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Djey

V.I.P!
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Everything posted by Djey

  1. First two tutorials added, to be followed when TDUF 0.5 will be out (soon btw). :)
  2. Hopefully some devs will be using your tutos and core tools to automatize everything and make this a breeze. That's a new considerable gift to community, thanks Tob :clap:
  3. Good news, an autoinstaller should even work btw: - one's need to change vehicle reference to an available slot ref in install.pch - totally new file names can be provided instead of existing ones, with database updates (carphysics: new resources to file names and updated line to target correct resources, the same for Rims, CarColors and Interior to target correct slot).
  4. Yeah I know :) Here are DLC6's vehicles: Audi A4 DTM (?) Dino 246 GTS (cut a 246 GT) Cadillac Sixteen (?) Pontiac Solstice (mod a Saturn Sky or put Opel GT instead?) Diablo GT (model exists somewhere for sure) Nissan 350Z Roadster (cut a 350Z coupe or put 370Z instead) Triumph Daytona 995i (?) Maybe remaining modders can help ? :D
  5. Cant agree more. Such a 2.00 patch should not add new slots, only enable existing ones and of course give justice to pc players concerning dlc'6!
  6. First community patch (1.67) was born 5 years ago. And from version to version, it provided more and more features on our beloved game. Now again, things have changed. Exciting things have been discovered lately and are always in progress. So I thought it could be cool a new patch exists to set up a clean TDU - setting a new base for the future. Remember, Community Patch is the first thing to install after good old 1.66 Megapack :nuts:, isn't it ? So 2.00A is the first revision of this new patch. It aims at fixing and completing some aspects of 1.68b, while bringing new modding standards. Patch distribution will provide both: support and documentation: WIKI a way to upgrade freshly installed game to 2.00A -> all files will be included (FULL) a way to upgrade already modified game (to keep some of existing modifications or previous patch) (UPDATE) For advanced users, modders or developers, I've just open-sourced project on Github platform: djey47/tdu-cp · GitHub That will provide wiki, project status, bug tracking, ability to express feature requests etc. Changes in latest release: Releases · djey47/tdu-cp · GitHub Feature wishes: On-demand feature selector Provides new camera sets, totalizing 300+ cameras for mods requiring view adjusting Fix missing World zones (aka 'car falling into the void') Populate fixed World zones with new roads / tracks Provide telemetry via shared memory file (might be implemented in Project Paradise) Fanaled API support Sound enhancements (brakes, turbo, air friction ....) GFX enhancements (road textures, car light flares, grass, sand, water ...) Unlock new traffic cars (if harmless) Replaced traffic cars with real and more accurate models Remove limitations on getting reward cars (player may buy only one W12 cab / coupe , etc.) ... ? General requirements TDU 1.66 + Megapack, Gold, or 1.67 and newer TDUCP will NOT work on par Milli's Patch or similar projects: consider having 2 separate TDU installs if you wanna get TDUCP whatsoever Archive extractor (WinRAR, 7-Zip ...) TDUF/TDUMT/TDUPE must be working. Requirements for TDUMT TDUCP requires your TDUMT installation to be upgraded : use latest TDUMT version (current is 1.16.3) Vehicle slots XML file matching patch contents (included) See Djey : TDU Modding Tools [1.16.2+] | turboduck forum for details. Final releases Choose either FULL or UPDATE version to apply to your game (FULL will clear your changes and make your game cleaner, UPDATE will keep your changes) I advise you to make backups of entire game directory! Download links (TDUCP): UPDATE: Download TDUCP 2.00A R3 FULL: Download TDUCP 2.00A R3 Alpha/Beta releases None atm How to install TDUCP Open archive, readme-tducp-update.html or readme-tducp-full.html files. Follow instructions. How to change Patch HD settings After TDUCP full or update install, open readme-patch-hd.html. Follow instructions. Support Post in this thread (I will not fix problems via PM), or: Create an issue at Github project page Archive TDU Community PATCH 1.68B | turboduck forum Media See screenshots in attachments below. Let's rock!
