

at first i thought it was a conflict with some cruiser mod of mine so i made a new pack with just CR

#

and it still happened

#

did you mention other people had this issue?

golden meteor
#

one other person i knew reported it yeah

#

but i could never reproduce

humble geyser
#

ic ic

golden meteor
#

do you usually play with low fps?

humble geyser
#

nope

#

capped to 60

golden meteor
#

im trying to think if doing it with animation events is causing any issues

#

hmm

#

then wont be that

humble geyser
#

and it defo works if i add

#

and i never had issues with the vanilla dropship

#

so i'm confident it's a bool not being set properly

#

i'm just going to make some quick changes to my trucks prefab and then i'll try out the dll

golden meteor
#

okie

humble geyser
#

alright, just need to do something irl then i can finally test

#

alr, going to test now!

#

i'll test mine and the vanilla CC

#

alright, mine works now

#

let me try the vanilla one

humble geyser
#

also

#

vanilla CC works now

humble geyser
golden meteor
#

animation events run for all clients

humble geyser
#

ah ic, wasn't aware of that

#

that's fine then

#

that dll seems like it did the trick anyways

golden meteor
#

well technically they run for all clients becuase all clietns should be running that animation and then when it gets to that part it runs the function locally

#

which should be for everyone if the anim is sync'd

humble geyser
#

and it worked fine

#

:)

golden meteor
#

nice!

#

ill update with that soon then ,ty

humble geyser
#

np!

#

being haunted by a big ghost woman while my truck is stuck at the bottom of the quarry this is truly an experience

#

need to remove that debug text

golden meteor
#

lmao

humble geyser
#

it flipped upsidedown and i tried to push it over, only for me to watch as it slowed down and then started tipping rapidly in the other direction and just fucking fell into the pit and got its self wedged

#

๐Ÿ˜ญ

grave steeple
#

oh, how do you show debug info on screen

grave steeple
#

nice thanks

humble geyser
#

i found out this when the sapsucker first came out

#

yw!

golden meteor
#

oh damn that is cool

#

is that on Update?

humble geyser
#

i had it on fixedupdate but you can run it on Update

#

zeek left it in on the Sapsucker when v70 first came out lol

golden meteor
#

yeah i remember that lol

humble geyser
#

what the fuck

#

theres TWO OF THEM carrying the same thing

#

correction there's 3

golden meteor
#

he's doin a good job

humble geyser
#

he sent my truck flying up side down and started pushing ghost woman towards me

#

ghost woman broke my vehicle animations

#

๐Ÿ’”

golden meteor
#

lmaooo

#

she does do a lot of different shit to make things work

#

especially her gimmick

#

only see-able in multiplayer

humble geyser
#

this is so busted LMAO let me get a video

humble geyser
#

this is most likely my fault since i was messing around with redoing how custom vehicle animations work lol

golden meteor
#

lmao

#

did you get grabbed while in the cruiser?

#

or well, trigger the woman

humble geyser
#

i triggered her, then just sat in my car for a while, she kept appearing and not doing anything, then this happens

golden meteor
#

i dont think i do anything to get the player to exit out the vehicle but i thought the cruiser would block out the raycast i do

#

oh weird

#

did your screen turn fully black for a bit?

humble geyser
#

i had to get out to trigger her

#

nah

golden meteor
#

ah icic

#

unsure why it would break ur animations if you werent actively in the car though

humble geyser
#

i was in the car

#

i was sat in the car when it just, happened

golden meteor
#

hmmm

humble geyser
#

does the woman call anything like CancelSpecialTriggerAnimations?

golden meteor
#

all i do is disable look input, reduce player speed by a lot

#

nah

humble geyser
#

i'm pretty confident it'll be on my side

#

hm

golden meteor
#

basically this

humble geyser
#

hmm

#

i wonder if the zap gun stuff is messing with it

#

this is how i'm setting animations on the local player right now, i was redoing how my system worked to hopefully make it less prone to breaking in weird ways

humble geyser
#

it's probably the zapgun stuff if i had to take a shot in the dark

#

i can play around with it

#

or you could just add check for inVehicleAnimation (or call CancelSpecialTriggerAnimations)

golden meteor
#

you might benefit with some inverse if statements lol

humble geyser
#

hmm i see

golden meteor
#

i.e.

if (__instance.lockedPlayer == null)
  return;

if (playerController != GameNetworkManager.Instance.localPlayerController)
  return;

if (!playerController.inVehicleAnimation || !__instance.blahblahblah(out var blah))
  return;
#

etc

humble geyser
#

ahh i see lmao

#

appreciate it

golden meteor
#

its only to avoid hard nesting like that but it makes things a bit more readable lol

humble geyser
#

yeah fair!

