#V.E. Scanvan Thread! (and any other of my vehicles)
1 messages · Page 17 of 1
i'm thinking a minimum would probably be 340 and a maximum of like 10000 or something dumb, i doubt anyone would make it that expensive
0? : )
mane 😭
@humble geyseri will say it's sometimes weird the mechanic of shutdowind the car, because sometimes i am pressing W, but it stills shuts it off. i say im a situation i am stuck in some place and i can't move too much
idk if it's inteded
sounds like you're stalling it
if you're trying to pull away, try giving it some gas then releasing the clutch
if you just dump the clutch pedal with no gas input it's going to die
i've tried not make it overly harsh on the user but it's a tricky balancing act.. like most things
That’s what I am doing
what gear are you in?
1
I in bed right now
the stalling behaviour is a bit finnicky, but the tl;dr of it is just keep the engine revs up
no worries duder
have a night night!
It’s like if the speed is 0, the car just shutdown , even with the gas high up
were you using the clutch?
if you're trying to set off in first gear, you must be first holding the clutch down, then give it some gas, then release the clutch
if you're at a standstill and not in neutral, you must hold the clutch down
or else it will stall
also this that i don't really want to copy and paste, just going to throw this in since it's relevant
the "intended" way is to engage the gear while holding the clutch, don't release yet, give some gas input, then release the clutch, and the car should get movin
also ensure your parking brake is off, of course
It’s more in areas like dine , that is very tighter that happens more
i'd probably have to see it first hand
i'll upload 1.5.1 of the sblamvan tomorrow which will mainly just have some minor player-physics collider tweaks, and some adjustments to colliders around the utility compartment
v55 car will just get the player-physics collider tweaks
https://www.youtube.com/watch?v=9_L-E6uCSgU @humble geyser
that was not the full torture
but it was something like this
if you notice anything strange
or wrong that i doing
btw, the super jump don't work
scanvan has super jump? :o
Enable overdrive
Ima check
the super jump is slightly nerfed but it do work
and you only get 4 boosts instead of 5
honestly this seems about right
i also remember the torture of trying to reverse up the main door
lol
it is possible
I give up trying to reverse on snow
you just have to angle the car a bit better
Btw
The other run a throw my car into the valley (dine)
I got stuck in the edge
Tried to reverse - nothing
Then I tried to jump and the car falled off
anyways, yeah you can reverse up the main and have the side door right at the main entrance, but you have to angle the car properly and gun it in reverse and do prepare for the car to slide lol (then quickly engage the handbrake)
or you could go to fire exit
i may increase snow traction slightly, but we'll see
So, what this override will affect
it will allow you to turbo jump if you have boost in the engine
you just have to steer slightly and be quick on the pedals
and then you can just do this
getting to fire is also "pretty easy"
you just have to take a wider turn and then hop it up slightly
Yeah fire is easy
main was really bad to get to in pre-release scanvan
when it was like, turbo slippy
Automatically Center Wheel @humble geyser , what it does
## Settings file was created by plugin ScanVan v1.5.0
## Plugin GUID: scandal.scanvan
[General]
## Should the camera be boosted when sat in the truck?
# Setting type: Boolean
# Default value: true
Enable Seat Boost = true
## How much to boost the seat up? (Default: 1.0)
# Setting type: Single
# Default value: 1
# Acceptable value range: From 1 to 2
Seat Boost Scale = 1
## Prevent explosions kicking you out of the front seats?
# Setting type: Boolean
# Default value: true
Prevent Seated Knockback = true
## How much to reduce the voice alert volume by? (Full volume: 1.0)
# Setting type: Single
# Default value: 1
# Acceptable value range: From 0,25 to 1
Voice Alert Volume = 1
[Host]
## [Host] If true, will enable streamer-friendly music on the radio, and disable the live-radio system
# Setting type: Boolean
# Default value: true
DMCA Radio = true
## [Host] If true, will allow enemies such as Old Birds to see players in the front seats
# Setting type: Boolean
# Default value: true
Enemy sight = true
[Quality Of Life]
## Should the wheel be automatically re-centered?
# Setting type: Boolean
# Default value: false
Automatically Center Wheel = false
## Should the wheels inputs be smoothened?
# Setting type: Boolean
# Default value: true
Smooth Wheel = true
where i change
makes the wheel go back to straight when not pressing A or D at a fixed rate
the override thing
.
