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Summary of changes

  • I have read the CONTRIBUTING document
  • Bug fix (change which fixes an issue)
  • New feature (change which adds functionality) (target dev!)
  • My change adds a new setting/requires a change to the README & meta.ini
  • I have updated the README & meta.ini accordingly

Description of changes

Main (was master) is horribly out of date, the suggested version to use is the seeding branch. Just merge it

Any additional information

I changed the latest release, seeding should be packaged as v3 and done properly

v4 can then be 'dev'

Hampo and others added 30 commits July 25, 2019 11:34
Breaks down HandleMission into separate scripts - Start of the modular system
-Also changed regex to fix some issues
Updated to redirect to the new mission scripts.
Noticed I was dumb and missed bonus missions and races
The start of the modular system. Only for Level files at the moment.
• Added Sunday Drives to modular system
• Improved existing modular system file structure
All MFK-related randomisation is now modular.
TODO:
• Improve efficiency now that the load and init files are processed in the same code (see lines 79 and 80 in RandomItems.lua)
• Handle multiple instances of the same object now that we handle both in the same code (IE 10 bonestorm drops, 4 cellout cars)
• Updated GlobalArrays to have less global tables in there - moved to relevant modular file.
• Added 2 new global functions. One to count KV tables, the other to clone KV tables.
• Updated RandomMissionItems to randomise multiple instances of the same drop. Probably not the final version, but a good proof of concept.
• Fixed a bug with RandomMissionCharacters - Type of "RandomMissionsCharacters" made it stop working
• Changed Random Mission Vehicles to be based on the Init file - Improves randomisation, as well as randomising races
• Fixed a bug that arose with Random Player Vehicles because of this
• Fixed a bug that arose in HandleCar because of this
• Fixed a bug in HandleMissionLoad that didn't assign the mission variable if it was a race
• Added a new setting to remove the forced car limits
• Edited CustomText to use the new settings table - and to add the new setting
• Removed old (and now unneeded) method of random cellouts
• Removed old setting for random cellouts
• Added warning on RandomCarSounds until fixed
• Fixed a bug with RandomChase and RandomMissionVehicles
• Added basic file outputting - temporary until Appel's version
- Updated RandomItems to randomise more things
- Updated RandomItems and added setting to include characters in random item pool
- Fixed bug in logging files to console
Fixes an issue where missions/races with the same identifier were being detected as the same mission for remembering random cars
Added a handler just in case a similar issue happens again
- Fixed a bug when saving randomised mission cars
- Added a handler in case of failure on random mission cars so it defaults to original instead of crashing
- Fixed a bug on a print trying to concatenate a boolean
- Added module sorting, to make sure modules load in required order
- Added the ability to include cars in random items
- Fixed a debug testing line
- Added traffic cars
- Increase sound limits - could fix random crash with car sounds
- Migrated all Settings checks from old static values to Settings table
- Added the start of Random Static Cars - Ability to randomise phone booths and bonus cars
- Fixed gags in interiors - Doesn't fix interior doorbells
- Fixed a bug with finish_line and race objectives
Fixed CustomFiles to use new Settings
- Added Verbose Debug - logs _all_ changed files to console using base64 - used for specific debugging
- Doubled Sound limits again because I got the crash again
- Completed Random Static Cars feature
- Added option to save static car choice per level
- Added botched fix for RandomStaticCar crash - TODO: Ask Appel to have a look
- Added ability to force randomisations with secondary mod
- Changed Debug Settings to use a setting to enable/disable
- Added ability to execute code in CustomFiles.lua with Debug Settings
- Improved ReplaceCar function - Thanks Appel
- Moved base64 to GlobalFunctions
- Fixed a bug in Custom Limits for sound
- Added randomising the item above races/bonus mission
- Added the start of randomising races/bonus missions
- Re-added printing files to log in DebugLevel 5
- Massively increased sound clip limits due to continued crashing
- Set the mod to SupportsInternaional=0 because different languages currently break it
- Set CustomCars to default to 0 because errors if the external framework is not configured
- Added option to randomise bonus missions
- Added warning to Random Bonus Missions stating that users may need to restart the bonus mission to load the level
- Commented Random Car Sounds warning
- Removed old comment for Random Chase Amount warning
- Fixed a bug with Random Static Cars and Custom Cars
- Removed old comments from Random Missions
- Fixed an issue where GetFiles would add a double slash
- Fixed a duplicated end statement in HandleCarModel
- Added RandomLevelMissions - CURRENTLY BROKEN
- Fixed AI tire grip
- Fixed Mission Modules to use local tables
- Changed our old ModVersion code to the new official method
- Renamed HandleLevelModel to HandelLevelInterior to better represent what it does
- Fixed RandomInteriors to work with RandomLevelMissions
- Fixed an issue where restarting the mission would swap back to the original level.
@EnAppelsin EnAppelsin marked this pull request as draft April 15, 2025 18:52
@EnAppelsin EnAppelsin self-assigned this Apr 15, 2025
@EnAppelsin EnAppelsin added this to the v3 milestone Apr 15, 2025
@EnAppelsin EnAppelsin marked this pull request as ready for review April 16, 2025 18:40
@EnAppelsin
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@Hampo any blocks on making this v3 and stable?

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Hampo commented Oct 19, 2025

I think just this needs doing to fix a custom cars issue, but good besides that

https://discord.com/channels/465892220617359360/465907802607714334/1425851644364456049

@EnAppelsin EnAppelsin force-pushed the seeding branch 3 times, most recently from e7f46ef to 92cf7d5 Compare October 19, 2025 16:41
@EnAppelsin EnAppelsin merged commit df7b9fb into main Oct 26, 2025
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3 participants