WIP Beta released A new *CITY* map - LOS INJURUS 2023-12-20

Los Injurus 2023, now featuring 11-foot-8 bridge!

  1. bob.blunderton

    bob.blunderton
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    Okay, I will put forth some effort into finding other hosting sites!
    They must have lowered the monthly bandwidth allowance on that place.
     
  2. Memersand694

    Memersand694
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    I forgot when will you upload this to the repo?
     
  3. bob.blunderton

    bob.blunderton
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    A few days max, I hope.
    No one's moaned about it being broken yet, so that's a good sign. Works here though!


    @Borg Drone Re-check the Patreon post, I added another alternative download site at the bottom of the post on Patreon. Stupid MEGA, that's IT. I've had it with them. I've even tried to buy the service a while back but it wouldn't take my card.
    The one hosting site I did figure out how to buy, I couldn't find any instructions on how to actually upload anything to it (yeap, rubbish). So I've decided NOT to do any more web sites. No more. Not spending another penny on it. If it was as easy as getting out an FTP program like we did in the 90's, pointing it to the right site, uploading a file and plugging in user name and password, then I'd have done so long ago. I don't want to have to learn a whole bunch of stuff just because some idiot thought the process should be EVEN MORE COMPLICATED. If I have to hire someone with a degree in IT or web design just to upload a website and a stinkin' file, then the problem is not on my end, it is on theirs with trash / poorly thought out design.
    Unfortunately they want you to do this, do that, and don't give you a lick of info how to do it. So to heck with the whole lot. I won't buy square space either, I hate those [censored] idiots for jamming so many ads up my rear end on youtube that I personally wanted to get into fisticuffs with their advertising department, until I figured out not only ad-blocking but also MID-ROLL AD BLOCKING hallelujah! Yes, you can and should block mid-roll ads, they're hella annoying.

    So for those kindly supporting the project, I did add an alternate link. Please do not mention where in here, in-case there are issues with the project's current version. Thanks. It will be on the public servers in a few days barring any serious issues.
     
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  4. JoshD

    JoshD
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    Got this outside of Beluga Beach Hillside Residential
    screenshot_2024-12-17_07-34-17.png Clipboard_12-17-2024_bnglosinjerrors_loc.jpg Clipboard_12-17-2024_bnglosinjerrors.jpg

    Unless it's supposed to look like that, it just seems a bit off, like a little glitchy.
    --- Post updated ---
    Actually, it seems to be an ongoing thing throughout the map.
    screenshot_2024-12-17_07-57-20.png screenshot_2024-12-17_07-57-39.png screenshot_2024-12-17_07-59-49.png
     
  5. Borg Drone

    Borg Drone
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    BOB you've outdone yourself, the new canyon roads are so much fun to drive and drift on.
    i've also noticed if you dont mind some sugestions, some of the roads are quite steep and thoose runoff ramps when your brakes fail would be a nice addition to them
    i would also suggest the new part with the hairpins theres a closed road would it be possible to make that part of the map anational park of some sorts ?
    and my last suggestion would be a container harbour
     
  6. bob.blunderton

    bob.blunderton
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    That portion with all the redwood trees that's just been added will eventually be a national park.
    Container harbors are coming, and it's not that far from Beluga Beach, in the industrial sector further down between there and the huge airport.
    Some of the roads can get to 12~14% grade but usually stay between 10~12% as that's max grade allowed on streets/roads which aren't majors (interstates are max 6% new max 7% in specific places / grandfathered in) DOT code.
    The mountain routes aren't really supposed to have trucks on them - but if they're the only way there, you may wonder how they get shipments without a port or airport directly serving that area. Well, the true truck route hasn't been built yet, and will come off that other section of freeway that comes down the mountain right at the shore where it meets the long straight-away that goes to the airport. A bit hard to explain without a picture as I don't have the game open currently to snap a screenshot. I will likely get this built in due time, not sure when as I want to get to the scripted stuff.


