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Update Speculation thread

Discussion in 'General Discussion' started by crazikyle, Jan 26, 2016.

  1. Softair

    Softair
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    No, that's sadly staying, as seen in the PBR teaser.
     
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  2. Acrain7

    Acrain7
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    Seems like even if a video is unlisted, putting it into a public playlist makes it visible again.
     
  3. Softair

    Softair
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    Unlisted videos show in public playlists, they just don't show up when looking through the uploaded videos and when searching.
     
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  4. EruptionTyphlosion

    EruptionTyphlosion
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    They also show up with a direct link.
     
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  5. Brother_Dave

    Brother_Dave
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    The coming update will be absolute p*rn, PBR and updated skins/vehicle textures...

    upload_2021-6-25_19-49-59.png
     
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  6. united.

    united.
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    would Italy get traffic lights now?
     
  7. Softair

    Softair
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    Most likely not, I assume they are only making traffic obey the lights on the map that already have them (ECUSA and WCUSA).
     
  8. EruptionTyphlosion

    EruptionTyphlosion
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    Italy has unused traffic lights in the files iirc, maybe they'll be added at some point.
     
  9. KrukasKlep

    KrukasKlep
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    upload_2021-6-25_20-48-20.png
    These would be useable, but Italy's roads are kinda too small to really need stop signs in that sense
     
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  10. Acrain7

    Acrain7
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    Where in italy was that taken?
     
  11. Softair

    Softair
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    It looks like one of the dev screenshots back from when Italy was still in development.
     
  12. KrukasKlep

    KrukasKlep
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    somewhere as a showcase, it was in the middle of development when the map was quite alot browner.
     
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  13. Acrain7

    Acrain7
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    Ah, i see. I must admit, i do miss the brown.
     
  14. KrukasKlep

    KrukasKlep
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    Yea that version holds up very well.
    The more brown and dull colours make the place feel alot hotter.
     
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  15. EruptionTyphlosion

    EruptionTyphlosion
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    More stuff on the whole JRI Japan theory including something very interesting with traffic.

    Firstly, I speculate that the town would have gone here. The canal would have hooked up to this river, and each road would have likely hooked to the roads of the corresponding colored arrows.

    I also rigged the mesh to use visual collision. The roads are a lot tighter than you would think, and driving the D-Series around the "town" was quite a challenge. Clearly, a town like this would be better suited for more compact cars, especially the upcoming Wigeon.

    Secondly, there is this line of code in the traffic.lua.
    Code:
    local defaultCountries = {usa = 'United States', germany = 'Germany', italy = 'Italy', japan = 'Japan'} -- temporary country list

    As you can see, Japan is listed as a country with its own traffic set.
    Sure enough, the game can actually be modded to spawn the Japanese traffic set, which prefers to spawn Japanese cars. For reference I have modified JRI to use this set, JRI uses the US set as of now.

    How Beam handles traffic car spawning is that it prefers to spawn cars from the country that the map is set in. However, it does still spawn cars from other countries, just not as frequently.

    Some screenshots of Japanese civilian traffic:





    Each test run featured 9 Japanese cars spawning and 3 non-Japanese cars spawning.

    However, police cars are handled very differently. The game will only spawn police vehicles manufactured within that country in traffic. This is why you will never see police Sunbursts, sheriff/park ranger Hoppers, or police 200BX's in American traffic, as they are not "made in America". The same applies to Italy, and is why only the Polizia Bolide and Carabinieri Piccolina spawn in traffic, because they're the only "Italian" police cars according to the game (as it sees the Carabinieri Hopper as Japanese and the Polizia Vivace/Tograc as French).

    As expected, the Japanese traffic set handles cop cars like this, which means that you will see Park Ranger/Sheriff/Carabinieri Hoppers, Police 200BXs, and Police/Gendarmerie Sunbursts. This does mean that if a Japanese map is implemented, the way the game chooses police cars will need to be significantly improved or else you're gonna have American, Italian, and French police cars driving around.

    Some examples:





    However, one could raise the following point: "what if the Japan line is just referring to the fact that we have Japanese cars, and has nothing to do with a map?"


    Well, we now have a French car, so let's modify JRI to be treated as France.

    Well, in a nutshell, things get weird. France lacks a country key, so the game does not know what cars to spawn, therefore, it just randomly selects cars.


    As you can see in the above image, it just selects cars randomly, including police cars (as you can see there are police cars of different nations of origin with the Hopper and H-Series). In fact, not a single French car even wound up spawning. If a French traffic set did in fact exist, and worked like the other ones, then we would have had 9 Vivaces/Togracs (french cars), 3 non-French cars, and then all the police cars would have been Vivaces/Togracs.

    In a nutshell, you can't just plug countries in and expect the system to work, the country has to be defined. There are only four defined countries as of now, the US, Germany, Italy, and Japan. We have maps for the former three, but there isn't a Japanese map in the game yet. This is yet another suspicious discovery upon a mountain of others that just keeps on growing that a Japanese map could very well be a thing in the future, and JRI is a prime candidate.
     
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  16. Blue Bird Gaming

    Blue Bird Gaming
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    Also Japan drives on the left so that should be changed in traffic as well .
     
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  17. EruptionTyphlosion

    EruptionTyphlosion
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    Same with New Zealand (automation test track)
     
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  18. Blue Bird Gaming

    Blue Bird Gaming
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    Not to mention RHD versions of some cars to go with the LHD roads.
    --- Post updated ---
    Also a RHD T-series for the New Zealand map lightly based off of this:
     
    • Agree Agree x 3
  19. ryakra

    ryakra
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    No thats not how it works at all... Raytracing is expensive af and would cut off basically anyone before 1000 series. But reflection probes have existed for a looong time, even games from 2004 like hl2 use reflection probes. A reflection probe is just a point in space where it renders out and stores a cubemap, anything in its area of effect uses that cubemap for reflections. You can then do fancy stuff if you have especially shiny spots like parallax reflections, but thats not really needed here. It would just get rid of 'reflecting the sky through walls' effect. No dynamic reflections everywhere, just a one time capture by the map dev. Oh also, this stuff is still used TODAY. Basically every single game engine does, UE5 included, it so.
     
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  20. treuhgj

    treuhgj
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    Descubrí que el video de los semáforos era un video que saldría cuando ya existiera la 0,23
     
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