They look quite nasty, but are easily fixed. Spoiler: DIY fix Find desert_yellow groundcover, click open Types [0], open the UV editor (the viewfinder icon on the billboardUVs line). Resize the image a bit as shown, click ok, and save the map. The reservoir at the dam is just 10 m deep from surface, and you can drive at the bottom if you accidentally fall in. There's a huge leftover drain in the ocean, causing ghostly LOD visions. Terrain hole and flying grass. Derailing spot Wrinkled decals Good luck and state of health with this giant project.
Thanks for the support! I’m still not done, theses aliexpress LEDs are a pain to solder. I’ve tried like 5 times on the same strip, and I can’t get it working quite right. I’m still a rookie at it, but I’d figured I would be able to do it, because I had already successfully soldered the little jumper cables to an other strip on my setup, but the time it takes is just ridiculous. I’ve been working on this project since Monday, but with the little time I have, it’s just too hard. I bought some cheap solder-less connectors for the LEDs to finally finish this mess. anyways, congratulations for the update! I’m super hyped to try it out (when I can) but at the moment, everything is on my floor. Even then, I’m not so quite sure I could run it on my half a decade old PC. The little 3.5 gb GTX 970 is starting to slow down a bit at 1080p high, and since I’ve now got a giant 4K monitor, it doesn’t look the best. I’m currently in the process of saving for an RTX 3060 (for that 12 GB vram) i5 13500 PC to enjoy high settings 4K at 60 frames/second. I’m not so sure if I should go for the RTX 4060-4050 when those come out, but judging from the leaks, it seems like they’ll only have 8GB of memory. Again, congrats on the update, and good luck with your health mate!
My RTX 2060 6gb runs this map well with graphics settings (even texture quality) maxed out. Without AI I'm getting a minimum of 45fps and with few AI cars it's about 30-35fps. Vram doesn't even seem to be completely maxed out as it's hovering at around 5.8gb of allocation.
Haven't noticed any stutters personally on 5900x+10gb 3080+32gb ram. (Or even vram running out.. allocation/reserving =/= actual usage)
Best solution is to turn off your computer at night anyway. Those things consume a lot of power, even in standby probably more than all other devices in your house in standby. And all that electrcity is converted into heat YES yes yes I thought I know this map perfectly, with the update I spawned and got lost immediatly, so thumbs up for that, lol Also my 3GB GPU is still able to run it at up to 60 fps, only area where I have major lag (down to below 5-10 fps) is the ventilated cut and cover tunnel at the airport area Since this is a very complex mesh that only exists twice on the map I wonder if it would run better as a regular object with a simplified collision mesh instead of forest object
Hello Author, I have a question. if it's not difficult for you, could you explain, how do i get material from the drag racing track, on the map "West Coast, USA" , so that i can use it in the tool "Terrain Tools". It is also not clear to me what tool is used to mark the road, because the "Mesh Road Editor/Decal Road Editor" tools do not have these decals at all. Thank you in advance.
Just saw the update and decided to try the subway, but I came across a part where there was no track at a bridge. I can probably just copy the other bridge over to that track. Just letting you know.
every time i try to download the city, the download process gets cut off last second. is this due to cache or an old version?
That happened to me, but it worked on the second try. Maybe because it's such a big file. Try unsubscribing then reinstalling it, then watch it in the download tab. That's what worked for me.
Love the map, just I don't play it because my PC almost explodes even when I'm in normal graphics. But anyway, it's a really nice map! Good job!
