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civicmanvtec

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Everything posted by civicmanvtec

  1. Not many in cars in this one that aren't in Forza, main ones that I can think of are the 512 BB and 275GTB.
  2. Hi This is a topic dedicated to adding new vehicle slots and its components. I managed to add a new vehicle slot in TDU, unlike Megapack 2 project this doesn't use an idle slot but is in fact a new entry in the TDU database. :) This effectively means that replacing cars for mods is a thing of the past. Here's a few initial notes: Its possible Doesn't crash the game when playing online, other players will see the default vehicle If you change the database(clean re-installation for example) and open a save file that has a brand new car not written in the database, it'll also show up as default car, when the database does have an entry that matches it the car will show up. Here's a testing photo: a Plymouth Barracuda, its a brand new slot made by copying over the Challenger entry and editing a few values so its recognised as a new vehicle. New slot is the last one Car in-game, as you can see everything works fine. Will write up a bit more on this later. :)
  3. Everything is sorted again, release should hopefully be soon. :)
  4. I planned on releasing a beta soon but I accidentally lost the DB_US file so I'd have to rework a few things, system restore didn't seem to get the file back. It shouldn't take too long though. :)
  5. Actually there's a shady russian website which has pretty much all the mods uploaded, I think it has a scam loop that makes you download a rar with a .exe but its easy to avoid. Not going to post any links though because it might be a blacklisted website here.
  6. Looks pretty good. :) Did you replace the tire model by the way? Looks different from TDU model.
  7. Is this any better? To do this is quite simple, just edit the Ride Height (Max) of the front to 205mm using TDUMT Yes, in the file I'll be including a text that shows what file names correspond to what car slot, for example: Ferrari F50 Body: F50 Sound: F50_audio Rims: F50_F_01 (Ferrari) <- bracket indicates rim folder HUD: F50 Also included separately in release I'll include updated xml and cardata.mdb files for TDUMT and TDUPE respectively as they lack the data for some of the slots.
  8. Don't worry I get what you mean now. To fix this, you need to assign rims and a color palette. :)
  9. I've tried running this program in several ways but no dice, the error keeps showing up. JPTH: Maybe its because DB7 AR1 slot has inactive camera initially(its basically default car), if you can test with other non working camera view, like Cobalt SS or DB7 Volante to see the results it would be pretty good. Some idle slots have perfectly fine working camera, like the Diablo GT or XKR Convertible.
  10. Specs upgrades, although the higher stage(2 and 3) Alfa GT/350Z tuning kits were made into their own cars already. As shown in this early image Tuning kits don't appear to change vehicle models unless you specially assign them, I ported CLK 55 kit into C63 and it worked without problems but I don't know what the online interaction affects will be and its a low priority project anyway. That's exactly what I meant. :)
  11. I'm not sure if mod progress updates override double posting rules but I've got a bit more updates regarding tuning packs Mercedes-Benz C63 Black Series, if you remember there was an early wip pic of it showing stage 2, its now fixed. It seems to be easy to add tuning packs to all cars lacking one, as of now, some cars in pack have one already (RX8 and Diablo SV for example) while others don't like this C63. I'm not sure if I'll add car packs in initial release because I'd rather finish this off faster and start experimenting adding brand new car slots. :)
  12. All cars complete. right now in the final phases of assigning colors, physics adjusting and testing.
  13. Originally Suzuki GSX-R 1000, but during testing there were some crashes so there's Default Bike for now, I'll have another attempt after I finish everything else.
  14. Finished most of the cars, only Toyota Supra, GT86 and Porsche left then assigning HUD and final adjustments. Hopefully first release can be sometime next week. :) More pics: Currently I'm working on the bike slot.
  15. Your inbox was full so I'll just post this here: "Alright no problem, I'll remove the Aventador and put another car in place of the Porsche. :) Also care to explain what was incorrected? I looked at the installer aventador and imported one side by side and saw no difference. :confused:"

    1. Progress on Lamborghini You don't have to, at release i'll provide a readme with every filename so players can replace cars with anything they like. :) so for example if you don't like E92 M3 you can replace it with any other mod, just like a normal atari car. Also its 38 new cars added to the game I don't see why you're complaining about extra vehicles, more room to replace with other mods.
    2. More progress pics: New slots would be different from megapack, base TDU game has all the megapack car slots added in 1.66 database but in an idle form, a lot like this mod. Theoretically, for new slots to work online. All players must have the same entries in the database so the game doesn't crash otherwise the game would try to load up something that doesn't exist in the database. New slots from scratch will be my next project but with close collaboration with 2CV SUPER GT to ensure that they work online safely for everyone as a new "1.70" patch. edit: Jaguar XKR-S just finished
    3. More progress pics and updated opening post. :) Yes, but Saleen, Nismo, Hennessey etc are all stage 0. I think its something with the tuning packs file.
    4. Thanks for the responses. :) Here are more progress pictures, all slots are currently unlocked and right now I'm assigning rims, HUDs, colors and adjusting driving physics. I think new car slots shouldn't be too difficult, I'm thinking of copying an existing slot and pasting it on a new reference number and then assign its own bnk files and physics. The only problem is when other players see the car online the game might crash? I'll have a try after I finish this but maybe we have to make new slots as a mandatory patch to go online to prevent game crashes(is this even possible?) Some slots are active but share models with eachother like Alfa GT Tuning Kit, 350Z Nismo and Saleen S281. Now they all have their own .bnk files
    5. Yes I was thinking about this this is why the list isn't final and subject to change. If I get no agreements I'll still release this but all the cars will be Eden's default. :lol: Edit: Boss 302 is meant to be the new one, uncertain because it would actually replace S281 clones.(3 Valve, 3 Valve Cabrio, SC and SC Cabrio) same problem with Charger, Challenger and Camaro ZL1.
    6. Hi Thanks to Djeys new TDUF tools we're able to assign new .bnk files to idle car slots(Diablo GT for example) and potentially active them; however, most of these have large amounts of data missing which will crash the game so I'm planning to fix these up and add a total of 38 new cars and 1 bike Here's an early draft of what will be in the megapack which can be subject to change: (cars in red are uncertain) Cars in green are finished and just need final adjustments Here's a few early build pics, just trying to activate the car slots first and then I'll get to physics, rims, colors, etc. Open Beta Manual installation for now, as a result it writes all out all your mod changes in the database.
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