    Thank-you for the error report!
    No, the line texture is not supposed to be broken (and I don't know why the log is complaining about specular mapping, will have to work on that) or worn-out.
    There's a repeated conflict with in-game textures for the line_yellowblack material.
    Line_yellowblack texture is broken / missing / glitched.
    Alpha clip is on again GRRRR
    F11 to enter the world editor.
    Find the MATERIAL EDITOR if the window does not open automatically, or find it in the menus
    Find texture/material line_yellowblack (exactly this, not m_line_yellowblack that's a shared default resource).
    Find in options below for 'ADVANCED ALL LAYERS' the ALPHA CLIP checkbox
    Uncheck this alpha clip checkbox. (you'll notice alpha clip is set to 255! I NEVER SET THAT EITHER!)
    Scroll back up and hit the disk icon for save materials. It will stay fixed likely until the next game version.
    You may or may not opt to save the level, don't know if that's req'd too. However, you can hit F11 to go back to the regular game mode. This is the end of the technical stuffs / instructions / destructions (only are destructions if not followed right).

    THIS IS NOT MY BUG, IT IS THEIR GAME ENGINE DOING IT! I SET IT TO 2 (basically 0) and UNCHECKED IT so it should not affect anything. Stupid technology! (I'm not mad at you, I'm mad at the game engine)
    If you should download a newer update in the future, knock out the folder that has my map name under your beamng user folder it's usually under levels. This way it won't conflict with a newer update ZIP file, because OH IT WILL over-ride that zip file's changes with anything same-name in levels. If you messed something up editing things, you can also knock out this levels folder to revert it back to original download state, but you'll have to change the texture settings for line_yellowblack again. At no point do you have to edit anything in the zip file itself, and the game won't save changes into it, just into the /levels/losinjurus folder.
    THANK YOU FOR THE BUG NOTIFICATION! I will go and steam off at the staff over it.
    If I get kicked off the forum for a week, you will both know why and that yes I got my message across as-intended :)
    Just part of the fun of game development. You really have to LOVE PAIN if you voluntarily develop a game environment in a pre-release game engine. While I use the word 'fun' here, they won't let me type in the word(s) I truly really want to put in here, with it being family friendly and all.



    So yeah, fun stuff. I will see if they'll get this fixed, or if there will be a req'd level update!
     
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  7. Drummerboy189

    Drummerboy189
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    hey bob when is release of the new update for this map?
     
  8. JoshD

    JoshD
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    You're welcome, glad to help.

    Those files seem to be missing from the archive.
     
  9. Borg Drone

    Borg Drone
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    i know its off topic but i understand BOBs frustration with the road architect tool now
    even though i went in expecting shities skylines road tool but got that monstrosity
    i was inspired by BOBs new roads and tried to make my own scenic road through west coasts red wood forrest and mountain if someone asks
     
  10. bob.blunderton

    bob.blunderton
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    Changes:
    Completely made a new material for the line yellowblack road-striping thing that broke.
    Changed everything over to this new material, will avoid this breaking again and again and again.
    Yes, it's a game-resource conflict, and yes it sucks. The old material remains for resource reasons but will eventually be removed.
    -
    Adjusted some terrain layer graphics so they blend a little better (you might not notice this, they weren't used much yet, but they add variation to asphalt so it doesn't repeat so much). This is a work-in-progress.
    -
    Fixed up some of the driveway edges / road edges in the new section where it didn't look good due to the 0.34 update moving the terrain blending back a half-square to where it was in 0.30 or 0.31. There still might be a few edges here and there that bleed underneath edge-graphics etc, or the occasional bush-in-the-road (tm).
    -
    Speaking of those bush-in-the-road issues, got rid of dozens, there are probably still dozens left. I will get them eventually, as I find them.
    -
    Added chevrons to one of the newer highway exit ramps (a diamond interchange one-down from the big dam) and fixed bush-in-the-road / terrain bleeding issues here.
    -
    Switched over some older graphics and did some adjustments in a seldom-used area near the last one where I mentioned the exit so it looks better. This will help me slowly remove old lower-quality resources from 2016~2017 and thus reduce file-size.
    -
    Removed a TON of mesh roads for carving that were hiding under the terrain. OOPS.
    -
    Added a bunch of DEAD END and a few STOP signs to help navigation / immersion / out-right confusion.
    Not all dead-end roads have dead-end signs. I am sure there's quite a few hidden ones I missed. A lot of these will eventually go through, but not all of them of-course. I try to avoid dead-ends as they're not good for exploration as much as a completed roadway would be, for level-design and flow reasons.
    -
    Fixed a stupid error with a scrambled road texture you could barely notice in the new area.
    Fixed some wear blending that ended suddenly in the new area which I just noticed.
    Fixed some concrete gutter that wasn't aligned and stuck out too far after I moved the sidewalk but not the road gfx. Oops.
    Fixed the road intersections up near the original concept part (not far from the skate ramps thing), where it goes from there over towards the Sprawl-Mart. Just a small change. THAT ROAD IS TEMPORARY that is why there is a center strip but no lanes. It's just there for completeness, otherwise you couldn't do loops around the inner large lake without getting on the highway or flying around/over the dunes/dirt off-roading it.
    -
    Added a bunch of variation to the road that the Crash-boom-punk spawn is on, not sure if I 100% like this, if only because of the blending issues at medium distance. Will try to work on that some more. This like the terrain blending issues far above, is also a WIP. However, if you don't like this variation and think it's too much, then do not fret, into the world editor we go! You can choose 'asphalt underlay' (5th option) inside the terrain-painter tools, inside the terrain editing tools, inside the world editor, if you wish to change it back, and paint up to your heart's content as the rest of the road is decal-overlays. Just don't use any of the final 5 layers in the terrain painter tools, as those will show up blurry and don't work (yet). Save your work when done but...
    Remember, if you make changes and save your work, it can and will override any updates you may get to Los Injurus, so don't forget where they're saved so you can remove them in the future when you get an update.

    There will be a release candidate 2 showing up soon for supporters and for those I send links out to.
    Not going to use MEGA this time. There will be a Patreon post about it.

    This will (soon) get uploaded to the PUBLIC server, though hopefully it doesn't get mixed up with the first release from the other day. Either way, they both pack a TON of updates, and are just as good to use barring the bugged-out double-yellow line in the first release.

    I would have rather just issued a patch, but most people don't want to bother with that stuff and it is fraught with chance of error - creating support nightmares for myself and sometimes the BeamNG team.
    Still, if this is everything, that went pretty smoothly this time.
    Now, when is the part where the grand piano falls on me?
    --That is all, I hope.
    -The Bob
     
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  11. bob.blunderton

    bob.blunderton
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    @JoshD Thanks for the info on the bugs, the log file showed some scary stuff.
    So you know, the asphaltdamaged_57_s and asphaltdamaged_61_s missing files have been made and put in place. I'll make sure it doesn't look to terrible in the next run-test.

    (this above log picture is not mine, just explains what I'm speaking about above)
    Am currently trying to figure out if there actually is another layer to the 2nd asphalt variation or if it's just my tomfoolery on the texture script / index.
    Thankfully, the staff made the log a whole lot more verbose in 0.33 (I believe that one), and thus I can find my errors easier, especially when they're 'CTD' or 'stuck loading' errors. I initially thought my Los Injurus wouldn't load, but on the 2nd load & first try, I fixed the error that used to crash it (detailed on the previous page) and it finally loaded in after a minute or two. I was just about to ask a staffer about it and the thing loaded up in the background. Hooray! This is good as the less I pest the staff, the better I feel & more time they have to dev on the game engine / content.

    Needless to say appreciate the bug reports from everyone who has sent them in!
    The less bugs in this, the better new versions will be for everyone else, and the easier time I will have working on this - when I don't have to chase every other thing I used to figure out why this or that isn't working.


    That said, I did mention to the team that I'd appreciate being able to upload more than just a broom closet to these servers here, as ~500mb or such that is the limit is wholly insufficient in today's game-scape / sim-scape.
    Actually, I'm not even sure if the broom closet could be less than 500mb - maybe if it didn't have any brooms in it.
    But let's get off of (or is it 'out of' ?) the closet (hah) topic here, and back onto the subject at hand, Los Injurus.
    Working on fixing stupid bugs, annoying red text in console, and anything else that I didn't have time to do yet.
    IF something else is broken that doesn't appear yet on this page, please let me know right now! I will be buttoning this up shortly and making another upload. Expect a supporter-notification in the next 12~18 hours or less. I am not promising tonight but will try. If not it'll be tomorrow before early-mid afternoon.
    REALLY trying to get this uploaded tonight or very early in the morning as I'd like to get it out on public servers.
    Look for RC2 (Release Candidate 2) for download in the near future, and then for public consumption.


