I actually noticed that after you mentioned it, I didn't think much of it at first. But yeah, it needs to be fixed.
It's going to happen anyway. The unusual behaviour of WCUSA at the moment on certain machines (including my own), was largely unanticipated. The planned Italy map will be four times the size of any existing "real environment" official map - but don't expect speedy development. There's a lot of stuff that still needs to be created, placed, and optimized for such a large area. Vehicles are a more interesting area at the moment. There have been rumors of "plenty of stuff going in-game soon" coming from Gabester himself, but that's been all talk and no substance so far.
the devs have gotten rid of the swaying of the camera underwater and they have changed how it looks. and something else posted a few days ago (sorry if the 2nd one was posted before, the forums love not giving me notifications for replies to this thread)
Gonna be honest, I kind of liked the swaying in the water. But since they're updating water, could this that we could be getting water splash particles?
So... after a long drought, we're finally seeing some in-game screenshots in the developer section: New tall grass for Italy. Note that it's still very much a WIP - vegetation growing through the roadway at multiple points. I'm going to go right ahead and say that Italy almost certainly won't be ready for the next update.
Considering gabester said that there will be vehicles in-game soon back in September, I'm willing to bet that there will be at least 1 new car in the next update (0.12). I'd be surprised if there wasn't, since we haven't gotten a new car since 0.9.. I don't think Italy will be ready for the next one tho, maybe for 0.13
Next update will be hotfix that fixes repo issues and perhaps WCUSA bug too, so no cars in that, but it might be there will be new car in next big update.
Can anybody confirm rumors that the WCUSA bridge will be opened up and a tunnel that loops back on itself placed at the other end?
B25Mitch posted a picture on discord a while back. Sadly, it's so buried that finding it would be nearly impossible.
It's not happening. I've heard someone say that mitch wants the map to feel like it's a part of something bigger, and looping all the roads back somewhere would ruin that experience. Plus, torque is already pushed to its limits and adding more driveable area would push it past the breaking point.
That's his stance on all the roads BESIDES the bridge, which will be accessable. Feel free to mention mitch, and I'm 100% sure he will confirm that the bridge will be accessable. Mitch both posted pictures on the BeamNG discord, and confirmed it in a DM with me. The Bridge will be made accessable.
My understanding is that the bridge would be made accessible, connected to a tunnel on the island that looped back on itself. The westbound lane would loop around and become the eastbound lane that led back across the bridge. That's not a whole lot of drivable area - the bridge itself is already drivable if you jump the barrier (the small metal ramp is perfect for this purpose), so the only new part would be the tunnel itself. In other news, we finally have word from the dev team on when second UV maps might be implemented for cars without them, in particular the ETK K-series: ...and it's about as much of a non-answer as you might have expected. Given that the dev team has overused the word "soon" so much that it can mean anything from "we're working on it for the next update" to "we'll start on it in a year or two", I figure that this post means almost exactly nothing. The word "hopefully" doesn't exactly imply that adding second UV maps is even halfway up the to-do list.
Yeah, as I pointed out in the thread, its not exactly hard to do skin UVs. I still don't know why the semi, a vehicle from the very early days has no UVs, it would take all of 2 hours to do UVs for that. I'm also not sure why the dev team is focusing on some miniscule water effects over prioritizing things like fixing the UI.
I guess they are doing both. In software development they have to have some kind of roadmap which they follow, they have to also do some new idea creating sessions and from some of such some great advancements might come, fixing things is also task that needs to be done, but if roadmap shows there is thing X going to be created, that replaces thing Y, then thing Y is not getting so much attention. Also it can be that they had to fix something and maybe water effect was easy to do while at it. When we don't know what is plan for their work for next two months or four months, it is kinda hard to know any whys, all I know that their team has great passion and they certainly want their product to perform best way possible.
there was a lot of mention of "we are concurrently working on 0.11 and hot fixes" in previous updates. Look in the dev-blog
This would look ridiculous. On Utah this have sense but not here. Go through bridge, then tunnel only to go back on land where we came from. Better option is just keep it closed, place some low poly/flat buildings on the island, make second low poly bridge and finally extend that low poly ground to the other side of this sea. This would give us even greater immersion of "part of something bigger".
Read my last post. The bridge will be a reverse loop. Remember, at one point the bridge was going to be removed due to the complaints about it's accessability, so we should all be happy.
Yes, also it was mentioned they are working 0.12 parallel with hotfixes with latest hotfixes, but new car probably will not come as a hotfix.
Ahah, that's just a tiny nitpick stuff that got fixed. Because it was the only thing being posted in a while, it doesn't mean that: The entire team efforts went into that tiny thing We haven't been doing else There a quite some things we are working on currently (also related to what you mentioned), most hasn't been posted about yet, though (either because horribly busy, or not ready to be shown yet ). Anyhow, we will try to post more often.