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A16 - Custom Vehicles by Manux [SDX]


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Thanks for posting the TOS, you have done TOO much work for others to potentially abuse it. I personally love it so far and my brothers love it too. This is what we have been looking for a LOOOOOOONG time. I personally have about 96 additional vehicles added to my personal server which is awesome and feels more like a well rounded game, just the down side no vehicles we could actually use. This was a perfect fit.

 

Thank you again. So far no issues yet but I will keep you posted as we dive more deeply into it.

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Thanks for posting the TOS, you have done TOO much work for others to potentially abuse it. I personally love it so far and my brothers love it too. This is what we have been looking for a LOOOOOOONG time. I personally have about 96 additional vehicles added to my personal server which is awesome and feels more like a well rounded game, just the down side no vehicles we could actually use. This was a perfect fit.

 

Thank you again. So far no issues yet but I will keep you posted as we dive more deeply into it.

 

That's great news! Really good to hear that you are enjoying the mod and that it was a perfect fit for what you already had.

And super happy to hear that you are having no issues so far!!!

 

So are you telling me that you can see you brothers drive vehicles without issues, the vehicles positions and animations all update properly?

If so, that's amazing, less work for me ;)

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The Beast is actually very good at flattening ground...., and zeds ;)

 

I saw The Beast in action, but all it did was destroy stuff above ground. Not what I want, really. I'd like something that would change density to default values, and, _possibly_, remove blocks above current elevation.

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RIP using these in Ravenhearst. Shame. Credit was going to be 100 percent given of course as i always do, but I had modified a lot of the coding to fit them into our mod (there are a few things which are too restrictive on changes we have made to both xml and dll that i needed to make it "fit") and under the license that would mean it cant be used.

 

Which is cool. Your work on all of this has still been amazing. Hopefully when 17 comes out mods such as this can become more drag and drop friendly. As of now this mod, for the common player, cant be added easily if they are using other backpack mods or other UI mods which is a bummer. Great work none the less.

Edited by JaxTeller718 (see edit history)
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Why can't you use it? I think you're misunderstanding the language.

 

- - - Updated - - -

 

Manu, may want to reword this, I think this is confusing.

 

- You can only add those purchased 3D Assets in your mod, if they are included with my mod. (You do not need to re-purchase the Assets from Sketchfab)

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Why can't you use it? I think you're misunderstanding the language.

 

- - - Updated - - -

 

Manu, may want to reword this, I think this is confusing.

 

- You can only add those purchased 3D Assets in your mod, if they are included with my mod. (You do not need to re-purchase the Assets from Sketchfab)

 

Ok I probably am confusing the wording. I haven't worked much with license wording. I just usually get permission from the modder and ensure I credit. I dont want to step on any toes or possibly cause any trouble with this with anyone. Forgive me if indeed I read way too much into it.

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Ok I probably am confusing the wording. I haven't worked much with license wording. I just usually get permission from the modder and ensure I credit. I dont want to step on any toes or possibly cause any trouble with this with anyone. Forgive me if indeed I read way too much into it.

 

Hi Jax,

I will try to reword my Terms Of Use. It is actually extremely permissive.

I'm not sure I understand where the confusion comes from. English is my 2nd language, so maybe I didn't use the right wording.

 

You can totally modify the mod:

"- This license lets you remix, tweak, and build upon my work non-commercially, as long as you credit me in your mod."

 

And the additional restrictions for the purchased 3D Assets, are just there to insure that noone uses the purchased Assets on their own, without my mod, or a modified version of my mod. And there currently is only 2 purchased Assets, The Beast and the Quad.

 

EDIT:

I made some modifications to the TOS and Additional restrictions. Let me know if this is more clear...

Also let me know if this still prevents you from using my mod in your mod. My goal is to have anyone be able to include my mod in their mod as easily as possible, I really don't want to put sticks in modders wheels, I just want to make sure that everybody plays a fair game and that the authors of the purchased 3D Assets I'm using are not being exploited ;)

Edited by manux (see edit history)
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So, I saw a comment about vehicles and water... any chance of getting a boat? I'll settle for a canoe or a raft!

 

Boats are on the list of things to do yes, but I first want to make sure that MP works properly.

 

About The Beast, I'm not sure I understand what you are looking for. The Beast, can destroy any blocks from it's current elevation, up to around 7 blocks above it's current elevation (all controlled by the height at which its animatable bucket currently is).

So you can totally level a terrain flat with it. Just keep the bucket down and don't drive too fast.

And you can also change all of these settings in the XMLs.

 

The Beast cannot add matter to blocks under it that have less than 100% density, if this is part of what you are looking for. I could look into something like that at one point, if this could be useful...

 

Here's a portion of one of my vids where it shows flattening part of a terrain:

Actually the link does't seem to want to go to the right time in the vid, even thought it includes that vid time.

Just go to 52s in the vid.

[video=youtube_share;tAwpDKaP1w0]

Edited by manux (see edit history)
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Any chance you could make a version of this mod without all the ui edits?

 

What are you looking for exactly?

The ui edits all create new window_groups, windows and controls, they don't modify the vanilla ones.

