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

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

  1. LoganPlayz1907

    LoganPlayz1907
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    I am curious, have you updated Roanne county yet? Did they finally add Tiled Texturing or whatever its called?
     
  2. bob.blunderton

    bob.blunderton
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    Thanks so much. Hearing things like this makes the well-beyond-10,000-hours project, that I've spent many years on, so worth it. I can only hope people enjoy exploring / fooling around Los Injurus at-least or even more than I enjoyed making it.
    So, you'll have more stuff to love coming up very soon. I will fast-track a public repo update if this is bug-free enough, but it could be around a week or 10 days until this hits for public consumption.
    As always, supporters / Patreon folks will get it this weekend (there's got to be some benefit from funding/supporting this project, right?).
    So I'm entirely thrilled folks STILL find this fun. I like to think it really shows off just what this 'game' or simulator can do, and what you can do with all that opportunity.


    Release time is as follows for this up-coming beta -
    Supporters: Tomorrow night (USA TIME) or Saturday depending on the time zone.
    All others: Public version will be online whenever the stuff on the site can put it on after 5~8 days of SUCCESSFUL beta-testing for supporters (to make sure nothing crazy is going on)
    . The staff is doing something to the back-end of this site currently so it could be a few days further out than that. Saw a message to that end the other day that said 'mod submissions temporarily out of service', but that's just temporary. I just brought that up as I'd like to be totally transparent here.
    Thank-you for the kind words as always. This side of the map did need a lot of attention, for sure.


    Two days of work later:
    This thing is finally not typing constantly in bold and leaving me thus clueless (it would usually post OK but I couldn't preview the word formatting effectively here at all, thus this is ratified now).
    Got about half the left-side dam parking lot done. A lot of dam work went into this, a good 8 hours worth if not more. It's not such a dam mess anymore. Okay, I'll hold back with the washed-up comedian impressions now before people throw newspapers and rotten fruit at me...
    But still, corny word puns aside, A LOT of stuff went in over the past few days.

    Placed a ton of signs on the most recently re-done part of highway

    Lots and lots more signs added to the area and dressed up the terrain some more near the highway. There's still more I need to put in, but the most important ones are in. This most recently done section of highway is also a 60 or 50mph area, with the tunnel, hard turns / general winding nature and lesser sight-lines (more blind corners VS other sections of highway due to hills/curves/grade of highway). The speed limits on the highway only step by 10mph increments per half-mile or mile of travel, so it should give you plenty of time to prepare/adjust your speed accordingly, as in the real-world.
    Long story short, there's been about 20 hours of work since I last posted. Ouch. Almost there.
    Will get done what I can tomorrow, and upload it in the late evening, and reduce the file size a bit (might take an hour or two). When it's done uploading, I'll post it right-away for supporters to download. If things go alright or even better, it'll go to the public servers 7~10 days following the supporter beta. If not, we'll have to run another beta round to see if bugs are fixed before this hits public servers (this would be weekly).
    That said, I hold good hope that it should work out decently enough, as I've been testing the heck out of this with 40-vehicle loads of traffic which can cause all sorts of strange (or funny) things to happen.
    --That is all.
    -The Bob.
     
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  3. bob.blunderton

    bob.blunderton
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    Tiled terrain is what you're wanting to mention. I WISH they had added it already, but they haven't.
    I have NOT updated Roane County yet. I have to talk to the devs and ask if textures are pretty much what they're going to be in the release final 1.0 of the game, and if so, I will update it. I don't want to have to re-do it AGAIN.
    Roane County looks pretty terrible right now in all honesty. I really have to fix that.



