#TerrorSoul’s Mods & Maps
204 messages · Page 1 of 1 (latest)
Mods:
https://steamcommunity.com/sharedfiles/filedetails/?id=2889106369
https://steamcommunity.com/sharedfiles/filedetails/?id=2998883602
https://steamcommunity.com/sharedfiles/filedetails/?id=2913125444
https://steamcommunity.com/sharedfiles/filedetails/?id=2898771737
https://steamcommunity.com/sharedfiles/filedetails/?id=2793910622
Maps:
https://steamcommunity.com/sharedfiles/filedetails/?id=2536945382
https://steamcommunity.com/sharedfiles/filedetails/?id=2550000020
https://steamcommunity.com/sharedfiles/filedetails/?id=2970125492
https://steamcommunity.com/sharedfiles/filedetails/?id=2970149478
https://steamcommunity.com/sharedfiles/filedetails/?id=2974151938
https://steamcommunity.com/sharedfiles/filedetails/?id=2702447721
https://steamcommunity.com/sharedfiles/filedetails/?id=2695647084
https://steamcommunity.com/sharedfiles/filedetails/?id=2671801011
https://steamcommunity.com/sharedfiles/filedetails/?id=2628426412
https://steamcommunity.com/sharedfiles/filedetails/?id=2602064350
https://steamcommunity.com/sharedfiles/filedetails/?id=2544080950
https://steamcommunity.com/sharedfiles/filedetails/?id=2519408312
https://steamcommunity.com/sharedfiles/filedetails/?id=2513111362
https://steamcommunity.com/sharedfiles/filedetails/?id=2455113981
https://steamcommunity.com/sharedfiles/filedetails/?id=2442943300
Discussion:
Grid-based explosions:
TrailSpawn is next for an overhaul
Made some more progress on TrailSpawn's next update, expect a complete overhaul.
Ohmygod the bomb tiled based thingy looks cool
Notice:
Exciting times ahead! With the upcoming 1.7 'Spacebound' update for Trailmakers, the game is delving deep into realms similar to what my space mod offered and even more. Given this development, I've chosen to pivot and channel my energies into new projects. The Good news – with the enhanced modding features on the horizon, I'm launching a new 'Minigames Mod'. Prepare for a collection of fun-packed mini-games added over time. Can't wait to share more with you all. 🚀
Excited to see what you have been working on 🙂
The minigames mod is progressing well, this week I spent more time making the actual code for the minigames easier to do; this should make it easier for not only myself but others to create their own compatible minigame in less than 50 lines of code in some cases. I’ve also been writing up some documentation of all the available functions as-well as an introduction for people on how to create a minigame. I had originally planned this mod to just have a few minigames and not be modular but that has now changed; it’s taking a lot more time than I expected but I think it’ll be worth it.
I’m also aware of some issues with some of my mods on the workshop due to the wrong versions being re-uploaded, this will be fixed shortly. I’m also going to be combining the road surface mesh of my race mod into a single mesh to prevent the clipping issue with collisions (It’s currently caused by vehicle wheels catching the grass surface because of multiple grass surfaces being used)
Coming Soon
Trailmakers Minigames will be expandable allowing people with coding knowledge to easily create minigames. I'm also working on a visual minigame builder for folk that have less experience with coding. I have started work on the documentation: https://tmminigames.bkwl.network
you have access to 1.7 features?
They are a tester
We have a few of the major mod creators as testors for new mod apis, detect bugs and generally user experience with modding.
ah i see
well how do you like it 🤨🤨🤨
Is good, TerrorSoul likes
sweet
I've redone some of the documentation
Doesnt look like much yet but I'm working on a minigame creator, it'll be a web app
Noice
Made some progress:
Peaceful Town - coming soon
TrailSpawn will also be getting an update in the near future making it a full map editor:
Peaceful Town is now available: https://steamcommunity.com/sharedfiles/filedetails/?id=3067421710&searchtext=
Still working on minigames just keep getting distracted and not entirely motivated with it currently
Race has been updated to 1.1, global warming has happened and existing clipping/collision issues should be fixed. https://steamcommunity.com/sharedfiles/filedetails/?id=2536945382
Top Gear Test Track mod has been restored, now is usable again.
