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Releases: RussDev7/CastleForge-DrivableVehicles

Release title: DrivableVehicles v0.1.0 - Prototype Vehicle System

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@RussDev7 RussDev7 released this 03 Jul 23:03

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
  • /vehicle and /veh commands
  • Selectable vehicle model folders under !Mods\DrivableVehicles\Models
  • Support for flat and models subfolder 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+R by 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.