Hey Man! I love the map! I've been driving it since I got the game in 2021! I do have a suggestion for the map if you don't mind? I'd love to see some more neighbourhoods to drive around in. Neighbourhoods are where I do my photoshoots for the cars I build in the game! Other than that, the map is so much fun and it keeps me busy!! Thank you so much! EDIT: I just read your last post stating that you won't be adding too many buildings to the map. My bad lol. either way, the map is AMAZING and I enjoy it regardless
More raised rail. The left-turn lanes will be re-aligned to avoid the pillars - no worries there - just haven't gotten that far yet. Had to figure out the best spacing, pillar size, and the ability to bridge intersections entirely or deal with a post in the middle of it (which is not just a hazard, it impedes flow also, and can make navigation confusing). Also had to bridge the concrete waterway (flood control canal; which is dry at the moment but might have a little bit of water when this area is done provided it doesn't mangle FPS). Worry not though, if any posts are impeding traffic flow, they'll be clearly marked when done. Also (not pictured) there is an 80 degree tunnel which is 90% complete (but the other further entrance is not). This means I've almost got the two halves of metro rail connected in the map - finally! It might have gone faster if it was done in the real world, which honestly I'm not afraid to admit at all. Do note that the uprights (columns for you non-engineering folks) disappear when more than a half-mile or so away (this helps keep FPS up, even if they're only a few draw calls for all of them, keep mesh-detail maxed to avoid early disappearing acts). I might throw a bill-board sprite flag in there at some point for uprights that are between a half-mile and two or three miles away but this may wait until the optimization phase unless it proves to be a real iSore. Why? They're not the center of attention, but merely a supporting role in the grand scheme of things. They are not something that should be railroading performance, which needs to be kept on track if we intend to have playable FPS when it's done. I better see myself out the door... --- Post updated --- Rest assured there will be a bunch more buildings, they just might not be the most detailed / complex buildings that were ever made (surely). Yes, there will be more modern subdivisions/developments (residential housing areas typical of the suburbs). There will be 1000+ of homes likely (not all different models obviously or it'd take an entire server-rack just to process and display it at 10fps), spread out all over the map. Obviously, it's hard to build suburbs BEFORE the city central is built that they've sprawled out from... otherwise they will look mechanical and not make sense.
your mod seems to break this area in west coast, only happens with this mod. cleared cache and all. --- Post updated --- above
Thank-you for letting me know about that, I'll have a look at it over the weekend. This is usually due to a texture from my map sharing the same name as a stock game texture. If two maps have the same texture, sometimes things go bust. I've actually had issues with this since version 0.8 or so. I've reported this multiple times, but it must have fell on deaf ears. I will see to replacing more of the stock textures OR just renaming them and the references in the files that require them (AND the texture file names, too!). There might still be .CS files in the map directories somewhere and this could possibly be what's causing an override issue, if I had to hazard any guess (their services are no-longer needed, so .CS files in the map structure are likely able to be deleted/removed safely, if I didn't already fire delete them all). Map Progress! MOAR detailing of roadways got done tonight. The concrete look I was going for on this slightly-more-recent parkway is exactly the look I wanted for it. It's nice when I can manage to get the look I'm going for without shortcomings or other unhappy bits. *fixes neck with a loud CRUNCH!* *feels much better now* ... Included is preview of the look I was going for, which I did again manage to get (after 8+ hours!), and I'm thrilled. There's another few blocks worth of curbing/sidewalks done, too. I also exported just a few buildings from the modeling side of things, and they're ready to go into the game to be tested when I have a chance to double-check texture dependencies (avoiding orange-no-texture mess). A simple ground-level metro station will be created (likely from the below-grade outdoor station's base mesh) soon so that I can use it in a few places for the metro lines that now exist, and which are about ~100 feet from being connected over by the run-down housing project buildings / 11-foot-8 bridge area. Only have to make the ramp to transition to below grade from ground level (placing pieces in the map not making a model, though I do need a model for the one in the central part of the road where the raised rail dives below ground). --That is all for tonight, I'm beat, but I just figured I'd post so you know there's regular development/progress going down over here.