#

just changing it now

#

and some additional stuff on the first patch

golden meteor
#

oh for that you'd probably wanna do
if (__instance != controller.driverSeatTrigger) rather than if (!__instance

humble geyser
#

oops

#

slight oversight

#

fixed1

#

!

golden meteor
#

also unsure if you're creating the animator override controller multiple times but i think you're supposed to create it at like the player's awake or something, and then replace your clip and turn it null whenever you need to replace/put it back

humble geyser
#

right now it creates it if the player is getting into my truck

#

and then removes it upon getting out

#

other clients run a seperate function to replace the drivers animations

golden meteor
#

icic

humble geyser
#

i'll only know if this code is any good once i can try it in a proper session lmao

humble geyser
#

inverted normals.. yay..

#

anyways i'm going to slowly be going through all my code and trying to fix any nesting :>

golden meteor
#

its very satisfying by the end of it

humble geyser
#

this one i'm not sure if i can improve

#

this just limits the angle the player can look based on their window being open or not

golden meteor
#

nah for those you leave it like that

#

although painful that u have multiple lines but no {} around em

humble geyser
#

infact i can improve the if conditions slightly

golden meteor
humble geyser
#

ah

#

like that?

golden meteor
#

ye

humble geyser
#

slightly improved some of the if conditions since it was checking currentDriver/currentPassenger twice for some reason

#

that was just to prevent the middle passenger from leaning which i've just changed to a return

humble geyser
static horizon
humble geyser
#

i think i figured it out, i think i wasn't saving my prefab and i kept recompiling the old bundle lol

#

without realising i hadn't saved

humble geyser
#

i sometimes put a directional light in unity editor so i can see better

#

and sometimes i deleted it but forget to ctrl+s

#

and when i build my bundle it's compiling the old one

#

i can't wait to tackle the beast that is the electronic voice alert code

#

i might honestly just completely rewrite most of it

#

it's a nesting nightmare in some areas

#

it's simple but there's so much nesting that it's just a complete nightmare

humble geyser
#

don't know what caused the issue where it was like i was "not in the seat" and could sit in another seat

#

but it was extremely bugged

#

i reckon it may be best to just check if the player is in a vehicle animation and either return or just call cancelspecialtriggeranimations to remove the player from the vehicle lol

humble geyser
#

??????????

#

i think the magnet point may be a little bugged

#

cacti cannot be broken by car :(

#

they're just bullying me and are going to send me tumbling into the pit again

#

okay the cacti have completely wedged my car

#

quite literally unable to move

#

๐Ÿ’”

golden meteor
#

Hahhahaha

#

I should make cacti breakable by cars

#

Must've forgor

humble geyser
#

would be nice haha

golden meteor
humble geyser
#

couldn't even hop out of the cactis

golden meteor
#

The zeekerss jank*

humble geyser
humble geyser
#

i can get the car out from the ground

humble geyser
#

just only clocked i probably should of been adding spoilers to some of my images i was sending

woops

humble geyser
#

i kinda wanna rework the code for the radio and add stuff like volume control and maybe some other audio properties you can adjust

#

and maybe add keybind support

humble geyser
#

this complete bullshittery

golden meteor
#

"Go on, ride your cruiser"

humble geyser
#

it couldn't get me in the cab lul

#

just kept trying to squish me

#

and then eventually flung my truck

humble geyser
#

these cranes are spawning in such awful places ๐Ÿ˜ญ

#

@static horizon you might be interested in this

humble geyser
#

Madness :) I ended up tuning into a Ska radio station, pretty neat

#

Just need to polish up some areas and add back in the radio interference

#

I would like to add an "FM/CD" toggle

#

FM being live radio, CD being normal tracks/cruiser tunes music

static horizon
#

THE MADMAN!!!

