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Ragsy 2145

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Everything posted by Ragsy 2145

  1. Wrong forum ... You may want to start with this ... It will help you understand what is required ... once you know how to export a block you are halfway there ... Generally for vehicle you need to import either fbx or obj models into unity ... then using Xyth's multiplatform script you can export into unity.3d files . This is based on unity 2018 but principles are the same Hope this helps Ragsy !!
  2. Vehicle madness Overhaul Mod
  3. Dust is not about at present ....real Life and all ... hopefully he will be back in the not to distant future to update for A19 and for Phase 2 of the mod. regards Ragsy.
  4. Ragsy 2145

    Gnamod

    Wow impressive change log Haidr ...very detailed nice
  5. Yes there are smoking car wrecks ... but we are looking to replace them with more wreck variants in the future, if you do not want the smoking versions you can just comment out the line in blockplaceholders.xml that says <block name="guppyVehicleBlockSedan1Smoking" prob=".8"/> <block name="guppyVehicleBlockSedan2OnFire" prob=".8"/> And start a new save other wrecks will take thier place on the new start ................ Some like them some dont so left them in Ragsy !!
  6. Thanks on behalf of the team .... I tested bdubyah's vehicles 'all in one' and seems to co-exist ok with Vehicle Madness and thats a bonus so far ... bdubyah's Modlets Regards Ragsy !!
  7. Just keep playing the mods ... or pop round and buy him a beer he does it for love of game like we all do 😉 All in one vehicles seems to co-exist with Vehicle Madness so thats a plus Ragsy !!
  8. Mod is available for download now ... enjoy !! link in the OP Feedback on the Harvesting and spawn balance would be welcome !! and yes forgot to say before that the vehicle sounds will get a work over between now and the next Beta version along with the other things we plan to work on stated in the OP. Have Fun Ragsy and Tiger (aka ActiniumTiger)
  9. Never say never ...... maybe we will come up with some ingenious solutions in time Release will be later on Today last minute things and balancing . Regards Ragsy!!
  10. Youre welcome ... Stable dropped sooner than i expected lol I was planning on next friday ... so heavy playtesting going on right now and last minute changes afoot Regards Ragsy !!
  11. The original concept for Vehicle Madness started way back in the early days of A17 and now continues for 7 Days to Die in A21, Guppy handed over the reigns of the project to me (Ragsy) in A18 to rework and develop further the visions we had for vehicle systems in the game. About Vehicle Madness in A21 Features 67 drivable vehicles and 130 plus vehicle wreck variations for the ultimate variety and 46 repairable vehicles Harvest wrecked vehicles to salvage the parts for crafting vehicles on the VM Workbench . You will come across a variety of different types of vehicles in the world that may have repairable versions you can to fix up !! You can either find the 'repairable version' and fix it with the appropriate restoration tool or craft a vehicle on the VM Workbench with parts harvested from the vehicle wrecks in the world. A vehicle restoration kit consists of the following parts that can be found in the world or crafted at appropriate levels on the Workbenches : <ingredient name="Footpump" count="1"/> <ingredient name="BatteryChargerUnit" count="1"/> <ingredient name="VMToolRatchetSet" count="1"/> <ingredient name="HotwireKit" count="1"/> .....and a specific tiered tool . Wrench for lower tier repairs , Ratchet for mid tier vehicles and Impact Hammer for High tier vehicles. ****** Dont forget to take some fuel with you as you will need it for the repaired vehicle *****. If you dont come across a vehicle you like you can still craft most of the vehicles by salvaging parts from vehicle wrecks such as: Transmission (and damaged version) Engine (and damaged version) Seats (and damaged versions) Carburetor (and damaged version) Battery (and damaged version) Alternator (and damaged version) Chassis (and damaged version) Body parts (doors, hood, trunk and Fender and bumper) Full Vehicle Madness Style Wheels Wheel Rims Damaged wheels If your vehicle becomes damaged during gameplay you can repair it as normal with the 'vanilla repair kit', dont forget to perk into 'Grease Monkey' to improve the repair kit percentages as vehicles take more damage in A21 after recent changes in vehicle code. We have had to increase the levels of degredation in this version from what we had the