Another transport, this is a perfect map for transportation, I hope the nord east get also some roads to go to the east.
Dude I don't know what it is but whenever I try to load the map it crashes my game, gives me an error (I HIGHLY doubt all this is your fault), and when i click the error it bluescreens my pc and sends it into a (fixable) bluescreen loop. I guess I don't have enough RAM or something? I have 16gb. Don't know if anyone else has this issue.
First thing, do not use the vulcan mode, that do not work for this map, and 16GB should be enough, but try it with lower the settings first.
Here is the first of the map showcase videos that I have been planning to make. It's a jaunt down the highway from Pi Water to Nodehinge Hill Airport in the base-model 1968 Ikarus 250 coach, with about 192 glacially slow but damn near unkillable horsepower, and none of that boring forced induction nonsense - only the cheapest... I mean, best will suffice here at Homerange Regional Transit!
It's a Russian meshslap, although one of the better ones. I think I got it from here, and I edited it myself to make the engine stats accurate; I can't upload the altered file as I haven't yet gotten permission from the author,
This map is incredible, I've probably sunk more than a hundred hours exploring it all and making my own time trials. I allowed myself to make custom thumbnails for personal use, I thought I'd share. The images have been properly named and sized, they just need to be dropped into the uncompressed folder to replace the existing images. Thanks for the great work Brabent, I might buy you a coffee whenever I get my next paycheck
It works fine in vulkan. It works fine with 16GB of ram. Loading audio takes longer than all the other loading steps. Setting waypoints on the map doesn't work very well.
With vulcan it is tricky, it can work, or not, on some configurations the game crashes(especialy with AMD cpu's I thought).
There is an issue with tires popping in random spots. For example at the water patch through the dirt road by silt dam if you drive through your wheels will pop. Same thing on the left lane of the highway leaving PI water. Anyone else having this issue and how to fix this?
Is anyone able to have traffic with this map? When I try it, my game's performance tanks significantly.
Yes I can, but this map is huge, and ask a lot of your cpu, with a 4070 gpu, and 32 GB memory it is working, but yes the fps is dropping a lot, so the more cars, the heavier for your pc. What I also noticed(not alone in this map) that the performance outside the car and inside the car is a huge difference. out side the car I get a lot more fps.
He Barbent, I do not know if somebody mention this, but I drove at the wooden bridge, without realy hitting it, This happend with a dryvan, see picture, hope you can fix ti. Still one of the best maps, looking forward to an update.
Fixed . Thanks for the tip! Besides that I've also made a lot of progress all across the map. Many kilometers of new roads and paths, a lot of details everywhere, new locations and assets, more PBR, new/optimized LUA functions, more logistics facilities, coastal roads, weather phenomena (no, not another tornado ), more complex intersections, landscapes and scenery, more rally tracks and off-road challenges, an overhauled race track and, and, and idk (but recorded). Right now I'm working on the big suspension bridge. I'm expanding it in that way to have the out- and ingoing lanes even right on the bridge and thus having them way longer. Because of that, the main cables need new counter bearings. That will be a bit challnging to design because I want the bridge to look authentic in terms of structural engineering and there's barely any space on this axis. But I have an interesting idea... And of course I'll finally attach the vertical cables too, then ! It'll be a very broad upgrade, in my opinion. I just kept working on it every day. Sometime soon, I'll start showing more pictures again and discribing everything a bit. But, of course, there are still huge untouched areas in terms of the landscape as a whole left to be designed after the update. Please don't ask when it will be released. But the summer might get funny ! Thank you for your patience, and a heartfelt thank you to all donors. This is a gentle boost!
So, here's one of the many new features in detail. Further will follow over time: The wild weather of Mt. Druckeberga You might recognize the highest mountain on the map from jumping off the large skywalk. In the meantime, I've added a lot of extra life, exciting off-road opportunities, like a frozen lake, steep paths up the mountain or the overhauled road. I also included dynamic, harsh cloud weather now! I've developed pseudo-volumetric cloud objects based on cascading patches. One huge cloud consists of only 810 polys, that's less than most vanilla buildings . The material is textured only by two different strong normal maps, which are animated both large and small by scrolling; otherwise, it's uni color, no further texture maps. The clouds envelop parts of the road like dynamic fog blown by strong wind. You can definitely feel a moderate FPS impact when driving through them, but I'll accept that cause I think its worth the show! The volumetric clouds effect can be disabled for slow computers. All of the following images were taken at different game times, at different scrolling moments, and from different viewing angles. Everything changes in real time. No skybox or extra background is used. Lightning is simulated only by two staggered, flashing lights; you can't see them directly; the accompanying thunder sound is asynchronous, suggesting a time lag Stormy early morning: Calms a bit: --- Post updated --- Another thunderstorm is coming for tonight
Some more scenery impressions. The sounds the ice makes tell you better not to drive on it. But I promise: it won't break