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Intel iGPU (6xx series) crashesFixed drivers available!Instructions here
The large city of Los Injurus welcomes you with an update!
add area 51.
There will be a military airstrip and small base, not as grand in scale as GTA V's but it will be there, on the island, where there are just hangars for now. Eventually, anyways.
There will be a military port of sorts, but it will be small.
I won't rule out that there will not be hidden things, there's always hidden things in my maps, however, don't want to give away all the secrets. It won't be Area 51, though.
ok, sounds good
Reworked the highway here and added a tunnel under it, for a road to (eventually) go up in the distance to connect to the drifting road I made the other day. Added a pair of commercial office towers and plenty of parking. Also finished striping the roads in all four directions from the intersection in-front of the building lot. Also added some trees to the green-space across from the building.
Please pardon the general ugliness of some of the shots. I am working on this area, but since it was quiet for a bit I thought I'd throw up some progress shots anyways. I had to re-do this section of highway and re-grade it so I spent a good hour+ making some median barrier in place for it. The area to the left of the highway in the last shot will eventually be some low-rise residential, likely mostly single-family or twin homes. Will work on some reflections on those ugly building windows later this week as it's been bugging me.
Oh, and in the 2nd shot between the two sets of ugly orange (temporary) grading guides, is a new bridge over some water. There's jumps in the center on each side so you'll be able to easily jump the bridged gap if you would wish to. Gotta keep it fun.
Awesome map, however i'd much prefer the ground to be a bit less brown, it'd be cool to experiment with green grassy lands and a more temperate sort of climate. Right now it seems a bit dystopian, almost like humans have landed in the middle of a desert and built out from there
However i am aware that with lots of vegetation and etc, the fps will absolutely tank, and you are already pushing the limits of beamNG maps... keep up the goodwork
Signs will be nice, but obviously worry about that when the map is near completion
Starting to look good, I’m still just waiting to help make some signs.
Yes, signs will go in when most of the city around the lake is built. Otherwise it's double work. I will do all the work I need to, to build a city, but I try not to do it twice if I don't have to (e.g. re-doing the highway that was already 'in' to put the tunnel under it, which was mostly done because 'there's too many bridges already nearby') So, never-the-less I totally agree with all of that with the landscape, yes it's a rather depressing mundane post-apocalyptic drab brown bit, not as much brown as Quake / Doom but CLOSE. So do know I will get on that, I have some professional World Machine stuff here that I bought into a year ago, so entirely, will be putting that on the new machine soon & maybe can help make the terrain a bit better.
@RedSmokeFZW YT I will take you up on that offer as I put areas to completion, just please be patient as I wouldn't want to do double-work myself, nor would I wish anyone else too. I have a lot of submissions and such I am trying to integrate into the map currently (behind schedule a bit there but didn't want to hold up release), and trying to get a bunch of roads done towards the mall area, too. So I am basically juggling dishes so-to-speak here and trying not to drop everything.
Think of Ilyvern and Shirley when they did the diner scene... "Dead Lazlo's Diner".
Here I'll post a link (to anyone who's never seen this, this was on when I was young, I laughed almost to pee at this when I was a kid and now even more). It's absolute hysteria. Will totally make this in the map one day (not the interior, but the name and exterior yes).
Yay reflections! No more flat 1993 Doom texture look on the buildings!
Now THAT looks much better... *mutters* should have done this a LONG time ago...
So yeah, working on that stuff. It's texture night tonight, a few more to do, will try to get them done tonight.
Progress is progress...
Oh, and testing, yes I do a LOT of testing...
If it's not a fun map, it's not worth working on or uploading even. That's why I work on it often, as I enjoy mapping as much as I do milling about testing all sorts of things in the most convoluted way I can imagine, which usually involves a truck-load (or more) of pianos.
speaking of Doom you could put a small Doom "hidden secret" somewhere in the map, (add a secret passage that you need to "flip switches" or "push buttons" by crashing into them with your vehicle).
Started adding in traffic lights (3 intersections worth), several intersections of stop signs, and a bunch of speed limit signs (and a few of those turn signs, too). Just trying to put more polish on this map. Still lots of traffic lights to do, but they can go pretty fast if I make them in bulk, and just move/rotate them into place when done. This will be happening over the next day or two. I'd like to get most of the required intersections done (including the commercial corridor with the Worst Buy) as far as traffic lights go, before the next supporter beta.