Airport has been fixed, now is the original working version, not the broken development version (No idea how this ended up being the live version). Airport is also due a redo soon
Updated documentation of Minigames Mod to include some new functions
Server Utilities mod has been updated to support the new weapons and shield introduced with 1.7 and the cleanup function should now be more reliable.
How did you make a road like in this map?
I just want to make a highway map +mod with working traffic
Its a mesh made in blender with an atlas texture then imported into trailmakers using SpawnCustomObject
Thanks!
TrailCity has now been updated to use concave meshes. The loading system has also been changed and should now be significantly faster. https://steamcommunity.com/sharedfiles/filedetails/?id=2550000020
Do u use trailmappers?
judging by all the custom assets, probably no
TrailEdit
I'm working on my next mod - think firefighting
add a flamethrower too just in case
How often should a fire start?
every 10 minutes or so?
would be cool to have a button for starting one manually as well
If there’s gonna be a manual way to start fires, there should be a setting or button to disable fires as well.
What does “size: ground” even mean
probably fire size
ground probably means size of the ground at that area
so like covering the entire docks
Eight has now been updated, completely replaced the original version of the map. First map I've made using Trailmappers
https://steamcommunity.com/sharedfiles/filedetails/?id=2544080950&searchtext=eight
New Mod Map: https://steamcommunity.com/sharedfiles/filedetails/?id=3252887288
This mod makes some additions to the Treasure Island map.
Server Utilities 2.0 is now released, various changes and complete rewrite. https://steamcommunity.com/sharedfiles/filedetails/?id=2889106369
https://steamcommunity.com/sharedfiles/filedetails/?id=2889106369
Server Utilities updated:
- Settings are now remembered between sessions.
- Fixed some issues that was causing existing settings to not be applied properly to users that would join the server
- Added support for the new weapons added with Pioneers.
- Block limits per server/per player are now back
Nice 🙂
BTW I was inspired by this mod to add a new garbage collection routine to my Track Creator Plus mod. It'll be in the next release. The build up of broken structures that lagged the game was annoying. Your system worked except it would usually take the the driver's current vehicle away which was a bit of a problem in a race lol 😂
So in my mod each time the player passes through a checkpoint or the the start line I check for all of a player's structures that are further than 2m away from the player and dispose of them.
New map Bannerhold is now out: https://steamcommunity.com/sharedfiles/filedetails/?id=3458681130
btw TerrorSoul I'm getting 404s on all of the o0h.cc links and it took my dumbass a while to just go check your steam page but perhaps edit those first messages of yours bc i almost overlooked this?
Fixed, Old domain expired
Introducing Aerobatic Aces: Take to the skies in this team-based aerial combat mod where the stoic Chirpos face off against the mechanical Robotic forces. https://steamcommunity.com/sharedfiles/filedetails/?id=3483879914
https://steamcommunity.com/sharedfiles/filedetails/?id=2889106369
Server Utilities updated:
- Fixed an issue that could cause the menu key not to work.
Brilliant! Amazing production quality too.
I only had time to give this a quick test run in single player but it was fun just flying around on my own 🙂 It'll be great in multiplayer.
I think it's a bit sad that quality mods get lost in all the half baked, low effort stuff filling up the workshop. It would be great if the devs could encourage a few YouTubers to showcase mods like this a bit more (selfishly including my mods in that wish too 😛 )
Yeah we internally go a little back and forth about showcasing mods in some cool way - only thing was the Mapping challenge. But maybe we will get to it sometime later with more things! 🙂
might be a difficult given time constraints but somewhat regular themed mapping jams kind of like builders club could be interesting
oh apparently https://buildersclub.frans.today/ is also down
-# mappersclub.frans.today /j
New mod, Cinematic Maker: https://steamcommunity.com/sharedfiles/filedetails/?id=3499136596
Cinematic Maker gives you the power to direct your own scenes with a powerful and easy-to-use in-game camera recorder.
