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Donut Team
1 week ago · edited · Executive Staff Member
Community,

Today we're launching Lucas' Simpsons Hit & Run Mod Launcher 1.17.1. This is a fairly significant update so let's get into the changelog.

Changelog for 1.17.1

Custom Dialogue Character Codes

Fixed an issue that occured when mod's re-assign characters already in the NongenericCharacters list to the index they're already assigned to.

Debug Checks

Updated this hack to not be enabled by default and not be hidden by default.

Interprocess Communication

Added this new hack.

This hack allows you to use the "Preview In Game" feature of 3D views in Lucas' Pure3D Editor to move the in-game camera when Debug Test is enabled.

Changelog for 1.17

General

  • Added a loading window on startup and when reloading mods using the Reload button.
  • Fixed an issue where the title of message boxes on Windows XP were incorrectly set to "Error" rather than the name of the launcher.
  • Made some debug asserts display more helpful error messages.
  • Added the -noscanmodfiles command line argument. This can be used to speed up the loading of mod files but disables the following functionality:
    • Conflict detection between non-compiled mods.
    • Showing the file size of mods.
    • Showing the newest file in non-compiled mods.
    • Showing the correct modified date on non-compiled mods.

Donut Team Account Integration

A number of changes were made to the way the Mod Launcher communicates with the Donut Team website. This corrects the recent issue where Play History was not working.

Bug Fixes

Updated this hack:
  • Added a new setting for applying depth to the Coin on the HUD.
  • Changed this hack to be requirable and configurable by mods via BugFixes.ini.

Here's an example BugFixes.ini showcasing this being used to forcefully enable HUD Coin Depth:

[Visual]
; Helpful if you have a more complicated coin model where the lack of depth is extremely noticeable.
HUDCoinDepth=1

Custom Bonus Mission Support

Updated this hack with new functionality to this hack to prevent the game from resetting the player's position and forcing them into their car at the start of specific Street Race missions.

This is helpful if you're creating a mod that has an onfoot mission replacing one of the street races.

Here's an example CustomBonusMissionSupport.ini showcasing how to use this new functionality:

[L2SR3]
ResetPlayer=0
ForcePlayerInCar=0

NOTE: By default, the game's street race scripts also call commands that cause the player to get forced into their car at the start of the mission. This means that if you disable the game forcefully doing so on an unmodified street race, this will appear to do nothing. This is merely putting it in the script's hands, not making it so it can't be done.

Custom Car Support

Updated this hack, car Indices are now per mod and automagically remapped as necessary at runtime.

Custom Character Support

Added this new hack.

This hack currently allows you to enable the following booleans that are normally specific to Lisa and Marge (and their respective outfits) on any character:
  • IsLisa: This boolean sets whether or not the game will adjust the Y position of the character upwards hen they're in a vehicle like how they do with Lisa.
  • IsMarge: This boolean sets whether or not the game will adjust the positions of joints 33, 34 and 35 of the character's skeleton when they're in a vehicle (depending on the High Roof setting of the car).

Here's an example CustomCharacterSupport.ini showcasing how to apply these features:

[jaqueline]
IsMarge=1

; Couldn't think of an example for when you would want this
; So here's code to enable the thing that's already enabled on Lisa
[lisa]
IsLisa=1

Custom Dialogue Character Codes

Updated this hack.

  • Increased the limit of NongenericCharacters from 128 to Infinite.
  • NongenericCharacter indices are now per mod and are automagically remapped as nessecary at runtime.
  • NongenericOutfits can now be mapped to a character by name, meaning that explicitly defining NongenericCharacters is now obsolete.

Here's an example CustomDialogueCharacterCodes.ini where outfits are mapped by name:

[NongenericOutfits]
; Make Fit Tony an alternate outfit for Fat Tony
fittony=fattony

; Add an entry for a Car Shop NPC of Krusty
rewards_krusty=krusty

NOTE: The old method will continue to work however we consider it obsolete and recommend doing this instead.

Custom Interior Support

Added this new hack.

This hack can be used to add new interior definitions or remove existing ones.

Documentation for how to utilize this hack is coming at a later date.

Debug Checks

Added this new hack. Enabled and Hidden by default.

This hack adds a number of checks to inform you of things such as possible corruption and missing locators (this functionality is experimental).

Debug Test

Added this new hack. Hidden by default.

This hack contains a wide variety of half of unfinished or experimental features. It is now being included in the public release just so anyone can freely try these features out.

NOTE: Functionality of this hack may be removed or altered without warning in future updates of the Mod Launcher. This hack SHOULD NOT be used when playtesting mods you are creating as some of it's features may cause the game to crash or behave in unexpected ways.

Debug Text

Added this new hack.

This hack makes a wide variety of different debug information display ingame. This information can be cycled through with the T and R keys.

Increased Reward Limits

Added this new hack.

This hack increases some reward related limits.

More information can be found here.

--

Happy modding,
Donut Team
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Alphy16
1 week ago
Excuse me, but... i tried Debug Test ingame and it does absolutely nothing. Which are its uses?
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Sparrow
1 week ago
The Debug Test mod has settings in the launcher and there are things that you have to enable. I warn you, some are unstable and could cause issues.


I have certain things enabled for modding.
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Loren Goodwin
1 week ago · edited · Executive Staff Member
UPDATE: Turns out we made a mistake on the change log. See the Interprocess Communication which replaces the Debug Communication section that was there previously.
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mazexz
6 days ago · edited
Can I ask, why does my game crash when I trigger this on?


http://prntscr.com/j7thpc
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Jake Andreøli
6 days ago · Executive Staff Member
1. Can you please stop setting your name to a blank character. It has been reset several times now.

2. That's not intended to be changed. You need multiple characters added for the game to properly work with it. Its not something to be messed with.
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mazexz
6 days ago
1. Okay I changed it, sorry for the problems.

2. How can I get multiple characters added for the game? In leveli.mfk I have to do like this?
AddCharacter("homer","homer");
AddCharacter("bart","bart");

Thanks for the fast answer!
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mazexz
6 days ago · edited
I've managed to acvitate the player2, setting p1 as bart and p2 as homer. but I cant see player2. http://prntscr.com/j7ui8f


I've also tried to start the first mission and the player2 appeared near me, but dissapeared once I closed the mission http://prntscr.com/j7uis3


*UPDATE:* I actually managed to get to him, but I still cant controll him. http://prntscr.com/j7ukz1
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Gordon CMB
6 days ago
Is your problem related to Mod Launcher? If not, then you should create a separate thread
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mazexz
6 days ago
Its about a hack in the mod launcher
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Gordon CMB
6 days ago · edited
Oh, right, sorry. Should've opened screenshots first
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mazexz
6 days ago
its okay
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Jake Andreøli
5 days ago · Executive Staff Member
There's no way to control the second player. As i said, this isn't intended to be used by anyone other than us
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Glitchmaster
5 days ago
so this update is only just for the developers, basically.
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Jake Andreøli
5 days ago · Executive Staff Member
Not exactly @Glitchmaster, it's for mod developers and also provides some functionality we're working on it.

A lot of the things included in 1.17/1.17.1 can be used by mod developers.
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