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, that coyote is out of control and an ever clear and present danger to brick walls, retaining walls, and mostly any vertical object of any kind in my map. Surely that made my night... thanks, it took a good hour of graphic editing to make him.
    Yes, I would love that but I only think there's 1 low-poly wrecked rusted Grand Marshall in this game, and I totally forget where I saw it at. Maybe in due time - totally agree though!
    The tourists, tourists, oh the nightmares. Everyone drives like a tourist down here. I was behind someone last week who accelerated SO slowly, the loaded tracker-trailer (articulated lorry) next to him in the left lane was beating him by the entire length of the trailer trailer, within a few hundred feet (one hundred meters maybe) from the light.
    It would be maddening if I desired to ever go above the speed limit, or wanted to get TO it at all. They wouldn't last a day in the northeast cities of the USA or any other major metropolitan areas.

    Thanks for noticing though - I am trying my best with what I have, it is fun trying and also a great challenge, so very rewarding when things come together so easily and beautifully (even if it's a brick box with a few windows and some parking spaces, and a stupid sign in front). I go in expecting nothing, only to be surprised that with a little patience, it works out just dandy.


    Private beta testing starts in a day or so. If everyone's happy, this might see a repository update.
    FIXED: T-series Truck falling towards the center of the map, that's why my frame-rate was consistency low, it was likely falling for DAYS worth of editing as it shook back and forth like 30 feet or so many times a second, due to floating point inconsistency.
    FIXED: Sign bug when running from the .zip, and when trying to place new signs as the .cs file size stacks to the spawned size, not 'one or the other' like it used to do. This used to cause BIG signs now it causes small ones, that's where the stops signs disappeared to. It should be fine as I tested it in .zip form for a few hours.
    FIXED: Fancy door #2 was gone from the manageditemdata as I deleted a dupe of it, which also deleted the original. Forest brush adding models can be fraught with bugs but deleted dupes is just asking for it. Leave the dupes and continue (dupes of the index, not dupes of the items in the map itself).
    FIXED: AI paths on Roane State Parkway (if you drive between Kingston and Rockwood you likely will be on THIS road) and Rockwood Airport Road (snake-like road west of Rockwood that goes up the mountain) where the AI would cut corners badly due to large node spacing (not enough points on the turn axis, on a decal road). Removed a dupe on each and laid out dedicated clear AI paths so as to not mess up the road.
    Reset the fog and view-distance for world object rendering cut-off. It should provide consistent FPS.

    Zipped the files and tested it out, works fine now, shouldn't be a sign bug as I also cleared cache, which helps predict if there's a problem. The zip size is 913mb, uncompressed is 2106mb (2.1GB!!!).
    Made a sign to show the developers which decal road to try to delete to crash the editor *every* time.

    It should be golden, once it's done uploading. If all goes well with the closed invite-only beta test, it will go to the public repository.

    Don't be this guy (below), he missed out on the latest Roane County update!

    Meowch!

    --Don't touch that dial!
     
  2. skodakenner

    skodakenner
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    just wondering why is that footwear speech bubble comming out of that animals bottom?
     
  3. KiloHotel

    KiloHotel
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    That question gave me cancer.


    How's it coming along Bob?
     
  4. AshtheticPFX

    AshtheticPFX
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    Theres puddles here...
     
  5. bob.blunderton

    bob.blunderton
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    Well, y'all will have a good time with the update. It brings with it more miles of road and much much more detail especially on Roane Street (the road from US40, driving north on Rt 27 into Harriman), and on the west-end of the highway. It's nothing less than beautiful where it's done. I've done some of my best work yet, and I'm not trying to brag. I mean, it's really pushing my ability to do what I did, and the game's ability to render it smoothly (I added more occluders, which prevent things behind it from being drawn, buried in huge rows of buildings, high tree lines on hills etc), so it should be nice for all, unless you have an old potato PC.
    Keep an eye on the forums next week whenever the mods notice I posted an update. The new version will be 0.88 or 0.88.02. I believe it's got all the bugs nicked, that I could fix. The sign bug shouldn't be back ever again.

    So keep an eye peeled! For those that got the inside-track beta of 0.88 last month this is almost the same (there's only what 2 buildings or so I added since, that's it, as it was mostly bug-free, almost not even worth the download again if you already have it but pretty sure it only made it to a few folks).

    A full list of features will be posted by me when the resource updates in the next 3 days sometime. If past times are anything to go off of, it'll be on no later than Tuesday-Wednesday sometime.
    --- Post updated ---
    Because when I make a sign it can't be normal, normal is boring, and boring is not worth the time of day to make a sign. :)
     
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  6. KiloHotel

    KiloHotel
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    You weren't kidding about it taking so long, wow.
     
  7. bob.blunderton

    bob.blunderton
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    There was a bug with one of the decal roads that would crash the editor when manipulated (but would not ever crash the game during 'play' - which is what everyone else but me does).
    So the devs are likely taking a look at it. When it's done, Surely they'll either put it up, or let me know they've fixed the bug, or something. I'll hit them up if they don't get back to me by the weekend. It's available to them to put on the server though, so I am sure they'll get to it when they have a chance - I have a sneaking suspicion that they are super-duper busy right now. So give it some time, it will appear. I can't natively upload it from here due to my rubbish interwebs + file is almost 2x the size of the max allowed.

    --I am monitoring it, so do keep checking back daily. I will post an update here on the discussion forum if it's going to be a while yet (if I know it is, though it shouldn't be more than 'days' at most).
     
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  8. bob.blunderton

    bob.blunderton
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    bob.blunderton updated Tennessee USA Roane County Beta, REAL TERRAIN, 8gb System RAM REQ'D with a new update entry:

    Roane County TN USA 0.88.x / 193+ mi of road, 175sq/mi, 8GB+ RAM REQ

    Read the rest of this update entry...
     
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  9. Eastham

    Eastham
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    Man Bob, the map looks amazing! I thought this map was incredible 2 years ago and it's came such a long way since then. As always, great work.
     
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  10. Rainvest

    Rainvest
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    Man, lots of big signs everywhere. I guess they don't play in tennesee.
    screenshot_00600.png
     
  11. rocksim

    rocksim
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    @bob.blunderton is the road layout true to life? If so, could I in theory use waze or google maps to get around?
     
  12. bob.blunderton

    bob.blunderton
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    Yes you can use a map to get around. It's like real life. On the description page on the first part look for 'Moogle maps' link :) Or just google Rockwood, Harriman, or Kingston. Some parts are 100% or close to it, recreated, some parts are only just the road from real life with different buildings. Depends if my interwebs was working or not.
    Clear your cache manually (so you don't lose anything), by going to beamng.drive folder in mydocuments folder, delete this folder: \BeamNG.drive\cache.0.11.0.5\levels\SouthernHighway (this map's code-name internally is southernhighway as that's all it was ever supposed to be, just a chunk of highway as a large-map test with a few off-ramps).
    Sometimes cache gets messed/mixed up and it does that. I can not reproduce buggy signs here on this version using it in zip form on a clean install. Originally the signs were changed smaller in size via the object script, now they're changed in size via the forest brush, which is more reliable (as per nadeox), so definitely clear the cache and make sure you don't have two zips that almost look the same (look around for a second ROANE COUNTY TN USA zip somewhere in the game directory, they could possibly conflict).
    Let me know if you get this fixed on your end or not.
    --- Post updated ---
    Yes, thanks, many many thanks, I do my best - you get nothing but the best from me!
    I saw this game engine and plunked my dreams down on a first map, a second map - and this - this I deliberately tried to grind the game to a halt - and just about did in some ways - now it's much much better than it was - game engine and map.

    So do enjoy. This is my open-world test 'gone viral' for Beamng.drive. I just don't give up, fail, or suffer attention deficit like some people unfortunately do in modding (and hence don't finish what they start*). Surely I do pick it up for a few weeks and go like stink, put it down for a few weeks when the editor makes me pull hair daily, then pick it up again, but that's for sanity sake. I DID THIS MAP BECAUSE BEAMNG.DRIVE CAN DO IT! The game is now much more stable and smooth on large maps (game-engine streaming of assets), with much less hitching. It hardly hitches at all anymore on a high-end or recent PC vs the 1~2 second skips it got on it's first version with forest.

    *no offense to folks if they have ADD/ADHD and what-not, but here, this man finishes what he starts - or he's at-least going to try, try, try again; until he causes the game to go BOOM or exceeds a limit of some form or another. Nothing is worse than being stoked for a truly awesome mod, and seeing it vanish, or only be half-done. NOT HAPPENING HERE FOLKS, no worries.
    However, I do need breaks now and then - and while this was on the back burner for a few weeks, I was enjoying a bit of time off. As a result of inactivity of this site in general (there hasn't quite been as much new stuff lately), I decided to release progress thus-far. I am sure in a month or two, or even three at worst-case, you'll see more goodness appear.

    THE DECAL ROAD EDITOR CRASH BUG has been fixed for the next game-engine update, thanks to my map displaying LOTS of it - yes that's part of what held this up for a while.

    --Cheers and enjoy.
     
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  13. -V8-

    -V8-
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    Hi! Thank you for the best of maps (in my opinion) to beamng.
    I ask you to draw your attention to the western end of the 40 interstate, because there are great problems with roads...
    I know that the card is always W.I.P. but they used to be normal, and now they are not even marked with the signs "under construction".
    Sorry 4my bad English
     

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  14. bob.blunderton

    bob.blunderton
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    @-V8-
    Your great problems are on your end, not my map, a sign that you need to get rid of an old version in there that's over-riding the newer version.

    Make sure you don't have an extracted copy in /levels/southernhighway and that you also don't have any other old copies of the zip in mods directories (search the documents\beamng.drive folder for Roane_County_TN_USA.zip, and search for southernhighway). Delete all copies except your newest, largest one, and try it again. It won't have these problems.

    It's using the OLD items/mission file and the NEW terrain/forest file as the terrain and rocks are correct but not the road placement.

