I think thats more up to Raceless to make it compatible, might be worth putting that suggestion in the RLS Career thread
I agree. The map will feature three major logistics centers, three large ports, several smaller ones, two quarries, two major airports, two large timber yards in widely separated mountain regions and a permanent highway construction site, so even without career mods, there are plenty of logistics routes and tasks right there in front of you. Many bus routes are also being established, and there are already several stops and bus stations. More are to come. The map is not made as a copy of real life regions or situations. It is designed to have reasons to drive and I like to make them obvious to see. Also for off-roading. I've also significantly increased the importance of the avatar as a gameplay element. If you want, you'll be able to get out of the vehicle more often on the map to explore things, trigger things or reach certain locations. I'm primarily building a huge network of possibilities . I've already received requests to use the map for career mods, but the time simply isn't right for it yet. But I got to admit, I'm not very familiar with that career stuff ...
I heard someone mention my name? Looks like a really cool map with a lot of passion poured into it. Can't wait to check it out!
Hi, I'll upgrade my computer specs soon. My current can run the map, but my memory is only 24 GB and gets full when I'm in it, and my CPU is bottlenecking my GPU (i5-4590 + GTX 1080) which results in low FPS even in Low settings. My new specs will be able to run BeamNG and the map without any issues. So I wonder how it changed since it's first free release back in February I think? I haven't played the map since then.
Yes! I definitely will . I'm sorry for that. They are the spawn_xxx.jpg files in the root of the ZIP so if you like to kill or replace them immediately...
Woow, I haven't been here for a while and map's progress is reaching sky, with speed of light, that's increrible, wish you lot of luck with that
I had some bad luck with a crash from within the World Editor. It just killed a few types of vegetation from the trees database. And unfortunately I didn't recogniced it in time so it went also into some backup stages. So I had to recover them from a much older backup and thus some trees where missing and some standing on the roads... Nice little additional work to recover everything... But fun! Because of new ideas So here's a snapshot from an "after work" joyride:
Man, you're blueballing us so much I can't wait to finally get my hands on this updated version and explore everything! could you maybe give us a map view from above (like the ingame map viewer) so we can compare the current version to what you've added / changed so far? I'm hoping for more paved road connections around the map, because currently you're driving down a road and suddenly it turns to dirtroad... fun for rally vehicles but my slammed BX-series isn't a big fan of dirt roads
Hi everyone, thanks for your ongoing interest. Of course, I'm not trying to keep you in suspense. But the project needs time. Sorry for the long waiting . I don't work systematically or by area, but rather according to my creativity, and naturally, I'll show you the regions where I've made significant progress. I'm trying to bring everything to a high visual standard without putting too much strain on the computer, and I'm incorporating a lot of new ideas. The version I'm working on is barely comparable to the published one. The old version seems more like a sketch to me. I've changed and revised a great deal. You could say the map is slowly maturing and reaching vanilla standards in terms of look and feel. At times, the map was (and partially is) in a very chaotic state because I reworked so many areas and tore down some old features that didn't look so good. I also reworked a lot of roads and intersections, as well as the overall road network. The entire east coast is now developed. There will still be many gravel roads but now I've made paved alternative connections. There are also many new locations and features. Cities have been overhauled. Mountains have been further developed. A lot of terrain sculpting has been done. I've created many new LUA functionality and new ways to explore the map. I'll get the map to a state I'm happy with, and then there will be a release. However, the upcoming version will by no means be finished! The northern part of the map, in particular, remains nearly untouched for now. Future updates will be released more frequently. It doesn't make much sense for me to show you photos for comparison. There would have to be hundreds. I'm focused on developing the map and trying to manage the sheer amount of work by not thinking of it as work at all, but rather as part of the game . I've realized that I'm not very good at giving release dates or thinking of the work in sections or blocks. In any case, the time for the release of a completely new Homerange map is getting closer and closer, and I'm trying to reach that goal as soon as possible . (And hoping that BeamNG isn't crashing too much). Do you know people who spend years passionately building a huge model railway? That's kind of how I feel. Except I prefer BeamNG because it has so much more action and is so much more fun to drive and build .