I didn't know it was possible to actually execute the drive-thrus in the game. That's awesome actually. Maybe I thought that because every change takes ages to load in my PC lmao.
About the Auto Repair, I first considered Beam Regenerator but it won't perfectly repair your car, and from what I remember could be quite glitchy. As for keeping velocity, it doesn't seem possible. The only way to really boost the car is to use some physical force like wind, but the car would be affected by it
The recovery code (Insert by default I think). Just pressing it instead of holding it instantly fixes the car where you're currently positioned without having to wait a few moments for the game to unfreeze.
I don't plan on releasing the map in small chunks, as it would basically be broken with events and all. We're aiming to make it as optimized as possible, so we're taking our time. Again, I don't want to implement a reset drive-thru unless your car can maintain momentum. Otherwise I just find it inconvenient
So how would optimization work? Are you despawing parts of the map? I'm confused with map making and stuff like that
I can't answer this question. Models basically have to be fine tuned so things that you wouldn't see or be clearly visible are lower quality or not present at all
This is what pretty much every game does to run optimally on all sorts of systems without cooking them. And it will do wonders here because BeamNG isn't light by any stretch of the imagination
I don't post much updates on this thread anymore, they now are posted more frequently in our Discord server. I'll try my best to post updates from Discord in here from now on though. In fact, I'll have to create a new thread in the future since this one is so old I can't even edit it lol. Make sure to sign up for pings in #assign-roles! If you're not interested in joining, this was the announcement I made two weeks ago: After some reflection on the current state of the map, we are planning to make some notable changes to the map. Here are some of our plans in an effort to be more transparent. Please feel free to ask me any questions or concerns regarding any of these ideas. Here are some of our plans: Texture Overhaul Burnout Paradise is from 2008, and even with the remaster of the game, a lot of textures are still very low res to today's standards. We want the experience to feel more modern, so it feels like it belongs in BeamNG, and make the port have more attention to detail and quality control across the map. This is why we're considering a large scale texture overhaul. It's very important that this overhaul respects the original textures, since this is meant to be a remaster, not a rework. Our initial plan is to upscale all textures using AI and also create new textures from scratch (specifically roads, eek). I will send screenshots soon once some tests get rolling, and a small scale version of this overhaul will be available on Demo 2, unless decided otherwise. Career This was something I've wanted since I've started this project, and I believe is crucial for a map of this scale. I won't go into too much detail about it since it's lower priority, but I wanted to bring this up as it ties into my overall vision with this project now. I'm not very interested in porting cars from Burnout to BeamNG anymore. I want the overall experience to be more BeamNG focused, and I think using BeamNG cars for this career would make it more unique and fitting for BeamNG. You'll already be having a near 1:1 version of the map, so I just don't find it necessary or practical to port Burnout cars. This doesn't mean I'm totally against having BP cars in beam, I just don't want them involved with the career. If you're still craving those cars though, The Shotty has a GT2400 that's been out for a while that's very cool. Other QoL Enhancements Not much to say about this one, but I'd just like to spend more time on improving the overall map and experience. One major thing I'd like to experiment with is smoothing out the collision in some areas. Some roads are awfully jagged and curbs are sharp as hell, so I'd like to get that situated before first release. Multiplayer Very very low priority, but thinking about a multiplayer experience using KissMP. --------------- Those are some of our plans to help push this mod ahead and make sure it is worth the wait (even though multiple years is just insane). I'm glad to be coming back to this project after quite a long break, a lot of things are different over here, especially with COVID changing up way of life. I appreciate those who have been patient and stuck with the project for so so long. I always want to give a huge shoutout to everyone who's contributed to this project, I appreciate you all so much and really really thank you for the time you've spent helping out. I can't wait to put all of your names in the credits. ---------------- The Release Date This year. You're just gonna have to trust me on this one.
Please don't mess with the original textures, that's a quick way to give the map a very cheap feel! No one will complain about seeing the original textures - they're what everyone is used to, and probably want to see, upon returning to the place
I agree. I am really trying to avoid to be like those mods that change the entire look and feel of the game. The goal with the updated textures is to make them have a higher resolution, and I've been dabbling with upscaling which is giving me a higher quality result while looking entirely identical to the original texture. I will make sure to offer a version with lower quality textures as well.