Just PLEASE make sure to post this bug under the bugs forum for the main game (not this mod). This way the devs actually *DO* something about it (and don't think it's just my mod, as it's not, it's a name-sharing conflict between the two maps with the same texture). Apparently it's an unsupported 'feature' (feature in Microsoft type terms ... aka... bug!), that texture names and map-to references that are shared between base game maps and modded maps cause all kinds of issues at random and entirely unpredictably when and what will break. 10 things could share names and only one to three will break with a certain version - and yet it's different what breaks in what game version. I have absolutely, positively, completely NO idea how I ever figured it out, but seeing as I always fixed it by changing not only the texture's name in the scripting (in the texture indices that tell the game all about the textures), but even the FILE NAMES referenced on the texture files themselves. So this feature - pulling texture and resource data out of other maps and using it in another - is completely by accident, and so horridly broken that it's unreliable/unusable. In most games you use base-game resources and add anything else on your own, and only package the difference between your resources and the base-game resources. It's been this way since Wolfenstein 3D and Doom modding days (in MS-DOS, 92~93). In Beamng Drive, you must package all but the stock game sounds you use within your map to make it entirely stand-alone. Only the sounds (well, and the vehicles/props) are not packaged into the maps. Everything else is - resulting in huge downloads, long variable loading times, lots and lots of disk-space hoarding (ask any car-crash Youtuber), and even huge downloads / high server-usage. It's a huge pain in the butt, and I wish they'd just make it work 99% of the time, or break it altogether, to keep it from randomly creeping up every time the game updates. I'm sorry it's got you bugged out and made you uninstall, but if you enjoy West Coast despite it being smaller (and a lot more realistic terrain!), I won't try to stop you from having a good time. If you just take the (huge) map zip file out of your mods folder when you want to run West Coast and start the game, it will be as-if it's uninstalled. I did get another two or three blocks (I think?) of curbing done, and some more detailing stuff with road surfaces. Also, the thunderstorm on Sunday^ night smoked one of the monitors I was using, so I haven't done modeling this week (as it's much much better on two screens). I did take the time to hook up a 1080p screen to the computer now and HOLY SMOKE is this clearer and easier to look at/read. Compared to 1360x768 this 1920x1080p is amazing (as if I hadn't otherwise been using it for 15 years!), and after 18 months of not using it is mind-numbing. ^Oh noes! Not the 25~30$ TV I used as a monitor! One could likely find a better TV with a sharper image at the dump, but I digress. Too bad I still have two more of them. I'm the type that is just happy to live in a house, not to mention thrilled to have a computer; though that having been said, having a nice clear/crisp image when working in game and graphics work is really the bee's knees! Maybe I'll set aside some money for some better monitors (it doesn't *have* to be 4k) when finances allow me to do so and retain my sanity, and not starve, or cause the house to fall in, due to lack-of-maintenance. But, before that, I have to throw money at car maintenance, fix the gutter that's sloped the wrong way (what!?), get the fridge* fixed... get the whole-home generator fixed (it hasn't worked in 8 months) the list goes on! *Actually, now that I know the fan on the fridge was broken, and not moving air to cool the food in the refrigerator, and knowing everything I ate out of there which stuck around longer than a day was completely spoiled; I now know why my stomach has been so bad for THE LAST FOUR TO FIVE MONTHS. Ouch. Best to now sell your toilet tissue stocks, folks! So, never-the-less, I have to model up some row-homes, inner-city type buildings in some disrepair, and more of the like. I also took the time today to finish a texture I was working on between storms (it's been crazy here). This will be useful for inner-city roadways, where the grass planting strips aren't practical (I still used them up to this point anyway). The brick sidewalks (half brick half concrete) will not be bulk-changed and suddenly be everywhere, I'll have to add these where needed and where practical. E.G. Downtown sections can have all brick or all concrete or both types mixed in, but planting strips look out of place here. While in contrast, in the suburbs, a planting strip two to four feet wide is almost expected, if there's a sidewalk at all. I have included a screenshot of a small (very small) section of the texture. Please ignore the road looking stretched here, that portion isn't used on these graphics at this time (that road graphic part is for the collector-road package, and the sidewalk only and curb-only kits just piggy-back off this graphic to save resources, and so that the collector-road kit can draw the entire piece in one go, thus saving draw-calls which directly gives you more FPS). The brick, which is actually a texture tiled vertically 8x (it's only one repetition here) does not repeat notably as it's comprised of four or five layers just for the brick so that I can add it in, keep it seamless, but not an eye-sore / while not making things uglier) The road surface texture will be updated in the near future at some point any-who, as that texture was just one I had that was 'good enough for now' as is the other asphalt texture that's almost a 1:1 lift right from WCA map resources. That's all for right now. I will be busy over the next few days (the rain storms we had caused the parking-lot at church to wash out, leaving an 8-inch deep rut in it, plus all the stones went and deposited themselves on the sidewalk right at the base of the church front steps, gonna take me a day or three minimum to fix that), but will post when I get some time with the map open and throw some screenshots out... as soon as I figure out how to get the screenshot tool working again (oops, the one in-game doesn't work either, as-of the last two weeks).
Damn wish I could get this map, but when I sub - after the download finishes the map is just gone. Never had any previous versions, also on a fresh installed game. Seems to work for others.
Make sure that you go into mod options and enable it. I had to do that on mine when I went to test it for a game update the last time a major update happened. That's all I can think of. Check for the file name 'BOB_CITY_MAP_ALPHA' and that should find something (as that is part of the name). Search c:\users folder for it (assuming that c: is the drive Windows and your user data / documents are on). If anyone else knows what your issue might be, they can add in a reply below if they feel so motivated to do such. Otherwise, I'd post this in bugs forum and ask a staff member about it. It shouldn't do this, obviously (and it does work for others). Mentioned the other day I'd post pictures of what I did and completely forgot about it. That's nothing out of the ordinary for me. I have a hard time remembering even what file name I typed in a few seconds before, let alone something several days ago. Maybe one day I'll get my short term & working memory back, but it's highly doubtful. Still, it's going to take more than that - a lot more than that - to prevent me from finishing this map. I don't care if it needs 10 years to finish it, it will be finished one day. About the pictures, ignore the town-houses, as I just plopped a bunch there for scale as they won't be on that specific street (I didn't like the look of them there, more apt for row-homes / brownstones on these older streets). Also, please ignore random bits of curbing out of place as I've had issues with objects getting randomly placed when I try to click menu options or selections in the other windows of the editor. Yes, another bug. There will be some type of fencing along the concrete walls of the canal to prevent unlawful access, children falling in, and the like. However, there will still be plenty of ways to fall into it or drive into it if you should so want to (and admit it, who wouldn't want to see if they can drive in it? We all did that in San Andreas when it came out!). That is all for right now, as it's getting hard to type with a cat on me now.
Hi Bob! Thank you for creating this map! I love it! It's my favorite map to play on! I wanted to let you know that I've been having a hard time getting the Police AI to spawn on your map. They spawn on my other maps, even the modded ones, but yours, I have a hard time getting them to spawn. I think like after the 6th or 7th time I try, I can get them to spawn, but not always. Is there something on your end that you could do about this? Or is it on my end? I've even checked/verified files, cleared cache, checked for broken mods, and still having the same issue. Please let me know if you're able to correct this, or if you can give me some advice, I'd surely appreciate it. Thank you so much! Geri
Great map, thanks for making this! I've had this map installed for a while now, does it automatically update? Did you release a newer version in this thread by chance? EDIT: nvm, I just checked it. I'm all good.
