LFS Mods Support - Coming Soon!
EDIT: The mods system is ready for testing! https://www.lfs.net/forum/498


Dear Community Members,

We have been working on a new system to support mods. We need a little more time to get to public testing, but there's quite a bit to show you and talk about already.


NOTE: There may be changes to any part of this plan, between now and the point of public testing.


About the new system and how it came to be:

We have always wanted to support mods because of the huge variety that becomes possible. We thought it could be done after the new version release, with the new physics. That would have been ideal but there is a lot of demand for mods and we started to look into it this year.

At first we started thinking about simply allowing VOB mods, with some restrictions. But it would of course be better if we had an official way to edit and export mods. So I experimented with some changes in the current public version of LFS, to the point where it could load VOB models saved from our development version. It was immediately obvious that it would be too restrictive if we only allowed VOB mods on existing cars. So I made more changes to save fully edited vehicles that could be loaded in the public version.

As a standalone model and vehicle editor was proven to be possible in principle, we got more serious about the whole thing. We started working on a mod submission system, with mods stored on our website and automatically downloaded in LFS. With the new system, you can visit any server and see new mods there for the first time as they are automatically downloaded like skins.

To make a mod you can build a model (3D mesh) directly in the LFS modeller or start by importing one from another program, e.g. Blender, then make adjustments and apply texture maps within the LFS modeller. To create a driveable vehicle with your model, you could either start from scratch with a new vehicle or choose an existing car as a starting point. Adjust wheel positions, mass, suspension, engine and so on. Test the mod in your public version of LFS then export and upload it to our website. Reviewers will check it follows the rules and approve / reject / request changes. When approved, the mod can be downloaded in LFS and used online.

There are some restrictions.

- The mods system is only for S3 licensed users.
- We will not allow real car names or logos, unless permission is proved during the submission process.
- We will not allow meshes converted from other games, unless permission is proved during the submission process.
- There will be limits (e.g. triangle count and texture size) so the mods are quick to download.


Changes to hosting:

There will be some changes to the way game servers work. We believe the only way to prevent piracy is to no longer release any server code at all (or even support LAN games). For the new version, we will provide the servers, using our existing server rental system. Game server owners can use InSim connections to their servers. We are setting up internet servers in Europe, America and Asia so you should get a good ping wherever you are.

You can start a free server in game, using the "Start new host" button. But now, that starts a host running on one of our servers, instead of locally on your computer. When you leave a free server, it closes down after a few minutes.

If you want to run a full-fledged server, or multiple servers, that stay online all the time and store replays and layouts, you will be able to use our existing game server hosting system, but now you will be able to choose Europe, America or Asia for the location of your game server. We are still finalising the prices but we are thinking around a quarter of the current prices.


More information about the new system

Downloads: [NOT YET AVAILABLE]

1) LFS Editor - Modeller and Vehicle editor to be installed separately
2) LFS Test Patch with mods support


Mods page:

https://lfs.net/files/vehmods


Tutorial videos: (there are more to do)

1) LFS Mods Introduction (11:49) https://youtu.be/9EPWaGraQfs
2) LFS Modeller Overview (3:30) https://youtu.be/05y8apUWyVs
3) View Controls Overview (3:40) https://youtu.be/As_aPoU2Qr4
4) Updating a mod with a new version (4:06) https://youtu.be/vDSn_XkyGGM
5) Building the Brickmobile: Part 1 - Model (11:58) https://youtu.be/eegTP5mo8Zk
6) Exporting from Blender to LFS Editor (3:01) https://youtu.be/Rf6HK_niFjo
7) Building the Brickmobile: Part 2 - Texturing (9:24) https://youtu.be/_HIrlxJMWnI
8) Building the Brickmobile: Part 3 - First Drive (5:07) https://youtu.be/c9Pi0aYbA0c
9) LFS Steering Animation Editor (12:09) https://youtu.be/JPbMCfZ8VmU
10) Building the Brickmobile: Part 4 - Level of detail (LOD) meshes (5:43) https://youtu.be/DAyiQbhvbYM
11) Building the Brickmobile: Part 5 - Masses and object positions (5:22) https://youtu.be/l0iiQOk_1Os


Documents: (just a start - incomplete)

Modeller
Vehicle Editor


We look forward to hearing your feedback!

