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Releases: Trinculo54/CCBR

v1.0.0: Merge pull request #1 from Trinculo54/release/1.0.0

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@Trinculo54 Trinculo54 released this 03 Nov 00:25
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A ghost car in speed zones. CCBR's first release. From the moment a speed zone starts until it ends, your car drives straight through traffic and Drivatars instead of into them, and every other car turns see-through, so you can see what you're passing through. When the zone ends, collision comes back as it was. It comes with FH2 Mod Platform 2.8.0.

What it does

  • The ghost. As a speed zone starts, your car loses its collision with other cars, traffic and Drivatars alike. The scenery stays solid. It uses the game's own kind of collision preset, the same the game uses for its own ghosted cars, so nothing else about the car changes.
  • See-through traffic. Meanwhile every other car is see-through, near and far, including the ones the game brings onto the road further ahead as you drive. When the game recycles a car further down the road and hides it for a split second, CCBR holds it as it is, so cars don't blink out.
  • Switches in the game. Pause > Settings > MODS has "Ghost car in speed zones", "See-through traffic" and a "How solid traffic looks" slider. The switches count from the next zone; the slider applies straight away. Everything is saved to fh2-mods\CCBR.ini, which also has HoldBlinks, CheckUpdates and Debug.
  • Offline only. Online, the ghost would only exist on your own screen, and other players would still hit your car. Started from FH2MP's launcher, platform 2.8.0 doesn't start CCBR; with an older platform, CCBR sees FH2MP's session itself and stays off.

Installing

  1. Close Azimuth.
  2. Extract the whole zip into your Azimuth folder (the one with azimuth.exe). You should end up with d3dcompiler_47.dll and DWrite.dll next to azimuth.exe, and CCBR.dll in fh2-mods.
  3. Start the game and drive into a speed zone.
  • Other FH2 mods: extract this zip after theirs, or again after installing one. Older zips only have d3dcompiler_47.dll, with an older platform. If the title screen says "Old FH2 Mod Platform: reinstall CCBR", that's what happened: extract this zip again.
  • Racing wheel (fh2wheel): install fh2wheel first, then extract this zip and let its d3dcompiler_47.dll overwrite fh2wheel's. Keep fh2wheel.dll and fh2wheel-config.exe next to azimuth.exe: the platform loads fh2wheel itself, on Azimuth 1.0.3 too.
  • Linux (Wine or Proton) with Azimuth 1.0.3: if fh2-mods\platform.log never appears, add dwrite to the DLL override: WINEDLLOVERRIDES="winmm,dwrite=n,b".
  • To check it's working: fh2-mods\platform.log has [CCBR] ready (6 of 6 speed camera events): ghost in speed zones on, other cars see-through meanwhile a few seconds in, and each zone adds speed zone started: your car is a ghost and speed zone completed after ... s: collision back on.
  • To uninstall, follow the README.

Tested in game on Azimuth 1.0.3, offline, with the platform loaded as DWrite.dll:

  • a test build of 1.0.0 (the same ghost and see-through code; this release adds platform 2.8.0's header and the older-platform notice): the ghost came on and went off again in 6 speed zones over 4 sessions, with platform 2.7.4 and 2.8.0, and nothing crashed;
  • the test build before that, three runs of one speed zone: no other car stayed solid at the start, 3 seconds in or at the end of any of them, and every split-second hide by the game was held back.

Not yet seen working in game:

  • this release build itself (checked offline only: the unit test and a harness that maps the real game exe);
  • speed zones on Storm Island;
  • online play through FH2MP (checked offline: the platform keeps CCBR out, and with platform 2.7.4 CCBR stays off by itself);
  • platforms older than 2.7.4, and Azimuth 1.0.1, 0.9.x or 1.0.4, and Wine or Proton.