how can i get this map to work in Multiplayer Server? It says cannot find map every time i try to load it in
You will have to file a bug report with the multiplayer tool creator. I can't test it here as I have satellite internet (2 second MINIMUM, max of 10~20 seconds sometimes, other-times it just does not connect). When I receive better internet (or if this map funding jumps a bunch I can buy it via cell-service which is around 70$ a month or so minimum) I will be able to test it. We were supposed to have gigabit fiber here by last May or so, but obviously, 8 months later, it's still a no-show. When I see the fiber contractors working on the highway project between the city and my house I will stop in and ask about scheduling on it or when they think it's going to get hooked up. They've already moved service over to the new poles / line but I don't think the fiber lines are live yet (haven't seen any installers at homes, signs for service, etc). The service has / is being brought by a grant to 'connect rural America' in the realization of how much the internet STINKS post-covid when the kids couldn't even connect most the time for home-schooling a few years back. When I get good internet, rest-assured I will get more on the ball with the multiplayer function, but as of now I haven't the foggiest about anything multiplayer. My best guess is 'map too big!' error (which also broke the game mod loader until this past version upgrade). Lots of detailing, miles of road-striping added, miles and miles of boundary property on the back-sides of sidewalks have been leveled (THAT TAKES AN ETERNITY even if you 'cheat' a bit with carving helpers made with mesh-roads, due to the hand-sculpt tool being busted). Needs many AI fixes and additions and some correction near the 1st screenshot as AI gets stuck before the bridge in the left-most lane heading away from the camera. I've decided to hold-back the addition of different types of new buildings from this release due to VRAM size issues, FPS, and bugs-o-plenty with several of them. I will however put the one with the parking garage in, as that needs to go in because it's rather awesome in addition to showing detail that can be made with this game-engine while still running decent (one level of the underground parking garage is done, but you can walk all the way up to the roof from the parking garage level some 13~14 stories below via the buildings fire-stairway). It WILL be a spawn-point. Last three shots are a bit messy (I have water hidden on my end, but not changed in map data to prevent it going missing). These just show some of the new area - with both 1st and 2nd shots here having the camera focused on the same spot. I will be doing AI paths, hiding carving guides and random floating road/sidewalk bits, adding signs here or there as absolutely needed (added 50~80 of them the other night by itself!), and generally touching up bugs with the map. Sunday night after final testing, I will put this through the map-slimmer tool and provided there aren't any serious bugs after-words, I will be uploading then. Worst-case it'll delay me a day or two, but I will likely be able to fix most anything that comes up in short order, even if it takes a day for the author to return correspondence (hey it's free support; I don't complain nor hassle people, as I've got zero right to do so anyways). Provided there aren't too many pesky bugs and no show-stopper big bugs, this WILL be the version that gets forwarded to the public-facing update after supporters have time to test it out. Thank-you to those who have come through with bug reports I might have never noticed or found, or at-least not found for a WHILE. This really helps me out and does leaps and bounds in making the map better for everyone. Thank-you for your patience and support, we're almost there! My internet has been hot garbage all week, with the uplink acting up like crazy + rain rain rain rain and more rain and then it froze - oh boy! So that's why I've been quiet. Sorry about the silent treatment. Seriously, it just stopped raining TODAY and it's been raining since Saturday or something LAST WEEK. I was not a happy Bob. Supporter update availability will be starting sometime between Monday and Wednesday, free update within 10 days following. If I end up failing to upload the beta to my personal website, I will make sure it's less than 5gb if it goes on Mega so that no one has to wait.