#

@thick ledge

static horizon
#

during stormy weather there's a lot of static and interference when tune into a station

humble geyser
#

yeah that's intentional

#

it's coded to do that

#

i'm just talking about the interference noise i had before

#

also need to add some small sound effects for changing channel and such

#

also need to check it works in mp

#

it should, i see no reason why it wouldn't

humble geyser
#

i'm probably going to keep this and just say it's the squiggly bent antenna on the roofs fault

#

may add a config to disable it though

static horizon
humble geyser
#

it actually wasn't that difficult to get working

humble geyser
#

figured it out today though

#

i should make the radio station display on the radio screen

#

would be p cool

humble geyser
#

added back in radio interference, it should be working, can't really tell though

humble geyser
#

okay new bug the skid sound is kinda wonky in mp

#

might of screwed my networking up a little

#

mambo no.5

#

fixed wheel skidding not syncing, again

humble geyser
#

fixed the truck being quite literally indestructible

#

my fault when i was refactoring some stuff

humble geyser
#

fixed the car never taking my damage

#

was an accidental ! in my code

flint prawn
humble geyser
#

unfortunately i accidentally left it as !carDestroyed

#

so if the car wasn't blown up it would never take damage

humble geyser
#

also fixed collision noises not playing

humble geyser
#

added volume controls for the radio! they're next to the power button

humble geyser
#

ah, i broke stuff like the electric chair somehow

#

err

#

oh this should be easy to fix

humble geyser
#
  • fixed issues with stuff like the electric chair
#

will also fix any other interact trigger that might of errored before

#

i wonder if those errors could've be attributed to my issues with player animations ๐Ÿค”

hollow pollen
#

There should be an electric chair in one of your vehicles

#

For prisoners :D

humble geyser
#

if you don't fasten your seatbelt you get fried

hollow pollen
#

On crash instead of deploying airbags it shocks you

humble geyser
#

i thought about adding airbags but instead of protecting you they just obliterate you

#

takata airbag moment

#

essentially a fucking explosive grenade in your steering wheel

hollow pollen
#

Extra encouragement to drive safe

humble geyser
#

they could even have the flashbang effect lmfao

humble geyser
#

turned cast shadows off on the window mesh objects since it was causing light not to shine in/out properly :<

humble geyser
#

this radio name will never ever fit on the radio screen

#

i want to display the radio station name on the screen but i might have to add a name length restriction and make it default to something like "FM RADIO" or something generic

celest portal
#

could you have like, horizontally scrolling text if the name is too long

humble geyser
#

if i could figure out how to do that then sure

humble geyser
#

okay, did some testing with a friend, some things i noticed:

had some issues with GetVehicleInput function when currentDriver is briefly null (fixed)

i think we tried to get in at the same time (?) (custom driver animations broke and i could phase through the truck) (this one is the most annoying one)

at some point during testing, for me, his custom gear animation wasn't working on my end, but for him it was, and if i got in, he could see it working for me just fine and i could see it just fine on my end, so it was only for him from the view of other clients that couldn't see it, that one i'm not sure about

humble geyser
#

this animation stuff is driving me insane

humble geyser
#

okay, i'm wondering if SA_stopAnimation is being set somewhere after i set my animations

#

okay, i think i may of figured out what's going on with the standing up bug

#

SA_stopAnimation appears to be getting stuck

#

which ends up cancelling SA_Truck

#

i wonder if resetting that trigger before anything else runs may fix this issue

#

doesn't appear like my character is standing up anymore after getting in/out rapidly

#

alright, so with that issue HOPEFULLY now fixed, that just leaves:

the side effects of the truck attempting to prevent two people getting in at the same time (broken driver animations (which may now work properly with the other fix?)) and no vehicle collision (probably an oversight in my code)
gear animations potentially not syncing properly (probably something silly in my code, but i haven't looked into this one yet)

humble geyser
#

added a shelf component to the rear loading step
because
why not

#

i also enabled two handeds on the roofrack and rear loading step shelf component, so you can technically put two handers on top or on the rear platform

#

and while i've been vocal about how i generally dislike the v70 cruiser health buff, i may or may not have applied to this truck, but with legitamate reason, that being that it collides with way more rougher terrain and obstacles such as rocks, and that can very EASILY send it into critical even if you drive like a grandma

#

and that's just honestly really unfair

#

the truck scraping the ground a few times or grazing a few rocks should not immediately send it critical

#

i'll play around with the damage system though so i can find something that i feel is "just right"

humble geyser
#

massively simplified forest keeper patch and fixed a bunch of nesting

#

i believe this is setup properly, only did brief testing though

arctic iris
#

I love reading through your progress

#

Have been doing it before going to bed

gentle sable
#

fr

#

ive been in this thread since the beginning

#

wonder how much longer until it releases..