it's near the headlight switch
well, yes that's true, but it is nice to not have to keep slightly correcting on large open maps
i don't tend to use the config personally but it's there incase anyone wants it on
@humble geyser it's kinda weird, if the front wheels is on the air, the scanvan can't move at all
"Your parking brake is on"
handbrake light
your handbrake is on
the handbrake completely locks all 4 wheels up by applying the brakes
i mean you can hear the voice alert tell you the parking brake is on as soon as you hit the gas lol
that little light on the dashboard is also an indicator the brake is on
oki, i might've found out a good way to fix player-physics colliders at high speeds =)
need to do some further testing though to make sure this won't break shit though or cause unwanted behaviour
a door is ajar
I spent fifteen minutes looking for this
💀
I couldn't stop thinking about it
And then I tried looking it up and couldn't find it so I had to sleuth in your thread
chrysler really just burying the switch
to change the volume you had to take it to a dealer
lol
I mean this is some old ass tech, im not surprised lol
anyways i updated the v55 car and scanvan, mainly just some uh, physics collider fixes
What the v55 car does
makes the vanilla cruiser more true to its original v55 form, although there is some general "polish up" around the edges (like general clean-up to the model, etc)
it has 3 configs as well, you can enable baby-face as a radio track, enable a random chance for the car to be right-hand-drive, and a "true-v55" mode which unfixes some stuff to be "more v55 like". for right hand-drive, true-v55 must be off
right-hand-drive is a gimmick of my own
it's not a "100% perfect" v55 replica but it's pretty dam close
v55 is when the car was first released, for reference
very different to present day car
it has had boost since day 1
but i did nerf it, since i can't think of a better replacement atm
i did have thoughts about making flying the car actually damage it
but that would become really counter-intuitive and punish simply getting a bit of airtime from say a bump in the road, so that probably wouldn't work
i do still kind of like the idea of "car fall damage"
unless i
misunderstood
what you meant
from what i understood you were saying "if flying works for the jetpack, then it should work for vehicles"
I mean fall damage
ah, yeah
well that's just player fall damage
yeah i misunderstood then. i do think fall damage for the car would make sense
got the wipers working ingame, also begun work on the gauge cluster, it also now glows when the lights are switched on
very pretty
i think i have also decided the Hauler will probably receive a "gear system" like the pre-release automatic scanvan had
none of you here would know what that felt like, but i think it'd work nice on the Hauler
either that or i just add "fake gears"
and no i don't mean a manual transmission ofc
SCNDAL YOU ADDED FEEDBACK
!!!
YOU ADDED CLUTHC FEEDBACK
I LOVE IT!!! THANK YOU!!!
I am having some collision desync issues
I also had something hilarious happen just now
I parked the car last second on the magnet and it parked upside down
I stayed in the car (cause the ship was taking off) and then BOOM it kicked me out of the car LOL and I died to fall dmg
I don't know if these issues are known?
I'll give my log when I finish this run
The collision issue happened constantly, sometimes it resolved itself but after an hour everyone had the wrong Scanvan hitbox
???
Hi! I'll explain in a sec hold on
Yo
The Scanvan had it's collisions working fine while we were in the seats, we could be sitting and the scanvan was perfectly drivable
However when we were outside of the car, we all had a mismatched hitbox
So when we tried to step on the back or put items in the back or step in the front seats (while not sitting), we would just phase right through
There were like invisible walls around the car which seemed like the actual collision box but they were rotated about 90 degrees and moved slightly to the left of the car
I think that's what I mean, collision box, not hitbox
It's the best I can explain it
I'll send a clip of this later lol
ah, right, I kinda got told something similar before but I was never able to reproduce it
whaaaaaaaaaaaaaaaaa
this is the only error
hmmm
ah, this is an easy one to fix
do you have a modpack
because i have not been having issues with collisions
anyways, just pushed 1.5.2 with a fix for the index error on the radio
oh no i do
there's some cool stuff there in the back!!
looks like an old Thunderbird
Corvette
have you checked underneaht?
underneath*
old Datsuns have a thing for rotting away
you'd want to check it's not a total rotbox under the shiney paint
They just moved it from a different area so it's a bit of grass growth underneath
It's been here for a about 2 years now but I assume it's fine
it's still worth checking underneath
There's a lot of project cars here that people end up losing.
Datsuns are really bad for rust
Old ponitac car here
shiny
I got two more days at this current job. I'll try to shoot you any cool car that I think you'll like
Daaamn
I hate seeing these old cars just sitting on lots rotting away

Some of these look pretty nice
I wished old cars weren't so expensive to maintenance
yes i use gale
do you also have steps to reproduce
because otherwise idk where to start
wut
ok restarting gale fixed that
I don't know really
i don't really know what to begin doing then
i have played long sessions with the van and never encountered this issue
only heard of it
@humble geyser can you do a config to remove snow slippery or nah
i will think about it
i might increase the sideways snow traction slightly, at the least
to prevent it sliding sideways
as much
but it kind-of borders on the line of being something i wouldn't want configurable
i didn't want to make the old-bird stuff configurable but i caved in
Like the amount of times I throw my scanvan to death is not written 😭
In snow moons
slow down and use lower gears 🙂
No
first gear is probably your best friend in the snow
I use 💀
☠️ ☠️ 🏴☠️ 
🎏
i have used my van quite alot on Dine/Rend, the key is just kind of modulating your pedal control and keeping to low gears
and not going mach 5
Yeah I understand, sorry I can't come up with anything to guide you
All I recall doing is buying the scanvan after first quota, and showing it to my friends
It worked fine on the company but then after we went into orbit, weird collision started happening for me and a friend, two of them could still hop in the back
After some time it started working and not working
Genuinely no clue of why it happened
I'll try to reproduce it on the weekend
Also I tried your Vow strategy with the scanvan
So much fun dude
i don't really know why people keep having collision issues, because i'm not really doing anything that differently from vanilla
so unless some mod i'm not aware of is conflicting
or some other underlying issue
That could be it
.
A few more to show off that's on the road today. Also if this isn't a good place to post lmk and I'll stop
nono it's okay
yeah why not SELL THEM FOR SCRAP TO THE COMPANY

because most of them were scrapped in like 2009, cars like those just don't really exist on the road anymore and sell for stupid money
when that whole scrappage scheme or "cash for clunkers" in the US was a thing
which destroyed hunderds of thousands of running vehicles
some still in warranty
and absolutely ruined the used car market
and destroyed loads of classic cars in the process
it was an absolute disaster
i was joking, i wish we had more preserved 😔
they are cool thingamabobs and doodads indeed
cash for clunkers was pretty bad because one of the things they did was run some really thick goopey shit through the engine to intentionally destroy them
ew
there's some videos online of mechanics being made to do it even though they didn't want to
because one of the things was that the engine had to be destroyed
This is a video document showing how to seize an engine under the Cash for Clunkers program...After draining the engine oil the vehicle is filled with approximately two-three quarts of salt/water/silica mix. The vehicle is then started and ran till the engine seizes. Enjoy!
it's really saddening
this is an oldsmobile aurora v8
such a funky looking car and i don't imagine there's many left
this one was fairly clean too
this wasn't even a US thing either we had something similar in the UK
it was just outright called "the scrappage scheme" and the idea was "trade in your old car and get money off a new one!" but what most people weren't told is that the "old car" was destroyed
https://www.youtube.com/watch?v=dzz4DjUnPJk this is the one i was looking for before
this damn car had low, low miles, LT1, port injection, tons a power, great family hauler, just another victim of the administration.
these old wags go for a pretty penny and are a dime a dozen now
a car that was 1 year old at the time was traded in
it was still under warranty
the requirements were also that it must run and drive
and be newer than 1983
and insured and registered to the same owner for a year
Speed Tv's Stacey David shows some downsides to the Cash for Clunkers deal.
that's why ferrari sues who try to destroy their image
what
this isn't ferrari
this was a program by the US government in like 08-09
I not saying that's ferrari 😂
@humble geyser can you make the jump feature of the scanvan it bit stronger/better? it's kinda hard to get out of bad places or get to some places that normal driving can't
i can, i just don't want it to allow you to do really overpowered and dumb shit like climbing up walls
i'll play around with it for the next update
a bit hung up with the Hauler right now
i don't remember if the cruiser can, lmao
you can
you can already turbo boost it ;p
absolutely not
turbo boost is very weak
oh god, there's so much consolidation i need to do between the v55 car and scanvan alongside working on the hauler
it'll be worth it on my end though
LLL bug
I don't register the truck in the terminal
Doesn't affect anything afaik
I love the Scanvan
Your engine temperature is above normal
Hey actually I noticed
There is no voiceline for when the hood is open and you're driving
yes real chrysler cars didn't have one either
in fairness it is like super obvious when the hood is open because it turbo obstructs your screen lol
LMAO yeah you're right
fucking awesome video
what moon is this btw?? the mushrooms look lovely
lowres + motion blur looks sick
it's demonmaes
thanks LOL
yes it's Amantia by DemonMae
they've got I think 3 other moons for the cruiser they're awesome
@proper fable apologies for the ping but i thought i'd put this on your radar again since i'm pretty confident this isn't:
A. an issue on my end
B. a mod incompatibility
and rather an issue with LLL
i kinda thought so since i don't touch anything with the vehicle in the terminal (since it's handled by LLL)
It potentially fixed though
Assuming it's that
is that for the next update?
Ye
Also I likely won't be adding the ExtendedBuyableVehicle config options, I know Batby has mentioned not liking things having config options in general so I haven't touched config stuff that much overall (LLL config do be fairly limited, compared to LunarConfig or stuff registered by DawnLib), but it ain't too bad to handle from separately from a plugin
If I were to add config options it'd be weird for only ExtendedBuyableVehicle to have its own thing and not ExtendedItem or ExtendedEnemyType lol
i see
it's just that one thing i get asked about is configurable price
i mean LLL already lets you configure moon prices and stuff
i so i just thought it'd be nice if creators could flip a switch to disallow/allow users to config the price of a vehicle
Yeah that do be what DawnLib has pretty much lol
i see
I do like config options personally but have wanted to respect design choices in LLL for the most part 
But yeah doing it from a plugin would just be swapping the value in BuyableVehicle.creditsWorth for your vehicle, a reference of which can be yoinked from Terminal.buyableVehicles
I will never ever understand why but we're past the point of negotiating about that lol
but vehicles like the cruiser also require setting the price in terminal nodes
yeah that's super fair
Terminal value is directly read from BuyableVehicle, nodes aren't actually used for checking price
it's on like the "do you want to purchase the company cruiser" nodes and stuff
yeah
Or no it's also used for refunding it lol
Well there do be references to the Terminal nodes in ExtendedBuyableVehicle
Can do PatchedContent.TryGetExtendedContent(BuyableVehicle, out ExtendedBuyableVehicle) to grab it
ah, i see, that might make things a bit easier
Honestly, having configs for those would be a godsend. I would be so thankful if you'd considered it
@humble geyser do you ever drove a car
Irl?
Yeah
I own a 2008 Ford KA manual
i assume you love cars
For sure!
scanvan is heavy though
and get damaged frequently
i wouldn't argue it gets damaged heavily
i gave it pretty "beefy durability" but i'd also say it's "reasonable and pretty fair"
i have bashed the scanvan around numerous times and it has taken a while to actually get it near critical
i've rarely had a scanvan explode either
sorry, i meant frequently 😩
depends on how you drive hehe
💀
i've tried not to make it have the consistency of paper machete
because that would be unfair
paper machete
btw, you stream everyday
is the hauler thing?
yeah i'm aware of this =(
i'm considering just removing the utility compartment since i'm not sure this is something i can feasibly fix
its causing more issues than anything
i think a belt bag can get it out
i think in the next scanvan update that utility compartment will be removed for now
i've tried adjusting the colliders numerous times but items still keep getting stuck
nooooooo 😭
sorry, but it's just that i don't know how to feasibly fix items getting entrapped
i've tried adjusting the colliders like i said but items still get stuck repeatedly
this is understandable but it will be mourned
Getting on with Imperium and driving around cruiser moons has been so much fun
@humble geyser how the custom music things works?
just disable the dmca config and install any cruisertunes mod
or make a cruisertunes mod
either works
i've had this reported to me before but i don't know where to begin with looking into it
because no one knows any consistent reproduction steps
and i've never had this happen to me personally
the most i've gotten is "it just happens"
which isn't useful
i'm going to be making some changes to the vehicle collision code when i get round to the scanvan again, so i'm hoping it'll fix this, but otherwise i don't know why this happens
does sitting in the drivers seat and hopping out fix this btw?
i didn't check it 😭
i don't know why this is happening
there's literally no reason for the physics body to move like this
it's physically attached to the truck and has no code to move or rotate it
so i guess sitting in the seat wouldn't fix that
i don't know why this is happening though
i'm genuinely so at a loss
this is like the fourth report of this same bug and i don't know where to begin really looking
if the colliders for the truck are there but are for some reason at the ship origin then i'm just at a loss
because there is no code to move or rotate them
they are physically attached to the truck
and that's it
just test it, didn't work
scanda;
it may be a conflict
that's potentially what i was thinking
when i upgraded a upgrade in late game upgrades it did that
but i just don't know with what or why
but i'm pretty sure this has happened to other people without those mods
a rare bug
because i am like
just driving around sometimes
for a very long time
could you send me your modpack?
thank you
yeah it won't be black mesa or LGU
it happened to ruax and he has neither of those
i don't know why it's doing this
the player physics colliders are just randomly rotating and it's messing shit up
but there's no reason for them to
there's no code for it
they're kinematic
it happens so suddenly as well
you'd have to reload to fix this right now
i will try to look into it but i really just don't know why it happens
there is absolutely no reason for the colliders to do this but yet they do and it's really frustrating
never did to me
I've played around with the scanvan these last few days without any friends and it never happened
it did happen to me with friends tho
but it was a long run so idk..
i've played with the scanvan in long runs and ive never had this happen
i just
don't know
i really don't
there's nothing in my code that would "cause this"
i don't know what's going wrong
i don't know if it's a mod doing something
it could be
it could be a mod messing up something
but i don't know
whew, college soon, i'll trundle on with the hauler afterward
i've noted down a bunch of stuff i need to do
i'll also look into force-setting the rotation and position of my player colliders (using the hauler as a test) and i confirm no issues in doing so, then whenever i get back round to the scanvan i will implement that (or i'll try freeze constraints maybe)
but even if that doesn't cause issues i'll still feel icky doing so
because something is breaking it i just don't know what
i dont care what scandal thinks. i wont allow it
i dont care what scandal thinks. i allow it
lol sure do what you want
Did this happen after loaded up the save?
sorry my brother walked on the keyboard
LMAO
what do you folks think to adding a seat trigger or 2 to the center shelf in the back?
of the ScanVan
this idea came to my head after talking with someone and they again brung up the idea of a "seat in the back"
i'm thinking that you would be 'fairly prone' to being ejected from this seat in the event of a crash, but it seems like a fun idea
it also reminds me of the rear-facing third-row seats in old wagons
but instead its a shelf
It's a pretty good idea!
Or maybe even way back in the Scanvan near the rear door
It'd be so dangerous realistically but yeah
I would love more seats!
i do remember one idea i had for a while was sitting on the rear step
that would be hilariously terrifying
on another note i might remove the center rear view mirror
but we'll see
I have never used the mirrors honestly
It might be because I play on retro resolution LOL
I've tried getting useful information of the mirrors before but I just couldn't tell anything
I'll check them out again next time
Also yeah why is there a center rear view mirror?
how?
I've grown accustomed
I can't play on decent frame rate on the other ones since I have an Intel i7 10510U with the iGPU
funny
What
Your pc is a toast or something ?
Bruh
You know Lethal is rendered in a low resolution
Even my friend with 4 gb ram in a old fucking dog shit laptop can play Lethal normally
Something like this?
i was literally just thinking of sitting on the rear shelf
the one in the back that's low down
where the clipboard manual usually is
My opinion on this is that I actually use the mirrors and the rear view when backing into stuff for easier get away when the backdoor is rolled up
Ohhh ok i see what you meant
it's so bad at actually seeing anything though lmao
i only kept it because i liked seeing people tumble around in the back
When I used to work in truck transportation and I used get yelled at for sitting on something similar to that
👼
just experienced the player physics collider bug.. with the v55 car
??? that's unexpected LOL
it happened to me twice in a row by spawning the scanvan through imperium
I had the right collision, but my friend didn't
I bought it from theterminal and it worked fine
i was also using imperium
I have a clip if it helps
Idon't think it's imperium though 'cause it's happened to me without it
i checked through unity explorer and it was just
it went to the center of the world
for some reason
and was stuck there
I used to be great at driving the cruiser and now I suck at it after using the scanvan for a while lol
it feels so sensitive in comparison
it is indeed pretty sensitive haha
the one where you clip thru the world?