    So the second half of the left-side lot is done now.
    Have to fix the no-texture on the cypress trees (very tall skinny things usually in rows) and fix the roof texture on the original concept houses being strangely translucent. FIXED.
    Need to remove 30mb from somewhere in this so it will be below 5GB... Will get it figured out.
    Must do AI tests for a few hours to make sure this thing decides to work.
    AI might be strange between the dam and the bridge to the island base/air-strip in regards to only the middle lane of the highway. This is due to 3-lanes per-side on a one-way road not working properly, due to an in-game bug with the AI traffic routines.
    Will try to get a working spawn-point in for the dam.
    Click the overview below to see the highlighted area that is where all the changes are.
    --That is all.
    -The Bob
     

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    #2923 bob.blunderton, Aug 16, 2024
    Last edited: Aug 17, 2024
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  4. bob.blunderton

    bob.blunderton
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    Added missing pair of on/off-ramps to the highway where they were missing since I put the other two in this spring near to the new area.
    ONLY AI TESTING REMAINS!
    I hope...

    OH NO! AHHHHHHH!!!!

    The Bob is not responsible if the AI does THIS, no matter how much he tries to make it work (cars going wrong way, cars hooning and doing loops on the lawn, stopping for no reason, etc). THE AI IS ON DRUGS!
    Yes, I have a debug layer on to show routing. Lord save us all.
    ...and the red van just backed into the ocean...
    Well it should provide some comic relief if anything.


    Other portions of the area work much better, like this on/off-ramp pair I added tonight (since I DID have time). There's supposed to be a small town here on the right, but it doesn't seem to be here yet. Maybe it's on vacation. However, these ramps make it super-convenient to run loops on the new highway and test it better.
    Lots and lots of testing later, most all the AI is working. found some missing spots (OOPS) and fixed those. Fixed a lot of issues with the ends of the AI paths not working as they should.
    New spawn point works. Will finish my AI tests soon.
    Will be uploading within the hour, will try and post this tonight provided I don't have to mess around with the ZIP file size much (I shouldn't as there were 130mb of bridges that didn't need to exist, those were rubbish versions when I ran into texture issues when importing into the game).
    4.98 GB! Hopefully no orange textures now, with ones fixed and hopefully I didn't delete any of the ones I need! Going to have to buy a MEGA subscription so future versions don't make you wait for downloads over 5GB.
    --That is all.
    -The Bob.
     
    #2924 bob.blunderton, Aug 17, 2024
    Last edited: Aug 17, 2024
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  5. Memersand694

    Memersand694
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    Hey I also got one more question Bob. You know that east to west freeway that you built that goes through western downtown of Los Injurus, (The one that abruptly ends right before the lake in the middle of the map) Do you have any plans to extend that freeway it across the lake and possibly have it link up with that highway interchange just north of the main downtown of the city? Cause it would make getting across the map east to west and vice versa much shorter. Just a suggestion if your wondering.

    P.S, Also love the pictures of the new updated freeway that you showed in your reply to my previous post. As always keep up the great work man. :)
     
  6. bob.blunderton

    bob.blunderton
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    If you mean near the SPRAWL MART / dirt track area, there might be something I can link up to eventually. Might not be right away but I do feel it needs something.
    Also, thanks!
     
  7. Memersand694

    Memersand694
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    upload_2024-8-17_0-14-8.jpeg

    This is the highway im exactly talking about.
     
  8. bob.blunderton

    bob.blunderton
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    Ah okay that one. That one's going to T-off into an underground expressway that runs along the shore serving the tall buildings in that area. I don't plan on running that across the lake at the current time. It'd be nice but the current layout gives good reason to explore the surface roads or use the existing freeways in the area, and making a bridge like that would be a traffic planner's career suicide.
    Next projects will be split between three areas:
    *The area of downtown that has the raised railway, this gets a lot of older and dilapidated structures.
    *The area of new coastline made in the highlighted areas of the over-view shot above on post #2923 (three or four posts back, should be on same page so scroll up), this needs buildings and more development and gets it's own small bridge set over to the island military base for access to on-base housing. You can see some of this with the current release coming out now for supporters as the bridge pillars (But for now no bridge) are already in place showing where the bridge will be.
    *The area just mentioned with the unfinished mostly-below-grade freeway, which goes underground and will serve the area's taller buildings with frequent ramps to access surface level destinations and also lower-level building service entrances (think: Chicago's Lower Wacker Drive). That's going to be a major time-sink but will really shine if I get it right.


