WIP Beta released A new *CITY* map - LOS INJURUS 2021-06-21

The large city of Los Injurus welcomes you with an update!

  1. bob.blunderton

    bob.blunderton
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    @fufsgfen I try to do my best & pack a little more awesomeness or just interesting things into each update. Not same thing each time, also keeps me motivated. Glad to keep you interested in this project.


    Again, very early development here... just a hint of whats to come! But where's that ramp at the bottom of the last shot going to? Well, that's the best part AND the whole entire point of re-doing 3.2 miles of highway (not counting the ramp length), because it's going to a ... wait, almost spoiled it, that's in tomorrow's show. Don't touch that dial! :)
    Thanks to everyone who helped support this project. I am trying to make the most awesome stuff I can dream up - with as few limits as I've ever had, which wouldn't be possible without support from folks like you. Rough guess says next beta for Patrons is <15 days. There will be some new buildings, maybe some new city blocks, and lots of refresh & some brand new highway to try out. Going to try to cram some high-definition commercial textures into the next beta, but I don't have them in as of yet. The highway comes first, however.
    --More later/tomorrow.
     
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  2. bob.blunderton

    bob.blunderton
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    Didn't think I'd spend THREE HOURS working up a 99.9% perfect jersey barrier piece, but I did.
    Sad part is, I started with a 3 meter piece, and ended up with a 30 meter piece - but here's the time-consuming part. ALL the UV's are connected, and there's only one LOD, so they'll all share LOD's if there's a ton of them (like ones anyways, other ones like curved ones might call their own draw calls). The UV's on the 3 meter piece (from WCA) I started with were *NOT* connected! One draw call per piece. New vs old barrier here!

    Obviously, the coarse looking simple barrier in the background, is the old one. The collision on the new one should be much friendlier to vehicles falling on it, too.
    Curved pieces are done and will help for the ... whoops, almost gave away the plot! More on that later or tomorrow.
    If anyone wants a copy of this for their own map, I will attach it to this for fellow mappers to use (it references 'concrete_plain' from WCA concrete_plain_d textures, same one those WCA barriers use).
    Curved ones will be out in the next beta, for any mappers who are part of this map's Patreon, they'll be there, a full assortment of curved pieces, exactly matching the WCA ones.
    The only difference between the 3 meter piece from WCA and 30 meter piece I made is the UV's are connected on this one, and it only had one LOD (and it looks as if it's 'slip-formed', poured in place as it lacks divisions in the pieces that would happen if you had used many 3 meter pieces). Slip forming (for what it's worth) is often done with curbing, barriers, highways, and so-forth - pretty much just like they lay asphalt (where it's placed, and formed into place in pretty much one pass of the machine). You just don't need a steam-roller for concrete, that's all.

    Much better. Don't want to let late/early merger's cause a crash or anything... no not in the car crash simulator... ugh.
    Well anyways, on to make a custom bridge abutment / retaining wall thingie.
    That is all for now, sorry there isn't much at the moment.
     

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  3. FatWrap

    FatWrap
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    Your dedication to perfect this map is absolutely stunning.
     
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  4. bob.blunderton

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    Thanks! Glad folks notice, as it makes it worth it. 'Attention to detail' has often been brought up with Roane County (despite that past performance problems and previous-version game limitations caused me to stick Roane County on the back burner temporarily), so I definitely want to pay attention to those little details in this map, too. Little things like roads with tapered surfaces, angled to the side so water drains off realistically, 3d reflectors that actually reflect (in some places!), stupid things on the Burger World menu, pavement layering changes you can often feel (like going from asphalt to concrete or vice-versa or from new to old asphalt, having a small bump). Even down to things like the abandoned mall that's done just enough to be enjoyable, or the subway you can explore with your vehicle, even though you shouldn't be able to. I try my best to make something fun, and honestly, as I play test this map (which I do almost daily, trying to figure out what it needs, what it's good at or not good enough at etc), I find myself more at home easily losing an hour into it without issue. I can confidently say that the only one who wants to see this completion more than you and everyone else in here IS ME! I can promise one thing, while it may not be the most perfect / most realistic thing ever in a video game, it will surely be fun for hours of play-time for a variety of vehicles and play-styles.
    Example: If I am modeling something, like a long straight road, especially if it suddenly ends, or has a hard curve; let's build something in to make a realistic or just-plain-fun jump into it because that's what this game is about.
    It's all about making it fun while NOT FORGETTING THE PRIMARY OBJECTIVE, that's to have fun in a car driving / crashing simulator. You can be sure this map will have plenty of that.



