Releases: RussDev7/CastleForge-DrivableVehicles
Release list
Release title: DrivableVehicles v0.1.0 - Prototype Vehicle System
DrivableVehicles v0.1.0
Initial prototype release of DrivableVehicles for CastleForge / CastleMiner Z.
This release adds a local-only drivable vehicle system with selectable XNB vehicle models, configurable controls, optional per-vehicle sounds, and basic vehicle tuning.
Highlights
- Spawn, enter, drive, and exit prototype vehicles
/vehicleand/vehcommands- Selectable vehicle model folders under
!Mods\DrivableVehicles\Models - Support for flat and
modelssubfolder XNB layouts - Built-in Alpha Prototype fallback vehicle
- Configurable controls through
DrivableVehicles.clag - Per-vehicle speed/tuning through
vehicle.clag - Optional WAV sounds for enter, accelerate, decelerate, and skid/drift
- Automatic clean HUD while driving
- Held-item actions blocked while driving
- Hot reload with
Ctrl+Shift+Rby default - Model diagnostics with
/veh modeldiag - Wheel clone workaround for converted models that only import one wheel mesh
Notes
This is a prototype and is currently local-only. Multiplayer sync, save/load persistence, craftable/placeable vehicles, polished terrain collision, and full vehicle physics are not implemented yet.
The included example vehicle XNBs are currently model-only and do not include finished textures yet. They are included as working examples for testing model loading, controls, sounds, and per-vehicle configs.
Requirements
- CastleMiner Z
1.9.9.8 - CastleForge / ModLoader
- ModLoaderExtensions
Getting started
Place the mod DLL in your CastleForge mods folder, launch the game, and run:
/veh help
Vehicle models should be placed under:
!Mods\DrivableVehicles\Models
See the README for conversion notes, folder layouts, configs, and troubleshooting.