WIP Beta released The Tennessee USA Roane County 0.71 Beta Discussion/Suggestion/feedback Thread 19.3.1

HUGE 175sq/mi, 193+ miles of roadway, US40 highway, 3 Towns, Signs, Working Traffic Lights, Trees

  1. fufsgfen

    fufsgfen
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    I wonder if this will do anything good @bob.blunderton

    Update: I updated it as collision had little offset. Also there is blender file, I think it need UV mapping done but don't know about how to do that.
     

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    #521 fufsgfen, Apr 14, 2017
    Last edited: Apr 14, 2017
  2. bob.blunderton

    bob.blunderton
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    Yes, that's from OCT 2011, that shot, so in OCT we have the trees starting to change, that is also at sunrise (shadow length). In the summer, it's quite green here, I should know, as I live here. But, yes, I did want it green, very green in fact (these aren't the default tones). Might add a bit of warm tone to the vegetation. The color of it as it stands right now, is the color from a summer shot on google maps, and the color from a chunk of grass I ripped out from my yard and held up to my screen at it's default settings.
    I may decide the change things in the future, but not sure what I am going to do @ this point with it (lots of other work right now!).
    It was all I could do to resist the urge the put palm trees in :) If I change the hue of the sunlight, it'll go a long way into reproducing what you see here.

    Just a note. Saturday night, before I turn in for some shut-eye, I will set this to upload. I will give reviewers (youtube folks) and a few randomly selected Guinea Pigs (most likely folks that donated models they made or have ownership of), to work out some bugs for 24 hours, before this goes live.
    It will give me a chance to see why loading the map on any point other than DEFAULT crashes the spawn.lua. You still spawn, with a car, but the car's always in Harriman at some townhouse, you just have to hit SHIFT+C to go-to the car with the camera (though I am sure 98% of us know to do this as it'll show on the map if you have minimap on - encouraged with this map!). I obviously have missed some change from 0.7 to 0.8 here with the spawn script. Those who've donated models in the last few days, won't see the models in this version (don't want to introduce any new bugs until this is uploaded, my plate is full here at the moment), they will be in the next one.
     
    #522 bob.blunderton, Apr 14, 2017
    Last edited: Apr 14, 2017
  3. fufsgfen

    fufsgfen
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    Another thing came to my mind, for performance improvements, collision model could perhaps be like this, I doubt anyone really collides up there so that it would need collision?:
    upload_2017-4-14_20-6-38.png

    To reduce number of polygons, base slab under those pylons could be just a box, but I'm not sure how much performance impact that really would have as polygons seems not to be big issue, at JRI there is close to same amount of polygons that I have seen at Tennessee, drawcalls and lights are less, but hard to say for me if optimizing model would have any meaningful performance increase.
     
  4. bob.blunderton

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    Top and bottom of the supports don't need collision or texturing honestly. You could make the bottom support pier-pad a box if you wish.
    Just make sure there is one with 4 and one with 5 piers, as there's more bridges with 5 length-wise beams (overpasses that carry the highway have 5, overpasses that carry roads over the highway sometimes only have 4, depends on the duty of the road).
     
    #524 bob.blunderton, Apr 14, 2017
    Last edited: Apr 14, 2017
  5. bob.blunderton

    bob.blunderton
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    SURE SURE SURE NOW IT DECIDED IT WANTS TO UPDATE THE GAME @#%$!!!!!!
    This *ALWAYS* happens when I am uploading, or about to upload a map update for THIS map. O well.
    *muttley muttering* rassin-frassin-sassa-frassin...
    OK well I guess I will make this 0.9 compatable while I am at it.
     
  6. fufsgfen

    fufsgfen
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    They waited, just for you :D
    --- Post updated ---
    Oh, traffic lights have no texture and this might be bit of issue that new game update caused:
    upload_2017-4-15_4-0-57.png

    But that is kinda humorous, alien invasion? :D
     
  7. bob.blunderton

    bob.blunderton
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    Lovely, the new Beamng.drive update brought some wonderful new features.
    Unfortunately my map which is all ready to be uploaded, DOESN'T EVEN LOAD. The spawn script CRASHES.


