Hi Bob, I first want to start by saying how amazing you are at this whole map creation thing. My all-time favorite map is Roane County and I play on it every day. With that out of the way, I am having the same issue with many road textures. Alot of them are outright gone while some are Orange. So This is the cloverleaf over by sprawl-mart These next pictures are north just outside the city These next pictures are the orange roads next are the roads behind the worst buy in the castaway town Next is the road leading to the airport this intersection going towards the beaverly hills. And finally the highway by the airport going towards the abandoned mall I do have a potato for a computer but I have never had any issues regarding textures on this map until the 0.30 update. Also floating intersection lights by the big office building. been there since the 4-14 public release. Thats all that i have seen so far. Thank you for all that you do.
Beta link is posted on Patreon for those supporting the map, so check your email! Contributor links will be posted later or tomorrow. File size is 4.2x GB. @Sheriff Watson If I'd have to wager a guess, it's likely a corrupted download of the map. However, if re-downloading does not fix this, we'll have to move onto the next trouble-shooting step. EDIT: try turning video settings to lowest and restarting the game if a re-download does not fix it. You may be out of video memory. If not, again, we'll try something else and I'll forward this to the devs. Also, you're quite welcome. If you're an actual real-world Sheriff - thank you also for your service! We're lucky to have a really swell Sheriff's Dept out here in TN. Roane County map will be getting an update as soon as I have a bit of free time from release-crunch here. The orange road pictured in your pictures IS an actual bug, I fixed it in this release. The missing roads however, aren't something that's showing over here.
Strange, I wonder what's up with it? That's the second one of you now. If others have this issue, please give a shout-out so I can get to the bottom of it soon. If someone who has this issue can send me their beamng drive log file, please do so (in private message if you're worried, but it doesn't really contain anything but game loading data). It might be an issue with system RAM or video RAM, to be honest, barring said corrupted download mentioned in previous correspondence.
I'm going to say it's likely both system ram & vram, there's likely not enough vram to load the textures & not enough system ram to cover it.
That's likely what's going on. It's getting to a certain point in loading, and just shrugging it's shoulders and walking away from it's post. So I'll pass this bit on to the devs (maybe they can put a 'we ran out of ram and some elements may be missing' notification up somewhere), and maybe they can handle the AWOL latter-half of the loading process or whatever bug it is. I DO know that version .30 did change things with loading, and usually means improved load-times, but also for handling low-memory situations better. This is likely a work-in-progress and will change in future versions. I don't have concrete proof but I am seriously-nearly-certain they are doing things actively to improve the loading process. What used to crash with a 0xFFFFFFFF error listing out-of-memory situation is likely now resulting in what you see above. I do have positive confirmation the map is working now, as intended, when enough memory (or some other reason) is present. This is a hypothesis more than it is gospel, so take this with a grain of salt. Still, making them aware that 'Bob broke Precious* again' wouldn't hurt, now would it? *I have nicknamed this simulator 'Precious' when talking to the devs, because of how long they worked on it, and how much of a labor of love it is. It's a bit of an inside joke I make with them, because maybe it'll cheer up some staffer's day over there on their 'edge of the map' with my dead-pan sarcasm/word-mangling. Will keep folks posted on what is up with this bug, and if anything comes from it. --That is all for right now.
I checked my ram and vram and there is plenty of space left in both. I don't think this is caused by the ram or vram. It could be some generation error or a texture error.
According to your own screenshot you got a warning that over 80% of your RAM was in use. The game recommends 16GB & you only have 8GB. Moreover, you only have 2GB VRAM, that's barely enough for someone with more system RAM but for your system it's not going to cut it, not for maps like these at least.
Great work, Bob! This map is simply huge, haha! For me the experience is very good. There are some unhidden meshroads, which are clipping through the terrain if you zoom out far. I didn't see any texture problems on roads checking the map briefly. It could happen if there are duplicate materials or duplicate keys in a json file. Then it is a bit like gambling which one is loaded first. I analyzed the map with my tool. You find the logfiles attached. Best! Alex
yo how long has this been around i noticed a part from the orange road, glass changes the color of the road and tire smoke that is between you and the road goes all funky to and it goes all the way to the next bridge
Yeah I thought I got all that fixed, I'll check it out and make sure it's fixed tonight. Thanks for the input! An old graphics format broke and so it ended up with one layer orange. Sucks when that happens! Keep the bugs reports coming in please! I found a bug, by accident. Chalk this up to DERP. Anyone else notice what's wrong here? There's a few more here and there, I'm working them out slowly. 4~6 days until I do another beta release for patrons/supporters on Patreon. I needed a few days to *not* map for sanity sake, plus some of those I was in pain/agony/what-else-is-new, so it was good to do some other things for a bit. Taking a few 'sanity days' or 'vacation' days (or even a week sometimes!) keeps me going on this project and not burning out. I certainly don't plan on stopping this any time soon. For those reporting missing roads and the like, that's likely a RAM or VRAM issue at play. I have *NOT* heard back from the developers yet on this to be sure, so keep fingers crossed for now. RAM is cheap though, so open the case of your machine and see if you have any free slots. Get the numbers off one of your RAM sticks and plug that into Ebay or Amazon, and grab some used goodness for dirt cheap. It's better to grab your DDR4 now (and in pairs btw for best results!) as prices are now going to climb since DDR5 is becoming the new mainstream go-to. Adding more RAM to a system is the cheapest way to increase your ability to run this game, once the CPU is deemed good enough (and running cool enough under load - important!). Any recent CPU in the last 10 years can run this map no problem, even ones back to 2010 (xeon 54xx/56xx socket B/1366) can do so effectively if you don't demand 60fps+ all the time - not a realistic goal anyways. For the time being, the next time I edit the description on the mod page for this map, I will up the RAM requirement from 8gb to 12~16gb (isn't it that already? I have no memory in my head unfortunately). While you CAN run this map with 8gb, it doesn't seem to completely load; this is mostly because this map is MONSTROUS with tons of detail (of the level this game was not intended to run). DO know I'm back to fussing with the map and trying to fix the bugs. There's also a bit of sidewalk sticking into the train tunnel that's unfinished in the area near the mall, but this is OK as this isn't nearly done yet here. These triangles in the ceiling are a dead giveaway. Don't touch these or strange things could happen. That's all for right now, but rest assured, there's so many bugs that I'd wear my fingers down to the bone trying to type them all in, but I'll be posting more over the next few days. ADDED IN LATER: Whoops. Looks like my texture sorcery doesn't look right the the 11-foot-8 pillars. Will have to fix this and scale it up by a factor of 2. TO-DO: Find more bugs and add them here to avoid new-post spam (as that'd be a let-down when you come in thinking "Bob made a new post or so it told me! What has he created in the map now? Oh it's just Bob fixing his stupid mistakes and general blundering again..."). I will still make new posts to address other things talked about on this forum thread, AND to post general progress. Another bug, traffic tries to cross the road where the elevated concrete rail viaduct goes underground, blocked by the transition from underground to raised rail, thus crashing straight into it. Derp. Trying to jump into the transition just mentioned from the median area where it's much lower causes catastrophic vehicle mangling - don't do it. This is supposed to be able to be driven over but isn't yet. Privacy wall / fence posts (second shot up) have invisible missing sections, right by the top of them, on one or more sides; but it's barely noticeable due to it being 1.5cm x 40cm. Keep forgetting this one! Deep bump in the road where a pavement patch crosses it just before the triangle I put in last year is too drastic and causes bottoming-out. Must tone this down a bit! Privacy wall placed last year is floating in spots near to the sunken highway. This is bad, Mmm-kay. I forgot to post this edit last night. Oops. Shows how good my memory is, doesn't it? @Flying Fortress I changed that texture out right before I uploaded the last private beta. It shouldn't pull up the old broken texture anymore as it's fixed at the resource level. I'm working on taking out those old textures as they're sub-par and made before I really knew what I was doing (or had access to commercial texture repositories).
