WIP Beta released Fairhaven, USA a Need for Speed Most Wanted 2012 Port

Discussion in 'Terrains, Levels, Maps' started by Car_Killer, Jan 21, 2024.

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  1. RedSmokeFZW YT

    RedSmokeFZW YT
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    Well, I'm not saying all those other vehicles that were in it.
    --- Post updated ---
    Speaking of traffic, even if the traffic lights don't exactly do what they should do, shouldn't traffic at least give way?
     
  2. Minecraft!#end

    Minecraft!#end
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    i cant find the download, is it hidden in the comments or what? because i really want this mod
    --- Post updated ---
    wait i found it
     
  3. RedSmokeFZW YT

    RedSmokeFZW YT
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    While hopping back into topic of work on Seacrest, are you basing the plate designs off of the 2020 remaster?

    Also, how will you manage on having police vehicles utilize a special plate?
     

    Attached Files:

    • IMG_4618.png
    • IMG_4619.png
    • Agree Agree x 2
  4. LegThePeg

    LegThePeg
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    You could just make it so the plates have no customizable text, like those showroom plates people make
     
  5. cortlong50

    cortlong50
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    instead of giving you "ideas" and "suggestions" (which, lets be real guys, you are just complaining about tiny details and asking for impossible stuff. just let the modders work or fix it yourselves)

    im just here to say this is insane, and the amount of work this mustve taken is unreal. i never played the original so this is magic to cruise around in and feels like its endless.

    thanks for all the hard work. this is the best city map out, period.
     
    • Agree Agree x 2
    • Like Like x 1
  6. RedSmokeFZW YT

    RedSmokeFZW YT
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    Maybe, but I feel like traffic vehicles shouldn't awkwardly have "ND4SPD" as their registration.
     
    • Agree Agree x 1
  7. RusticTourer3851

    RusticTourer3851
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    Same here, but since the Seacrest license plate is based on California's, I believe it should have the 0AAA000 format.
     
  8. LegThePeg

    LegThePeg
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    I meant for the police exempt plates plates
     
  9. RedSmokeFZW YT

    RedSmokeFZW YT
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    Right
     
  10. RedSmokeFZW YT

    RedSmokeFZW YT
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    So how are things going with Seacrest until it's time to post the thread?
     
  11. RedSmokeFZW YT

    RedSmokeFZW YT
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    I am such a talker, but here's something I'd like to point out on one of these traffic vehicles:

    They never sold the A3 as a 3-door hatch in the United States, and perhaps it should be 5 instead.

    Also, is AgentMooshroom5 the one who's going to be bringing them here, whether it's part of this map or his traffic tool?
     
    #431 RedSmokeFZW YT, May 8, 2024
    Last edited: May 8, 2024
  12. UltraBlack_

    UltraBlack_
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    Hm the map always crashes while loading with 0.32 (both on proton and the linux build). The logs say something about resaving the map file for a new format, but there are zero errors. It just silently crashes half way through the loading process

    This comes at a great loss to me because fairheaven is the best fancy and cruisable map this game has to offer. WCUSA is just too tiny.
     
    #432 UltraBlack_, May 8, 2024
    Last edited: May 8, 2024
  13. Xenith Xenaku

    Xenith Xenaku
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    I get this:

    1365.97693|E|GameEngineLua:Exception| [string "lua/ge/extensions/core/cameraModes/crash.lua"]:44: attempt to index local 'data' (a nil value)
    =============== Stack Traceback >> START >>
    (1) metamethod C function '__index'
    (2) Lua method 'setCustomData' at line 44 of chunk 'lua/ge/extensions/core/cameraModes/crash.lua'
    Local variables:
    self = table: 0x0294b699f240 {hitPoint:vec3(1884.307709,-1720.389591,24.77790192), camOffset:vec3(-0.253170175,1.839357273,5) (more...)}
    data = nil
    (*temporary) = C function: builtin#6
    (*temporary) = table: 0x0294a3b99508 {1:table: 0x0294a3b99bb8, 2:table: 0x029480c63748, 3:table: 0x0294a9a423e0 (more...)}
    (*temporary) = number: 37
    (*temporary) = number: 37
    (*temporary) = table: 0x0294a3c91da8 {enabled:true, name:crash}
    (*temporary) = boolean: true
    (*temporary) = number: 1.40203e-311
    (*temporary) = table: 0x02948cb63e60 {focusedCamName:crash, cameras:table: 0x029480027018}
    (*temporary) = number: 37
    (*temporary) = boolean: true
    (*temporary) = table: 0x0294a3c91da8 {enabled:true, name:crash}
    (*temporary) = string: "attempt to index local 'data' (a nil value)"
    (3) Lua upvalue 'setVehicleCameraByName' at line 368 of chunk 'lua/ge/extensions/core/camera.lua'
    Local variables:
    player = number: 0
    name = string: "crash"
    withTransition = nil
    customData = nil
    veh = thePlayer
    vid = number: 82983
    vdata = table: 0x02948cb63e60 {focusedCamName:crash, cameras:table: 0x029480027018}
    res = boolean: true
    (4) Lua upvalue 'set' at line 398 of chunk 'lua/ge/extensions/core/camera.lua'
    Local variables:
    camName = string: "crash"
    withTransition = nil
    customData = nil
    player = number: 0
    (5) Lua field 'setByName' at line 416 of chunk 'lua/ge/extensions/core/camera.lua'
    Local variables:
    arg = table: 0x029510ec34b0 {1:0, 2:crash}
    player = number: 0
    camName = string: "crash"
    withTransition = nil
    customData = nil
    isGlobal = nil
    (6) Lua field 'getCrashCinematic' at line 60 of chunk 'levels/fairhaven/lua/crashCinematic.lua'
    Local variables:
    dtReal = number: 0.0315179
    veh = number: 82983
    obj = thePlayer
    currentDamage = number: 0
    damageDiff = number: -310282
    speed = number: 1.86935e-05
    (7) Lua local 'func' at line 1029 of chunk 'levels/fairhaven/lua/renderImgui.lua'
    Local variables:
    dtReal = number: 0.0315179
    dont_showUI = boolean: true
    (8) Lua field 'hook' at line 699 of chunk 'lua/common/extensions.lua'
    Local variables:
    funcName = string: "onUpdate"
    funcList = table: 0x02948c6d4e48 {1:function: 0x029480fef0b8, 2:function: 0x02949ec4a2d0, 3:function: 0x0294a3bb0c50 (more...)}
    (for generator) = C function: builtin#6
    (for state) = table: 0x02948c6d4e48 {1:function: 0x029480fef0b8, 2:function: 0x02949ec4a2d0, 3:function: 0x0294a3bb0c50 (more...)}
    (for control) = number: 4
    _ = number: 4
    func = Lua function '?' (defined at line 991 of chunk levels/fairhaven/lua/renderImgui.lua)
    (9) Lua function 'update' at file '/lua/ge/main.lua:519' (best guess)
    Local variables:
    dtReal = number: 0.0315179
    dtSim = number: 0
    dtRaw = number: 0.0297288
    --------------- << END <<

    Don't tell me to uninstall and reinstall, because I won't.

    SPECS:
    CPU:
    Intel Core i7-8700
    GPU: NVIDIA GeForce RTX 2060 SUPER
    RAM: 32 GB (+128GB Pagefile)
     
  14. RedSmokeFZW YT

    RedSmokeFZW YT
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    Any new news on this or SC?
     
  15. VolvoB10M

    VolvoB10M
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    I installed this but it does not show up in the game, how do I get it to work?
     
  16. limapalon

    limapalon
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    44
    Make sure you're dropping the .zip in a directory that looks somewhat like this "(BeamNG User Folder)\(Current version)\mods". Don't drop it in the "repo" folder. One of my friends had that issue with the map that way.
     
  17. speedracerz1

    speedracerz1
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    The start says camera in it... do you have the new crash camera on? That might be causing the problem.
     
  18. Shadowracer345

    Shadowracer345
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    Feb 11, 2018
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    84
    I know it's off-topic, but I saw that you're also working on Paradise City and Seacrest County. I kind of see a trend that more and more modern and more detailed maps of other games are being modded into BeamNG and I was thinking would it theoretically be possible to bring the map of The Crew (or TDU) into BeamNG from a performance standpoint, because not only would that be incredible to play on, but it would also revive a dead game!
     
  19. RedSmokeFZW YT

    RedSmokeFZW YT
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    The Crew's map would be too massive for this engine to try and run it
     
    • Agree Agree x 3
  20. Andryusha

    Andryusha
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    Jan 28, 2020
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    678
    As cool as it would be, TDU map might be too large.
    TDU 1 Oahu map size is 1545km² and TDU 2 which added Ibiza island had a combined map size of 2116.6km²
    For comparison, biggest maps in BeamNG tend to be 4x4=16 km²



    It's probably because BeamNG loads all the map resources at once while TDU had a more optimized system in place.
    I mean their 1500km² map worked fine on weak 2006 hardware somehow.
     
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