Please report broken mods in here. Most of the time, we are not even aware that we broke things, so please let us know so we can work around the problem or add backward compatibility. Some mods will not be fix-able, but we'll try our best. We will not fix the mods in this thread, but rather the game to work again with the mods Please try to answer these questions in your reply: What mod broke? Link? What is broken? What happens / what should happen? Beamng.log? How to reproduce? Did it work with the game at some point? Version? Before you report something make sure that: its not a problem on your side: Try to reproduce the problem several times, clear your cache, etc you are running the latest version of the game. Older versions are generally not supported. Thanks for helping us in advance!
The cars from 2013-2014. Like the GTA sa's car greenwood. And the hell jeep ( i think that was it's name )
Can I ask why you are fixing the game instead of the mod? I can't see how that will be viable in the long run.
To increase modding compatiblity. Fixing 100 mods is 'meh', especially when their author are not active anymore. If a fix can be done on the game side, it would be much more efficient more like. Also guys, provide the link of the mod, not only the name.
Is this the reason for not having a jbeam changelog anymore? Thank you for doing so much for the modding community !
http://www.beamng.com/resources/daniel398767s-custom-bolide.556/ my bolide mod is well outdated, can you remove it so i can fix it up
http://www.beamng.com/threads/8x8-heavy-utility-truck.15808/page-13 This 8x8's sounds don't work in the last version If i recall correctly the version in which it worked was 0.4.1
I noticed that meshes are more likely to spike. I saw that on the mods I work on, especially the B-25 as the plane is fast and the crashes are more severe . for mods that donĀ“t work http://www.beamng.com/threads/cessna-120-beta-released-v1-1-now-with-fixed-vibrations.5379/ and http://www.beamng.com/threads/cessna-172-skyhawk-v4-updated-for-experimental.5366/ for the flying enthusiast on beamng
http://www.beamng.com/resources/gloster-meteor-mk-iii.131/ http://www.beamng.com/resources/bell-407-revisited.64/ They do not show up and the game pauses
Won't that approach lead to the game's code becoming a mess? The way I see it, after a while the game will be a pile of patches and workarounds to get old stuff working with new stuff. Working to add new features will be near impossible with all the potential bugs that will arise as a result of having all sort of patches and workarounds in place. Plus, it's not your responsibility to keep old mods working, especially if the author is not active anymore. I, like many other in the community, appreciate the effort you put into making the game mod friendly, but at some point I think you can take it too far, and I feel you pass that point by updating the game itself to work with older mods.
IF we can do something on our side to improve the backward compatibility, without negative impacts on the game, we will more likely do it
For my part... when my mods break I think it's normally stuff that can't be easily "worked around". As of this moment my Wheely Monster mod is broken due to a combination of the new supercharger simulation and updates to the D-series. The most recent breakage I had before that was due to whatever groundmodel problem was going on - devs silently fixed that after a couple of releases. One scenario in my 'drag' scenario pack was largely based on how incredibly unrealistic the drag Moonhawk's durability was. Every release since then has made the offroad scenario harder, it's been mostly impossible for average users for a long time now. In regards to the last problem (drag Moonhawk) - I think that a generic way to fiddle with a vehicle's durability would be useful for modders. Clearly this could not be a perfect adjustment, but I believe that the devs have played with something similar for fun and posted videos.
Actually to add to that... what we really need is more changlog info. I'm trying to update my Wheely Monster mod for v0.6.1 and it seems that there are more, undocumented, changes to the D15 since v0.5.6. I know that there is limited manpower, but it's difficult to keep mods up to date without this information. I'll tell you what I do (I don't know how other mod authors keep up to date but I assume that they must do something similar): Since I don't know what's changing I make copies of the files I'm working with and store them in folders with a version string (such as "pickup v0.5.6'). Then I run a program such as WinMerge to get a diff when I have a problem. Typically I have to guess which files the problem originates from! It's not just the files I modify, but anything else which might possibly relate to those files. A key thing there is that if I forget to make a copy of all the game files before Steam does an update... I have no way to compare with what the last working versions were! Therefore one thing I don't have access to which would really help is the ability to install older versions: both so that I can diff files and so that I can identify regressions with mods or the game itself. Usually changes seem to be for a good reason, but tracking them down is not fun for me.
I still wonder what happened to the jbeam changelog, it wasn't very precise but helpful to find the problems. Thanks alot for pointing out the WinMerge thing, I'll use that from now on .
I agree, the jbeam changelog was very welcome! WinMerge and similar programs are great! As I mentioned I'm updating the Wheely Monster mod right now. Here is how I made use of WinMerge. First I compared the current (v0.6.1) pickup_suspension_R.jbeam with the previous version (v0.5.6.1) - yes, changes were made. Second I compared my most recent rear suspension with the stock rear suspension from v0.5.6.1 - as I recalled I kept changes to a minimum. Sure enough, that was the case. Then I'd use that information to figure out whether it's easiest just to make the same changes again to the new material or try to backport the updates from the new material into the old mod. In this case it was easiest just to make the changes again against the current stuff. Lots of changes seem to have happened... I think that there may have been something important done with wheels / tires? It doesn't seem to have hurt my mod but is it important to know? Suspension changes (broke things for my mod) Engine changes (broke things for my mod) Looks like there's been changes to the thermal simulation... (broke things for my mod) ? Hopefully my input here is seen as constructive. :-/