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A17 Custom Vehicles Modlet


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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]

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TERMS OF USE

 

License:

Creative Commons

Attribution-NonCommercial 4.0

International (CC BY-NC 4.0)

 

In summary:

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

- You cannot ask for money for downloading your mod, if it includes my mod, or a modified version of my mod. Having a link for voluntary donations for you mod is ok.

 

Please refer to the 2 links below for more information on the license:

View License Deed

View Legal Code

 

 

Additional Restrictions

Some Assets in this mod were purchased from the Sketchfab store.

See the list of purchased Assets and their details on my github readme, under the Terms of Use section.

 

The following additional restrictions apply for those assets:

- If you include those 3D Assets in your mod along with my mod or a modified version of my mod, you do not need to re-purchase them from Sketchfab.

- You cannot distribute those 3D Assets individually, or as part of your mod, if you are not including my mod or a modified version of my mod.

- Those Assets can only be present in your mod if they are in a binary file, like a .unity3d resource file.

- You cannot extract those Assets from the binary files using Assets extraction softwares, to modify them further, and then add them back to your mod.

- You cannot ask for money for downloading your mod, if it includes my mod, a modified version of my mod, and/or those Assets from my mod. Having a link for voluntary donations for you mod is ok.

- If you wish to include those purchased assets individually, or make modifications to them, you have to purchase them from Sketchfab.

 

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?

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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]

 

We love it! Thanks you :D

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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 :(

Edited by dutchplayers (see edit history)
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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?

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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.

Edited by Crater Creator (see edit history)
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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.

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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.

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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.

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@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.

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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]

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[ATTACH=CONFIG]27211[/ATTACH][ATTACH=CONFIG]27212[/ATTACH][ATTACH=CONFIG]27213[/ATTACH]

There are many zombie movies have the UH1 Helicopter like The Walking Dead

 

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... :smile-new:

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Hey Manux, excellent modlet you've made. The physics and the whole thing feels like it's apart of the vanilla game. In other words, it's very impressive. I have one question however, are there any plans to make a boat or use the Raft model that's currently in game? Thanks again!

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