zenith shale
#

I'm shelving my return to making Lethal modpacks until this mod releases, it is coming along that awesome lol

humble geyser
#

seems like my mod is unfortunately incompatible with BetterEmotes and unfortunately i don't think there's much i can do in the way to fix that

#

i tested it with Piggys Variety Mod which has custom animations (only briefly) and that seemed okay

#

didn't test PVM in MP though

humble geyser
humble geyser
# humble geyser if i promised any ETA's those promises would very easily go broken, hence why i ...

although one thing i will say is this, with the more things i'm knocking out now (i.e. animation bugs among many things) i feel like the Truck inches closer to a ready-to-upload state, there's just some other pre-requisites i need to sort out first like putting my project on GitHub (which i've never done before so that may be a bit of a learning curve)

by ready-to-upload state, i am not saying it is finished, but it would be in a stable enough state to allow people to play around with it/use it etc, and even provide feedback or inform me about any issues i might not of caught during my own testing

formal field
#

thats so cool

humble geyser
#

okay, i tested PVM in mp

#

it's, a little weird

#

it kinda works, but doesn't, the animations seem very busted, but they also don't at the same time

#

i think it's better if i record this to show what i mean

#

it's as if the parameters aren't working properly

#

oh cool my recording didn't work

humble geyser
#

if i unequip the weapon before getting in, it works fine

frozen barn
#

It ainโ€™t horrible honestly

humble geyser
#

it's annoying, because the gear shifter animation for non drivers just goes from drive to park on its own regardless of what gear you go into

#

and the steering wheel animation just plays infinitely

#

instead of when you're actually turning

frozen barn
#

Yikes I see now

humble geyser
#

okay, i may have a hacky way to fix it

#

i may be able to:

clone the current players animator and save it to a reference
replace the players animator with the default one when getting in
then on leaving the vehicle, replace the players animator with the saved reference one

#

i wonder if this would allow BE compat too, if it works, that is

frozen barn
#

We shall hope

humble geyser
#

god

#

horrible

humble geyser
#

okay, i may have got it working

#

i'm not too sure how BE does things under the hood so it could be a thing on their end they'd have to implement

#

if i had to hazard a guess it probably keeps overriding the players animator even when unnecessary

#

piggys variety mod seems okay for now but it'll need further testing

formal field
humble geyser
#

it was just something i was curious about

formal field
#

ah

humble geyser
#

for something like BE it may be something the developer of BE would have to implement on their end

#

gave me an excuse to clean up my animation code anyways

celest portal
#

iirc BE overrides the player animation every frame or something so it has a lot of compatibility issues

humble geyser
#

figured

#

not going to worry about it for now anyways

celest portal
#

i like it a lot because its a pretty good vanilla-styled addition to the base-game's dance and point but its just so old and antiquated

#

i mean it literally has a deprecated library as a dependency

humble geyser
#

true, i don't think that library in particular is necessarily broken

#

but still

celest portal
#

someone really needs to just give it a full rewrite at some point or something

#

or maybe zeekerss can just add more gestures to the basegame lol

#

a thumbs up/down would be nice

zenith shale
#

BetterEmotes... isn't there like a whole bunch of versions of it out there in the Thunderstore? There's got to be a couple rewrites

Not to mention there's TooManyEmotes and BadassCompany which are the more modern emote mods (or more maintained for the latter case)

humble geyser
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better emotes is an improved version of more emotes

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which was the original version

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this is the original

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anyways, just fixed some issues with going from my truck to the vanilla CC (i forgot to reset a parameter on exit)

north pine
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Hi Scandal! How u doinggg, how's your truck going?? stare

humble geyser
humble geyser
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fixed some weirdness that was going on with the terminal and the stop animation trigger

humble geyser
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this external hard drive is pure garbage, it corrupted the blender file for my RHD truck :/

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i can get it back through just importing the fbx from my unity project but it's still really annoying

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ooh it messed up some of my transforms

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that's a bit of a pain in the ass

flint prawn
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Oh no ๐Ÿ˜Ÿ

Hopefully you can get it back together

humble geyser
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even the blend1 file is corrupted

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oh this is great, i had a second blender file saved elsewhere

