#V.E. Scanvan Thread! (and any other of my vehicles)
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they were really tough cars
im just thinking in normal lethal company logic
balancing is something that i can worry about later
like something always has some major issues
yea, you're right
i'll most likely make the car a stick shift only
i guess that's a balancing feature ๐
lets leave it out for later then
you mean it will be manual?

also allows me to add the unique saab quirk
where you have to put it into reverse to take the key out
that seems cool
it was a safety feature and an anti-theft feature
on alot of manual saabs after like, the 70s
saab really cared about their safety haha, they've earned a really solid reputation for it as well
there's alot of stories of people walking away from HORRIFIC accidents with like, minor bruises n such
always the swedes being on top of safety
on Bilge I get around 55ish fps after completely obliterating the render distance for all 3 mirrors, it feels alot better than last time
i think a 40 max distance was extremely excessive
as you get away from the main platform it stabilizes its self out
the tradeoff of the low distance is that you can't see a whole lot behind you but, eh
they don't work great to begin with lol
and removing them just makes the truck look, uh, weird
and i'd rather have them and make them have some functionality rather than none
although again, it may become a config anyways
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
it'd be USELESS for anything else really
around 55 ish
as i get away from the platform, it rises above 60
i'm pretty confident it's the mirrors anyways
especially since the Hauler seems to do about the same to my FPS on bilge, i feel confident in saying it's that
lol i forgot about this, what a beautiful crusty horn note
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
unity camera moment
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
i've tweaked the rendering settings slightly, so i'm going to see what it's like ingame
Yea I remember the old mirror furniture mod. Tanked my fps hard unless I made it very very crunchy
cameras are really taxxing on performance even with everything turned to the lowest :(
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
and this is w/ performance mods on, hah ๐
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
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
are you turning em off if the player isnt setting in the vehicle or atleast isnt close to the vehicle?
they're on an LOD group right now but i'm not actually sure that's helping, i think i'll just change it to disable/enable the cameras based on if you're sat in the cab
okay, they WERE on an LOD group, for some reason the LOD group is gone
LOD stuff is only for rendering the mesh afaik idk if it affects anything like cameras
yeahhh
is there an actual way to stop cameras rendering from certain distances? or would i have to do that via script
like, a setting i'm not aware of?
probably via script, iirc zeekerss has triggers around the ship for disabling the cameras in s hip
ahh
ic
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
since when the key is out the mirrors are folded in, i don't see a reason to keep them rendering
just out of curiosity, these are my cameras rendering settings, is there anything else i could also change here to help? alongside making them render when only sat down ofc
honestly no idea, @naive halo would know more than me for camera stuff like that
just wondering about optimising camera mirrors!
they're pretty taxxing on performance
hmm, how many are you making?
there's 3 currently, a left mirror, a center mirror, and a right mirror
these are the rendering settings
ouchies
yyup, ๐
the best thing I can suggest is that you make a script that cycles through rendering one camera each frame
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
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
kinda depends on where you're looking
in HDRP, just rendering the camera is incredibly costly, changing camera settings can only alleviate it so much
yeahh, figured
hence why I suggest only rendering one per frame, that's the only way you get semi-reasonable performance
driving in LC is unfortunately not a safe place so you can't afford to drop fps by rendering 2-3 extra cameras
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
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
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
i already disabled those
ah gotcha
i nuked most of the rendering settings lol
then that's probably about as far as you can take it without lowering fps
you mean in that screenshot above?