    I'll update this post or make a new one if there's anything else that comes up or other stupid stuff I've found.
    --That is all for this one. THANK YOU to those who support / participate / bemoan / spectate

    -The Bob
    @Borg Drone As per "You've outdone yourself" which I forgot to respond to earlier. First-off, Thanks! Glad you've noticed. Second, one must always try to out-do themselves or otherwise strive to improve. No sense just treading water, as with the current that is progress, you'll end up down-river and in over your head when it comes to advancing PC / Console tech, new features and processing ability, higher quality textures, new scripting formats and ability to have a living / breathing environment, etc. But, that said, I do try very hard to put out the absolute positively absolute best stuff I can figure out how to make. It takes a lot of trying, but I didn't think I'd get this far in the six-some years I've been working on Los Injurus, at-least not with the level of detail I've managed here.
     
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  12. bob.blunderton

    bob.blunderton
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    Removed entry for asphalt_variation_02_s.dds as it's erroneous. This doesn't exist anywhere so it likely never existed. (Do you have any idea how long it takes to search though TB's worth of data!? SSD or not, it takes a few minutes sometimes, depending on what it's looking for, AND it's got indexing enabled as any NT 4 or newer OS has by default).
    Added Roads149_s.dds back to the roads folder. This was missing!
    Fixed shape Raised_twolane_highway_curve_halfone.dae that had a <library images> line in it erroneously right at near the beginning of the file, just above the start of <library materials>. It doesn't need image stuff, this is paths to the images used in the displaying of that object's materials, and is per-user (meaning it'll have paths of hard drive locations of the files used to display on the image, they won't do you any good at all and just take up space). This one has been broken FOR A WHILE. YEARS. SEVERAL YEARS. LIKE HALF A DOZEN OR SO! You can use it now (it's just a four lane - two per side with median barrier - highway that's raised like what's at the default spawn, with a barely notable curve in it for those times it just won't line up perfect with something).
    Added back main_road_straight MRK pieces named as such with the following:
    twist one, two, and five
    ALT-twist one, two, and five
    For those who want to use them, they exist now. The resource pruner will likely kick them out but if you're a supporter you can get the full-fat version that doesn't prune the MRK kit.
    These pieces may eventually get deprecated as I make better ones, unless I figure out how to dress it up better without a whole lot of work (outside of the texturing itself). The idea of having to re-do all those models isn't a fun one nor is it high on priority (as I don't really like that set any-who).
    Au_siding_burgundy.dds was missing it's extension in the material index and throwing a fit in the log (it worked tho).
    REMOVED A WHOLE HECK OF A LOT OF MISSING MODEL ENTRIES IN FOREST BRUSH!
    This will throw a whole lot less errors in the log, pages less. All the deprecated ECA stuff, and more.
    Fixed the Cypress tree texture glitch (will test), was pathless entry and was no longer supported.
    Added paths back to the buildings/metrocity file, many were pathless. There were hundreds, and I mean hundreds of entries that it had to be, one by one, manually edited back in. It is 11,981 lines long! OUCH.
    Fixed errors and addressed 3800 lines of the ECA sources texture indices, including adding paths.
    Added back missing null texture. It's referencing this in two spots, but it's 3kb so I just added a copy.

    The park bench texture is no-longer a no-texture. It's not the one I wanted, but this worked for now.
    IT ISN'T ORANGE OK?

    This road got a road texture and this alley got curbing / grading / walk-way access. It's all concrete curbing despite it sharing the LOD with the curbing with the planting-strip (in hopes future LOD's can be rendered together, if this turns out not the case when this is closer to completion, I'll address this then).
    I have about 10,000 lines of texture index scripting to go through before I can say it's done and upload it.
    I don't think I broke anything yet but I'll check the log before I'm through. The much smaller log :)
    Removed the old 2016 'four lane with a median' texture as it's no longer needed here (nothing uses it). -21.3mb!
    --That's it for now.
    -The Bob

