An enhanced version of Driver 1's Newcastle upon Tyne arrives to BeamNG! This has been enhanced and expanded over the original which was originally made as a credits sequence. Features 1) Road Blocks all removed. The roads have been expanded beyond the original road blocks. 2) Reflections original work on the swing bridge has been finished and is crossable with a drivable area on the other side of the river which loops back to the other side of Tyne Bridge. 3) Water replaced with BeamNGs reflective water. 4) Infinite draw distance and superior frame rate over how it originally appeared in Driver. 5) Trees/Bushes replaced with BeamNGs 3D Trees and Bushes. Extra screenshots: <https://i.imgur.com/YceGyj1.jpg> <https://i.imgur.com/O1OIRqQ.jpg> <https://i.imgur.com/VJr6aGR.jpg> <https://i.imgur.com/tNGdnQz.jpg> <https://i.imgur.com/2ZytasY.jpg> <https://i.imgur.com/RIyeUv4.jpg> <https://i.imgur.com/Dlm9dBo.jpg> Known issues: 1) Building shadows can be strange at times. Can be worked around by changing time of day. 2) Some Z fighting on road/curbs. Caused by the way Reflections made the cities out of tiles and overlaid the pieces on top of one another. 3) No AI. Tried to make AI paths but couldn't get them to work. 4) Buildings have no roofs. Not really an issue when driving on the ground but problematic if your flying a plane. --- Post updated --- Made quick fix to remove erroneous geometry floating in the air to the left of the Tyne Bridge. Download link updated.
Please forgive me my n00b question, but I rarely download mods and I want this one badly! Where do I find the download link? (I also checked the repository in-game but didn’t find anything for Newcastle)
Temporary MediaFire link added in first post. The BeamNG forum file uploader appears to be timing out on me for some reason. Uploader has worked now. MediaFire link removed.
It’s Saint Nicholas day today, and this is the perfect present for my inner child! Thank you! Impressive how much you added to the quite limited original. 21 years ago, my friend showed me that “hidden map” in Driver, and I remember my excitement when I first drove there. Never dared to think I could cruise those streets with modern physics and graphics. Thank you again for making that happen!
I haven't been able to test this map yet, but I already know that I'll love it! Your map Chicago from Driver 2 was also awesome. Very FPS friendly, huge and so many memories. I still play this map regularly. Thank you for these maps!
Awesome you made this and i made this today: this will be a great combination haha and other Driver 1 / Driver 2 maps.
Man this is awesome! I thought you fell off the face of the earth after the Chicago port. Glad to see you're back.
Just out of curiosity what ever happened to the Havana map from Driver 2 that you were in the process of porting?
The progress on it got nuked due to a mix of confusion with the way I was dealing with the cache and a misunderstanding with how BeamNG handled saving it's settings on WIP levels. Also at the time, I had a horrid understanding with how to manage the materials.cs file which was one of the main items that got nuked. The fact that I came down with a pretty bad case of burnout didn't help matters at all. I've since identified the main cause of the burnout (porting too many cities in tandem whilst posting too many progress updates on the remaining three of them on my Steam page whilst also forcing myself to finish them unrealistically fast. All of which was also compounded by my job at the time). A quick teaser of things to come: https://i.imgur.com/9OimsOm.jpg https://i.imgur.com/DZhlJJb.jpg https://i.imgur.com/OYDE9xo.jpg https://i.imgur.com/7wSaHQM.jpg https://i.imgur.com/MLRIa9o.jpg https://i.imgur.com/Xgc8RBk.jpg Scaling is way off in those which has since been fixed. Still requires lots of fixing yet. Spoiler alert, the jumps in San Francisco are so much fun in BeamNG.
Wow I can't wait! Glad to hear you got it all sorted out. I tried porting over Twisted Metal 2 maps a while back by just importing them as one giant mesh but the textures kept breaking. How are the transition in the jumps on San Francisco? I assume since it's a 23 year old game they're basically sharp 45 degree angles like on the freeway section in your Chicago port.
Hitting the 45 degree jumps at high speed (100mph+) tends damages the car quite severely. (mainly lighter weight cars more than anything)