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Please report issues only from BeamNG 0.33 from now on :) As usual, we fixed some issues here and there on the Linux side.
Try to run the game and after it's closing attach the log file from ~.local/share/BeamNG.drive/0.32/ in this thread.
The game works fine on my end on Ubuntu 24.04 LTS in GNOME Wayland session on my end. I'm testing this on a laptop with switchable graphics, so...
Just a bunch of maps, some work only as showroom, and some are a bit bigger. A few maps were merged into a bigger level where possible. The list...
That's nice to hear. It took us quite a lot of time but we learnt a lot while working on this and other maps. We started with all models being...
Hey there. I just uploaded another hotfix update for the map. Nothing too big but it might improve performance a bit [ATTACH] Reduced vram usage...
Make sure you use the updated map. This bug was fixed earlier this year
Thanks for checking and confirming :)
I removed it while cleaning the code for the last update as it seemed useless and overcomplicated. Especially lod bias slider. And the map sadly...
Lights should work the same on Vulkan and D3D11. I'm not changing anything, you only get a warning in imgui window. Some lights are off if you are...
Hey, I just posted a hotfix for missing cubemap textures, I forgot to rename one path...
Tokyo Highway map is a map port from PS2 in the end, it's got very low poly meshes and low-resolution textures. This map port is from a PS4 game...
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That's how those games are made. Whatever is our source that ends up converted to BeamNG, nothing more nothing less. You need to remember in those...
The best way to improve performance at night and in tunnels is by changing shadows visibility to partial in-game settings. I'm aware of this...
What do you mean by that? I don't really see a difference in how we make those maps other than missing some lua features on super small "showroom"...
Hey. I believe the game should be running on Wayland just fine. I've tested it on GNOME and KDE on Wayland and there weren't any different issues....
No big news on that map or other Criterion ports for now. On Burnout Paradise I'm adding traffic support slowly, there are so many roads. It's...
Some work on lights and materials for Kamurocho 2018 (Judgment) port that I work on with @AgentMooshroom5 [ATTACH] [ATTACH] [ATTACH] [ATTACH]...
Yes, exactly. 1 vehicle is running on a 1 thread. The more vehicles you spawn the more threads are used :)