    In map-related stuffs, I have finished all the curve and slope pieces for the jersey barriers, I'll probably make a few more odds-and-ends- pieces for it, as need arises. Might get my fancy bridge impediment / retaining wall finished up tonight not sure, I have a super-hi-fi texture for it though, it'll only be used in a few spots but it's pretty sweet looking. Then I finally get to build some more highway that I've wanted to be building for days now, but things take time - especially if you do them right! I get to add more barrier before I do more highway stuff though. Don't worry, there will still be plenty of cliffs to fall off.
    When I get updated foliage in here, it'll be a lot better to look at the rural / less developed areas, promise, will be integrating some of the WCA 'random undergrowth' and the Utah plants as they're vastly similar to what I need - not going to re-invent the wheel - that stuff I will try to get in by the next beta, if possible (no promises on that!). That isn't for another week though.
    Will have more pictures of that when the time comes & it's done enough to be worth looking at.

    --Cheers!
    --- Post updated ---
    In other news, tried the hot-fixed 0.16. Haha, I started it 6 minutes ago and it's still trying to load my map.

    Looking directly at the ground, see the FPS counter in the corner. This map takes 20~30 seconds to load on a decent PC with SSD, it's gone for several minutes here, normally it'd be 60~80fps here easily. It's *ALMOST* 4FPS. 0.16.x does *NOT* function on my end (I can try to test the map with it, but even paused physics doesn't help, I can just try to move the free-cam around and 'look' and do a quick visual that it's working). It's even worse than before it was hot-fixed. I think 0.16.x is a write off. Will happily continue to use 0.15 for quite some time, as I need a stable building environment.

    My whole computer is going 3fps because of 0.16. Glad I kept a copy of 0.15! Ram use is wacked out big time.

    For comparison, my current working-version of 0.15.x from two weeks prior to the 0.16 update.

    Did I mention to BACK UP THINGS, even when they're working fine.
    I needn't mention why I love Windows 7, and absolutely, positively HAAAAAATE Windows 10 with a PASSION with it's auto-update-and-bust methods. NO THANK YOU, NO WINDOWS 10. I'd rather hide a hot Pessima Engine in my bum than deal with Windows 10 + work environment :)

    If *ANYONE* has any performance issues with RADEON graphics (or any graphics card where performance is much poorer) vs 0.15.x where it ran better, please feel free to comment, even if it's not this map.
    Maps affected with poorer performance on my RX 480 - ALL GAME MAPS / MAP MODS
    Maps affected so badly with mega-stutter - Nevada Interstate somewhat, This map heavily.

    Will be working to fix this in the mean-time, welcome to early access folks!
     
    #624 bob.blunderton, May 13, 2019
    Last edited: May 13, 2019
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  5. LuisAntonRebollo

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    wow, that is clearly not normal :(

    I will try to reproduce the issue here and try to understand what is happening.

    Do you see any difference on this issue if you enable/disable experimental UI gpu render in options?
     
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  6. 8IGHT.OINT3HREE

    8IGHT.OINT3HREE
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    yup, on my computer beamng runs a lot faster on windows 7 than 10
     
  7. bob.blunderton

    bob.blunderton
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    Not a whole lot, it changes it to be a few FPS faster with GPU GUI (7~10 with, 3~9 without). The spikes on the 'Wait time' for CPU are closer together due to slightly better fps between lag with GPU GUI.
    The game will run something on-or-about 7~14 frames @ 30~40fps or so (part of 1 second up to 1.14 seconds), then it hitches up while the UI (regardless of GPU GUI or CPU GUI) takes up to 6% of the processor for about one second (in task manager), then the GUI use goes back down and the game runs for a bit, and it repeats, endlessly. One time I killed ONE of the UI process (the one or two times it DID NOT crash the game), since there are two, and it stopped the hitching (but was still rather slow). It does not make much of a difference VS CPU or GPU GUI. It seems a *little* more fps on the GPU GUI, however, even on maps without that hitching, performance is barely 50% what it was before.

    It actually got smooth for almost 4 seconds there, but it never recovered, and kept lagging out. It's something with the GUI + video driver render interface hamming it up - whenever these spikes occur inside the BeamNG performance graph, on Windows Task Manager, it shows high (6%) use of BeamNG.UI (which there are two of on 0.16, one does next to nothing, other gets lots of use). The low points on the BeamNG performance graph, the Windows Task Manager shows moderate-to-low use (2%) of BeamNG.UI. It looks like it's solidly using one core, but this is a 4790k @ 4.4ghz, so it shouldn't have too much an issue. The reason knocking off shadows is helping more than in 0.15.x is because the UI is lagging one core so much, knocking off shadows lowers draw calls required, freeing up the render core a bit to deal with the UI more. It still doesn't stop the stop-go-stop-go-stop-go nature of it. I will send you a copy of my map via private message - hope you have some Polaris AMD cards over there (RX 460~590 series) to test it with. Test 0.15 then test 0.16 and be amazed at the difference on all maps. I have Windows 7 Pro x64 for what it's worth, that hasn't been updated in years (because surprise, updates break things especially when you update functioning PC's!). I don't have performance issues in any other games or 3D applications that I've checked. All software on here is legit, so that rules out viruses or spyware (I've tried turning off the virus scanner, closing core temp & MSI Afterburner applications, that did not help, though one time closing Maya helped, that was only one of the all-the-other-times it did it).
    The game *IS* using *TWO* Beamng.ui.exe's here, in-stead of one on 0.15.x, maybe that's a cause?
     
  8. fufsgfen

    fufsgfen
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    That is officially a kilotons of lag o_O

    What normal graphics without reflections, ssao or shadows does?

    Two UI processes is normal I think as I'm seeing two, but only max of 4% CPU usage in total for both and 4c/8t 3Ghz only, so your 6% is something like 8% of my test setup and that is about double than what I was seeing.

    ALT+U does not probably change much?

    It is like if your GPU driver would hit do nothing spot so CPU is trying very hard to do nothing for GPU or something.

    BeamNG UI is Chromium embedded, which is somewhat like a web browser engine running inside the game. I did read some article where it was mentioned that multithreaded nature of such user interface engines can make delays which are unwanted so single threaded is better for faster response times or something like that.
    Well, if something is stuck into do nothing loop, things will grind to halt of course, but in UI to my understanding single threaded is fastest way.



    Anyway, nothing comes close to UI made with Smartwin++ in responsiveness, it is shame that Sally IDE was not developed further, that with Smartwin++ meant Lightning fast UI experiences.
    Speed at which my lottery machine shows numbers if far greater when made with that than with any other more modern programming package.
     
  9. bob.blunderton

    bob.blunderton
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    I've toggled all those graphics options, the only thing that had any effect was just knocking off things that lower draw calls any (which did raise fps between hitching), due to the processor being hung up with the user interface. It didn't stop the hitching, nor did ALT+U help at all (one of the 1st things I tried). It's really stop-go-stop-go-stop-go, it renders roughly 4~10 frames then stops and waits for the UI process. Shadows had the biggest impact on performance- much much more than previous versions, for some reason they are harder to render now, but it still lagged hard with the stop-go-stop-go problem.

    I get it that the UI shouldn't be multi-threaded. I had merely mentioned that due to some issue, it was hamming up one core non-stop. causing the graphics rendering routines to just STOP. I just sure as heck hope I can not only get rid of the hitching, but get the 0.15.x high FPS back, too. It's much harder to control the car @ 30~40 FPS than it is at 60+ FPS - yes - even with a keyboard.

    This machine checks out with 1st prize on Latency Monitor (latencymon), as I have used it in the past to check the machine periodically for audio production (can't have lag there at all, very motherboard + drivers dependent).
    --- Post updated ---
    Look up the latency monitor called 'latencymon' I believe it is, on the internet, it should be FREE and shouldn't come with anything else 'attached' to it like toolbars or something similar (be careful as always during install). It will help you see if you have high latency, which can affect any machine, and often comes via Nvidia drivers or chipset drivers, or just badly made motherboard BIOS revision. Sometimes that what causes it, I helped someone a little ways back who was getting half the FPS on a 1080 / 1080 Ti on an X99 platform machine that had it due to Nvidia drivers.
     
