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That is actually not a car my mod does something about. You can bood up a game with no mods, use debug to spawn this car and it will still have animations. There are 3 such vehicles in total. None of them is registerred in any spawn table and is only obtainable via debug mode. So I am not really keen on fixing them.
VVE passenger van missing doors is a know issue I have dealt with before and should be able to deal with again. Basically vanilla 6 seater vans have sliding doors on both sides. VVE overrides vehicle script and (correctly IMO) only mentions right side sliding door. And since my animated models expect there to be a door - you get a hole where it would have been. An alternative hull model that does not feature a hole for that door is all it would take to fix it. Well... Maybe some tinkering with window setup too.
Chevalier V20 indeed is from mod apparently.
Also neither "Martin" nor "Chevalier V20" sound familiar as vanilla Vehicles. If you are using other mods - especially Vanilla Vehicle Enhancer - please also specify it.
And if the answer to the above questions is indeed pointing to build 42 Enhancer use - that would be a known issue. Restoring full compatability with VVE is in the work pipeline, but is not yet done.
For example "Martin" his door is out of place.
+ Chevalier V20 missing doors.
MB more...
Also there is an optional submod that should be rolling back passenger rendering.
I'll hang tight and keep an eye out. Thanks again for your work!
Switching between versions to do the testing is taking some time. I would prefer to know if I need to do that beforehand.
Also I assume the errors you mention are on load rather than linked to some action, right?
But yes. I am fully expecting at some point to have this mod be obsolete by base game including animated vehicles.
But this is unfortunately going to take a while. I have a boatload of work ahead of me with PZK Animated.
Feel free to come to my streams and hang out. I might be persuaded to switch to Drive 90 for a stream or two if the chat would demand it...
Basically vanilla network code does not account for potential vehicle animations. To plug the gap, if you use any animated vehicle mods in multiplayer - you need to use "Sync vehicle animations" (link should be in mod description).
Though even without it you should see animations locally.
Another thing is - the mod works best if it is enable both in the game you are trying to load and in your main menu mods list. Though usual problems I encountered with that were - if the mod was active only in main menu but not in the game it might try to show animations still and probably fail in a broken way.
Can you give a bit more details? Is it related to van rear doors? Or some other vehile trunks? If it is related to another vehicle - which one?
If the problem is with the vans - I am sorry for the inconvenience. It is a known visual bug which I am still trying to track the source of.
I don't understand the technical details you mentioned about the problem; I don't know anything about mods and such. I forgot to mention that I'm using version 41 in Project Zomboid because I play with friends, and version 42 doesn't allow co-op.
I would appreciate it if you could solve the problem because, as I said, I love this mod; it's very useful.
I haven't tried it yet, but this one https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=3162566044 is another mod I'm planning to include in my game. I hope it doesn't cause any problems with yours.
Thank you very much for your attention, and I hope to enjoy both mods.
Best regards.
The main issue with SVU compatability is - shaders that are available to be used for vehicle parts get either data related to vehicle bones - required for animations - but don't get custom texture data. Or they get custom texture, but get bone data from wheels rather than vehicle.
So animated armor bits are presenting a bit of a pickle. Especially if the base texutre of the vehicle does not include texture for armor.
For 41 version I developed a hack that kind of tricked the game into loading custom texture for one model and then just hoping that when the next part - actually animated armor part - gets rendered, that custom texture would still be in memory. Which works... most of the time..
I will look into fixing it. But can't promise before I know the cause.
Any chance you'd be willing to make your mod compatible with this one? I wouldn't want to do without either of them.
Thanks, and excuse my English; I use Google Translate.
Thank you for enjoying the mod.
I however have to re-iterate - this mod only builds up on a lot of work that is already but into the game by developers. So I can't take full credit for it and I definitely do not endorse using my mod to throw shade over developers.
The problem with van rear doors is a known issue which I tried to investigate and pinpoint the cause of several times, but wasn't able to so far. But figuring it out is among the long list of things I am working on to fix or improve.
Just found out about those extended vanilla vehicles you are working on, would that mod work alongside the vanilla enhanced?
Is is some of the older Drive90s cars? Might have not updated those...
Not sure if it is possible but a area of improvement would be if there was a way to make the seats a darker gray (or something to match the rest of the interior) when removed
Functionally the game would likely not crash. But I don't think compatability code was pulled into 42 version yet so there might be some issues.
Most notably - vanilla 6 seater vans define rear doors on both right and left side. While Enhanced versions only use right rear door.
So when adding animated part rear left door would not be added (since it doesn't exist) but the model of the van will have an opening where the door should be.
Also enhanced versions need slightly different shape of doors. So if default vanilla animated models are used - there might be a mismatch between where you expect Animated part to be based on texture vs where it actually opens.
I am planning on ironing out those differences but free time is finite...
Please give your opinion on reworked engine as seen on Nyala/Cherrywagon. Is it worth making engines like that for other vehicles? Would it be better to just keep the old "flat plane" fake engine?