Fixed/refined/added: Finished road grading (cross-slope) on road here Finished detailing on another road nearby / added stop signs / fixed AI trying to cross transition area from metro tunnel to raised metro track on same road... Added another lot to the map, it's mostly structurally complete, just another generic industrial zone Enhanced road layering so that the texture doesn't repeat and added a few detail bits / also fixed the repairs being too drastic of a dip causing the car to bottom out and AI to crash The slightly darkened slabs on this concrete road add a level of detail you may never ever notice, which helps to prevent the texture from looking repetitive. Yes, I was a concrete worker, in-fact I grew up in the business. Right-turn-only indication added here. Most folks would never notice these details, but some others out there do appreciate me 'wasting time' on this . --That is all for the moment. (yes, this all together took 8+ hours of time for just what you see; and there's little odds-and-ends / touch-ups that I don't feature, which happen constantly in the development process)
Floating traffic lights are not a bug present in the current version. I did double-check this, but I will still keep my eyes peeled for something similar nearby, as there's likely more than one signaled intersection near there. This bug may have still been present in the last public version, but I should have an update to the public version within the next 10 days. EDIT: FOUND IT! It's really way up there, like 50~80 feet up in the air. What happened I have no clue. It was actually so high up and out of the way that I've never noticed it. Capital DERP! I'll make sure that's fixed!!! Map progress: Worked on some graphics for road textures I'll be using in future versions (coming in 1/2024~3/2024 sometime) for an hour or two. Added in the road stencils from my own graphics resources to the map and also added in the West Coast map's stencils until I get my own prefab stencil pack together. (For clarification, my road stencils - the usually white letters and numbers often printed on the lanes themselves for turns or 'stop' messages, are all just by letter or number, where-as the West Coast stuff has the things pre-made like 'stop' 'yield' 'right' 'turn' 'left' 'slow' etc which is more efficient. I just haven't created my own version of pre-made decals yet ). EDIT: Yes now we have pre-made decals. Now I won't need to use the West Coast stuff only to replace it. What's even better is, since I made the road stencil stuff from a cc-0 licensed font, no worries for others if they use it from these map resources for their own map. I try to do this when and where possible. Purchased a 30$ pack of bundle-worthy stuff including abandoned hospital, lack-luster old garage, subway, abandoned subway, and some post-apoc stuff that might look good in a semi-abandoned or run-down desert scene. This is stuff I will be adding to the map - just not in the 20~25gb total size I purchased it all in. Thankfully a majority of the stuff I am going to use comes ready in a format I can directly import into Maya (I still haven't switched over to Blender full-time yet, sorry but I just like using Maya better and that's where my purchased 100$ worth of additional scripts/apps are, too.). I also have sound effects for the military base and some other stuff. Maybe it's getting time to see where my city sound effects got put. I have MANY TERABYTES of project data (amazing the project even stays under 5~10gb total when zipped, right?), I just have to find the things I'm looking for and get them in using what textures I already have in the map - not to mention the sometimes days re-doing UV's. No one does UV's as efficiently as I do, not even most AAA developers, because no-one in their right mind would spend a whole day making a building have 10~100 less draw calls. Of-course this map also runs better than Cities Skylines I and II does for that very reason. Direct-x 11 sucks when it comes to draw calls, which get hung up on a single-core of the processor - so whatever your processor speed is on a single core while all cores are moderately loaded, that's what is going to limit performance. Right now this map IS limited on draw calls a bit in some spots, especially and mostly near the default spawn. This is known, and the residential 1 and 2 story buildings (sans the bi-level homes / apartments) aren't fully optimized. One day when I have two weeks or so to not worry about mapping, I will be updating those models & hope they don't scoot around too much between updates... because speeding down a road and running into a house sitting smack-dab in the middle of the road would royally suck. When I said terabytes of data for this project, I mean it. I have an entire city's/county's worth of models, textures, and more. I just have to get it into a format that's not only going to run efficiently / keep FPS up, but fit into VRAM also. This is what I am held up on. If I stick those buildings I last have shown from the modeler (the brick boxes 7~10+ stories tall) they won't have a single texture and will be bright/embarrassingly orange featuring the 'Bob F'ed Up' texture all over it. For those in law enforcement or who enjoy playing role as one in this simulator - I do have realistic sound effects and some internal police department modeling coming in the future, that'll come in sometime by mid 2024. Sorry it's such a long way away but as stated above there's quite a back-log over here, and no one but myself can do it. This is entirely my fault, but slowly / surely I'm plugging away at it as much as my physical condition will allow. Internal police department modeling = interiors. It will at-least feature lobbies / sally port entrances / internal offices and interrogation rooms / locker rooms / plus the already featured indoor parking for police vehicles/staff in some locations. There will be additional police departments modeled in the future however most of the interiors will be shared for VRAM and draw-call (FPS) reasons. Interiors will ONLY be rendered when you're within 250 feet of a building (half block or less), so they won't eat into the FPS much. Door animations will happen eventually, I'm getting there, will get that in when the interiors happen - same with the gates before you get to the Sally port. Below is not req'd reading and is just for those who don't have all the tech-nerd terms memorized already from me constantly bantering about it over the last 5.5 years... ugh! Terminology for those not as into tech as others: VRAM - video memory, everything you see in the map must fit in a pool here to be displayed at acceptable FPS, exceed this and your FPS will go down by 2/3rds or at-least half. Video memory is NOT system memory except in integrated systems like base-model laptops, where memory is shared. Use low/lowest textures if this applies to you to get around this or pick up a system with a dedicated video card. Desktops can be upgraded easily if the power supply has the plugs for the card you want to put in it. Ask a local PC shop to help you decide what card to get if you need the help, as it should be pretty reasonable in price outside of the card itself. Draw Calls - these are confounding at first, the name offering almost no hint as to what it is. This is the game asking to draw a set of connected surfaces on polygons or even a road-surface or the terrain itself. It tells the CPU to get render commands ready, one at a time, for each different texture on the screen, multiple passes per texture, for anything and everything you see (and then shadows/reflections too! shut those off if FPS is low!). This is down THOUSANDS and even tens of thousands of times PER FRAME, by a single CPU core in the default DirectX 11 renderer, as many times a second as the CPU can push. DirectX 12 and Vulkan (formerly 'Mantle') renderers can alleviate this if used properly by spreading the draw call load out over multiple cores. If done efficiently enough, will enable exponentially more detail in complex open-world scenes like we have in this map and much more consistent performance (Especially with lots of cars on-screen!). The vulkan renderer for this game is currently a little new and not yet 100% up-to-snuff yet, but will get there sometime in the next year, and be much more consistent in performance than the current DirectX 11 default renderer in big maps like this (if it isn't already). UV's - these are the textured surfaces of polygonal objects, like bricks or concrete, windows or doors, roof shingles, or even grunge effects like rust stains on a building. Anything you see pretty much. Taking lots of time and making your polygonal objects more connected in-terms of UV faces when modeling them (what I do in Maya or Blender for example as a mapper/modeler) is very labor intensive but produces an object that is exponentially faster to render (and I cannot stress this enough!). I'm talking 10:1 or 100:1 difference in time on the processor to push a render call. This means the difference between 25fps and 60~100fps in a moderately well-detailed scene. It's the difference of rendering a full city block at 30fps or a full city at 60fps. There's plenty of other tricks I do to keep FPS up and VRAM weight down (the big enemies here aside of aft-mentioned draw calls!), which I am constantly juggling VS detail and variety, to keep this project on-track and in-shape so that most of us can enjoy it. For those not a LEO (Law-Enforcement Officer), Sally-port is a term for the intake for those in custody where they are processed and booked into city or county lockup. If you don't know what a Sally Port is or never heard of it, you're probably a pretty good* human being. Let's hope this is the only place you get to experience going through one (if not working in Law-enforcement)! *OR you're a bad person and were too 'plastered' / three-sheets-to-the-wind to remember what was going on... hopefully not putting up a fight - but then-again what business of mine is that really? I don't judge. I'm not paid to do it any-ways, and who's to say I'd be any good at it if I tried? There's much more open to you in life if you don't judge others, but don't let your guard down either. Technical stuffs out of the way, I hope all are doing well in life, and continue to do so. If you CAN support this project, please do so. If you cannot, that is totally cool - I've been there - no hard feelings and you shouldn't feel req'd to say so if it comes to that - but keeping the lights on and food on your own table is much more important, of-course. This I totally understand. If all you can do is enjoy the map and provide a little feedback and tell me what part(s) of the map you have a love, hate, or love&hate relationship with, or even want to bull-doze - that's great! As always, this project will continue and has quite some life-time ahead in it yet, so no worries as it will not be abandoned. Los Injurus City will be built! --That is all for right now. There will be one more private supporter update before the next public update - and this *SHOULD* all happen before Christmas.