VRAM use on medium is somewhere around or about 4gb of use (max, IIRC). Use Lowest, if it boots the map up and runs alright, switch over to low and restart, and if it works keep it on low while running the map (if not, go back to lowest). Thank-you for the kind words. If you have an existing copy of the map, it may have a non-administrator permission issue or other bug that prevents it from overwriting the file. This should be filed under bugs with the game in regards to using/installing mods. The 11-foot-8 (and it's slightly higher neighbor a block away) is only a single lane. I don't have single-track rails right yet so I only had one rail at a time for the train bridge. The other rail will go under the ground and there will be sections of single track there. You can shift+drag to create a copy of the 11-foot-8 bridge, or shift+rotate while also holding ALT to do fixed rotational angles (to do a perfect 180) and have it look like it was meant to be like that. There should be a decal editor for things like that, though tire skids are usually done with decal roads overlaid upon the asphalt. Terrain materials only are good for small 1~3 meter sized repeating squares. There's the decal ROAD editor, which we all know makes great roads, but there's also a regular DECAL editor, where you can display single sections of graphics (by coordinate data of the graphic) or the entire graphic on a given spot on the terrain/a mesh object, such as pot-holes or patches, or other things like grunge/filth running down building walls. Look up actual in-game maps for use of decals (again, not decal roads). Not worried about my power consumption of the PC, it has low-power modes, and I knock off the turbo in the summer if I do lots of editing during that time to keep it from getting toasty in here (turbo on cpu/gpu). Plus that sound is like white noise (it's not really loud unless it's the first 5 seconds after I turn it on or so), it makes it easier to sleep. During the winter time, the heat this puts off is less work the central heating has to do, so it's not a total loss - again in the summer this is not valuable however and does work against me. The reason your PC lags around the tunnel isn't the collision mesh (which is custom and I made it manually, it's very optimized in that regard as are most of the meshes I made for this map). The tunnel is heavy in weight in MB size, causing the GPU to exceed 3gb of VRAM. There's not much I can do there, but I can tell you I knocked down a TON of on-disk weight (vram weight too) since I purchased that tunnel as an asset. It took me over two weeks (or at-least 10~12+ days) to work on this model and make LOD's (and split it up, it was 3.5~4gb before I simplified it and optimized it size-wise by making it modular). There should be NO meshes whatever that use collision mesh that causes lag in this map anywhere vs what it 'should' be - because it already is what it should be - optimized and simple. Buildings with in-set windows (some of them) don't even have specific collision that accounts for the window being ~6 inches (about 15cm) in-set from the brick or other material that makes up the wall as it's often not necessary 99.9% of the time. Basically, this keeps collisions fast especially when a lot of vehicles are in play and / or hitting said object. The water being too shallow - oops. That's definitely me being an idiot and forgetting about that. I guess I just never fell in there yet! Derailing spot, will look into that. Wrinkled decals, that area will be massively re-done like the coastal highway (route 1?) in California, so please put up with it for the moment (though I will try to resolve it if I don't update it right away). Terrain holes and flying grass, yeah that's me being an idiot again. Will fix! Drain the ocean? That's no drain pipe, that's a curve-making-tool Well it is a giant drain pipe, because it's round and I didn't have many round objects with that many sides, but is very handy for laying out consistent corners for roads - especially faster ones where they have to be consistent. So I place that where I'm working - and lay-out the road corner along the outside edge of it for a nice consistent corner every time (provided nodes are evenly spaced). It saves time and makes a more professional finished product in less time - unless I leave it sticking out of the ocean, DERP. Rx 6700 12gb or 3060 12gb. Be aware the 6750 12gb is almost the same but has slightly higher clocks internally, and the 3060 also has other versions that are only 8gb - go figure. Those are the two cheapest cards with the most VRAM unless you go on the used part hunting pastime - where you might get more - or a lot less - for your money. Up to you. Definitely don't run 4k as the 970 doesn't really have the horsepower these days to do that except on older games and the desktop (or mobile/console ports from last-gen consoles). Go with AM4, decent DDR4 memory, and a 5700x/5700 or 5800x3D (the last one, the x3D part, is AM4's holy grail of performance, keeping up easily with intel 12th and some 13th gen and some of AMD's newest non-x3d processors). That's best for the budget. Most any 30~40$ CPU cooler should be fine, too, provided there's enough mass to it. Don't need a super fancy motherboard, just one that will support that chip out of the box, or one that has 'bios flashback' which does not need a supported (or any) CPU installed to flash the bios to support a more recent (x3D) CPU. You can avoid this by buying a used board and CPU combo. That is the best bang-for-buck system and what I would build on a tight budget. Doesn't need super-mega cooling or humongous power supply / monster-sized case either. So it's win-win. That is because the driver is able to handle streaming things in and out if the game fails to do so, but this isn't good enough to rely on as a content creator. It's nice when it works, though, but the streaming support is best left to the game engine. Nvidia's streaming support efficiency is better than AMD's right now. For best driving, set your settings so you can maintain 45fps in most all scenarios, as that reduces input lag and helps you steer better and not over-steer as easily. Good point. I generally go off reserved VRAM as there's USUALLY a reason for it being reserved, but it's not ever set in stone and can be a bit higher than actually required amounts of VRAM. Thanks to the last two posters for some performance metrics. I appreciate and need this info so I can better guide others.