Try re-downloading the file, it could be slightly broken or truncated. Try removing some other modded maps from your mods folder temporarily. Make sure you don't have the settings on HIGH GFX DETAIL when you have an older GPU with less than 8gb of VRAM. Take a screenshot of it (or a few) so I can see for myself and send me your beamng LOG file. 1st picture: Texture bugs making white lines orange has been fixed. I moved a few files around a month ago and it broke. That isn't a game bug, it was my error after I moved the files while consolidating things a month or two ago (street_lines1 was mapped to /art/shapes/roads when it should have been art/roads). This bug may have only been on my end, was due to consolidating things, but it's been prevented either way. 2nd picture: Connected two dead-end roads and now there's this new 1 mile long road that winds around under the bridge, and goes up the hill past a parking area, dropping you off near the upper dam in the distance. Not sure if finishing this benefits anyone more than myself; but hey, what's another road in a driving simulator? It's not like it's going to waste. The road is driveable but not entirely 100% detailed yet. 3rd picture: Just a closer view of the winding nature of the new route. Sorry for the low/medium textures, but that's as good as it gets around here, at-least until GPU prices come down to more reasonable levels. Trying to do my best to get things wrapped up on production by mid-day or evening Sunday, so I can have time to test/bug-fix on Sunday (and Monday if needing more time for this, as this doesn't do any good if it's totally broken). Looks like this update is one more slice of Heaven for those who love drifting... in addition to the usual fall-off-a-cliff-without-trying parts of the fun, too. --That's all for right now.
Public update is coming in a week or two. Whenever the supporter / Patreon private beta hits, it'll be 7~12 days until it goes public provided things aren't horridly broken. It hasn't released publicly in a while as I had other issues (working on my house so it doesn't collapse in on me, my car needed maintenance and still does, and my body fighting me, plus I have to build myself a new desk so I can work better / longer - out of room in here). This is a HUGE project, which is taking years to complete. I am in WAY over my head but supporters help me buy what I don't have a chance to make (extra buildings, nicer textures, commercial grade stuff) since there's only one of me. Plus the support covers software (and occasional hardware) needed to make the map. While my computer is 3.5 years old now, it's still up to the task short of the GPU not having enough VRAM, and so 90% of the money used on the map is currently for models/textures - most of which are yet to go in! I appreciate everyone's support and tolerance of my difficulty in making regular releases as of late. Rest assured this is still being worked on almost daily, and that work will continue for a LONG time to come. Did I bite off more than I can chew? Probably more than 20 people or more could chew, actually. But at-least no one's going hungry. Your support monetarily, through donations in money, time, or other things like models / assets / textures, and sharing feedback and help/info helps make THIS project possible. This is not just a map, but the resources in it are entirely modular, thus enabling almost any novice or better mapper to build the city of their dreams with all the infrastructure puzzle-pieces contained in this map (of which, there are over ONE THOUSAND separate pieces, so fear not). Pieces may also be requested, and usually shouldn't take too terribly long. In the future, map resource packs will become available both on here and as a valid resource structure for this game (it is a planned feature). So it will help expedite users creating maps while requiring a lot less back-end knowledge about setting up maps. --Don't forget that!
Finished off some stuff I wanted to finish up. Obviously, needs more signs. Hopefully will have time to add those to this strip of road if the AI doesn't take up all my time. AI issues might cause delays but only by a means of hours hopefully, but it usually isn't much of an issue and the map is otherwise fairly good aside of some reported issues with the AI going derp-tastic in a few spots. TO-DO: LOTS of adding new AI to stuff including places where bridges were missing, all the new roads that don't already have it, etc. Hopefully all the reported issues with the AI get fixed so you don't have to struggle with those again. I think I fixed the stupid 'wrong way on the highway' on an older section of black-paved highway bug with the AI a month or two back but I will double check some of it as I test the AI. It wasn't too far past the island base area. One broken vent texture for some stupid reason on one of the new building models added last time around on the supporter update, will fix this. Water is disabled in my shots (except for small lakes or reservoirs), but it's not disabled map-wide, just in my game preferences in the editor, so it shouldn't be like that on your end. I turn it off so that I can make use of wireframe terrain mode, where I can visualize the lumps and issues that present themselves often with corners after using mesh-road carving tools, especially those spots between curves where the road snakes left to right and back. Any issues with scrambled textures I can find. If you folks have any with the latest supporter beta from the beginning of fall, then do send over any for fear I might miss some of them. Oops. The 'this road to be under construction' sign from 2021 texture is broken. It's only in a few spots in the map, and is out of date. So just ignore it if you still find one somewhere that I missed. Needs to be updated and moved about to the correct routes now. I tried to delete them as I went, but in one spot there's one in the sky I have to go fetch since the new road is lower now. There might be some near where the newer sections of highway that's been redone come to an end and it's just older highway there. Will still be working on that stuff for a while just not right away. I think that's it for now. Happy with how this area turned out. Not perfect but better than I thought it would. --done with the book of text for now - will post tomorrow sometime. NOTA BENE: Things not making the cut: *Parked vehicles like those found in East Coast USA and West Coast USA will NOT be featured in the next update, I won't have time to put that feature in. It's very obtuse, complicated, and a lack of documentation is making this a bit unsurmountable at this very time. *Custom-timed traffic lights programmed by me won't be in this next update. I will continue using the default set for now but *DO* plan on getting that worked out with some trial and error (a whole lot of error), hopefully not breaking existing traffic lights in the process. *If you haven't seen a new building I was working on in the map yet, it won't be in before the update. I had to cut-off importing more buildings as VRAM is tight right now until I slim the map down a little bit, thus not murdering performance so much for you - and for me (my card is at it's limit on medium texture detail, model detail can be left on highest settings unless you have a really old CPU). *Night-time auto-street-lighting in the map won't be in as the script isn't ready yet, that will also wait for a future update. I need it to flick on in random order so that they don't all pop on at once breaking immersion (ever watch them do that in real life? I have when I was young... ) . What should be good? *Textures should all work *AI shouldn't mess up too much except where divided roadways or those with multiple lanes slimming down to a single-lane per direction (bidirectional) joined roadway, as the game has issues with this working properly / reliably when they're built. *Buildings should all work with reliable collision and you shouldn't get stuck except in the tops of built-in joined freeway dividers (I can't avoid this bug currently) if you flip around and land on one. *Uncarved tunnel missing it's hole in the terrain is fixed, now it's actually a tunnel again. *Prevented orange lines issue which was my screw-up *Fixed some uneven roads, scrambled textures, and lots of little QoL things / gave TLC. *New subway stations and entrances will likely land one or two updates from now as the textures for these aren't worked yet and are currently slightly sub-standard or duplicates of things I already have a better version of already in the map data. *Tunnel width issues with the old tunnels having 8-or-9-foot wide lanes (no trucks!) will be fixed this year sometime. Lanes should be 11~12 feet wide for major routes, and highways. Don't ask me what that is in meters but it's US DOT code. "1 foot" = "12" inches for international users, and "1 foot" is also "30 centipedes centimeters". I believe (double-check if needed) that "one meter" is "40 inches" or "3 foot & 4 inches". Correct me please if this is wrong & will edit this, as surprisingly my brain is anything but infallible. *AI bugs submitted by (I forget your name, thanks though), x3, should be fixed. I hope. Keep fingers crossed. *On my diet again (as of today) and thus updates will come more frequently for the next 6 months as a side-effect of the diet pills making me a busy-body. Good thing, too, because my weight (35~40lbs over my median 'OK' weight) is crippling me, no joke. If I should get stuck again on the ceiling fan spinning round-about the room, please reverse said fan direction and I should come FALL down in short order. *For those on the public beta yet, the area near the international (huge) airport will be faster due to a fixed texture as-of last summer sometime. It wasn't the complex old tunnel doing it after-all. BOOM
Hey Bob, I tried to send a private message about this, but I'm still new to that part of the website so I don't know if I sent it correctly. I was wondering how people can give? Is there like a donation link people can click on? I found a Patreon link in your profile page. Is it worth enabling annual memberships on there, in case anyone wanted to give more up front?