Again, still at-least 12~15 40+ more intersections that need traffic lights, and a bunch of ones that need stop signs. Will try to get most/all of those done before the next beta (at-least 28 SIGNALED intersections will be done, stops signs are easy by comparison, and will be in where required except some rural junctions).
Also, added in a few more trees in some green-space by the highway for depth.
--That is all for now.
Behold... ONE HUNDRED traffic control devices, build and ready to find new homes at intersections all over the town.
Adopt one today at your local traffic control signal adoption center!
No, OK, I get it, Why did I post this? Because I did it with NO copy paste, in the forest brush. It took *HOURS*.
So yes, there will be roughly 28~33 more signaled intersections (depending on 3-way or four-way intersection amounts).
The Bob listens*!
*as per texture updates, more traffic signals, signs are getting put in (direction signs and road names are coming, but not in the next beta, some will be in the following).
There will also be signs for the subway, which is currently "wearing camo in the woods" at this point, as far as being able to be noticed.
--That is all, will be putting these in place tonight after I finish mangling my lawn, ugh. It's absolutely COVERED in leaves... gotta mulch them up (we used to burn them, but it was an issue in 2015 when we almost burned down the yard, I TOLD HER IT WAS TOO WINDY, though that being said on that 50 degree windy day, I wasn't cold while I was almost catching on fire and burning my fingers)...*sigh*
Starting to put lights in intersections now... I'll be doing this for a good 2 days at-least. It'll be worth it though.
See the one on the end of the mast / boom, that faces back the wrong way? There's a signal on the other side of it, too, but the single one facing the camera is called a "reverse signal head", and it's used to help line-of-sight, which is best for curved or steeply graded intersections, and areas where lots of tall vehicles waiting to turn left or ahead of the driver can often block the line-of-sight of the traffic light at the far side of the intersection. These have been in use since at-least the mid to late 90's in the north-east of the USA. These will be used where necessary/applicable to enhance realism (and as a person driving for 20+ years, they do come in handy).
Oh, and the Worst Buy doesn't look very busy today, since they are already sold out of their stock of 3900x processors, heh.
More pics later on an as-needed basis (or not). Will post tomorrow if not.
It’s obvious Worst Buy is the worst... jokes
But the map is so big that I'm afraid my computer can't work the map
It's well optimized. Use low or lowest if you want to try it out.
i must say, you've done well in optimizing, it runs better than ecusa for me
I have excellent Performance on this map, 65-100 FPS. Thanks for your work! I love this map so much
Thanks, I spent many weeks over two to three months period getting this to run better. I mean whole days of optimizing already-complete models to fix little things like disconnected textures etc, re-doing LOTS of things (and there's still some of that to do, which I pick up here and there as-needed and do in short spurts). It was very very monotonous, as sometimes mapping can be (like building 100 traffic signals without copy-paste, ugh, let's not do that again!). So I very much appreciate when people laud the surprisingly good performance despite a very busy city scene.
Now for sure it might be a few FPS less when it's done, but if I can't run 60FPS on high details with *modest* reflections, there's a problem. I only have a mainstream GPU here - RX 480 8gb, it's three years old. It used to be good, it's not so much anymore, but the VRAM of 8GB allows full texture detail to be enabled, for good screenshots. So do enjoy the map bud, I am doing my best to see that it's GTA-SA style fun and very playable. Too bad there's no gang wars... boo! We always have GTA UNDERGROUND mod for that (look it up! It's a hoot! Want gang wars from GTA SA in all the first 3 3D GTA's? Get it NOW!).
That aside I've got a dozen or two intersections done - roughly 40% of what I need done before the beta goes out.
Looks like Tuesday morning I am going to be cutting off progress to do the upload (at 6AM CST, weather permitting). If weather affects the upload, or is down for some reason, it will be a day later in favor of more progress. Doing my best to FINISH scenes here, adding stop and yield signs, traffic signals of course, a few speed limit signs, stop bars / crosswalks, bushes or plants, fixing up textures, lining up models and so-forth, to make the city feel more of good quality and craftsmanship that you'd come to expect from a user-supported mod.