How do I add this to my server in the config? I put "LosInjurus" and it takes forever to load. I have a monster of a PC, and it used to work just fine previous update. Cleared cache and everything too....
You just put it into your mod folder it works fine for me I've had no issues. And that's cool that your PC is a monster. Do you have to feed it?
Example PC config: 3000-series Ryzen (ZEN 2) processor, 3000mhz memory, Samsung 970 Evo NVME SSD or Crucial NVME SSD (doesn't much matter provided it's NVME SSD or Sata SSD), 8GB recent / semi-recent GPU Loading time ~3 minutes average, some systems could take up to 5 minutes (but it shouldn't unless the PC is portable or rather old). Subsequent loading times 45~75 seconds (approx, I didn't time it precisely, but it does not take much longer than a minute) Most of the time loading is creating shaders, creating compressed (CDAE) cached versions of the model (DAE) files, creating billboard sprites for buildings or other models that call for such, and converting any PNG format files into compressed direct-x-native graphics DDS format and saving them to disk. Of-course loading said models, graphics, sounds and scripting into RAM and VRAM from disk comes after, the physics engine is started along with game LUA script and things like the UI, and then the map pops up. If this is the second time this map has been loaded, and there's already compressed versions of models and correct DDS graphics, the map will load much faster. The creation of these things is only done the first time a map calls to load any object or texture that the engine deems needing work (converting into compressed stuff). This is what speeds up subsequent loading times and also why you should clear cache if assets change between map loads (only if you edit or update the map). If the game updates via Steam or store of choice, the first-load algorithm will be run again for any uncompressed assets just as it initially did before, unless said assets are distributed with the map (I try to keep this to a minimum, as during game development this can invite more issues when the game itself updates). TL-DR: Game loads map 1st time, 2~5 minutes; subsequent map loads, usually around a minute maybe faster. You may have an issue with RAM, so keep an eye on your free memory amounts on your system, and make sure you aren't using it all up. Also, make sure your GPU has been accounted for when setting texture detail. Cards with 11GB or less VRAM should use MEDIUM textures - but not all cards or drivers for that matter are created equal. What works for one may not work for another. Also, something else I thought of: So entirely, also make sure you've run CHKDSK /F C: from an administrator command line lately, especially if you've had power failures or the system has crashed/locked up at some point in the recent past. This will improve disk performance massively (well, after it asks you to restart and then does the work, which should take a few minutes at most for any solid state drive), especially with regards to write operations. This command assumes Microsoft Windows is installed to your C: drive, so if it is not, please replace C with the appropriate drive letter. When you type it in and hit enter, it will ask you if you want to do so at the next boot-up, press Y and hit enter, then close out the command window. Save all your work, restart, and that should get you off to the races. If performance still isn't up to speed, there may be another issue at play, or it could be the fact that 99% of the stuff in the map zip file is actually used VS the 75~80% of the stuff used on the old version. I used the map-shrink tool on this version that discards the unused assets, so you can make a solid public release without all the fluff. As a result, the map is almost 50% smaller than the map otherwise would be without using the tool (over 6gb). If you haven't resolved the issue, get back to me with your computer configuration, hardware, and any meaningful details about the computer and/or issue at hand. I am here to help, I've just been a bit busy. If I've been quiet for days, it's because of real-life issues & will fill in more on those later (but I am alright! no worries). There seem to be a number of bugs with the map, that while they don't affect game-play too terribly, I will try to address in the near future (next week? the week following maybe?). They are more or less immersion-breaking issues and I'd like to make sure these are fixed before the next release. Just listing this so that folks know that if after a few weeks or whatever the time-frame, they see a new possibly public update, they'll know what it's for / why / what to expect. --That's all for right now. --- Post updated --- I will make sure you're added* to the private beta list/mailer, if you're not already on the Patreon. These bugs were clearly reported, described, and a standing ovation to you Sir. I can easily find/fix these with this info. I know I may have sent a 'thank-you' in my last reply, but this my work a whole lot simpler (and I need that!). *This is a mailer on this site, you'll get a notification within 2~3 days after when Patreon folks and other supporters get access (as of-course the Patreons get it first, I'd get hung up in town square if they didn't, but besides that it staggers load on my backup hosting so you/others don't take 65535 days to download it). I will have better hosting (I already do) when I get better internet and actually manage to figure out how the CENSORED to get a login and upload the actual file to my hosting provider ugh. I still haven't figured it out 8 months later. Got hosting and have absolutely no clue what the ftp server info is for it, have to get in-touch with staff on the hosting provider about it (I got a cheap promo rate for a few bucks a month if I paid a year up-front).
