FUEL: REFUELED is an enhancement modification for the game FUEL, which brings multiple bug-fixes, improvements and the addition of various new content.

Forum Thread
  Posts  
A bug and a small tweak (Games : FUEL : Mods : FUEL: REFUELED : Forum : V15.0 / V15.1 Feedback : A bug and a small tweak) Locked
Thread Options
Sep 30 2010 Anchor

First off, this is a really sweet mod, thanks for making it. It's inspired me to play through the whole game again, even though I lost my saves. I'm especally loving the new mix of traffic instead of the original game's rather limited selection of AI vehicles. The fact I have to watch out for not only where they are, but which car/truck/ect they are driving has pretty much made this a whole new game. :)

I thought I'd post a list of bugs/possible tweaks I've found so far, so you can help fix it and make it even better.

1. After finishing the first area (Offshore Shack) in carrier races, the game unlocked a lot of cars to buy. Now, that is nice, but one of the cars at the end of the list is called "Buggy, Muscle, and SUV", costs 1000 to buy, and has no thumbnail(black graphic). It loads up this white looking buggy/suv car(it's been months since I played so I don't know what it is from it's looks). I'm pretty sure we arn't supposed to be able to purchase that car though...because it's stats are rank 1 all the way down the gauge displays. O_o

2. The first race in the game is a bit hard with the doppler there, and might scare away new players to the mod. In particular, even on easy the doppler has a really high chance of losing control on the first slope down into the forest, creating a wall out of his car that is fatal to a bike(which you are forced to use if you just started out). The other cars are fine, but the doppler and the other "big" cars mostly just make this first race frustrating if you arn't good enough at regular fuel. It's not bad as a challenging race, but it leaves a bad first impression for the mod. It might be better if the first race's AI is selected to get the player used to racing with lots of different cars without tossing a huge truck in their way.

I'll continue playing it in my off time and let you know if I find anything else. Fantastic job on everything though, you've made this game go from something I couldn't bring myself to play again into something I really look forward to playing some more. :)

I knew there was something I forgot, lol!

3. The first challenge(not race, the 01 challenge in Offshore Shack) "auto cleared" itself when I was trying it the first time. I was driving about 2/3rds of the way up the mountain, when the game somehow declared victory and ended the race. The end text said "Did Not Finish", but I was awarded the fuel and the challenge medal anyway. If it helps any, I was doing very badly, and the AI was way ahead of me. I think what happened is that the AI actually hit the trigger for the challenge finish line, but somehow the game credited me with the fuel and the medal.

4. This might be related to number 1, but sometimes the car an AI chooses is also a "thumbnailless" car. On the score board, they show up as a white blank square instead of a car graphic. I first noticed this during Wild Sand Ride - Tusanami Reef, but it might happen elsewhere as well(especally since the cars are random, or at least were in the original game, presumably the AI could pick the "bad car".). I didn't catch what he was driving in the race physically, but if it happens again I'll try to keep an eye out for him crossing the finish.

5. I tried picking the second challenge in Tusunami Reef(it's vehicle type is "Hydro"), but I don't have the hovercraft yet. Instead of coming up with the vehicle select and having the hovercraft for sale, the game let me pick a bike/suv/buggy class vehicle. Needless to say, the race didn't go well. :p

Not sure what you could do about it though. From what I recall, every challenge in the original game shows up in zones after the vehicle is unlocked, or if they use a single vehicle they require you to buy the vehicle, which means the game more then likely doesn't have a safety check for this situation. It probably has to do with the fact the only vehicle it could possibly offer me was the unlockable hovercraft, which is supposed to be "secret" till I earned it properly.

It was pretty funny seeing everyone else drive off in shiney hovercars while I sank into the water though. :D

Vetron
Vetron FUEL: REFUELED Developer
Oct 1 2010 Anchor

Hi - thanks for your feedback, I'm looking into these bugs. I

2. I didn't understand this bug - did you encounter a doppler truck in the race? the 1st one - "The Leap Of Faith"?
Let me know any other races you encounter this problem - from my end and on the second machine I've tested (I just did a new play-though to Tsunami Reef) - I haven't experienced this or been able to recreate this bug. The races are not random AI and are specified by hand, the first race being a mix of bikes and quads. If your not seeing these ai vehicles you may want to check that V15 is correctly installed (you may have to do it manually if there is security or some write protection of the hard drive) as it would appear one of the files is not correctly installed. Below are screenshots showing the AI that should be in that race. Bugs 1 & 4 may also be caused by this.