  10. fufsgfen

    fufsgfen
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    They will fix it for sure. Shadows with reflections on can make huge increase in drawcalls, but I think shadows are now using much more GPU than in some older versions.

    You mean this with latencymon thing?
    upload_2019-5-13_19-51-37.png
     
  11. krallopian

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    I've noticed poor performance on my map as well as of recently. Italy runs much better than it used to, and now my map runs much worse than it used to!

    Your glitchy performance is most likely related to the low update rate of the dynamic reflections. I noticed the same thing when I had them on and set to "low update" or slow or whatever the setting is.
    Shadow maps seem to be eating more FPS than before for me as well, even when I have shadows set to 500 meters (used to be 3400 and faster!) the shadow map on my terrain set to 32 error check or draw check or whatever it's called, where before it used to be 6.

    I've had to set shadows to 500 from 3400, terrain detail has been lowered almost 4 fold, dynamic reflections kill my performance now, but other than that the only issue is the dang GUI showing up 4 and 5 times in task manager, and then my "drawDecals" update on that performance graph jumps to 20+ instead of it's usual 1.5-2.0ms.

    I'm glad I'm not the only one experiencing this, yet at the same time I'm sorry to see it man!
    --- Post updated ---
    ***

    I just updated to the latest nvidia drivers and I went from 28fps to 36fps in the exact same spot. So there's that!
     
  12. fufsgfen

    fufsgfen
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    He has tested without reflections too, I'm quite sure of that. His glitchy performance is somehow related to AMD GPU and it's drivers, from some reason new update is not working best possible way with those.

    There are others too who have such issues, not as severe as with Bob I guess, but with GPU UI enabled pretty severe lag happens with certain hardware.
     
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  13. NGAP NSO Shotgun Chuck

    NGAP NSO Shotgun Chuck
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    At this point I would like to thank you once again for convincing me to get an nVidia card.
     
  14. bob.blunderton

    bob.blunderton
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    Get whatever matches your system color-wise and is the right price - but here's a Bob-fashioned-Book (TM) on hardware stuffs...
    I went AMD for about the last 6 years or so, after having mostly nVidia cards, because they always screamed like I had a dying rat in the computer (that's coil whine*, anytime FPS went up, the REEEEEEEEEEE got louder). At one point, the coil whine from my GTX 260 SLI 1366 i7 Rig in 2009 or so was so loud, it could be heard one floor up, and many rooms over from where the computer was if the volume was at moderate levels. The menu of S.T.A.L.K.E.R. brings back many a memory of it. My Asus Radeon 7850 HD 2gb and XFX Radeon Rx 480 8gb haven't made a peep of coil whine, neither did the budget 5400 1/2gb ddr3 board I had at one point just to play Fallout NV. Basically, for lack of a better word, every Nvidia card I had from a 7950GX/2 (600$ in oct 2006!), all the way up through the 4xx series screamed loudly, especially the 2xx series. Even if someone gives me a 1080ti absolutely free, if it introduces coil whine into the system, it would end up in a box on the shelf (In all honesty I'd love to have a better video card, but coil whine is a no-go), as those pitch-ranges for some reason come in really loud in my ears and always have - same with CRT TV's / Monitors.
    So honestly, this is just a temporary thing with drivers, that comes up here and there in both brands. Now from what I know the developers mostly run Nvidia boards, if only looking at market share alone - which Nvidia has something like 70~75% of the discrete card market share (over-all PC market share isn't nearly as high due to intel's / AMD's integrated graphics - more the former). So while I have an issue here with 0.16, it could entirely be something else besides the AMD card or drivers, I don't know yet (if I knew, I'd surely have fixed it, 0.16 has some nice additions to it after-all). A few months ago in the fall I fixed a problem for someone who's 1080 / 1080Ti wasn't even going the speed of my RX 480, due to driver issues, but once resolved, an upgrade was no longer required to the PC.

