WIP Beta released A new *CITY* map - LOS INJURUS 2023-12-20

Los Injurus 2023, now featuring 11-foot-8 bridge!

  1. Flying Fortress

    Flying Fortress
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    so what im looking out for is a update on the version of this thats on repository and i have an all clear to go look at the map?
    (edit) i really want to start using this map again
     
  2. JoshD

    JoshD
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    Looking really good, can't wait to try the new version.
     
  3. owidjaja

    owidjaja
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    what car?
     
  4. Blue Bird Gaming

    Blue Bird Gaming
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    It looks like the desert of cheeto dust
     
  5. Flying Fortress

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    i was hoping someone wouldn't ask that BUT ANYWAY its one of my automation car builds idk where to find them so other people can download them
     
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  6. bob.blunderton

    bob.blunderton
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    Sorry I don't ask about cars much, every time I turn my head I see all new ones all the time. It's great folks make them, but sadly, If I'm here, I SHOULD be busy mapping and usually am if possible. OK, well I am pretty attached to my rusty-metal-primer colored Pessima, which is my tester (you'll see it now and then in the shots; goes fast enough to do pretty much all the jumps, rides just hard enough to catch all the bumps that shouldn't be there and most of the ones that should be left in, and doesn't roll over so easily or break with one hit - most importantly - I drive with a keyboard as always and it's rather forgiving of that).
    I think there's a thread where you can show that sort of thing off, actually. That said, I am not sure where it is, but do have a look about this site's forum threads, it's bound to be here somewhere.


    45mph+ winds have been battering this place for the last 24 hours or so, give or take a few. Power kept going out every few minutes, something must be loose with one of the connections somewhere although this is nothing new (it's done this for a good half-dozen years, but I am out in the sticks so it happens). I don't have a power backup / UPS box since I had one explode at my feet once in my 1st house back in 2004~2005 or so, so I did lose some time editing unfortunately.
    However, before the power started acting wonky I did manage to get about 80% or more of the AI work done. It'll need a little finesse and a left-turn lane or two might be missing from the beta release but it IS very very close to done.
    The no_texture error on my six-lane avenues is back and I haven't the foggiest as to why. Will have to look that up before release. It probably reverted my file for materials again - I hate using the in-game texture / material making stuff (it's always going to bug out, just a matter of time, eats entries or just mangles stuff). Going to spend an hour or two going over textures because I am pretty sure I did some other stuff that might have been lost also (in regards to modifications to textures), but I have zero clue what it was. Luckily, while this bug must be fixed, it's trivial at best compared to what could happen and what has happened in the past. Likely one of the power failures caused the materials not to save in.
    Only see two textures broken during a cursory check on buildings and the one on the roadway. I remember how I fixed them before, so that shouldn't take too long. Hope it takes this time or I'll just use the text editor to fix it.


    1st shot, the dark wear-patterns that follow traffic directions including left-turns are tell-tale signs that the AI for this intersection is done. Hooray, actually can't wait to test out this spot.
    2nd shot - this area is very rough as far as detail (will try to get traffic signals through here), but the roads can be driven at speed and there is delineation now so you can see where to go. Also shows the orange stop-bar bug, that's the one that affects the six-lane avenue too. Hopefully this can be fixed quickly.
    3rd shot - like I said, quite rough, but these roads I didn't have time to complete before the beta, but you'll be able to drive on them and the AI will use them too.
    Picture below was the building with all the broken textures on it. Let's see if they STILL WORK in 5 minutes...

    TO-DO:
    *Fix 3 textures listed above, or at-least 2 of them as the 3rd is the roof texture of a tall building.
    FIXED. Even fixed the basement* texture. Roof texture fixed itself (???! or the restart did).

    Added 20+ traffic lights (or something like that) and have to finesse about half of them yet.

    *20% remaining AI (mostly just the stuff in the 3rd picture, and anything else I missed)
    *AI TEST (I tested some stuff a little already, so some of this has been completed already)
    *Run map slimmer tool. If this fails in some way, I will either downscale some textures or seek info out from the author (if it's something simple like missing textures, this I can put back). Understand I must heavily test this!
    *Upload map and distribute.
    *Texture note above: Basement texture borrows another concrete texture's normal/specular but it's fine for now.
    *Added more jumps conveniently located at the bottom of a steep hill that has a good half-mile or more of road behind it. Supporters will know this area, as that concrete here on the right, is where the patchwork of half-failed terrain tests were at. I covered over the test-mess and put jumps here in-stead. Because HILL!


    YES THERE ARE LOTS MORE TRAFFIC LIGHTS NOW. THE BOB LISTENS.
    --That's all. Luckily the winds are 20~25mph or less now. Maybe I'm just getting rusty at this. Feel free to ream me out with lots of words or make me see stars by whacking me over the noggin with a cudgel. Just not the thinker, not the thinker, anything but the thinker... NOOOOOES!!! NOT THE THINKER!!!
     
    #2466 bob.blunderton, Feb 10, 2023
    Last edited: Feb 10, 2023
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  7. bob.blunderton

    bob.blunderton
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    Completed implementation of all new AI routes for full and proper traffic flow, even in some areas that are highly unfinished.
    Added a left-turn lane where one was requested for a bus-route (the person called it the 'Oceanside' area). There are some left-turn lanes that didn't get added - but being highly unfinished spots & it doesn't matter yet there.
    Fixed two janky spots where the road went from four to two lanes and back a mile later, just down the road from where the left-turn lane AI was added.
    Finished trimming up the road to the building over a certain highway tunnel atop a hill (where the highway directions cross-over one another).
    Finished setting up all the traffic lights I wanted to get in (it was more than I wanted in actually). Have fun with the long commute, now.
    Added another dozen stop signs. Sure are a lot of these things, hope I rotated all of them the right way (vs what they spawn in facing).
    Fixed a few stupid things like texture scrambling or just janky stuff like roads showing under bridges (surely I didn't get them all).
    TO-DO:
    AI TEST; no seriously, I want to try it. I haven't tried any of the new areas with AI yet.
    Script four spawn points added a few days ago, and update the version number in the map data.
    use Map Slimmer tool and re-test to make sure it didn't eat anything it shouldn't have. If this tool fails, I will down-sample some textures to save on file-size to get it under 5gb if at all possible.
    Fix residual bugs if any, surely there will be some.
    Then uploading* can begin.
    *This might take 24hr to upload if the snow we're supposed to get tomorrow night blocks off / slows the satellite. I will attempt uploading on MEGA 1st before my own website unless the file is over 5gb.
    I worked a solid 9~10 hours or so on this today without more than a half-hour break. I sure underestimated the amount of work I needed to do on this, BUT, at-least it's presentable. Every time I thought I had it nicked, I'd see more things and more things and more things that needed touching up.
    Tomorrow afternoon or evening, I should have plenty of time to do the few hours of work needed and then start the upload.

    --That's all for the moment. Progress / preview pics will go up at some point when I'm not completely out of it.
     
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  8. KiloHotel

    KiloHotel
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    Can't wait, my favorite map by far. Love that you can actually open it up unlike the vanilla maps which suck hard for the most part (except Johnson Valley but thats only good for offroading). Love how you have engineered the roads, ditches, canter, pot holes, patches, wear troughs, just excellent to drive on with BeamNGs physics, really fills in the missing element of real driving which is the road itself. Great work, please keep it up!!!
     
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  9. bob.blunderton

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    Thanks! Bit off way more than I could ever chew here with this project, but when it comes down to it, I DO love doing it - it's just going to take a while.
    It helps that I've wanted to do exactly this for the better part of 30 years from when I was 10 years old in the beginning of the 90's. Plus I'm stuck in the house (I do go to church, doctor, but not much more) because the tendon from my thigh to my knee is ripping off at the knee due to being inflamed from rubbing on a bump on the bone above/near the knee. Trying to cut my appetite then weight then maybe it won't be so irritated.
    I take a lot of pride into carving out realistic roadways on the terrain. The type of roads you don't get from computer algorithms making them. This is supposed to be a driving simulator, so I want it to be REAL. At the same time, you shouldn't be able to see the entire map in an hour or so (unless you're flying a plane, or heli, but even then you won't see it all because underground exists). Of-course there's probably a lot more jumps than in real-world places like those depicted here, BUT, that is what makes it FUN. Sure you can drive around like normal, I do that quite often. However, sometimes, you want to be more daring, and see just how high/far/fast you can launch the vehicle - and with the physics presented here - see just how mashed up you can make it. I try to not force either of those styles on the player, leaving the player to decide what they want when they want it, and how much they want. It's supposed to have a little bit of everything for everyone, and it's heading in that direction (slowly, admittedly, it may seem to go at a snail's pace but not all work is stuff everyone can see or notice).
    Basically, I embraced a 'by the people for the people' type mentality on this project. I love just milling about and driving around, it can be a great meditation for your brain. But surely there must be fun to jumps - even if it's a ramp disguised as stairs - because they're almost everywhere in games today, and there's surely good reason for it.
    So again, thanks for the good words. Always nice to hear something good for a change.


