No time, I want to focus on finishing my remaining mods off. I feel you, all these new features and we cant even get a proper changelog for content creators? Not to mention the wiki is a mess and hasn't been updated in months to reflect most of the new engine parameters.
I don't understand most of the technical stuffs you're talking about but I can imagine how stressful it is when working on a project with buggy software. At my previous workplace I've had my fair share of working with buggy software and expected to perform. I'd like to see the wiki updated to document all the improvements and changes made to the game system and jbeam. It's very important for a game like this where modding is encouraged and the game itself doesn't have much content. If it weren't for mods, I will not see myself buying or playing this game at this current state. Modding this game has a steep learning difficulty but is a very important matter and proper documentation and tools are needed to encourage more people doing it. I thank the modders that dedicated their time and effort to churn out contents that keeps me playing this game and in a way the devs should too.
I agree with you, we forgot to care about the quality of our tools too much. We have a new member on the team that is working on improve the editor, but we will need a bit of help to identify all the current issues. Internally we found creators have a different way to work and they hit different problems, community reports with easy reproducible errors will help us to improve a lot faster. Feel free to create a new thread with more information about your issues and we will track internally until we can fix it.
Fantastic to hear some more help is on the way to shore things up with this program. My head spins thinking of what is going on with the base Torque engine and what the devs are attempting to accomplish with it. My head spins so completely on the subject I have made the decision to forgo map making until a reasonable level of final stability has been reached. A level that the devs feel comfortable releasing solid and long term info to the wiki that can be backed up and supported. It pains me immensely to not make a map every day I get home from work, it's all I think about. I see modeling and environment opportunities at every stop light or road. I see weather and clouds that I want to render and put in game. I think about how I can get the perfect specularity on a rainy asphalt texture for a misty grey map. I think about a million different things I would like to get into this game..and this game only. I learn when and what I can about many other processes to achieve these things down the road, when BeamNG becomes the most awesome and fun creative tool I will probably ever know. I can't live with the current level of frustration and anxiety of trying to guess what has changed and where in a program that is constantly evolving and under construction. To me that is a complete waste of my time as I have many other obligations in life. I address the anxiety by learning other programs that will build the foundation of my artistic visions when the time is right. Patience.....dear old patience. (END RANT).
Muchos gracias! If I said that right. Not 100% Perfect with Spanish (if you are indeed). I will upload my map in the near future to my private cloud drive, links of which I can share with your staff members in private. There's a decal road I can't delete in it without CTD ERROR - sure I can get rid of it via text edit (I believe I could just look up the number of it or jot the coordinates down for it), but I'd like to FIX the bug (or help fix) the real reason WHY simply taking the 2nd last node out of a decal road sends me to the desktop (in-stead of removing the road object entirely). It's mind-boggling thinking of coding something like this. I can script edit a bit, but I can not code to save my hide. I have a lot of respect for the developers - but I couldn't take it when there was next to nothing I could do in the editor anymore. As I mentioned to Nadeox1, take all the time you guys need. If it's 6 months between updates, great, so long as it's not inherently broken left and right when I get it (and after the hot-fix patches, I understand that too, welcome to PC land). Please understand that it's frustrating to be SO close to being able to do what you've wanted to do for nearly 20~25 years on computers, to create and render a whole county, and get it working, to be shot down by a few lines of code here, or there. This game/simulation has SO much potential. There is SO very much going on here, that this could be within limits of the game-engine itself. There are many projects you may not know about from quite a number of users (many of whom contact me on here or Steam or even Discord for help) that are hung-up on the broken editor. Awesome mods sell copies of your game - as my Tail of the Dragon has for many folks, and as Canyon of Speed (whenever the 1st YBR review hit Youtube years ago) made me buy this game myself. Mods sell games. They're going to be the best word of mouth sale you will ever have. They are the gift that keeps on giving. Look at Doom - Quake - Half-life 1 or 2 - Counterstrike was a mod and look at what it became, Team Fortress also. The list goes on and on. In the land of 'PC Master Race' blah blah modding is one of the biggest keys to extended fun, user enjoyment, and big boost to ratings/advertising - free advertising. You want *this*. One day it could be *this* keeping the lights on for you guys while you work on improving this or that in the game, expanding the game, or writing a sequel to it as hardware allows. Don't let a good thing slip through your hands buddy. Is there any ETA (Estimate for time) or ball-park figure you can give out for the editor improvement work? Obviously, there is no promises. I am sure the editor guy will have no issue of shortage of ways to earn his/her pay for a WHILE. -Cheers!
