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Forerunner

Retired Legend
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Everything posted by Forerunner

  1. Only just realised. This day, 16th April, 6 years ago is the day I got a message from Burner telling me I'd been successful in applying for the role of Forum Moderator, and started in the same day. Where has all that time gone?

     

     ^ the original joining message!

     

    zZErvmi.png

    Still driving this even in singleplayer... even with its old trailers and with how much more customisation we have available now, this is still my favourite truck/trailer combo to drive by far.

  2. 36n2UBX.png

     

    I never said anything here when I left the team, not by intent, its just the way things happened. So, I thought I'd put something up here just to give everyone here who follows me an update. Firstly, I am ever so thankful for the kind messages written when I left the team, it meant the world to me.

     

    TruckersMP was a big part of my life for over 5 years, yet it doesn't feel anything close to that long. I can still remember when I first started being active on the forums, posting little save editing mods when that was still a very niche thing. And I remember looking at the "Meet The Team" page, back then relatively small, and thinking to myself "I wish I could do that". I applied for forum moderator and got it first try, being made Forum Moderator on the 16th of April 2016 (in the UK this date is written as 16/04/2016, the first part of that would become a recurring number for me). I thought at first that was as far as I would get in the team - turns out my judgement about that was a little bit off. 

     

    It wasn't until 2018, after a fair few role changes in the meantime, that I became a manager, just over 2 years after first joining. It was at that point I thought to myself, this is going a lot further than I thought. So I was there sat at the same PC as late 2016, now in charge of setting up a new team in TruckersMP; my own team, the Add-On Team. I, having seemingly not learned from last time, thought this was the peak of my time in TruckersMP - wasn't right about that either. I'd go on to be Vice Project Manager, Project Coordinator and Game Developer. Unfortunately other things got in the way each time, but I kept going regardless.

     

    Despite the ups and downs over the years, I do not regret any of it. It was an incredible 5 years. I got to do amazing things, with amazing people and make amazing memories. And I'm proud that I made an impact on the history of TruckersMP and its community - the expansion of save editing, the Add-On Team, working on the first part of Road To Simulation, working on Real Operations. Its not often I drive on TruckersMP anymore, I do sometimes but not much. I drive on Convoy sometimes too - even with all the modding potential the game has, I still drive my save edited Volvo/Mercedes: I've been using it roughly 5 years now, it was given the fleet number 1604 by chance in a VTC, it still carries that number.


    For those curious about my overall time in TruckersMP, while I don't know exact dates, here is a rough outline of it:

    Spoiler

    -Forum Moderator 16/04/2016
    -Trial Support (failed due to lack of time, ~06/2016 I think)
    -In Game Admin 07/2016
    -Forum Moderator for a month or so ~10/2016, then back to IGA
    -Back to Forum Moderator early 2017
    -Media Team in mid (I think) 2017
    -Game Moderator permissions for 1 day for 12 hour convoy streaming)
    -Add-On Manager in April 2018
    -Vice Project Manager in February 2019
    -Back to AOM in July 2019 (due to needing to refocus on work)
    -Project Coordinator in late 2020 for a few months (personal reasons required me to step back to AOM again)
    -Game Developer from January to March 2021 (personal reasons again unfortunately, to the Add-On Team)
    -Senior Add-On Manager in May 2021 (I think)
    -Left in October 2021 as Retired Legend

    Put it this way, I came the long way round.

     

    Moral of the story: there isn't one really. Maybe, don't put yourself down - never think you've reach the highest you can. I would say be careful though what you wish for, as if you want to aspire to those higher roles I would not discourage it - but I would say that its certainly not for everyone, and don't expect to get there over night.

     

    NbvjuyX.png

     

    I want to thank everyone here, for just that, being here. Thank you for taking the time to read all that, thank you for being part of the TruckersMP community. Thank you for making my contributions worthwhile. Whether we've driven together a lot or never even passed in game, thank you for being a part of TruckersMP. To those of you who have spent a particularly large amount of time with me in TruckersMP, thank you to you especially. Without everyone else, this incredible time wouldn't have ever happened.

