Wow, this update is amazing! I love the revamped maps. Although, I found an issue regarding traffic. The traffic function doesn't work if there is more than one vehicle spawned. Edit: I've now realized that I should use Start Traffic instead of Spawn.
Great update!. It's possible than the collisions now are better?, I mean before I had many times on a high speed collision those black gummy effect that look like parts of the vehicle where stretching infinite, very ugly and unrealistic, so far I haven't seen any of that. And the cars get deformed better. I found something strange here on ECUSA on freeroam. Also when I tried to use the scriptAI the screen just start to blink and I had to press f10 again, so I can't use the tool.
The old pessima track edition is very glitchy for me. But, I am loving the new update i can finally have a few cars spawned at once YAY!
Love most of the update, though I'm kind of disappointed at how many guardrails got added to the new East Coast. I always loved losing control and careening off the sides of some roads, but we can't do that anymore. I'd love to see some guardrails go, sacrifice some realism for more fun. Also, some grass pokes through the floor in a few buildings in town.
Power Steering option for the Bluebuck causes " Error in mods/vehicles" message to pop up. I have run it in safe mode and reinstalled the game, but that still won't fix the issue.
I can tell there's been a change to performance. At least on Grid Map and the Derby Area, that freezing issue I had is now not as bad as it once was. I can actually drive around with little to no conflict with it.
First things first, amazing update devs! You really gave the east coast the best treatment it can get, I have to say the teaser videos didn't do justice, it's way better. A few minor things I've seen: A dirt road marked as paved Treesaps planted on the road EDIT: I noticed the menu is back with static pictures. Is that for preformance?
Not a game issue but maybe something worth considering. I was thinking it would be quite a good idea to add a dynamic water reflection setting to the graphics menu (just have it on for all water by default then enabled/disabled for performance) It really does make the game look a lot better with only ~10fps dip in performance in my experience (depending on reflection resolution) I think just tying this into dynamic reflections with a separate water checkbox would do the job quite nicely. Some comparison shots as example
Has anyone else noticed a massive increase in spiking after crashes? It is very noticeable for me. --- Post updated --- How did you add the reflections? Could you post the reflective version somewhere for download? I'd like to try it.
You can just enable it by selecting the water with the world editor (i used to new one but i assume both work) and checking the "fullReflect" check box. You can turn up the tex size further down (ive found 1024 is loads)
yay i injured my wrist when i crashed my bicycle (XD) this really helps cheer me up and im so excited XD Perfect timing! i mean, my wrist still hurts but i can take my mind off of it and enjoy the update
How did you add the reflections? Could you post the reflective version somewhere for download? I'd like to try it. Thanks! and DAMN, its worth it!! it looks so much better! thanks man!! Also since no one has replied yet to the other question I guess i'll ask you: have you noticed more spikyness in crashes in the new update? I did, and its really noticeable. I can upload a picture if necessary. this happens in safe mode as well. --- Post updated --- Yeah, that is good timing! Hope your wrist feels better!
I absolutely love the new pursuit system allowing you to play on both sides of the law! One of the best features in the game without a doubt. Some improvements to consider: As a normal car: The game informs you to "pull over" when the AI wants to ticket you, and tells you that you're being pursued if the police enter pursuit mode. As of now it's very vague as to what the intentions of the police are. During a pursuit, it would be nice if AI cop cars spawned stopped across the road like roadblocks occasionally, pursuing the player once they've cleared the block. AI police vehicles should be able to be disabled much like traffic can be, however there should be a much higher damage threshold for police cars. A disabled police car should stop, turn off it's lights and siren and lose the ability to bust the player. A message informing the player that they've disabled a police car would be nice. It's odd to see a completely obliterated cop car inching forward and arresting me. Once the player gets arrested or escapes, the game should display the duration of the pursuit and the number of police vehicles disabled, sort of as a high score. As a cop: Other AI cop cars should pursue any speeders (the ones the player can arrest) they see, allowing them to assist the player in a pursuit. These improvements are minor, but would make the system far better!
Don't know if it has been mentioned before but after a really hard front end or undercarriage impact, the vehicle will sometimes become starved of oil. I don't know if it's a glitch or an early implementation of oil pan damage. If it's the latter of the two, it's a sweet feature but there still shouldn't be emitting burnt oil (blue exhaust smoke), as the oil is leaking out of the oil pan instead of migrating into the cylinders where it would be burnt.
I have a bug to report !!!!!!! the hubcaps on the gavril bluebuck wont show up on the car. ONly the stock ones.
Game crashes when i press insert to recover a vehicle --- Post updated --- i have sent a crashreport already. (3 to be axact )
Does anyone else have no brakes at all with the H series? The brake lights light up, there is input detected by the pedal, and the brakes are equipped in the parts selector.
I'm also trying to find Script AI... it seems F10 is now mapped to the 'new' World Editor and I can't figure out how or where to access Script AI Manager. Does anyone know? Thanks!