Bugbear Community

Wreckfest => News => Topic started by: Team Bugbear on April 20, 2016, 03:53:00 PM

Title: Update 2016-04-20: Modding Support!
Post by: Team Bugbear on April 20, 2016, 03:53:00 PM

We’re back with a bang and you read it right: the latest update to Wreckfest adds an official vehicle modding support for both single and multiplayer, something that obviously many of you have requested to make Wreckfest an even more thrilling, unique experience. A recipe for awesomeness!

We’re providing you all the tools you need to export your vehicle model from Autodesk 3ds Max and then set it up correctly. The provided TGA to BMAP texture compiler can be used for other modding purposes as well, not just for vehicles. Be aware that since this is the first time ever that mods are officially support by the game it’s very likely that there will be quite a few hiccups along the way to make Wreckfest a robust platform for modding. Please also note that many things will still change and there is no guarantee that your mod will not break in a future update (or every update!).

To create a new mod first you should create a folder under “mods” that will contain your mod data. You can name the folder as you wish, for example ‘mods/MikesPowerMod’, ‘mods/SamsVehiclePack’, and so on are all valid names. You can create as many mod folders as you wish, so it’s definitely a good idea to create an own folder for each mod. The mod folders should have the same structure as the game’s main data folder (so first subfolder will be ‘data’), but only contain edited or new files. After you’ve created your car, you can enable in in the in-game mod manager found in the garage and it will appear in the in-game marketplace (price can be set to 0).

More instructions can be found in the game’s ‘tools’ folder.

Things to note:

Other changes and new stuff in the update:

As always, thanks for sticking with us!

Title: Re: Update 2016-04-20: Modding Support!
Post by: The Very End on April 20, 2016, 03:57:02 PM
Great! Downloading now, thanks :)
Any plans on implementing custom tracks too / support for that?

Edit: It says "other mods too", does that mean track support????? :O
Title: Re: Update 2016-04-20: Modding Support!
Post by: Antsaboy on April 20, 2016, 03:59:10 PM
This is so cool! Downloading now. I'm sure the modders will be very happy about this
Title: Re: Update 2016-04-20: Modding Support!
Post by: Majatek on April 20, 2016, 04:06:16 PM
Oh man, I'd love to join in and have fun - unfortunately my surge board fried itself and took out my GPU.

Good to see that Wreckfest is still getting updated! :)
Title: Re: Update 2016-04-20: Modding Support!
Post by: CrashsTestsFr on April 20, 2016, 04:25:56 PM
Hurray !
Title: Re: Update 2016-04-20: Modding Support!
Post by: Tgrooms on April 20, 2016, 04:28:24 PM
Any support for custom engines in the Bag program. If so can someone explain how to use it?
Title: Re: Update 2016-04-20: Modding Support!
Post by: TheyLiveWeSleep on April 20, 2016, 04:29:40 PM
Owh nice! Being able to mod will make a game live long and you guys picked one proper date here 4-20 can it get any better :P :P your probably high right now
Title: Re: Update 2016-04-20: Modding Support!
Post by: Jake97 on April 20, 2016, 04:43:34 PM
Great news :)
Title: Re: Update 2016-04-20: Modding Support!
Post by: St. Jimmy on April 20, 2016, 04:47:37 PM
Care to say more about valid characters in the mod name? Can it be mods\Jimmy's Car or mods\Jimmys Car  ?

Or does it need to be with _ and ' etc. marks aren't allowed? Also if it would be nice if _ is converted as a blank space when reading the mod name in game or something.
Title: Re: Update 2016-04-20: Modding Support!
Post by: TPEHAK on April 20, 2016, 04:55:06 PM
Woohoo!
Title: Re: Update 2016-04-20: Modding Support!
Post by: Finsku on April 20, 2016, 05:30:49 PM
I'll test modding my 3d car right now! Thanks BB!!

EDIT: Okay, it wasn't that easy. I think I have to make new model...


Total parts in this example car: 78


All parts


All parts with physics  :P
Title: Re: Update 2016-04-20: Modding Support!
Post by: Daystar on April 20, 2016, 05:39:09 PM
Yay! Thanks Janne! downloading now... and really cool that we got this update on 4:20 haha!!! cannot wait to make some cars! wooot!!!
Title: Re: Update 2016-04-20: Modding Support!
Post by: Janne Suur-Näkki on April 20, 2016, 05:48:32 PM
Tgrooms
Yes, you can create custom engines and actually ANY part with BagEditor, a custom version of the in-inhouse tool we use. Take a look at the example vehicle to get you going.

The Very End
We're still working on the track modding support to make the pipeline easier.

St. Jimmy
I'm actually not sure if spaces are supported because I've never tried using them but it's probably not a good idea use them or any fancy special characters. In any case it's just the name of the folder, your car can be given a proper in-game name in BagEditor.
Title: Re: Update 2016-04-20: Modding Support!
Post by: Facial_Burns on April 20, 2016, 05:53:08 PM
thank you the steam message and proifle option is really helpful
Title: Re: Update 2016-04-20: Modding Support!
Post by: The Very End on April 20, 2016, 06:03:22 PM
Thanks for reply :) Doing some tests on the AI agressiveness. However, what are the absolute values? Is 1 max, since it's allways 0.xx or what? Could be nice knowing what value range some of the settings have.

EITHER WAY, will try it out and see what it does, thanks!
Title: Re: Update 2016-04-20: Modding Support!
Post by: GreaseMonkey on April 20, 2016, 06:07:51 PM
This is great news. Are there any plans to support other modelling software? I'd love to make some cars for this game but I work exclusively with Blender.
Title: Re: Update 2016-04-20: Modding Support!
Post by: TheyLiveWeSleep on April 20, 2016, 06:17:10 PM
Will there be a way to share mods with eachother? I am no modeler so i will be relying on people who make stuff to have my fun until i learn some modeling myself.
Title: Re: Update 2016-04-20: Modding Support!
Post by: Daystar on April 20, 2016, 06:19:09 PM
This is great news. Are there any plans to support other modelling software? I'd love to make some cars for this game but I work exclusively with Blender.

