WIP Beta released The Tennessee USA Roane County 0.71 Beta Discussion/Suggestion/feedback Thread 19.3.1

HUGE 175sq/mi, 193+ miles of roadway, US40 highway, 3 Towns, Signs, Working Traffic Lights, Trees

  1. bob.blunderton

    bob.blunderton
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    Yes, they have found quite the home here! Thank-you so greatly for letting me use them and even making the driveway models with collision. Without you, this development would NOT have been possible, at all. You have helped greatly with this project and I know everyone here that follows it appreciates your work as do I.

    On other notes, I've finally got all the driveways placed (like 100 something of them?).

    All the homes on this side of main street (sans a few outlying ones that are mostly where factories and industrial stuffs will be going), are done. All the driveways are placed and terrain is graded. I just have to paint the terrain where grass sticks through the driveways (or it'll look really bad!), add some trees, and it should be good to go here. Then I must do the other side, while much more sparse, does need a bit of something so it doesn't look so plain. It's possibly about 40% the work this one was (though the roads are mostly done and in already, as I did them when I did this part during 'plotting').
    Some of the driveways (about half a dozen or less) near intersections are basically jumps in disguise (this is part of what made GTA so fun, all the jumps all over, well this map too!). I did not forget this fun aspect of many driving games, so it's here to stay, too.
    While you can't see it from the higher angle, the block where this road doesn't exist (Tennessee Ave, Harriman), there are two driveways, which with a decently quick car, you can jump the gap and still drive.

    Again, I still need to add in the trees in these shots. When it's done it'll look like the areas in the previous posts, and I'll put pics up surely.
    (this posts use the newer method I've been using the last 2 weeks, for uploading pics and formatting, you should like them more, I think you will!)

    Got the rest of the forest brush (aside of a few bushes, etc) in now and terrain painted:







    overview shot:


    So yeah it just needs a few misc bushes/undergrowth and grass variations. It's coming along nicely.

    Chances are I will most likely re-instate the far-distance draw-limiter to help with FPS in this map.
    There's just a touch of atmospheric humidity here, so you won't see the fall-off.
    This is only realistic. Of course, if you wish to protest, let me know on that.
     
    #481 bob.blunderton, Mar 10, 2017
    Last edited: Mar 10, 2017
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  2. shannonstout7w

    shannonstout7w
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    I got this mod and I have been using a lot. There is one problem though. After I got this, firsthitnews.ru kept coming up on Google Chrome. I have been in desperate need to get rid of it and my last resort was to delete the map. Trust me. I like the map, I just don't know what to do about this website and I thought maybe the map is what was causing it. Is there something hidden in this map? Please help me.
     
  3. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

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    I highly doubt the map was doing that.
    The mod itself is clean. Might be something else on your PC doing that.

    Get the trial of this and scan your system:
    https://www.malwarebytes.com/
     
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  4. ADHDRacer

    ADHDRacer
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    "Beamng Drive has exceeded it's virtual memory limits"
    Every single time.
    I have:
    AMD FX4300 Processor,
    Nvidia GTX1050 TI SC Graphics card,
    8 GB DDR3 Ram,
    64 Bit Windows 10 Operating System.
    Thanks.
     
  5. bob.blunderton

    bob.blunderton
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    Do you have a pagefile (also known as virtual memory) disabled? Look up how to check this in your version of Windows via an internet search. 8gb of ram should run this with ease, so long as you don't leave the web browser or other ram-hungry applications going.

    That's most likely from using the mod sites from Russia to download mods for this game of questionable quality. There is nothing this map can do to make your PC do that. Check any .ru sites you have visited recently in your browser history to see which one may have done it to avoid this happening in the future. There's no easy well to tell, but avoid the .ru sites that have Beamng.drive mods. Get your mods here. I think it may have been modsgaming that did that or whatever it's called.
     
  6. shannonstout7w

    shannonstout7w
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    Thanks. I don't need MalwareBytes, I have Norton Security (which to most people doesn't work but for me it works). By the way, I am reinstalling the map. Thanks for the help.
     
  7. PolishPetrolhead

    PolishPetrolhead
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    I think you should also take a look Chrome extensions. There might be some nasty app added that makes the site pop up.
     
