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Outdated Crash Junctions 0.54

Destruction-Oriented Map and Scenarios.

  1. BNG v0.10 Support

    Occam's Razer
    Fixed scenarios failing to end. Also adjusted some totals, shortened Freeland's monologue, and made Rollover actually fun.
    Def2004, SodaWolf, Alewyx and 3 others like this.
  2. Level format update; Streetcar sandbox 'scenario'

    Occam's Razer
    I've updated the format for the level to the new post-0.9 standards, so the scenarios and campaign should again work properly. The old format is being retained, though, so it will still remain compatible with older versions of BeamNG for the time being. I've also adjusted several timers, and added rain particles back into the level.

    I've also added the new "Streetcar Test" scenario, an objectiveless sandbox 'scenario' built to let you play around with the streetcar on the limited stretch of...
    Def2004, SodaWolf, Alewyx and 2 others like this.
  3. More fixes

    Occam's Razer
    Whoops! I forgot to shut off the raindrops in the Evening Rush scenario. Every change mentioned with the previous patch still stands.
  4. Campaign and Bugfixes

    Occam's Razer
    For those that had extreme framerate shortages with the post- patch, there was an issue with precipitation. Do not re-enable the precipitation object.

    Courtesy of @Nadeox1 I've added in a campaign that he whipped up, so the scenarios can optionally be played in consecutive order. I've also fixed the immobile T-Series in Plowed Meadows. Be aware that there has been stated to be an issue with the timer in Rush Hour failing to stop at any point....
  5. Happy Holidays!

    Occam's Razer
    'Tis the season for updates!


    Included in this go-around are:

    • Quite a bit more map, expanding the map north and south and adding a parking complex
    • Seven new scenarios, a little harder this time, and with ample destruction in each
    • A new settable slow-motion option (instructions below) for the scenarios that use immediate slow mo
    • A few other things...

    Now, please note that this update had to be... well, updated...
    [PAC] Fios39, Acrain7, Alewyx and 3 others like this.
  6. New Scoring System, etc.

    Occam's Razer
    Newest update: no new content, but several fixes:
    • Improved scoring system: results are shown regardless of success or failure, and most feature a score breakdown. Also fixed excessive multiplication, resulting in ludicrous totals.
    • Moved the second waypoint on Transfer, to more clearly indicate the intended path.
    • Made a few descriptions more brief. Badly needed.
    SodaWolf and Def2004 like this.
  7. Fixed Preview Images

    Occam's Razer
    Adjusted the preview images for the 'Plowed Meadows' and 'Transfer' scenarios. Thanks to lumbud84 for pointing out the mistake.
    lumbud84 and Def2004 like this.
  8. Version 0.4

    Occam's Razer
    Update time!

    This update adds some extra map, and seven new scenarios. The vehicle counts are getting higher with this update, so some slow motion will be present. I've also made Into the Fray somewhat fun by making the Grand Marshall move at a non-glacial pace, and Bottleneck easier by raising the failure standard, and lowering the success standard. All of the scenarios are now numbered so nobody starts off with a difficult scenario or an obscure special event. Unless they want to.

    lumbud84, Dario555 and Def2004 like this.
  9. MODERATION : zip renamed

    Occam's Razer
    MODERATION : zip renamed
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