WIP Beta released Fairhaven, USA a Need for Speed Most Wanted 2012 Port

Discussion in 'Terrains, Levels, Maps' started by Car_Killer, Jan 21, 2024.

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  1. PRC0

    PRC0
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    i also have the music issue, my specs are:
    rtx 4070, i7-13700k, 32gb ram 5600mhz, the game is installed on a 7450mb/s m.2 ssd.
    --- Post updated ---
    i really love this map, its almost flawless except of course the performance of playing on the entirety of nfs mw 2012 in beam, and a few issues:

    the ground detail (such as wooden boards, train tracks, sheet metal, etc) completely destroys most cars when you run over it, its to the point where you cant use like 90% of all the ramps because you just die before you even reach the top, i suggest removing the collisions entirely on these objects.

    the curbs are almost impossible to climb in any sort of sports or supercar, which is a bit of a problem considering thats kind of what you drive in mw 2012, to fix the problem, and make the map a whole lot more playable with most vehicles i suggest making the hitbox of the curbs angled at 45 degrees or more to help lower cars explore the map. upload_2024-3-2_21-36-16.png
    model seen in game
    upload_2024-3-2_21-37-54.png
    model used for hitbox
     
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  2. AndySchwarzenegger

    AndySchwarzenegger
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    Awesome!Great work!
     
  3. evolover

    evolover
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    Awesome port. Is it possible for you to add Garage to Garage scenarios? That would be even better and give us a chance to explore this map in its entirety.
     
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  4. RedSmokeFZW YT

    RedSmokeFZW YT
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    My question is how exactly will the AI vehicles function in terms of JBeam structure and such considering they're basically unplayable?

    Another question is will they be in a separate thread or will they come with the map?
     
  5. PRC0

    PRC0
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    id assume the same way beam did for their traffic cars, lower resolution of the jbeam.
     
  6. Stefan190506

    Stefan190506
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    Yeah,.. starter points could be spawns of cars in real NFS , and destination can be whatever you(@Car_Killer ) want
     
  7. RedSmokeFZW YT

    RedSmokeFZW YT
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    If y'all yapping about the poor height clearance in some areas, I bet some of the Ghost NFS maps happen to suffer the same issue in certain spots.

    "13 foot 6?" Yeah right.
     

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    • IMG_4152.png
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  8. evolover

    evolover
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    Oh and one more thing, about the grip....................... absolutely nothing wrong with it. it's pretty sweet and I'm using an 8 yr old Logitech g27. I would like to see a poll of the people who prefer this grip compared to those who don't.
     
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  9. Kuma-san

    Kuma-san
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    Hi im one of the few that are dealing with the "Continue" button not dismissing the UI window in the beginning. Im not sure if there is anything I can do about it, since it's not a major issue most people are having
     
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  10. Car_Killer

    Car_Killer
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    QA / Mod Support
    BeamNG Team

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    Please put the attached file into your game userfolder/settings/cloud. It should behave as if you pressed the button. If you have log file from a session with a failed attempt, please attach it to your message. :)
     

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  11. Stefan190506

    Stefan190506
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    It doesn't look like 4meter high...
     
  12. Luca PlaysHD

    Luca PlaysHD
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    its a awesome map really well made :D
     
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  13. nrghunter1337

    nrghunter1337
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    I'm not sure why this is happening to me, normally I dont have problems like this. When unpacking the fairhaven zip file, it just unpacks forever and sometimes I get an error About some "Multi Unicode error" in a lua file. i downloaded it twice, cleared cache and all. Still cant unpack the zip file from beamng. It's not my computer's fault, i have an i9 and a 2TB 990 pro SSD....
     
  14. Car_Killer

    Car_Killer
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    QA / Mod Support
    BeamNG Team

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    Why are you unpacking it tho? :confused:
    Thank you for your kind words :)
     
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  15. nrghunter1337

    nrghunter1337
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    uhhhhm. i just drag the zip file to the mods folder, open up beamng and unpack it, this is always the way, isnt it?
    down below is the error i get:
    upload_2024-3-6_22-59-53.png

    log:

    Code:
    150.07574|E|GameEngineLua| *** FATAL LUA ERROR: [string "lua/ge/extensions/core/modmanager.lua"]:1067: Für das Unicode-Zeichen ist kein zugeordnetes Zeichen in der Mehrbytecodepage vorhanden.
    =============== Stack Traceback >> START >>
    (1) method C function 'extractFile'
    (2) Lua field 'unpackMod' at line 1067 of chunk 'lua/ge/extensions/core/modmanager.lua'
      Local variables:
      modname = string: "fairhaven"
      filename = string: "/mods/fairhaven.zip"
      dir = string: "/mods/"
      basefilename = string: "fairhaven"
      ext = string: "zip"
      targetPathOrg = string: "/mods/unpacked/fairhaven"
      targetPath = string: "/mods/unpacked/fairhaven"
      zipOldCopy = nil
      zip = /mods/fairhaven.zip [mode: read]
      files = table: 0x0283f71d3eb8  {1:/levels/fairhaven/art/ck_prototype/godray.dae, 2:/levels/fairhaven/art/ck_prototype/godray_emitter_d.color.dds (more...)}
      extractionRes = boolean: true
      (for generator) = C function: builtin#6
      (for state) = table: 0x0283f71d3eb8  {1:/levels/fairhaven/art/ck_prototype/godray.dae, 2:/levels/fairhaven/art/ck_prototype/godray_emitter_d.color.dds (more...)}
      (for control) = number: 9860
      i = number: 9860
      v = string: "/levels/fairhaven/art/sound/tracks/Poli‡a - Violent Games.mp3"
    (3) main chunk of line at line 1
    --------------- << END <<
    
    150.07585|E|GameEngineLua| *** while executing this line: core_modmanager.unpackMod("fairhaven")
    150.07586|E|GameEngineLua| *** in chunk: line
     
    #355 nrghunter1337, Mar 6, 2024
    Last edited: Mar 6, 2024
  16. Cookiehead

    Cookiehead
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    No, usually you just put the zip and that's it.
     
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  17. nrghunter1337

    nrghunter1337
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    yea but form the mods manager inside beamng i gotta extract/unpack the mod to make it work. thats what im trying to do countless...
     
  18. Matt_890s

    Matt_890s
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    No you're not supposed to unpack it, or else that'll probably mess up the file paths or something. You could repack it.

    Unpacking is usually done if you want to mess with some of the files, but other than that just leave it as is.
     
  19. JoshD

    JoshD
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    In any normal scenario, you shouldn't ever have to unpack a mod to get it to work.
     
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  20. nawa

    nawa
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    Reading about how that user always unpacked their mods and then it suddenly caused issues like


    https://xkcd.com/1172/
     
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    • Agree Agree x 1
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