    ...and it somehow STILL WORKS! The log isn't as large, also.
    --- Post updated ---
    All bugs double-checked and seem fixed. We'll see how far saying THAT gets me.
    Console errors related to /terrains/ stuff are to be ignored. It's just because if you feed the game dds textures for use on the terrain, it will get cranky and stop showing terrain stuffs. It turns the PNG files to dds so of-course there's a texture mismatch with what the entries in the index for them are thus generating console errors.
    Supporters will find they have a new email. You may find the email and go get your copy of RC2, release candidate 2. It's nearly 0400 hours here, and I'm done, I'm out. Enjoy and I hope there's less bugs. Ugh!
    IT BETTER WORK RIGHT THIS TIME OR MY NAME ISN'T CHOPPED LIVER!
    --Seriously
    -
    The Bob
    Are we there yet?
    --- Post updated ---
    Put through all the motions to get the update on the public server including notifying staff.
    It will show up when the staff has time for it unless I screwed something up too badly.
    Release Candidate 2 looks like it's solid enough to be ready for public consumption.
    This thread will update with a post saying so when it's ready to give you the update!
    I'd give it a day or two maybe. This is not set in stone. Pictures on the main resource page will be updated at a later time after it is posted.
     
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  13. JoshD

    JoshD
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    Looking good, haven't checked much yet but roads are looking like they should.

    Again, thanks for all the work put in, it's appreciated.
     
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  14. H4ckerxx44

    H4ckerxx44
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    I can only recommend you the tool called Everything by voidtools.

    Since I have found it, my life has been substantially easier in terms of finding stuff on my computer.
     
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  15. ElTacoPaco

    ElTacoPaco
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    Hey Bob, I wanted to mention just in case if it didn't get noticed a couple updates ago, but I noticed an immersion breaking bug, unsure if squashed yet but figured id mention it before public release. Its on the inner freeway between the Shoe-inns spawn, Science building spawn, going towards the city limits "dam" spawn. Also there was an issue with lane markings by the straight highway towards the big huge cali airport that I also mentioned back then as well.
     

    Attached Files:

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    • BeamNGdrive-0325016716-RELEASE-Direct3D118_27_20244_20_41PM.png
  16. bob.blunderton

    bob.blunderton
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    Okay, THANK YOU for letting me know about those! I will get to those ASAP and make sure they're fixed!


    Good news bad news. The good news is that Release Candidate 2 is fairly solid and aside of this one bug report (and my out of date 'will be under construction in 2023' signs that I never ever can remember to fix), it's pretty good. Also good news, mods can use assets from other mods and it's official. Hooray! That means level-makers can use assets from my level without copying things into their level and bloating it terribly.
    THIS MEANS RESOURCE PACKS CAN BE A THING AND I WILL BE IMPLEMENTING THIS SOON!
    The BAD news is that if Los Injurus goes on the BeamNG server before the holiday for public consumption, there won't BE a server once word gets out. It has come to my awareness that due to the demand for this level, and the size of this level, it will be released AFTER the holiday. I AM NOT KIDDING AND THIS IS PER STAFF. You like your mods server, right? Good. We can wait a few days or in this case, two weeks or around that from right now (hopefully max).
    However, this isn't all bad, and doesn't necessarily mean you won't get it until January. This just means I'm going to be slimming it down over the next week as much as absolutely possible.
    Texture sizes will be reduced this is all but required to get it online at this point but high-detail texture versions will be available for supporters in the future.
    MRK files will stay but only ones which are used. The full-fat MRK will always be available for download, though, as a resource kit (likely via an outside server). Buildings (most of them barring license-proof ones) will also eventually be a resource pack. Making sure users have these resource packs is as easy as putting a note and link on a mod's page on here, and also putting a sign that would otherwise be hidden inside a building or large piece of infrastructure that says 'YOU NEED THE RESOURCE PACK (name) AND DO NOT HAVE IT, GO GET IT OR THIS WILL SUCK'.
    I will make sure to find a place to put this where most folks can get access to it prior to the holidays. I plan on slimming it down a bit first and when I have a stable version in a few days (for sanity reasons), prior to the official holiday on the 25th, I'll post a link here. I don't like releasing bug-ridden rubbish of-course but I also want it so that most folks can actually run it.

    SO STAY TUNED TO THESE FORUMS, I WILL BE RELEASING A PUBLICLY AVAILABLE VERSION ON AN ALTERNATE HOSTING SITE, AND WILL POST THE LINK HERE!
    Come in sometime between Sunday and late Tuesday and you should find something here that is hosted on a public server where y'all can download it at a reasonable speed. You'll have to put the mod in the game folder yourself but I'll give you full instructions on how to do that, and how to detect any duplicates so you don't crash the crash simulator trying to load it.

