Released Corkscrew Mountain

Discussion in 'Terrains, Levels, Maps' started by mike22, Mar 17, 2014.

  1. Cira

    Cira
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    Also did a round or two or ...nearly 50 on this awesome map :D



    Time is 2:57:63 in the Moonhawk Sport :cool:
     
    #101 Cira, Apr 30, 2014
    Last edited by a moderator: Oct 21, 2015
  2. ginjaninja132

    ginjaninja132
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    it almost looks like it belongs in Arma 3 great job if you need any ideas for new mods i would love to help
     
  3. Morgansee

    Morgansee
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    What car is this!?
     
  4. BLAZINGDEMON1

    BLAZINGDEMON1
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    yay then we get to paul walker our cars into a tree down a mountain jkjkjkjk trees in it would be nice tho
     
  5. Daystar

    Daystar
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    I must confess, this is my fave track to play on so far! you did a wonderful job with it! Many thanks from me! :D
     
  6. BlackVenom

    BlackVenom
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    Awesome map! Smooth road. Still haven't made it to the bottom yet heh
     
  7. Raylovescars

    Raylovescars
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    Love the screen shots but it won't load a file for me it gets stuck at this spot ( in photo)
     

    Attached Files:

    • image.jpg
  8. Kippeth

    Kippeth
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    One of my favourite things with theese events is to turn off the decay of skid-marks. Most challenges it does get so bad. But corner #2 this time around. The one on the fiar riight in the pic. actually would make my PC lag as i rendered all the decals.

    http://i.imgur.com/tNUSrRI.jpg
     
  9. mtchll3

    mtchll3
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    same, don't know wat does it, and i cant get it running with either version
     
  10. Raylovescars

    Raylovescars
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    Aw I wanted to do the d series with log trailer towing challange....

    edit
    it I did try both versions to.
     
  11. dudes45

    dudes45
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    This is an amazing map! I love it - I've posted some times over on the other thread! Thanks for this map and keep up the awesome work!
     
  12. mtchll3

    mtchll3
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    same, its really annoying that it doesn't work
     
  13. mike22

    mike22
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    Thanks for the feedback ! You can submit your times at the official website I made too.

    - - - Updated - - -

    To the guys experiencing loading problems,

    I can't help you because I don't know what's causing that. I test my releases on a bare bone installation of BeamNG Drive ( nothing but the menu map in it ), so I don't know why you guys would be having file issues if the files are in the correct directory path.
     
  14. RyvyLo

    RyvyLo
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    I love this map, it's really fun and tricky to drive downhill, and the real challenge comes when you take the brakes off. It's also interesting to see the car roll downhill when you missed a corner !

    I got a map crash when my covet splashed down ( the car resets himself and froze 2 meters above the water ), but I think it's a game bug, it doesn't handle well falling in water at high speeds.
    I think you should maybe add more trees at the bottom, and also make the terrain more interesting (dirt paths as shortcuts, more bumps under the grass to prevent peoples from cutting edges ...)

    Anyway, good job mike22 !
     
  15. kruleworld

    kruleworld
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    I love it. it's better than cliff as i can both drive down it and throw it off a cliff. i haven't made it to the bottom yet, but i've made a game of loosing it and trying to get back on road.
     
  16. god7399

    god7399
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    Delete your lua folder and have steam verify cache will fix it, something with his custom lua timer thing breaks it for steam users.
     
  17. matthewhughes325

    matthewhughes325
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    when are you going to add the timer in the pre-race because I want to post some times and just see how fast I really am;)
     
  18. MM1998

    MM1998
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    For some reason, my game sits at it's usual in ground load, then after 20-30 seconds my game crashes and does not give me an error message.
     
  19. tgp1994

    tgp1994
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    Buyer beware - blindly dumping the beamng.lua file into your lua folder will most likely break your game. There have been several updates to the game since OP posted that file, and it is pretty out of date.

    Running a diff on the file, it looks like OP only changed two lines. In the beamng.lua file as of today, find line 2814:

    Code:
    ::endspawn::
    and paste below:

    Code:
    require("dumpVehicleDir")
    table.save( v.vehicles, "lua/vName.data" )
    Two lines of code seems to be causing several people some agony as of recently :p And just for enumerating our vehicles? As far as I can tell, the reason for this is to just save the vehicle's name with the player's time? There has to be a more efficient way of doing this.

    EDIT: Doing the above does not seem to get it completely working - several errors still appear in the console.

    On the other side though, this is an awesome map. Bravo, OP! ;)
     
    #119 tgp1994, Nov 18, 2014
    Last edited: Nov 18, 2014
  20. mike22

    mike22
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    This is true. Don't bother trying to use the included LUA code for times and such because it was for a much older version of the game. Have the developers made a way to time your runs / laps yet ???

    That's right. It was the only way I could get the vehicle name to the be logged and coordinate with the time of the run. It's all broken now though.

    Thank you
     
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