Wreckfest

Wreckfest

View Stats:
Modding Capabilities?
Hey Jori, I`ve been playing you game alot lately (damn good job so far) but I found myself wondering what limitations this game may have in the future. You guys can only do so much on your own. Eventually people might start to lose interest, and that is very bad. If you were to add minor modding resources and release them to the public for making maps or something to that extent it would allow players to do all of that silly stuff they dream of but is simply not possible on the tracks provided. Doing this would add to the overall value of the game seeing as instead of 15 beautiful maps provided by you guys in Bugbear you could have 10 000 maps of comparable quality to your game. I dont recommend making modding have anything to do with multiplayer however. An AI system intergrated with the custom maps would make the maps that much better. The AI could do set things depending on the gamemode you chose. The modded maps would be required to have a raceline where the Ai would follow (Like the ones in the center of the tracks in the vanilla game) If I was to choose a derby gamemode all of the AI would be trying to murder everyone. If I chose Banger race they would all race down the line. Overall I think that modding capability would add an Infinite amount of playtime to your game and it would be a blessing if you gave the community an official resource for doing so. Be careful though. If you do add modding, moderators would be a must. Someone who approves of the mods and lets them be published (presumeably through the workshop) And for all of the weird dirty people there would be a forum for the Inapropriate maps which were not approved. It is up to you however. I want this game to be as fun to make as it is to play. Do your thing however you wish, it will turn out fine.
< >
Showing 1-15 of 17 comments
Purple44 Feb 28, 2015 @ 2:05pm 
Bugbear has said they will support the modding of Wreckfest, but we don't know what kind of support that will be yet. Bugbear busy making the game, told us we have to wait until game is about done before we see what kind of support will get done.

"I dont recommend making modding have anything to do with multiplayer however."

Have to disagree with you on this. If I could not take my custom tracks and derbys online and enjoy with real players, I would not take the many hours to make them.

But the stock game online need to be protect from mods screwing with stock players games. In Flatout 2, FO2 check the database and script files and only showed you online hosts with the same files. Use a modded database file, you would not see any stock hosts to join online.

Bugbear will need to do something like this with Wreckfest online and modding.

Also AI had trouble with some custom tracks that were done for Flatout 1 and 2. AI were not smart enough or got confuse when track had crossings in it.

https://www.youtube.com/watch?v=kv9Yixe0Emc

https://www.youtube.com/watch?v=Nqn7pqsNc9I

https://www.youtube.com/watch?v=20lKMnm0iec

https://www.youtube.com/watch?v=y1x4uHmpQJI


Jori Mar 1, 2015 @ 11:58pm 
We do indeed aim at robust customability. We love mods, and we want to make modding as easy as possible! But, making tools for making mods takes time and effort, and both are currently needed elsewhere. We'll see later on what happens :)

As for mods and online, this is how we approach the issue:
The content generated by us, like maps, cars and so on, are what we could call the Official content. Playing in Official content servers nets you money, xp and all that jazz. Mods, no matter how big or small, are Unofficial content. Servers that allow Unofficial content to be used become Unofficial servers, and playing there won't net you any money, xp or any kind of player progression. So, it's up to the server host to decide what kind of content he or she wants to run, and if the players think that's cool, they'll join in on the fun. Simple and effective, and fair to everyone :)
Khorne Flakes Mar 2, 2015 @ 7:31pm 
Cool, keep up the good work.
Sam223 Mar 3, 2015 @ 3:53am 
Theres are a few little mods so far. We've been adding custom textures via umod, and i have found a blank texture in the game files.Which you use to remove windows,lights and such by replacing files with the 'blank texture' file.
People have also been using a hex editor to adjust the car base colours (car textures are base colour + transparent decal texture),or replacing colours with others by renaming files.

You can also do this with track objects,so can replace the tires with concrete walls and vice versa etc etc

Theres a bunch of upgrades in the game files which are not normally available,you can also rename those and use them in game.

And citizenerased has created UV texture maps of all the current cars,so you can create custom skins and templates easily.