I also would like to know! perhaps Tapio can tell us here in the forum some tips to streamline (help) us with modeling tips... granted he has some spare time to help.
I for one use e-on Vue 10 xStream... it does have 3sd max support, however i do not have 3ds max app ooops lol
Title: Re: Update 2016-04-20: Modding Support!
Post by: Daystar on April 20, 2016, 06:21:41 PM
Will there be a way to share mods with eachother? I am no modeler so i will be relying on people who make stuff to have my fun until i learn some modeling myself.

Jelco... no worries. I believe I can make you a Marry Jane car with good plant designs on your car haha!!! :P no worries buddy.
Title: Re: Update 2016-04-20: Modding Support!
Post by: Devin on April 20, 2016, 06:22:43 PM
I just searched through the game files and tried the new modding tools. I am not even kidding: This is the most well-done mod support I've ever seen in any game ever! The tools are top notch and there's barely anything left that I wish would be added related to mods :D

The only thing I wish for is basically the thing I posted on steam earlier, regarding skins (and now mods, yay!):
Mods are hosted in the steam workshop and missing mods/skins will be automatically downloaded upon joining a server. This will make sure there's no "missing mod" mess like in Garry's mod, rFactor and other games with similar mod support. Apart from that, you guys are modding gods! Thank you!
Title: Re: Update 2016-04-20: Modding Support!
Post by: McToFf3l on April 20, 2016, 06:31:17 PM
Can some one make us a SAAB 99? I love the car but I dont know how to use modeling programs. Would be happy if some one make it and posted a screenshot  :)
(http://1.bp.blogspot.com/-xrwypnv4vSg/UFg9Xl5saHI/AAAAAAAAAU8/U__i0R1imWo/s1600/kva%25CC%2588llsrace11-saab99.jpg)
Title: Re: Update 2016-04-20: Modding Support!
Post by: Janne Suur-Näkki on April 20, 2016, 06:48:24 PM
GreaseMonkey
We currently have no plans to support other software (we only use Max in-house), but it's not out of the question in the future.

TheyLiveWeSleep
Yes, mods can be shared by simply zipping the mod folder and putting it up for downloading.

Devin
Thanks! Yes, Steamworks support is definitely something we want to add in future. For the most part these are the same tools we use to develop the game (sans version control) so there shouldn't be too many limitations on what you can achieve. Even so you guys will most likely encounter all sorts of issues when you get the ball rolling, but just let us know and we'll try to help. Aand yes, it will be easy to break the game's physics by playing with vehicle physics, so much fun :)

Title: Re: Update 2016-04-20: Modding Support!
Post by: The Very End on April 20, 2016, 06:54:41 PM
GreaseMonkey
We currently have no plans to support other software (we only use Max in-house), but it's not out of the question in the future.

TheyLiveWeSleep
Yes, mods can be shared by simply zipping the mod folder and putting it up for downloading.

Devin
Thanks! Yes, Steamworks support is definitely something we want to add in future. For the most part these are the same tools we use to develop the game (sans version control) so there shouldn't be too many limitations on what you can achieve. Even so you guys will most likely encounter all sorts of issues when you get the ball rolling, but just let us know and we'll try to help. Aand yes, it will be easy to break the game's physics by playing with vehicle physics, so much fun :)



How does the AI agressive work really? I have tried tweakin settings like agressiveness and likelyhood to hit a player. Howevere - it does not seem to do anything even if I set high values for the AI to hit the player. Is there some magic tricks here to let the AI only focus on the player instead of other AI cars (this in data/vehicle/(the cars)/ai/profiles(both standard and agressive)?
Title: Re: Update 2016-04-20: Modding Support!
Post by: TheyLiveWeSleep on April 20, 2016, 07:01:30 PM
Will there be a way to share mods with eachother? I am no modeler so i will be relying on people who make stuff to have my fun until i learn some modeling myself.

Jelco... no worries. I believe I can make you a Marry Jane car with good plant designs on your car haha!!! :P no worries buddy.

Yeah us wreckfest people can always share things on here. Maybe a new forum page needs to be opened just for modding releases just like beamng has it  :D
Title: Re: Update 2016-04-20: Modding Support!
Post by: sam223 on April 20, 2016, 07:16:57 PM
Awesome stuff Jannes. Ive been waiting years for this :)
Title: Re: Update 2016-04-20: Modding Support!
Post by: Tonza on April 20, 2016, 07:25:40 PM
Will there be a way to share mods with eachother? I am no modeler so i will be relying on people who make stuff to have my fun until i learn some modeling myself.

Workshop support would be an easy way, but I don't know how easy it is for them to get the workshop support.

But there is always p2p file sharing sites where people can share the mods.
Title: Re: Update 2016-04-20: Modding Support!
Post by: Janne Suur-Näkki on April 20, 2016, 07:38:42 PM
The Very End
To make all AI hit the player as often as possible, max out Bump Aggression Against Human, minimize Bump Cand Rand Interval Min and Max and put 0 to Bump Min Speed.

Bump Aggression Against Human is actually the chance player is selected as a target when they're nearby, i.e. 1.0 = 100% chance.

Bump Cand Rand Interval is used to determine the time slot how often then AI will look for a suitable target; i.e. the higher the values the seldom AI will look for a target.

Block and Overtake Aggression are not used currently.
Title: Re: Update 2016-04-20: Modding Support!
Post by: sam223 on April 20, 2016, 07:41:13 PM
Will there be a way to share mods with eachother? I am no modeler so i will be relying on people who make stuff to have my fun until i learn some modeling myself.

Workshop support would be an easy way, but I don't know how easy it is for them to get the workshop support.

