WIP Beta released stairway mountain 23 aout 2020

a 10km long road and a dirt track who climb until the summit of a big mountain

  1. RyvyLo

    RyvyLo
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    So, you have 2 Static objects, the sign and the invisible cube, just for the sign ?
    As you're using blender, you could simply use the colmesh system instead, I think it would be more optimized

    I'd love to see some scenarios replaced by quickraces, they give a lot more freedom to the player

    And I'd say that if you want to do this map, just make it it will probably be awesome ! I'm just curious of how you'll make a slope where a car can go to these speeds, it would have to be one hell of a long slope.
     
  2. bobby_boulgat

    bobby_boulgat
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    hi
    yes, 2 static objects. As i don't know modelise with blender, i cheated .... the collision cubes are very light, less of 30ko. And as i have simplified the mesh roads, remove the errors in the console, , i tell me that at the end , the frame rate will be same

    concerning the quickraces, when i've started to make the scenarios , i was boried by the fact that the player can't choose his car. It's why i've made 2 time the same course with a differente car.

    and, the slope don't will be very long. After the tests i have made, we can reach 500km/h in 3 secondes (by exemple, this depends of the angle of the slope and of the setting of the gravity). howerever, i meet a problem in the transition to th horizontal plane. The compression is so strong that the tires explose and bug and make crash the game
     
  3. bobby_boulgat

    bobby_boulgat
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    if you want to test..... the map is attched

    well,
    - better collisions with the elements on the sides of the road
    - rocks at right at left along the road
    - skybox removed, cycle day/night working
    - mulplayer scenar redone
    - the race scenarios, asphalt/ dirt downhill/ hillclimb, erased.... now, it's in quickrace
    - etc, etc ....

    if all works well, i'will post the update in the mod section
     
  4. j2305432

    j2305432
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    Thank you for keeping this updated. Gonna try it!
     
  5. bobby_boulgat

    bobby_boulgat
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    thank you too j2305432
    i just saw a problem with the cycle day/night . he's decaled. (when you choose night, in fact it's sunset ) i go repair this. if you found other issues , tell me
    --- Post updated ---
    normally now, there is no more time lag
    i'm sorry for the doublepost
     
  6. RyvyLo

    RyvyLo
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    I just saw the new version you uploaded, but I did my tests on the version with the day/night cycle problem

    I think this map is in a releasable state, and I'm having a blast playing the quickraces ! Also I'm impressed by the time it must have took you to put all the invisible boxes to use as a collision mesh for the signs ! (Or you maybe have made a clever use of a find and replace in text function, I don't know ). It's also really good FPS-wise, I'm always between 70-80 FPS

    But if you want to be perfectionist, I think there are still some minor details to improve. There's one area ( the first corner after the first bridge on the asphalt road starting from downhill ) where I think you should put rocks to cover the unnatural-looking cliff
    screenshot_00420.png
    The dates on the scenarios and quickraces are wrong I believe ( you can use a website like this one to get today's date in the format required by BeamNG) , and I think the volume of the cow sounds are too loud relative to the bird sounds.

    Now, I'll go onto the small things that could be added that would make this map a better map in my opinion. I think It would be really nice to have the crowd cheering and clapping ( or maybe insulting the player, saying he's not going fast enough ;)) in the quickraces. I have the impression that the multiplayer scenario lacks a checkpoint on the dirt path. I think a scenario where the player has to go to the bottom of the slope as fast as possible and with the most damage could be fun. And I think the Pepe Rene's truck scenarios could be made in a campaign ( If you want, I could make the last two suggestions )
     
    #206 RyvyLo, Mar 4, 2017
    Last edited: Mar 4, 2017
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  7. bobby_boulgat

    bobby_boulgat
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    thanks for your feedback. Happy to see that the frame rate is ok
    the boxes have been placed by the hand. sometime there is 1 boxe for 2 signs or 3 barriers.
    i will see for improve what you say .
     
  8. bobby_boulgat

    bobby_boulgat
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    hi,
    Since the next time, i've puted some rocks in more along the road, the pépé rené's missions are available in campaign mode, and, i've made the quickraces more alive (more of spectators / crowd sounds ). It does a lot of objets in more, but personnally , i didn't see changement in the frame rate.
    stairwaymoutainstart.jpg
    I've increased the size of some checkpoint cellules in some scenarios, also. I think it's all
    The map is attached. Test and tell me, please, if i have forget/ screw up a detail
     

    Attached Files:

  9. RyvyLo

    RyvyLo
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    Nice changes ! I love the new sounds, and the guy screaming "Allez !" all alone made me laugh quite a bit :). I think the little sounds like that are what really make your maps unique ( the scenarios are also great additions, they give things to do in the map ) I'm not on the same computer as last time, but I don't think the FPS have changed, I'm at 45-50 FPS for a laptop that runs ECA at 40-50 FPS

    Now onto the details that could be better that I noticed : I think the 1rst corner from the bottom also need rocks to cover the irregularities of the terrain.
    About the campaign, I think the underscores need to be removed from the title, it give an "still wip" aspect to the campaign. A tailing objective like in atoll could be great for the transport missions so you couldn't finish without the cargo on the truck, and I think it would be way easier to complete the truck transport if it had the parking brakes on ( add this in the vehicle section of the .json : "theCarName": { "driver": { "player":false, "frozen" : true } } ) I think it's also kinda sad that after you drive the truck all the way up to the ramp, you don't really see the crash with the big ending screen popping up. A finish like in the senseless destruction campaign would be better ( it's just lua triggers that toggle cameras, but could take some time to figure it out i think )

    And a last suggestion : add multiple spawnpoints, it could be useful to be able to spawn at the bottom or at the top of the mountain

    Phew that was a lot of details actually ;) But I think that's all that I will ever be able to find
     
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  10. bobby_boulgat

    bobby_boulgat
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    bobby_boulgat updated The Stairway Mountain with a new update entry:

    MaJ du 17-03-2017

    Read the rest of this update entry...
     
  11. bobby_boulgat

    bobby_boulgat
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    just a small message. I would like to thank the peoples supporting me. I don't know really how to say to you....., but, thank a lot. Your presence is more than precious
     
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  12. bobby_boulgat

    bobby_boulgat
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  13. TR1PP1N

    TR1PP1N
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  14. sbuck34

    sbuck34
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    Is this map still going to get updated ?
     
  15. bobby_boulgat

    bobby_boulgat
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    maybe yes , maybe not. I don't know. Maybe improvements for the AI ( despite i haven't test the AI since the last update ) and some details. Otherwise nothing of particular is planed
     
  16. fufsgfen

    fufsgfen
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    Little poor video with poor driving, but maybe still interesting:


    I really like this map.
     
  17. bobby_boulgat

    bobby_boulgat
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    A video without crash ! unbelievible ! on my map in more, super !
    glad you like it
     
  18. bobby_boulgat

    bobby_boulgat
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    just playing. My dog,as the dirt downhill is difficult ....



     
  19. bobby_boulgat

    bobby_boulgat
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  20. Luemmelman

    Luemmelman
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    Hello bobby_boulgat,

    I realy like your Map "The Stairway Mountain".
    I downloaded it from the ingame modrepository.
    By craching into one I discovered that those grey concrete cubes next to the street actually are signs and fences.

    Do you know why the Meches are visible to me?



    Thanks in advance
     
    #220 Luemmelman, Aug 26, 2019
    Last edited: Aug 26, 2019
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