WIP Beta released Running Late (Gull)

Discussion in 'Scenarios' started by Gamergull, Oct 15, 2018.

  1. Gamergull

    Gamergull
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    BeamNG Team

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    Get it here: https://www.beamng.com/resources/running-late-gull.6139/

    My newest and most intense traffic scenario! Get to town before time runs out, with a vehicle of your choice. There's a lot of extra little features within, which I'll discuss later. Have fun!

    I'm already working on an update. I want to clean up the Lua code and make heavy vehicles less likely to get "totaled" due to moderate collisions. Lag is gonna be really hard to conquer; it might be beyond my scope of scenario scripting, but I'm gonna try pretty hard. If I'm not satisfied, I'll copy this scenario to a less complex map so that more frames can be enjoyed :) .

    I'll post again later, gotta go to work.
     
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  2. toddpatterson

    toddpatterson
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    So, how do you get all the dialogues? I can only get one, the "what a crazy fast time" one.
     
  3. Gamergull

    Gamergull
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    I'll give a few hints:
    • Try to run out the timer at the end
    • Smash your car a lot, but not too much
    • Stay out of trouble
    • Win with a special vehicle
    More info:
    • Police will only start spawning after 30 seconds
    • Speeding counts as going over 100 km/h
    • Don't hit cop cars (duh, lol)
    Edit: Adding a few more dialogues to the scenario now. This is fun!
     
    #3 Gamergull, Oct 15, 2018
    Last edited: Oct 16, 2018
  4. fufsgfen

    fufsgfen
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    Be quick:
    upload_2018-10-16_9-59-33.png

    Car used (not every run is a success :D ):
    upload_2018-10-16_10-0-28.png
     
  5. Gamergull

    Gamergull
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    Ooh, nice! I'm adding a new dialogue for even faster drivers. Update coming soon.

    I did a bunch of experimenting, such as using the AI debug visuals. The AI path making seems so smooth and flawless, so I'm having trouble figuring out what calculations or looped processes are causing the game to drop frames due to CPU usage. Instead of ai.lua, I've now been looking into graphpath.lua, where a lot of path functions reside.
     
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  6. bouba1801

    bouba1801
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    That's what i call a scenario, i did it with the pigeon first try 2:07:40
    I'm excited for what your going do add later.
     
  7. Gamergull

    Gamergull
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    Haha nice! I'm feeling hyped, I wanna create a West Coast USA version of this. I think I know what process is causing lag (not jumping to conclusions yet, experiments will be done on my day off), so I can say with a bit of confidence that the west coast will have less of that pesky CPU lag.

    Uploaded my update now, it should be live in a while. I added two more finish dialogues; no hints yet. I also made some of the "insane" heavy vehicles less likely to be falsely totaled. Speaking of which, you can go to town with the T-Series Ram Plow...
     

    Attached Files:

    • running-late-ramplow.jpg
  8. fufsgfen

    fufsgfen
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    West coast is bit heavier on CPU though, so here is bit less headroom for anything extra.

    JRI is best map in terms of CPU headroom, with West Coast I can't really do even 3 cars reliably at 60fps, there are spots where single core of CPU is not enough, disabling shadows and lowering details will of course help.

    For majority issue with West Coast can be GPU performance though as it kinda needs 1070 or faster.

    Anyway this might change in future as game gets more optimizations to graphics engine side of things, which will help with CPU performance, makes sense, right? :D
     
  9. Gamergull

    Gamergull
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    Ah, ok. I was under the impression that West Coast was heavier on GPU but not on CPU. Optimizations would be so amazing, I could break old limits and make crazier scenarios.
     
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  10. fufsgfen

    fufsgfen
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    It is kinda funny how WCUSA is heavy on both, but definitely heavy on CPU, heaviest map in terms of CPU usage, East Coast is 2nd heaviest, JRI easiest, Utah is somewhere middle.

    Rough guideline you can get when you press ctrl-f twice, then look line that says drawcalls near the top, now it is not perfectly related, but in general best CPUs can do 4000 to 5000 at max, using SSAO increases a lot of that, so does reflections, maps with least drawcalls are easiest for CPU, but as said, it is not quite perfectly 1:1, sometimes you can have over 6000 drawcalls and no issues, but it is bit rare to see.

    So that might help you to see with 4 cars on sight that which maps and locations will work best.

    However I would think that it will all change some time relatively near future and then you can really show what you can do, I hope at least, because this scenario is reaching some of that what original NFS hotpursuit was, one that came 20 years ago and boy that was hottest of hot when new, graphics were incredible, driving was good, maps were fun, that was time before consoles, so NFS was still being good :)

    Some planes have homing missiles (Me 262), I wonder if it is possible to use idea from that code to get kind of targeting offender system, you could make a cop mode maybe with such.
     
  11. Gamergull

    Gamergull
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    Oh man, I love old NFS games. I used to play NFS High Stakes every day.

    Yeah, I definitely wanna expand on police events. I'm already thinking about how to smartly spawn roadblocks and stuff like that.
     
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  12. Gamergull

    Gamergull
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    Looks like a little bug popped up. Running out of time somehow counts as a success. Gonna fix that. While I'm at it, I'm gonna try to make the police AI smarter.
     
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  13. fufsgfen

    fufsgfen
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    I did test new version with a gamepad, especially with bus I was rather slow. With Pigeon, you can' be anything but slow :D

    Pigeon, base model with stabilizers:
    upload_2018-11-12_15-59-0.png

    Bus, hero edition:
    upload_2018-11-12_15-59-23.png

    One thing I have noticed is that when I start the game and make a run, that is much faster and then subsequent runs become slower and slower, I'm not sure what is the cause though.
     
  14. 0rangeGhost

    0rangeGhost
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    what the hell was that? did he used an EMP weapon on me?


    0:37 - that was close
     
  15. Gamergull

    Gamergull
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    1st video: Wow, what a bug! I'll have to check my Lua file and maybe do a fix.
    2nd video: Woah, nice. Too bad about the flip.
     
  16. 0rangeGhost

    0rangeGhost
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    can you pls make a scenario, where you need to get to other side of the map and every car whant to crash into you and come from different sides and you have to avoid them?
     
  17. Gamergull

    Gamergull
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    Working on an update for this. I'm actually pretty excited, I've nicely optimized my code and figured out how quaternion rotations vs. vectors work. Useful for spawn rotations! Now I'm one step closer to having dynamic map wide traffic without placing Lua trigger objects everywhere. I'll start that project later.
     
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  18. kongfeh

    kongfeh
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    Thank you very much for your effort! I've played every scenario of yours with pleasure! I hope I did not miss anything :) The traffic is also a great idea from you! Please surprise us with many more scenarios!
     
  19. Gamergull

    Gamergull
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    Hey, thanks :) .

    Update now awaiting approval. It's a pretty good update, worth checking out. Now I'm gonna try to make an epic traffic scenario for West Coast USA...
     
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  20. Simon Kristl

    Simon Kristl
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    What about a mode in which you aren't limited to vehicle damadge or time but would still get caught by police, because I found Smashing oncoming traffic super fun. Or just ramming vehicles from behind. I really appreciate you're work and you should be proud of your creation. Or you can just tell me how to "alter" the scenario to remove or elongate the time we have/vehicle damadge.

    Again thank you for creating such great mods.
     
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