Hello, I come to complain again, this time on a serious matter. I don't know how no one has complained about it before. The motorway junction on the other side of the hill near the railroad crossing. The same motorway junction, this time entry to the motorway. It's about a strange bulge / fold. All this unfortunate motorway junction, this time on the other side. This path starts so suddenly in the field. And it should go from the highway, not start in the field. Finally, we left this unfortunate motorway junction and moved to the vicinity of the railway crossing. This path goes along the railroad, crosses the road and continues to ... end suddenly right next to the barn? It looks strange ... We moved to the outskirts of town and here we end our crazy journey in search of bugs and quirks. This power line goes along the road, it turns right to ... end up suddenly in the middle of a field? It looks strange ...
Thanks for those notes TheWater1234. It was never my goal to finish the map or change the layout to make any more sense, just to future proof it for game updates to come. I didn't want to change the original road design too much, so there are some oddities and flaws as you pictured. I fixed the ramp entrances and the funkiest highway entry. The vanishing dirt roads are my addons, and they were meant to be just guide paths for the time trials. Now they show up in the time trials only. I connected that one dead end dirt road starting from the garage to the road going to the car dealer. Also: - lowered the flying groundcovers - added anisotropics to the shipping yard containers Power lines will stay as they are, for now. They are painful to build with the editor without better modular parts. I think they create a good enough illusion that the town is connected to the grid. Download for the Final test version 2: The Sequel in the 1st post.
My bad, instead of doing a deep cache clean after deleting a file, I did the standard But I found one error: For some reason the street lamp at the railroad crossing is duplicated (luckily the light is not duplicated)
Not duplicates. Every lamp post consists of a lit night pole and a dark day pole. Day poles are positioned one millimetre lower so they block the light during the day. At night day poles get hidden and spot lights are activated with the mainLevel.lua script. Reconstruct your pic 2, and move the Time of Day slider to see how it works.
Tried turning off the road sign collisions and it gave me about 8% more fps in the town area (i5-6400/1050Ti/16), so I left them that way for people playing on even weaker rigs - and to comply with the official maps' sign settings. Added "dynamic slap-back delay" sound effects under the highway bridges, and removed some weeds growing on roads and wrong places. Also tested the worn out road marking decals from West Coast USA and they would look pretty decent here. Maybe I'll add some of those later on. Repo version 3.2 is now waiting for approval. Please continue to use this thread to report bugs and issues.
Routine checkup and maintenance Smoothed groundcover rendering in distance. Lowered sunsky lighting brightness from 1.42 to 1.0 in attempt to reduce the obnoxious bloom on some car paints in the midday sun. You can turn off the bloom in Options->Graphics if it still bothers you. Lowered sunsky oclusionScale from 0.500 to 0.0 so that the corona won't be seen through the terrain. Fixed terrain console errors by adding normal maps to rock and asphalt materials. Added collision to the gas station sign pole. Added a few AI roads around town. Added fuel station functionality for gas/diesel/n2o. Added EV chargers to the Corney's Express. Please try the version below, and report here if you find any bugs. I'll update the repo version soon. edit - file removed - v3.3 now on the repo
I'll just remove those in the world editor to keep the 'town-hasn't-had-enough-money-to-renovate-anything-since-the-1990s' vibe.
I can pack all the EV stuff in one SceneTree folder and set it hidden by default. The charger model materials and textures are on loan from the game's common folder, so they might go missing one day.
Converted decal management .cs file to .json, removed some unused decals as well. ---- Turned out that my hidden EV folder plan didn't work. The charging feature pops up, hidden or not. Deletion goes like this: Spoiler: Not recommended Open the editor (F11). Click on EV_chargers in the SceneTree, press delete (and save the map, optional). Exit the editor (F11). Press Ctrl + L it reloads the LUA and gets rid of the charging prompt. Chargers' collisions should be gone now, but pressing Ctrl + F7 won't hurt to make it absolutely sure. Done. But beware: If you go to the big map and try to set route to the Corney's EV park you'll get a fatal LUA error and probably get stuck there.
Holy crap you kinda revamped this map it looks like? Thats awesome, I used to love playing on the original map Awhile back. Thanks for doing this even if it's just some small stuff!
ltntai updated Las Colinilas de Vapor with a new update entry: Annual maintenance Read the rest of this update entry...