Do the AI traffic here follow road rules or something? Just curious because I want to see if I can get a car pulled over or something...
Traffic is pretty basic, it uses the original BeamNG AI logic, plus the drivers are aware of other vehicles directly in front of them. They can be idiots at intersections and other road layouts. In future updates, as I learn more about programming, they'll be smarter and more interactive. I have a long way to go. I'm disabling the "auto activate" feature in my app now, as it's causing new problems to deal with.
I give my blessing on any neural network coding you are doing. Except for one exception.... I dont want my computer to start talking nonsense like “I’m sorry Dave, I cant do that.” If I start to hear any back sass whatsoever, I’ll have my computer singing Daisy just as fast as I can rip the side case off and start pulling wires. Edit: just noticed bob.blunderton’s Deal Gap and the traffic app mentioned together in one sentence. Mind blown, Im speechless. I’m going to need a mininute...
im just waiting for a "follow player without rear ending them" feature in the ai app, and also something that allows them to go proper banger racing without continuously standing on the gas and getting stuck against other vehicles on the track
Seriously man, you are some sort of mind reader. Exactly the type of suggestion Id feel embarrased to ask for (because Id feel like an ingrate for soing so). And you’ve already thought of it. Minimizing the app would add even more to the realism.
Hahaha, yeah! I feel like it's not even supposed to work, I coded it badly as I'm awful at AngularJS. But yeah, I got annoyed with having the official AI Control app in my way at times, so I tried my best to do this feature. Likely doing the app release tomorrow. Going through things with a fine toothed comb now.
Going to do my best to get a race coded for going each way on Deal's Gap - never had a mission in my maps yet (exception: ones made by others, yes)... Would need Gamergull's help for-sure on that. @Gamergull take all the time one needs to make a fixed version of your app. So entirely going to mess with this and put as many cars in the map as I can until it goes below 30fps. Do they follow one-way roads or is it only by the rules of 'random driving'? I have a lot of highway (one-way) roads in my maps.
Yes! Ooh, I really wanna go in depth with this. For decalRoads with "one way" ticked on, traffic will automatically spawn facing the correct direction, and will therefore drive that way. I'm playing on the Mount Glorious map right now, and all the decalRoads are actually one lane & one way, as a workaround for left lane driving. As a result, traffic spawns and drives excellently there . For maps that don't have one way roads where they should be (biggest offender is WCA, argh), I added a chunk of code that detects if there's a parallel road that could be a highway. If it finds one, it tries to logically spawn traffic facing the right direction. You will see this in action in Utah (works about 90% of the time) and in WCA (works... about 70% of the time). It's hard to get perfect results, and I would prefer that the roads get corrected in the future.
Glad it 'sees' one-ways! Your ECA traffic mod 'free roaming' like mission is what this entire game should revolve around. IT'S THE GOD OF BEAMNG.DRIVE. No, really, I mean it. Flying down the road and completely broadsiding someone pulling out in-front of you? It's so much more fun and invigorating, employing all my senses so much better even just to keep on the road! I'm going to try and 'reskin' your ECA traffic mod into something that'll work on Tail of The Dragon. I think it will be awesome (I just want to test, and show you the concept, you can then correct anything if it needs it, or adjust to suit your own standards, and release). I have to work on my Tail of The Dragon (Deal's Gap) map anyways this week and fix it up a bit (along with Nevada Interstate and Roane County TN). Entirely made of awesome. Will 100% be checking out this traffic tool for free roam when you've buttoned up the code a bit more. That will sure take the leg-work out of AI testing to say the absolute least. On a more applicable note, it'll allow me to test AI much more efficiently in a limited time-frame. My 4.4ghz (all core speed) i7 4790k happily ran 40~60fps or better with cranked up reflections on an RX 480 8gb card - with 7 AI vehicles. I almost wanted more (who doesn't?). The AI was differing in driving styles, and I could even switch it to flee or chase just by moving over to the signs. Brilliant. Now I know you're thinking 'this is just the traffic tool not the ECA traffic mission/mod', but on-point, I do know this. I just wanted to say thanks. I will have a review in on it this week on your resource page for it, deservedly so. It's just one of those things where you pause and say, 'how did I ever live/play this game without this?'. --Cheers & TY EDIT: Why isn't this part of the base game?
Haha, thanks! I think I'm gonna have to port the code from my app to my ECA scenario; a lot has changed under the hood, and I seem to improve something every day. I don't think I've played on Tail of The Dragon, I'll have to check it out. But yeah, I'm fascinated by traffic in other driving games, so I wanted to figure out how to do it in this game. This whole process feels like a natural progression, from learning the basics of Lua, to figuring out how to teleport cars, to this stuff now. I don't even wanna know how many hours I put into this; probably a good chunk of my 688 hours in total. Soon.
A quick look in video form! It only covers a handful of the features in this app. The lower resolution and larger UI was intentional.
Yep, amazing !! The app choose randomly on all vehicle installed in game ? Color and model are random ? We could be choose a class like, truck, fullsize, racing, etc
When did teleporting cars cause no lag? So confusing, I can't rack my head around the lack of lag....well maybe I can, my laptop is s**t
It chooses from most of the stock vehicles! Choosing a class is a really good idea, I'll try to do that for V1.1. There's been less respawn lag since the 0.15 update. Not sure how well crappy systems will run this, but I guess I'll see.