    SLEEP LATE LOSE WEIGHT!!!
    Wait, no, not that, not that again. But almost as worth of getting up for... or maybe even better.
    For supporters, the new version of Los Injurus has been released via Patreon. So for those who want to check it out, it's up and live right now and 4.98GB.
    For those not on the project Patreon, consider joining, even if you can't swing 10 bucks a month for yet-another-monthly-subscription, even a dollar or two is fine and should still give you access to Los Injurus early preview and any preview releases up to 10 days before the public gets it. Plus it helps make the release a little better for the public with more people checking it out, before this buggy disaster of pile-up proportions before it gets out on this server here, and as an added bonus maybe the staff will lower the ARGH!-factor when dealing with me (joking on that last bit; they don't hate me out of some miracle, but they certainly should have plenty of reason to by now).
    Next week, if bug reporting is not too crazy, and no major show-stoppers are discovered, I will submit this release to this website staff for authorization, and update the public repo.

    REGARDLESS, to those who have access to the preview build of Los Injurus:

    Send in those bug reports, I NEED those. Even if it seems stupid.
    Test the AI if you have a mega-core processor with 8+ cores, load it up and see what it does. Be wary that 8GB or more of RAM use is common when running up to two-dozen vehicles and may even want more if you spawn more AI. For reference, a 3950x at stock settings can run 40 vehicles successfully. My CPU is about 5 years old, so yours may be better (this still does what I need, will keep this machine for another year or two at-least provided it keeps fighting the good fight and not me).


