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manux

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Posts posted by manux

  1. Update: Human-powered Gyrocopter

     

    A new semi-cheap flying vehicle for the collection, a Gyrocopter powered by the player using pedals like the bicycle.

     

    - No gas required.

    - Progression set to GreaseMonkey 3,5.

    - The Helicopter Rotor has also been moved to GreaseMonkey 3,5 in order to be able to craft this new vehicle.

     

    I didn't play much of A17 and I do not spend much time on things like recipes and progression, so if you have any suggestions on how to make things better for the game experience with this modlet's vehicles, let me know...

    Or you can also simply modify the modlet's XMLs to your liking.

     

    [video=youtube_share;AM6buSS7lbs]

  2. @manux

    Hello, can you separate the manux_JetPack jet particle effects separately? I wanted to add a tail-flame particle effect to the turbine acceleration of the original vehicle, but unfortunately I can't make a particle model, so I had to turn to you

     

    Hi, I'm not sure I fully understand your question, but if you want to add a custom particle effect to a vanilla vehicle, you won't really be able to do that unless you create a full new vehicle that is built the same way as the vanilla one, like I did for the HP 4x4. But that's a lot of learning and work if you don't know how to do vehicles.

  3. Nice work! But I wonder what is next to be added in terms of vehicles? Care to share a teaser?

     

    There's a new one coming out today, won't reveal it till I update :smile-new:

    For future, I'm not sure yet, will depend how much free time I have. There's still lots of optimizations to do on the current vehicles and I will eventually also need to dive again into C# code to port the full A16 mod, but no idea when I'll be able to do that.

  4. Passengers Update - part 2

     

    Another small update to increase the number a passengers, this time for bikes, Quad, Helicopter, and vanilla vehicles.

    Again, I am not setup to test it in multiplayer, so some of the seat positioning may look a bit weird.

    If so, just let me know, and send pics if possible.

     

    2 seats

    - Quad

    - RoadHog

    - HellGoat Bike

    - vanilla Bicycle

    - vanilla MiniBike

    - vanilla Motorcycle

     

    4 seats

    - vanilla 4x4 truck

     

    8 seats

    - Helicopter OH-58

     

    The Helicopter looks big enough to fit a whole multiplayer party, so why not! :smile-new:

     

    You may need to grab and re-spawn the vehicles for number of seats to take effect.

  5. Passengers Update

     

    A small update to increase the number a passengers for vehicles where it makes sense.

    From what I've seen of the game code, vehicles can support a large number of passengers.

    I am not setup to test it, so if any of you can test up to 4 passengers, let me know if it all works.

     

    Vehicles that now have 4 passenger seats:

    - Cicada Car

    - HP 4x4 Truck

    - Monster Beetle

    - Helicopter (was already set to 4 in last update)

     

    Jet Pack adjustments:

    - Player should look better seated with hands on the Jet Pack joysticks

    - Camera a bit closer to the vehicle

    - Jet Pack rotation should now happen more around the center of mass.

    - Jet Pack flying should be a bit more stable.

  6. As someone else who has figured out how vehicles work I wanted to ask about your legal notice here before i post them. What do you consider "and build upon my work" to mean? Does this extend to any vehicle mod released, as you could easily argue that any vehicle mod released hence forward could be seen as building upon your work?

     

    In regards to the person sited as needing credit, you state this person must be you (me, my). Later in the thread you make reference to a team that works on the vehicles. Also you do state that many of the models were not created by you. I need a little clarification here, I'm just a little confused to why one should credit only you? In the case someone else use one of the same resources as you use, as they are freely available to anyone, what would be the outcome then? As they technically wouldn't be using anything you created but there would be no way to tell if they extracted from your bundle or not. I don't mind at all giving credit where it's due, my modlets speak that in volumes but it gets a little iffy when you start demanding credit for things you didn't make. I don't think it's fair for you to lay claim to these models, just a personal opinion.

     

    So can you please clear this legal notice up a bit for me?

     

    Hi Khelldon,

    I will answer in case anyone else has the same questions.

     

    - "build upon my work" simply means taking my mod or part of it and modifying it.

    - Nothing in my ToU prevents anyone from making their own vehicle mod. It would be extremely stupid of me to try to claim that.

    - Credit is stated as going to myself, because except for some of the initial models and textures, and some help I got, I did most of the work. This is even more true in my A16 mod that contains multiple thousands lines of code, and multiple months of work, to make it work the way it works in there.

    - The vehicle team is something fairly new. Mumpfy did some amazing Texture work for the A16 and A17 mod, and Chaos has started to help a bit very recently. If this team really becomes a thing, I will most likely modify the ToU for credit to go to the team.

    - Even thought using the same free models I used would make your mod a bit redundant, you are totally free to use them, they are of public domain. And the last line of my ToU states that you can use the same purchased models I used, if you also purchase them yourself.

