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  1. Rassva

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Popular Content

Showing content with the highest reputation on 04/12/2023 in all areas

  1. Version 1.0.1

    1,231 downloads

    Welcome to the TDUniverse! The definitive online mod for Test Drive Unlimited 2 is launching as open beta. Bringing back all online functionality and improving on the original systems of TDU2, to create a more stable version of the servers than ever before. What is TDUniverse? TDUniverse is a project with the aim of restoring full online functionality to both Test Drive Unlimited 1 and 2. The project embodies an online server that enables players to create their profiles and participate in the universe of Test Drive Unlimited. Relive the classic days of TDU by getting behind the wheel of your favorite cars and cruising from the sunny boulevards of Ibiza to the endless highways of O'ahu. We are launching in Open Beta status since our work on the servers is not complete yet. We are working on each feature until they are 100% how we want it to be before we release a full version of TDUniverse. The players will be able to play just fine on our servers and are able to report any bugs they come across. We will then review/recreate this bug and see how we can fix it. This way we will be able to deliver a more and more stable experience every time. Installing TDU2 with TDUniverse: Install a fresh licensed copy of Test Drive Unlimited 2. Update your game to version DLC2 v034 by downloading this file and copying all files inside to your game directory. Launch the game to ensure its working correctly. Download & launch the TDUniverse Installer. Follow the instructions given to you by the installer. Launch the game! Creating an online TDUniverse account: To play online, you will need to create & verify an account on TDUniverse.org After having created your TDUniverse account, start the game and create a new online profile. When at the creation screen, enter your TDUniverse account username and password instead of the TDU2 ones. You now have created an online profile, happy racing!* * Note that online play only becomes available after the completing the tutorial (after obtaining the caravan). Thanks to our Lobby Karma System, TDUniverse provides a very solid online freeroam experience. Thanks to this system, players who have succesfully hosted previous sessions get prioritized over people who failed to host lobbies. This makes it so people with a strict NAT connection can only join lobbies, while people with a open NAT can also host lobbies. Online freeroam: Player syncing Stable lobbying Chat + Voice chat Co-op driving Instant challenges (PvP) Police chases Friends: Online status (Indicator) Inviting & accepting friends Online races: Pre-Race lobbies & Matchmaking Public racing Private racing Ranked racing TDU2 Clubs: Create & join a club Club Moderation Recruiting Club Leveling Buying & using Club cars Community Racing Center: Create and upload your own racing tracks Let others fight for the quickest time Join our Discord to stay up to date with updates surrounding TDUniverse! Also consider joining the TDUniverse Club on Turboduck!
    Free
    1 point
  2. 2013 Mercedes-Benz G63 AMG Vehicle replaced: Saturn Sky Converter/Creator: TDUZoqqer (www.patreon.com/TDUZoqqer) 3D model and textures - Turn10/Forza Motorsport Horizon II, TDUZoqqer Sound - acevt06 Testing and pics - Rassva -------------------------------------------------------------------------------------------------------------------- 2013 Mercedes-Benz G65 AMG Vehicle replaced: Saturn Sky Converter/Creator: TDUZoqqer (www.patreon.com/TDUZoqqer) 3D model and textures - Turn10/Forza Motorsport Horizon II, TDUZoqqer Sound - acevt06 Testing and pics - Rassva -------------------------------------------------------------------------------------------------------------------- Features and bugs: !!Please make sure to backup your original files before installing this mod and read the included README file!! !!Requires PATCH 1.68b AND PROJECT PARADISE (BIGBNKS)!! !!This mod requires all-custom camera settings! The installation description and values are in the README file!! [Download Link] (old mod, pledge required) Mod History v1.0 - Released Terms of use: ------------- 1) It is forbidden to re-upload the modification on any website without author's permission. 2) The modification was made exclusively for the following sites: www.patreon.com/TDUZoqqer and turboduck - Driving and Racing Games News. 3) It is forbidden to remove or modify the files contained in the mod archive. 4) It is forbidden to use or modify model, parts and details contained in the distributive archive without the author's permission, 5) Contact possibilities:[email protected] or www.patreon.com/TDUZoqqer
    1 point
  3. He took down all the links to intentionally. It's his decision, so don't expect him to bring those back. Իմիջիայլոց, հայ ես ախպերս?)