But there is always p2p file sharing sites where people can share the mods.
Once we've had time to have a play and understand the process i will be looking to set up a little mod team for ease of distribution to servers and players. Like whats been done with rfactor and online bangers. Big 1 time download with everything in it
Title: Re: Update 2016-04-20: Modding Support!
Post by: The Very End on April 20, 2016, 07:43:09 PM
Thanks for the insight, and it's fun knowing how things are weighted :)
I did those you mentioned, and did make a copy of the profile into every car to make sure the AI share this personality. But, it seems it just ignores me, or seldom at all targets me. This in derby of course. Screenshot of current setting:
(http://s31.postimg.org/5l4qffa1n/Untitled.jpg)
Title: Re: Update 2016-04-20: Modding Support!
Post by: Janne Suur-Näkki on April 20, 2016, 07:46:18 PM
The Very End
Right, that explains -- the aforementioned settings are only for Race. For Derby settings scroll down a bit and look for Derby Target Player.
Title: Re: Update 2016-04-20: Modding Support!
Post by: The Very End on April 20, 2016, 07:49:34 PM
Is it 1 = 100% here? Still will not hit me hehe. Is there some distance calculation here at work? Could I force it to something like "look around for 500 yards, if player x is present, focus player ignore AI cars"? I know it's all silly and all, it's just a small nostalgy trip for the Total Destruction mode from Destruction Derby 2 - how long can you survive kind of thingy.

Edit: Put it to 999, still same results hehe.
Title: Re: Update 2016-04-20: Modding Support!
Post by: Purple44 on April 20, 2016, 08:11:37 PM

The Very End
We're still working on the track modding support to make the pipeline easier.


Looking forward to track modding support. I definitely would want an easier way to make new startpoints for the cars, instead of using trial and error method with a hex editor to make startpoints for Cops and Robbers.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game/startpoints/derby-startpoints-24-deathmatch.jpg)

About using 3ds Max, this a very expensive program to have. Could there be a way the community could share a 3ds Max program. If there a way for register player to login into 3ds Max, maybe we can set up a schedule for 1 hour segments, maybe allow a player to have 2 segment times in a row ( 2 hrs ) to work with 3Ds Max. We could pay say $20 for a 3 month fee and guarantee a minimum of hours in that 3 months. There like 2100 hrs in 3 month, could guarantee a 1000 of them hours, when you used up you guarantee, then you can use the left over hours where there a free slot open. This need to be workout more, but just throwing it out there if something like this possible?

PS - Janne, you see my PM sent Sunday night my time?


Will there be a way to share mods with eachother? I am no modeler so i will be relying on people who make stuff to have my fun until i learn some modeling myself.

Workshop support would be an easy way, but I don't know how easy it is for them to get the workshop support.

But there is always p2p file sharing sites where people can share the mods.

https://www.mediafire.com/ is a good place to share files. Been using it for a few years now.
Title: Re: Update 2016-04-20: Modding Support!
Post by: Mortal on April 20, 2016, 08:26:03 PM
Impresive! Thanks jannes and team, this point will do that together an incredible game, we can now storm the sky, thank you very much, a great joy for all.
Title: Re: Update 2016-04-20: Modding Support!
Post by: Devin on April 20, 2016, 08:51:10 PM
Devin
Thanks! Yes, Steamworks support is definitely something we want to add in future. For the most part these are the same tools we use to develop the game (sans version control) so there shouldn't be too many limitations on what you can achieve. Even so you guys will most likely encounter all sorts of issues when you get the ball rolling, but just let us know and we'll try to help. Aand yes, it will be easy to break the game's physics by playing with vehicle physics, so much fun :)

Thank you very much, this is just awesome! :D

I've already encountered a big issue :P When trying to open .scne files from older tracks, for example sandpit0_base.scne, BagEdit crashes. I've tried to copy the necessary values to a working file of the current build by using a hex editor, but then the game (and BagEdit) crashes upon loading the track. Is there any documentation on the file type .scne so that we can edit those when the editor fails?

I guess you know what I'm currently trying to achieve :P Just asking though, since this is something I'm really interested in.
Title: Re: Update 2016-04-20: Modding Support!
Post by: Mazay on April 20, 2016, 08:56:01 PM
Finally official mod support! Awesome!

The mods folder structure seems especially clever. Lets you edit everything from maps to cars.
I made custom textures to maps and it works just the way it should. I didn't lose rewards or leaderboards. Seems like good thinking.
Title: Re: Update 2016-04-20: Modding Support!
Post by: Janne Suur-Näkki on April 20, 2016, 08:59:53 PM
Devin
You're doing WHAT? :D I guess there has been many changes in the asset builder since the old tracks were build that it's not possible to open them anymore.

I'm afraid there's no documentation on the scne format, at least not at the moment.
Title: Re: Update 2016-04-20: Modding Support!
Post by: DD-Indeed on April 20, 2016, 09:36:30 PM
Thanks again, we investigate, that can we add some new derby maps to the game from current maps. I already asked about it and made a topic, but now we can make them on our own and test out, that would they even work on the game by your standards. And if they meet your requirements, you possibly could include in the game as standard. :)
Title: Re: Update 2016-04-20: Modding Support!
Post by: Purple44 on April 20, 2016, 09:51:20 PM
Thanks again, we investigate, that can we add some new derby maps to the game from current maps. I already asked about it and made a topic, but now we can make them on our own and test out, that would they even work on the game by your standards. And if they meet your requirements, you possibly could include in the game as standard. :)

You figure out how to set Wreckfest to derby on the tracks? or you swapping a track into a derby pit track folder? Or doing something else DD-Indeed?
Title: Re: Update 2016-04-20: Modding Support!
Post by: Devin on April 20, 2016, 10:44:49 PM
Devin
You're doing WHAT? :D I guess there has been many changes in the asset builder since the old tracks were build that it's not possible to open them anymore.