A20 version (The A20 vehicle damage systems were intended to get people familiar with the direction TFP where going with vehicles in A21). We have adopted a system where 2x Damaged Parts go towards making 1 good working part along with other smaller items in the recipes. Tires that you find on the ground? They can be picked up! But, they are NOT WHEELS. You must find a wheel rim , these can be obtained by salvaging the vehicles in the world (you may be lucky and get full wheels and a wheel rim during salvage), or you can make a fully functional wheel by adding tire and wheel rim and using the air compressor tool in the Auto-Workbench. There are some full damaged wheels you can collect on the roads to make a full wheel using our 2x damaged = 1 good system. To make the VM Auto-workbench you need to first be able to craft 'normal workbenches' as you will need one to build the full Auto-workbench along with a car lift (craftable) , a compressor and a ratchet set ( craftable and lootable in world) ......you can then, after learning how, assemble the various vehicle parts into the various assemblies to build your custom vehicle. Car body assembly (requires a fully body kit) Electrical subsystem assembly Car engine assembly Car Body Kit Vehicle Madness wheel set ** Vanilla vehicles can be crafted using the existing vanilla parts as before but on the VMWorkbench ( Except bicycle and Minibike), we have left in vanilla items to maintain vanilla compatibility for other vehicle mods that do use vanillla resources as part of thier builds, vanilla parts however will not fit the custom vehicles system build method ** ***** We recommend that you use a bigger backpack modlet such as the ones by KhaineGB as there are many parts to collect. ***** The Vehicle Madness Current Team Ragsy ActiniumTiger A special mention to the testers and thanks for the feedback and bug reports A21 Testers Furious Ramsey and his 'Rebirth Crew'. Guppycur bdubyah 7 Days Community Forum Testers Khayotik Vilesyde Advisor69 Ryguy Acknowledgements : Many thanks to the various modders and contributors helping us make Vehicle Madness better since Alpha 17, without whom this would not have been possible.. Guppycur - Original creator of VM and all round support on the development path so far. Marcus - Sourcing a few hard to find vehicle models Telric - Help on the buffs system in A20. HaidrGna - Spawning system code in A19 and A20 and general support on development. Mumpfy - 'The Texture Guru' for texture reworks for the MotoGuppy bike , NPC Mod van and the Ragsy n Tiger Van (plus his original texture work on A17 version). Random Person - Texture work on the original VM in A17 bdubyah - Donating the first wrecked vehicle pack for beta 1.1 thats still part of VM today and his support. DUST2DEATH - Support feedback and original Development of VM in A17 with Guppycur and the original team . Magejosh - XML Checking and testing for A20 Éric Beaudoin - Vanilla vehicles donated to Vehicle Madness in A20 and A21 versions. Also thanks to valdifer for the Spanish Translations for Vehicle Madness Beta 1.1 and Beta2.0 , feel free to take the current localizations and add more languages. Thanks also go to MikeyUK for adding the missing world entity localisation for Beta2.0 and some work improving Icons. ***** Note: You are not allowed to extract and alter any of the assets in this mod in any way without first gaining permission , these assets must not be used in any venture that attempts to make money out of modding **** Vehicle Madness A21 Download link SMX UI Patch for Vehicle Madness A21 Note: This patch is only needed if you run the SMX suite by Sirrilion Vehicle Madness Localisation française cliquez ici by Rygastan Décompressez le fichier, puis copiez le fichier de localisation dans le dossier de configuration de Vehicle Madness, puis autorisez le remplacement du fichier Localization.txt existant. ***** Please Note : This is an Overhaul mod in modlet form and is required on both Client and Server as with other mods that add new assets. ******* **** Overhaul Modders can use this modlet overhaul as a 'recommended add-on ' if you wish but leaving the core files of vehicle madness intact **** A brand new game save is required as this modlet overhaul adds a lot of new blocks in the game and changes existing ones too !! Failing to start a new save game will break your existing save so be warned up front !!! Changelog Beta 3.0 from the Experimental Version : 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 Changelog Beta 3.0 Experimental : 1. Added more vehicles to the total (Including 3 new vanilla shuttle busses to vehicle pool). Total now is Lots (67) 2. Vehicle spawning removed in this version as has become more problematic in later A20 versions and A21. 