WIP Beta released STUNTDRIVER - Stuntman inspired scenarios

Discussion in 'Scenarios' started by jamessimo, Jun 21, 2024.

  1. jamessimo

    jamessimo
    Expand Collapse

    Joined:
    Nov 28, 2018
    Messages:
    98


    EARLY WIP BUILD AVAILABLE TO DOWNLOAD NOW!

    https://www.beamng.com/resources/stuntdriver-blazing-moonhawks-scene-1.32492/


    Change log

    0.9.6
    • Added "Cinematic" camera to watch replay view.
    • Removed "Exit" button from win screen.
    • Cleaned up redundant flowgraph code.

    0.9.5
    • Reworked drift-detection logic.
      • Drifts need a score of 100 to be considered good.
      • Drifts now auto terminate after drift zone is exited.
      • Fixed bug where drift score doesn't disappear.
    • Fixed directors face not showing on win screen.
    • Updated win text.
    • Cleaned up unused code.

    0.4 (0.9.4)
    • Cleaned up Replay recorder code
    • Removed some unneeded files
    • Tweaked damage values.
    • Published to mod repo
    0.3
    • Hotfix for racemarker conflicts breaking time trials (Thanks @Danny Werewolf )
    0.2
    • Added intro camera path.
    • Fixed missing icons
    • Rewrote into text
    • Better error catching
    0.1
    • Initial launch


    Original post
    Hey BeamNG'ers. I wanted to share some early WIP screenshots and a short video of some "stunt man" inspired missions I am making with Flowgraph.

    About
    These are essentially missions that are designed to mimic the original stuntman game for the PS2 as closely as possible in regards to the core, gameplay loop, and how the UI and waypoints are layed out.
    There will be movies and each movie has many different scenes you have to film, after you succeed in a scene, you will be able to see an action replay of it from many camera angles.

    I've seen other people try to recreate this but all the examples I can find now are all pretty much no longer working/no longer maintained.

    I wanted to really re-create the stuntman experience and not pull any punches, so I wrote custom marker code and made sure that the markers actually appear and disappear when they're not needed, recording of gameplay for instant replays, having some VoiceOver etc. I wanted to do all this whiles making a high quality scenario that feels like it could be one made by the BeamNG team themselves, I have pretty much looked at every single scenario made with flowgraph to learn as much as I can and I even made a small thread to discuss some issues I found with it here.

    Features
    • Dynamic + custom waypoints
    • Timebased like the original stuntman game
    • Multiple camera angles
    • Voice acted lines from the director
    • Instant replay after you successfully finish a scene
    • Heavily optimised to even run on lowend systems
    • (hopefully) fully translated subtitles NOPE
    First "movie"
    Blazing Moonkhawks

    Blazingmoonhawksposter.jpg
    Like the original stuntman game, there will be many movies which I will create a neat little poster for each one. I've only scoped out the first movie which is a sort of Dukes of Hazzard throwback movie I guess? Designed to be a bit low budget and the story is about two brothers who have to get their fathers old moonhawk back off a sort of gang boss and they get chased across America and have to rebuild the moonhawk to its former glory

    Video Teaser

    (note: you can hear my placeholder VoiceOver, but it's very quiet and drained out by the engine. I've got a new recording setup and I'm planning on re-recording the audio. I'm looking at ways to get the volume to be a slightly higher but not too loud. There is a real problem in that the car engine is like a real car engine ago it's very loud so I'm kind of playing my voice over the engine noise when in reality, my voice should kind of be in the players ear. I'm not exactly sure how to achieve this so if anybody knows anything about audio in beam NG, please reply on this thread about how you would achieve this.
    )

    Screenshots
    Screenshot2024-06-21at150003.png Screenshot2024-06-21at150051.png Screenshot2024-06-21at150039.png Screenshot2024-06-21at150104.png

    Help wanted!
    If you like what I'm doing and want to help I have some topics that I do need help with, you can just reply back in this thread if you know anything about these;