You can read more about it here

http://community.bugbeargames.com/index.php/topic,6271.0.html
Last edited by Sam223; Mar 3, 2015 @ 3:55am
Bulve Mar 9, 2015 @ 1:49am 
one more hint that they propably will suport modders ,,The cherry on top? This library of road parts will be a terrific help for modders, who can either use these bits of track as they are, or they can alter them as they see fit!,, source ->. http://nextcargame.com/weekly-report-10/
Purple44 Mar 9, 2015 @ 4:11am 
Originally posted by YesNo:
one more hint that they propably will suport modders ,,The cherry on top? This library of road parts will be a terrific help for modders, who can either use these bits of track as they are, or they can alter them as they see fit!,, source ->. http://nextcargame.com/weekly-report-10/

Ya that was welcome news from Bugbear. Maybe hinting at there may be a track editor for us to use some day. I will gladly take a lite version of the program shown in pic. :)

http://nextcargame.com/wp-content/uploads/2015/03/track_creation1.jpg
Jori Mar 9, 2015 @ 4:41am 
We can't promise there will be an editor. They're difficult to make, and insanely difficult to make easy-to-use. But despite this, we are considering it, because we indeed love modding quite a bit! To be honest, I'm totally giddy about what all kinds of monster mods people will make down the road, and I know I'm not the only BB member who feels so :)
Purple44 Mar 9, 2015 @ 1:37pm 
Originally posted by Jori:
We can't promise there will be an editor. They're difficult to make, and insanely difficult to make easy-to-use. But despite this, we are considering it, because we indeed love modding quite a bit! To be honest, I'm totally giddy about what all kinds of monster mods people will make down the road, and I know I'm not the only BB member who feels so :)


"insanely difficult to make easy-to-use", I would not worry about making it too easy to use like track editor for Ridge Racer Unbounded. Just give us good documentation and some tutorials on how to do some stuff and maybe have forum thread were we can post our questions if we get stuck. Most of us modders are willing to learn and help out new modders.
oh my lordy lord Mar 17, 2015 @ 9:39pm 
Originally posted by Jori:
We do indeed aim at robust customability. We love mods, and we want to make modding as easy as possible! But, making tools for making mods takes time and effort, and both are currently needed elsewhere. We'll see later on what happens :)

As for mods and online, this is how we approach the issue:
The content generated by us, like maps, cars and so on, are what we could call the Official content. Playing in Official content servers nets you money, xp and all that jazz. Mods, no matter how big or small, are Unofficial content. Servers that allow Unofficial content to be used become Unofficial servers, and playing there won't net you any money, xp or any kind of player progression. So, it's up to the server host to decide what kind of content he or she wants to run, and if the players think that's cool, they'll join in on the fun. Simple and effective, and fair to everyone :)



Honestly I could care less for a career mode or trying to make it a level up game like a first person shooter or mmorpg


I think the pre alpha physics are just fine. We just want tracks and more car options. Not models, car options , like tires, engines etc. ( I know you said something about tires and physics and finding a perfect balance. But seriosuly from my code knowledge , why not just release incremental updates and let people see how it goes?



How do you know the " physics" feel is what everyone is after? If the testing is done behind closed doors by you or your engineers thats not going to net very good results in the end.


People want content , leave it in alpha and make more content. Perfect the career BS money and points system later.

I think modable content holds more value than you're thinking. Do not under estimate the community.



Last edited by oh my lordy lord; Mar 17, 2015 @ 9:40pm
Peonza Mar 17, 2015 @ 10:23pm 
OP, push enter time by time when you are making long post. Damn I can't read all the ♥♥♥♥ your way.
astutenewt6031 Dec 31, 2015 @ 5:15pm 
is there a way to mod the wheels the cars have or is that inpossible?
Purple44 Dec 31, 2015 @ 7:20pm 
Originally posted by ctolliver5:
is there a way to mod the wheels the cars have or is that inpossible?


Do mean coloring the wheel rims? If so, lobsterfran has done some skinning of the tire rims:

http://i58.tinypic.com/2vnfjnr.jpg
astutenewt6031 Dec 31, 2015 @ 8:16pm 
no i mean actuely changing the wheels from a nother car.
Purple44 Dec 31, 2015 @ 11:52pm 
Originally posted by ctolliver5:
no i mean actuely changing the wheels from a nother car.

Have not seen any posts over in the modding section over at Bugbear forum of someone swapping tires.

http://community.bugbeargames.com/index.php/board,30.0.html
Sam223 Jan 1, 2016 @ 3:43am 
The wheels are stored on the model. Body.vhcl
< >
Showing 1-15 of 17 comments
Per page: 1530 50

Date Posted: Feb 28, 2015 @ 7:24am
Posts: 17