PUBLIC SERVICE ANNOUNCEMENT! End of this week I am getting better internet installed. HOWEVER, if something goes wrong, I might be without internet for a week or two. I am just posting this so folks know I'm not dead or using the big editor in the sky. If it works as planned there shouldn't be much downtime, regardless, it's a possibility! What does this mean? It means it's easier to publish map updates when it doesn't take 12~24 hours to upload the map (which also would brick my internet for the entire time), and no more data caps either so updates could be more frequent. Plus, I can acquire map resources (both free and purchased/licensed) a lot faster and more consistently when I don't have to worry about bandwidth or data cap issues always hanging overhead. Also, please help support the map financially if possible, as I'm trying to scratch together some funding to replace my 8GB GPU and hence not have to edit the map at 11~12fps anymore (this is with medium texture settings!). I've had this graphics board for about 3.5 years (12/2019), bought between crypto-crazy waves when prices were somewhat decent. This is not a want, this is a need, as it lets me keep the game open and the modeling software open at the same time (which I need to make sure models line-up with the terrain and so-forth, helps me catch those pesky texture or poly-normal bugs like the kind that makes black chunks on buildings when they shouldn't be there). Granted, I pay out of pocket for these expenses* normally when possible, but right now that's anything but possible. *I've saved up around half of what I need for a professional-level card, though I could get a consumer card if it needed to be the case. I am looking for better drivers on the professional cards to help stave off buggy-driver issues that have plagued past cards I've had. I do however want to avoid purchasing a card with only 12gb of VRAM as that's 'just barely enough' for several new games (thus, I'd barely have caught up, and considering I'm using currently releasing games to scale VRAM weight in my own map, this is a bad idea and would leave me in the same place I started). I may however upgrade the screens I use to better ones and just spend less on the GPU (though still getting what I need, which is more VRAM), so not 100% sure yet on what I will do here. Our smaller dog started** having seizures a week ago. That was 400$ ~ 500$ outright. The riding mower is busted, which may get rather expensive. Car needs a few hundred in maintenance (unavoidable, like death and taxes, it's needed this for a WHILE). Best part? My retired mother had a 2nd knee operation and I've been waiting on her for the last 5 or 6 days, and will likely have to keep doing so for another several days to a week, as she needs to stay off her leg and heal a while (which I don't mind doing, I would do anything for her even if it somewhat/almost cripples me in the process). As always, I need to do some home repairs but I've already budgeted that in (that's a must-do and will not wait). Thankfully I'm able to move around enough these days (or just barely) to pickup/drop-off my niece from school while my retired mother is laid up (she lives with us, to give her a safe drug-free home environment conducive to growing up without severe mental issues/trauma). **Luckily I recognized the seizures about 2~3 seconds after it started, and we rushed the dog to the vet. Poor thing. Keeping an eye on it for now. I don't mean to pour my heart out, but I've been getting a lot thrown my way right now, so that's why I've been quiet. It's just now that I've had a moment to type this all up. Map progress will resume *soon* as I get caught up here (before the end of the month I reckon), but I will also be working on bringing Roane County up to par, so that it works better with recent game updates and without graphical glitches (or other major issues). I do wish everyone the best though, and despite being busy with other things, I really do miss working on the map project daily here. So rest assured progress won't be dormant/stymied for long, not after I figure out what to do with my foot-tall grass. As always, if anyone finds any more unreported bugs (in the last two pages there are several reported bugs), post them here so that the next release can be that much better! --That is all!
I've got gigabit internet now. It should provide considerably better times on uploads from here on out, or at-least as much as the server on the other end is good for. No more spending a half day, even 24 hours or more, uploading the map. Plus when I'm uploading I'll still be able to do some other things, too. Plus this is a fair bit cheaper, at half the cost of the previous internet. So no worries about me being quiet for too long / without internet.