it is
the left side is whether to override the default settings
right side is what to override it to
....so all of them are enabled
uhhh potentially
...woops
I think the disabled override might still display the underlying override value
so that may not be the defaults
you would have to look in the project's HDRP settings I believe
been a bit since I fiddled with these
i'm not too worried about making the mirrors have fancy quality or anything
i'll play around with it
i could probably use the looking angle of the players camera to disable/enable cameras, if that's what you mean
that was my second suggestion after that one
ah lmao
since like I mentioned, I think it's likely you'll still have two rendering at once regardless
i think at most you'd see 2 mirrors at a time
the left and center one, or the center and right one, and if you're looking behind, none
yea
it's good to check that, but even two cameras is gonna probably drop the fps signficantly
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
so doing that in combination with a script that enables only one camera per frame, you can improve things a lot
maybe I'm not being clear enough about what I mean by one camera per frame though
say you are looking slightly to the left and can see the left mirror and the rear view
- 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
ahh, i see! ty for clarity haha, i was a little confused :)
each camera gets half the fps with two cameras rendering, a third with three, but it reduces the impact significantly
and it also makes the impact consistent
idm reducing the fps of the camera
one thing to keep in mind, if your cameras can see the models of their mirrors, then you might create a situation where Renderer.isVisible is never false, so you would potentially want to use a function like this instead:
https://github.com/Zaggy1024/LC_OpenBodyCams/blob/master/OpenBodyCams/Utilities/Utilities.cs#L13-L35
(in order to determine if the player can see a particular mirror)
ic! appreciate that link!
npnp!
silly question but i need to add a manual camera renderer component to my camera, correct?
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
well, i guess the most you'd see is two looking right
also yeah it appears like the right side was the actual settings for the camera
you can try using a vector3.dot to sample whether the camera's would really be viewable with a camera
something like player.gameplayCamera.forward with randomCamera.forward
christmas tree
ic, i'll play around with it
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
it'll just take some fucking around, i'm sure i'll come up with something in the end :)
sorry to ask but i was just playing around with this, is this going along the right lines? i'm just testing with the left mirror right now
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
only if you don't know how to write your own script to control the camera, although I would absolutely not recommend using that for something so specific as this
hm, ic
you're much less likely to run into strange issues by using your own component
there are a lot of quirks to ManualCameraRenderer that you'll only find out about by reading a bunch of the code
alr, let me have a quick refactor then
I know all of it by heart cuz I read it all, and I'd prove it but damn the time, it's time for me to sleep
U got this zaggy
Lol
i hope i can get to make skins to my lethal crew for this cruiser
seems very fun to make
the only thing that isn't fun is zeekers horrible uv mapping
this is the current texture that's on the truck
had to spend a bunch of time masking little pieces out
the only real major difference between my texture and zeekers is the gear shift selector
and the coloring of the body and seats
but mainly the gear selector
i frankly do not feel like even attempting to fix that texture
looks like a lightmap with a ton of padding oof
that's a very unfortunate amount of wasted space
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
i do have my own model yeah, maybe i'll look into it for another time, a more compact UV would be lovely, it just needs a significant amount of work though haha
like for some reason part of the roof is mapped here
which is this chunk
oh that's odd
I would've assumed it was based on the edge angle, but I assume that would be a 90 degree angle there
it's a sort of slope at the roof
the roof is a little lobsided though
so that might be why
ahh, then that does make sense
the whole model is lobsided in vanilla
ideally it would use manual seams
yup, unfortunately zeekers didn't use those haha
tbf it's not totally egregious considering how few textures are in the base game
just not ideal
the underbody texture could of just been one big piece but he split it into multiple pieces for some reason
I'm pretty sure that map used the completely automated options, so there was probably no human input
there's a few of those
yeah it was automated
since when i was playing around with it, and tried one of the automatic options, the result was identical
yeee
pieced two and two together
it's quite recognizable once you've seen that type of unwrap lol
too much of a nightmare for lazy me to deal with right now lol
yeah it is honestly a bit of work to get the baking done, no judgement from me
I'd recommend setting cameraMirror.enabled instead of calling Render()
also, you run the risk of multiple cameras rendering in the same frame using that type of fps limiting logic
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
in case it may be useful as a reference, this is how I implemented something similar in the Black Mesa interior: https://github.com/PlasteredCrab/BlackMesa/blob/master/BlackMesa/SecurityCameraManager.cs#L158-L170
there are some changes I would make to this still, but it gives you the gist anyway
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! :)
i think i just need to exclude the ship camera now lmao
this seems like it's working for my mirrors :) as i just mentioned i just need to make it only affected by the players camera cuz the ship camera is messing with it lol
this has been of massive help
the external ship camera? that shouldn't be enabled if you're outside the ship
oh? would being in the debug test level effect anything then haha
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
oh maybe, I forget if it has any reverb triggers there
it seems likely that it wouldn't
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
yyup! exactly my thought
but make sure you're also checking the spectated player
so that the mirrors work when you're watching a player in the car
if you want them to at least
ic, i'm not sure if there's a valid reason for dead people to see them though
i'll see, anyways, this is so much of an improvement
tysm!!
my fps is nearly double what it was on rend
obviously with alot of fluctuating as i look around but it's much better than when it was chugging to keep 58-60 fps
glad to hear it helped!!
