Yeah, I tucked a couple alternate/conditional endings into the scenarios, @davidinark discovered one as well. There are a few other secrets if you're looking. Speaking of which, I've taken some of his feedback to heart, and have setup for approval a new update. The scoring system gives you feedback on your totals even if you fail (for feedback purposes), and it features a breakdown of how you got the score you did. I also fixed some shoddy code that was increasing the crash multiplier every frame after a vehicle wrecks, so the totals should be more humble. There are some other fixes, but you get the gist.
Occam's Razer updated Crash Junctions with a new update entry: New Scoring System, etc. Read the rest of this update entry...
While I go about readying the next update, I just wanted to let you guys know that I slipped a couple of easter eggs into the last one. Just in case you're interested. Happy hunting, -Occam
Occam's Razer updated Crash Junctions with a new update entry: Happy Holidays! Read the rest of this update entry...
The T-Series in Plowed Meadows does not move, it revs but doesn't move forward. I tried different shifting modes and it still didn't move.
add a continuation of the secret story in scenario 23... Also, I liked how funny it was in "Content Warning" that "purposely crashing into traffic" was too "criminal and dangerous" for streetracingandvandalism.com
It worked like a charm in ver. 0.42, and i got a stable 60 fps, but now it takes a long time to load, especially when it comes to "Spawning player". And when it finally starts up, i'm getting 0.1 fps. really really slow.
We are looking into the issue. Maybe something related to the recent physics changed in the updates..
This scenario barely loads and doesn't run well compared to the other scenarios I have played in BeamNG Drive for some reason.
Occam's Razer updated Crash Junctions with a new update entry: Campaign and Bugfixes Read the rest of this update entry...
I get <1 fps on scenario 24 (Evening Post). It's is the only scenario with that problem. Not sure if precipitation has anything to do with it and I don't know how to toggle it (precipitation). Anyone else have this problem?
The scenario UI is really laggy on my copy, but beyond that, performance is nominal. Nothing in particular to report. The streetcar was added in 0.5, and I meant it to be a bit of a surprise. It's my first proper vehicle (with glowmaps, deformgroups, etc. Stuff the Pembroke didn't need), and has the lacking features and rough polish of a first vehicle, so I figured players would be least disappointed with a feature they didn't even see coming. It also can't be used on other maps, even ones with railways in them. The flanges had to be designed in a somewhat cheaty manner so as to keep from bursting vehicle tires, so this map is the only one in which the streetcar works, at the moment. And even here, it's a bit of a pain to get on the tracks. Can't say I am. The only thing I'd say is to make sure you have the current version of BeamNG and don't have AI mods installed. Sorry, that's all I've got. ...Craaap. Yeah, sorry, I forgot the .json for Evening Rush modifies the numDrops value. Currently, the precipitation object is still there, it just isn't producing any rain. I'll get the next patch out in a little bit. Good catch, though.
Well, the resource is back up, it was just down due to a serious framerate bug, one related to the precipitation object. Not a bug, just incomplete. I haven't entirely figured out how to link up those two sections of road, so it'll remain unfinished until I work my way around to that area.
Occam's Razer updated Crash Junctions with a new update entry: More fixes Read the rest of this update entry...