    • I need help with displaying translation strings (thread) can not do.
    • I need help with if I can dynamically lower the game or cars volume via flow graph or LUA. fixed with channels and some custom LUA
    • Where should all my assets live in the folder structure? I have custom LUA, custom audio and custom 3d markers, right now in my mission. They are currently kind of all over the place, some of them are in /levels, some are in /missions etc. Where did they all go before I had the package this to be delivered on the mod repo? Stettled
    • Has anyone had any luck creating explosions from just LUA? I know there mods and I know the trick of setting a cars rendering to low and then using the explode command on the car, but I would really like it if I could just have a little LUA script or even better a flow graph node that I can just trigger an explosion anywhere out of thinair without using a real car to set the explosion. (Still on my TODO)

    and if you can't help, I'd appreciate any encouragement and if people really would like this as a mission pack and if you would play it. Also feel free to brainstorm new fake movies and any areas you think would make for some cool stunts.
     

    Attached Files:

    #1 jamessimo, Jun 21, 2024
    Last edited: Dec 4, 2024
    • Like Like x 4
    • Agree Agree x 1
  2. ItsJustCurtis

    ItsJustCurtis
    Expand Collapse

    Joined:
    Apr 10, 2017
    Messages:
    195
    This is brilliant; I used to love the stuntman games as a kid and this brings back fond memories.

    Whilst I applaud your dedication to do all the voice recordings, would it not be easier to use the original sound files from the game? There must be extracted files floating around somewhere that you can use.
     
  3. PIGON

    PIGON
    Expand Collapse

    Joined:
    Jul 8, 2023
    Messages:
    103
    this is pretty epic
     
    • Like Like x 1
  4. jamessimo

    jamessimo
    Expand Collapse

    Joined:
    Nov 28, 2018
    Messages:
    98
    Whiles this would be easier, it would also get me a one way ticket to getting the mod pulled if it gets DMCA’ed.
    I also don’t want to replicate Stuntman 1:1, I still want it to have its own vibe and feeling.

    ;) Thanks!
     
  5. Danny Werewolf

    Danny Werewolf
    Expand Collapse

    Joined:
    Mar 31, 2017
    Messages:
    2,284
    Oh my god, I'm so happy to see this. Just watching the teaser video made me so insanely hyped, the "Get Close To" on the van in the video is so damn good. Both games are some of my favorites (although I've played Ignition more since I later also got it for 360 and the OG isn't emulated well yet.) I really hope this project gets the attention it deserves, I feel like a decently-put-together video is a good way to do it.

    One movie Idea I have is Baby Driver. Maybe "Child Wheelman" if you wanna go literal synonym lol.
    Another is maybe The Italian Job. Some synchronized sections on that would be really impressive both technically and to get right. I remember one of the Odd Jobs Stunt City being very based on synchronized driving. I could only imagine how awesome that could get in BeamNG.Drive.
    Definitely best to focus on the movie part first, but Igniton added some Commercials as Odd Jobs. I think that'd be pretty cool. It'd be funny to have a stunt scene as an Ibishu Pessima commercial.
    Overall, definitely look at Ignition for some inspiration, even if I am bias. It may help differentiate the game from having a single reference-point aswell.

    One general gameplay idea is that the scenario start timer is a timer that you can red-light at, so you have to time the "Action" correctly. I have a loose recollection of that being a thing in a different mod, but I may also be incorrect.

    If in the future, you need some gameplay beta-testing, I'd be more than up for it, just to lend some sort hand feedback-wise, or atleast have some other eyes. You will have to reach me through Discord, which is on my profile, as I rarely check the site anymore (let alone play since I'm usually occupied with other things.

    Also, I may not know much about the editor and especially Lua, but I can suggest some people to reach out to for your issues:
    HighDef: Creator of the PaceNotes App and PaceNotes Core. I'd imagine he knows something about the audio system to make that work. It sounds fine there anyway.