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
not super important if it feels good though, I just like to verify usually
ic ic, fairs!
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
can feel a bit rough when that happens so I gotta revisit it
:)
the lowest i get on bilge is around 75-80 while driving now and that's on the main platform
even then that fluctuates alot
and i can see highs of like 100
even then i never personally play above 60 anyways, so if it can stay strong 60+ that's cool with me
not trying to disregard people who play above 60 though lol
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.
my monitor is 60hz anyways :)
but yeah that is very true
i'm just really happy with how much better this runs than it did before
yeah!
huge kudos to Zaggy ofc
it's so lovely haha
not having the game chug at 58 fps because of some wing mirrors
the car just telling me "your engine is overheating" like yeah, i know.
i accidentally shifted into park at like 6 mph and blew up
i've implemented a cooldown on the scroll wheel to change gear so you can't spam the shifter like crazy
might also help with preventing accidentally scrolling into the wrong gear
Yup! have fun with it! blame Zeekers :)
Also you'll have to take into account mild texture stretching on mine since the back is longer
I've done some weird fuckery to try prevent it as much as i can
But I can only do so much
Ideally I'd just redo the entire texture but
That's a whole can of worms on its own
It's not that bad but, still
does that door on the side work..
Yup! I've posted some pictures of it here before
I wouldn't spend the time to model the door if I didn't intend on making it work :)
Picture of it open in-game from when I was testing VR compat a while ago
i honestly thought it was a texture lol
Nope :) it's modelled
I got the idea for it when looking at generic US box vans, looking for things that I could add to mine
And I saw alot of them had a door on the right back side
neat................
the old cruiser looks like straight out of a cartoon compared to yours
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
It's why I spent the time to even bother fixing up the model in the first place
Funny thing is I've seen 0 box vans with a side door like this ever
So either its not a thing on the west coast or I'm just unlucky
huh, they were pretty abundant when i was looking up images haha
Config for always on for those with good pc
Eh, no real point, my PC isn't garbage and it can really tank your fps super bad
I'll add configs for the distance and stuff
But I'll put a big warning in the description for the config
I might re-enable some rendering settings, but I've gotta be careful with what I enable
oops, just realised the middle passenger is technically invincible lol
no more god mode middle passenger seat
also going to try fix some weird things like being able to push the truck while standing within or on top of it
there's code in vanilla that looks like it tries to prevent that but for whatever reason it doesn't work
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
this is now fixed
i've also made some small tweaks like not being able to use the windows unless the key is in the ignition
the alarm should also be chance now
yup, chance system is working
fixed some further oversights regarding players in the middle passenger seat
also, fixed giants so they ACTUALLY grab you now out of the cab if the doors aren't all shut
have to kinda call the function myself lol
i've also thought about reworking the rear loading step to add a toggle to stow it away
because it keeps colliding with everything
or slide it in
either one of these two directions
it could slide out or slide out and fold upwards maybe
although sliding in seems a little more feasible without altering the design too much
i would still like players to be able to ride on it however
for now it'll just stay as it is
Folding is something I have seen with many trucks
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.
i think i intended to have the platform slide up and down hence the little supports here
but then for whatever reason, god knows what i was thinking, i added supports underneath
and just barely rested it underneath the back end of the truck
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
it's just that i like the current design right now lol
in fairness some of these are fixed to the chassis but the rear compartment also sits way higher up
i could redesign the entire back end but it's a whole lot of work to butcher up my current model to do that
this picture quality is a joke but this is pretty similar to mine
i could probably also just exclude the rear step from counting as a collision with objects
and prevent it exploding the car just because it tapped a rock
okay i can't make it slider because the mufflers in the way
erm
boowomp
add a button that calls down a dropship with a hoarding bug
who then takes the step and flies away
Pressing the button calls it back down and the guy puts it back on
a button that if you click it, the rear step just falls off with a loud THUNK
briefly considered suggesting that
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.
