Slrr Exhaustive

User avatar
Amilmand
Associate
Posts: 57
Joined: 04 Oct 2019 00:50

Slrr Exhaustive

-220 chassis models
-300+ tyres
-2000+ rims
-150 custom tournaments on 20 maps against racers from the Valocity ladder
during career mode (random racers otherwise)
-Drift and air time bonus on each tournament
-230+ pre-built engines available from the catalogue (any engine any car)
-Packed into a working/stable Slrr(all java sources
provided where available, I even found the source for system classes)
-Responsive catalogue
-Properly working Valocity and dealers (custom paintjobs on dummy race
cars in Valocity during career mode and custom random generated opponents
during night races and in tournaments)
-Every racer chassis customizable with nicely aligned paintjobs and withl
extra parts (10 different wide chassis compatible with all 220 chassis types)
-Bigfoot wheels (working semi-properly with collision on the wheels)
-Advanced bugfixes to the Slrr.exe: (Ida .idb and Olly .udd data included)
-Decal projection
-Flying traffic cars
-Fix for lag on collision
-Fix for lag on looking back, and generally looking around
-Fix for AI racer cars which could not accelerate on sideways slopes
-Forced resource unloading addressing memory consumption
-Fix for lag on spatial boundary crossing with a car that has large textures
-Reshade customized for Slrr
(Resahde source code provided under the BSD 3-clause license
(https://github.com/crosire/reshade/blob ... LICENSE.md))
-DOF effect that does not affect the UI
-Velocity dependent radial blur
-Dynamic reflection map (screen space reflection)
-Smooth particles
-Proper per pixel spot and omnidirectional lights
-AmbientLight
-Bloom
-MXAO(behind particle effects)
-and anything that reshade can compile
-Variables customizable (on the fly) from in-game
reshade dialog
-Reflection Strength overwrite
-Other vehicle-material properties overwrite(specular power, color, refelction color...)
-Part deformation strength
-Car deformation strength (loss of driveability)
-Part detachment damage(how much you have to beat a part for it to fall off)
-Flop disabling(doors and hood will not open on collision)
(with the variables above you can make an old-NFS style indestructible car)
-Engine wear
-Tyre wear
-AI power slide ignore factor(how much sliding the AI ignores when
deciding whether to accelerate along a spline)
-AI over-breaking
-AI over-steering
(these ones below can solve a lot of lagging)
-Maximum texture reserved memory
-Maximum vertex data memory
-Maximum sound memory
-Maximum script instances
-Resource loadrate
and others

Controls for the game(not customizable):
-P put the car back if it has flipped
-1,2,3 simulation-time manipulation
-O (not a zero)toggle checkpoint markers during tournaments
-Esc return to tournament garage during tournaments
(while watching a race or to give up)
-ctrl+shift+F10 for reshade menu
-ctrl+shift+F11 to toggle reshade effects
-"Tune" the chassis in the garage to move the wheels(Big foot mode)
the engine or to overwrite the engine sound

To install:
#1 Download the base pack and decompress with 7zip:
https://drive.google.com/file/d/1nqG39I ... UiBSdAfKqm
#2 Download the patch and copy over the base pack: (this patch link may be updated from time to time)
https://drive.google.com/file/d/1SPO8KZ ... 7zeW1kPaDf

In game pictures:

Image
To just play around with the content use the Select Car dialog

Image
RemoveNextSuspension to easily well remove the wheels suspensions axles and whatnot

Image
Tournaments and nice reflections with fresnel factor

Image
Nice flakes in specular highlights

Image
Air time bonus

Image
Drifting bonus

Image
Proper per pixel lighting
Last edited by Amilmand on 20 Jan 2020 18:25, edited 1 time in total.
User avatar
Jesus Christ
The Godfathers
Posts: 398
Joined: 11 Apr 2017 12:19
Contact:

Awesome :roll:
Image
    Why be a KING when you can be a GOD?!
    FUNNYFACE
    Associate
    Posts: 4
    Joined: 03 Oct 2019 17:42

    I want to ask, does this version run on lower end pcs cuz mine is rly bad (radeon hd 4670 512mb with an amd athlon II x3 435 and 6 gigs of ram) and almost every version i install has some kind of lag.
    User avatar
    Amilmand
    Associate
    Posts: 57
    Joined: 04 Oct 2019 00:50