    NOT A MAP BUG.

    Please get back to me on whether you fix this problem or not. Please clear cache as a last resort but if you are missing anything you made after that please pay attention to the prompts when you hit CLEAR CACHE button as it'll move things not delete them.
     
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  15. -V8-

    -V8-
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    Indeed, in the "levels" directory it was "southhighway", after removal everything was fixed. Probably it appeared there after a change in visibility and fog distance in the map editor...
    Many thanks! :)
     
  16. bob.blunderton

    bob.blunderton
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    Yes, anything you open up and save within the F11 map editor goes into \levels\ automatically when saved, and overrides.
    If you ever want to put it back into the map zip file just drag the \levels\ folder (with only one map save data into it at a time!!! IMPORTANT!!!) into the correct zip file. Just make sure you get the right zip file/levels data or it'll cause hard-to-source problems for you.
    My maps do not usually have the same internal (directory and CS script) name as they do externally (what you see within the level SELECTOR or inside your mods folder\website resource page).
    I think only Deal's Gap is the same name in and out (and that's called it's other name 'Tail of The Dragon' in the selector, usually, to make things necessarily more difficult) but it's got both names IRL to be fair...
    This map, Roane County, for example, was just a snap-shot of terrain from an area I had fun driving (if I go to the nearest large city in the state, I'd have to drive through the map area), the highway is rather a good drive. This was only a test map to see if the game could handle something this large - and it did! This was to be 'A southern USA highway segment' and nothing more. Only when I worked on it to the point where it was playable, did I realize quite what I was on to... and that was 2 *YEARS* ago. I can just hear Sylvester looking at the camera and saying "Me and my big mouth..." *sad face*

    The highway (US40) just EAST of this map is also quite entertaining, in the 8~10 mile or so chunk of it between Knoxville and this map, there's quite a few hills and valleys, and lots of turns and 2 or 3 interchanges. I am considering doing one of those next - those being that spot - or the one going down the other side of the Cumberland Plateau (the high part where the airport is, where Airport Rd and Westel Rd (in the map) are, is the Plateau), which is a good 20 miles or so WEST of this map's location. Route 40 through Tennessee where it goes up and down the Plateau is actually quite invigorating if you have a driver's car, or even a manual-shift econo-box. Anything but a minivan, really. I could honestly compare the US 40 highway in spots around here to the tracks from Super Nintendo's TOP GEAR (TOP RACER in Europe) ... which I was just playing. I still have one of mine. Hooked up, and 2 feet away. I won't give it up for anything, as I enjoy it every bit as I did over 25 years ago. Maybe one day we'll see some races in this map, because I know just which video game music covers I am putting in.

    I also make my own Video Game Music cover songs. They'll see the light of day eventually, all in due time.

    Ah well enough rambling, glad you're all fixed up there. I put a note on the resource page at the bottom in the event other folks run into the same problem. If you're in the USA don't forget the clocks just moved forward one hour.

    --Cheers!
     
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  17. bob.blunderton

    bob.blunderton
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    Editing this map some more has commenced once again.
    Where all the new stuff is, on S. Roane Street ( 4-lane divided roadway 'Route 27' between Harriman and Rockwood), on the north side of the highway (US40 divided interstate), just south of there is where I'm working. I am hoping to fill a large majority of the 4~5 miles or so (random guess!) between the new stuff north of the US40 interchange and the Sprawl mart (to the south, just before you head a bit more south into the town of Rockwood).

    So yeah, maybe in a month I'll have something new here, or month and a half. It's a way's out.

    No pictures yet but in a few days (by the weekend, I am guessing) I should have something new to show for it.

    Already regraded over a 1.2 miles of the road from the highway interchange south a ways, and added a new bridge. It gets lots of commercial buildings interspersed by farm land and woods. Likely that lone overpass just west of the intersection with the highway (that doesn't really go to anything), "Scenic Dr" / "Veterans Rd" will get completed during this update too, since it's within a mile of where I'm working. It doesn't normally connect to Roane St. on the south side of the highway, but I might just make it for 'flow' of the map to be better (dead-ends suck), even if it's just a dirt path.
     
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  18. bob.blunderton

    bob.blunderton
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    So now there's a SHOE-IN'S in the map, and yet another Snake Oil gas station, in the map. This is just south of the Interstate 40 & Roane St. (state route 27), south of the Chicken Munch and the rest of those newly-added slanderous fast-food places.
    There will be development interspersed with farm land and wooded areas for miles south of here, all the way south to Sprawl Mart (which is 4+ miles south of here, I haven't measured it precisely).
    So stay tuned over the next few days, as I will periodically get more screens up. It took 5 hours just to build these two plots, so don't expect too much.

    --Cheers!
     
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  19. Xx_DarkStorm_xX

    Xx_DarkStorm_xX
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    I just want to know where Joes is so i can eat at it..
     
  20. skodakenner

    skodakenner
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    Just wondering if those black boxes are from the etk mod or the map if its the map it only happens at the burgerworld spawn
     

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