playing around with giving the windshield on the enclosed roof a subtle curve outwards, not sure how i feel about it though
right now it's just flat
i think it gives a little more character but i'm curious what other people may think
the open roof windshield is very bulbous, but it's only curved upwards and not outwards lol
i've got a bit of a vision here
something i just remembered is people like to just dump loot on top of the truck
so this would give a good place to actually put it all
and make a little more sense than jus on the storage compartment
๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐ things are progressing spectacularly
mmm, on second thought i'm not sure about this
i love my Seagate portable drive not transferring stuff i copied over, so now i'll have to wait on putting this ingame ๐
I like the rack. Does it work like one of the shelves or is it just drop stuff on it?
it'll probably just be for dropping, that way it can accomodate two handeds and one handeds at the same time
although a shelve component would probably make more sense given its small size
improved rear wheel well shape, should accommodate larger wheels better
top is old new is bottom
both wheels on top and bottom are the same size and height relative to the body
fixed the storage compartment clipping through the wheel wells
that's a heck of alot more clearance haha, although these tyres are scaled up in Unity
I think it would be fucking hilarious if you added this as an extra vehicle
you could even use the tray on top for storage LOL
also i've been showing these to my friends and they're so excited for it to come out !!!
i've seen many strange microcars before but i've never seen this before haha
first: new headlight switch, second: old headlight switch
headlight switches are not really that fancy, i just wanted something that looked a little nicer
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
right now it multiples the torque derived from the engine logic by two and then applies it gradually
i think i was too worried about stuff like incline peformance
...and mainly just that
i'll play around with it though
hear me out... an old bird upgrade that lets you put a missile launcher on the top of a cruiser like a swat van
actually a massive improvement there
well to be fair trucks have been getting OP irl have you seen the cybertruck ๐ญ
that's an electric truck
this is a 3.7 inline 6 diesel luton van ๐
with a 4 speed automatic
and redlines at 3000 rpm
i think i have something a little more balanced out for such a huge truck
I've been looking at pinterest a lot and these ones show up so much
strange lol
The Peel P50^3
Peel Trident :)
The first one is a Sado :)
I 'ever heard of the "Stalin" one
The third one just looks like a cartoonified Fiat 124
Or a Lada 2106
Pretty much the same car as the Fiat
It would be funny if there was an extra upgrade* adding this rack or some box and a mini scooter attachable to it
Something like Honda City had
BUT that would be like 2x work
Yea like this
If for whatever reason I wanted to add something like the Motocompo, it would just be stored in the back
All that storage space and you'd want to put it on the tiny roofrack? lol
A motocompo seems like a complete death sentence on anything that isn't the company building lmao
You are not outpacing anything on that
Imagine driving on motocompo escaping from baboon hawks
Pretty cartoonish like, ngl
You wouldn't outpace a Baboon hawk
They're helplessly slow
And it would immediately die at the sight of an incline
might make the side door a bit less wide
fixed the backwall clipping through the windows.. woops..
this is so wacky, never seen a door mounted near the rear like this, also that box is HUUUUUUUGE!
would be cool but i'd have to redesign anything from the cab to the back completely haha
and it would be like, 10x more impractical
but 10x more fun
I think this may be custom fit
Still wacky and cool though
It was on a website with a couple of pictures of vans with side doors and little side storage compartments
zero idea what would make you say that
'unno why you'd lie to the public like that
๐
i'm on my other computer! :) i can finally start getting some stuff done other than just modelling haha
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
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
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
fancy
gun
Military vehicle with mounted gun when?
