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Unfortunatelly after throrugh testing (aka using debug to spawn every single vehicle on the list) some issues were discovered. Most notably with Cheaviler Laser / Franklin Galloper police variants and long van CUCV.
I am working on fixing those issues and believe I squased most of them by now, so in a few hours another hotfix is inbound for Workshop.
Also in build 42 version there is now an experimental feature.
Dash Noble has animated fold up headlights. At present there is a possible problem with lights being missing when the vehicle first loads. But after you flick lights on/off or return to vehicle after it was loaded once - the problem does not persist. I am researching ways to fix the issue entirely and when I beat it I will look into sharing this with other cars that have fold up headlights like Vanilla Cosette. Fingers crossed.
Basically it will synchronise progress with 41 version, so it would go up from circa 30% it was before to circa 60%. Basically any vehicle that was animated in 42 version will have their equivalents animated in 41.
And I kind of tested the non animated spawn supression submod (ran a world with maxed out vehicle spawn, ran around parking lots trying to find a non animated spawned car and didn't.
But - just because I foresee the question - I am only able to roll out this non animated spawn supressor rather quickly - because it is able to directly ask my animation mod about specific vehicle IDs. I would NOT be able to make a mod that takes other partially animated car collections and root out nonanimated parts of them with that mod.
Added a submod to disable vehicles from PZK pack that are not animated. I have tested the game starts with it, but I did not test if it works as intended yet. So use at your own risk and plase report bugs.
And thank you for reminding - I probably should add it to the description.
Also I really should try to push an update sometime. Though that would require some work syncing 41 version with 42 progress. Maybe that (and the submod to filter non animated vehicles out of the distributions pool) would be tha focus of the Friday stream.
I really love your work!
But right now - no.
But there are a lot of unknowns in this equadion. For example I have processed most of vehicles that use same models and the remaining will be one model for one vehicle ID. Which makes it more modelling intensive but less coding intensive. And who knows how that would affect progress rate.
Also that linear timeliness estimate fails to account for two instances of me deciding to venture into a massive refactoring spree that forced me to process same vehicles twice or three times by now.
This was a way for me track which vehicles have similar parts so they can be modelled together.
There are many version of SUV that have exactly the same hood, windshield and front doors, but some have rear doors, some don't, some are open bed pickups some a wagons and there are several versions of length. But setting up all those vehicles to use same models and animations for shared parts saved work.
But at the same time not all SUV/trucks have the same geometry. So I used color coding to remind myself which do.
This mod can be used alongside Vanilla Vehicles Animated or separately. I didn't want to make those mods depend on each other because some players might use PZK VLC and want it to have animations while using other mods that remove vanilla vehicles, this making VVA unnecesary.
There are known issues with spare wheels on some vehicles not getting animated. And in build 41 vanCamper has an artefact at the place of rear left door... But I hope you can enjoy what is ready.
Though I am not 100% diligent with publishing the mod after every stream. Though at this time it might be a good thing, since I am in the middle of refactoring lua code to new framework, and currently my version I have locally covers about 20% while published mod should cover about 40%. At least in 42 version.
Maybe the new year holidays will give a bit more time but nowhere near enough to complete it.
So all vehicles would be around spring. And I kinda should get into a habbit of uploading update after every stream. Oh yeah - on saturdays (Sunday this week) I stream how I make this mod on twitch at Hilvon1984