Installed traffic lights and intersection overlays on the avenue (cross walks and stop bars), and also graded the lot on the right (which won't be completed before the beta). The sea-wall has been extended for a few tenths of a mile also, and the beach re-graded.
Pavement and lanes have been added here, and you can now drive this 'in a loop' as to prevent more dead-end roads ruining the fun if possible. There will be residential single-family homes here on this side of the highway. They'll go in on the NEXT beta after this one, paced with more progress on the airport runway (I've been putting that off TOO LONG, sorry guys!). Sorry if it looks REALLY plain here, it's very unfinished but the highway is pretty decent, and the curve in the highway is much easier to take now at speed (though you still must slow down for the curve on the raised section a little ways up, it's not currently banked much if any, I might fix that in due time).
This really needed traffic lights here, and a new jug-handle has been graded and added - pardon that I'm still working on it, and it will have the traffic light in by the next beta. In the future, a more formal restaurant will go in, on the inside of the jug-handle. This one was a bit tricky with the steep hill here. A large big-box store or grocery store will go in on the far side of the road (in the second shot) where there's a new lot - added a 3rd picture for clarity there. If you slam into the stone embankment, you will definitely go airborne quite a bit if you hit it at good speed, and land upside down somewhere, who knows. I think yet-another-Burger World will go in on the left side portion of the big-box-store lot here in the last shot - if it fits - if not I'll put something else there - who knows, maybe "Al's House of Sole".
I think I need to bring in Weedy's and Taco Hell from Roane County... maybe we need something different, eh?
So expect a Beta notification Tuesday morning USA time, or Wednesday morning if weather squashes my satellite internet on Tuesday. With the weather cooling for fall, and temperatures dropping, the warm gulf air gets nailed by cold fronts coming down off the middle and northern-middle part of the country, to Tennessee. Just glad it's not 90~96F and dry as a dust-bin anymore - We've got 5 inches of rain just in the last week or so (yes that's why I've been quiet, something found a way to shut me - and my book-length posts - up for a bit *fanfare* heh ).
--Will likely make one more progress post tomorrow sometime before the beta goes out as mentioned above. See you then.
--- Post updated ---
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Taco Hell, flying beyond the buns... g'heh. Another business returns from Roane County to bolder my stocks in the toilet paper manufacturers...
Probably a good half-dozen or so rocks-as-jumps added in here, too. Just mind the trees though. Was going to put a Weedy's here but it ended up looking like a Taco Hell belonged here, so that's what happened. I will make a more accurate model of the restaurant later on down the line when I am doing models. For now it'll do just dandy.
You're very welcome. Please take time to detail your computer hardware configuration at your convenience, so I know how well the map is performing relative to your computer's hardware. Thank-you in advance.
AI tests are beginning now. I have placed close to TEN DOZEN traffic signals (110~120)!!! I am so sick of traffic signals, and I didn't even touch the stuff on the other side of the lake - ugh - I will do that when I have the next day or three of self-loathing scheduled.
To recap, what you see in the shots above is what you will get in the next beta. The next beta will be delivered tomorrow in the daytime sometime, provided I have no issues uploading it tonight. I have finished up what needs to be done, and will begin uploading around 0-200 hours when the 'bonus data' period starts. If I am awake when it finishes, I will post it then, if not, you'll get it tomorrow mid-day or afternoon (whenever I finally get up).
Sign resources are in. Placed a bunch of signs (50~100 of those, too, half of it is stop signs). Tried to get most all the intersections signaled and setup with stop-bars and cross-walks too, where possible. Most of the ones in the main section of the city are done now, or very close to it. There's a few on the hill-top that didn't get signals, but that's only because I ran out of the ones I pre-made! There's a few curving ramps on the highway that got chevron signs (ones in turns) like in the last shot (that's a read next to the highway but close enough), but not too many. Those chevron signs like the ones in the last picture *DO* have collision though, so be warned. The rest of the signs DO NOT have collision. I might remedy this later.
EDIT: Fixed the 'stuck on spawn' bug.
--That is all.
The Patreon beta has gone out. Please check your email or notifications on your device to get a link to the supporter beta.
The next beta is scheduled in about 3 weeks.
Thank-you for your support, and enjoy the more-professional/finished looking map. There's still quite a ways to go.