    Sure try it out, 512mb is tough though I would try and remove the first line from the ReshadeConfigMild.ini which starts with:
    Techniques=
    just delete that line (should be the first)
    FUNNYFACE
    Associate
    Posts: 4
    Joined: 03 Oct 2019 17:42

    Amilmand wrote:
    11 Oct 2019 19:35
    Sure try it out, 512mb is tough though I would try and remove the first line from the ReshadeConfigMild.ini which starts with:
    Techniques=
    just delete that line (should be the first)
    Ok ty man i will try it out. I dont look for graphics here. Just good enough draw distance and no object showing themselfs 5 meters in front of the car :D.
    User avatar
    Amilmand
    Associate
    Posts: 57
    Joined: 04 Oct 2019 00:50

    I uploaded an update to the ever refreshing update link (https://drive.google.com/file/d/1SPO8KZ ... 7zeW1kPaDf) which adds:
    -Tournament AI will not get stuck anymore
    -New OSD (includeing the damage icons which will be white on 100% and orange on 1% and red on 0%)
    -Ability to edit the weight distribution of a car
    -The ability to set the color and/or texture of a DynamicWheel that gets persisted between saves

    biloool_
    Associate
    Posts: 2
    Joined: 26 Oct 2019 15:16

    Excuse me, i wonder how to add an other cars ?
    I do simply copy-paste but not work
    User avatar
    Amilmand
    Associate
    Posts: 57
    Joined: 04 Oct 2019 00:50

    add an other cars
    Riiight the new page, the gist of it is you dont, the game has the maximum number of mods in it so adding a new one is difficult (other mods need to be merged), and I locked the game from loading any mods not approved and added to the script-modlist in the GameLogic.java (the average quality of mods is so low that you would most probably break the game by just copy pasting without understanding whats going on which is quite difficult as this is a very convoluted game (Slrr itself not Exhaustive in particular but ofcourse it did not get simpler with the mod))
    The long:
    I can now say with utmost certainty that this is the maximum number of rpks that can be loaded.
    I already mentioned this in a previous post but;
    the game considers every unique rpk reference (pointing to a unique rpk) be it an external ref in an rpk or a script-reference to be.. well.. unique and reserves an index for them from a pool of 256, this also includes rpks that are not present where they are expected, and RefID-s that are refrenced directly as integers and not with the rpk reference syntax (test.rpk:0x0001r) are each considered to be part of a new unique rpk and they also get an index from the 256 there are two such references in the base game GameRef.WORLDTREEROOT and GameRef.WORLDTREELEAF so the maximum valid rpks that can be loaded is actually 254 and this version of the game loads just as many.
    biloool_
    Associate
    Posts: 2
    Joined: 26 Oct 2019 15:16

    Amilmand wrote:
    26 Oct 2019 18:42
    add an other cars
    Riiight the new page, the gist of it is you dont, the game has the maximum number of mods in it so adding a new one is difficult (other mods need to be merged), and I locked the game from loading any mods not approved and added to the script-modlist in the GameLogic.java (the average quality of mods is so low that you would most probably break the game by just copy pasting without understanding whats going on which is quite difficult as this is a very convoluted game (Slrr itself not Exhaustive in particular but ofcourse it did not get simpler with the mod))
    The long:
    I can now say with utmost certainty that this is the maximum number of rpks that can be loaded.
    I already mentioned this in a previous post but;
    the game considers every unique rpk reference (pointing to a unique rpk) be it an external ref in an rpk or a script-reference to be.. well.. unique and reserves an index for them from a pool of 256, this also includes rpks that are not present where they are expected, and RefID-s that are refrenced directly as integers and not with the rpk reference syntax (test.rpk:0x0001r) are each considered to be part of a new unique rpk and they also get an index from the 256 there are two such references in the base game GameRef.WORLDTREEROOT and GameRef.WORLDTREELEAF so the maximum valid rpks that can be loaded is actually 254 and this version of the game loads just as many.
    Okay man, but thank you for this, this is the very stable slrr version i've ever try ;)
    User avatar
    Amilmand
    Associate
    Posts: 57
    Joined: 04 Oct 2019 00:50

    stable slrr version
    Yes thats the idea even though it comes with the major limitation of being static and not accepting new mods that easily :/
    User avatar
    Amilmand
    Associate
    Posts: 57
    Joined: 04 Oct 2019 00:50

    I added the ability to search the catalogue in Exhaustive for the ever-refreshing patch-link: https://drive.google.com/file/d/1SPO8KZZyxBMGGc0OQkpjhS7zeW1kPaDf
    asantos12
    Associate
    Posts: 1
    Joined: 19 Oct 2019 13:55

    It's great job!! the game is really good. But, the only thing that is really strange is during night races, cars if only 130 HP are completing 1/4 mile bellow 13 seconds and I (with a 250 HP car) do in 15 seconds each race, is this somenthing with the game difficult?
    User avatar
    Amilmand
    Associate
    Posts: 57
    Joined: 04 Oct 2019 00:50

    Well there is no cheating on the AIs part in night races (there is some in the tournaments), tires are real important so try some wider wheels and tires would be my advice. (for whatever reason the porsche spyder is reaally good)
    User avatar
    Amilmand
    Associate
    Posts: 57
    Joined: 04 Oct 2019 00:50

    I fixed the last Exhaustive patch I messed up the FPU stack with the damage indicator recolor buuut I fixed it now so its all good :)
    mz2rs
    Associate
    Posts: 3
    Joined: 12 Oct 2019 12:55
    Location: Malaysia

    How big is the Game Unpacked?
    User avatar
    Amilmand
    Associate
    Posts: 57
    Joined: 04 Oct 2019 00:50

    How big is the Game Unpacked?
    Around 24Gb I think (But I have some additional stuff in my install (mostly incremental build artifacts for the related projects)
    Skorpius202
    Associate
    Posts: 2
    Joined: 18 Dec 2019 10:12

    Thank you for creating this. Looks like you have put in a lot of time making everything work. Hope you keep on updating the modpack. Well done in general.
    djnova
    Associate
    Posts: 1
    Joined: 16 Jan 2020 16:03

    This is insane, good job mate!
    Bongbombs
    Associate
    Posts: 4
    Joined: 29 Feb 2020 22:11

    My hats off to the creator of this..... Well done good sir.
    User avatar
    aldistapista
    Associate
    Posts: 1
    Joined: 13 Mar 2020 15:51

    Nice :pimping:
    :doge: HA
    Derallyarmani
    Associate
    Posts: 1
    Joined: 21 Feb 2020 01:54

    I congratulate you , the work and dedication behind this is incredible. I would like to know if there is any way to put more custom engine sounds to the chassis (my english is bad jsjs)
    Damgam
    Associate
    Posts: 1
    Joined: 18 Jan 2020 09:52

    Brake calipers are getting replaced with stock SLRR brakes when repairing whole car. This thing will become very annoying after a while.
    User avatar
    Amilmand
    Associate
    Posts: 57
    Joined: 04 Oct 2019 00:50

    I would like to know if there is any way to put more custom engine sounds to the chassis
    So this is not easy as you will need to add the resources (the sounds) to an RPK and then extend the chassis.java.
    Brake calipers are getting replaced with stock SLRR brakes when repairing whole car
    This is... I have no words... the quality of mods out there,
    Anyway I uploaded a new zip to the patchlink (https://drive.google.com/open?id=1SPO8K ... 7zeW1kPaDf) that includes a fix for this too.
    Thank you for the report!
    1609733
    Associate
    Posts: 1
    Joined: 28 Mar 2020 14:36

    !Unknown field name "name" in file "java.game.Painter" at line 1849
    User avatar
    Amilmand
    Associate
    Posts: 57
    Joined: 04 Oct 2019 00:50

    !Unknown field name "name" in file "java.game.Painter" at line 1849
    Thats just the (inhouse)java compiler being dumb the code in question is:

    Code: Select all

    Object part = obj_ref.getScriptInstance();
    if( part instanceof Part)
    {
    	if( part.name == "Dynamic Rim") // this is line 1849
    	{
    		return;
    	}
    }
    It complains in compile time that the Object class doesn't have a field called "name" but as you can see I check for the dynamic type (being Part) and that class does have a name field so in runtime this can not be a problem this is a warning not an actal error if you want to fix it because it bothers you that much replace those lines above to these:

    Code: Select all

    Object part = obj_ref.getScriptInstance();
    if( part instanceof Part)
    {
    	Part anActualPartInCompiletime = part;
    	if( anActualPartInCompiletime.name == "Dynamic Rim")
    	{
    		return;
    	}
    }
    This warning only gets reported when the game compiles the Painter.java so only if you edit it again.
    Post Reply