nah
my cars have been having weird collider issues
with the player physics colliders
random, but this is what the cruiser was roughly going to look like before zeekerss gave it big wheels
i may make this a config option for v55 car, but true-v55 must be off
same for the lack of cabin light and lack of ejector button
i also know this to be true because the wheels scale is a bit more than 1 on each axis
i do wish i had this clean texture, though
i'm not a texture artist and i don't think i could replicate this clean look
i could try give it a go someday but it probably won't look the best
i mean, flat colours is probably "pretty easy" to do, but getting the CC logo to look right might be annoying
it also looks like the CC was much brighter in colour, whether that was due to lack of dirt i dunno
but it's cool
alongside working on the hauler i've been working on cleaning up the v55 car.. what a pain
the scanvan will be worse.. hah.. hah..
good luck dude! hope everything goes smoothly
i fixed a bunch of weird scaling on the hauler and v55 car and did a bunch of cleanup
the scanvan is left in terms of prefabs to do
then its just the code side of things
after college, i'll continue on the hauler, but because i feel like it's slowly nearing a finished state (i know, already???) i've slowly begun (if it wasn't obvious enough) doing up the v55 car, i think the next update of the v55 car will also introduce the settings i've been talking about (smaller wheels, no cabin light, no ejector seat, aka pre-release elements) as a config
LLL update be pushed 
I also did this, which I vaguely recall being an issue you had to manually fix 
Do you have the full log?
There's a LethalLib-dependant mod adding a hazard with missing stuff
[Error : Unity Log] ArgumentNullException: Value cannot be null.
Parameter name: source
Stack trace:
System.Linq.Enumerable.Any[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) (at <ea489521390f48908a7ce45cb17a6848>:IL_000D)
LethalLib.Modules.MapObjects.AddMapObjectToLevel (LethalLib.Modules.MapObjects+RegisteredMapObject mapObject, SelectableLevel level) (at ./Modules/MapObjects.cs:143)
LethalLib.Modules.MapObjects.StartOfRound_Awake (On.StartOfRound+orig_Awake orig, StartOfRound self) (at ./Modules/MapObjects.cs:98)
DMD<>?107487288.Hook<StartOfRound::Awake>?-409891248 (StartOfRound ) (at <880200a783564e28a406d903727f1a3b>:IL_000F)
DMD<>?1151587430.Trampoline<StartOfRound::Awake>?-732274322 (StartOfRound ) (at <268bed20f49247daa6059d90068b320c>:IL_0025)
LethalLib.Modules.Weathers.RegisterLevelWeathers_StartOfRound_Awake (On.StartOfRound+orig_Awake orig, StartOfRound self) (at ./Modules/Weathers.cs:83)
DMD<>?-1214719080.Hook<StartOfRound::Awake>?-165929220 (StartOfRound ) (at <5253c13095f4490f9e5b7b4c915cfda1>:IL_000F)
DMD<>?-970972644.Trampoline<StartOfRound::Awake>?-1482032170 (StartOfRound ) (at <1d70fc65e98142e8a2890dc145ee9f52>:IL_0025)
LethalLib.Modules.Player.StartOfRound_Awake (On.StartOfRound+orig_Awake orig, StartOfRound self) (at ./Modules/Player.cs:22)
🤔
i just updated LLL
Can you send pack code? 
019e4cdb-f534-a8fe-78ee-983c30eec799
Hmmmm
@proper fable so
ooh snap, yeah, i had a script that would apply the correct SFX mixer, is that what this fixes?
if so, i can finally get rid of that script from my scandals tweaks, that's awesome!
I assume so but have not actually tested the pitch stuff lol
how exactly does it detect what audios to apply what mixer to?
Just checks for name and replaces with the correct one
i don't bundle any audio mixer in any of my bundles because my script usually handles that at runtime
Or checks for AudioMixerGroup specifically, rather
Since AudioMixer field is read-only
that's the thing
i don't include that intentionally
because it doesn't work properly
for stuff like tzp effects and such
my script stores the SFX one to a reference, and then on Awake gets all the audios that are attached to an array and then applies the SFX mixer
Ye but if there's one there named SFX, LLL should now be replacin it with the right one (after registering the ExtendedBuyableVehicle)
so i could just make a blank one?
I haven't tested but it should fix the TZP stuff
Oh there should just be one after ripping the project
But yeah it can be blank
as long as it's applying the vanilla one it should work yes
the issue with the ripped project one is that it has a bunch of other shit
that i see as a bit wasteful to include
in my bundles
even with a blank i'd feel a bit icky because it's getting replaced anyways, i think it would be better to specify basic stuff like "every audio in this prefab should use the SFX mixer"
i know not every audio would be SFX but in stuff like vehicles, not once have i ever needed to use another mixer
I was thinking of defaulting to SFX potentially lol
For any sources with a missing AudioMixerGroup
But not sure if it'd cause anything weird
Pushed hotfix for it, will show up soon™ 


3 cat emojis

4

hauler has had slow progress today but the v55 car has had decent progress
getting there.. slowly..
Are you basically making your own Company Hauler?
Or are you the original maker of that mod
i'm not the original creator and i'm not "making my own", i'm reworking the original
i feel like it would be safe to say that "i'm in charge of the hauler now"
i'm using the original model (with some fixes and proportions changes of my own) and some original assets, but everything else is redone (all the code, physics, animations, etc)
Glojam/Train is the original creator
Scandal is the maintainer
Scandal is the Hauler IRL
v55 car will also be getting two new configs..