    *VRM's, especially analog ones not so much the Asus / Gigabyte boards with *ALL* digital ones, coils especially, and other power delivery components can throw out 'noise' which is picked up as impurities in the signals of the PC, which is picked up as a small pop for each frame displayed through the video system (usually, sometimes it's moving the mouse that does it!). When the FPS is low, it sounds more like running a fingernail over a non-smooth surface, but when the FPS is high, this becomes an audible buzz and can turn into a screech when FPS gets up over 100~200 like video game menus. This RX 480 *DOES* have a very, very, very small bit of it, but I've heard it only twice (you can't hear it unless there's no sound + speakers are up loud). The faster a card is, and the cheaper/fewer the power delivery components are, the more likely you are to get coil whine, no card will whine noticeably if it's low FPS. It's most common in 'factory over-clocked' 'reference' style cards.
    Not only video cards, but motherboards (Especially mid-to-low-end ones <150$) and especially power supplies can do it, too. So it's not just video cards, though they're common to do it. You could update your video card and find out suddenly you now hear the noise introduced by a cost-reduced 2nd-revision Gigabyte motherboard (beware!) or Enermax power supply (hey they USED-TO be good - yes I know it's the 90's anymore!).
    Sorry to make a rant of all that. Buy what you like - that's what is most important. I spent money on what was the BEST BANG FOR THE BUCK, without screeching dying rodents seeming to be in the PC whenever I game (especially considering I shut the music off at times at night and edit maps in silence, that coil whine would make me batty!). Good deals right now since new years is a used Vega 56, which you can overclock the snot out of and catch up (and sometimes beat!) a 2070 with provided you don't mind cooking dinner for a family of 8 on-top of your video card in mere minutes. Not wanting the used AMD route? A 1070ti~1080Ti will gain you a decent upgrade if you have a 1050~970 nvidia card or lesser, used or new. A 1660Ti is alright, with 6gb of VRAM, it should be 'just enough' for maxing out most games - but some will use up the whole 8gb of higher-tier cards. It's entirely not worth buying into the RTX series for the price for 1080p/60fps (or less!) just to have a few fancy puddle reflections or better lighting (unless that's really worth it to you - to me the game-play is more meaningful, but again, that's me).
    I would have considered buying a used video board to throw in as an upgrade to this, but I am pretty close to maxing out the PSU (comfortable, stable, consistent max) with all the drives I have in this full tower (holds 12 have space for *one more* and that's where the 'spare parts' box sits). Yes, game-development / content creation needs *LOTS* of redundant backups, and lots of space out-right. Just going to leave this tower as-is poor performance in this game or not (0.15 game-version FTW), until I replace the tower in the 2nd half of the year as it's close to 5 years old. It's had a good run.



    Map news:
    Most of this was done yesterday, but going to get some more done today.

    A new highway is born, with a short tunnel, and lots of banked S-curves, winding down out of the mountain from the complicated interchange I've been building, but where will it lead?

    More on this in the coming days.
    --That is all for now.
     
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  15. fufsgfen

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    No coil whine with my Nvidias, also Buildzoid explains why coilwhine happens:


    Worth to note is part with AMD uses whiny type of parts. However it is how lucky you get, also how cheap your board is etc.

    AMD was ok alternative some years ago, but today they have totally forgotten such thing as customer support their issues seem to take ages to be fixed etc. As their marketshare has plummeted next to nothing within gamers, they mostly focus on datacenter GPU compute stuff, then some of that which are easy to made so called gaming products are made such, but fixes of drivers etc. are something they seem to cut costs with sadly.

    AMD GPUs just cannot be recommended at this point anymore, it can be that those will eventually die out completely as CPU integrated ones become midrange at some point in future.

    Pretty much all software seem to have lot of bugs these days, so most important thing starts to be how quickly issues are dealt with, because what is point of any GPU that cannot be used for example?

    Still I need to mention that Nvidia users are not immune to odd slowdown issues, it just happens less with them, it is quite challenging to find out what is exact reason that makes issue to happen, but with certain range of AMD cards it seems to happen a lot.

    That is also important, card model matters more than brand, to coil whine and also to some extend to amount of problems it might or might not have, can't win, but can avoid biggest of potholes on today's gpu market.


    Something funny is that with gtx 1050Ti I can run anything pretty much same fps as with gtx 1080, difference is that I use normal settings no ssao or reflections with 1050Ti and high graphics setting with ssao and reflections with gtx 1080 to get same fps. Also difference is GPU limited vs CPU limited.