I'm afraid there's no documentation on the scne format, at least not at the moment.
Well, someone requested the old sandpit, so I gave it a shot :P The objects are still present in the old scene file, but the editor can't load it. Hex editing a working file will have the same result, even if I only add stuff that should be working in theory. Either that or the scne files are actually zipped or something :P

I still hope for a way to re-make the old track from the old values, but they are hard (if possible at all) to read for a human, so I can't figure out what to to in order to remake the old sandpit. Even if I could, it would take an unnecessary amount of time to add all these objects. Is there any way to convert the file to the latest version or fix the editor's crash when trying to read it? It doesn't even say anything about the crash in the log, which is quite weird :D
Title: Re: Update 2016-04-20: Modding Support!
Post by: DD-Indeed on April 20, 2016, 10:57:25 PM
Thanks again, we investigate, that can we add some new derby maps to the game from current maps. I already asked about it and made a topic, but now we can make them on our own and test out, that would they even work on the game by your standards. And if they meet your requirements, you possibly could include in the game as standard. :)

You figure out how to set Wreckfest to derby on the tracks? or you swapping a track into a derby pit track folder? Or doing something else DD-Indeed?


Not possible currently, just found out. Gosh, I was hoping to finally do something new!
Title: Re: Update 2016-04-20: Modding Support!
Post by: conso1727 on April 20, 2016, 11:32:14 PM
Custom AI sets are already ready to work with? If so, what do I need to tweak to have them as selectable?
Title: Re: Update 2016-04-20: Modding Support!
Post by: findRED on April 21, 2016, 12:45:51 AM
Woooooo!!!!!

Time to run into the engines (pun --get it?) and see what crazy and rl stuff I can make!
Title: Re: Update 2016-04-20: Modding Support!
Post by: FalconXY on April 21, 2016, 01:18:29 AM
Wow this is great ! Thank you Bugbear for this editor.  :D

Great stuff to do with that.

We can change the chase camera FOV and height now.
Carcameras file within the data/property/settings folder.

To edit it place it in the mods folder under mods/data/property/settings and open the file in editor.
I have not tried it yet if it gives good results.

But I am missing the GMPL file support in this editor. So we can't work on the game modes.  :(

Title: Re: Update 2016-04-20: Modding Support!
Post by: Purple44 on April 21, 2016, 01:53:53 AM
Wow this is great ! Thank you Bugbear for this editor.  :D

Great stuff to do with that.

We can change the chase camera FOV and height now.
Carcameras file within the data/property/settings folder.

To edit it place it in the mods folder under mods/data/property/settings and open the file in editor.
I have not tried it yet if it gives good results.

But I am missing the GMPL file support in this editor. So we can't work on the game modes.  :(

Thank Falcon for the info. I been wanting to raise the chase cam forever. Falcon if edit this file, does game become a modded game online thou? Is it a safe file to mod?
Title: Re: Update 2016-04-20: Modding Support!
Post by: catn1p on April 21, 2016, 03:26:48 AM
Thanks again, we investigate, that can we add some new derby maps to the game from current maps. I already asked about it and made a topic, but now we can make them on our own and test out, that would they even work on the game by your standards. And if they meet your requirements, you possibly could include in the game as standard. :)

You figure out how to set Wreckfest to derby on the tracks? or you swapping a track into a derby pit track folder? Or doing something else DD-Indeed?

Not possible currently, just found out. Gosh, I was hoping to finally do something new!

I'm almost sure that I had some deathmatches on speedway1 last year. It was on the NsD-guys' server. No idea how they did it, but it was funny as hell.

Haven't seen any of them for some time though...

(also no idea if I'm on topic because of beer but I felt like putting in my two cents)

also thanks for the colored wheels and subsequent thanks for the working H-shifter :-*
Title: Re: Update 2016-04-20: Modding Support!
Post by: MamieNova on April 21, 2016, 03:44:33 AM
It required the server to use a settings file from a deathmatch arena as a replacement for the usual one (speedway1 in your example), I imagine it no longer works since whichever build introduced file verification (mostly fixing the A242 euro car exploit)

Well I've decided on a car I want to model. We'll have to see if I can find my way around in 3dmax.
Title: Re: Update 2016-04-20: Modding Support!
Post by: Mazay on April 21, 2016, 10:34:07 AM
It would be neat if Bugbear added server option: "ignore file mismatch" so we could still play those tracks, but keeping tracktime invalidation in place.

I tried out the bugtools for 3dsmax. Install was bit tricky. Run 3dsmax as administrator and then load with menu MaxScript > Run script... as drag and drop don't work.
Making small edits to existing model was relatively easy to do.


Title: Re: Update 2016-04-20: Modding Support!
Post by: Axarator on April 21, 2016, 01:11:03 PM
It's like a dream come true. ATM messing with camber values, and engine noises.
Title: Re: Update 2016-04-20: Modding Support!
Post by: KingOfTheCakes on April 21, 2016, 01:43:35 PM
This is good stuff to hear! You've definitely added longevity to the game now.

...I better start learning to mod.
Title: Re: Update 2016-04-20: Modding Support!
Post by: RickyB on April 21, 2016, 03:25:13 PM
Thanks for the update. I noticed just one thing on tarmac 1:
On Tarmac 1 - I usually jumped over the little hill where it says "Tower" on the map. (just for fun - it's not faster!)
(http://www.reallyrubbishracing.co.uk/images/2/2c/Wreckfest_Tarmac_1_Route_1_track_map.png) (http://i.imgur.com/NJ7FhoD.jpg)

Now that doesn't work anymore :-\ ... I guess anti-cutting measurements? I also used to smash through the tower just for fun, but now the off-track sign appears very early. (you cut a little bit too much - the red sign appears). Maybe put some terrain there? I mean you can still cut a little - even smash through the tower, but if you cut just a little bit too much, you have to reset your car (or drive back) - that does feel quite artificial and not intuitive.
(http://i.imgur.com/5NSyc5f.jpg)

