Hello everyone. After careful consideration, I have decided to address the VRAM and RAM usage issues in Polish Roads. Starting today, we have begun work on optimizing all models and removing duplicate textures that only differ in color. These improvements are expected to be included in the next update following the release of version 0.38 for BeamNG.Drive. I hope these changes will bring the desired performance improvements. Further information regarding optimization progress will be shared on our Discord server. I truly hope this will lead to a significant improvement or even a complete resolution of the current issues. ~ WhiteBird (mcct)
Yea winter mode would be soooo cool. Like literally before it was my favorite map, that made me childhood, but now its gone
70/80% of the models on the map have been retextured, with improved L0D models. A lot of duplicate textures have been removed, and their resolution has been reduced. The map file size will also decrease, from 1.6 GB to about 1.5 GB (maybe even less). the windows that light up during the day in the Oś. Wieczorka will be repaired; some kind of ,,szpont" into the lua or something.
this is easily the best map mod beamng has to offer, modded otherwise. it's so nice to see that it's still being updated and cared for
All models on the map have new textures, including L0D models. What does this mean in practice? vram usage on the available version 3.1.2: - 14.7GB/16GB v-ram usage / texture quality: highest / render: dx11 - 9.3 GB/16 GB v-ram usage / texture quality: low / render: dx11 vram usage on the not yet available version 3.2: - 10.3 GB/16 GB v-ram usage / texture quality: highest / render: dx11 - 6.1 GB/16 GB v-ram usage / texture quality: low / render: dx11 Reduced file size: - Size of available version 3.1.2: 1.6 GB - Size of unavailable version 3.2: 1.2 GB - Reduction in the number of drawcalls (improved FPS) - Fix for many bugs - Addition of new content (Thanks to @Car_Killer & @AgentMooshroom5 ) Version 3.2 is currently ready. The release date is unknown.
The box for the bus to stop is at a different angle as the bus itself. I solved on my end by making it taller, so the lower limit goes into the groundand the bus will always fit inside it no matter if it's kneeled, or if the uneven terrain makes it too crooked to fit inside it. On My end I edited the scale values of all bus stop triggers to (5, 23, 10), So any bus mod will fit inside it, as well as it allows you to stop very close to the curb (as it would be expected from a bus driver).