The new info display is neat, but the vehicle name disappears too quickly. It seems like it's replacing the normal "go!" text for some reason, inheriting its duration. I fiddled around with it (though I have little experience with Lua and no experience with BeamNG modding), and I got it to appear normally by forcing a wait, even though that just makes everything freeze. Are you seeing something similar, or is there something weird on my end?
Awesome mod. Only real issues are that as described above. I'd also like it if we could set it (in maybe an init or config somewhere?) so that cars will always use the default paint color for their model- so we can get cars with liveries always looking correct and generally reduce the incidence of getting stuck with cars with crap paint jobs.
Scepheo updated Random Tour with a new update entry: Update 1.4.0 Read the rest of this update entry...
When I first got the mod, I thought it was amazing, but when I had to re-download it, I spawned as a cone and it wouldn't let me change it plz fix when you can
Other users reporting issues had conflicting mods. Move all your mods out of the mod folder (except Random Tour and bnse, of course), then put them back one by one to see which one breaks it.
Scepheo updated Random Tour with a new update entry: Update 1.4.1 Read the rest of this update entry...
Why, @Scepheo, why. And it's also midnight. --- Post updated --- no pls stop --- Post updated --- stahp --- Post updated --- i'm serious
Replying to a review: According to the Lua string documentation, there should be no difference between single or double quotes. If this is really all you changed (and I'd like for someone else to confirm that this fixes their issues too), that is a serious bug in BeamNG's Lua interpreter.
Just for the info, I also had this mod spawning cones instead of cars. After some tests and searches, I found out that it was caused by me having an outdated version of warehouses scenario ( 1.0.0 ) So, if you have issues, you now know you should check if you have outdated scenarios mods first
The culprit of the cone problem in my case was the "parking lots" scenario. Edit: Reading the above post and by basic deduction (no idea of the technicalities) the "cone bug" has to be related with this update that its both present in Scepheo's "Warehouses" and "parking lots" scenarios: "Update 1.1.0 Moved reset logic into bnse, and made this mod depend on it." Updating, deleting or moving those scenarios (and probably "blocks" too) should fix it.