    Read only for performance and upgrade tips:
    Vulkan renderer is less stable (or so say the devs) but works around the single-threaded draw-call bottleneck that Los Injurus sometimes hits (especially near the default spawn), increasing the FPS over the directX 11 default mode. So yeah, use Vulkan if you can; if not that's fine as it should still go 60fps on a half-decent (desktop!) 4ghz machine that's a few years old.
    Lower model detail is not recommended, but if it gets choppy suddenly lowering texture detail CAN help. This will use about 2x what the stock game normally would when it comes to VRAM use.
    2GB GPU is a minimum, a BARE MINIMUM. Seriously. There's 10gb of data in this file. Use LOW texture detail on 2GB, Medium for 4~6GB GPU, and for HIGH texture detail you need a 10~12GB GPU at a minimum. With 20 vehicles in Los Injurus, and the web browser open, I'm using roughly 16GB of my 24GB GPU (yay for cheap used GPU!) on high detail (and not just with the game itself). That said a used RX 6800 with 16GB is rather cheap on the used market, and rather capable if you're not nuts-over-ray-tracing performance (they're capable enough but not GREAT), and should provide plenty of raster performance and have enough video memory for all today's top games' best texture settings. Failing that, a 12GB 6700XT is a great deal new or used, but be aware NEW stock is getting thin, so you may be forced onto the used market here. A 3060 12GB is also a good deal for what it is, though first-party vendor's unit production has dwindled on this model recently, also to my best knowledge.
    If you must go for a 4, 6, or 8gb GPU, don't spend much, and certainly don't spend over 250$ for it, as for 200~300$ you can score a used 12~16GB GPU almost any day of the week and in good number. Do not worry if it is AMD or Nvidia, both drivers are equally as reliable in all my testing.
    Prices in USD $. Might be even cheaper than I mention.
    If you have older than a Ryzen 3000 series, consider dropping in a used CPU (after doing a BIOS update) if your machine allows for such (AM4 does, it's STILL getting new CPUs, such as the 5800XT and the up-coming cheap 5500x3D 6-core chip). A 5700x3D is around 200$ USD and provides GREAT performance and can double the FPS you get in most games if you're on an older Ryzen 2600 for example, and is within 3~8% of whatever the 5800x3D can do. It can give you almost the same performance as AM5 can right now, for a mere FRACTION of the cost.
    For users with INTEL PROCESSORS 13th or 14th generation, please make sure you get the BIOS update. SERIOUSLY, if you don't, your CPU can fail if it has not already.
    Older BIOS versions for intel 13000/14000 processor series was sending too much voltage to the CPU, slowly burning it out like a bad overclock. This affects 65w i5 and above desktop processors, including all K-series, KF, KS, and F series chips from i5/i7/i9 and similar. 12th generation is NOT affected. Lower-end models are carry-overs from the 12th generation and thus NOT affected. Higher end 13000/14000-based gaming laptops should also seek BIOS updates if available. This won't do much negative effect to your performance but should keep the CPU in better condition. Intel has extended the factory warranty on boxed (and tray???) processors by two years in addition to the factory warranty that's listed on the product packaging. Users of these processors who experience crashes can try limiting voltage to 1.3~1.35v and below, and manually capping boost clocks to 5.2ghz, and also keep the processor as cool as possible as this helps prolong CPU (and motherboard) life-span. If this does not fix it, or lowering speed this much is unacceptable, consider putting in for an RMA on your CPU through intel's website. 1.4 volts and higher can start to degrade the CPU to the point where it will fail within it's usable service life window, and voltage over 1.5v can and will make it fail within the first 12~18 months or sooner. Some users on older BIOS versions have seen well over 1.6v and into the 1.7~1.8v range on occasion - NOT GOOD.
    So make sure you check out what voltage your CPU is getting and cut back on the volts & max wattage the CPU is permitted to run at, if you're using an LGA-1700 intel CPU of the last two generations. If you're on AM4/AM5 or have a 12th-gen intel CPU or older, you're fine and this does NOT pertain to you!
    Users who built their own gaming machine > see website of your motherboard vendor for 0x129 or newer micro-code update posted this month (august 2024).
    Users who bought a pre-built > see website of pre-built manufacturer if major brand, otherwise send them an email asking for a link to the site of whoever made your motherboard (if you don't know already). Otherwise, see the site of motherboard vendor like above.
    Laptop users and all-in-one machines > this might not affect you as these chips are lower wattage, however the higher-end chips should still get the BIOS update as we don't know this early if this affect translates fully over to laptop chips or not.
    Budget machine users > this probably does NOT affect you, you lucked out! Being cheap/frugal sometimes has it's perks in life :) YOU ARE WINNAR!
    For RAM, 16GB is a BARE minimum, if you don't have 16GB then buy a 32GB kit as they're under 100$ USD now when I last saw, you'll likely be set for the life of the machine. If you know what you're doing, you can even match the kit already in the machine (if you have free slots yet) and save some money doing so, especially if buying used RAM. 16GB will still do fine if you're on a budget, still in college, or don't work full time currently, and should be just fine even with a bunch of AI scooting about Los Injurus roads - just make sure you close that pig of a web browser (or at-least re-start the browser) first.


