Jump to content


  • Content Count

  • Joined

  • Days Won


Everything posted by manux

  1. I made it drain more than the bike when pedaling, but because it's a flying vehicle, with no ground friction, it can cruise for a little while yes. From the testing I've done with the bicycle and the pedal gyro, it seems like stamina only really gets drained when using the "turbo" "SHIFT" HotKey. But maybe my tests were not fully accurate. I'm not sure if there is a way to make it more balanced with the current XML properties, and I don't have much time to play with it. Cranking stamina drain even higher might give you what you want, and may drain even when not in turbo mode... If anyone
  2. By dipper, you're talking about the forks in the front of the vehicle? Is there a reason why you don't want them? The HP 4x4 truck is really just a replica of the vanilla one, with more speed and torque. There's no collider on that front part, so it should not really affect driving or collisions.
  3. yep, Quasimiyao is right. New progression looks like this: greaseMonkey 3 : manux_vehicleCarChassis, manux_vehicleCarAccessories, vehicleGyroCopterChassis, manux_vehicleHelicopterRotor greaseMonkey 4 : manux_bigEngine, manux_vehicleBigWheels, vehicleGyroCopterAccessories greaseMonkey 5 : manux_vehicleHelicopterChassis The rest of the progression for vanilla vehicles is the same as vanilla. Only the vanilla gyro chassis and accessories have been moved to accommodate some of this mod's vehicles. About names, are you using my localization file? Names should be a bit shorter that way. Yo
  4. Yep, that was the secret to getting it there! It's now available on the 7D2D Mod Launcher.
  5. Update: Progression and Loot A small update that just tweaks progression, loot, recipes, along with a couple of other small changes. Progression was changed based on some of Gareee's suggestions, and to better fit with how it is in vanilla 17.1. Changes: - Just like vanilla 17.1, I removed placeable vehicles from progression, which means that if you have the parts for them, you should be able to build vehicles any time. - Better placed vehicles parts within the greaseMonkey progression. For example, Pedal Gyro should now be craftable earlier. - Just like vanilla vehicles, I added loo
  6. I've never actually tried to do that and don't really know how to do it. I'll ask around to get the info in order to do it... Thanks for the suggestion.
  7. Good to know, thanks Gareee. When you say you'd like an alternate bike at the same level as the vanilla motorcycle, is it mainly to have another bike that has another look. So, for looks variation basically? I won't have much time to work on the mod in the coming weeks. But now that Guppy and Dust2Death are also making vehicles, you guys have more choice.
  8. Not sure what's the game max, but if you want to add vehicles try to keep their polygon/triangle count as low as possible. Around 15-20k triangles per vehicle, or less if you can.
  9. That would work, could even have multiple alternate files to cover all cases. Just forge iron alternate recipes in one for example, and then another one for earlier access to vehicles.,,
  10. Glad to hear, thanks for the info!
  11. Hi Garee, I took a look at your suggestions, and I agree with most of it, but I also think that progression is touchy right now, because as you mentioned many more balancing changes may happen, so I don't necessarily want to spend too much time on it. For now, it might be simpler to just keep the original steel recipes but also offer alternate recipes that use forge iron, like the ones you suggest in your second post. And if I also remove all the vehicles progression gating, they would all be craftable at any time, given that you have the parts for them. Here's a short reason
  12. That's awesome Gareee, thanks a lot! Haven't played enough of the game to know how progression really fits a real game. I'll take a deeper look later when I have more time. Thanks a lot for the icon! Will talk to you on discord.
  13. Yes all vehicles are on github. Every time I add a post with a blue "Update" title, it means github has been updated.
  14. Update: New Mono-Hog prototype A monocycle/monowheel type vehicle I quickly prototyped using the RoadHog(motorcycle) model as a base. It's still experimental, but works enough to add it to the modlet. Also, the second vanilla bicycle seat should now have a better placement [video=youtube_share;jue0A-AcKRA]
  15. Hi soldier626, the rotor sound I had in A16 was also controlled by custom code in order to change the pitch dynamically based on it's current speed. Without custom code I could only add a simple rotor sound that doesn't change pitch with speed. I may look into it at one point. Also be aware that most flying vehicles don't need gas to fly right now (TFP bug), and when you don't put gas in it, not sound comes from the engine.
  16. Glad you like it! If you haven't played the A16 version of the mod, the Helicopter flying was way better there. Was all done with custom C# code. And it had weapons too. I will eventually bring back those features to A17, when the build is more stable. The vehicle code still seems unfinished in A17, so I don't want to lose time on stuff that will change. - - - Updated - - - Hi TARCH26, see the answer in the above post about weapons. Basically, not before A17 is more finalized.
  17. no worries, glad it works now, have fun!
  18. If you see some icons from the previous version of the modlet, could it simply be that you updated the server to the latest version, but not the clients? Compare the original modlet folder's content with the one on the server and the one on the clients. They need to be the same. Same XMLs, icons, .unity3d resource files... When things haft-work, it's ususally because some pieces are missing somewhere.
  19. I am willing to help Hixxydubz, but instead of repeating that having it on clients is not the problem, you should test it properly with it on all clients, and also provide more information about your problem. It's the first time you mention that you also have it on one of the clients, and it's also the first time that you say that some icons work. I can't guess your context without the appropriate info. Many are using this modlet with a server without issues, as TopAce6 confirmed in the post above. And he also confirmed that all clients need the mod. I'm not making this up, it was like thi
  20. Like I said, I'm not setup to test with a server currently. The mod may partially work without having it on all clients, but again, to my knowledge, you need it on clients to fully work. And this is theorically true for all modlets that include icons and/or unity resources.
  21. I can't test a server myself, but many seem to be using the modlet without issues (apart from some TFP bugs obviously). There's no custom C# code in this modlet, just XMLs, unity resource files, and Icons, so it should work like vanilla. From what everybody has been saying (unless it changed in a recent update), you do need the modlet on the server and the clients. Only XMLs get pushed to clients by the server, resource files and icons don't. About typos, the original modlet does not have any typos, but what you pasted in the previous post does have some typos, which is why we were telli
  22. A funny Japanese vid done by iihito jyanai, featuring this modlet's vehicles. Can't understand a word, but still pretty funny to watch. Now I know I need to fix the vanilla bicycle's second seat placement. [video=youtube_share;vcrk6XruwoI]
  23. It's not in the original XML files, so this is most likely it @Hixxydubz. - - - Updated - - - If you use a server, you need the modlet both on the server and on the clients. First time I hear about missing icons. Give us more details about your context, I currently have no idea what it could be apart from my above sentence or some typos when modifying the modlet. - - - Updated - - - I couldn't find a way to make boats with just XML. So in order to bring back my A16 boat, I will need to port the C# code. Not sure when I will have time to do it, it's a lot of work, and I'm
  24. One day maybe yes. A mad max interceptor style one could be cool.
  25. Hi soldier626, each vehicle can be a lot of work depending how good the original model is, and I don't have a lot of free time. I also prefer prioritizing new types of vehicles over types that I already have. Since I already have an Helicopter, adding a new one is really not the top priority. More an more people are sending requests to do new vehicles, I would never be able to answer all of them, it's way too much work. But some other modders are starting to figure out how to do vehicles, so they might be up to doing the ones you want...
  • Create New...