Only the vanilla windowBackpack and vanilla windowVehicleStorage are slightly modified to add the new UI buttons.

But the size and everything else for those 2 should be intact.

 

So if you don't put the VehicleXuiName xml property on a vehicle's entity_class, it should fallback to the vanilla UI, except that it will still have the new UI buttons.

 

It should be the same for the bigger backpack version, except that in that case it modifies the S420 windows that originally came from your Simple UI mod.

 

If you want absolutely no UI changes, you could simply delete the content of all the UI files, and remove the VehicleXuiName property on all vehicles entity_class.

The UI files are:

- Config\ui_edits.xml

- Config\biggerBackPackMod\ui_edits_forBiggerBackPackMod.xml

 

The ui file under Config\regularBackPack is already empty. It's just there to deploy nothing for bigger backpack when you don't build with my bigger backpack mod.

 

Keep the UI files in the mod, because some C# code is looking for them.

 

And ff you delete their content, you will also possibly need to modify the parts nodes in the vehicles, because it won't have the 2 additional slots for the weapons. It may still work even if it doesn't have enough slots to show everything, not sure...

Edited by manux (see edit history)
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What are you looking for exactly?

The ui edits all create new window_groups, windows and controls, they don't modify the vanilla ones.

Only the vanilla windowBackpack and vanilla windowVehicleStorage are slightly modified to add the new UI buttons.

But the size and everything else for those 2 should be intact.

 

So if you don't put the VehicleXuiName xml property on a vehicle's entity_class, it should fallback to the vanilla UI, except that it will still have the new UI buttons.

 

It should be the same for the bigger backpack version, except that in that case it modifies the S420 windows that originally came from your Simple UI mod.

 

If you want absolutely no UI changes, you could simply delete the content of all the UI files, and remove the VehicleXuiName property on all vehicles entity_class.

The UI files are:

- Config\ui_edits.xml

- Config\biggerBackPackMod\ui_edits_forBiggerBackPackMod.xml

 

The ui file under Config\regularBackPack is already empty. It's just there to deploy nothing for bigger backpack when you don't build with my bigger backpack mod.

 

Keep the UI files in the mod, because some C# code is looking for them.

 

And ff you delete their content, you will also possibly need to modify the parts nodes in the vehicles, because it won't have the 2 additional slots for the weapons. It may still work even if it doesn't have enough slots to show everything, not sure...

 

It's not first time people have questions/concerns with the UI. Seems like many would like to use their own UI or bigger backpack mod.

So one thing I could maybe try to do, is make the UI part a separate SDX mod.

The problem with that is that weapons need 2 more slots, so does that mean I should put the weapons in a separate mod too?

And those additional slots could also be used for other types of custom parts. I was even thinking about adding 2 more for future upgrades.

 

But with A17 down the road, and parts not being part of it, I'm not sure it's really worth putting more efforts on things that are meant to disappear.

 

Also, what about the custom storage sizes, should that also be split?

 

I can still look into splitting the UI. Just let me know what you guys think about all that, and about the weapons and custom storage sizes...

Edited by manux (see edit history)
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Sneak Peek of incoming features

 

Here's a first draft of what I've been working on: water floating vehicles.

This new feature will enable adding new vehicles like: boats, submarines, amphibian vehicles, etc...

 

I'm also showing the improved AirTight feature at the beginning of the vid.

An AirTight vehicle now:

- prevents you from getting wet

- keeps you at ideal temperature (heater and air conditioning)

- And I fixed multiple bugs with it, for example you can now get inside the vehicle when it's in water.

 

I should be releasing a new version with those features somewhere this week...

 

[video=youtube_share;5mRM8oo-5Rc]

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So far so good on testing on Dedicated server with the Mod, haven't seen any issues so far on our end. Granted this was only tested with 4 players online. Not sure how much it would change with say 16 or 32 players online.

 

That's really good news!

So the vehicle positions and animations update properly when you look at other players driving vehicles?

Thanks a lot for the feedback, let me know if you get any problems in the future...

 

If you play with more players, there will most likely be performance hits, some of the vehicles in the mod are pretty heavy on the mesh size and textures. And there is for sure an additional overhead with all the new evaluations that the vehicles code trigger.

We will eventually need to make more low-resolution vehicles if we want to have many players driving at the same time in something like a Mad-Max style battle royale! ;)

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@Manux Can be possible to use this mod in A17 or they dont work except A16...?

 

A lot of code has changed in A17, this mod will need to be ported to A17 in order to work.

I don't know yet how much time this will take since I haven't yet seen what code changes affect my mod's code.

I hope it will be a quick port, but since they changed a lot regarding vehicles, it could take me a while to make a version that works in A17...

But it will for sure be one of my priorities when A17 releases...

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Nice.I waiting for some boat mode.Plan is to build base on some small island or lake.

When the boat will be available for download?

Tnx

 

I'll try to release a new update this week. But with first version of A17 releasing, I also would like to take time to look at that...

 

What do you guys think? You want an A16 version of the boat, or prefer having me spending my time looking at A17 for a future port of the mod?

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