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think i'm just going to move to cloud storage atp

humble geyser
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dilemma solved

naive halo
# humble geyser

no need to listen to this advice, but I could suggest turning this into a transpiler so you can just inject a call to a function (similar to your IsPlayerProtectedByTruck one there) to get the vehicle controller and return whether it's protecting the player, that way you can avoid duplicating most of the vanilla function in your prefix

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I tend to shy away from prefixes like this if it requires me to duplicate more than a couple vanilla code lines

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something along these lines should work I believe

        var matcher = new CodeMatcher(instructions, generator)
            .MatchForward(true, [
                new CodeMatch(OpCodes.Call, typeof(EnemyAI).GetMethod(nameof(EnemyAI.MeetsStandardPlayerCollisionConditions))),
                new CodeMatch(OpCodes.Stloc_0),
            ])
            .Advance(1)
            .MatchForward(true, [
                new CodeMatch(OpCodes.Ret),
            ])
            .Advance(1)
            .ThrowIfInvalid("Failed to find early return")
            .CreateLabel(out var label)
            .Insert([
                new CodeInstruction(OpCodes.Ldloc_0),
                new CodeInstruction(OpCodes.Call, typeof(PatchForestGiantAI).GetMethod(nameof(IsPlayerSafeInTruck))),
                new CodeInstruction(OpCodes.Brfalse_S, label),
                new CodeInstruction(OpCodes.Ret),
            ]);
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(barring any mistakes I made in here, I wrote it without testing it)

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note that the signature of IsPlayerSafeInTruck needs to be

public static bool IsPlayerSafeInTruck(PlayerControllerB);
humble geyser
humble geyser
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since it has some extra stuff that i check like hasEnclosedRoof and cabinPoint (a capsule collider)

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i could simplify some of the logic though

naive halo
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and yeah I totally understand if you're unfamiliar with them, just a suggestion since it takes less maintenance if you write it in a way that uses points of reference that you know are least likely to change in future

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since you won't have to go looking at the new code when the game updates to make sure you're not missing some extra condition

humble geyser
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the only transpiler i've ever done and got working was transpiler to change a single float haha

humble geyser
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fixed the car dealing 2 damage instead of 12 flat

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no wonder some enemies were impossible to kill

humble geyser
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i might remake the dashboard shifter animation for non drivers

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the more i look at it, the more jarring it looks to me

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think i need to make the character lean towards the shifter since right now their body still rotates to the right

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fixed the camera height for the middle passenger so they aren't a dwarf

humble geyser
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ooh, there's a strange bug with the right-hand-drive car, looking over to the left can cause the wrong animation to play for clients

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hrmph

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unless you change gear

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that one works fine

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oh it's probably some backwards logic in my refactored code

humble geyser
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hrm, so i had the issue again where the shift animation is the vanilla cruiser one but i only see it on other people, whereas he sees mine just fine

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alright, i think i have the steps to reproduce it

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so it may be fixable

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steps appear to be:

have a car
go into orbit,
reload
animations will be the wrong ones
HOWEVER
if you restart the game entirely, the bug will not occur

humble geyser
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oh snap i didn't even know clients had a seperate animator named metarigOtherPlayers

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still don't get why it's only on reload but restarting the game seems to work fine

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going to slightly rework this

humble geyser
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huh, it's being set to null?

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even the cached controller?

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oh my god, i might of figured it out

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i was passing actualClientId instead of playerClientId

humble geyser
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  • fixed potential issues with wrong player id being passed, resulting in custom animations not working, woops!
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oop, new bug, windshield breaking doesn't sync properly

humble geyser
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fixed some issues on the right-hand-drive car

  • fixed an animation looping infinitely instead of changing when turning the wheel
  • fixed using the wrong metarig
  • fixed bone weights being applied on the shift animation
charred cliff
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This mod isnโ€™t out yet is it? Iโ€™m asking just in case cause itโ€™s really hard to tell looking through this thread if itโ€™s public yet or not

slim quail
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not out yet

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when it's out scandal will take the WIP tag out of the title

charred cliff
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Ahh awesome Ty for letting me know

humble geyser
humble geyser
gentle sable
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YOU'VE BETTER BETTER STAY

zenith shale
humble geyser
slim quail
humble geyser
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yup! it does, it's pretty much Radio Furniture integrated into the radio lul

slim quail
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Cool

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I'm ready for most of the stations to be in languages I don't understand lmao

humble geyser
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@visual nest i know you asked about it so here's some pictures of what i'm working on

it has 45 hp, a functional 4 speed automatic gearbox with park reverse neutral and drive, working electric windows (they have to be open to lean over the sides) 3 seats, protection from enemies such as giants, a couple of neat interactables in the interior such as the sunvisors, a radio that can tune into real-live stations broadcasting globally, it also has a naggy electronic voice alert system that 'speaks to you'

i just realised the resolution is so screwed on these photos, it doesn't really look this cartoonish lol

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i also have another vehicle i'm working on but that's a heavy WIP :<

visual nest
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HOLY SHIT HOLY SHIT HOLY SHIT!

