Weekly progress update #50: Wings of the creative!
In short
Part mover, smarter part generator for imports, fixing old bugs!
List of changes
Parts
Completed & greatly improved the missing part generator for SLRR-imported cars, now with awareness for vehicle mass & more parameters, for more individually-appropriate results!
Corrected naming of two springs, now matching the actual specification.
Minor code optimizations.
Original exhaust pipes & other SL1ification of the Axis.
Parts of loaded cars will no longer disappear due to seemingly unrelated slot setup changes - engine/vehicle rebuilds will almost never be required after installing mods that edit existing parts!
Part mover
Added cheat: "PEGAWRENCH" - type this into the console while in the garage to activate part mover mode!
Left-click any part to open a position adjustment dialog; The dialog is transparent, and camera can be moved while it is open - visibility isn't as limited as you might expect!
Per-axis adjustment range is varied, to give more accuracy where possible, while still allowing parts to be moved well past the opposite end of the car.
Coordinate value type-in support.
Coordinates can be reset to zero per-axis by right-clicking the value display/input text.
Very fine adjustments can be made by hovering a slider and then pressing arrow keys.
Parts rotate in place, rather than relative to their initial attachment position - this makes adjustment much easier, but comes with an inherent compromise to how moved parts are affected by deformation of whatever they're attached to. An option to use SLRR 2.3.1-style adjustment mechanics may be added in the future!
Click the chassis for an option to reset ALL attached parts to their original positions.
Using a console command, coordinates can be printed to file, formatted to be copy-pasted directly into part configuration files - modders can use this to fine-tune their part coordinates with effectively a live preview!
This mode works in first person too!
Use the part mover to fine-tune the look of your car, make anything mid-engined, create ram plows, or whatever fun nonsense your imagination can come up with! :)
Misc
Improvements to mod compatibility.
Fixed an old issue of hotkeys not always getting cleaned up after exiting sections and closing dialogs, eventually leading to hotkey failures and possibly game crashes.
Optimized a few first person UI textures.
The streets of Valo need more personalities! Check out some interesting rewards in the crowdfunding thread! :) https://steamcommunity.com/app/1571280/discussions/0/3053988806896458547/
Check back in two weeks this time! No troubles, just taking a little break before what will finally be the last push to release! Stay tuned! :)
Weekly progress update #49: Valo City Imports!
In short
Improving support for import of existing SLRR cars (vanilla & mods)!
List of changes
CarConvert.exe
For lack of a better spot, CarConvert.exe generates slots for attaching RevChips (and also the unused SparkChips) on the floor within the passenger footwell, using the driver's feet position ("pedals" coordinates) as the reference point. (This only takes effect for cars which don't already have these slots - vanilla cars will keep their original slot positions even after being fed through the converter!)
The conversion process has been updated with a few extra necessary tweaks to vehicle configuration.
Converted SLRR cars
Fixed a crash due to missing car colors.
Patched the game crashing during vehicle loading due to a specific set of SLRR parts no longer existing.
Added a generic sports seat & steering wheel for cars configured to sometimes come with aftermarket interior items at the dealer. These items are only intended to serve as placeholders, so cars don't generate with these parts just missing entirely - they will not be available in the catalog.
Catalog no longer shows incompatible seats.
SLRR mufflers type 20 and below have been added back, exclusively for use by imported cars - they will not be shown within the catalog for vanilla cars!
Ascending instead of descending muffler order within the catalog.
Added a set of generic SL1-style suspension, to give imported cars something to use, all SL1 suspensions being vehicle model-exclusive.
The dealer is now able to show vehicle descriptions.
New engine & running gear part generator for cars at the dealer, to fill in empty slots which would otherwise have been taken by SLRR parts. Parts to be attached are auto-chosen based on your compatibility inputs during the conversion. Ideally, modders should specify the exact SL1 parts to use via each vehicle's code, but the source code of mods isn't always included, so this automated system needs to be in place! The system is about 80% complete currently, and is to be finished next week!
Misc
Fixed cars sometimes violently bouncing into the air after heavy landings or hitting bumps at speed.
Fixed the CarLot still being able to crash the game when trying to load a non-existent car.
Optimized textures for engine control chips, all running gear components (except brakes, which were already done), batteries, and N2O bottles. The same wall of text given about engine texture optimization in Progress update #47 applies here too!
The streets of Valo need more personalities! Check out some interesting rewards in the crowdfunding thread! :) https://steamcommunity.com/app/1571280/discussions/0/3053988806896458547/
Check back for more in a week! Stay tuned! :)
Weekly progress update #48: Fix the bars!
In short
Shocks, springs, chips, last of the blueprints, and a fix of the swaybars!
List of changes
Parts
Fixed rear swaybars improperly applying their effect - more oversteery handling is now possible!
The 28 original springs and the 8 shocks have been ported in, though this isn't fully complete - there is a visual issue to solve with springs!
Suspension now collapses when springs are removed.
Unlike in the original game, cars don't jitter when shocks & springs are missing.
Merged some identical meshes.
Ported the 10 rev limiter modules ("RevChips").
Fixed the code for the unused ignition timing modules ("SparkChips") - one was created for testing, but won't be included in the game on launch, for various reasons; This part type may be properly added in post-launch updates, and for modders, all relevant resources will be available in the files!
Misc
Fixed part rotation in the inventory sometimes getting messed up.
Minor catalog tweaks.
Completed the CarInfo blueprint for the Whisper! Yet again, thanks to Medek for helping with these!
With this, all the blueprints are finally complete! Though- a few of the older ones could do with a few touch-ups :) Here's what the Whisper one looks like! You can see how the style has been improved since the Badge shown back in Progress update #27!
The streets of Valo need more personalities! Check out some interesting rewards in the crowdfunding thread! :) https://steamcommunity.com/app/1571280/discussions/0/3053988806896458547/
But when might there be more? A week will tell (and also deliver :D)! Stay tuned! :)
Greatly optimized formats for all engine textures - you will no longer see the parts popping-in as you flip catalog pages! We used the source files for all these textures, rather than the ones with (very) subtle artifacting found in later SL1 versions. Most now look ever-so-slightly better than before, while others ultimately lost a tiny bit of quality due to use of the .dds format for it's mipmap support, to eliminate shimmering. Realistically, it would be difficult to notice any quality difference without a direct comparison, and the loading speed increase (as much as 8x!) is very much worth it!
Merged many identical textures shared between engine types.
CarConvert.exe
The tool has now been caught up with all the recent part changes.
During the conversion process, you can now choose minimum/maximum engine size (cylinder count), and wheel sizes for both front and rear axles, per vehicle model! Regardless of what you input here, any engine/wheel will still be possible to install using the "SKELEWRENCH" cheat. (You can also feed already-compatible cars through the tool to change these attributes, to avoid the need for the cheat altogether)
Wheel compatibility attributes are applied purely based on wheel position, so the tool will correctly handle vehicles more or fewer than four wheels in most cases.
Improved vehicle model file detection logic.
Brakes
All 30 of the original brakes have been ported over!
The brakes are now sorted in sets in the Catalog, rather than first all FR, then all FL, etc...
Added a pair of larger front/rear-compatible plain steel brakes, only for the sake of preventing the six "stock" items at the start of the Catalog category from messing up there being exactly two full sets of brakes offered per catalog page until the end of the category. These new brakes sit between the best "stock" and the weakest aftermarket brakes in both price and performance.
Increased the max braking force of all brakes, so that even the weakest brakes have enough power to lock-up performance tyres at speed. This is both more realistic and more fun, we believe. You will still want to use high-end brakes for their durability & more-responsive feel. This change may get further tweaking, or may be undone altogether - let us know what you think about such a change!
Optimized brake textures.
Misc
The photo mode camera position save feature now saves the actual camera roll value, rather than the roll slider value. Due to the camera physics, these can go slightly out of sync (roll doesn't reset EXACTLY). You can see the consequences of this issue at 0:16 of the "STREET ACTION" trailer (2nd trailer on store page) :)
Stripped out all 'general' SLRR placeholder parts (car-specific ones still remain).
When a wheel is removed while in the garage, the corner of the car now gets slightly raised, as if lifted by a jack! The car won't hit the ground, damaging itself in the garage anymore! Let us know what you think about this change! Maybe you prefer the original, more-brutal nature of SL1 here?
Applied SL1 attributes to batteries and N2O bottles.
Ported over all 6 of the original swaybars.
The streets of Valo need more personalities! Check out some interesting rewards in the crowdfunding thread! :) https://steamcommunity.com/app/1571280/discussions/0/3053988806896458547/
Check back next week! There will be more! Stay tuned! :)
Weekly progress update #46: Eight cylinders all yours!