  8. bob.blunderton

    bob.blunderton
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    That's a very likely cause. Removing them all except maybe the ad blocker (if it has one, if you use one), would be best.
    Of course leave the Norton one in (or your preferred legit virus scanner).
    I use it here, Norton Internet Security, it works, it's relatively inexpensive (cheap on Amazon), and it is the most secure vs what I do on a daily basis. If you have a legit copy of Windows, and keep your virus scanner enabled and subscribed (valid), you should be fine so long as you don't engage in the use of sites with adult-only nude content (or illegal stuff like computer software piracy or media pirate sites) - stuff like this will give you viruses for sure and I've had to fix many (other) folk's computers in the past because of this.

    If you only put purchased stuff and (when available) open-source free software on the PC, you will usually be fine, and your PC will work better, longer, and you'll sleep better at night. That being said it's still possible to pick up something from a legit website if it is infected for some time before the owner/operator finds out.
    And no, no I wasn't accusing anyone of anything, this is more a 'public service announcement' than anything else.

    --Cheers!
     
  9. Inertia

    Inertia
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    I've just found my new favourite map. So much fun cruising around at high speed or low speed. And it doesn't even run badly whatsoever.
    screenshot_00466.png screenshot_00467.png screenshot_00468.png screenshot_00472.png
     
    • Agree Agree x 1
  10. Nico69

    Nico69
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    I've had some of the best chase scenes here. AI works fantastic unlike other maps where the AI goes balls to the wall crazy and crashes after a few seconds.
     
  11. Donny8769

    Donny8769
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    Hands down to you cuz. This is definitely one of ( if not ) the best map ever made. I just downloaded it today and am definitely enjoying it to the max. I love realistic city/country maps like this. The only thing I've noticed is all my vehicle's shake, even when parked. It's like the ground is vibrating or something, is anyone else experiencing this weird bug?
     
  12. shannonstout7w

    shannonstout7w
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    Nothing is wrong with this file. I fixed the problem with my PC
     
  13. Username

    Username
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    This is due to the engine of BeamNG. The further away you are from the middle of the map, the more the car vibrates when idle. Can't be fixed unfortunately.
     
  14. bob.blunderton

    bob.blunderton
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    Exactly what @Username said. It's just the game engine. The middle of the map is technically just SE of Rockwood*, so the furthest points are the NE and NW sides of the map. It's pretty bad in Kingston (east-most highway exit, before the edge of the map), I admit.
    Physics themselves don't get affected by it, but while the works don't break, the visual feedback looks like a small earthquake.
    Floating points are a rounded number. It's streamlined super-fast mathing especially on intel CPU's. That little bit of rounding, a bit different each time, results in just a 0.0001% (or similar insignificant number) difference in where the car body is at on screen. So, on a map sooooooo huge, it gets worse the further out you go, not noticable on the included maps, nor on almost any other map (maybe noticable on Desert Highway but even that isn't as big). It's just kind of a quirk, but when you're cruising, you don't ever notice it. I do agree though, it looks odd, reminds me of when almost 20 years ago my 93 Escort GT popped a vacuum line (ShaAaAaAakety-shake) like 25 miles from home and I was stuck in traffic. ARGH, by the time I got home I think my digestive track was carbonated :)
    Thanks for the compliments bro, you'll like the version that should be out next month sometime (April!).
    --Cheers!
    Edit: *It's not the middle of the terrain, but that's where center coordinates 0,0,0 are, it's a good mile or two off, but it's a little hard to move a 144sq/mile map around to any degree of perfection! Just a little.
     
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  15. fufsgfen

    fufsgfen
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    @bob.blunderton, have you tried Object - Transform position, it opens panel where you can type how much you want to move, you just need to select every object before moving and when you have relative checked it should move everything by set amount, like 0.001 if you want that small movement, I would guess that way you could get all the precision you might want.

    87 Escort was shaking always above 50MPH speeds, I just thought little motor is scared to run so fast :)
     
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  16. bob.blunderton

    bob.blunderton
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    I will give it a shot. I usually just type in what I need right into the field box for the position. This way I can just change the last digit.
    Unfortunately up to 2~4 inches is the closest precision this game will get on a map this large. Perfect for everything except those *swears a bunch* Railroad tracks... those took a few restarts to get right, but they work pretty good now. Will try it out then - TY!
     