    1 point
  4. 1 point
  5. Hello Friends! I took easter as a chance to look through all of my projects, judging their state, what needs to be done and thus writing this blog post, because I always have a lot of cool projects running, but they are barely known to most (except those that lurk on universe and turboduck discords ;)), which I really have to change because they are awesome! If you want to know more about any of these projects, ask in discord or even better: comment on this post, I'll try to answer as much as I can. So, without further ado, let's jump into the projects: Test Drive Unlimited 2: After being a complete medial disaster, we've finally managed to bring the launcher/announcement post on turboduck: In the meantime, the server has become main-feature-complete, minus the Casino. Besides that there are a lot of missing smaller things (mostly stats, custom pictures in houses, club-vs-club races (I could never test them as that would mean 8 active players), ORC (CRC works!)). If you like TDU2, also don't skip over our blog post about our dynamic matchmaking and why it's the superior solution among tdu2 servers here: The TLDR is that our approach is reactive and instead of relying on any launcher doing magic detections, we're dead easy: If there are issues with lobbying, rating goes down and someone else is chosen. Test Drive Unlimited (1): For TDU1, I also have a lot in store that you may not expect at all. Multiplayer wise, I've been working on integrating the tdu1 protocol into the existing tduniverse tdu2 code-base and to my surprise, it lines up much more than I even though. Freeride/freeroam is technically possible, however I still have a hard-to-understand issue where the peer-to-peer communication between player 1 and the host causes the host to crash. Whenever I have the time and motivation and a good idea, this may be solvable and then I can start asking for volunteers on turboduck/tduniverse to see how lobbies/p2p sync behaves with the original protocol (as opposed to the bolt-on raknet that project paradise relies on, at least partially). Why? There's a few reasons why I am reinventing the wheel here: Maintainability. As far as I know, there is someone that can restart the server, but further development is not possible. Such an addon could be an ignore mode/blacklist, that btw the original protocol even has. Stability/Improvements. It would be a stretch to believe that the original networking may be better then what pp has, because I don't know pp's internals, but I can at least get rid of the need of using a VPN in order to register an account. At least working on that is in our hands again. Completion of missing features! Once we have freeride working, we can focus on porting all other missing features over from tdu2 (e.g. races, clubs) and re-develop others (e.g. the diner, that has evolved into the CRC in tdu2 or the eBay/vehicle auction house). Modding Tools, HC Mod, Map Expansion and others that I do for TDU1 will be addressed much further down in this article. Project Riviera: Finally I can talk about riviera! Some of you may have already spotted our statusses on Discord, such as "burning tires by the sea", "eating slices of watermelon" and have wondered what that is about. It's not about adding a new island to tdu2, well, not exactly, but close. At some point in deeply modding the tdu games, I have had a lot of situations, where I've regretted "fighting the game" to achieve what I want. In fact, I've spent quite some time in producing nice tools, enabling things that weren't possible before, but the question always was: What if I spent that work in a game engine, instead, working on a blank game? This is especially relevant, when we talk about changing very fundamental parts of the game, such as adding in parts that weren't done yet (auction house, night clubs) as well as changing physics, the networking layer (no peer-to-peer or more than 8 player lobbies), the architecture (64 bit) or the rendering layer (RTX Crashes). If you factor all of those in, it really sounds stupid, trying to mod the game to that degree. And it really is, with the skillset that is available in this community, all that it takes is a vision and a team. So we've set sail into riviera: What is it? Riviera is a drive-and-vibe game as well as a love letter to the 80s and the medditarean coast. Just the dolce vita, driving your favourite car in the sun with your friends, pulling the windows down, reving the engine and powersliding down-hill next to the sea. Conceptually, we're obviously drawing inspiration from our favorite open world racers, but also trying to scale up into the megaserver principle known from some MMORPGS. That means, we want to have big lobbies (think truckersMP) and even host things like car meets, crew cruises (think: easter/christmas cruises, but also smaller inofficial cruises). Together, we'll have to find out how easily we can handle many players on a map in early access. But I will write the architecture in a way that it supports those lobbies, but at the same time we can easily have virtual smaller lobbies (e.g. just you and your crew or friends). Of course, we also want to have dealerships, a special degree of customization, a selection of daily drivers, so you can build up your collection and much more. As much as I want to tell you about all of our ideas and passion, I also have to hold back to not build promises, because the game will contain what we find out and discover together, in the end. Our perspective