    - It's fairly easy to know if you actually started from scratch with the original models or if you extracted mine with something like UABE, since all models I use have been modified. And as you know I also published Unity templates of some of the full vehicles setups on Discord, so you have even easier access to them. So, yeah you could take mine and re-modify them and noone would know. It's just polygons and textures at the end of the day. My only advice with that is it would be better for everyone if you use other models for your mod.

    - The ToU is not there to lay claim to those models, it's there to protect the overall mod work and protect the original creators of the purchased assets. Credit to all original creators is extremely clear and detailed on my github.

     

    I have always been 100% transparent with my work, I have always given credit to the original creators and the people who helped. And everything I've done has always been fully public and done for free, with the hope to help other people make their own cool vehicles for this game. I do this for fun and for others to have fun with it. I don't really care about credits, I have nothing to prove to anyone, my real 3D career has been established a long time ago, and I got enough credits for my work in real life for multiple lifetimes.

  7. After some testing: we cannot walk when leaving the helicopter if the helicopter is in the air. Entering the Helicopter after leaving it is working.

    We have to re-log in order to be able to walk again. Any idea? Logs don't give errors, just a frozen character. After re-logging your toolbelt is emtpy :(

     

    Hi dutchplayers, I cannot reproduce this problem, which version of the game are you using?

    I made those in the Christmas "stable" version.

    Since this mod does not use any custom code, if there is a bug like this, it's most likely a TFP bug that would also happen with other vanilla flying vehicles.

     

    No other ideas come to mind. Can you explain a bit more how you repro the problem?

  8. Sky Update: Helicopter and Jet Pack

     

    New Features:

    - A brand new flying vehicle, the Jet Pack!

    - A simple version of the A16 Helicopter. It does not have the weapons and does not fly as well as my A16 version, because it is not using my A16 code. It uses the A17 vanilla unused Helicopter controller code, which looks like unfinished code.

    - I have defined 4 seats for the Helicopter but I have no clue if it can actually sit 4 players since I am not setup to test with 4 players. It should at least sit 2.

     

    Known issues:

    - All vehicles in A17 are shaky, especially flying vehicles when going up or down. Since I am using the vanilla vehicle controllers, they shake like all others. Hopefully TFP will eventually fix that...

    - Flying vehicles don't seem to actually require fuel for flying them. When not filling them with fuel, they still fly, but no sound comes out of them.

     

    [video=youtube_share;7U7VUzD9iWM]

  9. Update: Monster Beetle and Lights on all vehicles

     

    Changes:

    - New Monster Beetle vehicle

    - Lights on all vehicles

    - Bikes, Quad and Monster Beetle can now Hop (press "C")

    - Adjusted pricing for all vehicles

    - New Big Wheels vehicle part (only for Monster Beetle for now)

     

    Known issues:

    - The Monster Beetle does annoying sounds when the shocks do their work. All vehicles use that sound, but it's more present on the Beetle. I tried to fix it, but couldn't find a solution. There's something weird with how TFP handles sound for shocks.

     

    Special Thanks:

    - Mumpfy: for the great texture work on the Beetle, and also for help with modeling, but especially assembling mesh pieces in the right places to make it look bad-ass. Not all texture maps are final, but it looks pretty good for a first version.

    - Chaos: For modeling and poly-reduction on the meshes, especially the shocks! Chaos might join the vehicle team to help with modeling.

     

     

    [video=youtube_share;vpqBS0liAQM]

  10. Yes, progression is all grease monkey like the vanilla vehicles.

    3,5: Quad and Cicada Car

    4,5: RoadHog

    5: HellGoatBike and HP 4x4

     

    Since my vehicles are all faster/stronger than the vanilla ones, I've put them a level higher than their vanilla counterpart.

    But you can easily change those to your liking...

  11. hello manux, really nice mod, but i have a question

    could you do, in the future, a sport vehicle, like a old camaro or corvette (but with some customs i think)

    or its not possible for you because, you're too bussy?

    bests, ruslan

     

    I'm too busy right now, and at least till march.

    But Xyth will possibly do some tutorials soon, so that more people can start making custom vehicles...

  12. Thats how i have everything. I downloaded the modlet. ModInfo.xml is in there.

     

    So, my next thought that has dawned on me - is this for a ded server side or local player game ?

    im guessing this a local player files.

     

    Works for a regular single player game for sure. For a server you need the modlet both on the server and on the clients. And I guess it's the same when playing multi without a dedi. Basically, every 7d2d install needs the modlets in order to load icons and .unity3d files.

     

    I didn't think of asking you about that, I was certain you were on a regular install.

  13. I took the folder - manux_CustomVehicles_A17_modlet - and dropped it in the Mods folder

    then copied the text from your Localization.txt and pasted it in the games Data/Config/Localization.txt at the bottom of the file

     

    I used the Modlet files I believe as well ...

     

    Is that correct?

     

    UPDATE - this is surely something ive not done properly

    i am working on adding another modlet and same similar issue

    :upset:

     

    Ok but did you download it from my regular modlet or from my sdx modlet version? The folders are named the same, but copying the sdx modlet folder directly won't work.