Thanks bud! I work hard on this map. Current real-life conditions are taking some of my time, but I still usually have daily time to make the map better, little by little. That said, it's due for another supporter update (it's overdue, actually), and by the end of the summer I'd like to update the public facing version too, to keep it current. Likely after the next major game update, if something gets goofed up I will update the public version (and try to clean up my messes I make while building it before I do so). I honestly have never tried police on the map in the last two years. I fully support law enforcement or 'future potential law enforcement' folks using the map for such purpose and thus have full-well tried to make the AI as good as possible. For reasons unknown to me, you are having an issue here. Rest assured I will give it some tests in the stock maps, and then switch over to mine. A while back (around when one of the previous public release from 2021 or 2022 was out) I did test the police function and it seemed to work okay; but alas, it was not as eventful or detailed of a function as it has turned out to be now. I will give it a good go, and have a chit-chat with the devs (if I can't figure it out on my own here and need their support, not everything is documented, thankfully my large amount of swearing while trying to figure new stuff out isn't documented either). Map progress for transparency purposes: I have been busy with real-life lately, but I have also been touching up and finalizing a bunch of models for the more derelict rust-belt side of town (yes, as this map does not just simulate California, it simulates many places in the USA - for example, the collapsed Lake Ponchartrain bridge from Katrina/Louisiana, derelict housing projects from Detroit/Chicago/etc, freeways like California, a mix of many many places to give variety). So again, as I said last time, hopefully I have some new stuff to show soon, stuff that's actually some measure of completed. I am also getting closer to putting in the new canal textures, so we don't have the smeary concrete-colored mess anymore. This will increase VRAM by 50~150mb or so, but to me, it will look better even if it's 250mb. Plus, they aren't used everywhere (Well one is but not all the variations). I will at one point start using overlays and detail textures to help reduce VRAM use in the map, but I'm not 100% keen on all that type of fancy multi-layered wizardry at the moment and need some brushing up on it. This means having a concrete texture, plus an overlay that gives the streaking from dripping water running down the side of the building mixing with diesel vehicle soot or otherwise polluted air. This means you'd get two textures, and with that less MB usage since the overlay doesn't need all the layers a normal graphic would. Canal textures are currently 1k or 2k, they will be bumped up to at-least 4k (this is on highest graphic detail, lesser detail cuts down graphics to half width half height for medium graphics detail and then cuts it in half again for low, to use less VRAM for cards with only 2~6gb for example). Thanks to all for their support and patience while waiting for the next update. I appreciate it highly, and the support keeps me going on this map when otherwise I would have never been able to get the hardware / software to make something this measure of awesome (if I may say so without gloating, but it IS fun) for you folks to enjoy. Sure, some days I am just overwhelmed by the 100's of GB of data for the back end (behind the scenes repository of models, textures, reference shots, sounds, stock maps unpacked mostly for example or feature parity, etc) of this project. Now obviously that's not nearly the size of this map when it will be done, but resources for development are some many terabytes for most AAA games currently. Most of the time however, I just pick up a model and work on it a while in Maya/Blender or get some textures done (in a multitude of different software!) and ready for use. However, eventually I finish off a few models (part of a set, so textures go to good use & not just one model), and they (models + textures) get put in the game (like the raised concrete rail* [see below] kit). *If there is demand for the raised concrete rail kit, I can release it ahead of the next map update so folks don't have to wait as long for it. The raised rail kit does NOT introduce any new textures, it is only models & re-uses canal's concrete gfx, uses existing track texture like the rest. I also appreciate everyone writing in even if it's only a bug or a simple compliment, it's always nice to hear nice things and know people are interested in the continuation of Los Injurus City map. --That is all for right now though! I am plenty tuckered out from pulling weeds out front here (that were 3+ feet tall!!!) and also working at the church for a few hours, including filling in the parking area with 3 or 4 inch modified stone. That stuff is heavy, hopefully too heavy for the water to move. I sure hurt like all get-out, but I don't mind so much when it's for a good cause; the community. This is our America; only we can care for it, improve it, and save what's left of it for our kids.
i noticed that the speed bumps in this little side street that turns off of the highway to the airforce airbase are to aggressive especially for pigeons perhaps these bumps could be lowered
not really because the AI don't slow down an even a bus going legal speeds will catch air over them whenever i go over there i go around the bumps on purpose
First, the AI is stupid, it doesn't work the way it should. Second, they're called speed bumps, they're designed to make people slow down & go under the limit in that area. So yes, they do exactly what they're supposed to do.
they could atleast be lowered to a point where a scintilla is capable of going of them without damage
That's not something that would happen in real life though, it would essentially make them useless & there would be no reason to even have them there.