    AI path adding is done (for this version)
    Road building is done (for this version)
    Adding / configuring traffic signals is done (for this version) including some extra ones
    Hunting down scrambled textures is done (I can't find any more before shipping this version, and if I do, I will fix them right quick).

    At-least when textures work, they look good. Starting to really get this down now. MEDIUM texture detail shown.
    FIXED BUGS:
    AI derp where the route past the police department that goes up to the private air strip had issues with traffic going from two to four lanes (and back).
    AI derp near the coast same as above near oceanside (this may have been listed earlier, think it was).
    AI derp missing AI lanes on bridge over flood control canal (my construction doings) near the big triangle I built recently (they hit the brakes).

    FIXED missing vent texture on building (see above) for the 3rd time (duplicate entry removal)
    *There are some black spots on the building behind it; that's a model export error, this is known about.
    FIXED missing road texture for street lines for the 3rd time (duplicate entry removal)
    AI derp at the end of the sunken highway: the AI would just stop, I added a loop-back so it takes the exit and then the opposite-side entrance ramp after turning around above on the overpass and gets back on the highway. Should be better for immersion / driving experience despite the highway (still) ends there and you must exit.
    FIXED lots of bush-in-the-road deals up by the private airport, they were encroaching up to a meter into the road using the new texture.
    ADDED several hidden jumps, not all of which were shown in the previews.
    ADDED a duplicate parking garage near the one by the sunken highway, and finished the curbing up here a little more, added a little more road detail
    FIXED - lots of other stuff I have no more time to add.
    NOTES / NOTA BENE:
    Following NEW GAME ENGINE features are NOT yet implemented:
    Street parking,
    smart/custom traffic light scripts with responsive AI (stops at red lights etc),
    warps to garages. <~~ I want this one as much as YOU do.

    PBR textures for terrain. <~~ This was attempted but resulted in catastrophic failure. When I get it working, it will be in. I already have all the source material, it's just getting it into the game and working is difficult.
    I need time to figure this above-stuff out as it's very cryptic, and I just didn't have the time as-of late. Still there's a ton of fun packed in here, and for those on the public-facing side of things, it will soon be time to see the 11-foot-8 bridge and it's slightly taller cousin. Supporters get to bask in many more miles of drift-friendly roadways, better AI, and maybe some new spawn points too... if I don't forget to script the spawn points in. NEW
    SPAWN POINTS ARE IN x4 ! Doing graphic preview tiles now for them.
    When more features are well documented, I will put them in *correctly* into the map and support them. Right now with these features as new as they are, I am not in a hurry to use them until they're well tested and fleshed out, not to mention documented. I don't mind spending time to work on stuff, I DO mind peeing up a rope and getting an untimely moistening (as-in me trying to integrate features during their primary test-run, lacking pretty much any documentation).
    Dressed up new valley/water feature area terrain between science building on hill and highway tunnel area. Found a super nasty lump in the road and exterminated it. See pics below for area of more improvement.

    Also, tunnel lacked a way out so one was added and attached to a nearby road for ease of egress

    CORRECTED LOTS OF MISSING AI ROUTES (2nd pic). WOW. MEGA DERP TIME FOR THE BOB!
    AI TESTING CONTINUES!
    Will use SLIMMER tool when I am satisfied with AI testing results. I don't want AI derping up the place after putting in all this work.
    Then uploading, which may take up to 12hrs or more (because my internet still sucks, fiber can't get here soon enough!).
    FPS is all over the place FOR ME, on your PC FPS will be much more stable VS my end, as when I edit it slows way down (think: 12fps or so often, and that's with only my vehicle + physics paused).