    These Bob's snakes of pavement around city tend to be fine even with high settings on 1050Ti 4GB, that is pretty much enough vram for this game, at least right now, only on Italy there can be rare cases when playing longer that vram usage goes higher than what card has, but it does not slow down noticeably because of that.

    Also I'm spotting something drifters might like in latest screenshots :D
     
  16. NGAP NSO Shotgun Chuck

    NGAP NSO Shotgun Chuck
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    I think I was very blessed with my particular nVidia; it's a Zotac which was the cheapest 1060 6GB I could find, but it has (seemingly very effective) liquid cooling and no coil whine unless noise I hear through my earbuds counts.
     
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  17. krallopian

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    Zotac and EVGA are two very solid companies! Great people behind the scenes.

    It's funny @bob.blunderton Im still rocking an Enermax from 10 years ago in a system, they even looked great!

    Coil whine sucks and just happens. I've been lucky and never had loud hardware, (amd, nvidia) but I have friends who I can't even talk with online because of how bad it affects their audio hardware.

    As Bob said, get what matches your system and wallet, brand loyalty isn't very effective, especially once you're out of highschool!

    Now back on topic for me; I'm in love with your concrete road texture!!
     
  18. bob.blunderton

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    Bob's snakes of pavement, yeah that entirely describes the highways in this map (Nevada is no better other than only having a looping 13.x mile highway VS 45~48 miles here)
    Usually in most situations (from my own tests) in BeamNG, 4gb is enough to run high texture detail, even in Roane County I was only at 3811~3900MB (when I bought my video card in November 2016 or so, 2½ years ago, I tested this at which point). Now with updated art assets (shapes/meshes) and many more high-quality textures, it might not be able to cram into 4gb of VRAM, but at-least it looks nice now. Goal is to keep highest texture detail under 4gb best-case scenario, 6gb worst-case scenario, but it's too early to make promises on VRAM use.
    Drifters will love it the new section of highway, as it's got a lot of curves and is liberally banked. I will reveal some stuff tomorrow (pictures!) on what I've been carving up and where, when it's done enough to show. Big changes to one side of the map near the city; and in the near future, I will be checking off another thing or two that I've wanted to add to this map. I could have made the giant interchange much more compact, and much less work to install. However, I wanted to make it fun, to give back to a community that is supporting this project, and not just make 'more of what you've already seen'. I haven't even got to test most the new roadways yet that I've done this last day or two.
    If everything mostly stays on schedule, I should be uploading the next updated beta of Los Injurus for Patrons, on-or-about the 22nd of this month, give or take a day or two. That's the closest guess I can give to when this will get an update. It's only roughly a week (or 8 days or so) out until you can play. AI will be able to drive on the new highway / roadways when the next beta comes out.
    So do stop around tomorrow after-noon / early evening (USA central or eastern time zones), late evening ~ midnight in European time zone(s), I should have the area much more finished by then.
    My Enermax was pretty good, besides the coil whine on mine. I had one of those Gigawatt models from the end of 2006 or so. Was VERY heavy. Swear by SeaSonic or PC-P&C
    Glad you like the road textures, I put a lot of work into those. They're available for other mappers to use, if you check out my other maps and find something you like - that is - if you map. That style concrete texture is all based originally of part of an older (free) pair of textures dot com textures. Just needs a tiny bit of wear / touching up yet / some surface granularity / specular / normals added.
    Well here's to hoping none of us get a whiny card next-go-round, they really ruin the show!

    --That is all for right now, hopefully the developers can figure out what's murdering FPS on my copy of 0.16 and I can update my editing version.
     
  19. bob.blunderton

    bob.blunderton
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    So I decided to add something to the map it didn't have. A double-decker section of roadway where it runs along the mountain-side contained within two more delicious miles of highway.

    So now we all (barely) see what's beyond the tunnel - a large strip of largely flat & currently unfinished land that will contain...
    A highway passing through an industrial district, leading to an airport, where it intersects with a four-lane surface road (large highway junction likely only grade-separated crossings), among other grade-separated crossings (there will be a few). It should be interesting. I should be able to fit a harbor down into there as that's ocean-front at the far distance of the last shot & it would give more purpose to it. The airport will have two runways, as that's about all I can fit there. The land will be configured as-needed. Keep in mind while there is an airstrip that was built last fall/winter in the opposite end of the map as this (on an island), THAT one will be an Air-Force / Army base eventually, where-as the airport that I am speaking of here will be a civilian airport.
    If you're at a loss for visualization of the industrial district, think the one from GTA IV with the raised highway through it, that's the closest thing I can think of for you. It won't be a copy, not even close, but it'll definitely inspire similar game-play like that one did - though I do not think it will be as large. Rail access here is doubtful, as I don't have any place for it to go beyond tunnels, but that is a remote possibility if there is enough demand for it.
    Also, another thing I've been working on...

