ah, makes sense i was more-so questioning the idea that you posted something too early, as if you can see through time-space and predict the future, but solely for the beamng forums
Soo to sum up stuff: Anything we find in game files that isn't used yet, is for modders use and It will not be used officially huh? So is the Tow Bed also just for modders?
uh, so i found this: looks like, dcdcn.com, right? i doubt it means anything, but it would be cool if these actually lead somewhere
Those are images for WCA's billboards/advertisements. I wonder if you could spawn in a billboard with that image using the map editor.
sounds like a scrapped/Unused and forgotten billboard i bet its a virus when you connect to that site better touch not it
oh so its basically a outdated domain that probably was on the for too long that you buy now i guess i never thought the devs knew chinese or touched chinese websites nu bean plox!
I noticed on DiamondBack's screenshot that a couple things are censored. I am assuming we could be getting more ETK parts, but the 'dummy.lua' really caught my interest.
https://lifehacker.com/how-to-uncover-blurred-information-in-photographs-1648562658 You could try and play around with this method, maybe you could work something out.
Dummy is nothing new. This is from wiki: The vehicleController is a so called "main" controller. Every vehicle needs a main controller to interface between the powertrain, the user and the UI. The most basic vehicles such as trailers don't run a full vehicleController but have a default "dummyController" instead which is slimmed down a lot and does not have any powertrain related control implemented.
Let me just say that the 1st thing I thought of when I saw the 4-points-aligned type of checkpoints in the bus paths mode, was their potential to be used just for that- drifting into position between two cars. That way, unlike "normal" checkpoints, the direction of the vehicle is messured (and not just the position), so a scenario like that is made possible. Sadly, I couldn't find a way to integrate these checkpoints into a regular scenario.
In random generated track on ETK map checkpoints recognise from what direction we pass the checkpoint. I tried cheat sometimes and pass them from the other side. However that doesn't work.
That’s actually pretty neat. I’m sure that’s quite vital to career mode races as a form of anti cheat.
WCUSA is incredibly tasking on any computer as-is, you got some massive models to render all around. So I highly doubt they'll add anything to the map. So my speculation is it won't happen. But if it will, here's how I think it can be done. there is one tunnel option I believe can be created, without decreasing preformance by much. Here's my drawing of it: This will add a relatively small tunnel (so low polycount, especially if the tunnel is square and not an arch), and some models which are already in-game would even have be removed. Here's a "before" screenshot, there's barriers, excavator, barrels... all of which are detailed models with relatively high polycount, for instance- the excavator an the dumpster's highest quality LoDs (Best quality models) together are around 3200 tris. I am no expert, but I believe the tunnel won't have more than twice the amount of poligons.
hmm... optimization? also correct me if i'm wrong, but didn't something like this (the finishing of tunnels) happen in UTAH too?