FilibusterRhymes
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Posts
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Posts posted by FilibusterRhymes
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On 2/3/2020 at 1:20 AM, Kvnxo said:
Thank you so much! I will give the mod a try, it looks great. Cheers
PS: do I need to start a new game to see the new cars?Hey dude! No problem, and thank you.
You don't need to start a new game, but vehicles will only spawn in areas you haven't been yet.
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Hey guys, I was thinking it'd be nice to be able to have the radio and TV play sound files. That way we could mod in voice overs, songs and whatever else comes to mind.
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Hey dudes! I uploaded a quick and dirty fix to steam that should get my mod working with this update.
- iuridosanjos, MECR and amorales559
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Hey man, check Fenris_Wolf's previous post in the thread.
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Hey man, I've actually got most of them done. Only need to do about 10 more. I have a kind of preview Workshop mod up that acts like an add-on to orgm you can subscribe to if you want to use the newest weapon models before they're officially integrated into orgm. the P90, vepr and sig are all in there.
I'm glad you're liking the cars, dude! I had a pretty good time making them. It was a lot more productive than just making unfinished spaceships in games like Interstellar Rift or space engineers, which is what I normally do when I'm feeling creative, haha.
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On 9/29/2018 at 6:54 AM, jonaleks said:
I'm playing 39 stable and used separate vehicle mods from Steam and I have a bug where all vehicles have wrong textures on the wheels/tires. It's the same on all cars from your mods. Even if I use "smaller cars mod" with only vanilla cars, still the same bug?
Running on iMac / iOS Mojave, 2015 iMac with Radeon.
Oh hey, I should probably update this. My main man Fenris_Wolf actually found a fix for that issue. I've got it implemented in the newer versions of the used cars mod. I don't think I have it in the smaller cars mod, but I'll try to update that tomorrow.
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22 hours ago, Eggtooth said:
Hey Filibuster, do you mind including my mod into your mod?
https://steamcommunity.com/sharedfiles/filedetails/?id=1518397250
You are very welcome to do so. I'd appreciate it.
Hey man, thanks! I wanna keep it as modular as possible, though. But I'll definitely post a link and recommend yours with it the steam description, my dude.
2 hours ago, jonaleks said:I'm playing 39 stable and used separate vehicle mods from Steam and I have a bug where all vehicles have wrong textures on the wheels/tires. It's the same on all cars from your mods. Even if I use "smaller cars mod" with only vanilla cars, still the same bug?
Running on iMac / iOS Mojave, 2015 iMac with Radeon.
Hey, thanks for reporting this. A handful of others have reported the same issue. I'm really sorry dude, but I'm at a loss. I'll keep trying to find a common factor, though. What are the other specs of your computer?
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Hey, no problem man!
SpoilerAwesome dude, thanks. It's supposed to spawn with a shotgun shell (or box, I don't remember), a crutch and a can of dog food, haha.
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Hey guys, I was poking around in the VehicleZoneDefinition.lua and it looks like the McCoy pickup isn't in there. I'm no coder, so I could be wrong, but it looks like the McCoy lines at 217 and 218 point to the normal PickUpVanLights and PickUpTruckLights vehicle instead of the PickUpVanMccoy and PickUpTruckMccoy.
- TurtleShroom and Pandorea
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1 hour ago, Arsenal26 said:
Started getting this error recently... Seems the file has been updated 9/26
Tried to go to line 123, but I guess not...
1538094058288 -----------------------------------------
1538094058289 STACK TRACE
1538094058289 -----------------------------------------
1538094058290 function: FRvehicledistributions.lua -- file: FRvehicledistributions.lua line # 123
Sep 27, 2018 5:20:58 PM zombie.Lua.LuaManager RunLua
SEVERE: null
Sep 27, 2018 5:20:58 PM zombie.Lua.LuaManager RunLua
SEVERE: null
java.lang.RuntimeException:
at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:83)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:1335)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:167)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1922)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1747)
at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:77)
at se.krka.kahlua.integration.LuaCaller.protectedCall(LuaCaller.java:113)
at zombie.Lua.LuaManager.RunLua(LuaManager.java:5668)
at zombie.Lua.LuaManager.RunLua(LuaManager.java:5632)
at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:961)
at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:897)
at zombie.gameStates.GameLoadingState.enter(GameLoadingState.java:107)
at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:145)
at zombie.GameWindow.logic(GameWindow.java:686)
at zombie.GameWindow.run(GameWindow.java:1312)
at zombie.GameWindow.maina(GameWindow.java:1088)
at zombie.gameStates.MainScreenState.main(MainScreenState.java:182)
Sep 27, 2018 5:20:58 PM zombie.Lua.LuaManager RunLua
SEVERE: null
Hey man, Fenris pointed it out to me, too. It was some sloppy coding (see: copy and pasting) on my part, haha. Oops! I just uploaded a fix. Hopefully. Sorry about that!
