WIP Beta released Canyon of speed 2.0 1.8

Drive fast and jump destroyed bridges to cross canyons!

  1. Joeyfuller2000

    Joeyfuller2000
    Expand Collapse

    Joined:
    Jan 19, 2015
    Messages:
    1,239
    Is it still uploading?
     
  2. kona309

    kona309
    Expand Collapse

    Joined:
    Dec 31, 2014
    Messages:
    2
    Ive always loved this map, But this update makes me want to marry it! Great job!
     
  3. Aboroath

    Aboroath
    Expand Collapse

    Joined:
    Aug 25, 2013
    Messages:
    3,804
    I'm at 17FPS on V2 with DR off. Man those plants and their shadows are absolutely stunning! Too friggin' bad they take such a toll.

    screenshot_00007.jpg

    Gorgeous!
     
  4. DoullPepper

    DoullPepper
    Expand Collapse
    BeamNG Team

    Joined:
    Nov 15, 2014
    Messages:
    593

    Thank you ! But that's right, more it is beautiful more it is FPS killer! I draw as it comes, I am not hefty in optimisitation ...

    Furthermore I saw that the update 0.3.8.3 work not very well with my map, I haven't tried another map I don't know if it is only my map. Yet you can't choices another vehicule oO and there are a lot of bugs on decals roads... It worked very well on 0.3.8.0 version, I'm a little tired for now.
     
    #144 DoullPepper, May 6, 2015
    Last edited: May 6, 2015
  5. Goosah

    Goosah
    Expand Collapse
    Global Moderator
    BeamNG Team

    Joined:
    Aug 30, 2013
    Messages:
    790
    Absolutely stunning :) But it kills my 750ti unless I turn mesh quality down :(

    Edit: map seems to function fine (no bugs) on the dev build right now, so have some hope :)
     
  6. Aboroath

    Aboroath
    Expand Collapse

    Joined:
    Aug 25, 2013
    Messages:
    3,804
    Not to derail but is this particular situation with the plant shadowing a CPU or GPU issue? Initially I'd think a GTX980 SLI type set up would render
    all this easily at 60FPS with a beefy I7 providing the beam calcs? I would seriously be willing to invest in a set up that could render a map like this
    ( and future maps ), at 40-60FPS.:cool:
     
  7. DoullPepper

    DoullPepper
    Expand Collapse
    BeamNG Team

    Joined:
    Nov 15, 2014
    Messages:
    593
    Well I solved the problem of cars... It was simply that I had to much cache folders lool I delete all and no problems except this bug since the last update..

    bugs.jpg

    Have you got this bug ?
     
  8. Aboroath

    Aboroath
    Expand Collapse

    Joined:
    Aug 25, 2013
    Messages:
    3,804
    Yes, I have that bug and I'm getting it in FH too. Glad this is probably not my fault!:p
     
  9. burilkovdeni

    burilkovdeni
    Expand Collapse

    Joined:
    Aug 21, 2014
    Messages:
    1,187
    The bug in the above posts happens when the road decal is too short or at a bad angle, or terrain issues.
     
  10. Aboroath

    Aboroath
    Expand Collapse

    Joined:
    Aug 25, 2013
    Messages:
    3,804
    Thanks and I will doublecheck on that. :cool:The roads in my map were free from this until 0.3.8.3 so maybe the update is interfering with them. I usually

    encountered that behavior when road splines were not correctly laid out or became too close. Suffice it to say, I spent many hours making sure decal
    roads were absolutely tit and without blemishes before 0.3.8.3. The issue in CoS is exactly the same in FH.
     
  11. Goosah

    Goosah
    Expand Collapse
    Global Moderator
    BeamNG Team

    Joined:
    Aug 30, 2013
    Messages:
    790
    It's a bug, official maps have the issue too.
     
  12. Aboroath

    Aboroath
    Expand Collapse

    Joined:
    Aug 25, 2013
    Messages:
    3,804
    ah....phew! Thanks!
     
  13. MegaEssin

    MegaEssin
    Expand Collapse

    Joined:
    Nov 13, 2014
    Messages:
    18
    Yes, 2.0 is finally here:D Gravel roads, and that destroyed bridge, can't get much better than this, but hopefully we'll see some more additions to this map, Thank you Doullpepper.
     
  14. DoullPepper

    DoullPepper
    Expand Collapse
    BeamNG Team

    Joined:
    Nov 15, 2014
    Messages:
    593
    I must optimize the bridge because it decimates too fps.

    I have a new graphique card, weird, with the old (sapphire HD 7950 OC vapor X) the major part of the map (when you view distant terrain) was between 20-30 FPS even near broken bridge, and now I have a MSI GXT 970 gaming, well I have on distant terrain between 50-60 fps but near the broken bridge 8 FPS oO very weird...:confused:

    I'll work a bit to add more content but I spend less time on beamng currently...
     
  15. Nadeox1

    Nadeox1
    Expand Collapse
    Spinning Cube
    BeamNG Team

    Joined:
    Aug 5, 2012
    Messages:
    14,695
    It's probably the collision. Complex collisions can tank your FPS down. Just create a simplified collision mesh.
    Can be helpful: http://wiki.beamng.com/Creating_static_objects
     
  16. DoullPepper

    DoullPepper
    Expand Collapse
    BeamNG Team

    Joined:
    Nov 15, 2014
    Messages:
    593
    All right, I will try to make a simple collision and first, for testing, without collision :p thank you.

    - - - Updated - - -

    Well, I don't know why but I restested the map before doing something and no problem, 60 FPS !...:eek:

    broken bridge.jpg
    It is so beautiful with the new card, I am blown! I will anyway hack the collision, a little...
     
    #156 DoullPepper, May 13, 2015
    Last edited: May 13, 2015
  17. g0tsl33p14

    g0tsl33p14
    Expand Collapse

    Joined:
    Feb 25, 2015
    Messages:
    236
    This is extremely beautiful.
     
  18. DoullPepper

    DoullPepper
    Expand Collapse
    BeamNG Team

    Joined:
    Nov 15, 2014
    Messages:
    593
    For Aboroath ::p

    About basetext , I take the texture in COS/art/terrains/COSmacro9 (the WM macro texture in 4096) I inversed it in GIMP (vertically) like the basetex
    texture seems... And I save on the basetext of COS.

    Well my new basetex is in 4096 instead of 1024... It work, the result is the more best defined colors like the original colors of WM :). The screens are without DOF


    version2_sceen24.jpg version2_sceen25.jpg


     
  19. Aboroath

    Aboroath
    Expand Collapse

    Joined:
    Aug 25, 2013
    Messages:
    3,804
    Thank you Doullpepper! I have to head off to work and I will digest this when I get home. It looks crisp and bright!:cool:
     
  20. DoullPepper

    DoullPepper
    Expand Collapse
    BeamNG Team

    Joined:
    Nov 15, 2014
    Messages:
    593
    Hello!

    Some work on guardrail textures :rolleyes:

    version2_sceen26.jpg version2_sceen27.jpg
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice