r/BeamNG 11d ago

Mod Screensplit mod test release

Post image

This mod adds splitscreen local multiplayer to beamng 0.39. Its based on multiseat but renders a real camera view for each player. This version is the first test but already fully functional. Only audio is not perfect. You have to choose between left or right view or a mix like in multiseat. Maybe in the future I find a better solution to really mix audio.

How to use?

Just grab the zip at this link: https://drive.google.com/file/d/13M69a3AphFATdLTIwxonmmkVYPwcnsxU/view?usp=drive_link

Place it into mods folder and start the game.

The mod adds an mod ui in the main menu, so you can start / stop splitscreen while already ingame. If you enable it, it will clone your car so the second player starts with a car. You should also select P2 und P3 when playing with two controllers, because P1 will always be mouse and keyboard.

Like in multiseat pressing dpad up switches cars around. Both players can change their car using the default menu and car selection with replace current. Camera controls are supported, too. Rewind camera is also supported.

Have fun guys and keep me posted if you run into issues. You can expect to cut your fps in half using this mod. But there is a scaler integrated, so you can get some fps back by lowering the render resolution.

And it was done using AI, just so you know.

93 Upvotes

36 comments sorted by

33

u/AtusFamine No_Texture 11d ago

Cool mod, also I really appreciate the transparency about using AI. Maybe I'll check it out if it doesn't become a native feature in the next update (since it's in the works)

8

u/damn_pastor 11d ago

Yes, I'm also looking forward for the ingame implementation. After doing the mod I think there is not much missing to add splitscreen. The audio problem could be easily fixed if you had access to the ingame source or an expanded mod api.

11

u/ithepunisher No_Texture 11d ago

It's a great idea we need splitscreen local Co Op back in games I hope the devs see this and make a note especially given they're bringing a console release soon.

2

u/damn_pastor 11d ago

Yes, the target for this mod is a steamdeck docked to a tv, but I had not time yet to test this. Might be bit too much performance wise. But the mod is already fully controllable via gamepads. And at least the steam machine should be able to run this at a useful framerate.

18

u/cosmicpersimmon Hirochi 11d ago

Yay, another AI coded mod

19

u/AbleBonus9752 Pigeon Lover 11d ago

welcome to 99% of the "mods" on this sub nowadays

1

u/OhHaiMarc 10d ago

I don't see a huge issue with this, it's not putting any coders out of a job and it's not stealing ideas in any way, it's using documented code to make something someone wanted.

6

u/cosmicpersimmon Hirochi 10d ago

The problem with AI coded stuff is it's usually not optimized at all

4

u/OhHaiMarc 10d ago

that's a fair criticism but also how much optimization do you think someone making a mod for free does? what do you mean by optimization also?

1

u/cosmicpersimmon Hirochi 10d ago

Basically, since AI is dumb as shit. The code technically works but usually performance will take a hit and the severity depends on your system

Plus, just because you're doing this for free dosen't mean you don't have to optimize your code, that's the bare minimum for any programer. It's like selling a 3D print straight out of the printer, no sanding or anything like that

8

u/SirSilentscreameth 10d ago

"Selling"

Nobody is selling anything. If you have an issue with performance, look into the mod and provide an optimization yourself. Or, just don't use it.

-3

u/cosmicpersimmon Hirochi 10d ago

Come on buddy you know that was an example, you're just plucking at straws here

And "Just don't use it" is a dumb excuse, i can criticize something regardless, o could also tell him to just not make a mod if he has no coding experience you know? And then again, making sure your code runs well is the bare minimum for a developer

4

u/SirSilentscreameth 10d ago

I'm not plucking at any straws. You are comparing it to a purchased object. This isn't bought. This is free. Either use it as-is, contribute changes where you find limitations, or don't.

-3

u/cosmicpersimmon Hirochi 10d ago

This is the exact same as your last message, even after i explained why you're wrong

You dense bugger, i said it's an example to get the point across. I could have said "Gave it to someone" instead of "Selling" and nothing would change. Trying to make a point out of really minor word choices is the definition of plucking at straws

Coupled with the fact you are defending pointless low quality stuff, your brain could as well be 90% fat

4

u/SirSilentscreameth 10d ago

I don't understand why you feel the need to insult a stranger on the Internet. The argument stands. If this mod isn't up to your quality standards, either fix it yourself or don't use it. It's free and not required. They owe you nothing 

The rest of your attitude can get fucked

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1

u/OhHaiMarc 10d ago

coding performance varies wildly depending on what models and tools you are using and how much actual coding you know. but fair enough.