  7. Sorry for having not tested it yet, but I just had a look at first post ... and imo installation steps are too much a hassle ! Maybe that's an explanation for the lack of feedback down here :( 1.68b patch is outdated and now should have most of prerequisites (unlocked dealers, all languages supported etc ...) in it. Here is a new project I had in mind for months but I'm just starting it right now. Installing your car slots will be a piece of cake afterwards. Thanks for your commitment anyway!
  8. Ok I see. Installers with language selector are older versions. They attempt to detect game language automatically (by seeking into Windows Registry), or by selector if it fails for whatever reason. Next installers update all languages. The final version should have all DB_xx.bnk files in it to comply with all languages. I'm currently updating TDUF to do this. Can you provide the list of resources you have added and their respective values please ? After that, no need to set game language to US nor renaming files :)
  9. I dunno how TDUPE works, and curiously enough it is based on TDUMT's mechanics so it should not occur... Anyway, even if we find out what's wrong I'm afraid we won't be able to fix it without a proper source code. We would need someone to make another tool to update physics like TDU2 Property Editor. That could be me, but I've got too many TDUF things to finish before... Are you able to select language in Installer ? The issue maybe due to the renaming of BNK, as well. Into DB_xx.BNK you should have only files .xx for installer to succeed. e.g DB.FR.BNK => TDU_Bots.fr, TDU_Hair.fr .... Could you send me an example of pch file making this crash ? Thanks for the log btw!
  10. Hi, here is updated Cameras.bin + VehicleSlots.xml file for TDUMT, to handle these new car slots. It's not complete yet, since some vehicles have up to 3 slots available and new ones have to use the same camera set. So I would need to add 149 camera sets more.
  11. Thanks! Indeed there are many unknown areas in this file... And no idea of which setting will be affected. But now, we already have a few settings found by the developer of camera tool. Way better than before. Maybe enough to fine tune for some mods? While a tool like btrq editor ever comes for cams, I guess a tutorial will be needed to fiddle with json things. Tduf file tool tutorial should be OK to start with.
  12. Alpha 3 available ! Now with 298 camera sets ;) See first post for details.
  13. Thanks ! But I don't need it right now as I won't be able to use my gaming PC till next Tuesday. I only have one new camera slot for now, I'll keep working on it though :)
  14. Good news! Latest file (alpha 2) does not make the game to crash :) So I'm currently working on making a better cameras file, with all existing cameras copied to #10001 till #20000. So a total amount of 300 cameras. Once done, I will update first post with a small tutorial using TDUF (feature would be available from 0.5.0). Let's hope this game can handle it :D
  15. Announcement : TDUF toolset 0.4.1 (hotfix) now available ! * Research+FileTool(applyJson): fixes a bug causing incorrect data written from json file * Research: applies latest updates to BIN-cameras file structure. See first post to download!
  16. In addition, here are contents of this modified cameras.bin file, on a readable form: http://bit.ly/1xdQ0Hq You'll notice some camera slots are available, but may lead to weird results : 9998, 9999, 10000. 9997 itself doesn't seem even useful as all cameras views are missing for this set.