    1. J a n e k

      J a n e k

      Good luck in real life! :love:

    2. Hubs.

      Hubs.

      Good luck! 

  3. [GAME MODERATOR] @.Quality has joined the Add-On Team as an additional role.
  4. A lot of people have kept asking about the Additional Customisation mod, pretty much ever since I ended support for it. Well, I've made some progress today on bringing the mod back for 1.40.

     

    L88OdE8.png

    nLvN6X5.png

     

    This truck was my first test of the new version. When I started this customising truck, it was a default Iveco Stralis. There was no save editing or dealership edits used, it was all customised in-game using the new test version of the mod.

     

    I will be testing it over the next few days and hope to release it soon as long as it works without bugs. Already found a few very minor bugs but otherwise it worked fine. ATS will be supported too as well as trailers to a reasonable extent.

  5. As of today, it has been 5 years since I first joined the TruckersMP team as a Forum Moderator. It does not feel like it has been that long. I still remember applying for it, via a Google Form back then, thinking I'd probably never get chosen. Back then the team had only a handful of managers and was only about 50 people overall, with a lot less teams than we have now. It's weird looking back on the last few years, certainly had both ups and downs in that time. I started being active on the forums because of save editing, something that was very much a "new" thing back then - 2018 saw me finally publishing a guide on local only modding, something that had been thought impossible for years.

    And then there's the impact on the team as a whole, being the first Team Leader / Manager of the Addon Team, close to 3 years ago now - a team I will always be proud of.

     

    Things have changed a lot since I joined. Road to Simulation, Real Operations, new teams, bigger community, the list goes on. I wouldn't change any of it.

     

    How far things have come, one of my first screenshots on TruckersMP on ATS, which is when I got my start in the community:

    nLRiDDX.png

     

    And here is a screenshot from one of my latest drives, on ETS2 (taken while waiting for someone to login):

    3Eetqlu.png

     

    *also got a new PC hence the screenshot quality difference - had it built in 2016, upgraded it myself late-2019/early-2020

    1. Show previous comments  4 more
    2. Expectancy
    3. Killua  // Ireland ^_^

      Killua // Ireland ^_^

      Congrats on 5 years being in the team  ?❤️

    4. mdshahid6540

      mdshahid6540

      Congrats on your fifth anniversary ! 

  6. They are not related to any DLC in any way. They are our own custom heavy haul vehicles, previously seen at Real Operations 9. Two of the vehicles were also seen at the Tournament event yesterday.
  7. [REPORT MODERATOR] @CreatorInDeep transfers from the Report Moderation team to the Add-On Team
  8. Not posted in quite a while, but enjoyed driving this truck at Real Operations once again:

    ViAVTSK.png

     

    Its the same old truck that I started driving in August 2016 (it was made about a month earlier), its changed a bit since then but its still going. Unfortunately because of moving it between profiles, games, game versions etc I will never know the mileage I have driven it for. It has been used at many events, including the first and latest Real Operations events, Christmas convoy 2016/2017 and many more. Some may recognise it from the login screen when launching TruckersMP as an image with this truck was on there for some time.

     

    Over the next few evenings, and this weekend, I'll be driving this truck again normally - If wanted I'll post here where I'll be starting if anyone wants to join.

     

    Image of the same truck from August 2016 (I can't remember which city this image was taken in, anyone happen to have any ideas?):

    LwYf6TC.png

    1. Show previous comments  1 more
    2. Forerunner

      Forerunner

      The paintjob has changed slightly. I was in various VTCs in 2016/2017 so it was repainted for those and now has returned its original paint, but I revised the grey a bit; the red has never changed and never will. The paintjob accessory actually changed as well, which lowered the stripes and avoided the issue seen in the old image where the Mercedes chassis meets the Volvo cab on the corners.

    3. MarkON

      MarkON

      Today it is difficult to imagine TruckersMP without these two thing: this truck and heavy haul during Real Operations, which have become legends without a doubt!

       

      ps. Do you prefer heavy cargo or rather other cargo when traveling on the simulation server?

