First Preview-Version of BETA2 is ready and will be sent to a few YouTubers this evening! Stay tuned!
Todays work... - improved the tunnel-entrance-textures, the bridge and the cave - added traffic-signs and arrows ...not visible in the pictures: - created and improved collision-models ...release? Next few days...stay tuned!
It's a Sweden name it means "tank" i take that name because of the aamount of connections it looks like a military complex to me
BETA 2 Version 1611 is ready! Will be available for download the next few hours/days if it passes official approvement. HAVE FUN!
A cookie for anyone who can find the car in the picture. Awesome work! Really enjoying it so far. But one thing i gotta ask is if it isn't just a little too heavy on the fps? I don't really ever experience fps problems in this game. I can run Tennessee USA roane county without any fps problems so why do i have it on this one? Too much stuff in one place? (yes i read about disabling dynamic reflections to fix it but still).
What PC specs do you have? I can run my map with 60FPS at 1920x1080 and maximum details, except the dynamic reflections. The only part of the map where the FPS drops to 45-50 is the middle of the arena. This is caused by the amount of high-poly objects around the center (6 grandstands, floodlights, the podium, the stairs...and so on). There are LOD-meshes for these objects...but they only show up when you are a few metres away from the objects. I could reduce the distance between the high-poly and LOD-meshes...but then you'll see a bigger difference between the details when models switch. But I'll have a look at the FPS problem soon. Maybe I'll find another sollution.
WIndows 10 64-bit Intel core i7 4790 NIVIDIA Geoforce GTX 980 4gb 16GB DDR3 128GB SSD + 1TB Disabling dynamic reflections certainly solves the issue so this isn't a huge game breaking thing. Otherwise this map is looking absolutely great. I thought that the "throwing cars" landing zone was too short but due to the short run up distance and how the ramp is curved I'd say the distance is just right. Same with the "diving board". I also found the Easter egg! (I'm not talking about the tunnel one that was there in beta1)
Nearly the same specs that I have (Core i7 5820K, GeForce GTX980Ti 6GB, 32 GB DDR4). I don't understand it...should work fine There should be some more...
Oh it's nothing major really. I get around 34 fps when i have a hard crash in the middle of the arena in a sunburst with reflections off. With these reflection settings i get around 25 fps in the same type of crash: It was just a surprise as the older version didn't have this problem. In any other place on the map i get normal fps. Oh well guess I'm off Easter egg hunting!
I just tried several things to improve the framerate. The first was to split the arena into 12 pieces...and for each part I created a LOD mesh. It is a little bit better now...I guess +5 FPS if you are in the landing zone. The next was to reduce the distance between highpoly and lowpoly mesh...but I can't see an improvement of FPS. But I'm still working on it! Easter eggs: there are just a few at the moment...nothing special...but I am planning something for the next release...!
@MysteryManGER For the people that has potatos(and pooppieces like mine) take care for the FPS, i'm judging if downloading it because: Intel(R) Pentium(R) CPU N3540 @2.16GHz 2.16GHz 4,00 GB(3,89 Usable) I don't know what videocard it has...
Oookay...some really GOOD NEWS regarding the framerate! I finally found a way to import my SketchUp-models into Blender and include all LOD and collision-meshes into one single DAE-file...instead of using different DAEs and a CS-file! The difference is immense! Just have a look at the frames: