WIP Beta released A new *CITY* map - LOS INJURUS 2023-12-20

Los Injurus 2023, now featuring 11-foot-8 bridge!

  1. RedSmokeFZW YT

    RedSmokeFZW YT
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    You know, I think this map still lacks highway guide signs. I can make some if only there was a sketch of the map to know where is where.
     
  2. natus.w

    natus.w
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    Great mod!

    Only drawback (that is noticeable to me) is that the player car is slightly stuck in the ground on spawn

     
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  3. bob.blunderton

    bob.blunderton
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    YES! It does lack highway guide signs, though I am waiting until I have more of the 'attractions' and 'activities' in before I make more of them and actually put the lot of them in, as that'll be on the signs.
    Please be patient as this is a work-in-progress map and was released as-is with no warranty, stating that 'it's not done yet'. Don't take that wrong, but it is 16 months of non-stop making and placing models here, and it's very tedious at times. I need to get more of the infrastructure built up before I get signs in, otherwise I'll have to change them left and right, and do double work.
    It could use a guide in general BUT I wouldn't ask anyone to do that because barely 20% of the city is built. It will be finished one day, then we can do guides and the whole lot of interesting things that come with that territory. When I have an area (like near the spawn) that for the large part is completed, I will be able to place some signs. I can put them near the spawn soon, but I will try to put a map in at some point, too.
    --- Post updated ---
    Things to be fixed in the next update (I might throw a public update out a week before Chris's Mess), it'll be fixed in the next Patreon supporter beta though:
    That spawn bug, oh that spawn bug, yes I know, it doesn't like to fix via the editor...text editor to the rescue!
    Wrong-way traffic noted in a rural section, Don't know how I missed this when testing. Evidenced in Neilogical's video, Oops.
    No-texture surfaces by the industrial area visible from high up, where things are unfinished, will get rid of those carving guides.
    Goofy/stupid AI getting stuck in intersections in the new area 2 exits down the highway from the spawn. This was rushed!
    Wrong-way AI occasionally on LONG bridge to air-strip, must confirm. It's not a map bug, but it's the AI logic, but I will make a work-around for it not being able to query a nearby node for the AI direction settings, as I'm not sure when/if that will be changed (it works fine 99% of the time otherwise).
    Texture error (Bad format) on some deprecated assets preventing loading that I did not remove yet (you never, ever, ever remove things right before release. Been there done that & not doing THAT again. Will get these out as it's causing an issue for one or two folks, same error I had on Nevada in 0.15.x).
    Fixing some textures to have cube-map reflections or just standard reflections where they should, and not where they shouldn't.
    Fixing textures that don't have 3D depth mapping (like the 8k x 16k concrete I just added looks a bit flat and has 'generic shine' on it).
    Various other quality-of-work fixes and building some more city, and updating a few things here and there as I go about building the map.
    On quality-of-work fix is taking out the 'old tunnel' from the map, which was inherited from 'So-Cal Interstate' map and uses the old tunnel mesh, and rock cover. This will be updated to the new 'through terrain' tunnels like the rest of them. If you take the highway past the old abandoned mall, you eventually curve around the mountain and get to it, that'll be updated for the next release.
    If time allows I will get some more done at the airport, it needs it's long runways, and needs a sea-wall around it. This was cut due to time-constraints. If not it will be just after the next supporter beta when I'm doing the user-submitted buildings/houses.
     
  4. NGAP NSO Shotgun Chuck

    NGAP NSO Shotgun Chuck
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    Of course, this thread stops giving me notifications right as the map goes live.

    Perfect timing though, just wrapped up a 6-day thrash at work and am about to take a couple days off.
     
  5. bob.blunderton

    bob.blunderton
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    Isn't that how it always works (with thread notifications)?
    Actually, the moderators attached this thread to the resource manually, which was very kind of them (I did ask), it just was done a little after the resource went up. That's just how it works when you have something more than double the size limit. I am working on pruning the size just a bit for the next version, removing some unneeded assets. I took out the one tunnel using the old assets yet so I won't need those anymore. So the manually moderated thread-attachment is why you didn't get a notification, unless you checked manually in the mods section. Sorry about that. I did mention it above though - somewhere.
    You'll have plenty of time to explore the map though - and oh there is so much to explore - so break out the map and have a good time!
    Let me know if there's any issues.




    In other news this tunnel was upgraded and the mountain fixed back up, it's no longer so ugly now. Warning: Work-in-progress shots!

    Okay so it's no-where near complete besides the tunnel, but a lot will change in this general area. There's no Jersey-Barrier here yet or shoulders, etc. It needs a lot more.
    Below I've added a (considerably repetitive) rock wall where there was just jagged terrain. I'll make it less repetitive tomorrow...

    The road that goes on past where the canal ends (not the highway) is removed in preparation for what comes next for this area. The ugly mountain blocking the canal will go, the chasm will be widened, and a large lake will fill this void, cordoned off by a large dam right at the end of this canal (which is why it just ends). I don't know if the DAM or it's model will make the next beta, but it's one of the things I am working on. The old road alignment (just a boring windy two-lane thing) will be re-aligned above the water level (the water behind the dam will be close to the rock height seen here) will be re-routed to go under the overpass near the tunnel (not sure if exits will be there), and lead through some subdivision areas (residential) and end up going around to meet the old route eventually. Old mesh-road style unmarked concrete bridges were removed. I'll replace the required ones; but if there's a large gap and no bridge, it's because the road is out of commission for the current time being and being upgraded. Please be patient on that bit, it will be way better than what it used to be.
    Oh, where the old tunnel was four lanes, this is 6 lanes now and will carry the route through to the area which will possibly get some double-decker treatment not unlike what I did on the highway going to the industrial area as it goes down the mountain.
    So do know that the map is being worked on after my few-days-off for sanity reasons. I had time to think of new things I wish to put in the map, plus I'll be fixing other bugs/issues too that were reported (thanks!).

    --That is all!
     
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  6. CN877

    CN877
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  7. TheAwesome

    TheAwesome
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    camera is screwed up. it keeps panning in different directions even when I pause the physics the camera still acts that way.
    can anybody please help
     
  8. bob.blunderton

    bob.blunderton
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    Thanks! I just had attached that to the resource just before you'd sent that in, but appreciate it anyways. At-least he's taken time to give it a good go. There's only a mere sampling of the city and not much of the attractions in it, but I'll take whatever I can get here (as I am far from being in any position to complain). Now if only someone can call in the YBR, and tell him there's 'more bridges for him to find' (kudos if anyone remembers his old So-Cal review, I got a kick out of 'I might as well call this 'YBR tries to find/get to a bridge').
    I am sure @davidinark will love this one, too, but if I remember correctly, work and life has been keeping his time rather occupied as of late.
    I can only say you'd have a mod conflict with other mods, try removing all other mods and testing with this one alone (Bob_city_map_alpha_patreon_preview.zip is the file name on this). There's nothing (and I do mean nothing!) here that controls the camera.
    Consider unplugging other joysticks or other controllers while using your game pad or other preferred input method. Also, make sure your mouse cord isn't bunched up against something when you let go of the mouse, as it'll move around when you let go taking the camera with it as it moves if it's bunched up (it likes to do that here now and then, as my arthritis pill bottles are in the way a bit). If that doesn't fix it, I am not sure what to say, as THAT type of error has never (out of all the YEARS mapping) been reported to me. There's absolutely nothing in this map that can do something with the camera controls. Try switching cameras to the interior view or some other view, too.
     
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  9. bob.blunderton

    bob.blunderton
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    Don't worry fans of the 11-foot-8 bridge, we've got one coming to Los Injurus in the next Patreon beta... and this won't be the only one!

    The road is tapered a bit, so there's about a 5~7 inch difference between the center and the side of the road, so it will differ the effect a bit. This is a residential roadway here for the most part, so 'no trucks' is just par for the course. I added the second shot for bearing, so you can see about where it is. The spawn point is just past the sky-scrapers in the background dead-center of the shot. For the record, the tracks are another half-to-full 'city block' longer, I'll extend them a bit more as I go through here.
     
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  10. NicOz

    NicOz
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    Well, I download this awesome map mostly because there is runways so I can fly properly and I'm going to point some bugs that have to be fixed.

    First, when I get outside of the map I instantly get hit by some invisible ground when I go down and sometimes the plane just brake in mid-air. Second but not that important is that it seems the map altitude is below 0 even above the sea level.

    This map is so good and I wanna know if is it going to be bigger?
     
  11. NGAP NSO Shotgun Chuck

    NGAP NSO Shotgun Chuck
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    You know, I just discovered Cities: Skylines city fix videos and it got me wondering if it would be theoretically possible to replicate a city from that game in BeamNG. Like, when someone sends in a city that's already decent and interesting to be "fixed", I just get this immediate sense that "this would make a great open world map for a racing game". I think it was the fourth city Biffa ever fixed, had something that I immediately started calling the "Touge Freeway" with one of the main highways across the map switchbacking up a mountainside with four big, wide, beautiful hairpin corners. At the time the map had a lot of unfinished and "future planning" areas but now that the originator has had a few more months to work on it himself, if someone got hold of it... it could make a real nice map with plenty of places for time attacks, lots of space for highway battles with the new traffic support, even a nice detailed coastline for racing boats if we ever get some more good boat mods. With the Blunderton MRK now being a thing, it would also be possible to neaten the whole thing up quite a bit and make it look all nice and professional.
     
  12. bob.blunderton

    bob.blunderton
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    Oh, and did make a little map progress today. This actually took about 5~6 hours to do this decently... too long!

    Orange marker in the last shot is where I'll be putting a bridge across. The car in the 1st shot is where the road used to end, need to put a traffic light there. There's a dead-end alley nearby with OF COURSE a lump of car-launching-dirt at the end of it. Because 'reasons'...
    A small stream was added so now there's water there, I tried to make it look decent. Needs more rocks 'n plants, of course.

    --That's all until tomorrow. Will respond to questions then, too. It's almost 0-500 hours here, ugh.
     
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  13. bob.blunderton

    bob.blunderton
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    Bigger, not physically, though I might add some coastline, and there is a side-exit to the map at one point where I may add more later (more is not promised, but 'may' be added depending how long the project takes, and how much energy I have to work on it even after it could be finished).
    The altitude I will fix when the game allows it to be fixed without moving EVERYTHING in the map (trying to do so will cause a crash to desktop, which is why I haven't done so). There's 10,000+ things in this map. Want to move everything and line it all back up within a card-board's thickness of perfect again? That would take weeks to get everything perfect again. I would likely just re-set a script variable as this map was originally created when there were no such things as planes and no dreams of airports.
    So for now, please live with that, it's a small concession to make.
    The invisible walls I have absolutely no clue about and should not be there. I don't know why they're there, I never knew about them, I never hit them in all my attempts of escaping the map (which I do now and then). Please take some pictures with the map in the background as you are impacting one, with as much detail as to how high you were (even if below 0) when you hit them.
    There is no LAND PLANE on the map due to the terrain being lower than the lowest the land-plane can go (grid maps have that, it's the flat boring land around the map that is infinite), and that is the only thing I can think of that would be an invisible wall.

    While I could most certainly convert a 1081x1081 terrain party / cities skylines terrain to a power-of-2 beamng sized terrain, the amount of work to perfect a city in BeamNG is very time consuming. That being said you could mostly make anything you see there with the MRK, working from one side to the other (as lining up things when connecting two ends of a road is tedium best avoided when possible!). It gets a little tough when working in tight confines, though.
    I totally agree that a highway zig-zagging up a mountain would be a trip to drive, as this map already has some and a few surface roads that do just that. More is better, of course. Do not think I've missed this thought.


    It's much more rewarding building a city in BeamNG you can interact with, VS just "look at" or sit an watch in a city builder. In fact, I don't even play my city builders anymore (Skylines I never truly loved, the traffic model is ATROCIOUS, and the half-witted thing they call a highway I could have made better on paper when I was 5 - not kidding, plus I hit the limits (max segs) of road segments in 5 days of playing it)... Long live Simcity 4 + NAM... that was the best, until now. Now we can truly build a city just how we want.
    So Skylines, while I do own it, can kiss my hammy hind-end. This game is SO much better!

    Shortcomings (if any are found) of the MRK will be addressed when (if) any complaints roll in.
     
  14. NGAP NSO Shotgun Chuck

    NGAP NSO Shotgun Chuck
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    I wasn't specifically asking anything of you and I'm sorry if you thought that; the whole purpose of my mentioning your MRK was to say that now, pretty much anyone with enough wherewithal could do so - IF it was at all theoretically possible. It might even be me, someday. It may not match up exactly but that's not important as C:S is not a driving game and due to the aforementioned dimwitted traffic AI a road network in C:S tends to receive high levels of micromanagement as far as "lane mathematics", roundabouts everywhere, etc. which would not be done for numerous reasons in real life and would not be strictly necessary in BeamNG. Plus, due to the way people tend to evolve their road networks and the way roads tend to meet up in C:S, a city that's been thoroughly "worked on", even if the player has done an uncommonly good job, tends to come off looking inelegant, as if hodgepodged together. So what I was thinking more along the lines of would be using C:S to get a reasonable terrain and get the layout "close", then once in BeamNG, neaten it up, fix anything that looks janky because of game limitations and anything unusual or unrealistic that had to be done because of C:S limitations (removing traffic lights from intersections is a common one), etc. Basically using C:S as a prototyping tool.

    As for the other guy's altitude complaint, that's something I noticed before about So-Cal Interstate but the thing is, I don't think I've ever seen a map, vanilla or mod, that got sea level perfect - and yes, I check. Not sure what that's about or why it turns out that way, but it's not an especially major problem the way the game is currently set up.
     
    #894 NGAP NSO Shotgun Chuck, Oct 16, 2019
    Last edited: Oct 16, 2019
  15. GotNoSable!

    GotNoSable!
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    Thomas McFoolery is furious.
     
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  16. RedSmokeFZW YT

    RedSmokeFZW YT
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    This city also probably needs more skyscrapers, some basic, some not-so rather almost like LA.
     
  17. coreyeyre

    coreyeyre
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    Amazing map! Roughly where in the map is the abandoned mall? I've searched & still can't find it. Thanks.
     
  18. preciadoalex123

    preciadoalex123
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    deleted texture function seemed to fix the issue
     
    #898 preciadoalex123, Oct 18, 2019
    Last edited: Oct 18, 2019
  19. bob.blunderton

    bob.blunderton
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    From where you spawn, go free-camera mode with shift+C and turn 180 degrees from the direction the car points when you spawn in.
    Follow the highway that goes through there, just keep going straight. You'll eventually come to close to the edge of where I've been adding city / detailing roads (they switch over to the older grey asphalt), and you'll eventually see the Packard Plant (lots of roll up doors, red brick, off-white detailing on it and a grey flat roof), it's just past that and has a HUGE parking-lot. You really can't miss it. It even says MALL on the terrain in stone. There's a jug-handle highway exit there, too.

    Essentially when you start and spawn in, turn the car 180 degrees and to your right ahead next to 'Long Dong Silvers' is the entrance ramp you want to take, follow that ramp,
    Merge on to the highway and stay on it, passing up (skipping) two more ramps,
    when it switches to grey older asphalt from concrete, then go ahead and look for an exit near the big curve in the road (there is only one exit ramp per side).
    Get off the highway and make a left at the junction, go across the bridge over the highway and then it's at the bottom of the slope on the right.
    The mall has 5 entrances in the building, I am sure you can find them without too much ado.
     
  20. bob.blunderton

    bob.blunderton
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    So, more work is being done on the map, I got another good 12 hours or so into it today.

    The two shots above are stuff I've just done, there's some green-space in the second shot, I'll try to make it look a bit more park-like, this is more low-rent high-density residential through here (well as low-rent as it goes in this town - or close).
    Yesterday's progress (not yet posted) is below. A drifting road for all you fans of drifting, I know I do my fair share of it (not in real life anymore, though my best was 65 miles an hour with the car 45~60 degrees to travel direction in the real-world, in a car best-classed as 'a rental' even though I owned it, almost 10 years ago)... I still love to drift in video games though since my back won't handle it anymore.

    Yes, that second pair of shots show a well-banked WIDE and SMOOTH surface to drift your best go on. If you love drifting, this will still be one of the better maps for it, just like the original So-Cal Interstate was. I am doing my best, and while these shots are in-dev and lacking finishing details, I will always make sure it's fun to drive on regardless (the details will be in, eventually).
    Next supporter beta will be up around one week from this Monday (on or around the 28th), at the latest. Highway guide signs won't make the next beta but they'll likely be in by the next public beta (as I have a lot more work to do on highways yet).
    Now to build another tunnel... *starts digging with a plastic spoon* ... don't worry I bought a whole box.
     
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