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This is AWESOME!

humble geyser
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there's some videos of me driving it around and showing off different things

visual nest
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btw plz make sure the headlights are actually useful in the dark

visual nest
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the hauler has a problem where the headlights are too high and do not help you see in front of you in the dark

humble geyser
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there isn't much i can do, the headlamps are useful at night but with the games resolution it can make it difficult

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my headlamps face downwards

visual nest
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thank god

humble geyser
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that make it difficult to see

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this is kind of an issue with the normal cruiser too

visual nest
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no, the hauler has u high in the seat and just sucks in the dark

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can barely see the ground in front of you

humble geyser
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ah, so more a visibility problem?

visual nest
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yea

humble geyser
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i have the seat camera raised slightly on mine, in vanilla the camera sits in the mouth area which is stupid

visual nest
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but the headlights also didnt help

humble geyser
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you can also configure it to give you a 2x seat boost

humble geyser
visual nest
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if want an example, try the hauler mod with the blackout weather to get a better idea

visual nest
humble geyser
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on my truck you can also toggle low and highbeam

visual nest
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nice

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also plz make it compatible with cruiser terminal

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terminals in trucks are cool af and useful

humble geyser
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it's a seperate vehicle

humble geyser
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would require a buncha work on my end though

visual nest
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btw if u want some help with 3d models I'd be happy to help

humble geyser
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i think i'm good with the modelling side of things haha

visual nest
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btw Id love to playtest it

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If u want

humble geyser
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i'm going to try blackout on quasara

visual nest
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thx

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Ill dm u ltr if I can

humble geyser
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i am also using a mod to increase my games resolution, but this is highbeam

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with the cabin light off too

visual nest
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Ive been busy modeling for portal 64, but I finished like 20 models, so I am probably free to chat more about this after work.

humble geyser
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so no glare on the windshield

visual nest
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yea, but you cant see that far ahead

humble geyser
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i thought about this, but i feel like that may be a performance concern

visual nest
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ok that actually seems good

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good distnce

humble geyser
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headlights off

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this is the same distance as the vanilla cc lol

visual nest
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huh

humble geyser
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i may increase the distance as long as it isn't too much of a performance concern

visual nest
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is this urs or the hauler

humble geyser
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mine

visual nest
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k

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can u try the hauler for a sec

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and see what I mean

humble geyser
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sure

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i'll take a look

visual nest
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send images too

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I honestly forgot if it is a headlight or player height problem

humble geyser
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going march for this one

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this windshield does not help

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i would imagine the lights around the front are glaring onto the window

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since they don't have shadows on

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it looks like the headlights are angled straight lol

visual nest
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Yea. See what i mean

humble geyser
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yeahh

visual nest
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Hard to see ahead of u

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Any chance u know a solution?

humble geyser
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in fairness i don't use mrovweathers

visual nest
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I mean i doubt u can fix the hauler

humble geyser
visual nest
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K

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Whats the vehicle gonna be called btw?

humble geyser
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but i would suggest adjusting the lights around the front to face downwards, and either remove the point lights around the front, or enable shadow mapping and decrease the range

humble geyser
visual nest
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Nice

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What does it do?

humble geyser
# visual nest What does it do?

this is kind of a silly question to ask in regards to vehicles, but in the case of the truck, imagine it more like my take on the Company Cruiser, or even an overhaul of it

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let me find a picture of an actual car i was working on

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this one is really really unfinished

visual nest
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So what is the special gimmick for either

humble geyser
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there's a couple fun gimmicks on the Scanvan, i think the main one would be the EVA system that talks to you

visual nest
# humble geyser _ _

Btw i think this car should be 300. Make it a junk car that is a cheap alternative

humble geyser
humble geyser
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these cars were extremely solid and reliable cars made to take on swedish winters

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they were also extremely fun to drive