The flare update

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jaws
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The flare update

#1 Post by jaws » 16 Jul 2017 08:46

Hi, i been thinking about the http://blog.scssoft.com/2017/06/better- ... icles.html and how will it affect the mods atm?

Will all mods with any kind of flare in them be bugged and could it cause game crashes?

Should people that use mods with this, think ahead now and disable their mods now before update, so they dont get a game crash?
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IonutL
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Re: The flare update

#2 Post by IonutL » 16 Jul 2017 09:05

Hopefully next week SCS will launch the open betas for both games, but you are not obligated to opt in. You can wait until the beta is finished and hope that in the meantime modders have already made the proper adjustments to their mods and you will need just to download the new resulting versions.
Or if you want to join the beta, make a backup of your profiles and prepare to have not only flares mods incompatible, but also other ones, depending on what SCS has changed.

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husni_1210
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Re: The flare update

#3 Post by husni_1210 » 16 Jul 2017 09:26

i think update flare just changing the textures flare.dds and decal (textures shine at road), so maybe It doesnt make the mod crash.

yeah the old textures have a big and strong shine. when i look at the front lamp, i just see white shine :D
i made mod with my own flare, and i think my flare better than original flare. so before scs make update flare, i have done about that.
you can check my pict mod below.
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Moh1336
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Re: The flare update

#4 Post by Moh1336 » 16 Jul 2017 09:45

At the end of the day my advice is the same as it always would be when it comes to mods and new game updates; use a little common sense and do what you think is best.
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-Raiden-
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Re: The flare update

#5 Post by -Raiden- » 16 Jul 2017 17:55

Couldn't have said it better...

Personally, I'm curious how the new flares change the game look and the light effects.
How it looks when close to the light source and how it looks when the light source is far away from you.

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Moh1336
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Re: The flare update

#6 Post by Moh1336 » 20 Jul 2017 15:01

Now ATS is out in open beta I guess I can answer the question fully as the same is true for both games.

If a mod has flares where the info in /unit/hookups/x.sii is linking to SCS defaults then yes, the mod is going to crash the game. While reworking the flares SCS changed the model names of the flares.

This won't affect all mods, for example RJL uses custom models, but Ohaha uses some SCS defaults. So RJL should be fine, Ohaha's will need an update.


The good news is I have already made personal updates for: Remoled, Ohaha Volvos, Plastic Parts Merc (davidzoli) mods as I use them myself, and will release patch fixes for them once ETS2 is in Open Beta since the mod authors are not active/available.
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BK Vissers
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Re: The flare update

#7 Post by BK Vissers » 20 Jul 2017 16:30

So does this mean that to fix the crashes (and have functional flares) I would need to update some defs with the new file names and that would be ok?

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Moh1336
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Re: The flare update

#8 Post by Moh1336 » 20 Jul 2017 16:34

Pretty much.

You just need to update the def files in /unit/hookups/ and link them to the new pmd.

EG: What used to be 'vehicle_beacon.pmd' is now 'uniform_orange.pmd' (it's the only one I can remember off the top of my head).
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BK Vissers
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Re: The flare update

#9 Post by BK Vissers » 20 Jul 2017 16:44

Moh1336 wrote:
20 Jul 2017 16:34
You just need to update the def files in /unit/hookups/ and link them to the new pmd.
Thank you.

How do I find out the names of the files?

Or

Is there a table showing Old--->New names that I could refer to?

I can't extract SCS files, and do not have Blender so I'm uncertain how I can find out the names.

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husni_1210
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Re: The flare update

#10 Post by husni_1210 » 26 Jul 2017 14:22

i told you :D the mod will not crash in 1.28 :lol: i didnt change anything on my mod :D
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