Months? I'd say some sections haven't been touched for years. And where is a changelog for that version that made old jbeams go so wobbly because of aerodynamics changes? Also map editor is a mess. O.T.:
Well, they know about issues and at least map editor is going to be worked on. Documentation is bit of challenge, updating that, then updating software causes documentation to be again invalid. Now of course there is some reasonable line to walk, we can't except Alpha software to be fully functional, or documentation to be top shape, but I guess it would help to keep momentum and help content creators to feel comfortable investing all time and effort needed to create quality content, if documentation would not lag quite this much behind. However maybe greatest issue is communication, what is known issues and what are areas being worked on, what is needed to help that work etc. I'm sure it would be easy with big company resources, but smaller companies need to make compromises, sometimes it is not so easy to know before hand what choices will work best, sometimes there are surprises and some area require lot more work than was foreseen, which results some other area need to be neglected for some time. What I know that these developer dudes have big passion about what they create, this project is bit more than just a day job for many of them, certainly it is not so that they want to make life of modders difficult, but at times they might not have resources to focus on all areas needed, so they try to neglect areas which are less harmful in long term or that is how I imagine things working. We all get frustrated of course and it is good sometimes to let it out, but there are next days, we all have great passion about this wonderful project and probably all of us want to see great success and expansion of documentation, possibilities as well as maturing tool set. When we can't create, we stop and wait until we can, it is a hobby that we do as free, that is of course something developers might not want to see, but also maybe these kind of situations are needed to learn improving choices made. This problematic situation with tools and documentation has been going for quite some time, maybe some examination could be done about process of how compromises are chosen?
I am experiencing the same problems. I believe we should get another hotfix for this if v12 isn’t ready. I need the materials editor.
Manitou? I wonder if it is possible to have kind of hook on boom that you could somehow attach to roof of vehicle or use to lift boxes etc. how node grabbing would work?
It´s one of planned things. If It will be possible to jbeam, it will have some ropes on the hook which you can attach to objects with nodegrabber. My drawing skills:
Front end rework progress: New headlights Slightly more sloped design Modified bumper and fender Messed up a bunch of UV maps, and created more lighting problems ∗˚೫˳(●ᴖ͙̏ᴗॢᴖ͙̋●)˳೫˚∗
That feel when the game crashes because there's 20+ different sound tracks playing at once at the spawn you start working on a new map. Go to make fireflies, accidentally find out how to make a miniature supernova by reducing the brightness. Weird.
2 new configs and now the grille is separated from the hood! (Hood and grille credits go to @burilkovdeni) Right now I'm trying to convert it from 5 lug wheels to 4 lugs. Might take a while.
Finally got over a massive hurtle in my map (thanks to vasilis). Still in need of a name though. This trail is more of a rock climbing trail. The other is a mix of everything.
That is one strong head wind, almost nuclear blast levels, hmm.... --- Post updated --- This starts to be some RPG level stuff, looking really good. Maybe somewhere is too small variable that goes berserk when lowering brightness enough? My BeamNG likes to crash every time when I select flexmesh debug. Also I found out that if you accidentally add two slots with both having wheeldata_F spindles, both indentical, BeamNG goes into endless loop consuming all available memory and then crashing, not sure if that is something devs should look into.