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Futura333 Questions to ask thread

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Futura333, Sep 4, 2018.

  1. General S'mores

    General S'mores
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    1. Probably how the AI layout was set up.
    2. There was one, but it's in development hell. As for Hirochi... nope.
     
  2. Futura333

    Futura333
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    Ugh! the AI really sucks on the map!
     
  3. JayPlaysBeamNG

    JayPlaysBeamNG
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    *Ahem* Hirochi Prasu *Ahem*
     
  4. General S'mores

    General S'mores
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    It's just a badge change to prevent copyright from Toyota.
     
  5. JayPlaysBeamNG

    JayPlaysBeamNG
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    Still a Hirochi
     
  6. General S'mores

    General S'mores
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    Not if it's just a 1:1 Supra. Not saying that the mod's bad, but all I see in the Hirochi Prasu (I acknowledge there is a variant with the Toyota badges BTW) is a Supra wearing Hirochi badges.
     
  7. Futura333

    Futura333
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    Lets not complain about that.
     
  8. JayPlaysBeamNG

    JayPlaysBeamNG
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    Exactly. Beggars can't be choosers
     
  9. fufsgfen

    fufsgfen
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    Maybe @bob.blunderton would know it better, but map is kinda pushing limits of everything, size is huge. It can be there is some bugs with AI paths, maybe new game version affects some of it.

    All I know is that bob has spend probably over 1000 hours making the map and he is trying his very best to make racing with AI enjoyable.
     
    • Agree Agree x 1
  10. bob.blunderton

    bob.blunderton
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    The way you make intersections with decal roads, without using extra pieces, involves enlargening the center of the intersection of the decal road. The AI sees this size difference and so it's path goes more to the side.
    I tried to put the signs in a realistic placement, near the edge but not quite on the road itself.
    The AI was reworked in 0.10 or so, or 0.11. It now sees the edges of the road better, and attempts to drive near them.

    CRUNCH! Sign with many narrow collision surfaces snacks on the car.

    Yes they AI is stupid. It could be better. I could have also made the AI using dedicated lanes made up of one decal road per lane - this is how many of the larger divided roadways do it. This helps keep it in lane, and off of the signs.
    However, sadly, the map is so huge, that making dedicated specific lanes for all routes is out of the question, as there is a hard limit of how many objects, decal roads, spawn points, etc you can have (everything except the forest brush, where the trees/signs/houses/rocks are). This limit is 4096. Exceeding this will load an incomplete map. Nothing past 4096 will be loaded. That must be avoided at all costs.

    So yes, the AI derps quite fantastically in Roane County, I wish it didn't, and it sorely needs much attention, but I am working on my city map as of late. So no worries, this same issue shouldn't happen in the city map as often.

    Also, the AI can hit trees and other nearby objects occasionally if it cuts across the inside of a turn (the decal road's nodes may be too far apart, editor error), or if it finds a jump you might not see, that is AI pathed. There are a few of those.

    Welcome to the wonderful undocumented world of EARLY ACCESS. I wish I knew then what I know now.

    All things considered, Roane County is fun, and quite barren, it's built for exploration and speed, and the AI (aside of the highways and divided roads around the map) is kind of 'tacked on' more than implemented from the ground up. It was a map to show what the game can and can't do with a large environment, to stress it (and your computer) to it's limits, and then some. This actually helped everyone as it showed the developers where the engine will flake out first, second, or so-forth, when it comes to efficiency in running humongous maps (it's still the largest map 2 years later!).

    I hope this answered all the questions you might have. You can move the signs away from the road in the forest brush editor inside the map editor (f11 for the map editor, f8 for the forest brush tool, and press 2 and try to highlight the sign, make sure no other buildings/trees/rocks are selected by accident, then save changes after moving sign. Hit save from the file menu or CTRL+S and give the editor 1~3 minutes to save ALL the data in that map - it will appear to have locked up for a bit, just let it do it's thing and THEN press f11 to go back to the game).

    For what it's worth, it only usually eats signs in downtown Harriman or Kingston, for what it's worth; it doesn't eat too many anywhere else, as there's not too many aside of random rural intersections (it can hit them here too).
    I will likely address what I can of this issue the next time I work the map over.
    --Best of luck!
     
    • Like Like x 1
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