    Krallopian: Shot in the dark, but maybe he knows something about the issues you're thinking of? I know even before he became a team member, he knew alot about lua. He even tried helping me with adding a trigger-activated startlight for Douglas Rally.

    Darthbob555: Another shot in the dark really, but maybe something in the ExplosionsNG mod has something in the way of making some sort of explosion activated via Lua.

    I really hope this helped any, this made my night. The OG Stuntman mod from 2015 is still one of my favorite mods, and this is already outshining that tenfold (obviously being nearly a decade later helps.) Thank you for working on this, and I hope everything goes well.
     
    • Like Like x 1
  6. jamessimo

    jamessimo
    Expand Collapse

    Joined:
    Nov 28, 2018
    Messages:
    98
    Thank you so much for your post, really helping me stay hyped for this mission pack I’m making!

    With the BabyDriver idea, I am way ahead of you on that one! Will share the poster when it’s ready. Gonna use a Hirochi Sunburst for it. Italian job is another must I reckon, love the Picolina and love Italy as a level. I’m also workshopping a comedy spy movie that would involve using a Widgon.

    I should include small “odd jobs”, I think that will help pad out the play time + use some more exotic car types like Gambler500 cars.

    Right now I am finishing the first level, not only the stunt level layout but also the reset mission logic which is a little more involved due to having to reset cars and their replay files. May have found a blocking error, need to test more and will have to try and get a dev to have a look.

    I also finished the UI, I’ll share a screenshot later but very happy with it, even got the time count down to turn red when you have less than 3 seconds.
     
  7. ItsJustCurtis

    ItsJustCurtis
    Expand Collapse

    Joined:
    Apr 10, 2017
    Messages:
    195
    if you pull this off well I could very much see the beam devs taking an interest and perhaps even incorporating it as a new game mode. Stick at it, really excited to see how this pans out
     
    • Like Like x 1
  8. Occam's Razer

    Occam's Razer
    Expand Collapse

    Joined:
    Aug 7, 2013
    Messages:
    1,239
    There is a Flowgraph node called 'Audio Channel Fade' that does just this. IIRC, it's usually meant to fade individual audio channels (engine, suspension, ambient, music, etc.) but it should be possible to fade the master audio channel too. Word to the wise, though: even though the node is meant to smoothly fade the audio up or down, the refresh rate seems to be very slow, so it may sound choppy unless you're making minor adjustments, or fading very slowly.

    I'm going to give my standard answer and say, it depends. The main thing I'd be worried about is the content that's in the levels folders. If any of that is meant to be reused for other levels, that could be an obstacle.

    In theory, it should be possible to create a particle emitter object, and tie it to the explosion particle event. You could spawn the object through Lua or through a prefab. Personally, I've never had much luck with using particles in any of my projects, and there are obstacles to creating one of those in real-time.

    I should also remark that it's also possible to simulate a shockwave from an explosion using planetary gravity, by creating a small planet with a high negative mass, and resetting the node shortly after it's been created. It wouldn't be technically accurate for your project (most movie explosions are pretty much just fireballs and don't actually generate much force), but it could be a fun trick to exploit if you want to give such an explosion some punch. Just be aware that the Planet and Simple Planet Flowgraph nodes are only designed to work on one vehicle at a time IIRC.

    I do think the first Stuntman game had it right to include a nod to Snatch. Low-speed crime comedy with tons of separate stories colliding and weaving together. The large cast list means you could show lots of individual personal cars or portray the same event from multiple perspectives, and the presence of a MacGuffin would create an easy explanation for why your current character is chasing or being chased by somebody else without needing lengthy explanations. Sequences would be low-speed slaloms or obstacle courses with the more crime-friendly places around WCA: the logistics area/storage units, the quarry, the alleyways, the container port, etc. And also remember that you can use the 'Play Sound' and 'Breakgroup' Flowgraph nodes to simulate gunfire.
     
