Savage Snowmobiles
------------------------------------------------------------------------- ----------------- UPDATE INFO!!!! =0 =0 ---------------------- ------------------------------------------------------------------------- Just FYI everyone, mod update is actively being worked on since a week ago. I will not give any timeline at this moment, there are a couple big internal changes being made, once I have those worked out I will… (more)
------------------------------------------------------------------------- ----------------- UPDATE INFO!!!! =0 =0 ---------------------- ------------------------------------------------------------------------- Just FYI everyone, mod update is actively being worked on since a week ago. I will not give any timeline at this moment, there are a couple big internal changes being made, once I have those worked out I will be more comfortable giving a release time frame. There will also be a couple weeks of a test phase to find and workout any bug/issues, when this time comes I will indeed announce this for anyone who would like to take part, id like a solid release as these days ive much less time available to work on things. I have dedicated a significant bit of time for getting this update done, polished and released for ya guys though so hang in there! IF there are any areas that are significant or just need my attention, even if you think I am already aware, unless you have specifically seen me confirm it being worked on via discord channels then go ahead and DM me directly and lmk! Please respect not blowing me up for ideas and things like that lol, not that i dont want to hear from you all, but I'd prefer keep focus on issues that are important and needing resolve for the moment <3 I can confirm that the biggest one I hear about all the time, the dummy wheels issue has already been resolved and we will never have to see its ugly face again once update is released hehe. Anyways just thought I would you all an update and stuff as i'm sure some of you folks have already began telling your friends that it is abandonware.... Just to be clear.. It is NOT lmao. Thanks folks! I appreciate your support over the years <3 <3 - PINK (Danni) ---------- Credits: ---------- Blackouts: - I cannot express this enough! seriously! This man is a major awesome insanely rad friend for the handlebar animations. I am not lying when I say, he put like 20+ solid hours... straight... into making these perfect animations for the snowmobiles. Thank you my friend. HunterZ: - Also a big part in bring the animations into the game as well as the usual help, advice and pointers with this new version, as well as the original mod. ServentOfAres: - My good friend, major help with testing, all phases, also creatitng the Sherpa gear, he also is to thank for alot of the config presets for the diff maps and traders! Zedmag: - <3 and BIG thanks also to my buddy Zed, this guy knows the voodoo and scripting tricks, he he has if nothing else, been there to bounce ideas off and point out when I made a stupid.. lol. Dab: - Thank you dab :) <3 A c e: - Huge thanks goes here also for the majority of the Namalsk presets, testing... etc. dusty peeks: - This guy! hehe <3 is to thank for some of the custom 3d modeling of some of the assets, made specifically for this project! MDC: - Thanks for helping me with the base idea of my particle system used today, he built the first concept for me, I built off of it and its now what you see in the mod currently. If I missed anyone I am SORRRYYY. Yell at me and I fix it <3 ------------------- Known issues: ------------------- Sometimes particles do not update as driving. Fix with next update. When using steeringwheel and vanilla anim, player hands position is wonky. Fix next update. ------- Plans: -------- More Sherpa gear coming. More snowmobiles ( old school soviet. planned for next winter ). Water skipping feature. ( Zedmag must use his voodoo to assist ). Adding more custom animations for ignition/start and switch lights. ---------------- IMPORTANT: ---------------- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Guys, I am sorry, but for now, no more repacking this mod going forward. If you would like to know why or discuss it further you can contact me. However this is my firm stance, therefore.... no more repacking atleast for the time being. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!![//b] ------------------ Donate/Terms: ------------------ -- Donate: -- If you like my work and want to support me with donations of any size, they would be much appreciated and def help keep me motivated :). https://www.paypal.me/danikainpink -- Terms (READ THIS): -- YES you can unpack and look into pbo for learning intentions. I DO give permission to use this mod on your server. I do NOT give permission to repack or modify this mod in ANY way by ANY persons other than me. Temporary change to terms on repack. Contact me for more info. Sorry everyone. This mod is ONLY allowed to be published by "PINKgeekPDX" Copyright - PINKgeekPDX - 2023
No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.
Every server-visible override preserves its chain.
less than 0.001% of each server frame at 100 players (0.001 ms/s). Counts hook dispatch and timers only, not what the hooks do inside. Methodology.
Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 32 others share it. Ranked list.
Event hooks carry 99.8% of this mod's structural load. 0.001 ms/s in all.