This mod provides the host with a full free-cam system to record smooth camera movements. The recorded paths are saved as cinematic files that can be played back instantly or packaged into modding projects.
For those interested in implementing Cinematics into mods. Here is an example mod using the library.
damn i wish it was possible to add fov changes too
Deprecated a bunch of my mods as are outdated, broken, inefficient and no longer live up to my modding standards.
- Space (No longer being updated and broken from api gravity changes)
- Desolate Dunes (No longer being updated)
- Mirage Island (No longer being updated)
- Lukla (No longer being updated)
- Platformer (Broken due to api changes)
- Carrier Defence (Broken due to api changes & replaced by Aerobatic Aces)
- No More Guns (No longer being updated, functionality implemented into Server Utilities)
- **RTerrain_Test **(No longer being updated)
- Chicken (No longer being updated)
- PIllars (No longer being updated)
- Western (No longer being updated)
- Islands (No longer being updated)
chicken 😭
The mod needs a rewrite, the chickens are useful as a prefab but the mod itself has to many issues currently
Updated Cinematic Maker. Made some changes to the mod and the library. Library has gained some new functionality
Here's another example mod using the Cinematic Library
Cinematics can now be linked together into a sequence, looping and ping pong is supported
Updated Aerobatic Aces to be compatible with 2.1 and added Scorching Skies league. Thanks to Johannes, Crazybird, Azi, Yeetify, Suspicous Chicken, Sareth, Stino, Bennu, Metalburger and Chinga for the flamethrower planes.
https://steamcommunity.com/sharedfiles/filedetails/?id=3483879914
Server Utilities updated to be compatible with the new weapons and blocks added since 2.0
Introducing Camera Library, a new library and the evolution of the cinematic library. It gives you the power to easily create complex camera behaviours and also has playback support for cinematic files generated by Cinematic Maker.
You can grab the latest version and documentation from here
The community hub for Trailmakers mods, guides, and spawnable requests.
hey @untold lantern i hope you dont mind im pinging you, what stack are you using for the minigame creator web app? is is open source?
You mean the web editor for TrailFlow?
both
The web editor is nodejs + blockly, TrailFlow itself is just lua code. Nothing is open source currently as its not in a state id be comfortable with putting the code out yet for
i see thx
Update for UI Library. Now introduces timers (Count up & Count down)
Update for Camera Library, now includes ability to check if a cinematic is currently playing, ability to play from dynamic data folder as-well as support for optional callback when a cinematic ends.
Cinematic Maker has now been updated to use the UI Library, Camera Library & Save Library
Only function missing with camera library to bring it in-line with cinematic library is multi-queuing cinematics, I’ll add that in next update. First version of Save Library is also live on the modding portal site
Camera Library v1.6 is now available. Adds the sequence/multi-queuing of cinematics.
Here is the example mod for the Save Library.
Not much to see but Im working on an animation library for objects
The goal is that these libraries will form the foundation that trailflow will use
that's is quite great
is the mesh being changed in this one? or just the position
just position
The amount of pain this has taken to get this far
So thats path, spin, shake and pulse so far
Glorious; do you think there are any functionality that is missing that could help you out with this that we are missing?
Some of the api functions require a string of the function name to callback, Im having to create global functions as a workaround. (Makes things much more complicated) Such as when registering function to keydown or registering function to collision. Id suggesting allow direct function calls for these like we already use for playerjoined, registermousedown etc. I think you would need to have some sort of way of allowing either way to retain backwards compatibility with existing mods.
Another idea is some sort of way of call that will hook into the main update loop with some sort of order.
Some way to maybe store custom data to game objects, that would significantly simply some of the libraries.