    4. Forerunner

      Forerunner

      @MarkON When on normal servers I generally prefer a double or even a triple sometimes, specifically a custom local modded set of box trailers made to look like the old ETS1 reefer trailers that were removed in 1.30 as this truck always used one until then. This truck with its original trailer appear in the official video for the TruckersMP Christmas Convoy 2017, the filming for that was actually the last time I ever got to drive with the original trailer on TruckersMP.

       

      Here's an image of the truck with its original trailer, back in the days of Viking Transport in late 2016:

      UTubD7a.png

      Might take it for a drive in this paint again someday.

  9. Real Operations on ATS today, hope everyone is looking forward to it! For anyone still wondering whether to downgrade or not to attend it, I would highly recommend it as these events do not come around often (The last ATS Real Operations was in July 2019)

    1. MarkON

      MarkON

      Definitely, I'm looking forward to.

      ps. I saw yours vehicle on the tmp twitter. 

      Spoiler

      EZMjx6qXQAAkRhB?format=jpg

      I'm anxious to see more on the event server.

      Have a nice day!

  10. That may happen, but if they handle it wrong or cause issues then a punishment would be given as said in the rule itself.
  11. Local paintjobs as they used to be are still banned
  12. Thanks everyone for the feedback ? It is possible, you would need to make a local hookup that would attach to the standard steering wheel using the slots made for the steering wheel knobs, and make sure the new model either hid the old one, or use "r_steering_wheel 0" in the console to stop the steering wheel from rendering. I did some tests with this and found that at some points, could not find out why, it did actually cause a crash upon the profile loading - crashed just before you see the truck in the background. It would not happen all the time, but was able to happen which is why i prefer to use the mail_ctrl, as at least then I can avoid a crash
  13. @Beep Boop Coming Through the tools can all be found via a quick google search for each one. As said, this guide is meant for those who have prior experience and therefore most have the tools already
  14. New guide released: 

     

    1. KungLao

      KungLao

      Hello.
      This means that if I create a LightBox this way in MP, can I use it as an Addon Hookups?

  15. :thinking: hmm

    2argTm4.png

    1. El Moreno s.l
    2. J.Hunter

      J.Hunter

      i need this but for the renault premium

       