    • Like Like x 1
  9. jamessimo

    jamessimo
    Expand Collapse

    Joined:
    Nov 28, 2018
    Messages:
    98
    Update!

    Made good progress recently. I cant share much as I don't want to spoil the missions, but I can update what I have accomplished and my hunt for music;
    • Completed the gameplay loop, this involved a minor rewrite so that you can restart the missions extremely quickly without long wait times so you can retry levels quickly!
    • Custom race markers now turn green when you pass them.
    • Mission start screen. currently using the director profile picture from the movie studio campaign in the base game. Still working on the copy for this but hoping to give the director some personality.
    • Started adding awards to the end screen (Gold, Silver, Bronze etc) for collecting optional waypoints. Right now the mission has all mandatory waypoints but will change this.
    • Fixed a nasty bug that occurs when entering two states at the same time.
    I am also looking to find some music to play in the background of missions, if you know anything that would fit the stuntman theme, could be used without copyright issues please share! I found these two on newgrounds which could work.

    https://www.newgrounds.com/audio/listen/623255
    https://www.newgrounds.com/audio/listen/707923
     
  10. Riccarr

    Riccarr
    Expand Collapse

    Joined:
    Jul 28, 2024
    Messages:
    18
    Hi there … great work and congratulations on the efforts you’ve made. Labors of love can sometimes go unappreciated but don’t let that put you off.

    I am new to beam modding myself, and my primary interests are in beammp multiplayer/coop scenarios. So my input would be to keep multiplayer “concepts” in mind while coding, perhaps in regards to how you organize your code such that the controller code might be coming from a server and not all embedded right in the client specific code. Good luck!
     
    • Like Like x 1
  11. jamessimo

    jamessimo
    Expand Collapse

    Joined:
    Nov 28, 2018
    Messages:
    98
    Driftin’ n styling.
    Good news, I wanted to give each stunt mission medals (Bronze, Silver and Gold) and to help reward drivers, I use the "Drift Calculation" node to now have sections of the track that the player can drift on to get a "style score" which will help you get a gold medal. The drift sections are not mandatory, just a chance to get some bonus points what you may need to do if you miss an optional objective.
    upload_2024-7-30_16-31-20.png

    Campaign pains
    Since one “movie” is a collection scenarios, I’m looking to actually utilize the campaign feature to naturally group missions into a single campaign. Each “movie “will be a campaign, a campaign will have 3 to 5 scenarios each. I really want to do this because I’ve seen other people try to make stuntman scenarios in the past and they just had to essentially label the movies together in the scenario name, but when you are viewing them in the scenarios screen, they’re all jumbled up anyway due to the way scenarios are sorted.

    I have managed to kind of reverse engineer the way beamNG did those animated comic book “cutscenes” for the chapter 2 Rocky Start. I’ve actually made my own one so at the beginning of each mission there will be voice over introducing the level and showing slides of the different areas/stunts. I’m making it so the director is prepping you before each and the directors explaining what you’re going to see up ahead and give you some tips and tricks like the speed you should be hitting jumps at.

    I got these cutscenes working, which I suspected would be the hardest part, but the actual hardest part seems to be getting flowgraph scenarios to be recognized by the campaign system. I have a sinking suspicion that the campaigns are so old that they actually don’t even recognize what the heck a flowgraph even is. The whole thing is quite obtuse and nothing is documented, I reached out to a BeamNG dev to hopefully help me shed some light on this. I’ll keep you all posted.



    In between all this, I’ve also cleaned up the level design and I’m trying to get a first level ready to send out as a WIP beta on the repo.
     
    • Like Like x 1
  12. Occam's Razer

    Occam's Razer
    Expand Collapse

    Joined:
    Aug 7, 2013
    Messages:
    1,239
    AFAIK, this is pretty much it. Campaigns rely on data provided by the legacy scenario system, they don't really work with Flowgraph to my knowledge.

