Jump to content
Oovee® Games

Localhost (Oovee)

Developer
  • Content Count

    535
  • Joined

  • Last visited

  • Days Won

    44

Localhost (Oovee) last won the day on August 24

Localhost (Oovee) had the most liked content!

Community Reputation

407 Excellent

8 Followers

About Localhost (Oovee)

  • Rank
    Spintires Programmer

Profile Information

  • Gender
    Not Telling

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. @Truckwolf: As I said, the mud has new bugs, one of them causes light wheels on the 255 to dig in place, not because of ground pressure, but because they vibrate fast, which is as if they were spinning fast = excavating. @Unster: Oovee is aware of those, and if Oovee said nothing it means Oovee has nothing to say about it, no matter how many times you post about it. However, do not purposely post off-topic content in an attempt to grab the staff's attention no matter what. Consider this a friendly warning.
  2. The game now uses a system that's different from ST+'s patch. There isn't a single max deformation pressure, but a ground yield strength which varies between 50kPa and 400kPa depending on how muddy the area is. Apply more pressure than the yield strength and you break the surface. If you want to compare with ST+, assume that the old max deformation pressure was 255*ground yield strength. Trucks with superheavies did not "weight less", they weighted more but in a nutshell the old system divided the sinking effect by wheel mass. This is not the case with the new system. However as I
  3. Wait-whaa ?!... Oh, okay. Well I have always posted my mod on mediafire (okay maybe I forgot one release) in addition of putting it in the download manager, so I guess I'll solely be relying on MF from now on. As for the forum discussion, it has been moved to the modding discussion subforum, so normally it should not vanish next September.
  4. The game does not have track support, but it has differential steering (aka skid steering) so skid steering will be removed from ST+. However SupportAdditionalConstraints which adds support for the constraints needed to make stable tracks will remain. As for the wheelmass bug, most of what ST+ addressed is now in the game, however suspension stiffness still depends on wheel mass. This will not be possible anymore. ST+ is indeed NOT an official release from Oovee, so please report ST+ bugs here and not in the bug subforum, which should be reserved for bugs in the vanilla game
  5. @Truckwolf: Sorry for the delay, things got pretty crazy at work last week and your post slipped off my mind. Suspension strength & damping, normalized or not, are determined by trial and error, pretty much what you are currently doing. Additionally, you should in theory be able to use SuspensionMin & SuspensionMax to prevent the suspension from compressing to the point the wheels hit the fenders. In practice, it doesn't work so well because suspensions are constraints (as in "Hinge", "Fixed", "Prismatic",etc...) which Havok may not honor if you press hard enough. @Eversma
  6. spintires_2117156_crash_2020_7_24T17_46_39C0.mdmp: Crash when refueling, fixed in v1.6.0. spintires_2117156_crash_2020_8_1T10_38_26C0.mdmp: Crash when detaching trailer, fixed in v1.6.1. spintires_2117156_crash_2020_8_1T11_2_52C0.mdmp: Same as above. In the future, please explain what you were doing ingame when the crash happened, this way we can reproduce it and make sure fixes work.
  7. That's an odd one. Okay, fixed in v13 hotfix1.
  8. Spintires Plus v13 has been released. This is a compatibility update with game v1.5.1. Other notes: AlternateTruckMenu has been removed, which means SelectStartupAddons is no longer usable. As I said earlier, sorry, I don't have the strength to rewrite this for the new truck menu. AlternateMapMenu has been removed, since v1.5.0 finally added a scrollbar to the map menu making this feature no longer vital. The above 2 mean that ST+ no longer has custom menus, thus AntTweakBar is no longer needed. That's why there is no AntTweakBar.dll anymore. HavokBufferSize ha
  9. Does "all folders" include this: https://www.oovee.games/forum/topic/14001-how-to-clear-spintires-cache/ ? The name of this folder is "Spintires" but it is not Steam\steamapps\common\Spintires . It is a 2nd Spintires folder. If the problem persists, try dropping the attached media.xml in Steam\steamapps\common\Spintires\Media . If the game crashes with the modified media.xml, please post a new crash dump (.mdmp file). media.xml
  10. @Xavier Portugal : does it happen when starting a new game, or only when loading a very old save ? Other than that I don't recommend posting your email publicly, spambots love to patrol forums looking for exactly that, and admins can use the email you have registered with if they need it.
  11. Ahh, I see what's going on: you were testing using red dot breakpoints. Those breakpoints are punched in at runtime by the debugger by overwriting your binary in RAM (and restoring it when you hit "resume"). This is why you can add & remove them at any location while your program is running, and also why they have no effect without a debugger.
  12. It's a bad idea to use large projects for experimentation. Use a virgin project instead: Main - DebugBreak() - return (or __debugbreak() if you want a truly bare breakpoint).
  13. Nope. You can use functions that check if a debugger is present and only trigger the breakpoint if one is detected, but otherwise the bare minimum breakpoint will just raise an exception, and if there is no handler for it or a debugger, you get a crash.
  14. This is actually correct. Under certain circumstances that would later trigger a crash, ST has the nasty habit of of closing without generating crash dumps nor displaying any message (and ofc not saving your progression), which doesn't help understanding what went wrong. To avoid that I have put breakpoints everywhere ST would silently go AWOL. When the game is run without a debugger to handle the breakpoint (present case), it causes a crash and I get a crash dump, which is a lot more informative than "I was playing and the game closed". As a result, now I know things can go wrong whe
  15. Thank you, your report narrows down a little where the problem can be, but not enough to precisely identify the cause. I have thus created a diagnostic dll to get a better idea of what's going on. Please replace your game.dll with the attached, then generate and post a new Log.txt. Like last time, you'll have to hold left shift down. If you do not know where your game.dll is, follow this guide, it'll open the folder that contains your game.dll. For now it seems the problem has to do with graphics so if you are using overlays/OSD that draw stuff over the game (for example MSI afterb
×
×
  • Create New...