  16. Local only accessories were banned from use on TruckersMP a long time ago, however local only addon hookups were little-known; and as the rules now state, they are allowed. However local-only addon hook-ups have never been explained to the public, until now. This guide will show you how to make and use a local only mod. This is a guide for experienced save editors and/or modders; if you are new to modding, I recommend you do not try this as your first mod. This guide will NOT teach how to make 3d models – only how to make them work in this context. This guide will expect a basic understanding of how the game works and how Blender is used for ETS2/ATS. During this tutorial, I will be modifying this Iveco Stralis: Into this: What you will need: Blender (Latest version recommended, though I will be using 2.78a) Latest SCS Blender tools & Conversion tools (As with my Blender version, I will be using an older version however it won’t change the guide) SCS Save Decryption tool (Such as ‘SII_Decrypt.exe’) Text editing tool (I recommend, and will be using, Notepad++) Converter_PIX Converter_PIX_Wrapper (Optional, I will be using it) or extracted base.scs Part 1: Blender preparation If your custom model is just a custom light, horn or similar; you can skip to Part 4. For models such as custom lightbars, sideskirts and similar, you need to change the position of the model origin. Normally a custom bullbar would attach to the “f_grill” locator on a truck, however in this case the best place to attach it is to a slot on the “b_grill”, meaning that the model will need to be re-positioned. You will need to import two models, these are: The truck that your part will be attached to The accessory that your part will attach to Step 1: Import truck model Import the truck as normal and then hide all objects except the root. Step 2: Show correct variant With the truck root selected, use the “SCS Variants” part of the object menu to unhide parts related to the variant you are using. For example, unhide the “chs_4x2” variant if you are making an addon for a 4x2. Do this for cabin and chassis variant. Step 3: Hide unnecessary objects Using the SCS Tools tab on the toolbar, hide all except “model objects” and “model locators”. It should look something like this: Step 4: Position 3D cursor To speed up the process of importing the accessory, select the appropriate locator (b_grill for example) and, using the 3D view side bar (Opened with the “n” key by default) copy its Location coordinates to the 3D Cursor coordinates, as below (b_grill is selected in this case): Step 5: Import accessory model Import the accessory model as you normally would, because we re-positioned the 3D Cursor, it will be automatically placed on the locator as it would be in-game. (“Optional”) Step 5a: Rotate accessory model In some cases, the accessory locator on the truck may be rotated (blue arrow not pointing forward and/or not pointing level). In these cases, set the locator’s Rotation Mode to “XYZ Euler” (on the same sidebar as the 3D Cursor position earlier) and copy its values to the root object of the accessory. Check visually that it matches what you usually see in-game. Step 6: Hide unnecessary objects Using the SCS Tools tab on the toolbar, hide all except “model objects” and “model locators”. Same as Step 3. It should look something like this: Part 2: Your custom part For this section it is assumed that you already have your custom part ready for use in ETS2/ATS. I will NOT be covering materials or similar in this guide – I am only showing how to make them usable in TruckersMP. This is the model I am using, it is a fake extra axle, with the wheels in a lifted position – the intention being to mimic a long frame 6x2: Step 1: Import your custom part If your custom part is not already in blender, now is the time to import/open it. Position it as it is meant to be in-game. If you are converting an f_grill, position to the f_grill locator. Step 2: Making the new root The easiest way to make the new root is to instead change an existing locator to the be the root. Select one of the slot locators on the accessory, it should be named “slot_##” where # is a number (may only be 1 digit) and scroll to the bottom of the objects tab in the properties area. You need to change the Object Type to be “Root Object”. Shown below is before and after: !Make a note of the name of the slot, for example “slot_0” as you will need it later! (“Optional”) Step 2a: configuring your new root If your new part has multiple variants and/or looks, edit the settings of this new root to match the existing one. Everything shown below should be the same between your existing root and your new root (it may not match mine, but both of yours should match): Step 3: Moving everything to the new root Select all the models and locators which make up your new part, do not select any others, and then lastly select the new root – all must be visible in the 3D window. In the 3D window, press “ctrl + p” and select “Object (Keep Transform)”. If done right, there should be no visual change however if you now check the hierarchy, you will see that the models/locators for your part are now linked to the new root. Step 4: Exporting your new part I recommend renaming the new root object from its original slot name to something that you will be able to recognise, in case you ever want to change it again. The part should be exported to the correct folder this being within “/home”. I will be exporting my model to “<scs_project_path>/home/local_mods/fake_axle_iveco” and it will be named “fake_axle.pim” Once you have exported it from blender to that folder, you can then run the conversion helper to convert the part to the game format. I recommend not exporting to your mod folder. Part 3: File structure and edits Now that you have exported your part, you need to not only copy/move the files to the correct location. Step 1: The model files (.pmg and .pmd) For the model files, you need to