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Donut Team QA - mainly for Lua related things.

If you want to add native international release support to your story mods, check this tutorial.
An Unusual Christmas Banner
An Unusual Christmas Created by mazexz Last played on March 24th, 2022
Some Law Enforcement Mod Banner
Some Law Enforcement Mod Created by Surreal Bot Last played on February 28th, 2022
Cops: In Springfield Banner
Cops: In Springfield Created by Colou Last played on September 26th, 2021
The Simpsons Hit & Run Plus Banner
The Simpsons Hit & Run Plus Created by MarioGaming64 Last played on January 12th, 2021
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Boxing Day Created by Duffhause Last played on January 6th, 2021
  • Josh / Proddy replied to Lua P3D Lib - Full Release - v2.1 (2022-08-12)

    v2.1

    • Complete VertexMask in OldPrimitiveGroupP3DChunk
    • Improved error on FrontendLanguageP3DChunk:GetValueFromName
    • Removed unused data from RoadP3DChunk
    • Updated RoadP3DChunk to use x instead of B with hardcoded 0
    • Removed unused chunks
    • Fixed __call in P3DChunk
    • Updated print to include source
    • Added basic implementation of P3D.Vector2, P3D.Vector3, P3D.SymmetricMatrix3x3, P3D.Quaternion, P3D.Matrix and P3D.Colour
    • Fixed child chunks not having chunk functions
    • Added a version print on load
    • Updated Example to v2.1
    • Fixed an error in constructor of ImageDataP3DChunk
    • Fixed ImageCount not auto calculating in SpriteP3DChunk
    • Fixed a grammatical error in P3D.LoadChunks
  • Josh / Proddy replied to International Support - Run story mods on non-English releases
    I don't know why but it doesn't fix the Road Rage Returns error with International Support Fix enabled or not, why?

    That mod might have a PathHandler for the dialog, which would prevent this from working.
  • Josh / Proddy replied to Lua P3D Lib - Full Release - v2.1 (2022-08-12)
    v2 is now released, all chunk types supported. I've also updated DynamicScaler to use the new format and included it as the Example
  • Josh / Proddy replied to Lua P3D Lib - Full Release - v2.1 (2022-08-12)
    I've just recently started work on v2. I now know a fair bit more about Lua than when I first started this project, and it was annoying me more and more working with the original library. At the time of writing, only 31 chunk types are supported in the v2, but I'm working on supporting more.

    Click here to access v2 branch

    Example code difference
    Old Library:
    function SetCarCameraIndex(CarModel, Index)
    	local CarP3D = P3D.P3DChunk:new{Raw = CarModel}
    	for idx in CarP3D:GetChunkIndexes(P3D.Identifiers.Follow_Camera_Data) do
    		local FollowCameraDataChunk = P3D.FollowCameraDataP3DChunk:new{Raw = CarP3D:GetChunkAtIndex(idx)}
    		if FollowCameraDataChunk.Index % 512 > 256 then
    			FollowCameraDataChunk.Index = Index + 256
    		else
    			FollowCameraDataChunk.Index = Index
    		end
    		CarP3D:SetChunkAtIndex(idx, FollowCameraDataChunk:Output())
    	end
    	return CarP3D:Output()
    end
    

    v2 Library:
    function SetCarCameraIndex(CarModelPath, Index)
    	local CarP3D = P3D.P3DFile(CarModelPath)
    	for idx, chunk in CarP3D:GetChunkIndexes(P3D.Identifiers.Follow_Camera_Data) do
    		if chunk.Index % 512 > 256 then
    			chunk.Index = Index + 256
    		else
    			chunk.Index = Index
    		end
    	end
    	return CarP3D
    end
    

    As you can see, the new version is so much better to work with, at least in my opinion.

    With this update, I will stop updating the old version to support new chunk types.

    Edit: Started today with 21/223 chunk types done, ended the day with 96/227. Not too bad.
  • Josh / Proddy replied to Mod Bakery Read-Only Alpha: Feedback & Suggestions [Alpha Update 2 Live]
    Just speaking for myself, not the team, but here goes:
    I hope this ModBakery won't be overwhelming/confusing for new SHAR modders and that it won't make forums obselete.
    I don't see it making the forums obsolete, the majority of the system is going to be the same, just linked to ModBakery instead of MEGA or Dropbox.