In short
V6, V8 & V10 engines, more Catalog improvements!
List of changes
Catalog
Improved some sticky note textures.
Shift+click to insta-buy items (skip confirmation dialog)!
Cleaner, more-intuitive sticky note UI.
Moved up the performance parts within the V8 category, to match build order.
Fixed a small chance of double scroll wheel input being interpreted.
Engines
Stroke is now always zero if no crankshaft is installed.
Increased boost pressure of all V6 forced induction components (and changed item names accordingly), to undo a big torque gain discrepancy caused by simulation improvements of the newer game engine.
Fixed the 360cui V10 block incorrectly overriding lubrication resistance values.
V8 air scoops and superchargers now cast shadows.
Removed the V8 "racing" scoop's hover technology.
V10 engines now start without difficulty & idle properly.
All engine-related fixes & improvements mentioned in the previous two Progress updates have now been applied to all engines as applicable!
After porting, individually testing & fine-tuning (as required) 104 unique engine components this week, V6, V8 & V10 engine types now join Inline 4 as being fully functional, and closely (though not exactly) matching the power output seen in the original game! Bi-turbo V6 has enough might to wheelie the Kurumma; A supercharged 10-liter V8 (mostly) under the hood of a Badge does it even better; Racing around with a high-REVving naturally-aspirated V10 is an absolute blast, especially when it all goes wrong! :D
The streets of Valo need more personalities! Check out some interesting rewards in the crowdfunding thread! :) https://steamcommunity.com/app/1571280/discussions/0/3053988806896458547/
More next week, of course! Stay tuned! :)
Weekly progress update #45: Supercharged!
In short
Inline 4 work complete for now, any engine - any car, catalog improvements!
List of changes
Engines
Non-chaotic part order within Catalog (no backtracking needed if buying parts in build order).
Fixed a silly way to bypass the air impedance caused by a dead I4 supercharger.
Blocks and transmissions now cast shadows.
Started work on V6 engines.
New logic for engine compatibility - all cars of course keep their original attributes, however, these can now be bypassed using the "SKELEWRENCH" cheat mentioned in Progress update #43! Use it to install any engine in any car!
Work on Inline 4 engines is complete for now! Superchargers, turbos, N2O, bashable oil pan and transmission, everything!
Due to the newer game engine's more-accurate calculations, engine power is down ~5% compared to SL1, and the power curves do SLIGHTLY differ. We think that this is acceptable, but if you don't, then please let us know! :)
Catalog
Cleaned-up the part buy dialog.
Batteries and N2O bottles are now found within the Body category, just like in the original game.
Subtle part order improvements.
Misc
Improved the wheel compatibility logic.
Stripped out more placeholder SLRR parts.
Cleaner, SL1-matching time/timer display logic (for test track & car info).
Busted some ghost decals, which could appear after reloading career.
Car info no longer shows zero'd transmission data, if no transmission is installed.
The streets of Valo need more personalities! Check out some interesting rewards in the crowdfunding thread! :) https://steamcommunity.com/app/1571280/discussions/0/3053988806896458547/
More next week! Stay tuned! :)
Weekly progress update #44: Under the Hood^2
In short
REViving the original engines!
List of changes
Inline 4 engines
The first of the SL1 engines has been ported over! A 110 cui inline 4, producing MIGHTY 85 horsepower! Few other than most-essential engine parts have been ported so far; Other I4 parts and other engines should be done in the coming week or two! :)
Proper part categorization, mainly to support modded catalogs, with more-detailed sorting.
The engine no longer asphyxiates if the air intake pipe is missing (only very slightly reduced power).
Added mass to some zero-mass parts.
Fixed click mesh for the high flow air filter.
Removed phantom drive belt (zero power instead of reduced, if missing).
Starter torque is now properly reset to zero if the starter is removed.
Restored the original engine sounds, including transmission whine.
Car Info
End ratio is now displayed.
Completed the blueprint for the Furrano. As ever, thanks to Medek for helping with these!
The streets of Valo need more personalities! Check out some interesting rewards in the crowdfunding thread! :) https://steamcommunity.com/app/1571280/discussions/0/3053988806896458547/
Check back again! More power coming next week! Stay tuned! :)
Added an 'Explode' hotkey to Garage - opens/closes all doors, hood, trunk, etc... at once!
Wheels are now properly sorted by size.
Fully completed the porting of all wheels to the newer engine - this was originally done at a rush, just to 'dress up' the game for the old crowdfunding trailers.