    I may end up in the hospital next week, as something has gone seriously wrong inside of me and I don't know what it is other than it's REALLY painful. Who knows what. It's a new pain, started Sunday-Monday. Not going to die from it, but I might be MIA for a few days to a week if something needs to be done pronto about it. Do not worry too much about me, I will likely be fine (give or take a surgery or lots of medical-grade duct tape), but "Welcome to your 40's you old fart!", I guess. Could be worse, lots worse. At-least I can still get around my house - just with lots of added pain whenever I bend my abdomen. I don't take any fancy pain pills beyond I.B.Hurtin' but I certainly am a walking advertisement for Big Pharma in my current state.
    That said, I want to still thank all the supporters of this project, those loyal folks who support year after year and also those who just stop by for a few months and pledge support when they can. It helps me keep this project going and motivates me to work on things for this project.
    Hopefully you folks will enjoy this update. Sometime on or after Wednesday of next week, I will ask staff if they can post this update onto this Los Injurus resource page, and the rest of us can enjoy this update - hopefully fairly bug-free. Until then, there's plenty of time for the supporters to play-test and send in bug reports.
    --Cheers!
    -The Bob. The very much in pain Bob. The very very very tired Bob.
    The Bob should be SLEEPING... but I PROMISED this. And here it is delivered. Do not worry about me, just enjoy yourself some Los Injurus with batty AI, and hurt those pianos for me! Don't let the piano army get away with trying to take over the world! It would make a great plot though, hmmmm...
    PATREON SUPPORTER UPDATE IS LIVE! GO AND GET IT!
     
    #2928 bob.blunderton, Aug 17, 2024
    Last edited: Aug 17, 2024
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  9. JoshD

    JoshD
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    I'm enjoying the new update, very well done. I'm liking the weathered/faded road details, adds a lot.

    So far the one thing I've noticed is just an arrow where it doesn't belong on a road.
    screenshot_2024-08-18_00-41-13.jpg
     
  10. bob.blunderton

    bob.blunderton
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    OOPS. Sorry about the arrow. Was left-over from the entrance ramp I recently added.
    I have to send out an update mid-week or late-week anyways because there's a super-duper broken pair of on/off ramps not far from the clover-leaf that goes to the island base, that the AI doesn't work at all on.
     
  11. JoshD

    JoshD
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    It's all good, just a small detail, just wanted to point it out while it was still being worked on. I've been doing some AI runs with traffic enabled & so far I've only encountered the area you pointed out already & the spot by the new dam, cars veer a bit off going around that corner. Otherwise there's a lot to check out but I'll keep doing a few more runs elsewhere.
     
  12. bob.blunderton

    bob.blunderton
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    DO enjoy, thank-you for your support of this project. It helps me keep motivated despite Lord-Knows-What (tm) going on inside my abdomen right now (to keep it G-rated) not to mention a WHOLE LOT of agony. I don't know what's going down but something is seriously SERIOUSLY bad in there.
    So just in-case, I wanted to (also for other reasons) get this update out just in-case I pop, or something else / rushed to the surgery / can't sit at the computer, etc. I have NO CLUE what went wrong this time - just the fact that I'm going to say "Don't get old!" because evidently it sucks.
    I will continue to try and fix the AI, the ramp pair that is kind-of-broken acting (cars turning around, stopping, getting stuck like the road ends), it's because the ends of the ramps didn't attach to the service road properly (they overlap, but not properly, I found out how to do it more reliably in the last several months and am slowly converting these over to the 'new way' of doing it). So sometimes in places where there's dedicated AI paths for each side meet a place where there's just a single AI path for both directions combined, these can act up (not properly link up) and cause vehicles to turn around. You'll know it's that when you see it. There's a few hairy spots left to-do with that, but I've gotten most of them working thus-far... MOST of them.
    If there's any consistently messing up, let me know of them or best to take pictures, as this is a pretty big place here. I have to double-check the coastal road at some point to be sure it's 2-to-1 lane per-side area is working as it should. Sure got in over my head on this one, but if it was not a huge project nor a challenge, it would not be fun/as-much fun both to build and to enjoy.