Some sort of library loading system would be amazing but I know that takes time to develop
https://discord.com/channels/296562030624899072/1134472573380468848 With function callbacks you don't need dedicated APIs for game objects to store data, since the callback function itself can store everything in its local scope
Some sort of library loading system would be amazing but I know that takes time to develop
that might be possible outside of the API. I have some ideas for it that i have to test when i have time, but td;dr they revolve around integrating mods with the broader lua ecosystem/dependency manager (there has been a lot of development in that space recently). Only drawback would be each mod having to bundle their libraries instead of being able to share them between multiple mods
Just an average day
this is what it feels like when i play on a great carrier reef server
Updated the libraries, will update the documentation soon. Everything is still a wip
is that a box trigger on the right? if so does it automatically have that yellow hitbox or is that something i have to manually make
in general, not for the libraries
Its a box trigger
I was testing it because its added from my scene library and if I entered it, it would trigger an subtle message from the ui library
is there a way to hide the translucent yellow?
Yes just setting its visibility
Progress on my mod libraries.
- TimerLib: A flexible timer system to schedule any kind of event, like running code after a delay or on a repeating schedule.
- SaveLib: A smart save/load system with automatic backups to prevent losing progress on your saved data. Supports both persistent and temporary data.
- PlayerLib: The main player management system that knows when people join, leave, or get in a seat, and can store custom data for each person.
- PermissionsLib: Handles admin/user permission levels, so you can control who uses certain chat commands or features.
- InputLib: Manages all the keyboard and mouse controls with a context system (so controls change for menus vs. gameplay) and runs the chat commands.
- SceneLib: The stage manager for spawning and keeping track of every custom object in the world, with an reusable object pool and grouping.
- PhysicsLib: A powerful physics system that lets cars and planes automatically follow complex paths, and can even respawn them if they crash.
- AnimLib: The animation engine for making objects move smoothly with effects like pulsing, spinning, or following custom sequences, also supports group animations.
- CameraLib: A full cinematic camera system to create custom cutscenes by following pre-recorded paths or orbiting targets or bringing attention to certain objects.
- DialogueLib: An interactive dialogue system for talking to NPCs, with branching choices and a typewriter text effect.
- SoundLib: The sound system for playing sound effects.
- UILib: The UI system for building any kind of menu. Supports subtle menus (See Server Utilities mod), supports traditional window ui.
Damm that sure sounds like it was a lot of work. Lets hope these get the attention they deserve
Lots of work, some libraries (physics library) still need fine-tuning, since its so intricate. Animation library is the largest but it does allow things like this local exampleobject = tm.physics.SpawnObject(tm.vector3.Create(0,300,0), "PFB_MovePuzzleBall") AnimLib.pulse({ handle = exampleobject, loop = true, maxScale = 1.05, minScale = 0.95, speed = 0.2 })
Just one line to apply an animation
Absolute fire mate! I'd like to try and use some of these libraries. I'll check out the documentation on the modding portal.
Not on the modding portal yet, the ones on their are out of date now
SPAWN "PFB_Chirpo_Orange" AT (-8, -0.5, 5) RELATIVE TO "world_center" WITH ID "puzzle_npc"
SPAWN "PFB_Container_Red" AT (-5, 0, 0) RELATIVE TO "world_center" WITH ID "red_button"
SPAWN "PFB_Container_Blue" AT (5, 0, 0) RELATIVE TO "world_center" WITH ID "blue_button"
SPAWN "PFB_TestCollisionTimeline" AT (0, 0, 5) RELATIVE TO "world_center" WITH ID "puzzle_box"
SET FLAG "red_pressed" TO false
SET FLAG "blue_pressed" TO false
END
WHEN player clicks "puzzle_npc" DO
SAY "You must press Red then Blue!"