Stripped out many of the placeholder SLRR parts.
Support for per-car, per-axle wheel size limits.
Added cheat: "SKELEWRENCH" - type this into the console to disable said size limits!
Misc
Removed some unwanted SFX.
Some other super minor fixes/polish not worth mentioning (and actually not mentioned for once, though there were enough of them to be worth an entry :D).
More minor actions (like swapping parts within inventory) are now considered 'worth saving' (so you'll get reminders to save the game within main menu).
Added 'measuring tape' console commands.
Completed the CarInfo blueprint for the Remo. As ever, thanks to Medek for helping with these!
The streets of Valo need more personalities! Check out some interesting rewards in the crowdfunding thread! :) https://steamcommunity.com/app/1571280/discussions/0/3053988806896458547/
Check back next week! These ain't stopping! Stay tuned! :)
Weekly progress update #42: Painter's Memories
In short
Saveable EVERYTHING, misc improvements!
List of changes
Main menu
Moved the DELETE CAREER button from the main menu to the loading UI - it's rarely used, and was too easy to click by accident.
Some elements within the loading UI are now only shown when necessary.
The career name text now shows "Saving..." during the saving process after clicking QUICKSAVE.
Saving/loading
Major read speed optimization for the new savefile format.
Career cars & parts can now be saved and loaded.
Cars & parts have been migrated to the new savefile format. With this, the new format has finally been implemented game-wide!
Redone, much-safer career overwrites.
Factory color parameter of cars is now saved.
Car Lot
Improved memory management.
Greatly reduced HDD activity for initialization & saving of cars. (Files of untouched cars are no longer interacted with when saving career, unless necessary.)
Temporary files generated by CarLot are now erased on proper game exit.
Fixed OSD elements losing focus after togging UI visibility - this meant that you couldn't press Enter to select car.
CarLot fundamentals are now complete!
Garage
Cars loaded into the garage via console commands while there is no car present now show up in-world without a reload necessary.
Painter interactions are now considered 'worth saving' (so you'll get reminders to save career in main menu).
Fixed an optimization mishandling the lack of a car in the garage.
Painter settings (color, decal, size, nozzle, etc...) are now remembered between garage visits during the same career.
Misc
Added a Console command for loading careers.
Yet again improved the indirect nuking of open Dialogs.
New game icon.
Fixed a bug with career renaming.
Completed the CarInfo blueprint for the Sunset. As ever, thanks to Medek for helping with these!
The streets of Valo need more personalities! Check out some interesting rewards in the crowdfunding thread! :) https://steamcommunity.com/app/1571280/discussions/0/3053988806896458547/
Save in your mind, to check back next week for more! Stay tuned! :)
Weekly progress update #41: Two steps forward, one save back!
In short
Saving/loading basics working, menu improvements!
List of changes
Career saves / Main menu
Added a QUICKSAVE button to main menu - a way to save career with one click instead of three! The button becomes available after one 'normal' save has been done, and the career is saved to the currently loaded slot. Optional 'smarter' Quicksave behaviors (auto-organization) were completed ~75%, but were ultimately scrapped, deemed to be too unintuitive to use, and adding too much complexity to the system, for the little benefit they offered to the few people who would actually use them.
Added text displaying the name of the currently loaded career to the main menu. If there's something to save, the text appears brighter, to indicate this.
Added a reminder to save (if necessary) to the game exit dialog.
Saving & loading of basic career data (excluding cars & parts) is now working, having finally been migrated to SL1R's new savefile format.
Career files are now automatically backed-up, and recovered on next launch in case of power loss or game crash during saving. You will still lose your latest progress, but a failure won't take the old save with it! This currently only works when saving to a different save slot - a more-optimized behavior will be added next week for writing to the same one.
Career selection is now remembered between sessions.
Misc
Improved organization of some settings within the Options menu.
Less-violent camera movement after loading into the garage with no car present.
Increased the default first person walk speed.
A fix for a silly bug related to switching directly between Catalog/CarInfo/ClubInfo within garage.
Fixed cars bought at the dealer not being properly paintable.
Completed the CarInfo blueprint for the Zed, and started on the one for the Sunset! As ever, thanks to Medek for helping with these!
The streets of Valo need more personalities! Check out some interesting rewards in the crowdfunding thread! :) https://steamcommunity.com/app/1571280/discussions/0/3053988806896458547/