Automation - The Car Company Tycoon Game

Automation - The Car Company Tycoon Game

taotaocy50a Oct 11, 2019 @ 5:04pm
No Engine Sounds Exported.
Just as the title says; cars export just fine and work in BeamNG except that there is no folder "engine" under the sound folder in the mod archive so the engine is silent. Big disappointment I can't hear that V16 scream like it does in Automation or the farting of my giant I3. And yes, I did the usually troubleshooting- verifying game cache, antivirus off, wiping BeamNG caches, checking write permissions for folders, etc...

Other mods, (including others made with Automation) from other people's computer work fine but that is because they all have an "engine" folder under "sound" so the problem is my exporter. It also takes a long time to export a car if that helps. I do have another computer to test on but, that computer is essentially a complete clone of this computer in hardware and software so I'm not sure how much that will help. Neither Automation, nor BeamNG are installed to C drive because of a lack of space. They are both on their own separate drives but the save folders are in the default places. All other games work perfectly fine with no problems.

Any thoughts?
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Showing 1-4 of 4 comments
taotaocy50a Oct 11, 2019 @ 5:07pm 
P.S. My Automation game is vanilla with no mods of course. It is exporting the engine sound to BeamNG that is failing somehow and the cars have engine sounds in Automation itself.
Killrob  [developer] Oct 13, 2019 @ 3:07pm 
Maybe it is an issue with the BeamNG game cache? Nah, you did that. :( Then this is a really weird problem. Are you by chance running Beam & Automation at the same time, because both use FMOD, and that could cause conflicts.

There should be no issue with using different drives for the games unless those drives are external. I wouldn't expect that problem to be localized to specifically engine sound banks.

I just asked our programmer and he says he has seen this issue pop up somewhere else, remembering that the game log is spammed by this happening. Could you start the game, do that export, and then quit the game. After that, open the launcher and click the Game Log button to get the AutomationGame.log

Send that to support@camshaftsoftware.com linking this thread and we'll have a look!
Cheers
Last edited by Killrob; Oct 13, 2019 @ 3:14pm
taotaocy50a Oct 14, 2019 @ 9:19am 
I did a fresh install of Automation on the other computer and it did the same thing. That is the log file I included. There is some weirdness about the game not liking running in 1080p on a 4k monitor in the log file but you can ignore that. Lotta games like Mount and Blade do that to on this other computer so that's not important. I just ran it windowed over here and very quickly made a car with all the trimmings and exported. Looking in the zip of the car I saw it still lacked the “engine” folder. Copied it over to the other computer to put in BeamNG just to double check that it had no sound. No joy.

This error “[2019.10.14-01.06.04:265][660]LogFMOD: Warning: Failed to stop event instance” repeats for a good while and then I think the meat and potatoes might be this, “[2019.10.14-01.08.17:380][653]LogLevel: ActivateLevel /Game/Environments/PhotoScenes/Levels/BeamNGExportScene 1 1 0
[2019.10.14-01.08.17:380][653]LogLevel: ActivateLevel /Game/Levels/Car_Export_Scene 1 1 0
[2019.10.14-01.08.17:634][661]LogStreaming: Warning: IsTimeLimitExceeded: ProcessImportsAndExports Start IO nullptr Load Time 200.21ms Last Step Time 15.44ms
[2019.10.14-01.08.17:825][663]LogLevelActorContainer: Created LevelActorCluster (43) for /Game/Environments/PhotoScenes/Levels/BeamNGExportScene.BeamNGExportScene:PersistentLevel with 36 objects, 2 referenced clusters and 251 mutable objects.
[2019.10.14-01.08.19:221][673]LogStreaming: Display: Flushing async loaders.
[2019.10.14-01.08.20:789][673]CamsoLog: Error: An error occurred trying to verify the signature of "C:/Program Files (x86)/Steam/steamapps/common/Automation/UE421/AutomationGame/Content/ExportPlugins\AutomationCarExBNGx64.dll": error 0x800b010a
[2019.10.14-01.08.32:884][ 16]CamsoLuaLog: DoExport:
[2019.10.14-01.08.33:268][ 19]CamsoLog: Warning: Unhandled material (MaterialInstanceDynamic_0, MASTER_FlickeringLights)
[2019.10.14-01.08.33:285][ 20]LogSerialization: Error: Attempt to sync load bulk data with EDL enabled (LoadDataIntoMemory). This is not desireable.”

After that, we get a lot of stuff like this “[2019.10.14-01.08.33:525][ 26]LogSerialization: Error: Attempt to sync load bulk data with EDL enabled (LoadDataIntoMemory). This is not desireable. File ../../../AutomationGame/Content/Engines/Meshes/Engines/alunormal.ubulk”

I'm starting to think that it may be another program or file association that is causing this error and not Automation itself, (which is why I'm the only one in the world having this problem). We have a game trying to make a .zip archive (associated with Winrar and 7zip) which is partially successful and then it puts .wav files in it (which is associated VLC media player). But, if it was a problem making a zip file, would it make one at all or corrupt it? Or, if it was VLC media player messing with the wav files, wouldn't we still have the “engine” folder and it's nested folder?
taotaocy50a Oct 14, 2019 @ 10:15am 
Update, Problem partially solved! But....

So I fired up Automation again, and exported again. This time I got a prompt for a license agreement for engine sounds-blah, blah, blah, etc. I click yes and exported and now I have sounds!

The difference? The computer was connected to the internet at the exact moment I exported the car. I never got that prompt before so I never got my engine sounds. You guys really need to do away with that separate “online only” license agreement hours into the game and just make that part of the main EULA up front like every other game. I was going crazy trying to figure this out.

I don't like taking my gaming PC online because it is also my work PC. Games are work for me (or at least they used to be and will be again soon). I only have a steam game online the first time I fire them up to go through to the main menu to authenticate when I install them.

Other Problem with exporter!

My rev limiter in BeamNG is screwed up after exporting and does not reflect the values I input into Automation. I always idle at 800 revs so I stall out all the time with my high-performance-for-size engines (in other words nearly all of them) and then I always can way over rev the engine by 2,000 or even 3,500 revs which destroys them.

Anyways, you guys are doing an awesome job and this is easily one of the top 5 best games ever. John DeLorean was my hero growing up, any chance for a double-Y frame for making death traps?
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Date Posted: Oct 11, 2019 @ 5:04pm
Posts: 4