    I've probably got 80% of the new AI stuff tested. There's not much left to test but this last 20% can take a while to weed out all the bugs. Keeping an eye out for old bugs, too.
    100% DONE
    Already did a manual clear-cache test to make sure none of the no-textures / no-material stuff would show up busted again, passed that with flying colors / 0 issues.
    The stupid WRONG WAY bug on the old highway just past the island-access interchange has been fixed, but keep in mind the AI still drives badly / mis-aligned on the old black-colored highways. Those black colored highways are from the original days of this map, and hence will be updated and completely blown out / redone in future versions of the map.
    Title card updated. New pictures for new spawns (and the spawns work thus far).
    For extra points I DID keep the aspect ratio correct on the title cards for the new spawns. :)
    Functionally, I will not be making any more changes to this version except to correct bugs or to fix anything the MAP SLIMMER tool does. If fixing map slimmer taboos (if any) takes longer than an hour I'll just upload this tomorrow, but if I can get through it tonight I will start the upload. It's already after 200 hours in the early morning, and I don't want to pull another all-nighter.
    This update is VERY close to getting done (currently testing this here).
     

    Attached Files:

    • Good_as_it_gets.jpg
    #2469 bob.blunderton, Feb 13, 2023
    Last edited: Feb 13, 2023
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  10. bob.blunderton

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    Now Uploading. Words you thought you'd never see I'll bet.
    Ran the map slimmer tool, troubleshooted for an hour, and got a working product out of it.
    6.1x GB down to 3.26 GB. Yes, the file size will be around 2gb less than last time, without having to reduce texture resolution.
    I tried my best to fix issues with the map's AI and other glitches etc. Should be pretty flawless for the most part aside of being unfinished.
    I DID finally figure out how to set-up where the roads go from a two to four-lane divided and the opposite, and am able to repeat this to make it work properly on more locations. I did fix a few of them already.
    I am only able to upload at 60~80kb/s even on my overnight data, on what I believe to be a fairly clear night. So it's going to take most of the rest of this day to finish.
    When it is completed, a supporter beta will be linked for all those on Patreon, and then the contributors will get a link sent to them via private message function. Keep in mind that speeds may be slower during prime time and right after the link is posted. I will put it on my own server when I figure that thing out (why does it have to be so complicated!? It was much much simpler 25 years ago, sadly).
     
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  11. 1M_Funny_Things

    1M_Funny_Things
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    yooo! it's coming out!! thank you so much for making this update! i love this map so much!
     
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  12. DontKnowWhy186

    DontKnowWhy186
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  13. Drummerboy189

    Drummerboy189
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    is it up yet?
     
  14. JoshD

    JoshD
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  15. simsimw

    simsimw
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    when is it releasing public on the repo?
     
  16. 1M_Funny_Things

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    just wait bru
     
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  17. bob.blunderton

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    OK Patreon update is live. 3.26gb
    Contributor update goes out tomorrow sometime (I have to stagger these releases or it'll be very very slow for everyone).
    I didn't wake up until REALLY LATE today (think almost evening), but it was done when I got up.
    Public update is dependent upon how testing comes back and if there's serious bugs or not. Typical time frame from Patreon supporters getting it to when public consumption is good to go is usually 5~10 days IF there's no serious show stopping bugs.

    PBR updating will come when it is implemented AND decides to work, too. Keep in mind this raises VRAM requirements so it is not rushed, as we don't have any way to unload unneeded textures/models from VRAM yet in this game engine. Until this full streaming support is added, I'm not in a hurry to add in yet more VRAM-requiring layers to textures.
    So if you want PBR textures, pest your friendly local staff-member for full streaming support to help unload stale textures and models no-longer needed when VRAM situation gets tight. Not trying to sound mean or anything, but keep in mind I've been walking a fine line with VRAM use for several years now, and wouldn't want to unbalance this tower of cards deliberately anytime soon.
    That stated, you'll likely see PBR terrain in the near-term, possibly sometime this summer, as that shouldn't add too much weight to VRAM use on the map. Map-wide PBR wouldn't be a wise idea on this current game-engine streaming situation, however.