    For folks wondering about the Route 1 project, and it's bridge, it's there in Los Injurus, you just may not first notice the road that goes to it. The coastal road it's on dead-ends after a good mile or mile and a half just after the route 1 concept bridge. The bridge has some flat-grey textured or black-textured spots - this is known - I never updated the curved pieces yet when I fixed the textures. It should be drive-able and have working AI on it up to the end of the road (where it terminates at a cliff-side). Was able to make the half-mile link road to it in the time I had left-over pre-update.
    I think there was another reason to make a post tonight but I forget what it was. It's just been one of those days.
    Ah yes, another thing I must address. IF the mod submission thing isn't up and running by a certain date/time, and I feel this is ready for public consumption, I will find alternate PUBLIC hosting to help with folks getting a copy. I might have to down-sample some textures, but that's much more favorable to not having a copy of this update. I'd just have to knock a little more size off of this in the mean-time. Will see if the map-slimmer tool will work for this, the staff will likely run it anyway if I don't, considering the size of this.
    Now to FIND some alternate hosting sites. I know of one or two that might do it thus far, but I won't turn away any GOOD suggestions (sites with adult advertising, bad/malware advertising, or things like that / sites that need software to work or try to trick you into installing other things are not considered). There's got to be a few out there on this interwebs thing.
    Will take all bug reports received by afternoon-hours on Wednesday (in 3 days) and affect them into Los Injurus and then go about with more testing / checking for bugged AI myself, and then re-upload this for y'all supporters to check out. There won't be huge differences, but it should be pretty well bug free by then. That is the version I will put up for public consumption AFTER I get further confirmation (on a second supporter-only release) that it isn't broken in some critical game-breaking way. Just added this bit in for transparency.
    --That is all!
    -The Bob.
     
    #2932 bob.blunderton, Aug 19, 2024
    Last edited: Aug 19, 2024
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  13. rking.esd

    rking.esd
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    I like how seamless the new additions have been added, I have trouble telling what's new and what's been there.
     
  14. Nichnameolas

    Nichnameolas
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    Will there ever be a pbr update or is that to large of a task, and what is the roadmap for the future?
    --- Post updated ---
    Or has los injures been abandoned?
     
  15. Borg Drone

    Borg Drone
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    found a missing bridge Bossman
     

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  16. JoshD

    JoshD
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    Really? Did you not pay attention to all of the update posts?
     
  17. Crashguy34

    Crashguy34
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    He just updated it for his patreons and in 8 or so days according to him if all goes well he'll update the map.
     
  18. cyrus153

    cyrus153
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    Is anyone else having an issue loading onto BeamMP so I can play with friends?
     
  19. bob.blunderton

    bob.blunderton
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    WHOA THAT'S NOT GOOD!
    Oh my. I think that needs to be fixed pronto. I haven't driven through there in about two months, and I've been all over the place on this thing. Thank-you for letting me know.
    This is the type of input I need! Bug reports are useful, especially when you don't want to fall into a ravine where the bridge should be. Thank-you kindly.
    Self-service fix until I get a fix out later this week:
    If you go under FOREST BRUSH, and look in the object registry, you might be able to figure out how to put it back and move it about / rotate it as needed. When you get one piece in the right spot, hold shift and drag to move while spawning a copy of it, and plop the new one into place, repeat until bridge is made (it's not that difficult IF you've used the editor some).
    Or you can hold down CTRL and select a few bridge pieces (3? maybe 4?) and hold shift and drag the bridge to clone a copy from another nearby bridge and stick it there.
    Keep in mind if you do this, you'll have to remove your saved changes before you update, so the update takes effect (as saved changes can and will override updates). Saved changes are stored in your user folder under 0.32/levels/LosInjurus.
    --Thanks!
    I have no idea how BeamMP works here, never used it, but this may be too large for BeamMP.
    Have the BeamMP team (or author) contact me if they wish to get this working or have dedicated support for it in the future.
    --- Post updated ---
    FIXES!
    Fixed MISSING bridge. I think my shift-key is going because I copied this at some point for basis to build another bridge I needed off this one... and it ate the original (moving it and not copying it).

    Bridge is back, now wider, and the columns below now have barriers so you don't eat them.