On 9/20/2018 at 7:20 PM, Arsenal26 said:Hahaha, thanks man!
SpoilerDid all three items spawn in it? I really hope they did... If you can, lemme know if you find more than one on the map. I really want them to be a super rare easter egg.
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Update 11/3
Hey guy! This is now working on the stable branch!
Hey dudes, I finally got the compilation of my cars completed, plus a few extra. I've got all the masks working, although the damage textures are kinda half-assed. The script files are fine tuned (for the most part). But yeah, hope ya guys enjoy!
Link: https://steamcommunity.com/sharedfiles/filed etails/?id=1510950729
I owe a HUGE thanks to Fenris_Wolf of ORGM Rechambered for helping with, well, all the lua files, haha. I'm as good as code illiterate, so without him, this wouldn't have gone anywhere.
Car list:
SpoilerSedans:
- 1985 Crown Victoria (civilian, police and ranger)
- 1985 Crown Victoria Wagon
- 1979 Cadillac Fleetwood Brougham
- 1990ish Volvo 244
- 1971 Chevrolet Impala
Compacts:- 1991 Honda CRX
- 1983 Yugo
- 1973 Ford Pinto
Trucks:- 1987 Chevrolet c10 (short and long bed)
- 1990 Dodge Ram (short and long bed)
- 1987 Chevrolet Blazer (civilian and police)
- 1987 Chevrolet Suburban
- 1990ish Astro van
100% pure 'MURICAN BURGER EATIN' WILD TURKEY DRINKIN' XENOPHOBIC MUSCLE"- 1965 Pontiac GTO
- 1969 Dodge Charger
- 1973 Ford Falcon
- 1977 Pontiac Trans AM
- 1970 Chevrolet Chevelle
- 1970 El Camino (and a 68 varient for good measure)
Cargo:- 1990ish Uhaul type box truck
Military:- HMMWV (M998 and M1025)
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2 hours ago, Harra said:
I got the size correct by following your instructions. Unfortunately fog was filling my game haha.
Now the texture is needing work and i'll have to move the wheels with the script.
Any further tips?
Hey dude, I'm home now. If you want help getting the texture right, I'm up for it. Did you wanna over discord so we don't hijack the thread?
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41 minutes ago, Harra said:
I've worked with UV's before, I don't want to move them as it'll make me have to redo them all over. I haven't got time. The problem isn't with my UV's either.
I got ya. Would you mind uploading the model file or at least taking a picture of what it looks like in blender?
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4 hours ago, Harra said:
Someone said they used vanilla models to compare scale.
Hey dude, it looks like you might need to play with the UV in blender. You can also export it to get a template for your texture, too. Look up sone tutorials on uv in blender. If you need any help, feel free to pm me. I'm at work right now, but can show ya how when I get home. Good luck!
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Hey Harra, some more details on what RingoD said about the orientation. In blender, the model needs to be facing upward along the z access. The roof should be facing the positive direction of the y access and the bottom should be facing the negative direction (of the y access). I snapped a quick pic to show ya.
I haven't messed with the scaling in the script in a while, but I think it changes the size of the tires, too, so it's probably better to resize it in blender. What I do is import one of the vanilla vehicles into blender alongside my model, resize mine, then export it. Try to place it as close to the center, too, it'll make getting the extents and stuff a lot easier. Definitely import one of the models to check it, man. It'll help with the orientation too. Good luck, dude!
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Hey, thanks man! I'll definitely look into the BMW, but I'm just focusing on getting what I've got into the game for now.
I think we can replace sounds, but I couldn't figure out how to add new ones. Doesn't mean we can't, though.
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Hey, thanks guys. I'm glad you like 'em!
And thanks, Arsenal. I like the original cars, but they do seem a tad on the large size compared to mine. I'm planning on making an optional mod scaling them down a little, either in blender or through the scripts, so I definitely appreciate the numbers, my dude.
Also, if you guys notice anything that looks off, please lemme know, even if it's something seemingly insignificant.
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Hey guys, with the ability to add cars in the new weather beta (thanks a lot, by the way!), I've been working on adding them all as new vehicles. Here's a screenshot of what I've got so far. I've got like ten thrown in there for now, not counting the different similar models (like cop cars or different lengths of pickup bed). I haven't done the masks yet, but got the random colors in, so that's pretty cool. Take it easy, dudes.
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Vehicle mods
in Help
Hey man, thanks! I'm glad ya like it, my dude. I've got a few more in the works, but I'm waiting until we can spawn new vehicles before I really get at it again.
That and I seriously hate texturing, it takes me forever, haha.
How to create new vehicle mods
in Tutorials & Resources
Posted
Hey dude. There are actually just two wheels in the center of the back, I just have them modeled to look like four.