  17. davidinark

    davidinark
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    Had a LOT of fun running around the map chasing and being chased:
     
  18. bob.blunderton

    bob.blunderton
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    Dave, sir, you rock. That video was awesome. Love your Rocko and Mugsy / Bugsy&Mugsy impression, I cracked up so bad, used to see the parody of them on Looney Tunes when I was a kid in the mid 80s on the TV set in the den. I was just happy we had cable and a TV, but even to this day the character that plays 'Benny' (usually along with a character named GEORGE), has the same persona, and it still cracks me up in my mid 30s.
    All in all, the AI works pretty good but sometimes they do eat stop sign poles. It's hard to make the poles not eat cars too unless I made them huge. If we get better ones in the game in the future, through the maps that are currently in development, I will swap the resources, but seeing how thin they are, any decent rate of speed will put nodes of the car PAST part of the sign, rendering it STUCK, until the bumper rips off. This can happen on those angled bridge pillars when hit at odd angles too, so be careful (though admittedly, less often).
    REALLY wish we had break-away dynamic signs, even NFS 1 had that back 22 years ago on the PC.
    Now that I've put in a new development... (I still haven't finished it, I'll probably update this map file on the site here after the next game update, which hopefully should be rather near to fruition, I don't want to update my map which takes 16 hours to upload, and it break a week later!)... yeah as I was saying, now the new development is in, in Harriman, the AI hits the stop signs there once in a while, I have to figure out if I am going to use hidden AI routing to make it not hit them or move the signs back away from the road further. AI cuts corners and rams the sign, knocking them out of the chase, etc, otherwise taking them out of action. I will figure something out.

    Also, if anyone else has common spots where the AI nails signs in the public version here, do upload a pic or two (please have your GPS map thingie plugin on, so I can kind of figure out where you are). I already am going to check out the Kingston area so that is on the to-do list as it's not done yet.
     
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  19. fufsgfen

    fufsgfen
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    You can actually get over 60fps on this map quite easily even at 1080p when recording, all you need to do is press F11 to enter world editor, type info into box on right, select level info, then find visual distance and type 2000, hit enter and hit play button from toolbar.

    Improves slowest framerate (street next to burger world spawn, facing 180 degrees from spawn direction) from 37FPS to over 70FPS on my system using normal to high settings.
     
    • Informative Informative x 1
  20. bob.blunderton

    bob.blunderton
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    I set that view distance to 2.5~3km (since it's measured in meters I believe, IIRC), it's roughly around 5000~5500 or so, roughly 2.5~2.7km, that gives enough view (preserving the beautiful view off the highway as you head east, and are able see -what is built of- Rockwood (off to the right a bit, heading east/NE on the highway US 40) whilst keeping performance in check, quite a bit better - even on my Rx 480 8gb (only noticeable with reflections on high actually). I don't know if this helps with the memory-overload situations a few folks had. Honestly, you shouldn't be trying to run Beamng on 4~6gb or less of RAM anyways (the point at which this map would refuse to run altogether or crash out immediately there-after), as it would be less-than-desirable with many map mods, not just mine. I noticed a lot of folks with 1600mhz DDR3 dual channel, or less, and folks with slower SSD's or any HDD's were having issues so yeah this is lowered now. I hope it helps! Can always raise it back if you demand your computer SCREAM for no absolute reason. RAM bandwidth and video board requirements, in addition to processor usage, increase exponentially, so half the draw distance might mean only 20% of the work-load for the cpu/ram/video. In other words, this should run a little better for folks when the next version is out.

    In retrospect, MAP VIEW DRAW DISTANCE should be an option readily available to the players, not the 'map editor dude' only :x

    I've decided after 10 days of NOT working on this (yes, that's why it was quiet, no, I haven't done anything crazy, been sick, etc, just took a break from this for a bit), to pop it open today, and get further on HARRIMAN. I plan on uploading this around mid-month (15th, give or take a few days), and need to have most of Harriman done, and the spawn points fixed. Got the one school mostly done now, a four-building apartment complex in (looks sorta like the one in Kingston), a bunch more town homes (not that it needs more), etc. Just basically finishing off this side. Have to do the industrial stuff by the river and such 1st, then this side is DONE. Then onto the other side of Harriman (West of the main road, the East side of the road is where I've been uploading pictures last month from, that's the side I am working on now, finishing up). There isn't a whole lot of much done with the rest of the map elsewhere, as I am concentrating on finishing off areas otherwise they are permanently in limbo as uncompleted areas. Some people don't finish what they start, I do, it just takes me a while. This is the biggest terrain-based map for Beamng.drive after-all. Stupid me picked a huge map to do.
    I will put pictures up when I am done with this side of the town. The other side won't take but half the time as it's not near as densely packed, and that includes parts of the north side of town. Look for pictures tomorrow or shortly there-after.
     
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