3. In light of the above added repairable bicycle block to find for early game and you will spawn in game with a bicycle restoration tool. 4. Added two small moped repairable blocks to spawns that can be restored if you collect the correct materials for the recipe and without any workbench requirements. 5. Added TFP Motorcycle repairable block to spawns that can be restored if you collect the correct materials for the recipe and the Restoration tool can be made in at the vanilla workbench when you get the required player skill level. 6. Added more vehicles to recipes 7. Added more repairable vehicle options to the world (now at 46). 6. Added additional seating via the mod option to a lot more of the vehicles in A21 (Seating Details in Entity Classes file). 9. Changed name of 'Repair tool' to 'Restoration Tool' to avoid confusion with vanilla repair kit. 10. Acid added to vehicle harvesting for Wasteland treasure perk as was missing in Beta2.0. 11. Added electrical wire to vehicle harvesting as you are gonna need lots of it. 12. All vehicles and wrecks have had a texture pass for the new A21 world lighting and unity updates to A21 physics and particle requirements. 13. All Vehicle Madness xml's updated to new A21 requirements. 14. Added lots more vehicle wreck options inc 6 new vanilla wrecks for harvesting (4x4 and Motorcyle Wrecks all 3 stages) Total now 140 variants. 15. Loot re-balance for new Alpha version (again loot amounts keeps changing per alpha point release so feedback appreciated). 16. Workbench compressor and vehicle lift added to recipes and can be crafted along with rachet(Ratchet)set if you cant find them in loot. 17. Removed the Tractor, Fire engine and forklift and replaced with new vehicles. 18. Removed blacked out windows from many vehicles where possible and replaced with clear/transparent /scratched / dirty windows. 19. Changed vehicle exit positions on a lot of vehicles to clear the body coliders on exit ... 20. Changed Physics on a few vehicles that were overly stiff suspensions and some have more roll on cornering e.g Big Vehicles. 21. Fixed a few vehicle placing issues where wheels were in ground on place or vehicle too high. 22. Recipe correction for battery charger, now requires a good battery and not a damaged one. 23. Repairables can be harvested for parts and are no longer fixed ornaments in game if you dont repair them . Changelog Beta 2.0 : 1. Added a lot more New Vehicles into the mix ..bringing the total to 58 for ultimate variety. 2. More wreck variations 80+. 3. Added 30 + Repairable Vehicles that you can repair on roadside with special kits, dont forget to take some fuel with you . 4. 20+ custom vehicles that may or may not spawn in the world with the luck of RWG. 5. Crafting these new vehicles is still an option at the VM Workbench for those harder to find vehicles. 6. New Vehicle Sounds applied for all vehicles. 7. Loot overhaul inline with A20 system ( as usual feedback much appreciated on this area). 8. Our own particle systems for exhausts and vehicle damage. 9. Reviewed and updated storage sizes and vehicle speeds 10. Apocaliptic Style textures for the rustic used look 11. Recipe changes for crafting to help with vanilla engine shortages in the original version . 12. Added more deco stuff to collect on roads .. 13. More wrecks in world specifically on the country roads and reduced loot to balance out the numbers . 14. Support for vehicle mods on all vehicles except the cosmetic option as these vehicles are all custom made textures. Some vehicles have seating mods but not all (example Military Truck has 8 fixed) 15. Numerous of the the original vehicles have had brake lights added and some addition headlights where needed. 16. Added a few decorative advertising boards to world ..these can be harvested . 17. Vanilla Vehicles now require the VM Vehicle WorkBench to build them except the minibike and bicycle. 18. Revisited the vehicle damage scales on blocks ... Targeted individual blocks now and adjusted some down and some more added ... (like for instance vehicles ran into and stopped dead on mailboxes and cactus and so on.. vehicles will not destroy any wood on bridges anymore This system is going to be replaced with vehicles that have individual profiles at some point). 19. Adjusted all vehicles to have lower degredation so when you hit 25% damage level particles are triggered ..so be careful and try not too crash too much 20. Reworked vehicle physics in-line with vanilla settings. 