    Sorry, don't have a clue with this one. Hopefully one of the staff members can fix it when I get it uploaded, other than that I really can't do anything with this error as it won't let me in to fix it. What a smooth move this one was, sheesh. Way to thank your modding community with that backwards compatibility there.
    At this point this project is shelved, possibly permanently, as I wouldn't have the slightest clue how to fix this.
    Barring getting someone that knows enough to fix it that is a staff member, you may wish to disenroll from newsfeed on this thread. I won't be pushing any more updates after this. I tried for a few minutes to fix it but really not going to waste my time here as I said. I have many many other things that need doing.
    I have listed this mod as OUTDATED, as it will no longer be kept up.
    So-Cal still works, so I am guessing Nevada will work also as they have the same underpinnings and are functionally 'the same' (if one breaks the other will too).
    I was going to throw in the towel for a while a few weeks back due to all the editor bugs, but I pushed through. Now this? Sorry, I don't handle stress well with PTSD, and this is supposed to be a game, a fun thing, not a source of stress. My brain drops things quickly like a hot rock when it sees stress.
    I don't know enough to fix this. It would have been nice if I had had some warning here that this would happen so I could prepare for it, but ah well, 'tis life. I refuse to let it bother me, to that end, it's been good!

    When the game is more stable, I may come back to map in the future.
     
    #527 bob.blunderton, Apr 15, 2017
    Last edited: Apr 15, 2017
  8. fufsgfen

    fufsgfen
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    Comment out spawn points in .mis file with // on each line, then enable spawn points one at the time until you find out which one works or disable all spawn points, if it allows to load it in editor, then add one test spawn spoint and see what it writes differently so you can edit old spawn points to work?
     
  9. Inertia

    Inertia
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    Looks like it can't find the spawnpoint properly or something similar. I haven't even looked at how the new .json works for maps, but this could very well be your issue. Maybe try comparing the spawn system to the new maps?
     
  10. Average Person

    Average Person
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    maybe you could go into the .mis and delete all things related to spawning, go into one of the default maps .mis copy that spawn stuff and put it in to your map and if you get into the map you can change it from there.
     
  11. bob.blunderton

    bob.blunderton
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    I have gone through this several times since v 0.7. Frankly, I am getting tired of it. I love this game but if they plan on breaking everything like this, with no fallback, I might not feel like this is worth the effort. This should be fun, not full of aggro.

    I WILL try to mess about with it, but don't expect anything overnight. If I can't fix it by tomorrow night, I will upload it's BROKEN state as it was when the 0.9 update que'ed up and I automatically did backups as I always do before an update and maybe someone else can fix it.
    I got it to make a different error, atleast.

    The game still used to load it up fine before. I tried multiple times to fix the spawn system on 0.8 and got nowhere. Mappers are leaving in droves, and quite frankly I am not going to be the last rat off the sinking burning ship. They're fed up, and now I know why.
     
  12. Inertia

    Inertia
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    I understand your frustration, many mods are broken during updates, and the last two have been prime examples of this. I hope you can work out something, many of my friends on here have completely broken mods after the update. Let's hope we get some better documentation on how to fix this in the coming days.
     
  13. bob.blunderton

    bob.blunderton
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    Yeah, I looked, the new main map files are wildly different. There's NO way to just copy the stuff in anymore if your destination isn't the same scripting language. This project is officially ON HOLD until I can figure something out, or get sick of it and upload the update anyways, even though it is broken, and someone else can fix it. There just isn't anything much more I can do about this.
    I stashed a copy of DRI from the game content folder seeing as it wasn't going to be kept, before the game updated, that might be my only salvation. (edit: and it was my salvation, I used it to fix the spawn point due to AN EDITOR BUG, one of the MANY BUGS ***Swears a whole lot*** )
     
    #533 bob.blunderton, Apr 15, 2017
    Last edited: Apr 15, 2017
  14. fufsgfen

    fufsgfen
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    There are errors about Pessima, do you have some other mods enabled? Maybe try .mis file you have not tried to repair, but disable all other mods? Maybe it is some Pessima mod that is causing the issue?
     
    • Agree Agree x 1
  15. bob.blunderton

    bob.blunderton
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    Nothing's in this game except for my map, I pulled the ENTIRE mods directory out onto the desktop with the rest of the mess.
    I just have my maps here, that's it. It's crashing the spawn lua, I've seen that error before at times, since the 0.8 update but now it doesn't start.

    EDIT: The editor had created classes that shouldn't have been in the spawn object. I copied it out of Dry Rock Island (which I saved before it updated, thankfully), input the coordinates I had saved, and it does load up.
    Traffic light bezel textures are bad, Signs are way to big - there's like 500 of them. I'm not fixing all of those again, that would take a whole week, only to have more stuff break..., and the jump texture doesn't work.
    This is done for the time being. I will talk to the sign guy and see if he has any ideas if he can replace the model to make it 'normal sized'. Why do they always have to break everything?
     
