Released VR_City 1.04

A simple virtual city.

  1. 0rangeGhost

    0rangeGhost
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    ok, will wait for updates, i like to play with AI in the city =)
     
  2. Nadeox1

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  3. SergentFido

    SergentFido
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    GREAT ! i thought there was no AI at all as the flee car wen't directly to the wall when i tried AI app yesterday !
    Can't wait to test it and chase cars !
     
  4. mumboking

    mumboking
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    Try sliding off the kerb from the area with the rocks... Chances are, your tyres will get grabbed.
    The suspension tests and the small lip for the vertical wall thing will do the same thing.

    I haven't tried it anywhere else.

    EDIT: I was using the Off-Road D-Series.
    EDIT 2: Not easy to reproduce this... Keep trying and it will happen eventually...
    Come at it with a fair amount of speed then slam the brakes on to slide off it.
    22_02_16_VR_City_Collision_Bug.jpg
    Also, are these missing some faces?
    22_02_16_VR_City_Missing_Faces_1.jpg 22_02_16_VR_City_Missing_Faces_2.jpg
    --- Post updated ---
    Here are some videos showing the collision bugs. These took quite a few retakes to get them to occur.





     
    #24 mumboking, Feb 22, 2016
    Last edited by a moderator: Feb 22, 2016
  5. Nadeox1

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    Well, for the suspension setup is normal.
    You are pushing the wheels into a small 90° wall basically.
    Same for the lip on the ramp thing.

    Yes, missing faces X|
    And about the one on the border of the 'park', I have some ideas.
     
  6. coolbill14_ 2

    coolbill14_ 2
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    very amazing lightweight map i love chasing the ai around it and its very fun to use. also anyone think this kinda looks like the matrix? accept instead of green its white??? (guess thats what you get when you make a city all one color)
     
  7. gigawert

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    Well, when I'm driving off the road, the terrain looks flat but as I'm driving along, suddenly my car jumps down as if there was a sudden steep grade but I do not see anything.
     
  8. Nadeox1

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    Video.
     
  9. ThreeDTech21

    ThreeDTech21
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    Exxcellent map, I'll be downloading this soon!
     
  10. gigawert

    gigawert
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    #30 gigawert, Feb 22, 2016
    Last edited: Feb 22, 2016
  11. Nadeox1

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  12. randomshortguy

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    An excellent map, I'm away from computer rn so I can't post any pictures, but my only complaint is that curbs are much harsher and taller than in real life. I'm not suggesting that the average car could hop curbs no problem, it's just that the current tire model coupled with the fact that the cars in BeamNG seem to have exceptionally weak suspension means that every car except for the Burnside will pop a tire or mangle the suspension even leaving the curb, not to mention slowly advancing over it. Perhaps you can add a collision mesh that makes the curb's collision a steep slope upwards as opposed to a 90° angle. You can see this in the city at ECUSA, the 200BX LS can hop curbs moderately well there, but it can't even clear the curb on this map.

    Anyway, really a great map, I wonder if using realistic concrete textures and building textures would make this look like a real city...
     
  13. Nadeox1

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    Curbs height depends pretty much on the place.
    I know that in the US, they are fairly low (less than 10cm?). Here we got them up to 30cm (You cant go over them or you scrap the bumper basically). The map uses 20cm ones.
     
  14. randomshortguy

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    Which is why I suggested a sort of invisible ramp for the curb, which would be a lot less likely to pop tires it rip off a wheel from the slightest of taps.
     
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  15. Occam's Razer

    Occam's Razer
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    Immediately upon start, and constantly afterward. The framerate's around 10-11 FPS, but increasing to as much as 60 when away from the city in free cam. Compared to 45-50 in ECA.

    Also, quick suggestion: the intersections of the AI paths in your map consist of one large path node connected to four others at the other ends of those blocks. It would require a pretty extensive overhaul, but a system I've been favoring is to build each four-way intersection with five nodes: four smaller ones that lead onto the respective streets, and one large one in the middle that connects to all of them. It keeps the AI away from curbs, and encourages them to round corners at a higher speed.

    Edit:

    I'm familiar with the effect; I ran into it when developing Perryville. The method I like the best for getting around this is to separate the vertical collision face and lean it inward toward the sidewalk, with the bottom flush with the top collision face. Because BeamNG's collision faces only have one side that is contactable, the ramp is hardly noticeable, but still pushes the wheel nodes up onto the curb/sidewalk rather than trapping them.
     
    #35 Occam's Razer, Feb 23, 2016
    Last edited: Feb 23, 2016
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  16. randomshortguy

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    Yes, that's exactly what I'm suggesting. Thanks for explaining it better.
     
  17. Slammington

    Slammington
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    Disturbed, hell yeah!
     
  18. Nadeox1

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  19. Slammington

    Slammington
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    This map is extremely fun to drive around in, it feels surreal yet at the same time familiar, to drive around in a first gen pessima.
     
  20. NewoFox

    NewoFox
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    Very nice! This map is a load of fun to drive around, though visibility is an issue. My suggestion to remedy this would be to adopt a 'Valve Dev Texture' aesthetic in which the sidewalks and certain features are orange (or another color) to accentuate perspective and scale. Another option would be to have features be colored in 25%, 50%, and 75% gray respectively.

    I'm not certain of the feasibility of this, but it would make it a lot easier to see.

    Looking forwards to updates and other maps like this in the future.
     
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