Yes, I am considering changing the Patreon settings so that new members get charged up-front and then it makes things easier, as you know when the charge hits. I didn't plan on doing that until after I get this update out for supporters. This change won't affect existing users or those who even edit a pledge up or down (unless it says otherwise), just to be clear; it'd only be for NEW members. I can give you means to one-off donate via private message in the next day or two, it's always appreciated either way. I just don't hand out other personal details often on here (though some like email addresses are handy when wanting to donate to the cause here), as otherwise I'd be getting so much spam I'd never be able to even find legit messages. One-off donations usually go to the hardware fund, or can go to the software fund (although the software fund is not usually needed as I cover the software with the regular income from the project, as it doesn't cost too terribly much right now having already paid some higher up-front costs to initially buy into the software I use). Hardware-wise the only thing I am prospecting is buying was a 16gb GPU (intel or AMD maybe nVidia, a little steamed with nvidia's business ethics as of late, though the upper limit was 500$). Nothing is wrong with my current card, so it's no hurry. The screen-shots just might not look as nice (though honestly I'd feel better checking the map out on high detail like I used-to, it usually let me know when enough detail is enough, but I can guess pretty good for now). Seriously though, this isn't REQUIRED. Software-wise I was considering Substance Painter (150$ when I last checked, it's a one-off payment), as this helps you paint objects realistically and add grunge layers to make it look aged / natural like with dirt in the corners, knicks/scuffs etc. I checked it a few times on Steam at the end of the year, but the only sale was a short period around black Friday and I missed it - was pretty mad at myself but what can I do. Please do not send games (if that's what you or anyone is thinking, though I appreciate the gesture). I have a few I want to play but that time needs to be spent mapping, not playing games. I usually buy games when they're 60% off or more, and I've got a small pile I haven't had time to touch yet. Thank you and God bless for the generous gesture, will get into contact via private message tomorrow. Just, please, as I tell this to everyone, no matter what you do, just make sure it's not short-changing yourself. I would sooner eat peanut butter sandwiches for a month on generic bread, than see someone go through unnecessary hardships, even if it's to be nice. I'm not starving over here, after-all; but anything is appreciated as I unfortunately DO know what it is like having nothing - been there before over 10 years ago. Not looking to go back if I can help it - but really the support options are just there to cover the models / textures / sounds / assets I purchase / license for the map, the software costs, and the costs to keep the hardware current* and fix it when I BeamNG it enough to blow it up. *Current is only to-do with driver support, nothing in here is old enough (3.5 years) to worry about that yet, or to update/upgrade the machine if a new software suite / update to something needs better hardware. Not planning to replace this machine for at-least another two years yet, for what I put into it already. Took my mother to an out of town doctor today and spent the better part of the daylight hours getting her to the stores also and then back here, she could barely walk and couldn't walk without holding onto something. She's got very similar knee issues to what I do, the difference being I hadn't made my knee angry yet today (it's been healing). She had an operation* on hers (I haven't myself) this past fall and it's not improved things, in-fact, it is possibly worse. However, it goes without saying, that for the person who cared for me when I was so ill as a child I could not walk myself, the person who paid for me to have two operations on each eye to get them to look straight and level before I was even 12, for the person who sacrificed so much personally to take time to raise me (she was not an absentee parent for sure), I would absolutely without question drop what I was doing to help her in any means or amount necessary, even if it's to my own detriment or peril. So yes, she's in her 70's so darn right I ended up busy with that most of the day, and when I got back I was so tired (mentally and physically) I just passed out for a bit. So in other words, I'm obviously running behind, but this is the case in point of real-life and how it gets in the way sometimes. Nothing I can do about it. That said I'm only about 6~8 hours behind schedule. *I refuse for this reason above to have a back operation, knee operations (except to re-attach a ligament that might tear off), or other things like of the like, until they can get me an 80% or better chance it'll improve things, and currently that improvement chance is at-best 30%. That is what-of-it they can actually fix, which isn't a lot (for me anyways, injuries like those sustained in car accidents can usually be fixed with a better chance of success). It's one thing to have tonsils or a gallbladder removed, or a broken bone mended, but my degenerative joints, degenerative lumbar (where it's the worst), and some serious arthritis I will just have to live with. I've lived with it this long, at the rate it's getting worse I think I can eek out a few more years of mobility yet - just not on a reliable daily rate. I am a stubborn middle-age man, they aren't touching this body, even if I get stuck using crutches or a cane (I actually DO need a cane some days but am stubborn & don't go out, and just hang onto stuff / use a cart to lean-on in stores when needed on days where I am a little better). Changes will be wrapped up on the map and