As you can tell from my motivation in the beginning, we're not creating riviera to satisfy some stakeholders, but instead we want to work on our vision and dream, because we're not satisfied with the games that are made nowadays. Now instead of reposting those "what's wrong with the racing game scene" videos, we try to take fate into our own hands and even if we only fulfill our niche with that, we're satisfied, as we've put our passion into the game. I say that, because we're always appreciating any help in any way, but we won't be able to finanically compensate work for the forseeable future. Instead, the drive should be to finally be able to create _the_ racing/driving game of our dreams. If you want to stay up to date (yes you want to!), discuss your ideas with us or ask us clever questions, feel free to join our discord at https://discord.tduniverse.org Riviera Tooling Tools that we develop to help us building riviera will be shared with the community, where appropriate. This is both due to our strong beliefs in open source software, as well as trying to be as open to modders as possible. What would fit better as having modders use the same tools we use to build the game and maybe even have others bringing improvements into our tooling by contributing to the repository? For now, I can't tell you too much about the tools, but I am currently fighting the mathematics of "riviera calibration", a tool that aims to creating car models from scratch (as we can't port them from existing games for legal reasons) as easy as painting by numbers! Essentially you start with a collection of reference images of your car and they compute the location of the cameras in relation to each other/the model. That way you can add them as views into blender and only need to drag vertices, so that they fit onto the image, painting by numbers. So again, as you can imagine, the math involved isn't that easy, so wish me luck Andraste Modding Framework TLDR: Andraste is the framework I wrote primarly to mod tdu games, but in general it will apply to all games, and as such, support for TDU:SC is planned as well. As the first preparation of that, I've worked on an automated build of our underlying hooking library EasyHook that is 64 bits. After that, I can work on 64bit and DX11 support for Andraste in general. What can Andraste do today? Primarly, you can use andraste to replace bnk files without touching your base game installation, so you can seamlessly add and remove mods without having to have 100 different game installs. Besides that, if you know what you are doing, you can use the very same functionalities, to extend the game with scripts written in C#. As such, I've already created plugins to unlock hardcore mode, allow for bigger bnks (BigBnk) in map sectors, dumping and changing shaders on the fly. What are future Andraste plans? A lot of my to-do list is actually Andraste related, but progress there depends a lot on adoption/use of andraste by the community. Goals that I have include: A simple GUI, comparable to Mod Organizer or other known Mod Managers Making mods available in a central repository, so you can download them from a browser, they know their dependencies and all. Conflict solving when having multiple mods (e.g. multiple car mods may have conflicting databases or conflicting bnk files). This may also be known as priority, in other mod loaders. Game specific conflict solving of the above (i.e. really _merging_ databases and common bank files, instead of choosing either or, which won't work in most cases). BNK Override mode: Have a folder with the contents of the bnk (e.g. a 2db texture) and just edit it and cause the game to reload the bnk (e.g. re-entering the dealership) and it will have the modified 2db file, essentially gettting rid of manually minibnkmanager'ing for every small change. 64bit support DX11 support, DX12 support (hooking, DearImGui) As you can see, that's quite some stuff and I'd appreciate any help and especially also just actively trying to use Andraste in your workflow! Feel free to download Andraste from below, documentation is at https://andrasteframework.github.io/ TDU Modding Studio, BNKPlorer, BigFilePacker, XMBPlorer As said, I can't go too much into detail on those tools, but you can assume that I've written a plethora of tools, all revolving around TDU and covering nearly every asset format that has ever been seen. As such, I've recently dug into "pmi" files, which, according to BEight, was a key missing part for his mapping ventures, so I'll be supplying an editor for those as well, to help him improving his great mapping even further. In theory, we could have a full coverage for almost every file format in a matter of months/years, but it's very low priority for me at the moment and it's also a mixed topic since I can't release TDU Modding Studio, as is. If you're interested in working on some of the games file formats, however, feel free to contact me, I've always wanted to write a wiki containing all file formats and the general file structure (a lot of asset files follow the same outer structure, which helped me uncover pmi quite fast). Yeah, so I guess here goes my wall of text, as mentioned multiple times already, you know where to find me, if you want to comment on or ask anything. I just wanted to put down all (or say a few of those that I can think of right now) of my projects, because I know for sure that a lot of you don't even know half of what I am doing but could be interested in a lot of those projects.