won't be me that does one :)
you could leave the safety off though and have it autofire :)
ah cool i'm having the "my bundle has the sun" issue again
anyways, looking good
love how this is looking so far
the normal U-Haul experience
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
oh wait do you work from blender
Oh so close to an epic drift parking. Definitely looks like a fun vehicle to drive
great now i want drifting in LC
hoonicorn in lc would go hard
it's because i had a directional light in editor to see what i was doing, but yeah i use blender for my modelling
it is really fun to drive! :) you just gotta be a little cautious at times, if you're wreckless it WILL roll over and most likely kill you haha
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
i don't want something stupid op though
maybe that small boost ability that i mentioned + a health/durability boost while the boost is in
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
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
๐ค
probably something to do with how i altered the item dropship code
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
...unless this is the issue
that's one thing ruled out
so i tried buying the vanilla CC, uh
..let me try remove my truck and see what happens..?
i think i've seen one person consistently say that it doesnt show up for em before but it always shows up for me which kinda confuses me
let me know if its maybe a me issue
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
which would explain this
hmmm weird, ill check my code rq to see how i spawn the cruiser
cuz i spawn it a bit differently lol
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"
yeah but its a tiny bit of a mess lol
fair
i cant deliver it using stuff like ropes and i have to spawn it at the end of the animation
through here?
if it's being spawned at the end of the animation shouldn't untetheredVehicle be true?
instead of false?
uhh ill have to check why i set that to false but yeah thats where im spawning it
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
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
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
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
oh hmm okay
so you reckon i should be setting untetheredVehicle to true?
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
hmm okay ill try that
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 :)
it's worth a shot, i can't think of any other reason as to why it would be broken
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
i was also just looking and uh, is this meant to be commented out?
yeah i do override the vanilla dropship specifically here
yeah that aprt's meant to be commented out
since its an anim evnet
how do i test spawning your vehicle btw if its released?
it's uh, not released yet ๐
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 :>
ill send you an updated dll, am lazy c:
well im seein the vanilla one spawn atleast
no problems with changing the tethered bool too
the vanilla one just never spawned for me lol
and i tried with no other mods other than CR
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?
ic ic
im trying to think if doing it with animation events is causing any issues
hmm
then wont be that
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
okie
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
btw does SpawnVehicleAnimEvent run on all clients or just the host?
also
vanilla CC works now
i ask this since untetheredVehicle needs to update across all clients and not just host
all clients cuz its an animation event
animation events run for all clients
ah ic, wasn't aware of that
that's fine then
that dll seems like it did the trick anyways
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
i tested my truck without this as well
and it worked fine
:)
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
lmao
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
๐ญ
oh, how do you show debug info on screen
nice thanks
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
yeah i remember that lol
he sent my truck flying up side down and started pushing ghost woman towards me
ghost woman broke my vehicle animations
๐
lmaooo
she does do a lot of different shit to make things work
especially her gimmick
only see-able in multiplayer
this is so busted LMAO let me get a video
this is most likely my fault since i was messing around with redoing how custom vehicle animations work lol
i triggered her, then just sat in my car for a while, she kept appearing and not doing anything, then this happens
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?
ah icic
unsure why it would break ur animations if you werent actively in the car though
hmmm
does the woman call anything like CancelSpecialTriggerAnimations?
and set a couple things the zap gun does to focus on a transform
basically this
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
playerToCripple lol
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)
you might benefit with some inverse if statements lol
hmm i see
i.e.
if (__instance.lockedPlayer == null)
return;
if (playerController != GameNetworkManager.Instance.localPlayerController)
return;
if (!playerController.inVehicleAnimation || !__instance.blahblahblah(out var blah))
return;
etc
its only to avoid hard nesting like that but it makes things a bit more readable lol
oh for that you'd probably wanna do
if (__instance != controller.driverSeatTrigger) rather than if (!__instance
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
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
icic
they'll only run it if the driver getting in was given the okay, if they get kicked out the seat (i.e. there's already a driver and its attempting to prevent softlock) out that function doesn't run for other clients
i'll only know if this code is any good once i can try it in a proper session lmao
inverted normals.. yay..
anyways i'm going to slowly be going through all my code and trying to fix any nesting :>
its very satisfying by the end of it
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
nah for those you leave it like that
although painful that u have multiple lines but no {} around em
infact i can improve the if conditions slightly
little confused
ye
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
better horn :)
forgot to follow up but aren't you by accident leaving it in the exported model by chance?