The player should be able to recognise the areas where you can cut and where you can't cut by DESIGN, not through invisible areas/checkpoints where you have no idea where you are allowed to drive. Just saying, it feels artificial and not intuitive.
If it is possible: an option to expand the checkpoint again (as it was in every other build) would be very much appreciated.
Title: Re: Update 2016-04-20: Modding Support!
Post by: St. Jimmy on April 21, 2016, 06:23:21 PM
The player should be able to recognise the areas where you can cut and where you can't cut by DESIGN, not through invisible areas/checkpoints where you have no idea where you are allowed to drive. Just saying, it feels artificial and not intuitive.
If it is possible: an option to expand the checkpoint again (as it was in every other build) would be very much appreciated.
Hmm yeah maybe something could be done for that. Though the track design shows track limits very clearly. Anything that isn't asphalt, don't cut :D
Title: Re: Update 2016-04-20: Modding Support!
Post by: RickyB on April 21, 2016, 07:08:37 PM
The player should be able to recognise the areas where you can cut and where you can't cut by DESIGN, not through invisible areas/checkpoints where you have no idea where you are allowed to drive. Just saying, it feels artificial and not intuitive.
If it is possible: an option to expand the checkpoint again (as it was in every other build) would be very much appreciated.
Hmm yeah maybe something could be done for that. Though the track design shows track limits very clearly. Anything that isn't asphalt, don't cut :D

I knew someone would say that, but I think you're just teasing :). The problem is - you can cut to a certain amount, but you have no indication to what amount. A rock would be a very clear indicator for example. You could cut right from the rock, but if you drive left from the rock you'll get the off-track-sign. just an example. My personal favourite would be ramps or terrain that let's you cut but is not necessarily faster but maybe lets you fly back onto the track again. Cutting has to be possible to a certain amount, otherwise you could push someone just a little bit off track and his red sign appears, so that he has to reset or drive back. that would be too easy I think.
Title: Re: Update 2016-04-20: Modding Support!
Post by: Mortal on April 21, 2016, 08:20:37 PM
@Jannes There should be only a single batch in the solidbody -mesh

what are the limitations for solidbody? I have this error in the build window when I try to convert the BGO3.
Title: Re: Update 2016-04-20: Modding Support!
Post by: KingOfTheCakes on April 21, 2016, 10:30:04 PM
Thanks for the update. I noticed just one thing on tarmac 1:
On Tarmac 1 - I usually jumped over the little hill where it says "Tower" on the map. (just for fun - it's not faster!)
[img height=200]
The player should be able to recognise the areas where you can cut and where you can't cut by DESIGN, not through invisible areas/checkpoints where you have no idea where you are allowed to drive. Just saying, it feels artificial and not intuitive.
If it is possible: an option to expand the checkpoint again (as it was in every other build) would be very much appreciated.

In a game like this, they should just stick a barrier in areas where people will cut. Not really a fan of speed limiter when you go off track either. It's an odd design choice really.
Title: Re: Update 2016-04-20: Modding Support!
Post by: St. Jimmy on April 22, 2016, 12:47:23 AM
The player should be able to recognise the areas where you can cut and where you can't cut by DESIGN, not through invisible areas/checkpoints where you have no idea where you are allowed to drive. Just saying, it feels artificial and not intuitive.
If it is possible: an option to expand the checkpoint again (as it was in every other build) would be very much appreciated.
Hmm yeah maybe something could be done for that. Though the track design shows track limits very clearly. Anything that isn't asphalt, don't cut :D

I knew someone would say that, but I think you're just teasing :). The problem is - you can cut to a certain amount, but you have no indication to what amount. A rock would be a very clear indicator for example. You could cut right from the rock, but if you drive left from the rock you'll get the off-track-sign. just an example. My personal favourite would be ramps or terrain that let's you cut but is not necessarily faster but maybe lets you fly back onto the track again. Cutting has to be possible to a certain amount, otherwise you could push someone just a little bit off track and his red sign appears, so that he has to reset or drive back. that would be too easy I think.

That's likely one of the reasons why I think Gravel 1 and Mixed 1 are the current top 2 tracks. You know the tracks limits and you really can't even cut in those even when you can go out of the track.
Title: Re: Update 2016-04-20: Modding Support!
Post by: Dr. Destructo by Hazbro on April 22, 2016, 12:55:27 AM
Really digging the latest update news. Now maybe I can try to get this bad boy ingame somehow. I tried to get this working in another game but got frustrated and gave up on it.


Title: Re: Update 2016-04-20: Modding Support!
Post by: Purple44 on April 22, 2016, 03:14:22 AM
Really digging the latest update news. Now maybe I can try to get this bad boy ingame somehow. I tried to get this working in another game but got frustrated and gave up on it.


Would love racing and derbying that car online. Wishing Destructo luck in getting the car in-game.  :D
Title: Re: Update 2016-04-20: Modding Support!
Post by: MamieNova on April 22, 2016, 03:21:40 AM
definitely in line to download that chevy =p
Title: Re: Update 2016-04-20: Modding Support!
Post by: Finsku on April 22, 2016, 10:21:32 AM




Wow, looks great! Is this your model? How many hours you used for this bad a**?
Title: Re: Update 2016-04-20: Modding Support!
Post by: happyrichie on April 22, 2016, 12:44:10 PM
bugbear we need help!! ur mp mod support sucks we have a mod
https://steamcommunity.com/app/228380/discussions/0/610573567800872425/#p90
works in single player but cant connect in mp. tried serving and hosting me and x both double checked that the mods were active and no luck :(

if i serve and try 2 connect to my server i cant connect, i can see it but comes up with a message saying its different versions or something
Title: Re: Update 2016-04-20: Modding Support!
Post by: Shortcut on April 22, 2016, 01:51:36 PM
Really digging the latest update news. Now maybe I can try to get this bad boy ingame somehow. I tried to get this working in another game but got frustrated and gave up on it.




HOLY CRAP I WANT THIS CHEVY SOO BAAD!! GIVE IT TOO MEE! :D
Thanks Bugbear for this nice update. Now we can have Brandet Cars and a loooot of more variety of Tracks ;) wrecking original Brandet Cars adds a lot more of nice feeling when demolish them.
Im looking very forward to this!
Title: Re: Update 2016-04-20: Modding Support!
Post by: Dr. Destructo by Hazbro on April 22, 2016, 02:11:46 PM
@ Finsku

Yes I modeled this a long time ago using Modo and Zbrush for texturing. I'm just a hobbyist so I'd be embarrassed to  tell you how many hours I actually have in this. It was all fun hours though.