    #535 bob.blunderton, Apr 15, 2017
    Last edited: Apr 15, 2017
  16. Inertia

    Inertia
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    I've tried every other map I have installed that is a mod, none have the same issue as yours, even with multiple spawn points.

    I don't know if you've seen this article, might be helpful.
    Multiple_Spawn_Points
     
  17. bob.blunderton

    bob.blunderton
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    I used that article when I originally added the spawn points, I believe. I actually copied the scripts out of one of the game maps.
    It used to work 100%. Now I don't have to worry about it anymore because I deleted all the other spawn points out of the .mis because it caused issues with this game. I just left the one near where I was working.
    THE GAME EDITOR ADDED CLASSES TO THE (spawnsphere) OBJECT that SHOULD NOT BE THERE, I don't know why they were there.
    Why didn't I think of this before! This is brilliant! My multi-spawn-point setup will never break again! Because it's deleted! There's just one spawn point, that I copied out of Dry Rock Island (I don't know what sense in my caused me to back it up, but I copied the spawn out of the .mis and input it into my map with my coordinates), which works, though you might be stuck in a dead Pessima.
     
    #537 bob.blunderton, Apr 15, 2017
    Last edited: Apr 15, 2017
  18. Aboroath

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    I'm certain you will find the cause of this. I fully understand your frustration on this. I eventually decided to work on exterior map making
    related software while this game is in beta state. I keep telling myself " why do I put hundreds of hours into this when the game could change
    in any update?". This helps me calm my anxiety about losing maps and I figure when this game reaches a level of stability that warrants
    the hundreds of hours of my life I can then go for it.

    I used to lose grasp of the fact that the devs are constantly making tweaks and changes, building to a more final base state that will
    finally be worthwhile to work with. At that point the devs will be more fully able to articulate what is going on via the forum and the wiki.

    Just my two cents. I'm done with this senseless battle near term. I have a life to live.

    If it's any consolation Bob, I admire your energy and enthusiasm for map making. I have a feeling you will endure:cool:.
     
  19. synsol

    synsol
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    We found the thing who make your multiple spawnpoint error, it'll be fixed on the next update/hotfix :)
     
  20. bob.blunderton

    bob.blunderton
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    I love you Synsol... MY HERO man, MY HERO. I have backups of my old spawn routine that crashed it if needed at any point, though the spawning is mostly the same as before.
    Player is defined (i think along with Camera) in the game engine itself, I cannot set those names in the editor, they are forbidden, as they're assigned right in the game engine by the LUA scripts. It couldn't find THOSE because the script in the screenshots PANICKED.
    Yeah it panicked the spawn.lua inside the game engine, it doesn't have a routine for a NIL and you're stuck loading. Surely you can't handle every nil, but for some reason, I've seen this before on maps and they'd load on 0.8 but not 0.9.
    There was a comment with a MESH ROAD in the PlayerDropPoints, too, that was from a mesh road that got selected automatically when I selected something else, the two-for-one selection bug in the editor, when you go over 2048 objects. Game can handle 4096 objects, editor cannot, without duplicating it's assigned numbers. I had to manually take that out. THANKYOU for putting line #'s in for PARSE ERRORS also (that wasn't causing the error i sent, but I managed to make one, which is how steamed I was).
    I removed the multiple spawns, using the spawnsphere entry from DryRock Island (which I stashed away, copied out of game installation folder, when I saw it was removed from new version, glad I did, that saved me), with proper coordinates.
    I now have to fix the signs. For some reason, they're the ONLY thing in the forest brush that didn't keep it's size. Is there a bit of info I can find, to find out more about the new forest brush?
    Texture errors, model errors, I can handle those. I can deal with that no issue... it's not even a 'thing'. I can deal with not every feature working, or weird FPS issues. I CAN'T fix what I can't see, if I can't get into the map - luckily I was able to remedy it. I was just pretty steamed last night so I opted not to work on it for a day or two. Once my migraine settles down today (expecting some thunder later), I might take a stab at it.
    I love the new features/car you've added. When and if they do tiled terrain support, it will be a major boon here, but man-alive, I went absolutely APE last night (no offense to anyone with that), when my version all ready went BUST.
    Good thing for backups, lots of them, lots of space, and my penchant for buying lots of spare enterprise-class Toshiba SSD's to put the backups on.

    3 merits of computing you must always keep in mind when engaging in productivity on the PC (yeah, especially on Windows OS)
    Backups
    Backups
    Backups

    This new version is going to take several days for me to even straighten out.
     
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