[ARCHIVED] CRD Monster Truck Development Thread

Discussion in 'Beam-Monsters' started by Deleted member 160369, Dec 4, 2016.

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  1. Deleted member 160369

    Deleted member 160369
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    No. ;)

    This doesn't look right... :D
     

    Attached Files:

    • collisions.jpg
  2. HumanTarget

    HumanTarget
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    Awwww sorry then :p
     
  3. HumanTarget

    HumanTarget
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    Any new news/updates?
     
  4. Deleted member 160369

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    Well, me and @Matchbox201 have been working very hard on this. And by very, I mean... VERY.

    It's not just the new drivetrain code - which proved to be nightmarish to work with by its own right. Most subsystems had to be reworked in order to function properly in the latest game version.

    In a PM to Matchbox201 earlier today, I described the development process as "the BeamNG equivalent of whack-a-mole". Everytime we had some bug sorted, something new popped out and required attention. We've been working night and day (literally!) since the release of 0.8.0... and we're not done yet.

    All JBeams went through major revisions. Version 2.1 will be a thorough update, but hopefully, will constitute a solid base for future development.
     
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  5. gameboy3800

    gameboy3800
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    ok, who goes out of their way to steal just the tires?!?
     

    Attached Files:

    • rims.png
  6. Deleted member 160369

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    New tire system.

    GD wasn't updated. Old system conflicts with the new one.
     
  7. gameboy3800

    gameboy3800
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    worked fine yesterday morning when i was making the end bit for the last video.
     
  8. Deleted member 160369

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    Works by itself. Won't work if you load any of the CRD trucks before.

    Does it work if spawned as the first vehicle in a fresh map?
     
  9. gameboy3800

    gameboy3800
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    in the case of that screenshot, it was the first monster truck i loaded up. will try loading another before it to see if that loads the tire textures.
    --- Post updated ---
    loaded up gridmap and loaded grave digger first thing, and it works.
    ???
    --- Post updated ---
    i thought it might be the map, so i tried to load up st louis racing like i did in the old screenshot to see if that would cause the tires to disappear. but...
     

    Attached Files:

    • BeamNG2016-12-2618-02-52-87.png
    • BeamNG2016-12-2618-04-51-85.png
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  10. Deleted member 160369

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    As mentioned, it's because of the new tire system. Tire meshes changed name from "WheelXX" to "BKTTireXX" but the material stayed the same ("BKTTire"). Depending on which vehicle you load first, the material "BKTTire" will be either associated to one or the other mesh, and cached, causing the other one to be untextured.
     
  11. BadMagik877

    BadMagik877
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    damn i really want that digger for some reason
     
  12. HumanTarget

    HumanTarget
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    How the progress on the new drivetrain coming along? Is it anywhere close to finish, or still far ahead? Hopefully everything is going smoothly. Keep up the great work everyone! :D
     
  13. Matchbox201

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    New drivetrain was pretty easy compared to the everything else, which has not been going smoothly. And I mean, everything else. There is not a single .jbeam file that we didn't have to go through completely and thoroughly to make adjustments.

    Little stupid things. Suspension breaking, suspension not breaking, driveline falling apart, driveline not breaking, driveline breaking but not showing as broken, ties sticking up again, Zombies arms not staying on, Zombies arms breaking incorrect, fire simulation being triggered immediately, fire simulation not being triggered at all, hoods falling off, tires falling off, instabilities detected, fatal vehicle exceptions.... F2YS compared it to playing the BeamNG version of Wack-a-Mole :D

    When release comes, I am afraid to say it probably won't be exactly like it was before the 0.8.0 update wrecked chaos. With any luck, it might end up being a little better.

    @FLyInG 2 YoUr SoUL can likely make an accurate guesstimate of when we could have a release. If I were to guess I would say, Soon™
     
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  14. Deleted member 160369

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    Drivetrain code up and running. We might try to implement some VERY cool ideas by @Matchbox201 to improve it further. Other than that, it's done.

    We're now debugging the Hell™ out of this vehicle. I can tell you, it's getting close to a finished product. Trust me, it will be worth the wait. :)
     
  15. enjoyinorc6742

    enjoyinorc6742
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    so in the end, was the switch worth it? (speaking as if the truck never broke in the first place)
     
  16. Deleted member 160369

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    Honestly? No.

    The new drivetrain code may be cool and all, it's more realistic, no doubt... and, admitedly, very stimulating to work with.

    By the end of the day, though, we now need a bajillion lines of code to achieve what we could basically do with just a few. From a end-user's point of view, I wonder if it was worth the hassle.

    On the positive side, there's room for interesting improvements that wouldn't simply be possible with the previous system.
     
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  17. AaronL

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    I don't know if any of these changes have already been made, but Julio @juliovellon and I were brainstorming some things that could improve the trucks greatly.

    Stronger parts- More force to break things. The wheels seem to fall off too easily.

    Stronger tires- The tires pop very often when hitting cars. I don't know if it's the tires getting snagged in the mesh or if they are just too weak.

    More power to the wheels- The power without the center diff right now is about where it should be, maybe a little too much. When the trucks had the center diff, there was little acceleration and not nearly enough power to the wheels.

    Hood getting stuck in the tires- it's just a bit annoying.

    The trucks should be able to roll up to a ramp and have enough acceleration to launch it into the air.

    Example:

    6:21 is the launch I'm referring to.

    We really appreciate all the effort you guys are putting into the trucks and it's unbelievable how far the trucks have gotten in such a short amount of time. I might be wrong about some of these suggestions, but it's just a few things Julio and I have noticed.
     
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  18. Deleted member 160369

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    Yes to all of the above. Both strengthening and improved drivetrain/traction are coming.

    As for the hood getting stuck, that's pretty much unavoidable. Official vehicles are affected too, it's just how collisions work in this game.

    Next release will bring improvements in this sense, but not a definitive fix.
    --- Post updated ---
    From a halt, zero run up. :D
     

    Attached Files:

    • jump.jpg
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  19. BadMagik877

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    i have been busy as of late so i haven't gotten to take screen shots of my gameplay, but im drooling at this update and cant wait lol
     
  20. gameboy3800

    gameboy3800
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    alright FLyInG 2 YoUr SoUL, here's a weird one for you: got all the trucks loaded to start recording another video, with the older grave digger being the last one loaded. i had some bad frame dips, so i set the settings to normal to make the framerate a consistent 30 for recording sake, then this happened after applying the settings:
    this was corrected after loading up the default chassis and turning the settings back to high. i then put it back to normal, and loaded up grave digger again. this time only gd was green, as its supposed to be.
     

    Attached Files:

    • BeamNG2016-12-3100-13-45-22.png
    • BeamNG2016-12-3100-13-57-07.png
    • BeamNG2016-12-3100-14-09-41.png
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