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
i don't have a sun in my blender file so it's not this lol
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
oh okok
inShockingMinigame causes the falling up and down bug
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
??????????
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
๐
would be nice haha
Might be cuz ship is rotated
couldn't even hop out of the cactis
The zeekerss jank*
yee i did figure that
just only clocked i probably should of been adding spoilers to some of my images i was sending
woops
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
this complete bullshittery
"Go on, ride your cruiser"
it couldn't get me in the cab lul
just kept trying to squish me
and then eventually flung my truck
these cranes are spawning in such awful places ๐ญ
@static horizon you might be interested in this
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
you're fucking insane
THE MADMAN!!!
@thick ledge
Ooh glad I'm not the only one who noticed it
during stormy weather there's a lot of static and interference when tune into a station
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
lul
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
ye ik, it's lovely
it actually wasn't that difficult to get working
only annoying thing was getting it into editor last night, but i was also really tired and just fed up at that point ๐ญ
figured it out today though
i should make the radio station display on the radio screen
would be p cool
added back in radio interference, it should be working, can't really tell though
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
fixed the truck being quite literally indestructible
my fault when i was refactoring some stuff
Those ! be deadly
it was meant to be if carDestroyed return
unfortunately i accidentally left it as !carDestroyed
so if the car wasn't blown up it would never take damage
also fixed collision noises not playing
added volume controls for the radio! they're next to the power button
ah, i broke stuff like the electric chair somehow
err
oh this should be easy to fix
- 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 ๐ค
if you don't fasten your seatbelt you get fried
On crash instead of deploying airbags it shocks you
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
Extra encouragement to drive safe
they could even have the flashbang effect lmfao
turned cast shadows off on the window mesh objects since it was causing light not to shine in/out properly :<
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
could you have like, horizontally scrolling text if the name is too long
if i could figure out how to do that then sure
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
this animation stuff is driving me insane
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)
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"
massively simplified forest keeper patch and fixed a bunch of nesting
i believe this is setup properly, only did brief testing though
fr
ive been in this thread since the beginning
wonder how much longer until it releases..
I'm shelving my return to making Lethal modpacks until this mod releases, it is coming along that awesome lol
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
if i promised any ETA's those promises would very easily go broken, hence why i never state anything such ๐
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
thats so cool
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
mainly the animationSpeed and gear parameter aren't working properly
if i unequip the weapon before getting in, it works fine
It ainโt horrible honestly
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
Yikes I see now
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
We shall hope
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
tbh i'd say focus on mod compatibility later??
it was just something i was curious about
ah
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
iirc BE overrides the player animation every frame or something so it has a lot of compatibility issues
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
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
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)
better emotes is an improved version of more emotes
which was the original version
this is the original
anyways, just fixed some issues with going from my truck to the vanilla CC (i forgot to reset a parameter on exit)
Hi Scandal! How u doinggg, how's your truck going?? 
tired, it's going pretty well though
fixed some weirdness that was going on with the terminal and the stop animation trigger
this external hard drive is pure garbage, it corrupted the blender file for my RHD truck :/
i can get it back through just importing the fbx from my unity project but it's still really annoying
ooh it messed up some of my transforms
that's a bit of a pain in the ass
Oh no ๐
Hopefully you can get it back together
even the blend1 file is corrupted
oh this is great, i had a second blender file saved elsewhere
think i'm just going to move to cloud storage atp
was an older version but i can just copy the new stuff over
dilemma solved
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
I tend to shy away from prefixes like this if it requires me to duplicate more than a couple vanilla code lines
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),
]);
(barring any mistakes I made in here, I wrote it without testing it)
note that the signature of IsPlayerSafeInTruck needs to be
public static bool IsPlayerSafeInTruck(PlayerControllerB);
i'm not very good with transpilers so i tend to shy away from them if i can haha
oops
i pass the controller through so i can check extra parameters, although i could just do something like TryGetComponent inside IsPlayerSafeInTruck instead
since it has some extra stuff that i check like hasEnclosedRoof and cabinPoint (a capsule collider)
i could simplify some of the logic though
exactly yeah
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
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
yeah that's completely fair, appreciate it anyways!