    Now, for a current project of mine, I worked around this problem in the most brute-force way, by using 40+ Flowgraph states and a custom save/load system to manage what is actually only one scenario, but it acts like it's a dozen different ones. Each 'chapter' is between 4 and 6 different flowgraph states: 'Setup' (spawn and position cars, props, and prefabs), 'Reset' (put everything back in its starting condition), 'Start Screen' (display the title, description, portrait images, and handle the countdown), 'Event' (the actual gameplay state, with timers, race markers, damage detectors, ai, etc), and 'Win' and 'Fail' (end screens for success or failure).

    Chain multiple chapters together in the same scenario or mission, and what you have is functionally indistinguishable from a campaign.
     
  13. jamessimo

    jamessimo
    Expand Collapse

    Joined:
    Nov 28, 2018
    Messages:
    98
    Thank you so much for the information about how you got around this.

    My issue is, I like the comic book cutscenes + the idea of having my mission in the campaigns UI so...
    upload_2024-7-31_11-5-21.png
    I found the function that is causing it not to load, I am removing the deprecated code with the new code and adding in
    ```loadMissionAsScenarioFlowgraph``` this should fix it but I'll wait until I have time to work on this.

    I don't know if I should wait to see if v0.33 will fix this but I doubt it since no one is ever talking about making campaigns let alone Flowgraph driven campaigns. I am going to @ some devs ITT and see if anyone will tell me if I should mod this myself or if they will change it (sorry if I @ the wrong people)

    @tdev @HighDef @TStabbert @Car_Killer
     

    Attached Files:

    • upload_2024-7-31_11-4-45.png
  14. jamessimo

    jamessimo
    Expand Collapse

    Joined:
    Nov 28, 2018
    Messages:
    98
    Updates!

    Cam-pain

    No progress on the campaign, reached out to some devs but keep getting left on read. I assume they are busy with other matters like the update.

    Audio
    I have recorded all the new audio and I am now wrestling with the very lackluster audio features in Flowgraph to have it so anytime I play a sound I can lower the engine audio channel -> play audio -> raise engine audio channel. Unfortunately there many issues with this, mainly that fading needs a constant flow and play audio needs an impulse flow + right now, Beamng doesnt tell me when the sound has finished playing. I've been trying to achieve this using the "once" flow. The issue with this is that it needs to be manually reset and it's extremely frustrating to manually reset it every time I wanna play a new audio clip. I think I'm gonna have do some custom LUA scripting and make my own custom node that accepts an audio file and automatically lowers and hires different audio channels as needed (and bonus if I can fire a "Audio complete" event).

    Medals
    Medals are done! I even have different pictures of the director I use to change his face depending on how well you do. Right now I have "Accuracy", "Style bonus" and "Speed"

    Take 1, 2, 3, 4, 5....
    I have gone the extra mile recorded myself saying all the different takes, and I record how many times the player has to restart the game. I play a different audio file for different takes to keep it interesting.

    Icons
    This isn't a new development, but I wanted to share some of the icons I made for this mission, some icons I made, others were taken from the BEAMNG internal Icon libs.

    Screenshot2024-08-06at133553.png


    I am in the last sprint, I want to get this in players hands as an early alpha since this will be my first "mod" and i'm sure there will be issues with deployment on other peoples machines. Due to the Mod repo being locked tho, I dont know when people will get to play this, so until then here is the preview thumbnail for the mission;

    preview.png
     
  15. jamessimo

    jamessimo
    Expand Collapse

    Joined:
    Nov 28, 2018
    Messages:
    98
    Early Access is OUT NOW!!!

    The first scene for “Blazing Moonhawks” is available for early access! I've decided to call these scenarios “STUNTDRIVER” and the end product will be scenarios all under the STUNTDRIVER mission pack mod that will be a available as scenarios and hopefully campaigns in the future.