    • Will we be able to filter out unreleased mods?
    That makes sense to me, don't see why not.

    • Will we be able to sort releases by release/update date?
    There is already a Last Updated sort option.

    • Can "release type" and "category" filters be merged since release types are already in the categories dropdown?
    It makes sense to add an "All X" option under each category and remove the type option.

    • Will we be able to edit pages for our own mods/tools that were migrated by DT
    At the moment, this is a read-only version, and everything was added manually. You will be able to update your own releases in the future, but for now feel free to DM me (and potentially other staff) on Discord (Proddy#7272) and I'll take a look.

    • Will we be able to create "releases" marked as "coming soon"?
    I don't know on this one, I personally feel a "coming soon" would be better as just a forum post, but there are already some "coming soon" items on the read-only site, so I imagine they're supported.

    • Will we be able to change the background of the ModBakery page? Maybe have shuffle options or static screenshots/flat colors
    I imagine themes, which would cover this, would be something further down the pipeline. Is the purpose behind this that the random images are annoying/distracting?

    • Will we get "<" , "<<", ">" and ">>" (previous, first, next and last pages) buttons for navigating bakery pages?
    I actually brought this up just after release, and it's something already in the pipeline.

    • Will that one other Mod Jam #2 submission get added to the ModBakery category?
    I'm probably just out of the loop, but I don't know which mod this is. DM me if you want and I'll take a look.

    • Will other Mod Jams/Contests get added as categories on the bakery?
    The aim, to my understanding, is for all mods to be on the bakery, so I guess yes.

    • Will that new navigation bar transition to donutteam, forum.donutteam and docs.donutteam for consistency?
    The global nav bar is intended to be just that, global. Meaning that all sites will have easy access to all other sites under the Donut Team banner. This is just the first site to have it implemented live.

    • Will we be able to search ONLY through mod bakery or will it always just redirect to forum search?
    I assume this is related to the global nav search, it is my understanding that will search any or all of Forum, Docs and the Bakery.

    • Will ModBakery get its own favicon? (Maybe dt docs too?)
    No idea ¯\_(ツ)_/¯

    • Maybe my tweaked version of Lucas' XML blender add-on could be uploaded and put on the same page as Lucas' original add-on?
    I'm not sure if it would go on the same page, or if the official one will be updated, I'll raise it.

    • Are all user made mods/tools/add-ons gonna be put on ModBakery eventually? Apart from popular must-play mods I'm also particularly interested in essential tools and add-ons since those are often hard to find even if you know what you're looking for. Releases such as Tay's texture to p3dxml add-on, humble brag #2 Collision editor and Skeleton converter+Animation converter
    I don't know if they'll be added whilst it's still read-only, but in the future I expect they will be. Mod Bakery's aim is to be the central location for all mods, tools and resources for Donut Team's services.

    • Are there any plans on potentially integrating ModBakery and ModLauncher? Maybe add the ability to upload/download mods directly using the launcher? This question is the last one for a reason.
    For now, I don't think so. I've personally been thinking of being able to download mods directly through the launcher, but hadn't considered uploading. This is definitely something that needs further internal discussion before the bakery leaves read-only.

    I would like to re-iterate that these are all my own viewpoints, I didn't confer with the team before replying, so don't take it as gospel.

    Thanks,
    Josh
  • Josh / Proddy replied to Game never progresses past first screen
    Ok I let it run for a while out of curiousity and after several minutes it loaded, which is very odd, but solved, I suppose. I will try to make the game load faster.


    Hi,

    The hack that Maz shared does also affect some instances of W10, so you should try it and see if it resolves that issue for you.

    Thanks,
    Josh
  • Josh / Proddy voted on Donut Team's topic: Our plans to launch a Patreon page
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  • Josh / Proddy replied to Cops: in Springfield (1.1.1)

    Hello
    I have a problem with the mod, when I start the dialog before the mission the game stops and the dialog does not play.
    I need help


    Hi Blisst_22, can I ask what language your game is in? If it's anything other than English, you probably need to use the mod along side International Support.

    Thanks,
    Josh
  • Josh / Proddy voted on Donut Team's topic: Tuesday Topics #17: On Modding
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    Tuesday Topics #17: On Modding
    Donut Team made this topic 9 months ago
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  • Josh / Proddy replied to Collector card template
    Thanks for this Jay, I was looking into doing similar for another project, glad I don't have to now.