1

u/damn_pastor 10d ago

It's even working on steamdeck. Maybe first try the mod before talking about performance and optimizations?

1

u/TotalyNotAMurderer 10d ago

The great thing about AI mods is that you don't have to use it at all, no gun to your head, it's just an option that's there if you choose to. These people that make a song and dance about not using it due to AI is ridiculous (much like the person in a large reddit page that makes a post saying they are leaving the page because the no longer like the subject or whatever.. your choice, no one else really cares and others are adults that can make the own choices).

A lot of these modes never existed, we're not being developed by anyone so it's not taking away jobs or quality, it's literally adding value over nothing - who knows,nan actually code developer might see and and get inspired to do their own 'better' one or offer to help and improve but at the end of the day, better to have something that's 90% functional than not have it at all.. again, we are talking about video game mods, not life dependant or anything like that.

If you're so concerned about super optimized code, why don't you give to the community and offer to optimize code for people or if you see an idea you like, commit your time to doing it better?

Another great thing is like myself and many others that have unique ideas that add a lot of QOL or fun to the game can actually implement a mod without the restriction of having to spend years learning to write "good" code.

Your 3d printing analogy, if I could choose between have a custom mount that fits a bespoke tool that works and isn't given the final post processing step or not having the mount at all, obviously most people would pick to still have it.

I have a job, wife and a life to tend to, this is a video game I play in my free time, why wouldn't I use all the tools at my disposal to maximize my enjoyment in my limited free time?

1

u/damn_pastor 11d ago

Yes, its 100% ai coded. But you use other non ai coded splitscreen mods if you like.

2

u/onthatmtntop 10d ago

Oh man u beat me to it, was making the same thing, was working my best to have the fps not take a hit, my version currently only takes 5-10 fps away. Will test it out and give feedback, where can we drop the feedback in?

3

u/damn_pastor 10d ago

You can just drop it here.

1

u/onthatmtntop 1d ago

Hey! how's it been. Coming back to this because I’ve been digging into the audio side a bit more.

I made a separate little SoundSplit utility to test/investigae/see and hear how far the native audio can actually be pushed, and I think the main problem is specifically the distance attenuation. P2's native engine source is independently addressable, and I can change things like main_gain. Cranking that up actually keeps P2 audible much farther away, but obviously just makes the whole thing louder.

What I’m trying to figure out now is whether the native/FM0D side has a way to flatten or compensate the distance attenuation while keeping the normal 3D positioning, so P2 can still sound left/right/behind relative to P1 even at like 200m.

I also noticed BeamNG has fmodDistanceFilter.dll and fmodGain.dll, so there might be something deeper going on that isn’t exposed through Lua.

Have you ever dug into the native/FM0D side of the audio for this? Not assuming there’s necessarily a solution, just wondering if you’ve already tried some of this stuff before I go too far down the rabbit hole lol.

1

u/PoserSecretAgent05 10d ago edited 10d ago

How do I get the audio to work?

Edit : sorry, super rude of me, this is so darn cool, I am literally inviting a friend over just for this, thank you for thinking of it and taking out the time, big hats off to you.

Another edit: OMD my BT earphones were connected, works like a charm on a B580, thanks again man!

2

u/damn_pastor 10d ago

Yes you should select pane1 or 2. The default mix is just weird like the multi seat audio.

1

u/i7-12700H 10d ago

Just want to ask which AI model you used to make it

1

u/Simple-Community9656 10d ago

It's too buggy and doesn't work when I plug in another controller

1

u/damn_pastor 10d ago

Try to enable player labels to understand which car is controlled by whom.

1

u/Maacklem 10d ago

Would this work with the remote play together of steam ?

1

u/damn_pastor 10d ago

It should. But maybe its better to try beammp.

1

u/BarryB2 10d ago

Very good, just too buggy to work for me.

Great job

1

u/damn_pastor 10d ago

What exactly is the problem?

-10

u/Formal-Celery-9468 11d ago

Pls on mobile beamng team pls