  17. Closed thread: you'll find updated documentation within TDUCP project: https://github.com/djey47/tdu-cp/wiki/TDUF-Customizing-Cameras Cameras overbloating attempts Hi everyone, today, we'll try to use TDUF tools to make something good :evil: Now it is known that a lot of camera sets are missing to handle bunch of new cars which will be added as totally new slots. Thus, I've modified cameras.bin file the following way: duplicating an existing camera entry (#108) to a new one (#10108). For your information, this camera is the one used by the ASTON MARTIN DB7 Zagato. Are there people willing to try it : - it should not brake existing TDU configuration - this new camera id (10108) is meant to be freely assigned to an existing vehicle (CarPhysics_Data). To apply, unzip and copy file below into Test Drive/Euro/Bnk/Database directory. Please backup existing cameras.bin file before trying anything! If it works, it might be possible to duplicate all existing cameras - my goal is having clones of existing at id + 10000. Thanks ! Edit: Previous attachment was causing TDU to crash. Hope it's fixed now. Please redownload - sorry for incovenience. --- Note about second attachment: This brand new file contains 149 camera sets more, which are clones of genuine cameras sets. And can be customized without affecting source sets. Feel free to test with your game. With car physics, simply add 10000 to original camera set id to use the new one :) e.g To use clone of camera set #108 (DB7 Zagato), use set #10108. Btw, here is a readable, json file from this new Cameras.bin: http://bit.ly/1APLhaK Enjoy! :evil: TUTORIALS Below, a guide how to use TDUF CameraTool (available in version 0.5+). Prerequisites TDUF toolset must be installed and working normally. See TDUF thread and README in zip archive for details. A. Duplicate a single camera set Available from TDUF 0.5. Given its #id, you can create a brand new camera set from it. Syntax: CameraTool copy-all-sets -i "cameras.bin" -o "new cameras.bin" -s sourceCameraIdentifier -t newCameraIndentifier B. Duplicate all genuine camera sets Available from TDUF 0.5. These are all camera sets ranging from #1 to #10000. TDU with Megapack gets 149 camera sets. Syntax: CameraTool copy-all-sets -i "cameras.bin" -o "new cameras.bin" -t baseOfNewCameraIdentifiers C. Re-use a view from a set to another Available from TDUF 0.8. Given #id of source and target cameras + view type, you will be able to replace view in target camera by the one in source. D. Customize view settings Feature not planned yet
  18. It's time to add cam slots then. Cameras.bin format support has been improved in latest TDUF release. So maybe great time to try adding new ones ? Shall we need a dedicated research thread for that ?
  19. Yes, ensuring compatibility is important, that's why I will try not to make braking changes while staying at same major version (is currently 0.x) So all users/devs can always enjoy new features and bugfixes, and previous features at the same time :)
  20. Great! Fix does not do much more than TDUMT database tool did ages ago, but the way I've designed it will make it more efficient in the future. So, eagerly waiting for your feedback :)
  21. Announcement : TDUF toolset 0.4.0 now available ! So, what's new ? * General (cli): new command available in CLI: Version.cmd, displaying current toolset version * General (cli): commands and examples now sorted by alphabetical order * DatabaseTool (fix): new operation to fix database errors * DatabaseTool (fix): supports both encrypted and unencrypted DB files (use of -c/--clear parameters) * DatabaseTool (check): displays details of error 'unconsistent resource count over locales', sorted by alphabetical order * FileTool (toJson/applyJson): processes fully compliant JSON files, respecting file structure * FileTool (toJson/applyJson): writes and reads byte arrays 'the hex way', e.g 0x[00 A5 BF] * Research: updates cameras.bin structure with known fields * Research: adds default support for 2DB/2DM/DDS/XMB * Library: misc improvements and bug fixes * Library: adds support for TDUMT libs as temporary solution for BNK management, embedded in current package. See first post to download! IMPORTANT: unlike stated in README files, feature below has been postponed and will be available in next (0.5.0) release. Sorry. * FileTool (bankInfo/unpack/repack): new operations to handle TDU Banks files (*.bnk) - experimental feature!
  22. I agree to duplicate slots as well. Now we can, thus we should make use of it :) Keeping original slots untouched will allow backwards compatibility with previous autoinstallers and people who don't install mods.. The way of installing mod is a matter of taste - I know some don't like autoinstallers, but there are things we can't just set up manually without proper knowledge or via a hard task. Till new hybrid installer ever comes (with more control for advanced users), let's give a choice to gamers ;)
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