5 hooks · 0.00099 ms/s
| Event hooksrun when something happens: an inventory move, a hit, an action | 5 hooks | 0.00099 ms/s | 99.8% | ItemBase.SetActions, PipeWrench.SetActions, SeaChest.SetActions and 2 more |
Counts how often each hook is dispatched and how many timers stay alive, not what the code inside does. Some rates are order-of-magnitude estimates; the methodology lists which.
Where this mod runs often
Hooks on per-frame and high-rate surfaces, with what their bodies call. Body work, not the hook itself, is what costs frame time.
Which vanilla methods the mod hooks, which of them drop the chain, how often each hook fires, and which risky calls sit inside hot hooks.
How long hook bodies take, network cost, or engine-side load. Measured across live fleets, most server lag comes from the engine and world state, not mod script chains — a light footprint does not clear a mod of lag, and a heavy one does not convict it. Methodology.
Everything else
All 8 overrides
Surface is the dispatch tier the rubric can price (— = unpriced); server is whether the override exists on a dedicated server; super() shows whether the vanilla chain is preserved on a server.
| method | surface | server | super() | where |
|---|---|---|---|---|
ActionConstructor.RegisterActions |
— | yes | ✓ | SavageSherpa.pbo::scripts\4_World\Classes\UserActionsComponent\Actions\Interact\ActionConstructor.c:3 |
ItemBase.SetActions |
T2 | yes | ✓ | SavageSherpa.pbo::scripts\4_World\Entities\Items\Modded.c:3 |
ModItemRegisterCallbacks.RegisterHeavy |
— | yes | ✓ | SavageSherpa.pbo::scripts\4_World\Animations.c:3 |
ModItemRegisterCallbacks.RegisterOneHanded |
— | yes | ✓ | SavageSherpa.pbo::scripts\4_World\Animations.c:24 |
PipeWrench.SetActions |
T2 | yes | ✓ | SavageSherpa.pbo::scripts\4_World\Entities\Items\Modded.c:33 |
SeaChest.SetActions |
T2 | yes | ✓ | SavageSherpa.pbo::scripts\4_World\Entities\Items\Modded.c:23 |
Weapon_Base.SetActions |
T2 | yes | ✓ | SavageSherpa.pbo::scripts\4_World\Entities\Items\Modded.c:13 |
Wrench.SetActions |
T2 | yes | ✓ | SavageSherpa.pbo::scripts\4_World\Entities\Items\Modded.c:42 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
ItemBase.SetActions | T2 | 8.0 | placeholder | 0.0002 |
Weapon_Base.SetActions | T2 | 8.0 | placeholder | 0.0002 |
SeaChest.SetActions | T2 | 8.0 | placeholder | 0.0002 |
PipeWrench.SetActions | T2 | 8.0 | placeholder | 0.0002 |
Wrench.SetActions | T2 | 8.0 | placeholder | 0.0002 |
Includes 0.001 ms/s from placeholder-rated surfaces.
Load-order constraints (CfgPatches)
What each PBO declares: its addon identity and the addons it requires to be loaded first (requiredAddons). A partial load-order signal from the mod's own metadata.
SavageSherpa.pbo
SavageSherparequiredVersion 0.1 — requiresDZ_Vehicles_Wheeled,DZ_Vehicles_Parts,DZ_Data,DZ_Scripts,DZ_Sounds_Effects,DZ_Gear_Containers,DZ_Gear_Camping,DZ_Characters,DZ_Weapons_Melee,JM_CF_ScriptsSavageSherpa_GUIrequiredVersion 0.1 —requires 11 addons
DZ_Vehicles_Wheeled,DZ_Vehicles_Parts,DZ_Data,DZ_Scripts,DZ_Sounds_Effects,DZ_Gear_Containers,DZ_Gear_Camping,DZ_Characters,DZ_Weapons_Melee,DZ_Surfaces,JM_CF_ScriptsSavageSherpa_ScriptsrequiredVersion 0.1 —requires 11 addons
DZ_Vehicles_Wheeled,DZ_Vehicles_Parts,DZ_Data,DZ_Scripts,DZ_Sounds_Effects,DZ_Gear_Containers,DZ_Gear_Camping,DZ_Characters,DZ_Weapons_Melee,DZ_Surfaces,JM_CF_ScriptsSavageSherpa_SoundsrequiredVersion 0.1 — requiresDZ_Data,DZ_Sounds_Effects
census 1.1 · findings 1.1 · hash 25be790da33c7704