    --That is all for right now!
    -The Bob

    Edit:
    How the in heck is PBR an improvement? This looks fake as could be! Shiny BS.

    That looks like plastic. That doesn't look good at all, that looks like a doll house surface and not asphalt. I hate what PBR textures look like in this game-engine. It should not look WET.
    I messed with the metallic maps, I messed with roughness maps, nothing helped except reverting back to the old texture format.
    I'm throwing out trying to PBR all the existing asphalt until there's some way to make it not so shiny. I was doing it solely to use the opacity maps and cut down on the weight of this (textures for solid stuff such as models, separate textures for translucent stuff like most roads are in a majority of cases) but I'll remove textures before I turn them into THIS.
    I DO NOT WANT ALL THIS SHINY STUFF. THIS WILL NOT BE PART OF LOS INJURUS, EVER.
    The PBR textures that are in will likely stay in, but do know that I hate them with every bone of my being. I DO NOT LIKE LOTS OF REFLECTIONS unless it's raining, we have games with ray tracing for that stuff.
    Not a happy Bob to have just wasted half the day trying to get this stuff to work.
    Sorry the bold is stuck on, I can't fix that, that's this forum.
    --- Post updated ---
    Found the issue here with the following shot.

    It's a piece of random OOPS forgotten collision mesh from the nearby bridge models.
    Thanks for finding that one! I would have never caught that bug. Will export a new model to fix this issue. That's the type of stuff that I'd have never found in a million years, and took me a little over 10 minutes of trial and error (and crunch) to figure out, but I've got it now.
    -THANK YOU!
    Edit: Just fixed the other error you reported with the priority changes I had made at some point to one of the ramp routes. I blasted through there at one point and never noticed it, too. So thanks for reporting that one and know that it's fixed on my end.


    AHHH! This is what I get for fixing this model, it shows up now :x

    Guess that's my proof it works now. Derp. This has been sitting here, with the exception the model could never load, since 2018~2019 or so. Whenever the higher level of highway was put in.
    So now that I fixed the model the other day, go me, it created a bug when it showed up. Oops.
    You can select this in the forest brush editor (tree icon in the world editor), and delete it or move it out of the way. You just click on it until a movement handle shows up (RGB thing with arrows) and then you can get rid of it. If you get rid of the WRONG thing, hit CTRL+Z to undo. Then save your level (but keep in mind your changes need to be removed when this updates, they'll be under your user folder in the levels folder, just remove Los Injurus directory in there and your changes will disappear and not conflict with an update you're installing). It was a result of me trying to pick that one, and it not showing up, and me shrugging and picking something else. Derp x65535, as usual, nothing new.
    I can surely make some awesome things, but I can sure HAM it up big-time, there's no shocking anyone there. Hopefully the good out-weighs the bad.
    On the bright side, this additional time will give me more time to refine this mess I lovingly call Los Injurus.
    FIXED: Some AI glitches, like some on the west side of the tunnel by the small dams on the highway. Also fixed on in the new area where the AI likes to ride poles. OUCH. Also, added AI to a road that was missing it completely over in the somewhat empty section just west of the abandoned mall. Adjusted some minor detail textures in the new area where the edges could be noticed.
     
    #3056 bob.blunderton, Dec 20, 2024
    Last edited: Dec 20, 2024
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  17. StephenRitchie74

    StephenRitchie74
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    This looks like a cool mod! I don't like having shiny roads either tbh. I literally read that whole post lol
    --- Post updated ---
    Github offers free web hosting with a built in editor. As long as you know HTML, CSS, and JavaScript, you can build a site fairly easily. It's what I did. The real downsides are no files larger than 25 mb, and no server-side technologies like PHP. You can create a Github account and create a repository that is called <your username>.github.io and upload your HTML files to it, wait a minute, and go to https://<your username>.github.io/ and bingo there's your website.
     
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  18. bob.blunderton

    bob.blunderton
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    Joined:
    Apr 3, 2015
    Messages:
    3,421
    @ElTacoPaco Consider the invisible collision bug fixed, I replaced the model with a fixed version that doesn't have the SURPRISE BOOM spot 100 feet away from the bridge.