So Bob, I was running a roadtrain over that large hill that leads down to the military airport. I had a realization, could you possibly add a third lane for trucks and escape ramps for brake failures? That would be a nice little touch. I would put the ramps near the bottom for maximum carnage. Also a small hill between the bridges crossing the ocean side highway would be nice. I would like to see if I could clear the jump. Keep up the good work!
You should totally invest in some ram. It's usually not that expensive and it sounds like you'd get quite the boost from it. If I were you I'd buy some for sure. It would most likely fix the culling issue you're having with the textures.
Noted! Will not be in the next beta, but will be put on the to-do list. This 'runaway truck ramp' is planned regardless. More additions near the bottom of such steep hills and straight-away areas is always welcome. Will be doing this sometime in the near future. Map fixes: -Spawn point that put you on curb for 11-foot-8 spawn should be less likely to put you on the curb. -Floating traffic light is GONE GONE GONE -Fixed road texture fade-out by the new factory on the wide surface road where the fixed deep dips were before -Fixed AI routing into the raised rail supports CRASH CRUNCH. They shouldn't do that so much now. -Fixed graphics and left-turn lanes for areas by rail supports above, and moved AI / lanes around a bit to accommidate. <--- spelling fail -Fixed some missing AI in the area (just a few things like missing turns etc) -Added some road variation texture to two blocks of roadway. -Mountain texture was changed the other day. It's just a place-holder but doesn't look as drastic as the old broken one. Most of these fixes are over in the area with the raised rail. Mountain texture bug IS NOT my bug it's the game shaders. Expect a private supporter beta in the next two days sometime. It's not got big changes but just bug fixes. Last chance to get bugs fixed is tomorrow end-of-day USA time. PUBLIC version will be updated by the end of the week!!! (if I can help it anyway) --That is all!
Finished up curbing on this block and most all the striping Fixed all the AI here, and made sure it also didn't blunder into a post. BOOM Also, did a bunch of work over here, and the jump should launch you further/higher too. Just for anyone who didn't know what this is or why it's here... This from earlier when I mentioned the lights aren't sitting in the raised train-track anymore. I put the left-turn light (the arrow to which doesn't really function yet) on the pillar itself and move lanes over. Post-shot EDIT: Moved cross-street lights here lower so they're not blocked by the rail viaduct at medium/close distance. I also added reversed signal-heads to the ends of both side's masts just in-case you're blind or playing at 320x200 resolution. Added the last shot below to show this. Wear-lines in the road will indicate the path you naturally should follow, should lanes not line up across intersections. Unlisted: bunch of stupid little things I likely forgot I ever did and consequentially won't list. --That is it for now.
Haven't noticed the AI munching on the elevated rail as of last-night's test. I added in another set of on/off ramps here on this side of the highway, since the other side of the highway has a set just past the bridge in the background. A bridge to connect the two sides of this area (on both sides of the bay) is missing right at the moment but you can use the highway to get across as-always. Made sure to put up a piece of barrier so you know where the road runs out (or is much less detailed beyond this point, it doesn't go far past here anyway). The intersections have been detailed decently as far as textures go, such as the last two pictured. I will make sure the AI can use the new ramps (it's already installed on the main road). Tomorrow I am going to finish up a few odds and ends and then upload this. I will then slim it down and pipe it over to the public server for approval via the staff. So yes, the public version is about to get an update. Finally. For real. About time, right? As always, supporters of the project get it early. --That is all for right now.