    Just a heads up, my physical condition has been extremely bad lately, and there's about half the days that I can barely walk at all. I almost can't stand up when it comes time to at church, and last night at one point my right leg kept trying to go out from under me when I got up from the computer here.
    This is compounded by the fact that my retired mother in her 70's is having to use a walker because HER knee that she had operated on a month or two back now has more issues, and it's not been much fun around here. In-fact, cleaning up my house last weekend I just-about crippled myself.
    So yeah, when it rains it pours. My knee tendon is tearing due to a bump on the outside of my thigh bone near the knee, causes irritation and thus lack of elasticity as a result when it swells up and gets clots forming, thus the tearing. My mother's issue is that something seems to have chipped or fractured (brittle bones usually, but I'll know more in a few days to a week) near where it was operated on. It seems to be a race to the bottom when it comes to knees around here the last few months, that's for sure!

    So while pity isn't needed, nor requested and definitely never ever required, I just wanted to communicate to y'all how things have been on my end, and this doesn't even involve my back (which, at one point, this weekend, was so bad I couldn't even bend anymore without some serious pain and suffering).
    What's keeping me going? Just happy to be alive. If I wake up with a pulse AND still breathing, that's half the battle over and the other half is usually somewhat easier to control. That and it's almost spring-time. About another month of cool temperatures and then it'll start warming up, and for any sufferer of joint pain, that warming is welcome news.
    HOPEFULLY this diet can let me get some of this weight off so that I can move around a bit easier again. At the point I am at now, I can barely walk enough to take care of my daily needs. I'm not fat - a bit of a pudge maybe - but nowhere near clinically obese - but it's 40~50lbs more than when I was in good shape - mostly due to living out in the sticks (vs the city) where it's not safe to walk along the road / no sidewalks.
     
    #2477 bob.blunderton, Feb 14, 2023
    Last edited: Feb 14, 2023
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  18. bob.blunderton

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    OK, so I am going to send out the contributor beta now. Expect messages shortly (few minutes / half hour) via private message with links to the file. It will NOT make you wait as it's well under the 5gb limit thanks to the awesome Sir who made the Map Slimmer tool - which worked almost flawlessly (probably more flawlessly than my map usually does).
    I am considering sending the link to the staff so they can set up the PUBLIC update in a few days to allow more time for bug reports to come in.
    Currently, the schools have all dismissed at 1300 hours, vs 2:45 like normal due to the tornadic weather that's heading straight for us (WE DO HAVE A FORTIFIED CRAWL SPACE TO SURVIVE IN - IMPORTANT). So if you do pray, maybe say one for us here because I'm not healthy enough to outrun tornadoes anymore. If you don't (pray) I won't fault you one bit - it's not my place to judge after-all, as we're all allowed to do whatever with our lives.
    The last two or three years we almost always get one or two tornadoes in sight range and sometimes close enough to hear each spring. Sometimes we get off lucky though, but honestly I'd rather not see/hear any more of them.
    Enough of my rant - again no pity - but I won't be able to send the update out later to contributors due to weather so I'm sending it now.
    If you are a contributor and you didn't get a copy even though you contributed a model, texture, sounds, scripts etc, you know who to scream at.
    Again The public update should come out Monday-ish if there's no serious issues in this map update.
    I need the time for bug reports to come in so it's not a dumpster fire and also I don't want it staining the reputation of an otherwise (may I say) good project.
    If stuff is messed up I need to know about it. For those who edited the map, you'll need to understand that your changes on the old private supporter/contributor update will override my zipped update - so you'll need to remove those from your levels folder. The old public update won't conflict with this (I guess!) as I changed the file structure and dependencies a year ago to the updated /losinjurus/ folder instead of the old map code-name.
    Also, people who make super-awesome (top 10) mods are also invited to try the contributor beta on the condition that you DO give feedback, advice, comments and questions - e.g. tell me how to make the map better (besides finishing it, which I will do).
    So yea, going to shut the computer down in around and an hour and hope the tornadoes don't show up and redecorate the interior of my home.
    Sorry I don't have any more progress shots but I spent the entire morning since 800 hours driving my now-cripple mother around (because no one else would/can) town to get to doctors and stores etc. No regrets, I would do anything for her as she did for me when I was little or even when I was an adult and needed help (as we all do now and then). My knee is slowly getting less painful, the weight is starting to come off me, but I should have some type of more progress shots this weekend or just after. The contributor / public betas will not have any of these additional changes (short of fixing bugs) shown after today as it's already uploaded.
    My only regret is that I have not put out private and public versions often enough as of the last 12 months or so. This is changing.
    --Cheers!
    Again, for those who don't read my novel-length post, the public update will be available the beginning of next week, as the staff has time to arrange putting it on the server and approve it. I don't have a stable/reliable enough connection to upload it directly from my computer.
    SEND THOSE BUG REPORTS IN PLEASE! VERY MUCH NEED THOSE! Makes the experience in the future better for everyone.
     