END
WHEN player clicks "red_button" DO
PULSE "red_button"
PLAY SOUND "UI_Generic_Select_01" AT "red_button"
SET FLAG "red_pressed" TO true
END
WHEN player clicks "blue_button" DO
IF FLAG "red_pressed" IS true THEN
PULSE "blue_button"
PLAY SOUND "UI_Generic_Select_01" AT "blue_button"
SET FLAG "blue_pressed" TO true
RUN SEQUENCE "check_puzzle_solved"
ELSE
RUN SEQUENCE "puzzle_failed"
END IF
END
DEFINE SEQUENCE "check_puzzle_solved" DO
IF FLAG "red_pressed" IS true AND FLAG "blue_pressed" IS true THEN
RUN SEQUENCE "puzzle_success"
END IF
END SEQUENCE
DEFINE SEQUENCE "puzzle_failed" DO
SAY "Wrong order! The puzzle reset."
PLAY SOUND "UI_Generic_negativeFeedback" AT "puzzle_box"
WAIT 1 SECOND
SET FLAG "red_pressed" TO false
SET FLAG "blue_pressed" TO false
END SEQUENCE
DEFINE SEQUENCE "puzzle_success" DO
SAY "You solved it! Here's a reward"
WAIT 1 SECOND
DESPAWN "puzzle_box"
SPAWN "PFB_Barrel" AT (0, 0, 5) RELATIVE TO "world_center" WITH ID "reward_chest"
SET FLAG "red_pressed" TO false
SET FLAG "blue_pressed" TO false
END SEQUENCE```
Some language I made powered by the libraries, its very basic currently in terms of the functionality it has access to
Ported my map maker prototype to babylon from threejs. Maybe it becomes something in the future, just trying things right now
Some progress
That looks excellent. Clean interface and gizmos.
So many models to add 
Who turned on the lights
Having to approach this differently to trailmappers since its a web app
it sort of works on mobile although Im not sure why youd want to do that
Got a map loader running
I think Im going to need a dropdown for the base map. Don't realise that quite a few maps exist till you see them like this
Seems to be handling well
Holy progress! Awesome 🙂 I guess you'll include multiple spawn points? Will you also have a menu maker in this? Heck maybe all your mod making tools can be shoehorned into this app? 😀
That would be the dream, getting it all to work together will be difficult. Not going to be animations for objects like Trailmappers since it’ll impact performance and I’m really not clued up for that stuff embedding into files, also Im not that good with shaders and lightning so won’t be exact match to ingame in appearance. Ridicolas Trailmappers is a lot to follow.
So far I’ve just got the basics, move, rotate, scale, group objects
Aswell as a snapping feature. Still got to add custom models support
Wait Trailmappers 2? 🔥
Some progress today but i've been fighting bugs with the grouping and history, adding undo/redo is not an easy task.
Man this undo/redo is really causing issues
I got the sucker!
Updates on map editor moved to https://discord.com/channels/296562030624899072/1432434370739699764
Mod Libraries are now discontinued. I've refactored the code into a more unified library called TrailKit as it was becoming dependency hell
First map I've been making in a long time. Coming next year.
Nice! That's a lot of Trailmakers in the crowd! 🙂
make them bob up and down
Its a texture. Sadly we cant do transparent textures
probably the best way to do it, right now i'm in pain trying to get my fence to work
Smooth
Nascar :D
is your mapper tool available yet?
Nope, have been busy with other things
@untold lantern found you i have contacted you about both of you Server Utilities mods here is a clip
sorry about the quality of the vid i dont got the nitro lol
So the legacy version bugs when trying to set hp/destroy structure. Did it have these issues before the latest trailmakers update?
nope
then again iv been away from the game for a good month and a half so it could have broken anytime during that time of being away
both the mods never did that before now
when i used the like i said a good month and a hafl ago both mods worked just fine
I'm guessing the latest update changed something with the way block health is handled
Have you tried disabling the auto cleanup
yes
would like them to start working again lol has really been a help dealing with trolls
Sure ill have to try and see whats causing it. When you disable auto performance in the non legacy version. Does the lag go away?
any updates?