21. Making gas is more expensive and requires more oil shale to craft your own gas. 22. Some vehicles will attach parts/vehicles from player inventory when you get in them , Bicycle - Motorcycle - engines ect ect .... these are only on the 'Pickup style vehicles or open trucks but not all and is still WIP. 23. Added recipes to make the 'repair kit' parts on a workbench if you dont find enough of them in the loot. 24. Changed some stack sizes to help with looting vehicle parts if you do not wish to use the bigger back pack modlets. Changelog Beta 1.1 : 1. Added various new wrecks created by bdubyah for the ultimate salvage variation ( There is only 1 vanilla sedan in chain as required by some POI's and all others are now custom). 2. Tweaked some vehicle speeds and camera positions and some storage on the big vehicles 3. Increased amount of wrecks on roads and in biomes to provide more resources. 4. Experimental block damage changes 5. Added Quad to world spawns and reduced spawns very slightly (feedback on this will be required as catering for server vs single player). 6. Added compressor to EMS and Military loot options , increased probabilities in automotive and rare automotive loot as were too rare before. 7. Removed damaged motorcyle part2 from spawn ( will add more motorcycle variant wrecks at some point) Have fun 🙃 The Vehicle Madness Team !!!
  12. Vehicle Madness overhaul will be released for A19 stable this weekend as an ongoing development. ActiniumTiger has joined the 'Pit Crew' for Vehicle Madness and we are actively developing new salvage and build systems as the mod progresses toward a more realistic feel for vehicle salavage and building also along with new vehicles in the future for your driving pleasures Features complete overhaul of the current vehicle harvesting and build systems following on from Guppycur's original visions for vehicles in the game so first new release version to be considered as Beta 1. Reworked vehicle physics systems and convertion to linear lighting on 27 vehicles. I will post in a New Forum Thread as its is a complete overhaul in modlet form. Ragsy !!
  13. Well the previous version targetted only vanilla parts groups so all it added was those to airdrops at a certain probabilty. <append xpath="/lootcontainers/lootcontainer[@id='34']"> <item group="bicycleParts" loot_prob_template="probTemplate0.5to1.0"/> <item group="minibikeParts" loot_prob_template="probTemplate0.5to1.0"/> <item group="motorcycleParts" loot_prob_template="probTemplate1.0"/> <item group="4x4Parts" loot_prob_template="probTemplate0.75"/> <item group="gyroCopterParts" loot_prob_template="probTemplate0.5"/> </append> Its quite possible that If the other mods had added parts to the individual groups above then there may have been a chance of a drop ... but that was dependant on the way they did their mods. Ragsy!!
  14. Updated the Vehicle Parts in Air drops Modlet for A19. With this new version linked to the new tiered system you will get chances of the appropriate vanilla vehicle parts in air drops that correspond to player level. If other vehicle mods have vehicle parts added to the group vehiclePartsTiered you will have chances of getting an air drop with their parts in. I tested this with my new boats (coming soon for stable version) and i got boat parts after i reached greasemonkey level 4 . This will definately not work on all of the vehicle mods out there so be warned but will work in vanilla game also. Download here The old vanilla parts only version is still on my git download and information is here Ragsy !!
  15. Sorry CrazyAluminium it is a modlet purely done to help the vanilla game player. Although if you wanted add the Bdub parts in drops for a personal modlet and not publish it then I think thats the best way to go. I will look at the modlet again soon and I think i may have a way to have it work generically with other vehicle mods provided the other mods add thier vehicle parts to the vehiclePartsTiered loot group . Ragsy !!
  16. I am no longer looking after this modlet .... Gouki has control of it now and can be found in this thread , he may change it or not. In Vehicle Madness mod which I and others are working on we have a system where you can pickup Tires and Rims and make wheels or find damaged ones you can repair in early game , I am going to move the system to get tire , get rim ( Currently tire and hubcap) and place on tire fitting machine to repair and make a functioning wheel in due course. Tire fitting machines will be found in the world maybe with a chance to repair them and place at your base . Ragsy !!