tested tomorrow. I will set it to upload at 2am then (about 24 hours from now) and get it uploaded overnight so it doesn't kill off my day-time data (or what is left of it, not much honestly, 200 hours to 800 hours is overnight 50gb free data time). However, that said, there's been some work done on the map! That's a good thing too or I'd really be in the hot-seat wouldn't I? I am still working for at-least another hour tonight (or whenever I burn out of it for the night, could be two). Wasn't sure If I had shown the last picture or not already, but the other stuff has just been completed. Yes, those are actual, real, life-like traffic signals. They seemed to be absent before. I have to add a dozen or so more traffic lights, maybe a few stops signs (got most of them) and do my AI work / testing tomorrow. It should be a shame if all the new roads were completely devoid of traffic signals and vehicles, wouldn't it? The texture bugs that were logged on my end, I've fixed; also noted previously. There's only two on that one building and they're not super-high priority (you don't see the normally and I have to re-import that model again if I want to clear them up and I don't wish to go through all that time-munching stuffs before release, will show pictures of it when I release so you know what's known). AHHHHHHH! That's really bloody awful that bit. Yes, that's the infamous no-texture desert, no one's returned alive from that. But while you're still with us, please let me know which version of the map you're using, and if it's public or private version. I would assume you're on the current Steam release version of the game (if other, please let me know). This is the first time I've seen this aside of when I was pushing an initial update of the map into a new game version several versions ago. So if it's the public-facing version I'm not entirely shocked though it's not been reported publicly. Thank-you for providing this bug report and please send the extra info required. Also, your screenshots are uploaded AS THUMBNAILS, thus even on my super-low-resolution LCD TV I couldn't see if it was the public or private version. ...and now my reward for all this typing is a sugar crash / onset of hypoglocemic (late-dump) coma as they're called. Happens 1.5~3.5 hours after a meal. All of a sudden CRASH you're shaking and cold. They make pills you can buy at any drug store or grocery store, that work until what you eat metabolizes. It's also why I've gained weight besides the effect of said weight on my body crippling me in addition. Beautiful...Love it, just what I needed! Will update tomorrow on the extra bit of traffic lights added and how the AI tests go. EDIT: got my sugar under control, finally. Added a few things here or there to the post I forgot.
I find it truly amazing how you manage to do so much as well as working on this massive map. huge respect for you.
Okay, well what I'll do is put you on the tester list when I put the new version out in the next day or so (provided I don't break anything on the way to uploading / uploading goes well). This way you can tell me if the new version is busted, too. It's not easy doing all this, I can promise that. I definitely hadn't realized how deep I was getting myself in, when I started this. However, that can be a misleading sentence in itself, as I DO enjoy what I do nonetheless. I like to be busy, but with my physical conditions that can be tough to accomplish to any means or measure of success. Sitting idle with no goals is the absolute worst thing for the human brain, and for the body also. I totally appreciate your respect. That said, don't look too highly upon me, I'm just hanging onto this thing by a thread. Some days I get a lot done and stay up all night until daylight working on the map, but other days I can barely get anywhere and spend HOURS fixing a bug and still not fix it until the next day when I come at it with a fresh mind. Or I wake up in the middle of the night and think: THAT'S IT! *idea light*... Thank-you, however, it's always nice to hear nice things. I will get into contact with you later on tonight (failing that, tomorrow early half of the day, my brain sucks about remembering things). Spent hours on it, no joke. Probably too long to be honest. That's okay though, as it's got to be done at some point. Just have to do the AI stuff now and remove some more temporary things, then add a few more traffic lights.
Found an area that was hideously unfinished. Tried to patch up the terrain enough that it is no-longer an immersion-busting eye-sore. This area looks a lot less awful now, but still doesn't have signs and trees (except stop signs, that it does have as-needed). This road goes out towards the area near the ends of the map (north end?) that was missing it's bridges for the longest time (They are back). 2nd shot shows wavy hill, where you can drive up and down in your least-favorite four-wheel-drive vehicle and flip/roll to your heart's content. There will eventually be dirt-road graphics on there to hint at 4WD use there. You've likely seen some of this area before, but the terrain looks a bit better this time around. --That's all for now TO-DO: I did put in the last two missing bridges in the NW side of the map where you couldn't drive to before. You still have to use the trail at one part to do the whole loop though. The AI should be compatible with this area without issue. Add a few traffic lights where they're needed the most - over 50% of this is done already (as many as I want to be in this version) Update/bug-fix and add AI routes to some new roads if they don't have it already (50% done already). AI TEST RUN Run map slimmer tool and hope this whole thing doesn't go belly-up Double-check for missing texture and model bugs due to slimmer tool (standard practice!) Dry/first-run test (using only the zip I intend to hand out and hiding my local editing folder from the game for a moment). Upload!