That first one is brutal... what would that do if there's a tree in the way when first landing the ship?
nothing, you just do nothing 😭
@proper fable can you check #help-and-troubleshooting
i think there's osme issues with lll
idk
i just
think
Should send full log 
There ain't much information in the thing you sent
i send
i should probably make it off by default 😅 but anyways, if you've read zeeks v55 post he said only 6 hours before the beta went live he then decided to make trees breakable
so before that, trees were unbreakable and on the same layer as terrain/walls etc
and would've damaged the car in the event of a crash
Lol
Without breaking trees is unusable
it probably isn't unuseable 🙂 but we'll see
i need to implement it first
this will only affect v55 car, for those curious, this won't affect other vehicles
starting work on the scanvan as well now

this is all in due prep
since to release the hauler i must update everything else at the same time
so the update for the hauler will also be at the same time i update v55 car and scanvan
so getting the other vehicles up and ready, since the hauler inches closer to being release ready, its worth getting this done beforehand
Nice!!
duality
first test is good, did identify a pretty big issue with the radio that i have now fixed
i'm also thinking that v55 car and scanvan may come first, then the hauler
but all 3 at once would be pretty cool
a little preview at what else i'm going to finally be adding..
at some point, should i look into reimplementing this honk horn animation i made a while back?

Holy shit I'm so excited to hear your Hauler rework is coming along well
This would be nice
i have no idea why i ever actually canned it
it was like the first custom animation i ever did for the scanvan
Animations are just overall so nice. I wish there was stuff as simple as a "key unlocking door" animation for vanilla interior doors. Like how in the Upturned the character misses the keyhole a few times as they try to put the key in. That kind of "humanity" showed through the character's animations is soo good.
i like having occupants in vehicles actually interact with stuff
i was considering making the character lean over to press the buttons on the dash on the v55 car
because it would just be cool
maybe the honk animation could work on it too
it's not authentic to v55 but who the fuck cares
it'd be awesome as fuck
Maybe a config option?
nah it would be forced on
Oh
don't see a point making it a config
Yeah haha
unless i'm super stingy about authenticity
but just an animation of like leaning over and pressing a button would be so super awesome
like for the wipers and stuff
I think you should consider more animations if it's possible for your vehicles. Like I said it just makes your character feel a lot more human when you can witness them actually interacting with the world instead of everything being a button prompt on the screen.
it's just that it's a pain to actually do all the transitions for everything 😵
No haha I can see why ☠️
I know animating and rigging and stuff ain't easy
the scanvan sets a bunch of the player shift animations in code
because it would be nearly impossible to do it by just transitions alone
as i can't keep track of current state like that
they all have exit transitions tho
What does a "transition" refer to in this context? Is it just a stage of the animation?
like to go from a steering animation to a radio animation there's a 'transition' which has a 'transition time' and the parameters required for this transition to play
Ooohhh shit. Yeah
honestly the scanvans major surgery has gone pretty well and i haven't noticed many issues
currently fixing the handbrake animation, already ironed out some new issues that cropped up
handbrake animation is done and i'm really happy with how it looks

Pretty niche detail, so maybe best for after initial release
yeah i know, i just think it could be fun
i've also increased the quality of the mirrors slightly (although the framerate and other optimisations are still in place)
jorkin your stick
your parking brake is on
alright, i think the next thing on the agenda is reworking the internal enemy protection
mainly for the sake of making it easier for myself to add protection to other vehicles
@humble geyser btw , after some time playing scanvan, i can feel the scanvan is kinda weak to accelarate comparing to the cruiser. Also, the scanvan get more damage more easily , like 5 damage for the driver i think ? Kinda hard to stay intact driving to entrace or to traverse in moons like now, adamance or assurance
the acceleration is going to feel different because of how it applies torque to the wheels, the cruiser just continually applies torque when hitting the gas (which wouldn't even work well with the scanvans manual gearbox setup and would feel insanely overpowered)
5 damage is very fair, the cruiser does a minimum of like 20-30 damage when it hurts you in a crash
and will kill you much easier than the scanvan will
the way the scanvan takes damage is different, however
if i hadn't of changed it to be different from vanilla it would be extremely unfair, and i'd know because for a while it did have the vanilla damage system
as for acceleration, have you tried lower gears? ;)
lower gears have less top speed but higher torque
this is just the fundementals of drivetrains in cars
higher gears have less torque but higher top speed
as for damage, the scanvan uses a "velocity difference" based damage system
the more momentum you lost in the event of a crash, the more likely it'll damage you and the car
the cruiser just uses "oops you scraped a wall at high speed, blow up the car"
that setup was really bad with the scanvan during development
this has been a hard thing to balance but overall i'm "mostly happy" with how the system plays out
maybe i could increase some thresholds slightly
i have used the scanvan on ada/vow before and it is possible to avoid damaging the car and yourself
assurance probably isn't a moon where you'd want to take a car
i'm fine with the car not having 1:1 acceleration or better acceleration than the cruiser, because it uses an entirely different setup (that is "arguably more realistic" than the cruiser, but with some physics aids working in the background to not make it entirely miserable to use)
yes 😭
i just gear 1 in vanilla moons
hmm like how i can say that
lower gears offer less top speed but higher torque
you crash with scanvan in lower speeds compared to the cruiser
the thresholds to take damage?
