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Ragsy 2145

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Everything posted by Ragsy 2145

  1. Vehicle Madness may not work with Ravenhearst as they do a lot of changes to the base game and have thier own code implementations. Regards Ragsy!!
  2. I only ever played the original flatout but yeah that is something if game is still being played online today wow. I will change the name in a future update ;). Regards Ragsy!!
  3. All of the A21 modlets from Myself and Tiger so far are here .... A Team Modlets For A21 Older A20 modlets will be updated as and when we get to them ...... A20 Modlets from me are here for reference https://gitlab.com/Ragsy2145/ragsy-a20-modlets When Tiger is around again he will update the OP on this thread. Regards Ragsy!!
  4. No definitive chart has ever been done as the some of vehicles have been changed / replaced from the first release way back in A17, they will keep changing for each alpha that Vehicle Madness is around ( Models either updated or replaced with new vehicles). This project sort of grew from 26 vehicles in early days to 67 now for A21. If anyone wants to they can document stats stuff if they like and get due credit but it may be a massive job now. Regards Ragsy!!
  5. A few people been asking about this modlet so here it is Download Link click here --->> The Chaos Motorcycle Modlet for A21 Model created by Chaos aka 'Random Person' in this forum Regards Ragsy!!
  6. Yeah thats one of mine .... there are two vehicle variant xmls in that mod , one for my preferred style of flying by default and the other is the original flying style that myself and bdub came up with for bdubs MD500 . I have no problem if you want to release an improved version of either methods. Regards Ragsy!!
  7. Nice I assume that the original author of Harry's Vehicles is inactive at present as usually that modlet does get an update at each alpha for Vehicle Madness and Bdubs Vehicles compatibility. Regards Ragsy!!
  8. Sorry for late reply , Vehicle Madness does not have any custom vehicle mods and only accepts vanilla vehicle mods ? This sounds like an add on modlet you have from another mod maker, so i would check back with them as they may need to add an extra tag to be compatible with Vehicle Madness vehicles. Regards Ragsy !!
  9. No promises but will look into it for the future updates ... Not sure on how that was implemented as it was a server side vehicle mod but shooting from a vehicle rather than fixed guns on vehicles would be the route I would rather take in the long run. Regards Ragsy !!
  10. Sounds logical good work . Regards Ragsy !!
  11. No info is written anywhere on what to do as it is unsupported but in the XML's comments are preceeded with <-- and end with --> to uncomment remove the <-- and --> . The xmls affected are biomes.xml blocks.xml and blockplaceholders.xml Answers 1. Yes 2. Both need the changes Regards Ragsy!!
  12. The Modlet has not been updated to A21 yet as a few real life things came up for ActiniumTiger , I know Tiger was looking to do an update for A21 perhaps send him what you have done so far and this may help him get the mod sorted out. Ragsy!!
  13. Was thinking of adding a helicopter at some point locked to high tier special repair kit as there is a Helicopter wreck in Vehicle Madness .... Although there are a few Mods about adding flying stuff to the game. Thanks an Italian Localization would also be a nice addition. Well we want to have working/partial working Vehicle spawn system back at some point perhaps driven by a quest system or game event and 'on completion' trigger a vehicle spawns in game but thats a way off at the moment as we delve deeper into the changes A21 has bought to the game. The old vehicle spawning system code is still in Vehicle Madness and commented out but is "not going to be supported at all" if users decide to implement and get any issues!! As stated in the update log for A21 it has become more problematic since A20.3 and onward. Regards Ragsy!!
  14. Looking at that pack of vehicles pack Piper has his own spawning block placeholder names so loading it after Vehicle Madness should in theory work. If it is just the AOO vehicle pack then rename the AOO Vehicles modlet to something like ZAOO Regards Ragsy!!
  15. It really depends on 'If' we can find a reasonable model to put in game ... then I am sure we can at some point. Ragsy!!
  16. Added French Localization to the Boating Modlet Version 7 courtesy of Rygastan Ajout de la localisation française à la version 7 du Boating Modlet, gracieuseté de Rygastan. Boating Modlet Version 7 Regards Ragsy !!
  17. Thank you I have added a gitlab link for Vehicle Madness French Localization to the main page just under the Main download links and also here in this post. Merci, j'ai ajouté un lien gitlab pour la localisation française de Vehicle Madness à la page principale juste sous les liens de téléchargement principaux et également ici dans cet article. Localisation française de Vehicle Madness Regards Ragsy !!
  18. Thank you so much for the translations Ryg , I have no objections if you want to post this as a an 'option' for Vehicle Madness under your own name if you wish.. same goes for the translations of the other modlets you have worked on. p.s Same goes for anyone wanting to make translations for Vehicle Madness or any of our the joint Modlets made by Myself and ActiniumTiger Ragsy !!
  19. We can look at that for a future update along with some other vanilla vehicles along the way. Regards Ragsy!!
  20. Pushed a few small updates to the localization.txt file and Items. xml to gitlab today. 1. Added localization for the 'Vespa Restoration Tool' as was missing ! 2. Corrected the M3A Truck, Oldmobile Car and the StationWagon localization description pointer text in Items.xml. Regards Ragsy!!
  21. Putting another working vehicle on top of the flatbed truck will cause the vehicle to have more 'physics mass' which will affect the performance of the flatbed truck both with pulling power and suspension reactions (Plus it will slide off). Unfortunately TFP scuppered our plans to have vehicles picked up and transported to base for repairs . I have some ideas to check out but the most we could do is get a replica block of the vehicle onto the flatbed but again with TFP disabling buffs on vehicles it has messed a lot of mods that relied on vehicle buffs. If we can find a workaround we will make the Flatbed useful at some point . Also the tracked vehicles we developed relied on vehicle buffs so again they are not available in this release sadly. Ragsy!!
  22. You dont need the VMPatchSMXV2 if you do not have the SMX hud changes so you need to delete the SMX patch from the mod folder. Ragsy!!
  23. XML fix for placing Working stiffs truck uploaded to gitlab . Regards Ragsy !!
  24. Yes I can confirm this error , the truck is listed as vehicleVMWorkingStiffsPlaceable in the item placing code and also the Restoration tool code when it should be vehicleVMTruckWorkingStiffsPlaceable Thanks for the report on this and I will upload a fix later .... this is spelt wrong consistantly even in the localisation so will fix that too. Regards Ragsy !!
  25. New Version Uploaded with the fixes below : Changelog Beta 3.0 from the Old Experimental Version 128b : 1. Fixed Interceptor Lights not working 2. Fixed No Icons for some vehicle wrecks in creative menu 3. Fixed Spiker r/h light off center 4. Fixed Military Wheels Textures no AO 5. Fixed Buggy 2 no brake light 6. Added Brake lights to EMS vehicles. 7. Fixed FairHaven Sedan - Indicator lights glowed in daytime 8. Fixed various window textures blacked out in distance during fog durations. 9. Fixed EVO Lancer headlights not aligned to body correctly 10. Fixed Ambulance sellable to trader. 11. Fixed Big Rig1 wreck texture. 12. Fixed Orange EVO interior texture to bright 13. SMX patch for VM updated to A21 for those that use the SMX suite of hud changes No blocks altered so should be ok on existing save on a game restart . new gitlab link in the OP. Edit: Vehicle Madness should now be available if you use the Mod launcher Regards Ragsy !!
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