the only transpiler i've ever done and got working was transpiler to change a single float haha
fixed the car dealing 2 damage instead of 12 flat
no wonder some enemies were impossible to kill
i might remake the dashboard shifter animation for non drivers
the more i look at it, the more jarring it looks to me
think i need to make the character lean towards the shifter since right now their body still rotates to the right
fixed the camera height for the middle passenger so they aren't a dwarf
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
hrmph
unless you change gear
that one works fine
oh it's probably some backwards logic in my refactored code
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
alright, i think i have the steps to reproduce it
so it may be fixable
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
oh snap i didn't even know clients had a seperate animator named metarigOtherPlayers
still don't get why it's only on reload but restarting the game seems to work fine
going to slightly rework this
huh, it's being set to null?
even the cached controller?
oh my god, i might of figured it out
i was passing actualClientId instead of playerClientId
- fixed potential issues with wrong player id being passed, resulting in custom animations not working, woops!
oop, new bug, windshield breaking doesn't sync properly
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
This mod isnโt out yet is it? Iโm asking just in case cause itโs really hard to tell looking through this thread if itโs public yet or not
Ahh awesome Ty for letting me know
I'll make it very obvious when I release something here :)
stunt driving!
been playing around with the physics heh
NIGHT OF FIRE
YOU'VE BETTER BETTER STAY
holy peak
Hold on... there's a Crusier Tunes addon with Eurobeat music...
Reminds me that I need to reimplement the original radio as a toggle, right now it can only tune into live radio stations lul
Does it use RadioBrowser api like bobbie's radio furniture?
yup! it does, it's pretty much Radio Furniture integrated into the radio lul
Haha, pretty much :)
@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
i also have another vehicle i'm working on but that's a heavy WIP :<
there's some videos of me driving it around and showing off different things
btw plz make sure the headlights are actually useful in the dark
wym?
the hauler has a problem where the headlights are too high and do not help you see in front of you in the dark
there isn't much i can do, the headlamps are useful at night but with the games resolution it can make it difficult
my headlamps face downwards
thank god
it may be the volumetrics on the headlights
that make it difficult to see
this is kind of an issue with the normal cruiser too
no, the hauler has u high in the seat and just sucks in the dark
can barely see the ground in front of you
ah, so more a visibility problem?
yea
i have the seat camera raised slightly on mine, in vanilla the camera sits in the mouth area which is stupid
but the headlights also didnt help
you can also configure it to give you a 2x seat boost
the headlights do help, but with the games default resolution and the volumetrics in lethal can make it a little difficult
if want an example, try the hauler mod with the blackout weather to get a better idea
i would honestly suggest doing this so u can make sure your vehicle does not have this problem
on my truck you can also toggle low and highbeam
nice
also plz make it compatible with cruiser terminal
terminals in trucks are cool af and useful
it's a seperate vehicle
ehh i'll think about it
would require a buncha work on my end though
srsly tho. Do it. It only takes a few mins. Just see what I mean. I would send screenshot, but I have work in a few
btw if u want some help with 3d models I'd be happy to help
i think i'm good with the modelling side of things haha
i'll do it in a sec
i'm going to try blackout on quasara
i am also using a mod to increase my games resolution, but this is highbeam
with the cabin light off too
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.
so no glare on the windshield
yea, but you cant see that far ahead
huh
i may increase the distance as long as it isn't too much of a performance concern
is this urs or the hauler
mine
going march for this one
this windshield does not help
i would imagine the lights around the front are glaring onto the window
since they don't have shadows on
it looks like the headlights are angled straight lol
Yea. See what i mean
yeahh
in fairness i don't use mrovweathers
I mean i doubt u can fix the hauler
well i'm not the creator of the hauler so i can't really make changes myself
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
my truck is called the Scanvan in the terminal
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
let me find a picture of an actual car i was working on
_ _
this one is really really unfinished
So what is the special gimmick for either
there's a couple fun gimmicks on the Scanvan, i think the main one would be the EVA system that talks to you
Btw i think this car should be 300. Make it a junk car that is a cheap alternative
saabs are not and never were junk cars
Make that optional