copy/move them and edit them. Go to your exported mod, and copy the files to your “Documents\Euro Truck Simulator 2” (“Documents\American Truck Simulator” for ATS) folder. In my case the paths change as such: Move: “<exported_mod>/home/local_mods” To: “Documents/Euro Truck Simulator 2/local_mods” The *.pmd file also needs to be edited, as it is likely that it will require materials which are not included in the base game, as such the materials will also need to be in “/home” somewhere, which means the paths in the *.pmd need to be altered. The easiest way I find to do this is to open the *.pmd in either a Hex Editor or Notepad++ and do a find/replace to find “/automat/” and replace it with “/home/am/”. This works as they are the same number of characters, if the file changes size, then you will need to change more which is outside the scope of this guide. Step 2: The material files (.mat) These files only need to be moved, if you are following Step 1 of this part, all you need to do is make a new folder “am” in “Documents\Euro Truck Simulator 2” (“Documents\American Truck Simulator” for ATS) folder and paste all the sub-folders in there. In my case the paths change as such: Move sub-folders from: “<exported_mod>/automat” To: “Documents/Euro Truck Simulator 2/am” Part 4: Editing your save Addon hook-ups are different o accessories in that they are not loaded via a file path, meaning simply putting them as a vehicle_accessory or similar will not work, instead you need to get a new unit into the game and then reference it on the correct vehicle_addon_accessory. There are multiple ways you could get a new unit into the save, but many would cause a crash for you either every time or sometimes. Ensure that your save format is set to “2” before doing this. Step 1: Finding a unit to parent the new units from The units in the game save are in a hierarchy, all leading back to the ‘economy’ unit at the top of the save. In order for a unit to load, it must be within this hierarchy or the save will not load. You need to re-purpose an existing value in order to make these mods work. My preferred unit to edit is the ‘mail_ctrl’ which is used for the in-game mail system – this system is used initially for the bank messages and similar but rarely after. If the game needs to use it after the mods are installed, you can either a) edit the save to mark it as read and ignore it or b) uninstall the mods and then reinstall them after reading the message. Entering the mail menu with mods installed this way will cause your game to crash. There is only one of this unit per save, so simply searching “mail_ctrl” will find it. Mine shows like this, yours should look similar: Step 2: Modifying this unit In order to add your custom parts, you need to parent them from this unit. The reason this unit works for this is the “inbox” array, which we can add our mods to. I recommend naming your units something memorable and it is vital they do NOT start with “.” or “_nameless”. I will be adding two custom parts, the custom model seen throughout this guide but also a hookup which will add the “bonfire” beacon onto a roofbar, to show that existing models can be used. After initial editing, mine looks like this: Note that there is a maximum of 12 characters per token in unit names, which are the parts separated by “.” – the last and first parts have the same limit which is why I have “spec_beac” instead of “special_beacon” as the latter is too long. Step 3: Adding the new unit(s) This step is rather easy, and involves only adding new units to the save. In most cases, they will be “accessory_hookup_data” however for custom air horns (no other sounds can be done) they will be “accessory_horn_hookup_data” with accompanying “sound_data” units (see existing horn hookups to show how they are set up) In most cases, all you need to do is add a value for “model” however some models you make may need “variant” and “look” to be defined also. “electric_type” may also be of use for lights however most, beacons included, use aux_light as the value for it. Below are how the two custom parts for this truck are defined: Note that the unit names match what we put in the “mail_ctrl” unit, and that the “custom” beacon instead is using the model of a default part – for those wanting local LEDs to put under lights, this is how it is done. Putting a name, icon and similar is also possible however these units will not be loaded into the menu so will never be seen. Step 4: Add the new part(s) to your truck Most save editors will be familiar with this. Simply add a new “slot_name” and “slot_hookup” to the correct “vehicle_addon_accessory” unit and you are done. The “slot_name” value should be the locator name noted earlier (should be “slot_” and then a number) and the “slot_hookup” value should be the unit name of your custom part. Below are the accessory units for this truck: And… that’s it! If you did everything correctly, you should now see the truck with the custom parts installed. Useful Information: If you are using custom textures and *.tobj files, these must be located in the "/home" subfolder of the SCS project folder and then copied the same as models. Custom "paintjobs" can be made by having a custom model which "wraps" around the original This can be done with owned trailers too, using the rear bumper side light slots Please leave a comment with any feedback you have about the guide. If you have any questions about this guide specifically then ask below, any questions regarding general save editing or Blender should be asked elsewhere.
  17. A guide for how to make a mod into a local hookup is currently being written and will be released soon. It won't cover the basics of Blender but will cover how to actually get the mods working. For the LED under spotlight mod, you won't even need Blender to make the LEDs local only (and therefore allowed)
  18. For those who think that somehow all save editing is gone, and that nothing cool can ever be made:

     

    aJk30Uc.png

     

    wmL32Mw.png

     

    CqSQk3F.jpg

     

    All of the above are done using the new style of local only modding, for which a guide will be up soon. You can make nearly anything using local only mods, you could make your truck look exactly as it did before the rule change by having the banned parts as local only. Want LEDs under spotlights? Well, just by editing your save (no Blender needed) you can make local only LEDs and then attach them so that it looks no different.

     

    The above trailers are local only, mainly built onto the container carriers - the box trailers can even be used as normal as the bodywork covers any of the standard cargoes. Every time the rules change the same thing is said; it is claimed to be the "end of save editing", but it never is - look back to when the old local only modding was banned, people said it then - yet there was clearly a lot left given that now people are saying it again. Save editing is not gone, its now different yes, but not gone.

    1. Show previous comments  2 more
    2. Killua  // Ireland ^_^

      Killua // Ireland ^_^

      for my local mods are nice but for me meh, not really worth the effort, harder to do too and no one else will see them :( if you could edit the colours in the truck that would be great local only, I also had some local only cargo made for me by someone once but then they where not allowed :( a flatbed with the cows from the roadabout from one of the dlcs ;)  

    3. Forerunner

      Forerunner

      The thing is, so many people say that local only is useless yet a huge amount of people said "all good save editing is gone" (or similar) when it was banned so clearly it has merits for some.

    4. Killua  // Ireland ^_^
  19. To make a VTC or to not make a VTC? :thinking:

    1. Show previous comments  1 more
    2. Forerunner

      Forerunner

      I have before, and managed a couple before. One of which was big for its time

    3. Ady Man

      Ady Man

      this is your choice.

    4. Guest

      Guest

      its your choice i will support you if you make one ;) 

       

  20. Additional Customisation is making a return. New mod, new way of it working; take a look:

     

    Where the old version needed over 40 Thousand files to do what it did, this version can do all of that and more - with only 3568 files including DLC compatibility! This is still being worked on and there is no set release date. It will be released as is, and use of it will be at your own risk - you will need to make sure you comply with the rules yourself.

     

    Please leave your thoughts below, any improvement suggestions or similar will be appreciated

    1. Show previous comments  11 more
    2. PatPop

      PatPop

      Suggestion:

      1. When in previous versions was changble truck sound including engine, horn, etc. now you will can change only horn sound

      2. Changble ONLY truck cabin to make for example mercedes actros with stock lights and other but with renault magnum cabin

  21. A little personal announcement to make

     

    As of now, I have effectively "retired" from the save editing scene. I have been a part of the save editing community since 2016, when it was still relatively little known within the wider TruckersMP community however other than the occasional personal mod I simply don't save edit anymore. Since 2016 I have tried, not always successfully, to make save editing more accessible and better; "Ultimate MP Truck Customisation", "Additional Customisation" and of course local only "/home" mods which I was the original creator of. The save editing community and their support towards me over these nearly 4 years has been amazing.

     

    I am not leaving TruckersMP completely, but I will no longer be actively save editing except the occasional personal mods.

     

    You will still be able to see me driving on TruckersMP with my normal truck, which has stayed with me since August 2016

     

    iwcbZZ8.png

  22. Hello @Baby on Board, The trucks seen is allowed under the save editing rules and therefore is allowed to be used in TruckersMP, however the only way to make it is with save editing for which topics can be found on the forums. Kind Regards, Forerunner As a side note, The mod was not "taken down", I myself manually opted to remove it
  23. I don't usually drive "J-Spec" trucks to be honest, but I am liking these two new additions to my fleet,

    alls3gG.png

     

    HyWj3F7.png

    1. Ady Man

      Ady Man

      Nice Photo Forerunner?

    2. [KR] Vogue

      [KR] Vogue

      Nice job!!  forerunner.^^?

  24. Liking the new tuning pack, a lot of very nice customisation parts. Already updated and heavily reworked one of my trucks from 2016 with the new parts:

    mUXGJYP.png

     

    The truck had been sitting in storage for literally the last 3 years, but now it will finally see some use again. Last time I drove this truck was with a double like this as well, though the trailers from that have since been scrapped (removed from the game by SCS, the ETS1 Reefer).

    1. Show previous comments  1 more
    2. Forerunner

      Forerunner

      That mod is no longer available, and will not be returning

    3. Brads331

      Brads331

      I always loved that truck with those colours, still looks good to the day :P

    4. Ady Man
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