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  19. bob.blunderton

    bob.blunderton
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    I am posting this here as-per transparency (of operation) in the project.
    These resource may likely be included in future versions of the map.
    This includes many sets of military base objects from buildings to set dressing. This also includes a modular subway station. You may preview the assets in the following (safe for work) links. I don't believe I can directly link pictures from the site but you may freely look to see what's in-store for the future of Los Injurus.
    SUBWAY bits https://www.unrealengine.com/marketplace/en-US/product/cca-subway-train-terminal
    Military training facility (with interior) https://www.unrealengine.com/marketplace/en-US/product/military-training-facility
    The importance here is that with the interior, interested individuals can build upon the simple walking mode and add other features to it more in-line with FPS or RPG games if they so choose. After-all, this map and it's modular nature is being made to EXPAND the game scope, not just giving 'more of the same' as other maps. You can imitate, or you can innovate - I'd choose the latter with my only enemy being time.
    Background buildings https://www.unrealengine.com/marketplace/en-US/product/urban-background-buildings-vol
    Sandbag walls and security barriers / portals (doors/gates!) https://www.unrealengine.com/marketplace/en-US/product/industrial-vol-2-security-fences-and-barriers
    Security checkpoint (to replace current WCA-based place-holder) https://www.unrealengine.com/marketplace/en-US/product/military-supplies-vol-3-security-checkpoint
    Construction supplies https://www.yarrawah.com/products/construction-props-vol-1
    Plenty more unlisted set dressings, with hundreds of props (now not all will make it in obviously), but long story short, it'll make a big difference in immersion for the player.
    I still have several packs of city buildings (some commercially purchased, some free/contributed, and my own originals) I must finish up on before I get to any of the above stuff.
    Also unlisted, over half a dozen different TANK models come with it. I will be looking into the models and best-case if someone volunteers to make it into a functional J-beamed vehicle, you might finally be able to find a TANK in this game map. I can't J-beam, but I won't directly come out and ask for that type of complicated help either, that'd be something for someone who knows how to do it and who wants a tank. This, to answer a friend's question when she fired up the map and immediately said 'Where's the tank!?'. Despite volunteering to do a J-beam, the person could be rewarded with some Steam game keys from my surplus pile (bundles, stuff that comes with hardware, stuff I'll never have time to play / not interested in and so-forth). Don't we all want a tank when we fire up GTA or something similar?
    Again, I will be including one of the tank models with the map in the resource data if it's not too large, but it would be only a prop.
    With folks using multiplayer mod, a tank battle in this game-engine could be quite entertaining to be honest. I'd really have to look over the models though and see how vehicle-ready the model / models of tank(s) actually is/are.
    Just thought I'd throw this bit out there. Expect the public update to hit early next week as the staff has time to attend to it (I can't do it alone here, again due to my rubbish net connection via satellite). I am in the process of checking out other internet options, which may be more expensive but could allow me to do more despite still often being under the influence of data caps, but again I must be price-conscious here.
    --That's all for right now
    P.S. Those who got ahold of the supporter or contributor beta test file, please report any serious or annoying bugs you find, so that it doesn't end up as a steamy pile / catastrophe when the file goes public. Thank-you!
     
    • Like Like x 8
  20. KiloHotel

    KiloHotel
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    Joined:
    Sep 29, 2012
    Messages:
    404
    Hey I downloaded the supporter version and it wont load, no preview image, and no spawn points show up. Doesn't even load a single file, just hangs.
     
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