A lot of it was spent just trying to find accurate reference photos.
Title: Re: Update 2016-04-20: Modding Support!
Post by: Cornkid on April 22, 2016, 07:01:06 PM
Wow , now there's a Chevy is to die for, Pretty much Sex on wheels, Can't see me using any of the others if you can get it in game and release it.

Thats a labour of love, Respect.
Title: Re: Update 2016-04-20: Modding Support!
Post by: Purple44 on April 22, 2016, 07:23:03 PM
@ Finsku

Yes I modeled this a long time ago using Modo and Zbrush for texturing. I'm just a hobbyist so I'd be embarrassed to  tell you how many hours I actually have in this. It was all fun hours though.

A lot of it was spent just trying to find accurate reference photos.

I think we should get a petition going and ask Bugbear to but this car in stock Wreckfest so all can race\ derby with this car!!!  :D :D

Janne, Tapio, Tero, what you guys say???
Title: Re: Update 2016-04-20: Modding Support!
Post by: Purple44 on April 23, 2016, 06:58:02 PM
I just found some posts by Janne over at the Steam news section. Janne got into a decision with FingersTitan[PCGC]:

http://steamcommunity.com/games/228380/announcements/detail/812147694146348260

 FingersTitan[PCGC] Apr 20 @ 10:09am
WOW.. I have loved this game from day 1 and after this update.. I think I am going to uninstal it...
Will you have to download a certain type of car from the mods list before you join the server and so on ??? If that is the case, then that is the WORST idea possible.. Yeah if it had the same kind of players as Assetto, rF2, Automob and the others where there are 1000's playing at the same time.. but THIS ?? You are lucky to have 10 in a server and that will be 1 server in the WHOLE list with 10+ players.. So what you have done now is split up a comunity that is as thin as water in the 1st place.. It's going to be a solo test game now.. Well done.

 jannesBB Apr 20 @ 10:44am
@FingersTitan[PCGC] Basically you'll need to have the same mods installed as the server. However it shouldn't be a problem since most hosts won't be changing their mod configuration every single hour. This is pretty much the only viable way to implement multiplayer modding sans client auto-downloading via Steam Workshop or by other means.

FingersTitan[PCGC] Apr 20 @ 11:27am
@jannesBB.. So you are splitting up the very small community then???
You'll log on and have stock servers and mod servers.. I wish the game had 100's log in all the time.. but the truth is.. It doesn't..
I'm not going to log in to the game.. see 5+ players in a server and then download the mod just to game with them.. and that is the problem.. Go on any time and you'll only see 1 or 2 servers populated.. This is WAY WAY WAY too soon.. You needed to get the gamers back in the game 1st.. How many sales v's still installed games??
PS.. jannesBB. I bought 2 copies of the game because I loved the concept of the game.. but I won't be downloading mods for this game.. I have 101 others that do the same thing and tbh better.. Spin Tyres, rF2, Automobilista (Who have racing trucks.) Assetto.. I'll play them for mods.. not this sorry.


jannesBB Apr 20 @ 12:00pm
@FingersTitan[PCGC]: You're of course free to choose, no regrets. But in reality you can have all the mods installed and just activate the ones the server requires before joining. Perhaps in future we can add functionality to make this happen automatically with no user intervention as long as you have the mods installed.

jannesBB Apr 20 @ 12:01pm
@FingersTitan[PCGC]: We know that we need a larger player base, and while looking for ways to achieve it we thought a mod support might be our best ticket at this point, especially since we'd already put quite a bit of effort towards it. You have to remember that the game is already getting old so every day it will become more difficult to attract new audience especially since there's not much we can add to the game that will drastically increase exposure. We're also hopeful that a mod support will not only spark new interest for the game but also give the community something to spend time to while we develop the game. I know you've heard this a million times before but the reality is that we're a small team and things just don't happen overnight.


FingersTitan[PCGC] Apr 20 @ 12:40pm
@jannesBB.. Then you honestly need to think about proper dedi servers then.. If you want modders in, then you honestly need to get proper servers... You'll hit the sim racing market then and you could then think about adding more settings for the racing servers.. Get in contact with the likes of Inside Sim Racing and many of the Sim racing communitys and ask them direct of the kind of things they need to input in to the game and it's only going to be "Race Settings" that they will need to use the game.. If you can add things like a race weekend .. The sim communities will pick this game up in a second..

Also.. Read my review on the game.. It's a 100% yes and I rave about how the game is being developed.
As pure fun racing bashup's go.. This is 2nd to non.. and I hope an unflux comes back to the game on hearing the news of Mods.

jannesBB Apr 20 @ 12:53pm
@FingersTitan[PCGC]: No harm done, on the contrary. Thanks for your thoughtful feedback. We really appreciate everyone who cares about the game enough to give feedback, even if it's sometimes negative -- but in all honesty most of the times there's truth to that as well. Even at the best of times creating a game is a constant struggle with learning to live with trade-offs.

 FingersTitan[PCGC] Apr 20 @ 1:15pm
Thank you so much for replying to my comments.. I have been the No1 voice in our community about the game.. Like I said before.. To the point, that I bought one of the members a copy.. I'm just worried about the way this game could go.. As in Live 4 Speed.. An amazing game at the start but with no updates or issues within the company.. It caused it to be left in the background and ppl uninstalled it and only played by a hardcore few.. and still played to this day I think.
I've raced in some private leagues (Race Department, Touring Pro Series) and they are the ones you need to hit.. All the racing games that have mods are run through pvt leagues.. They are the ones who release to the public..

FingersTitan[PCGC] Apr 20 @ 1:16pm
If you go on Assetto, rF2, Automob / Game Stock Car.. You'll see 30 in a server and it's locked.. Then you'll see the same mod on an open server and only see 3 to 5 and maybe a lucky 8 or more... and these are games with 100's online at the same time..
There are 1000's of these communities all over the world and if you can supply what they need (Qually, Rolling or standing starts, Detailed race times and a load of little bits like that.) They will do the rest.. HD mods, Better physics mods and thousands of other mods for the game.. but they are all in PVT racing leagues.. Hit them and BINGO.. This game is what You / Us want.. :)

******************************************

Nice to hear Janne thoughts. Not sure thou we want Wreckfest to lean to the sim side thou. Some think Wreckfest to simy already! But thanks to the new modding tools, guys are living up the SP!  :o

http://www.youtube.com/watch?feature=player_embedded&v=Dn3Hp-Pu-Lw (http://www.youtube.com/watch?feature=player_embedded&v=Dn3Hp-Pu-Lw)

http://www.youtube.com/watch?feature=player_embedded&v=lAujeOF-CbI (http://www.youtube.com/watch?feature=player_embedded&v=lAujeOF-CbI)

Collection of various mods (info inside) (http://community.bugbeargames.com/index.php/topic,8755.0.html)

With Flatout 2 the Community mod we did for Flatout 2 over at Flatout Joint became a popular mod online and was pretty easy to load:

patch1.bfs
FOJs_Community_Mod.bfs
FOJs_Community_Mod_Trackpack1.bfs
FOJs_Community_Mod_Carpack1.bfs
FOJs_Carpack2_and_updates.bfs
FOJs_Community_Mod_Updates2.bfs
FOJ_C_MOD_Carpack3_addon.bfs



I like this post:  :D    October 09, 2010, 03:15:51 PM

I just did a little survey to see which game has more players online, Blur ( little over 4 months old ), GRID ( 2 1/4 years old ) and Flatout 2 ( 4 years old ). I did this survey at about peak online time, Saturday 12:30pm pacific time. A good time to catch EURO and US players online.

Blur 35 players
GRID 154  players ( that rank, non-rank and private and added 5 full 12 players hosts to the count )
Flatout 2 stock: 63 hosts - 189 players
Flatout 2 carpack3: 30 hosts 102 players

Between stock Flatout 2 and our modded Flatout 2 with carpack 3, that's 291 players online. More than Blur and GRID put together. That pretty good for a 4 year old game.



Still waiting for a PM reply from Janne. Have not gotten to talk to Janne since early Feb.

I hope I'm not in the doghouse.

(http://thumbs.dreamstime.com/z/dog-house-saying-cartoon-humor-concept-illustration-proverb-36725169.jpg)




Title: Re: Update 2016-04-20: Modding Support!
Post by: Conte Zero on April 23, 2016, 07:42:17 PM
Really digging the latest update news. Now maybe I can try to get this bad boy ingame somehow. I tried to get this working in another game but got frustrated and gave up on it.




simply awesome, it is a demon
Title: Re: Update 2016-04-20: Modding Support!
Post by: Dr. Destructo by Hazbro on April 23, 2016, 07:51:18 PM
I can certainly understand FingersTitan[PCGC]'s point, but I also agree with jannesBB's point as well. Modding has always helped the longevity and popularity of games. Sheesh, people are still playing Skyrim and that game is like what, 100 years old? It's mods that keeps that one going.

I also know that not all mods are created equal. I don't care for mods that would break the "spirit" of the game with ridiculous speeds or floating in low gravity or even driving school buses around. I love the current game and the old classics like the 57 Chevy, 40 Ford Coupe, etc. So to be able to race on a server that had nothing but the old classics would be the beez kneez!

With more and more people playing and creating mods, maybe we'll reach that point.

I just opened up the sample game car in a trial version of 3D Max and said "what thu.....". Now if I can just wrap my head around  what all of this stuff means what what does what, I'll be in good shape

WE NEED A "HOW TO CREATE A CAR MOD"  WIKI!

Sorry for yelling.
Title: Re: Update 2016-04-20: Modding Support!
Post by: St. Jimmy on April 23, 2016, 08:31:03 PM
Some people don't like sim games, some do. BB should do the game what they like and I believe they like to go more for the sim side. Mods can split people a bit but without mods the game can die pretty soon.

But I got to say that WreckFest has been one of the few racing games I can play public.
Title: Re: Update 2016-04-20: Modding Support!
Post by: PsychOXRat on April 23, 2016, 11:43:56 PM
I just opened up the sample game car in a trial version of 3D Max and said "what thu.....". Now if I can just wrap my head around  what all of this stuff means what what does what, I'll be in good shape
I thought the same thing when I started, I had renamed each part similar to the example vehicle and worked from there, Collision Spheres need to be inside of the solidbody, which is a capped version of the main body but with a lower polygon count, they drive the damage physics in game. Then you just need to make the textures of the vehicle have the same ID of NCG's material, took me until today to figure out how to make a custom vehicle work in game, now I'm stuck optimising the solidbody and collision spheres which is probably going to take a while for me to do as this is my first ever actual mod xD.
Title: Re: Update 2016-04-20: Modding Support!
Post by: DD-Indeed on April 24, 2016, 12:31:05 AM
Help! I installed couple mods to the game and now the game won't start anymore. I used the Weathers-mod, Mass-mod and the AI-Grid-mod. AI mod was extracted to multiple folders, one for each car and apparrently one for all of them. I used them all in the game and game prompted the restart, but after I pressed ok, the game didn't start back anymore, nor give any crash/error windows whatsoever. I deleted the mods and verified the game file catche, still didnt' work. Apparrently, the mods are now enabled in the game nevertheless and are giving error, so is there a way to disable them, without starting the game ? Was there a some sort of file to delete, to disable them ?
Title: Re: Update 2016-04-20: Modding Support!
Post by: The Very End on April 24, 2016, 12:36:50 AM
Save mods and career files, then remove some data files and do Steam repair. Worked for me when that happend for me earlier.
Title: Re: Update 2016-04-20: Modding Support!
Post by: Purple44 on April 24, 2016, 03:55:40 AM
Save mods and career files, then remove some data files and do Steam repair. Worked for me when that happend for me earlier.

So End, you did not delete any files here [STEAM INSTALLATION FOLDER]/userdata/[USER ID]/228380/local/wreckfest early access? Just backup the career.cres file to be safe?