  17. Took a 'small break' from Vehicle Madness over last few days and took another look into the boating scene . Some more additions coming to the fleet for when A19 is released as Stable .... Fishing Boat, RiverBoat and working on a rowing boat option and also found a new toy. Ragsy !!
  18. I honestly have not tried them altogether in A19 , I have used them altogether at same time in A18.4 , I had VM Bdubs Telrics and Manux ...... If your recipes are sorted ok as shown before in the 4x4 Example then check the progression files should be something like this <append xpath="/progression/perks/perk[@name='perkGreaseMonkey']/effect_group/passive_effect[@level='4,5']/@tags">,vehicleRiverBoatAccessories,vehicleRiverBoatHull</append> Thats for my new riverboat modlet thats coming out shortly , each assembly of parts should conform to the new ways so i would check all of the stuff for each mod you have installed , it may be a lot of changes required to fall in line with A19 . <recipe name="BoatPropellerAssy" count="2" craft_time="100" craft_area="workbench" tags="perkGreaseMonkey,learnable,workbenchCrafting"> <ingredient name="resourceForgedSteel" count="20"/> <ingredient name="resourceElectricParts" count="10"/> <ingredient name="resourceMechanicalParts" count="10"/> <ingredient name="resourceDuctTape" count="10"/> <effect_group> <passive_effect name="CraftingIngredientCount" operation="perc_add" level="0,3" value=".5,.5" tags="resourceForgedSteel,resourceElectricParts,resourceMechanicalParts,resourceDuctTape,"/> </effect_group> </recipe> I assume you are using a vanilla game and then adding the mods .... Best take this to private message and i will see what i can do if you dont fix it Hope this helps Ragsy !!
  19. The galley boat is a prototype for Guppycur's 'Medieval Mod 2' ... its huge compared to the riverboat lol It may or may not be used I dont know but there are different period boats to look at though for that project we will see. Regards Ragsy !!
  20. The Riverboat will ready to release for A19 stable after I find the right recipe for it .... its more of a mid to end game boat so when i get a recipe together thats viable will release it, also have updated the Boating Modlet with the smaller boats to linear lighting . Regards Ragsy !!
  21. I think the tags changed for the recipes.xml .... Progression is pretty much the same Think it may be linked to perk as well tags="perkGreaseMonkey,learnable"> Hope that helps you out example from 4x4 vanilla <recipe name="vehicle4x4TruckAccessories" count="1" craft_time="210" craft_area="workbench" tags="perkGreaseMonkey,learnable,workbenchCrafting"> <ingredient name="resourceElectricParts" count="33"/> <ingredient name="resourceHeadlight" count="8"/> <ingredient name="resourceMetalPipe" count="50"/> <ingredient name="resourceSpring" count="4"/> <ingredient name="resourceMechanicalParts" count="16"/> <effect_group> <passive_effect name="CraftingIngredientCount" operation="perc_add" level="0,3" value=".5,.5" tags="resourceMechanicalParts,resourceMetalPipe,resourceElectricParts,resourceSpring"/> </effect_group> </recipe> Reminds me to check recipes in crafting for the Vehicle Madness Revamp Beta I am working on and trying to finalise that after all the physics updates and converting to linear lighting and so forth lol . Although my crafting parts is linked to the Autoworkbench . Regards Ragsy !!
  22. Zombie Atheletes 😂 Nice work !! Ragsy !!
  23. Doh lol ..... thats what you get for doing it live on gitlab instead of uploading the one working on my PC , Thanks Gouki for the spot . Regards Ragsy !!
  24. Have not tested it fully with A19 yet been busy with other projects at the moment (vehicles and physics stuff) , i was going to hold off at least until A19 stable comes out for a update as too many things changing between experimentals. It probably still works apart from the headshots part as that appears to have changed..... if i get a chance i will look at it over next few days . Regards Ragsy
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