well ok
it's obviously going to be different because it uses a different system, but i did want the ability for the player to take "minor damage" from 'decent bumps' without being insanely unfair
🤔
that's why then
the only way you'll take damage in the cruiser is from breaking the windshield
which has to be a pretty quick crash
kinda hard to avoid getting hurt while traversing this more treacherous terrain moons
i know, have to go fast
that is true yes, i will consider looking into raising some thresholds for damage for the next update
🙏
i guess the torque is fine
the torque is just a result of having a drivetrain system
you have the resistance of the engine, gears affecting torque, etc
the cruiser has none of this and is literally just "apply torque constantly at a fixed rate up until a fixed number"
the "physics aids" i've added are to try and now make the scanvan miserable to use
i.e. incline compensation
the car will aid in "hill starts" by applying a torque boost when setting off on steep hills
because otherwise you'd just stall consistently
since it's "fairly simple vehicle physics"
btw, i have increased the snow traction slightly, that'll be in the next update
i know you were asking about that
mainly the sideways grip
i like the "very simple vehicle physics" phrase 😭
believe me it is lol
🙏
maybe i shouldn't word it like that, it's very "simplified"
yeah most issue is the sideways
compared to what i could of made it
i've raised some damage thresholds, i'll have to test it ingame to see if i'm overall "happy" with it
@weary marten i believe i have something i'm "mostly happy with" for durability buffs
i raised some bump thresholds, lowered player damage slightly (although admittedly it already was tiny before), collisions that do damage need a faster velocity
i did also fix a potential immunity when getting into a super fast crash that should realistically damage you somewhat
Woah ._.
Never noticed that
🙏
it'll mostly be one of those things that i'll have to see how it plays out for people when i release the update
Yeah ima test that
i'm kind of hoping for an update "this month" but no promises on that
Scanvan 2
now with 2 extra gears and even more voice alerts! yay!
scanvan 2 comes with an immersive vehicle experience and is now a rental van that can be used for 30 minutes before being automatically returned by the dropship coming in and sweeping it away
i may redo some of the default radio tracks for the scanvan
right side of the road will stay though
Scansportscar..

HAHAHA
Honestly? It kind of is
I've been getting pretty good at driving it full speed
It's really fun
that 2.8 inline 6 diesel is clearly equivalent to a 5.0l v8 in a corvette
or 2.7, i forgot what i claim it to be
nevermind it's a 3.7
3.7l 6 cylinder diesel
That would be so expensive to drive
How about the ScandalGasStation
With the ScandalInflatedGasPrices
fuel prices would have to be ludicrous in the year of lethal company
i mean, fossil fuels are clearly still in use, probably because of mining on other planets
since you obviously aren't limited to earths resources in lethal companies universe
the company cruiser is 100% an example of this
it's a gasoline truck
how some people think the cruiser is an electric truck is completely beyond me
some do yes
How come they don't hear the engine LMAO that's crazy
despite it having a manual key slot that needs cranking over 100 times and makes very obvious combustion engine sounds and emits high levels of smoke out of the exhaust pipe
but nah it's clearly electric
HAHA YEAH
i always found it amusing how people think the smoke out the back means bad
i thought about making the scanvans exhaust smoke react to engine damage
That would be pretty cool
i should make it so that if you keep pouring turbo boost into the scanvan and don't rev it enough to clear the reisidual weedkiller out the system it eventually locks up and damages the engine
YES
right now i just slightly nerfed turbo boost but i really want to punish trying to fly over the map and stuff
Random chance to Explode while flying✅
HAHAHAHA
Yeah I would not really do that
and it would incorrectly detect 'rolling over' as flying
I think the boost is fine I can't really think of where I would use it
It's more for like jumping over big holes
Not much verticality from my experience
this is why i made the scanvan longer, you can strategically park it across the gap and then use it as a bridge to walk over

LMAO
just good luck getting it back ig
some general notes about the next update for those wondering
- Added a player-handbrake animation when disengaging and engaging the handbrake.
- Various optimisations, under the hood internally and to the vehicle zones + physics region, also optimised fog exclusion zones.
- Improved quality of mirrors slightly.
- Improved durability, the ScanVan can now bear the brunt of collisions a bit more and the damage dealt to the player should be a bit more fair.
- Increased hopping force slightly.
- Removed the Utility Compartment for now, due to items getting stuck, sorry for this.
- Auto re-centering wheel now works based on whether the vehicle is moving or not and the speed at which it recenters is based on vehicle velocity.
- Fixed enemy protection checking the wrong thing in some instances.
- (May rework the songs for the next update too)
- Increased sideways traction in snowy conditions.
- Fixed an error with the radio when no custom music is installed but the DMCA config is turned off.
- Fixed the player-steering animation being reversed.
- (May make old-bird sight a bit more fair like what Buttery did for BRB)
- Hopefully fix player collisions once and for fucking all.
and for the v55 car for the 0 people that are curious about that:
- Various optimisations, under the hood internally and to the vehicle zones + physics region.
- Added a 'Pre-Beta' mode which includes smaller + more in-set tyres, lack of ejector-button and a lack of a front-cabin light. (requires True-V55 on)
- Added 'No-Tree-Destruction' as a host config, this will make trees act like any other solid wall, deal damage accordingly to the car and be unbreakable by the Cruiser. (requires True-V55 on)
- For context as to why I'm adding this, Zeekerss said he only made trees destructible 6 hours before V55 beta went live, this config was going to be part of "Pre-Beta" but I decided to make it a separate thing
- Old Birds additionally now 'see through the back'. Good luck, Soldier.