But deleted all the game files under \data and \mods folders?
Title: Re: Update 2016-04-20: Modding Support!
Post by: The Very End on April 24, 2016, 09:31:57 AM
Well, I only deleted my art folder. Not sure about the others. But just delete all, then use cheat engine to give you money if you delete the profression file :)
Title: Re: Update 2016-04-20: Modding Support!
Post by: DD-Indeed on April 24, 2016, 01:13:25 PM
Attention !


I found the way to repair the game in case if the mods have broken it. Do this:


C:\Program Files\Steam\userdata\[User ID]\228380\local\wreckfest early access


Delete the modlist.mods file from there, so the game starts again without any mods. :)


Title: Re: Update 2016-04-20: Modding Support!
Post by: RickyB on April 25, 2016, 06:07:23 PM
Attention !
I found the way to repair the game in case if the mods have broken it. Do this:
C:\Program Files\Steam\userdata\[User ID]\228380\local\wreckfest early access
Delete the modlist.mods file from there, so the game starts again without any mods. :)

You can also edit modlist.mods with 'bagedit'   1=activate  /  0=deactivate  a specific mod.
Title: Re: Update 2016-04-20: Modding Support!
Post by: DD-Indeed on April 25, 2016, 06:22:44 PM
Attention !
I found the way to repair the game in case if the mods have broken it. Do this:
C:\Program Files\Steam\userdata\[User ID]\228380\local\wreckfest early access
Delete the modlist.mods file from there, so the game starts again without any mods. :)

You can also edit modlist.mods with 'bagedit'   1=activate  /  0=deactivate  a specific mod.


Yes, but, someone who's not capable of editing/have not the skill or knowledge, needs that tip. :)
Title: Re: Update 2016-04-20: Modding Support!
Post by: RickyB on April 25, 2016, 07:03:46 PM
Attention !
I found the way to repair the game in case if the mods have broken it. Do this:
C:\Program Files\Steam\userdata\[User ID]\228380\local\wreckfest early access
Delete the modlist.mods file from there, so the game starts again without any mods. :)
You can also edit modlist.mods with 'bagedit'   1=activate  /  0=deactivate  a specific mod.
Yes, but, someone who's not capable of editing/have not the skill or knowledge, needs that tip. :)

Sure, I just wanted to add that info. Not saying, your tip wasn't good. It was very good indeed :)
Title: Re: Update 2016-04-20: Modding Support!
Post by: DD-Indeed on April 25, 2016, 09:27:21 PM
Attention !
I found the way to repair the game in case if the mods have broken it. Do this:
C:\Program Files\Steam\userdata\[User ID]\228380\local\wreckfest early access
Delete the modlist.mods file from there, so the game starts again without any mods. :)
You can also edit modlist.mods with 'bagedit'   1=activate  /  0=deactivate  a specific mod.

Roger that, mate! :)
Yes, but, someone who's not capable of editing/have not the skill or knowledge, needs that tip. :)

Sure, I just wanted to add that info. Not saying, your tip wasn't good. It was very good indeed :)
Title: Re: Update 2016-04-20: Modding Support!
Post by: Finsku on April 27, 2016, 06:46:44 PM
After update there's one change (based on SteamDB (https://steamdb.info/app/228380/history/)) with adding UFS. What does this mean?

Title: Re: Update 2016-04-20: Modding Support!
Post by: St. Jimmy on April 27, 2016, 07:31:23 PM
After update there's one change (based on SteamDB (https://steamdb.info/app/228380/history/)) with adding UFS. What does this mean?


Two options that I can think:

It's about Steam Cloud.
It's about Steam Workshop.
Or maybe even both.
Title: Re: Update 2016-04-20: Modding Support!
Post by: Skyfire on April 27, 2016, 10:45:06 PM
Both would be nice. Workshop offers easy mod distribution and the cloud is something I really prefer when it comes to game progress, as I sometimes switch the machine I'm gaming on. This makes it quite easy!
Title: Re: Update 2016-04-20: Modding Support!
Post by: Weymire on April 28, 2016, 08:20:52 AM
Bugbear has already add in-game mod manager, I don't think that we'll see Workshop so soon, imo.
Title: Re: Update 2016-04-20: Modding Support!
Post by: boeing767 on May 04, 2016, 11:34:35 AM
is there a new version available? The day before yesterday i was able to play without any issues, but yesterday i'm receiving the error "Client version or data does not match server's"

I didn't change anything at all, the only thing i tried was playing it in DX 12 mode (which didn't work). After that i receive this error in DX11 and 12....

Any advice?
Title: Re: Update 2016-04-20: Modding Support!
Post by: The Very End on May 04, 2016, 11:52:36 AM
Have you tried  to use the Steam integrity (wrong spelled sorry) function to check if your files are normal / not corrupted?
Title: Re: Update 2016-04-20: Modding Support!
Post by: boeing767 on May 04, 2016, 11:56:37 AM
Have you tried  to use the Steam integrity (wrong spelled sorry) function to check if your files are normal / not corrupted?

Hmmm, no i didn't.....  :o
Will try this, sorry for my early reaction/question  :-X
Title: Re: Update 2016-04-20: Modding Support!
Post by: The Very End on May 04, 2016, 11:58:17 AM
Np, let us know if it works :) I got a similar error here the other day, deleted some files in the data folder and did a check - to download those files again. Fixed the issue.
Title: Re: Update 2016-04-20: Modding Support!
Post by: Purple44 on May 04, 2016, 06:26:48 PM
is there a new version available? The day before yesterday i was able to play without any issues, but yesterday i'm receiving the error "Client version or data does not match server's"

I didn't change anything at all, the only thing i tried was playing it in DX 12 mode (which didn't work). After that i receive this error in DX11 and 12....

Any advice?

Hmm, this sound more like you have not update your Wreckfest today. There was a new update to Wreckfest today:

Update 2016-05-04 (http://community.bugbeargames.com/index.php/topic,8828.0.html)

If most the hosts\servers online now have a red X and you are not running any mods that trigger the modded game message, you need to get Steam to update your Wreckfest.