Author Topic: Is there anything still missing in Multiplayer mode?  (Read 6652 times)

St. Jimmy

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Janne, is there a valid reason why Wreckfest when it goes online, treat the skin files that use vepa files as a modded game so we can't join a stock host or server when using custom skin that use vepa?

vepa files lets the skinners add custom skins without overwriting stock skins and when cars have only 1-3 skins, it let us have more skins to pick from for these cars.  :D
Good question, because editing the actual .vepa files doesn't trigger modded game. Just adding more of them triggers it.
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RickyB

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vepa files lets the skinners add custom skins without overwriting stock skins and when cars have only 1-3 skins, it let us have more skins to pick from for these cars.  :D
Good question, because editing the actual .vepa files doesn't trigger modded game. Just adding more of them triggers it.
Maybe the problem is something like this - For example, if vanilla game has 5 skins for a car but my modded version has 10 slots and uses skin 7 - what skin is the vanilla version (of the other players) supposed to use when it only has 5? The vanilla game probably doesn't know what to do with that? Could maybe choose a random one but I guess BB would have to write some code specifically for that.(?)

sam223

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It could revert to a default i guess like it does when its missing a texture. Thats basically what ive done with my mod,packed 25 additional .vepas into the mod and flagged them as disabled (so they dont show up in game). Then when people make their own custom skins they can take control of a disabled .vepa and bypass the anticheat.

2 things id like to see;
1) Export race result to .txt
2)Image texture line within any part file. So you can have multiple versions of 1 part. Multiple driver overalls,clean/rusty engine,different coloured steering wheels,full decal number options (1-999) without wasting parts slots. Same system as is used for rims,but for any part.
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Zebulon55

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It could revert to a default i guess like it does when its missing a texture. Thats basically what ive done with my mod,packed 25 additional .vepas into the mod and flagged them as disabled (so they dont show up in game). Then when people make their own custom skins they can take control of a disabled .vepa and bypass the anticheat.

2 things id like to see;
1) Export race result to .txt
2)Image texture line within any part file. So you can have multiple versions of 1 part. Multiple driver overalls,clean/rusty engine,different coloured steering wheels,full decal number options (1-999) without wasting parts slots. Same system as is used for rims,but for any part.
Blank to 999. I like to make my own numbers on some skins. 8)

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Janne Suur-Näkki

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For the skin thing, RickyB is on the right track - since the data needs to be in sync for all clients it was done like this, i.e. it's not possible for some clients to have more slots than others.

There are some significant changes coming in the skin department.
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Zebulon55

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There are some significant changes coming in the skin department.
 
I figured as much, and so haven't created a skins mod yet.

Will we get to see those changes in a build before release, Janne?


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Janne Suur-Näkki

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While I cannot share any specifics at the moment, that's the plan.
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