Thanks,

Scawen
Cool ! Can't wait to try it </3
unexpected and great news LFS
Pog! GG!
#5 - BeNoM
10 years too late, but great to have it nonetheless. The restrictions for the mods are definitely not great though. Excited to see where this leads.
#6 - Unnry
What about track mods?
Quote from Scawen :
Changes to hosting:

There will be some changes to the way game servers work. We believe the only way to prevent piracy is to no longer release any server code at all (or even support LAN games). For the new version, we will provide the servers, using our existing server rental system. Game server owners can use InSim connections to their servers. We are setting up internet servers in Europe, America and Asia so you should get a good ping wherever you are.

You can start a free server in game, using the "Start new host" button. But now, that starts a host running on one of our servers, instead of locally on your computer. When you leave a free server, it closes down after a few minutes.

If you want to run a full-fledged server, or multiple servers, that stay online all the time and store replays and layouts, you will be able to use our existing game server hosting system, but now you will be able to choose Europe, America or Asia for the location of your game server. We are still finalising the prices but we are thinking around a quarter of the current prices.

Scawen

What will hapen to the comunity servers now like TC, AA, LCS etc...
#8 - lfsrm
WOW! plus the top notch integration !

Thank you Scavier !
Finally mods support
best news ever, 10 years later but so important
Good news I can't wait
Never thought I would see the day.

I am never around anymore, but I do hope this will bring in an entirely new generation to the sim that made me a good driver!

Thank you Scawen and team, for continuing on the dream, all these years later!
Hell yeah! This is amazing, I love the idea! Thanks for the mod support, lfs will be reborn for sure!
Hehe











Now time for someone to upload LFS v0.6w* or v0.7*
hell yaaaaaaaaaaaaaaaaaa
Thats awesome news!
Important question tho, Can we add Scirocco ourselves?Big grin
Quote from BeNoM :Hehe







Now time for someone to upload LFS v0.6w* or v0.7*

0.6W33 Is the test patch of the LFS

0.7C is the VOB Editor.
nothing
Quote from theponczek :

Quote from krisar4321BG :What will hapen to the comunity servers now like TC, AA, LCS etc...

nothing

Our insim needs local server access for various function, not to mention our ability to manage it. Those changes are really a slap in the face of all those who kept this dead horse alive for the last 10+ years.
Will we be able to run old version of LFS on old servers still?

Will the new modded cars still latch onto edge of kerbs at rockingham and ruin any meaningfull racing?
Quote :We want the community to have the new version so we are trying to get to that point as quickly as possible. To do that, some things we want to do can wait until after the release. For the first version, Eric plans to focus on finishing South City and Kyoto while Scawen works on the tyre physics. Fern Bay and further graphical improvements can be done after the big update.

I wish you focused on that, IMO people who are focusing on mods are doing so to compensate for lack of big updates, but okay.
Quote from chucknorris :Our insim needs local server access for various function, not to mention our ability to manage it. Those changes are really a slap in the face of all those who kept this dead horse alive for the last 10+ years.

If old version works... just stay on current one..

I see no reason why team like Fragmaster should ever think of a switch to new version.

No changes to FOX, no changes to GTI cars, no changes tracks or the way cars drive. Only change i see that will be seen in Fragmaster servers operation is more expensive hosting.
Better late than never, i guess!

It is a good idea and it seems well managed for now. The fews already on the page looks interesting, can't wait to test them!
While it's a welcomed addition, it'a very missed opportunity if there's not a track mod support. Most of the modded cars end up being drift cars, which the racing community doesn't care about the slightest bit.
Quote from chucknorris :Our insim needs local server access for various function, not to mention our ability to manage it. Those changes are really a slap in the face of all those who kept this dead horse alive for the last 10+ years.

I can't speak for the devs, but they are trying to make the official hosting interface to have as much functionality as possible that is needed to operate the server and an InSim app. There already is a remote console, ban list, access control etc. You can write some suggestions about what your server admins need and maybe Victor can make it easier for you hosters.

1 GBP / month for a 32 slot servers in the LFS system sounds reasonable to me, but I don't know what prices the current big servers are running at.
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LFS Mods Support - Coming Soon!
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