    STUNDRIVERLOGO.png


    All you need to do to play is download the attached zip and place into your Mods folder! (As of time of writing the ModRepo is not accepting new submissions so that why you have to do it the old fashioned way)

    Install:
    About early access:
    Early access marks a huge milestone for the project, I have made it so this first “Scene” acts as a vertical slice of the features that I can add two more missions in the future. I wanted to get the first mission out as early access to try and find as many bugs I can on other peoples systems and make sure that all the custom LUA that I wrote works as expected on other machines and that I packaged all this correctly.

    The future:
    After collecting all the bugs from this initial early access (and fixing them), I will then go on a content run and make the rest of the missions for the "blazing moonwalks" movie. After that I will work on other “Movies” and other stunts like arena stunts and commercials. I am hoping during this time to be able to work with the BEAMNG team to make it so my flowgraph missions could be used in custom Campaigns, If that could happen I have some really cool stuff planned… If not, each "movie" may be a separate mod in the repo, not decided yet.

    Reporting bugs:
    There will be bugs, please report any you find and tell me the last step you did before it occurred.

    Notes:
    There are missing features and bugs.
    • End game replay just shows the car, no custom camera work yet (being worked on)
    • Check your game replays folder, you may have some unwanted replays, the mod should auto clean them but there some issues and sometimes they don’t get removed.
    • Replays sometimes don’t play, this maybe a race condition that I need to investigate
    • Retrying stunts, you will still see some markers around, this is an issue with some older markers.
    • Sometimes pausing the game during the countdown will break the timer.
    pinging @Danny Werewolf because they said they wanted to help test ;)

    I hope this effort was worth it and the community likes it.
     
    #15 jamessimo, Aug 15, 2024
    Last edited: Aug 21, 2024
    • Like Like x 1
  16. Danny Werewolf

    Danny Werewolf
    Expand Collapse

    Joined:
    Mar 31, 2017
    Messages:
    2,284
    I am finally here to test it, took a bit and some change to re-check the forums heh.

    First impressions, I do love it. I tried it on first controller, than on wheel. One thing I only recognize after trying it on wheel is how cool it is to do this from cockpit view. Hits a segment technically missed in the first 2 games that I didn't know I needed. Ironically it took many more tries to get a gold on controller than wheel, though clutch isn't easy there and I'm rusty on controller.

    I most certainly was not expecting audio clips, that was a very awesome addition. Small idea is to have guest-starring directors in the future like how Ignition had the multiple different directors.
    The only two fail voice clips I heard was damaging the car and being too slow, so I'm unsure if there are any others.
    I am excited for replays. I'm unsure if this has been done before, both official and mods, but I am excited either way. I already enjoy making faux-scenes using AI, so this is right up my alley.

    I went ahead and took a clip of both best runs. Didn't realize the runs were more than 30 seconds at first, hence the shorter controller clip.
    Controller Run (30 Second Clip)
    Wheel Run (60 Second Clip)

    I'm unsure the possibility of adding the UI, but a 'schedule' at the top of the screen like OG Stuntman had would definitely be sick.
    An idea is possibly changing the stock checkpoint sound to something a little more unique (if possible).

    I am so happy to see the style system, here's some ideas on making it more complex:
    • Some scenes, there will probably be a chance to get some air in some form. If the air updated isn't inside of a designated "Airtime Zone" (unsure if there's anything already designating this), than the height is calculated into the score, for example 1-10. So this is difficult to cheese, the amount of damage obtained 1-2 seconds after the airtime ends is subtracted to the points you get from that airtime, maybe in portions of 0.5 so it isn't the same as the points added.
    • I know I'm bias in my adoration for the "Stringing" system in Stuntman Ignition, but I quickly was thinking about replay value somehow being added to this since getting faster times isn't exactly there, and most of my time playing the games is just getting them perfect. One idea is having a couple 'secret', low scoring tricks which would add up into giving a slight boost to your final style score. Simple things like getting close to a different objects, maybe an uncalled drift zone.