1. Vehicles unlocked after earning 4 stars should be (in order from left to right):
Bike [OFF]: Sludgeray
Bike [OFF]: Riot
Bike [ALL]: Twin Freaks
Bike [ROAD]: City Hunter
Quad [OFF]: Mudblaster
Quad [ALL]: Mosquito
Quad [ALL]: Deathwing
Quad [ROAD]: Fanatic
Buggy [OFF]: Psychotic Fox
Buggy [OFF]: Mudhog
Buggy [ALL]: Avenger
Buggy [ROAD]: Dragonfly
Muscle [ROAD]: Bullet
Muscle [ROAD]: Enforcer
SUV [OFF]: Knightmare
SUV [ROAD]: Devestator
Truck [OFF]: Lucha Libre
Truck [OFF]: King Arthur
Truck [ALL]: Bone Crusher
Truck [ROAD]: Bonesaw
Dragster [ROAD]: Damocles

If you aren't seeing these vehicles then you need to check your installation of V15 mod etc.

4. As with 1 + 2, check installation. This may occur on some challenges (late game) where I still need to do some work, but the first few zones have been reworked and shouldn't have any of these 'no thumbnail' vehicles.

3. Thanks for reporting this - I think I know the cause of the problem. Essentially these 'Speed Run' races use an alternate game mode and thus the AI I added is actually winning the race for you lol, what I will do is replace the game mode with a standard point to point race and then apply a time limit on that - hopefully that will fix it. 'Checkpoint Run' races will likely have the same issue. This shouldn't be too hard to fix, I should have it out in the V15.1 patch next week. I never noticed this, simply because I had never taken into account the fact of letting the AI win. 8)

The hovercraft I will make buyable from the start so it can be used in those races - it will still be unlocked the normal way if thats how people want to obtain it. I will also be making the Lucha Libre purchasable in the first zone since I added a monster truck challenge. At a later date I want to re-organize the liveries so the ones on the islands are ones for the hovercraft etc. - at current its a tad awkward for new players who want there bike livery lol

If you encounter any more bugs let me know - but check your installation of V15 as from what you've reported it sounds like either the hubinfos.tsc or the vehiclesdef.tsc file hasn't been installed (thus giving the wrong vehicles for various thing).

Oct 1 2010 Anchor

Am I supposed to install the Version 1.5 mod and then the "patch" on top of that? I was a bit confused about the installation of the mod, as the tool in the zip comes with 3 options, Debug Mode, Fuel Refueled, and an all uninformative "patch". Debug mode I wanted to leave off, so I activated both Version 1.5 and the Patch file.

The readme just said to install whatever I wanted, so I figured the "patch" was some update to 1.5. From the fact all my races seem to have doppler trucks and random other entries(such as bike races having trucks and muscle cars), I'm guessing I wasn't supposed to install the patch file? :S

I'll try deactivating the patch mod later, leaving just 1.5, and see if that fixes the vehicle issues.

You might want to update the readme with some clearer instructions on exactly what that patch does, as there wasn't any clear documentation which mod files to activate to properly install Version 1.5 fresh.

Oct 1 2010 Anchor

Nope, the patch is a separate thing. It should be installed by everyone who's using the multiplayer, since it fixes some critical crash in there.

The same fix is incorporated in v.15 version of the file, so you shouldn't activate patch with the mod: nothing will happen, or, worse, some v.15 changes in related file will be absent.

But, well, this should be included in readme.txt, since not everyone seen and read the separate patch download page.

Edited by: bac9

Oct 1 2010 Anchor

Deactivated the patch and mod, enabled just the 1.5 mod, and now everything works as it should. So count 1, 2, 4, and 5 as fixed. Thanks for the help!

I'd also like to correct what I said on number 5, now that the vehicles are set up right, it won't let me enter any hovercraft races with a message "you don't own the required vehicle". So the game indeed supports not owning the vehicle and prevents one from playing the race with no option to buy the hovercraft. ;)

I do find it a bit odd that the dragster costs only 1 fuel to buy. I understand it's probably because it's only useful in freeride and during what few events use it, but it's kinda silly looking alongside the other first tier cars that all cost 3000-5000 to buy. Maybe changing it's price to around 2000 or so would be better, then it would still be easy to unlock(just one challenge), but not feel like you're robbing someone blind.

It's pretty sweet that the dragster works though. Thanks so much for that! :D

One more bug:

6. Minor hud problem with the new map screen. Locked areas have the grey square over their picture like they should(which I guess is how the game is supposed to "grey them out"), but the square is offset a bit too far down and to the left. Doesn't affect anything for gameplay, but it looks a bit ugly. Just needs that "zone locked" square moved a bit up and to the right to fix.

Vetron
Vetron FUEL: REFUELED Developer
Oct 1 2010 Anchor

Yes I think In the next release I will make it a bit more clear about that 'Patch 1'. Glad you got it working ok now :)
That readme.txt is just something i bundled in with one of the first versions back in spring - it could do with some improvement, I'll get this sorted for a future release.

The dragster I originally set at 1 FUEL because people who already have it unlocked would have to buy it again as a result of running the mod, and it was just an easy value at the time. It can be unlocked through normal gameplay like before - but its there for 1 FUEL if anyone wants it. I understand its a tad odd for a new player though right now.