- Fixed the player-steering animation being reversed.
- Hopefully fix player collisions once and for fucking all.
Nice rest
back to work on the scanvan
been a little busy rewriting the scanvans enemy protection, whew, going to test it
also added in some stuff that i did for the v55 car like worms launching the car
because, well, funny
alright, looks like enemy protection is properly functional now
also finally got round to making side windows matter for enemy protection on some enemies ;p
additionally, if you are:
seated in the van
standing in the cab (scanvan thing only since it has enclosed roof)
standing in the storage compartment
worms cannot eat you
but standing on the outside of the truck will allow you to be eaten
i mean, if you survive the fall then all the power to you
i've also hopefully somewhat fixed enemies ganking you through a closed back door (back door mesh just disabled in this photo, the doors still there in reality)
same for through the cabin
i also fixed enemies being ganked while inside the back of the car (hopefully..)
i'm also going to be adjusting the steering speed as well
;p
should feel a tad more snappy when using smooth steering
oh god, i just realised a bunch of my sfxs had 0 compression
i'll be fixing that haha
the hauler has also received an updated "stay on the right side of the road" that is less shit quality but smaller in file size
not every song is getting replaced on the scanvan, some will stay, for those wondering
but some of the really crappy ones will go
This is all so awesome
god that took forever, got the tenth song to complete the full tracklist
Ins’t supposed to the car vanish? 🥲
it's not coded to do anything to cars in vanilla
i tried to make worms eat cars but it caused so many weird softlocks and problems
so launching them into the air is like, the next best thing
probably also more fair and "lethal company" like
watching your coworkers in a truck get catapulted into the air, screaming as it soars through the sky and slams into the ground
Yeah sounds pretty funny lol
I would love to see a enemy in Lethal company where you have to scream to escape
SUBSCRIBE AND I WILL SMILE :)
FOLLOW MY TWITCH I MIGHT BE LIVE RIGHT NOW👇
http://twitch.tv/sennyk4
OTHER SOCIALS :)
• Twitter - http://twitter.com/sennyk4
• Instagram - https://www.instagram.com/sennyk4
• TikTok - https://www.tiktok.com/@sennyk4
--------------------------...
“Please check your fuel level” 🗣️
LMFAO
WHAT?!
You're telling me I have NOTHING to worry about while in the cruiser except water and void?
Dude
Five damage from that fall.. that's crazy
well i got complaints that you took damage too easily
and the damage system is difficult as fuck to balance
i thought about making the worm deal a bunch of damage but that would be kinda awkward
i thought the durability system was fine as is but i guess not
i'm just kinda lost on it at this point
i don't want to make the car invincible and make players invincible inside of it
water.. that reminds me
i'd still like to look into making water hydrolock the scanvan
but i also feel like that'd be really bad in gameplay
idk
I'm kind of inclined to agree, especially with flooded weather. but idk, haven't given much thought
i guess, just make what you want
cool, the vanilla cars engine noise doesn't even loop properly
i'll be fixing that for v55 car ig
I've also fixed a bunch of stuff with various audios on the hauler and scanvan
and v55
i was looking for radio music and found this @static horizon thought you might like it
Ever thought putting classical music
No
Classical music doesnt fit Lethal Company at all.
I think we need to implement more modern music
the scanvan already comes with 1920s music?? 😭
all of the music you hear is public domain 20s and 30s music
I know you're referring to Baguette but I love the old music in LC
i would of loved more "modern" music but as you can guess it's all copyrighted
Lol what , what is this argument .-.
I was joking 

these were absolutely some of my favourites from the old old scanvan
I think that not only is it smart to use public domain music, but it fits extremely well
well the thing was i was trying to go with a 2000s theme with the scanvan
I honestly fucking love older music like that so to see it popularized by Lethal Company makes me squeal
and the cd player made sense to have more "modern" music
while the cruiser has a cassette player, mine has a cd player
with FM capability
ANY chance he can get to bring up Car Wash
CAR WASH IS SO GOOD DON'T EVEN
https://youtu.be/4Diu2N8TGKA?si=_5sgCHZVJ3yU-SeU
@humble geyser 
the jcjenson variant used to have its own custom tracks as well
though they were less coherent to each other as i didn't really know what i wanted to do for it, i just know i didn't want "cheery 80s-2000s pop" for it
Please readd this 
Oh shit
this was when the scanvan purely had copyrighted music
before release
ofc
i could probably implement all these tracks as cruisertunes mods if i felt like it but eh
I like these
oh that's awesome!
@mortal owl lookie!
This is actually the song we replace the og one with when the copyright config is turned on
not that exact recording but yeah
its the original song that ogopogo got his name from
I do think it fits more with the game that ogopogo monstah but I like ogopogo monstah more it's funnier </3
yeee!!
it's a good tune
this is really good!!!
idk if you're cutting up the songs to be about the same length as vanilla, I usually keep em under a minute if I can help it
idk if you've heard mine? yours are so so so good tho 🥺
I think it's ok to have copyrighted music
who cares about streamers 😼
i have heard yours lol, on my scanvan they're mostly full tracks but i have been making some cuts to them in the name of file size mainly
(as long as there's configs and a notice on the readme, obv)
nice LOL
as long as there's a config and notice in readme, it's fine yeah




