this map doesnt have very good optimization. I am getting like 25 fps on ultra. Can it be just windows 11? specs: intel xeon 6 cores 12 threads @ 2.00 ghz 12gb ram Zotac gtx 1060 AMP! 6gb Windows 11
I have Ivan Sapun's GTA SA map ports to look forward to this time. If he manages to release them, than he's twice the modder you are.
Sooo, about that 'light' version I read about in the description post. Still wondering where to get. Or is it the version that is currently offered via the attached file?
I would please ask everyone to stay on-topic, this is derailing fast. It is definitely true the map is not optimized as good as it could be, forget about Windows, most of the issue is on the map itself. At night, pretty much no computer ever can handle it above 2 digits on the FPS. LODs were used since the beginning to help, but at this point I'm not sure on how to improve things in a meaningful way... That line has been removed now, sorry. The light version was supposed to be less heavy on performance at night, but the lights are so performance-heavy by themselves that not even removing casting shadows made a real impact whatsoever...
NO EFFING WAY!!!! HOW HAVE I ONLY JUST FOUND THIS!!!! My favourite GTA game now combined with my favourite driving game!!!
Ok, the textures are being a really weird issue here, there is nothing that justifies the broken textures, in fact, I have a workaround for everyone which surprisingly fixes them...unpackage the map. For those who don't know how to do it, here is a quick tutorial: Download the map .zip as usual. Go to your local mod folder (C:\Users\User\AppData\Local\BeamNG.drive\0.24\mods as default) and open/create the unpacked folder within the mods folder Create a folder called vice.zip (for example) inside the unpacked folder, and copy all the contents from the .zip file inside, once it's finished, you can delete the file and run the map I'm trying to work out what's going on, but at least for the time being, there is this workaround, better than nothing I guess...
i seem to remember someone saying the game can only support zips of a certain size, tho idk why this would effect this map. either way, good it's fixed-ish now
Well, I checked with Car_Killer to see if he could help with any of these issues, and it turns out the map is an awful mess of duplicate materials, bad formats, lack of necessary files and much more, the Kamuro map gives 0 errors on the console, Vice City returns...6124. I tried to compare both maps to see if I could do something, which was an advice, but both maps are day and night. It's so bad I'm afraid I'm giving up on the map I'm sure someone with proper knowledge will know how to port the map from zero with correct techniques, I feel this is far too gone and too amateurish to be saved...
6000+ errors??? At this point I would start over from scratch because it's not worth fixing this, understandable that you lost motivation... But to make you feel better, it is EXTREMELY rare to see a map without errors. Pretty much only vanilla and other dev-made maps can pull this off. Some of the most popular maps like American Road and CrashHard 2.0 have dozens or hundreds of errors. Not quite in the scope of several thousands yet, but they do have some missing textures here and there as well, and people like them despite that. The point is that it's EXTREMELY hard to make an error-free map (it is even really hard to make a map at all due to a complete lack of documentation and any full proper finished up to date tutorials for it). And there is absolutely no known good ways to port a map from another game so you did an amazing job to even get this to work as it is anyway. (The way I would do it would be rebuilding it from scratch with the same assets, but that's 10000 times more work...)
Thanks for the kind words, it's heartbreaking to me since I invested a lot of time on this, and even with the invaluable help of swift502, I see this is far from acceptable, I never expected a perfect score of 0 errors of course, but at the same time, I thought some tweaks or scripts could save it, and again, at this point I think starting over is better, but I don't know better than the first time I started the port, so it wouldn't be worth it either, at least on my side...
I'm not exactly the greatest modder, all my work is unreleased as it's all exploratory projects that I'd honestly be ashamed to give someone else, but I think I'd just start chipping away. It's also possible that the official Vice City map isn't exactly perfectly created either, just no one really looks into that because of the inaccessibility to the lower levels of GTA. My advice is to start with the duplicate files, as that's a mundane task that you know you can at least make a little progress on, and work from there. Lots of great mods have errors, even those loved by the community, and this one is awesome. I actually like it better than the same map in GTA as the BeamNGness gives it so much more. Thanks for your work, whatever you decide to do.