Good that the hovercraft races are restricted - I will be making the hovercraft obtainable more easy though, as it works out better in online free ride events if everyone has the hovercraft. Having to get to that final zone and hunting it down takes a fair amount of time.

I'll take a look at that map bug - I've seen where its glitches (its only where I made only image slightly bigger, but not the other), i'll fix this for the next release.

Oct 1 2010 Anchor

Vetron wrote:
Good that the hovercraft races are restricted - I will be making the hovercraft obtainable more easy though, as it works out better in online free ride events if everyone has the hovercraft. Having to get to that final zone and hunting it down takes a fair amount of time.


If you want to unlock it earlier, might I suggest the "Big Caldron" zone unlock, since that's the first zone that you could really use it in? That way, there is a bit of backtrackable racing in the first zone after you unlock it, and it's not so far into the game that getting it in a fresh game would be a nightmare to do. Difficulty wise, that's also about the zone where things start to get out of "tutorial difficulty". There's also a load of atv/bike races in the 4 sectors the player has access to at this point, and not that many bikes/atvs to use(since the better ones unlock later in the game). So the hovercraft gameplay would help break up some of the "tediousness".

On the other hand, using it in the forests and hills(the other three zones you have access to at the time have lots of them) is kind of a mess, making it's use rather limited at that point in the game.

Edit: Lol, in my morning sillyness I wrote Dead Lady's Lake instead of Big Caldron. Major difference in unlock time there. x_x

7. Offshore Shack, Challenge 006, the "Checkpoint Run" race with 5 AI. The AI also finishes this one for you. It's worth noting that the AI also manages to finish around 20-30 seconds faster then the time allowed for the checkpoint run, so even if they didn't "finish" the event for you, it's impossible to beat the leader's time.(at least with Burning Dust, the best car I have in the Road catagory of suvs at the moment) The AI literally speeds up for the last half of the race much faster then is physically possible for his car in order to make his "time". He starts going full speed around the dirt corners, in a road class suv of all things, lol! O_o

Hit another AI problem today.

8. Challenge 017: Tusunami Reef Knock Out. Maybe I'm just a bad driver(though I'm pretty sure I've gotten a couple clean runs on this one), but even with the Komodo, the AI leader ends up way ahead of the group. He's easily about 2000-3000 ahead of everyone before he hits the finish. He speeds ahead on every uphill section and takes turns unnaturally fast, basically it's like he's not limited by the physics.

My best guess is that the time he is aiming for is way too fast for the track. Regardless, it's game breaking to have him race off like that, because as it's an elimination Knock Out, he reaches the finish before you do and so you always lose the event.

If there is in fact supposed to be a way to do the event, please explain it to me. I'm pretty sure the komodo is one of the fastest ATV class vehicles in the game though, and the AI in question wasn't even driving anything specal(well, as far as I could tell in the 8-10 seconds I saw him).

9. Allowing the dragster to be selected for event 013: Seek and Destory is a bit silly. It was over in about 20-30 seconds, and that's with me missing one of the AI the first attack run I did. It was suprisingly fun to catch them with the dragster, so maybe instead of removing it from the selection, you could make this event into a dragster exclusive(with the AI moved much farther down the road, obveously).

Another update:

10. Dry Rigs Challenge 022 says it's a chopper chase, but it's instead a checkpoint run through the valley. The challenge info is correct, it's just the label for the challenge screen still says "Chopper chase" on it.

Sweet run down the riverbed, by the way! :D Did it with Komodo on my first try, but the time is very fair because there's quite a few places to slip up.

11. Event 023: Seek and Destroy - Can select the dragster for this one too. Though it's not very good at it because of the first few turns, I don't think it should be selectable as it's not comparable to the other car selections at all.(IE: everyone will pick it instead of the other cars) ;)

Edited by: darkgriffin1986

Vetron
Vetron FUEL: REFUELED Developer
Oct 2 2010 Anchor

Regarding the dragster - its selectable because its not meant to be unlocked at that point... but its just not restricted in case anyone does want to use.

That 017 challenge is a very very tricky (to the point of it being unplayable) but it is actually possible to win. You'll need one of the fastest bikes in the game and to take extreme shortcuts... you'll catch up to him eventually.

Seek and destroy and Knock-out races in their current state I will be dropping anyway and coming up with something better using a similar idea (with new courses). The current seek and destroys end too quickly and knock-out races are just awkward given the ai issues.

Oct 3 2010 Anchor

12. Small text bug, the intro flyby for Firemoor Fields is correct, but then proudly states that it's showing Dead Lady's Lake at the end. :lol: I'd imagine the Dead Lady's Lake flyby says Firemoor Fields as well. Everything else about the camps is properly swapped, you probably just forgot to change the flyby text.

Reply to thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.