    *rant*
    I don't always do it this way (copy my existing work) obviously, but me-thinks it's time to get a new keyboard, as the A key stopped working in the middle of me playing some old-school original Doom/Doom II... and I fell in a pit. Strangely though, it's just a once-in-a-while thing. I'll smack it a few times and nothing, then it'll start working again, all while the other keys and the mouse are still working fine. Maybe this clicky-keyboard needs replaced. I only paid 40$ for it used... but that may have been why the last person got rid of it a year or two ago (around when I got it). Says it's a "Razer Black Widow" or something like that, but I got it since I already had a Razer mouse, which I still swear ignores about 1 in 100 clicks.
    The old SNES controller I have never seems to ignore anything though, so maybe it's just these mouse / kb peripherals.
    Sorry for the rant, maybe one day I'll get this out-figured.
    *end of rant*
    Tried fixing the Cypress tree texture again. So I named it something I can't repeat in here, to make sure it doesn't conflict with anything in the base-game (because this is a bug with the GAME).

    Those skinny trees now work, the ones right next to THE BUILDINGS WITH NO ROOFS. Why doesn't it have a roof? I have about as much of a clue as it has a roof. Seeing as I've just noticed this now, I'm leaving it. It can bother someone else until I get down to figuring out WHY this is broken... not to be rude or stuck-up sounding, but because I have to do some other stuff that's a lot more important than THIS problem. STUPID TECHNOLOGY! I have NO clue. None. I'll figure it out some other time.

    Abutment under the trailing end of this flyover ramp was out of place, fixed that, and added a pair of end-pieces to the end of the flyover, so that hitting it doesn't eat the car.

    Fixed missing small bridge here, added some rock wall where the terrain was harshly cut, and added a small section of water over the road. Most cars will make it through the little bit of water just fine, if at a decent enough speed (45mph+ no issue). This makes this road usable again - this may eventually be part of a stunt / race course.

    Fixed the arrows being in the wrong spot, a total of 3 of them were misplaced. Also touched up the terrain some here and there in the immediate area to remove rough spots.

    FIXED THE AI HERE on these ramps, man that was annoying. I can't tell you how many times I wrecked because of the AI acting stupid here.

    This pair of overpasses were completely missing any AI pathing. This is remedied now!
    Fixed a few lumps in the road near the median at the far end of these bridges. Under a highway underpass a half-mile or less ahead, there was a BUSH-IN-THE-ROAD (tm), that's fixed too. There's a few left around the map but I forget where most of them are hiding. I'll find them, probably AFTER release.

    Fixed some bush in the road, finished the stream bed so it didn't abruptly end before the road (it ends AT the road now, to channel run-off away). Finished the road-side trimming graphics up here, and did the terrain-coloring properly (2nd pic above) for the interchange not far from here (the one that goes into a tunnel, has a bridge over water on one side of it etc). Fixed improper texture priority here that caused a problem in an intersection (dirt over it). Removed some stray yellow markings off a road (oops). I've been trying to hide the 'left-overs' as I go about fixing bugs... there's probably still a few here and there, but less now.
    One of the bridges in the above pictures didn't cast or receive shadows properly, this is purportedly fixed now according to my changes in the texture tool. THAT doesn't nearly often work properly, so who knows if that change took or not, but I can check it again later.
    More posts in a bit as I fix them.
    If there is ANYTHING ELSE that I've missed or any other boo-boos that need fixed, let me know. Tomorrow and Wednesday are still open for bug reports. Then I will upload another version Wednesday night for supporters. If that goes well enough, I will go ahead and look for sites to upload this mod project to, if this site is still down (as far as mod submissions) a few days from then.
     
    #2939 bob.blunderton, Aug 20, 2024
    Last edited: Aug 20, 2024
    • Like Like x 2
  20. LoganPlayz1907

    LoganPlayz1907
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    Joined:
    Sep 8, 2022
    Messages:
    13
    I will say its not horrible, so definitely don't strip yourself of your well deserved credit. You and Spencer make hella good maps. Take your time, don't rush, and try not to break your monitor next time you read change logs and see they have not added a fix for many major bugs.
     
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