     

    I also just updated the mod to contain icons for the car chassis and accessories.

    Since you don't seem to be using SDX, this is the download link you need to use: regular modlet

     

    Also, just to make sure:

    - Your "Mods" folder needs to be placed directly in the 7d2d install folder, where the game .exe is.

    - Make sure that inside the modlets folders you have a file called "ModInfo.xml". If instead you have a file called "mod.xml", it means it's and SDX modlet, and won't work.

     

    But if the above were your problems, the mods would not load at all, you wouldn't even be able to add the vehicles.

    So if you can add them, then I'm not sure what your problem is. It's very strange.

    You might want to delete your 7d2d install completely and then do a "Verify integrity of game files" to re-download the latest A17 version...

  14. I just loaded in these modlets - they look awesome - however, and maybe its just like this or maybe i missed something,

     

    but in the crafting menu when I pull them up I dont see any icon, or discrip, I see what I need to craft the vech

    and the name looks like - manux_CicadaCar - or rather a file name.

     

    is this norm ?

     

    I just verified, and I get both the icon and the proper name for the Cicada Car.

    But thanks for pointing this out, because it made me realize that I had no icons for the Car Chassis and Car Accessories! :smile-new:

     

    So, about your problem, how did you install the modlet? I have 2 versions, the regular modlet and the SDX version of the modlet.

    For the Vehicle icons, you need the ItemIcons folder with all its icons for icons to work.

    And for the names, as stated in the OP, if you are using the regular modlet, you need to manually copy the content of the Config/Localization.txt file into your game install Config/Localization.txt file.

     

    Let me know if you are still having issues after checking those.

  15. i have to admit i would love to salvage bits and peaces of the sedans to build my own Mad-max-alike rat sedan. If you could get the mesh and textures implemented that would be awesome. as long as they aren't clean and shiny that is :)

     

    Being able to create custom vehicles in-game from salvaged pieces would indeed be pretty cool.

    I currently don't have much time to work on the mod. I started a new interesting vehicle a week ago, I hope to be able to work more on it this weekend. It is along the lines of a mad max vehicle... ;)

  16. Could this be implemented with one of the in-game sedans as the asset? Then the client wouldn't need to add any resources, and everything would still be server-side?

     

    Or am I missing something?

     

    I don't think the in-game sedans are rigged to be driveable vehicles, they're more like loot container blocks. We would still need to add unity resource files in order to make them driveable.

    The resource files would actually be replicas of the vehicles using their mesh and texture assets, with the addition of a vehicle Unity rig on them.

  17. That Powerpuff Girls car is the best thing ever.

     

    Lol, I guess you're talking about the Cicada car, it does look like it, ah ah! :smile-new:

    It was the first 4 wheels test car I implemented on A16, and decided to keep it, cause it was cute, and player looked funny when driving it.

  18. No, no, 7 Days to Die is the one has a lot of Japanese fans, not me:playful: Yesterday, a Japanese youtuber who has 64000 subs said that he saw my article and was very interested in your vehicles. He said that he is planning on installing and playing it sometime. He and a lot of other people are looking forward to your other vehicles, like the boat. I hope A17 stable comes soon:welcoming:

     

    That's a lot of people. Nice to see the so much interest in the mod, thanks for the publicity! :smile-new:

  19. My blog is all in Japanese, but maybe you can google translate it. I translate and write about 7 days to die vanilla and some mods for it. I hope google does an okay job at translating it. Here's the link to the page that I wrote about your mod. https://ameblo.jp/chikorina0529/entry-12422820994.html

     

    Nice! I tried to learn Japanese many years ago but never got really far, so I used the google translation.

    I like all the details you put for the installation, and the snapshots of the vehicles in-game. 3000-5000 views a day is huge, you must be a star or something. :smile-new:

  20. Works fine on Dedicated Server, tested with 10 players online, You just have to make sure the Clients have the Mod as well as it contains Resource files that they need in order for them to use them.

     

    Good news, thanks FastBurst.

     

    The only problem I can see is that some of the vehicles are pretty heavy (big triangle count on the meshes especially). So if some of you want to have a mad max style battle royale with 16 vehicles, frame rate may drop a bit more than usual. I'll try to make them lower-resolution in the future...

  21. I installed and tried all the vehicles out. They're all amazing, thank you for sharing! I loved them so much, I introduced them on my blog. I now get about 3000 to 5000 views a day on my blog. I hope you don't mind me writing about your modlet.

     

    Glad you like it!

    No problem for talking about them on your blog, more people need to be able to enjoy this :smile-new:

    I'd be curious to see your blog... can you send the address (PM it if you prefer).

  22. Any thoughts on how to get this working on a dedicated server?

     

    Haven't tried, but heard you need mods both on server and clients.

    There's no c# code in this modlet, so it should theoretically be easy to have this work for dedi...

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