[1.3] [v0.9.1-WIP] Yes, Vehicles, Finally! - Nightly build is ready for testing!

Started by NinjaSiren, February 25, 2019, 10:18:32 AM

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What vehicle do you want me to add?

Wheelbarrow/Wagon
15 (36.6%)
Sedan/Car/SUV
12 (29.3%)
Real vehicles?
14 (34.1%)
Motorcycle
22 (53.7%)
Red Alert vehicles?
8 (19.5%)
Comment on the forum.
2 (4.9%)

Total Members Voted: 41

NinjaSiren

Quote from: [email protected] on July 15, 2019, 10:32:00 PM
cause I'm not enjoying the game  :'( Since I made myself to the idea of driving at rimworld I can't be satisfied with less

oh ok. ill just update you when this mod finally works right.
[v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

Gwaheer


NinjaSiren

[v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

NinjaSiren

[v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!


NinjaSiren

[v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

Hjkma


NinjaSiren

Quote from: NinjaSiren on August 04, 2019, 12:12:22 PM
Quote from: Hjkma on August 04, 2019, 12:08:13 PM
Fixed JeckTools framework for vehicles: https://github.com/neronix17/-O21-Vehicle-Framework

Yehey! I'll check!
Did you modified it, or someone else?


Thank you!!! for this.

Just finished porting XML code from JecsTools to -O21-Vehicle Framework, Still needs JecsTools for some other things, other than that it's kinda working now. (Some random errors when building vehicles and weapons and some visual errors.)

Will reply back when ready!

+ Added Sounds
+ Working, small bugs remain.
[v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

NinjaSiren





Weapons working, pawns you can eject by player, almost there!
[v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

NinjaSiren

Quote from: whiskydan on April 15, 2019, 04:59:37 PM
Hey it looks this mod could use some new sprite work(most urgently the ATV). I already made a recon jeep for personal use with "Giddy-Up!" but it would be much better here with no animal AI...



I'll use it now, I just finished changing XML code from JecsTools to -O21-Vehicle Framework.

It basically works now. (Requires JecsTools and -O21-Vehicle Framework to work)
[v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

NinjaSiren

v0.6

  • Transferred vehicle code from JecsTools to -O21-Vehicle Framework by neronix17
  • Working as intended, including weapons. YEAH!!!!
  • Some random non-critical bugs may occur, and some visual bugs.
  • ATV graphics changes.
[v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

NinjaSiren

If any mod incompatibility problems occur, you can comment here in the forums.

There are still some non-critical bugs that I am now currently fixing on this mod.

I will also test carrying cargo for vehicles, as well as adding the Run and Gun mod so you can Run while shooting.

Lastly, any vehicles you want to add you can comment here in the forum. I'm open for suggestions. As well as open for possible designs.

I'll upload this mod on Steam Workshop, and Nexus.
[v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

Hjkma

Can you make the mod compatible with Combat Extended? Since the weapons shoots, but they do not cause damage and an error message constantly appears:
QuoteException ticking Tank38191 (at (131, 0, 114)): System.InvalidCastException: Cannot cast from source type to destination type.
at Verse.Verb_LaunchProjectile.TryCastShot () <0x003cb>
at (wrapper dynamic-method) Verse.Verb_Shoot.TryCastShot_Patch2 (object) <0x0007a>
at Verse.Verb.TryCastNextBurstShot () <0x0006c>
at Verse.Verb.WarmupComplete () <0x0003b>
at Verse.Verb_LaunchProjectile.WarmupComplete () <0x00021>
at Verse.Verb_Shoot.WarmupComplete () <0x00023>
at Verse.Stance_Warmup.Expire () <0x00022>
at Verse.Stance_Busy.StanceTick () <0x0002b>
at Verse.Stance_Warmup.StanceTick () <0x003bb>
at Verse.Pawn_StanceTracker.StanceTrackerTick () <0x0005d>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00178>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Reached max messages limit. Stopping logging to avoid spam.
Verse.Log:Warning(String, Boolean)
Verse.Log:PostMessage()
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

NinjaSiren

Quote from: Hjkma on August 06, 2019, 04:29:07 PM
Can you make the mod compatible with Combat Extended? Since the weapons shoots, but they do not cause damage and an error message constantly appears:
QuoteException ticking Tank38191 (at (131, 0, 114)): System.InvalidCastException: Cannot cast from source type to destination type.
at Verse.Verb_LaunchProjectile.TryCastShot () <0x003cb>
at (wrapper dynamic-method) Verse.Verb_Shoot.TryCastShot_Patch2 (object) <0x0007a>
at Verse.Verb.TryCastNextBurstShot () <0x0006c>
at Verse.Verb.WarmupComplete () <0x0003b>
at Verse.Verb_LaunchProjectile.WarmupComplete () <0x00021>
at Verse.Verb_Shoot.WarmupComplete () <0x00023>
at Verse.Stance_Warmup.Expire () <0x00022>
at Verse.Stance_Busy.StanceTick () <0x0002b>
at Verse.Stance_Warmup.StanceTick () <0x003bb>
at Verse.Pawn_StanceTracker.StanceTrackerTick () <0x0005d>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00178>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Reached max messages limit. Stopping logging to avoid spam.
Verse.Log:Warning(String, Boolean)
Verse.Log:PostMessage()
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Thank you for the comment  ;)

I tested it with this mods and mod load order:


Result: No bugs or errors appearing on the log with verbose.
Video 1: https://youtu.be/DY2jsa-qWhQ
Video 2: https://youtu.be/2F76oR1NSDA
Output Log: https://pastebin.com/aQZLDV5B

Questions:
1. Was it really caused of Combat Extended?
2. What is your mods, and the mod load order?
3. Was the bug caused by other mods causing compatibility issues with CE?
4. Maybe a wrong load order?

[v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

Hjkma

Well, the thing was apparently in the mod order. I loaded Combat Extended after Yes, Vehicles, Finally! and this solved the problem. Putting Combat Extended before your mod causes this error.

I also noticed that when loading the game three errors are displayed regardless of the order of the mods.
QuoteXML error: Could not register node named "Burst_CannonBase" in mod Yes-Vehicles-finally because this name is already used in this mod.

XML error: Could not register node named "Rail_CannonBase" in mod Yes-Vehicles-finally because this name is already used in this mod.

XML error: Could not register node named "Tank_CannonBase" in mod Yes-Vehicles-finally because this name is already used in this mod.
Here's the full log:
https://gist.github.com/HugsLibRecordKeeper/42bb27703ef1ddf549f2454fbe71defa
I downloaded the version of the mod directly from the link https://github.com/NinjaSiren/Yes-Vehicles-finally/releases/tag/v0.6