That sure is a neat little scenario. Unfortunately, on my end, I needed to take out one if the cars to lighten the load on my cpu. However, I'll definitely add this scenario with all of its cars in the next release. Would it be okay for me to add some props here and there? Also, could I make some slightly more cpu friendly variations and include them?
Do with it as you will, and if you need help with anything: feel free to ask. If you'd prefer to only have a CPU friendly variation (I can imagine not wanting a 100 different variations on a single scenario) then go ahead, your work on this map has been great, so I trust whatever you do with this.
I think all of the content in the old setup is unavailable until the repo file size issue gets tweaked. Had the same problem with the same download.
Since I'm at my college, which has wonderful fast internet, right now, I'll put up a mediafire link in a few minutes. Currently, I'm on a mac. Unfortunately, I don't understand macs very well, so I'm going to go upload from a pc. Strangely enough, I'm able to download the file, but this might just be because I'm on a mac. edit- mediafire link- http://www.mediafire.com/download/qe6q0obc6xn6qj5/Trynelgren2.1.zip ignore Description Trynelgren is located in the fictional Grand Duchy of Ouerbacker, a small country located between the "Pasta People" and the "Serious Speakers." Trynelgren is pronounced like the "trin" of trinket, the "el" of bell, and the "grin" of grin. It has a road, part of a tunnel, and some other stuff. Enjoy! Installation 1- Download Trynelgren2.5.zip from the big, orange button and place it in documents/beamng.drive/mods. 2- Remove previous versions of this map from the aforementioned folder. 3- Delete the file named "Trynelgren" under documents/beamng.drive/levels. If you have not modified Trynelgren, this file will not exist. 4- Also, delete the folder named "Trynelgren" under documents/beamng.drive/cache.0.4.3.0/levels. If you have not previously downloaded Trynelgren, this file will not exist. Credits Please check the forum post of Trynelgren for credits.
I haven't tried yet. The new forum showed up around the start of the week, and I have't had any time since then. Also, the next version of Trynelgren will probably exceed that limit. I've pulled a bunch of the props from other levels, as well as torque3d's chinatown demo.
I'm probably going to lean toward cpu friendly variations, but there will be one or 2 cpu intensive versions. Also, I'm probably going to be looking at some of your other scenarios for reference. ____________________________________________________________________________________________ Also, I just figured out that my beamng no longer terribly lags when I make a video with fraps. So... I made a video... I'll probably release a new version of Trynelgren once the "mods" thing is completely up.
I'm really liking this map, there's just so much atmosphere. Also another vote in favor of the white lines next to the roads. Regarding the scenarios, feel free to ask me if you need help with anything, or even if you have an idea and you're not sure how to make it work. This is a quality map and it deserves some good scenarios.
Yep.....white lines FTW. Never noticed how realistic the road texture looks until watching the vid. Nice variations in it and it looks well worn.
I was sitting here like "Oh nice a simple little map with good FPS suitable for nice car chases" and now look where it's already gone! Looks awesome
The funny thing is that I never initially planned for this map to be more than "a simple little map with good FPS." ________________________________________________________________________________________________ Also, I noticed that it's been two weeks since I last uploaded something. So here is version 2.2. http://www.mediafire.com/download/s2d9npsme2jnev2/Trynelgren2.2.zip Since this version is very rough, I'm not putting it on the first page. Everything from the last two weeks has been slopped together in this file. Lots of stuff is somewhat of a mess. Version 2.3, which will be a cleaned up version of 2.2, should be out around Saturday, so most of you all might want to wait until then. very apparent problems with 2.2 - I was playing around with the soundfx stuff and accidentally left some stuff in. The music will only play for a minute. I would recommend turning off your speakers during this time. - I was messing around with various cars in Scepheo's scenario to see how different cars affect fps. So, basically, my slightly modified version is loading the wrong cars. This will be fixed in ver. 2.3 - The file size is 500+ mb. "Everything from the last two weeks," which includes Gimp save files, sums this up. This will also be fixed in 2.3. - lots of half done things, for instance the tunnel, the road overlay, ...
I am very glad you kept the 1st version, as my old laptop (Lenovo Z50-7) stopped working, so now I'm back with my old toaster (Toshiba Satellite C660-117, with a Mobile Intel(R) 4 Series Express Chipset Family as the graphics card). Damn, it's slow!
Maybe, it's supposed to make you feel like its performing better than it actually is. The power of suggestion can work wonders until the consumer knows the truth. _______________________________________________________________ Also, are there any thoughts on the new version? If you all like the section of skinny roads, I could easily add a few more sections here and there.
Woah, Almost quoted the entire first post by accident Anyway, I love the cave in this map! May I ask what static objects you used to create it? And what about the guardrail?