    Okay, this I could do. I wonder if they allow it without having much of a thing/files uploaded aside of what the webpage would immediately need? I will have to look into it.
    I'd love to pay a site to do it but I don't want to take away from the project's core work-load. I have enough to do already. I will get around to it one day if I find the time or grow some more arms/legs (such as if a nearby nuclear plant went boom-tastic), but doubt it otherwise.
    I should just stick to working on Los Injurus, less something else gets mangled in the mix.


    Thank-you! I find this software very helpful. I always wondered why this wasn't a thing already.
    I'm not even sure if I truly want to know how many (likely over a million) files are in my computer, but I am sure there are a lot. There's got to be 9~10tb of data on this monster by now, and too frequently I get a case of 'now where'd I put that???'. The only thing worse than that is when I don't remember what it's called or sometimes don't even remember I downloaded whatever it was (and then there's sometimes 3~4 identical copies in my download folder, which I usually find when I go and re-download whatever it was again, thankfully I immediately prune those copies keeping just the newest).
    Indexer was nice in Windows 2000, but in 2024, it's not as practical when looking through indexed drives takes longer than the traditional Win9x search on hard drives used to do (what we used before indexing services were standard fare, back in the second half of the 90's, prior to that is was in DOS using the command 'dir [filename or wildcards] /s' to denote search, and you could get it to do sub-folders, and if the data went off the top of the screen you had to do it AGAIN more specifically).
    My first computer had DOS 5.x and Windows 3.11 Windows for Workgroups (WFW), and Win32's extension on it. I got good at file manager fast, but I still did most my spelunking for things in DOS, usually due to shareware CD's or those CD's we'd buy at computer shows, often looking for things to use with Doom/Doom II or it's level editors. Yes, I've been using level editors since then, but always wanted to design what I am currently working on. I broke Doom trying (visplanes errors), broke Half-Life trying (too many faces I think), Broke half-life 2 (same), couldn't do it in Postal 2 Unreal engine (doesn't like huge open areas without subdividing levels), and a few select others.
    So yeah, It's nice after 30 years now to finally be doing what I originally set out to do on the 1st PC, a thing the previous year before I could have never dreamed I'd be able to do - make game stuff and a real city you can drive around in/around/even under.
    I believe if you want to do something, and you try hard enough, you will eventually find a way. That is likely a very large share of the reason I refuse to put Los Injurus City project down.
    -So yeah, Thanks!
    --That is all!
    -The Bob
    Attached: EVIDENCE of the derp-tastic model and why there was a random solid thing in the highway no one could see (it was on the collision mesh, called a COLMESH_1 in the object). This filler piece was from the large through-arch bridge and I used it as it made a nice bridge here and is a bit more optimized, plus is half as many pieces. The one labeled DERP next to it is exactly the portion that caused the issue, as the one in the other lane would have been driven out of and not into, thus not affecting anything (you can drive away from collision unscathed without any knowledge of such, but you can not drive into it obviously), the third section on the right having been clean out of the way or buried in the hillside. On the other end of the bridge, also, it was too high to affect anything and thus wasn't detected there first.
    I don't believe clearing cache is req'd but if it still collides after the update, I will share the folder name that has this cache so it doesn't make you lose anything else or undo the caching of all other levels you've added and played (thus you skip the extra-long load times associated with cache generation).
     

    Attached Files:

    • BobsDERP_volume_MCMXVII.png
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  19. ProjectExorcist

    ProjectExorcist
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    Joined:
    Mar 15, 2017
    Messages:
    33
    Cant wait to get the new updates, does the AI traffic actually work now like stopping at red lights and stuff?
     
  20. bob.blunderton

    bob.blunderton
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    Joined:
    Apr 3, 2015
    Messages:
    3,421
    No, Parked vehicles, Traffic lights, and scripted fueling (where there's a pop-up to refuel) are not functioning yet, but THEY ARE ABOUT TO. That is because THAT IS NEXT, now that (I hope) all the bugs are nixed. It'll go in the order of Traffic lights, parked vehicles, and scripted fueling.
    When these are added, it'll trigger an update, too.
    There is not only documentation for most/all of these features now, now SMART traffic lights (ones AI can 'see' and yield to) are supported with a tool in the level editor.
    Before this, I would have been flying blind doing so with only script, and thus was waiting on more proper official support tools and docs.
     
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