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posted in MudRunner - Modding read more

@deathcoreboy1 You've got the right idea. If the cab is a separate mesh from the dump bed, for example, your cab can have up to 18k polys, and the dump bed can also have up to 18k polys. As long as the entire model doesn't exceed the 2.5m poly overall limit then you'll be in good shape. 🙂

posted in MudRunner - Modding read more

@RiskyWisky
Devs fixed that once before by separating the MR and ST cache folders. Why they decided to undo that is unknown, but it was a STUPID IDEA, and I'm certain that anybody here (like @Tattoo and @rufus) who works with both editors would agree. Something else that should be brought to the attention of the development team.

posted in MudRunner - Modding read more

@Forces
Sorry if this seems like I'm insulting your intelligence, but just in case it's something you may not have tried already... Pulled from the manual for the mainboard you specified above.
Also sorry about the gigantic images, but I wanted to make sure the relevant details were shown.
Screenshot_20190617-085412_Adobe Acrobat.jpg
Screenshot_20190617-085449_Adobe Acrobat.jpg

posted in MudRunner - Modding read more

@RiskyWisky
Decades of field experience would tell me that it's not likely the cards that are dying, but something else. There are a lot of things that could be causing it not to post, but without a reliable realtime connection to Forces, it could be hard to pin down.
I'd start by gutting the box, then reconnecting ONLY the necessities (1 stick of ram, boot drive only, video card if the mobo doesn't have onboard video) and resetting the BIOS settings to defaults. Then, if it posts, add components one at a time until you can reproduce the problem.

posted in MudRunner - Modding read more

@8up-local
Yup, it's just an arms race; you make a stronger shield, they'll just build a bigger gun.

posted in MudRunner - Modding read more

Personally, I don't see this as an issue that should be left to us modders to resolve. God knows the community has been left on the hook to fix a number of other issues relevant to this game because "the powers that be" either can't or won't (the work of LocalHost and AlexNez, for example).
Making our mods only available to a select group is our way of protecting our work because it seems to be the only viable recourse we have to do so. While I understand the perspective of those that can't make their own mods (we've all been there before we started making stuff on our own, waiting and hoping for some talented folks to release/update their mods, and hoping that the features we asked them so nicely for get added but ultimately understanding if they didn't get added) I also intimately understand the situation from the perspective of the modders who dedicated countless hours of their lives to creating that content for little or no reward.
Modders, to me, are like seasoned tradespeople; you don't "pay them" for their half-hour of actual work, you "pay them" for the years of training and practice that are the reasons why they can do that job in a half-hour.
As long as unprotected digital content exists, theft/piracy will be it's bedfellow. Cultures exist whose members apparently cannot (or simply WILL not) even comprehend that these types of practices are immoral, and either don't understand or choose to ignore (and effectively condone) the consequences of their actions. I can think of a particular instance where someone even blatantly posted "how do I pirate this game?" on the game's official FB group, and then proceeded to try to justify it when the "Seriously dude, can you even brain how stupid it is to ask THAT question HERE of all places?" comments started rolling in (including similar comments from the game/site admins).
So if the ire of the community is going to be aimed at somebody, the modders who removed their content because of a lack of better options are definitely NOT an appropriate target. The "bad apples" who, through either ignorance or malice, have been the catalyst for the actions of said modders absolutely should be the target. I have as little desire as anyone else here to start any kind of "witch hunt" because ultimately it's up to the individual to dedicate their time and energy to helping the community that has kept this game going, or to destroy that community by alienating or outright ingratiating it's members and contributors.
We can ride the fine line between hope and wishful thinking with the desire for the pirates to develop a sudden case of intelligence and morality on this issue, but I for one am not holding my breath...

posted in MudRunner - Bug Reports read more

@RiskyWisky
Absolutely! Tell them to put it back... lol
We will NOT play the "let's see how much unnecessary frustration the modders will tolerate before they leave this game for dead" game again... (I think I speak for a lot of us when I say it wouldn't take much now that OG Spintires is back on the map again).

posted in MudRunner - Bug Reports read more

@RiskyWisky @Forces
I seem to recall reading that @Iyagovos is now gone, do we have any admins who might be able to run this issue up the development flagpole now?

posted in MudRunner - Bug Reports read more

@Forces said in Texsture Damaged after upload to workshop:

Wrong,DDS has the best alpha layers, the game itself uses DDS for all textured , and doesn't gets compressed like tga does (if you look closely at tga glass textures youll see a tesselation on tge texture, that's a compression aftereffect that DDS doesn't get
And my glass (the old mods only ) use the diffuse multiplayer code node, wich is now disabled in game,

When did DiffuseMultiplier get removed/disabled? Better question is WHY?? This gaunches most of my mods too. Hopefully somebody comes up with a viable solution soon...
#pissedoff