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  1. only_a_ptr

    Beginner tutorial to making dashboard HUD

    Hello. I'm adding new elements to dashboard (https://github.com/RigsOfRods/rigs-of-rods/pull/2937) so for testing I need a dashboard .layout which uses them. Our docs (https://docs.rigsofrods.org/vehicle-creation/making-custom-hud/) are detailed and up-to-date, but rather technical. Also the...
  2. only_a_ptr

    Beginner tutorial: Character (rorbot) mod from scratch, in Blender

    I'm finishing up development of a new feature - 100% moddable rorbot: https://github.com/RigsOfRods/rigs-of-rods/pull/2942. Like other mods, character mods are ZIPs or directories under 'Documents/My Games/Rigs of Rods/mods' with resources and a *.character file. The file format documentation is...
  3. only_a_ptr

    Making a map from scratch: how hard can it be?

    Hello. I decided to try to create new terrain from scratch, just to see how much time it takes if you don't try too hard. I'll call it "Quick & Lazy" I'll go for a tiny, like 600x600meters, meshed terrain because I can't work with any heightmapping tools, but I can work with Blender (although...
  4. only_a_ptr

    in game Editorizer/RoREditor

    Hello everyone. Editorizer is a classic editor for vehicles, but AFAIK the source code was never public, so it cannot be updated: https://forum.rigsofrods.org/resources/editorizer.20/. However, replicating it's features directly within the game should not be a big deal. I already have some code...
  5. only_a_ptr

    AngelScript scripting quickstart guide.

    We have a decently-capable scripting environment, and it will get expanded in a close future. This thread should be a catch-all introductory spot. Credit is due: the scripting subsystem, along with a race manager script, was developed by former member 'neorej16' in circa 2010 - correct me if I'm...
  6. only_a_ptr

    Flashlight

    only_a_ptr submitted a new resource: Flashlight - Simple flashlight Read more about this resource...
  7. only_a_ptr

    Hydro 'r' flag.

    I've just validated a bug report from DannyWerewolf on Discord: on current stable release (2022.04) and prior, the `hydros` flag `r` (rudder input) also works for land vehicles and, quote: On current release, with "r" is exactly how it should be, and about how fast the trucks have always...
  8. only_a_ptr

    Creating waypoints for meshed map (f1_tesstrack) with Blender

    Hello. Tritonas was wandering if AI waypoints could be somehow generated for a meshed track (not using procedural_roads). I figured it would be easiest to import the terrain to Blender and copy the vertices of the roads to create a "navigation mesh" of sorts where individual verts would be like...
  9. only_a_ptr

    Cleanup of RoR.cfg setting names and console variable names

    Hi everybody. I'd like to clean up the setting names in RoR.cfg. Some are long like "Engines spawn running", some crammed like "GearboxMode" and all have primary short name like "sim_spawn_running" and "sim_gearbox_mode". When using the ingame console, you can only use the shortnames. Full...
  10. only_a_ptr

    What's up with development

    Greetings. I never really post any dev news because I work quite chaotically, I have more than a dozen things going at any given time and I switch between them based on personal conditions. But I've just been "interviewed" about it by Max98 on Discord and with his permission, I'm reposting the...
  11. only_a_ptr

    Truck file format: new feature suggestions

    Greetings. This thread is for suggesting changes and new features to the rig definition file format, aka 'truck' fileformat: https://docs.rigsofrods.org/vehicle-creation/fileformat-truck/ Just to be perfectly clear - I'm never going to stop supporting the truck file format or any part of it. I...
  12. only_a_ptr

    Node/beam diagnostic options roundup

    A few days ago I got a few very good Discord suggestions for N/B diagnostic logging, so I thought to look at what we provide and if it could work better. My idea: each diagnostic feat should be: controlled by a `diag_*` cvar, toggleable in real time (as opposed to spawn-time-only) by console...
  13. only_a_ptr

    Checklist for porting to different 3d engine than OGRE.

    SPOILER: I'm not actually going to port Rigs of Rods to a different 3d engine because it would gain us nothing - our visual bottleneck are assets (materials, shaders, textures...), not the technology. The reason I'm writing this is to show that such port is technically possible, even doable, but...
  14. only_a_ptr

    rorserver woes

    The rorserver crashes awfully often lately. Sometimes it runs fine for 2 weeks, sometimes it crashes 2 times a day. From Tritonas00 on Discord: lets get the facts from start years ago socketw working fine (at least from what mike said) rorserver used to run months without crash then rornet...
  15. only_a_ptr

    Terrain: how to convert and use textures from cc0textures.com

    I found an excellent resource for ground textures: https://cc0textures.com/. All textures are licensed CC-0, detailed and come with all data needed by our terrn2 shader generator. I'm talking about the "diffusespecular" and "normalheight" combined images, see...
  16. only_a_ptr

    Parsing/exporting a truckfile

    Our Truck Definition Fileformat (TDF) (which I call just truckfile) is designed as sequential (order matters), which works nicely in a text editor, but once you start thinking about creating an interactive editor, it suddenly gets ugly. @Max98 is currently struggling with it in rorEditor, I...
  17. only_a_ptr

    Project 'minimap'

    Some new developers appeared on Discord chat, so I was thinking of some non-core tasks for them. This came in mind - a new, polished and meaningful minimap. Existing feature: 'Survey map' Old feature, I'm not sure if anyone even uses it. It displays a rendered top-down view of the map, there...
  18. only_a_ptr

    Future: how to define N/B in truckfile

    I'm not sure how to continue developing the truckfile format. There are 2 possible approaches: The classic approach: Truckfile is parsed from top to bottom, nodes are generated on-the-go. Named nodes (nodes2) and generated nodes (*wheel*) get numbers assigned. To attach a...
  19. only_a_ptr

    In-game testing of new mods (reloading resources etc...)

    Greetings. At the moment, testing and tuning new mod (vehicle/load etc...) in game is quite tedious proces. You must start RoR, load the mod, see how it does, modify it in external editors and reload in-game. You can reload quickly using "top menubar -> simulation -> reload current vehicle"...
  20. only_a_ptr

    Developer suffering a "release block"

    Hi everybody. I can't get myself to work on the v0.4.8 release. RoR is still too glitchy to call 'stable', and new issues just keep coming. To make it worse for me, stabilizing RoR means 'resist the urge to fix any of this stuff' - and by extension, it means "just fix the code as it is, even...
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