    1 point
  6. Enter the name of your profile in the Windows explorer search and run the search and you should see your save file usually this is the library section then documents usually there are saves to most games in the documents try to find a solution here it may help https://www.reddit.com/r/tdu2/comments/8g94jq/pc_tdu1_xbox_controller_on_pc / well, or until an update is released that will fix this problem
    1 point
  7. Hail Zogger!! Very nice man, wish u keep up the excellent work!!! ALL TIME FAN HERE!!
    1 point
  8. Very good work! Well done TDUZoqqer! :)
    1 point
  9. Already did that. Edit: nvm. Forgot a letter. Now it works. Thanks.
    1 point
  10. You're editing the saturn sky, in tdupe the G-klasse also needs the saturn sky camera selected.
    1 point
  11. Please fix your own mods first before taking on others :btup
    1 point
  12. Try different values and after a while you realize how much the camera moves with increasing height of 10 values for example
    1 point
  13. 1. Unrar the archive. 2. Rename it into something readable, this is very important as you may get an error if you don't do it. 3.Open the program and press the left ??????? to set your path to the cameras.bin. (it is in the database folder) Once you do it restart the tool. 4. Select the camera slot which you want to modify and press the right ?????? to Load it. 5. It should look like this. (Note that I've already changed the values so these are the ones you must have in order to use the G-klasse) 6. Press ?????????? ??????? to save it.
    1 point
  14. Btw, if you have problems with the program just rename the folders, it worked for me. I changed the name to something random like "asd" and it worked.
    1 point
  15. this car is in production many, many years with minor upgrades on exterior but still has soul and character..... :ty: for this mode,:clap: ps:as everybody knows,most highest cameras in TDU are from 300C and SSR and it works with many SUVs,but with this it doesn't fit....if anybody found good one,please let us know!!!:umm:
    1 point
  16. :) Thanks for nice Mercedes. Hood front: Holden efigy Hood back: CTS-V can't set cockpit cam because that program not run on my computer. may be language mis-match. [ATTACH]22460[/ATTACH] Good enough for me.
    1 point
  17. Zoqqer, Have you spoken to Djey ? He could probably help you as he know the game in every files. I know he's probably busy but it's worth a try. Please get out of your silence. I know what you think but it would be a lot more simple to help you. You've done so much for the community, it's the community's turn to help you. Really I don't want you to get frustrated everyday because of that stupid ZM problem. You know, there is always a solution to any problem. Good luck !
    1 point
  18. Did anybody found a good camera settings? Cause with the cam bin editor i get an error and cant do anything :( Thanks !
    1 point
  19. Thanks a lot ! Great mod mate even if you think it's horrible :D I feel really sorry for all your issuers with ZM. If I could do anything for you, feel free ta ask me. The only idea I've got is not very legal... :leaves: :hide: I fault of send you a copy of my game. It may do a difference. I don't know.
    1 point
  20. Great mod bro !!! Last night drove around the island in a freaking G-Class that's tellin' something :D Now i want to ask all modders or any other who have worked with Z Modeler if they can help Zoqq with his problem cause will be really great loss for the community to lose him.
    1 point
  21. 1 point


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