    Two new intersections (lacking traffic lights, both will get them BEFORE the beta day), they're 'just' far enough apart that it shouldn't cause a serious traffic issue / gridlock due to proximity. Some of the most effort I've put into intersections in this map yet (aside of some of the city ones that required a lot of fussing/planning like the tri-level highway one from a few weeks ago).
    This will be part of the Commerce/Retail district out here, and is just up from the new junction I put in one exit down from the Police Department. I put an overview shot in on the 1st picture of the 2nd set here, so that you can see where everything is. The police department is near (one exit down from) the exit ramps in the distance of the overview shot. All the stuff in the overview shot is going to be retail and general commerce, since it has lots of highway access, this makes GOOD sense. It's also between the residential district and the industrial district, so it's even SIMCITY approved (heh).

    Please pardon the bright orange contouring guides, if visible, that I used to slope the roads with the new intersections, they're showing a bit - they'll be out of sight before the beta.
    While I spent longer on doing these two different projects (the 2nd one with the intersections, is only one part of a much larger project that will take days yet), but the map is going to be so much more entertaining when it's done. The airport and a large majority of the industrial district WILL NOT be done by the next beta. That's going to take a WHILE to build the industrial district, but I should have the main through-route (the highway) done and connected in a fashion enabling it to be driven as part of a loop. The highway will eventually dump off onto the surface-street below after it gets into the less-dense developed areas:

    Anyone remember this road (black one in 1st shot above)? No? Likely not because there was never really any reason to be on it, unless you wanted to go through the only curving tunnel in the map (which was beautiful for it's time), that tunnel has been removed since the highway was updated last week (picture of the old tunnel location in 2nd shot above). Ignoring the ugly destroyed/unfinished landscape, which is very WIP at the moment, that's where the tunnel used to be. The dead-end road on the left used to be where it started, and it ended near to (and lower than) the road looping on the right. The road to the right will also go down to the industrial district, and meet the highway. As the highway goes through the industrial district it will dump you off onto the (temporarily) dead-end road no one remembers as it goes past the airport. I am sure I can build more tunnels to make up for the one that got deleted/outmoded.

    Remember folks: suggestions, comments, questions, arguments welcome here as I do my best to build something awesome, in the process of giving BeamNG the city map it deserves.
    No, really. I want to hear from YOU! You reading this: Tell us what you find MOST FUN in a city map for any driving game or game involving driving in any environment.

    Bridge abutments may not be in yet in some shots, pardon the hideousness of it all while the new ones are being made. Some landscape is unfinished, but it is shown for perspective so y'all know what I've been working on. I can spend a whole day working on this, and barely get a mile or two of highway done, when it's done correctly/finished - not counting signs or rock placement. It sure is fun to drive on something fresh and new though, especially if you love DRIFTING. Drifting fans out there will LOVE the nicely banked turns on the elongated S-curve that the four-lane surface road takes going from the hill/mountain down to the industrial district (it's not finished yet, but pics incoming this week as I'm working on that later tonight).

    "Los Injurus City Map Project: Bringing BeamNG folks the fun they deserve, in a fully-modular fashion, that can be re-used in the map editor by the masses, to build new cities with only modest effort!"

    Supporting this project doesn't just bring this one city, it brings the tools for anyone to build a city like you put together a puzzle, just be warned that this may distract you SimCity lovers out there! I mean, why build a city in SimCity to look at it? You can spend a LOT of free-time enjoying building your own city that you can then drive through in a driving simulator.
    Streets of SimCity, move over.
    --That is all, will be working on this area for days yet.
     
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  20. 8IGHT.OINT3HREE

    8IGHT.OINT3HREE
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    Joined:
    Apr 3, 2019
    Messages:
    648
    Is this based on the Nevada map? The main landscape is desert. Just wondering.
     
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