    Here are some movie suggestions since I've been watching more recently
    • CannonBall Run - Not too sure how this would work out since most car scenes are high-speed. Maybe there's something interesting you can make of it using West Coast USA.
    • Taxi - I have yet to finish this movie, but thanks to CarMighty, I get that this movie has some amazing driving scenes.
    • The Fall Guy (1981) - I recently found out about this tv series and I absolutely love it. If you don't know, it's about a stuntman doing bounty hunting work on the side to make rent. There are alot of car chases in the series; it's a series for stuntmen, made by stuntmen. The truck in it is also iconic, and you could make some awesome jumps with it almost certainly. I think there's a good bit you could do with the idea.
    • Tokyo Drift/Initial D - Definitely some slight bias with this one since I'm all about Touge, but I think there's something here. It'd certainly be far easier for Beam to match that than a traditional F&F movie. Even the beginning scene with the Monte Carlo vs Dodge Viper scene could give some inspiration.
    • Duel (1971) - It may be hard to get something out of directly copying a scene layout, but I could imagine even something on Utah where either you're running from the truck and avoiding obstacles and traffic, or even if you are the truck and having to hit vehicles or drive narrow roads with a trailer. I think that would be a great challenge.
    • Twister - Thankfully this being from the angle of real visuals, you don't actually have to script a tornado. There are some pretty nice car scenes with the Ram in the movie. I could imagine a scene driving through the small city of East Coast (trust me, it's tornado alley, sshhh) having to hit tight windows, avoiding erratic drivers and alot of debris, weaving through alleyways with this big vehicle, trying to get out of town before the tornado hits. I realize this is a similar idea to one of the dirt bike missions in Ignition's "Aftershock".
    • Gone In 60 Seconds (1974) - It's been a while since I've seen this, but if you want to subvert expectations a little while still using West Coast, I think this scene could work as insipration.
    Overall, loving it so far, and I can't wait for more. Definitely something I'm gonna be showing to my friends that care about stuff like this, I do wish this got more publicity though, because it most certainly deserves it. Since this is just a 'vertical slice', I am excited for where this goes.
     
    • Like Like x 1
  17. jamessimo

    jamessimo
    Expand Collapse

    Joined:
    Nov 28, 2018
    Messages:
    98
    Danny thank you so much for all the great feedback!

    I will address all your ideas one by one in another post but I just noticed that in your gameplay footage your not seeing my custom icons I placed over smash targets or jumps… I am going to investigate that first as that seems to be a bug and got to find a way to trigger it locally.

    Again thank you so much for the encouragement, it really helps keep me motivated!
     
    • Like Like x 1
  18. Danny Werewolf

    Danny Werewolf
    Expand Collapse

    Joined:
    Mar 31, 2017
    Messages:
    2,284
    I'll say real quick that I did restart the scenario multiple times before even my first run because I forgot my clutch button was my map button on wheel lol. There's a chance it didn't work because of that, but I'm gonna assume that's unrelated since the other markers worked fine. I figured there should be a marker for the 'smash' call, although I didn't think anything of the jump icons being missing.

    I am glad it helps though. This does need so much more attention, it's impressive and cool at the same time. Thank you and you're welcome.
     
    • Like Like x 1
  19. jamessimo

    jamessimo
    Expand Collapse

    Joined:
    Nov 28, 2018
    Messages:
    98
    UPDATE 0.2!

    Thanks for @Danny Werewolf s feedback I found out that the icons over jumps and crash objects were not showing.

    The latest version is still on the first post of this thread

    I fixed this bug and made some minor updates. Here is the changelog;
    • Added intro camera path.
    • Fixed missing icons
    • Rewrote into text
    • Better error catching
     
  20. Danny Werewolf

    Danny Werewolf
    Expand Collapse

    Joined:
    Mar 31, 2017
    Messages:
    2,284
    Yeah, the missing icons definitely do add alot, looks much more consistent. Everything works well.

    Just an off-the-cuff idea, being if it's possible to trigger fire on a vehicle. Having to drive while on fire might be interesting, or maybe even a trailer on fire.
     
    • Like Like x 1
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice