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ZephyrM3GTR

Veteran Driver VI
 TruckersMP Profile
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Status Replies posted by ZephyrM3GTR

  1. With myself no longer releasing any save editing related mods, there is no reason for my old website to remain. As of today, my old website has been deleted.

  2. Today I have stepped down from the role of Vice Project Manager. I have worked tirelessly in this role to make TruckersMP as amazing as possible. I am going to continue as the Add-On Developer (Formerly Add-On Manager) to provide game content for the community. While I am leaving shortly after the recent update having a mixed reception, it is not the reason for me stepping down - And I do so with no shame and with pride for the work I have done to better TruckersMP.

    1. ZephyrM3GTR

      ZephyrM3GTR

      Looks to me like one step down only lead to another step up. You've always done great work in the past, now you'll continue to do great work with your new position with better horizons.

    2. (See 11 other replies to this status update)

  3. Well, it has been some time since I last posted screenshots of an individual mod instead of just Additional Customisation. So lets change that:

     

    9mPnOwB.jpg

    A customised Kenworth W900 - Rear mounted exhausts, modified bullbar, raised air intakes, bonnet mounted horns, treadplate rear fenders.

     

    hXrAmpM.jpg

    0RNnAWg.jpg

     

     

    And the best part,

    xZclWKG.jpg

     

    Local-only modding of accessories is still restricted, no changes have been made to the autokick. The above, is not accessory based.

     

    1. ZephyrM3GTR

      ZephyrM3GTR

      @Forerunner alright. sounds reasonable. if this means /home is basically phased out for this new method, would the old rules still apply where you cant touch core components of the truck like cabins, chassis, etc? or is there a completely different set of rules of what can and cannot be used here other than basic accessories? im just trying to gauge what ill be working with once you make a tutorial. and im also guessing trailer accessories will function the same way.

    2. (See 6 other replies to this status update)

  4. Well, it has been some time since I last posted screenshots of an individual mod instead of just Additional Customisation. So lets change that:

     

    9mPnOwB.jpg

    A customised Kenworth W900 - Rear mounted exhausts, modified bullbar, raised air intakes, bonnet mounted horns, treadplate rear fenders.

     

    hXrAmpM.jpg

    0RNnAWg.jpg

     

     

    And the best part,

    xZclWKG.jpg

     

    Local-only modding of accessories is still restricted, no changes have been made to the autokick. The above, is not accessory based.

     

    1. ZephyrM3GTR

      ZephyrM3GTR

      so does this mean theyre all addon based? i just need to know the new /home format. i got parts ready to go.

    2. (See 6 other replies to this status update)

  5. This is what this truck was built to do, liking 1.33 experimental already:

    ets2_20181109_183757_00.png

    1. ZephyrM3GTR

      ZephyrM3GTR

      whats 1.33 got in store for us?
      EDIT: NVM, i didnt realize there was a blog post containing information. wasnt sure where to find it at first. but other than general tweaking, seems like we're getting a few more overall ownable trailers and turnpikes. hopefully turnpikes come to ATS since the files for the 2 axle converter dolly are already there.

    2. (See 2 other replies to this status update)

  6. About the change to "local-only" mods:

     

    Not all local-only mods are banned. To those of you who save edit yourselves, use of /home accessories is still permitted when used as a "vehicle_addon_accessory"; for non-save editors this means that the local only mods can only be cosmetic and cannot affect physics or sounds. So your custom lightbars, window logos, hologram GPS and similar are all still compatible, assuming they were made correctly - and even if they weren't they could be adjusted with relative ease.

     

    You can still make highly customized and good looking trucks, they won't be exactly the same as they may have been before the change though.

     

    Some trucks of mine to prove my point:

     

    WY6VfLx.png

    In this example, the bullbar and fuel tanks are all a custom f_grill addon accessory - so are both still permitted for use.

     

    3XKVBhr.png

    In this example, all of the custom work is applied as a sun visor addon accessory - so is still permitted for use

     

    RAtrwRi.png

    Easily the most "extreme" example that springs to mind is this: without the local parts this is a Volvo cab on an old Mercedes Actros chassis (see spoiler below). The local parts used here attach to the sun visor and bullbar slots (depending on if its cab or chassis mounted) - the cab mounted model includes the stretched cab, beacon bar and front corner deflectors; the chassis mounted model includes the fuel tanks, exhausts (see spoiler below) and the Volvo chassis front, which hides the original Mercedes front. All together, this truck and the parts talked about create a convincing long frame 6x4 Volvo while still being permitted as all the custom work is of the addon accessory type.

     

    Other views:

    Spoiler

    Before modifications:

    KduPX0q.png

     

    Rear View (showing the Mercedes chassis is still there):

    YBXoGzC.png

     

    As proven here, good looking custom trucks can still be made and used in TruckersMP within the rules of the new auto-kick.

     

    Modding existed before I unveiled the use of /home - It existed before all /home parts were allowed - and it will continue to exist.

    1. ZephyrM3GTR

      ZephyrM3GTR

      Well I really wish they would update it to allow skins again. There aren't any trailer mods I can pull parts off of because the custom 53' is a standalone trailer and doesn't work off of the SCS base so I don't think any of those parts will align correctly on a normal trailer. Just gotta wait it out I guess.

    2. (See 8 other replies to this status update)

  7. About the change to "local-only" mods:

     

    Not all local-only mods are banned. To those of you who save edit yourselves, use of /home accessories is still permitted when used as a "vehicle_addon_accessory"; for non-save editors this means that the local only mods can only be cosmetic and cannot affect physics or sounds. So your custom lightbars, window logos, hologram GPS and similar are all still compatible, assuming they were made correctly - and even if they weren't they could be adjusted with relative ease.

     

    You can still make highly customized and good looking trucks, they won't be exactly the same as they may have been before the change though.

     

    Some trucks of mine to prove my point:

     

    WY6VfLx.png

    In this example, the bullbar and fuel tanks are all a custom f_grill addon accessory - so are both still permitted for use.

     

    3XKVBhr.png

    In this example, all of the custom work is applied as a sun visor addon accessory - so is still permitted for use

     

    RAtrwRi.png

    Easily the most "extreme" example that springs to mind is this: without the local parts this is a Volvo cab on an old Mercedes Actros chassis (see spoiler below). The local parts used here attach to the sun visor and bullbar slots (depending on if its cab or chassis mounted) - the cab mounted model includes the stretched cab, beacon bar and front corner deflectors; the chassis mounted model includes the fuel tanks, exhausts (see spoiler below) and the Volvo chassis front, which hides the original Mercedes front. All together, this truck and the parts talked about create a convincing long frame 6x4 Volvo while still being permitted as all the custom work is of the addon accessory type.

     

    Other views:

    Spoiler

    Before modifications:

    KduPX0q.png

     

    Rear View (showing the Mercedes chassis is still there):

    YBXoGzC.png

     

    As proven here, good looking custom trucks can still be made and used in TruckersMP within the rules of the new auto-kick.

     

    Modding existed before I unveiled the use of /home - It existed before all /home parts were allowed - and it will continue to exist.

    1. ZephyrM3GTR

      ZephyrM3GTR

      That I'm aware of as I do that already. Since what you said before about the autokicks don't affect me, then I'm fine to continue running how I am. The only thing left I have to figure out are addon slots for lights and whatnot. I know you're looking into trailers as well but the way SCS has it currently set up, I don't think there is a way to /home anything for a trailer. As soon as you disrupt the original data path it doesn't load. And I've been experimenting with both paintjobs and accessories with no success at all. (I also don't know how to make pictures big enough to fit so they always end up small)

      ffg.png

    2. (See 8 other replies to this status update)

  8. About the change to "local-only" mods:

     

    Not all local-only mods are banned. To those of you who save edit yourselves, use of /home accessories is still permitted when used as a "vehicle_addon_accessory"; for non-save editors this means that the local only mods can only be cosmetic and cannot affect physics or sounds. So your custom lightbars, window logos, hologram GPS and similar are all still compatible, assuming they were made correctly - and even if they weren't they could be adjusted with relative ease.

     

    You can still make highly customized and good looking trucks, they won't be exactly the same as they may have been before the change though.

     

    Some trucks of mine to prove my point:

     

    WY6VfLx.png

    In this example, the bullbar and fuel tanks are all a custom f_grill addon accessory - so are both still permitted for use.

     

    3XKVBhr.png

    In this example, all of the custom work is applied as a sun visor addon accessory - so is still permitted for use

     

    RAtrwRi.png

    Easily the most "extreme" example that springs to mind is this: without the local parts this is a Volvo cab on an old Mercedes Actros chassis (see spoiler below). The local parts used here attach to the sun visor and bullbar slots (depending on if its cab or chassis mounted) - the cab mounted model includes the stretched cab, beacon bar and front corner deflectors; the chassis mounted model includes the fuel tanks, exhausts (see spoiler below) and the Volvo chassis front, which hides the original Mercedes front. All together, this truck and the parts talked about create a convincing long frame 6x4 Volvo while still being permitted as all the custom work is of the addon accessory type.

     

    Other views:

    Spoiler

    Before modifications:

    KduPX0q.png

     

    Rear View (showing the Mercedes chassis is still there):

    YBXoGzC.png

     

    As proven here, good looking custom trucks can still be made and used in TruckersMP within the rules of the new auto-kick.

     

    Modding existed before I unveiled the use of /home - It existed before all /home parts were allowed - and it will continue to exist.

    1. ZephyrM3GTR

      ZephyrM3GTR

      Alright, I don't get it. What is the new "auto kick" for /home accessories? I don't run any of my accessories as an addon for the visor and such like you do, I just have a completely new accessory line for it all together in my profile *.sii. So I'm not quite sure what is or is not allowed that would result in an auto kick. All my trucks still work fine. The only thing I knew that didn't work before when I attempted was paintjobs, which still don't work now as it is specifically addressed as an invalid paintjob when kicked. Before the rule was removed, I remembered we weren't allowed to /home edit cabins, wheels, chassis, engines, sounds, and paintjobs because the base of the truck must be functional. I don't know what it is now.

    2. (See 8 other replies to this status update)

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