iheartmods updated Desert Highway Version 11 with a new update entry: Skid lag is ACTUALLY fixed this time. Read the rest of this update entry...
--- Post updated --- Removed the skid lag fix from the map. This has been fixed all across the game. The latest update has a double reverse buffer (or something like that) so this fixes a massive amount of the flickering on the map. It looks so much better! Thanks BeamTeam! -Kyle
Yeah ! the map rocks now, it changes everything to get no more flickering all over the place. It's now really one of the best place for car chases !
iheartmods updated Desert Highway Version 11 with a new update entry: Many bugs fixed; thanks BeamNG! Read the rest of this update entry...
@iheartmods The road is grabby I drove Pessima 1.8 and rolled it I also rolled roamer but it is roll prone so. But I rolled a Mirmnar at 43mph
Don't know if it's something to do with my computer or Beamng, but the game crashes when I try to load the map. Which sucks, cause I really like this map...
Is your game up to date? Did you clear your cache? --- Post updated --- Is your game up to date? Did you clear your cache?
Yes, the game is up to date. I cleared the cache, and at first it still did it. Then I did a quick search on the cache, and I found a Steam forum by someone with the same issue. Turns out he had to delete everything inside the BeamNG folder in Documents except for the mods folder. Did the same thing and boom - it loads perfectly now! Although I could've swore there was more vegetation in the last version... No big deal, still a great map.
Iheartmods: If your AI stops randomly between nodes on the decal roads, chances are it's because of vertical deviation in the roadway. Basically, AI nodes for decal roads are created at each 'point node' (little square dot on the line in decal road editor), at run-time when the map is loaded, and straight lines are drawn (pretty much) between each AI node. If your road dips or crests significantly between nodes, without both nodes at the bottom and tops of the hill(s) of the road, the AI might get confused and stop. Use more 'points' in your decal road or flatten out the offending roadway section. You could also disable AI support for the road piece and use waypoints, but waypoints seem to be a mixed bag, luck-wise. AI in beam can be quite a glitch-fest at times, but most times is better than playing solo. Let me know if this helps (I have learned alot about AI and now having AI support on my Nevada Interstate map).
Yes get it to draw the navmesh (when not in the editor, using AI control box debug display i think, though it's navmesh drawing should stay when you go in the editor). You'll see quite clearly where it dips into the road or is quite a bit above it, just sub-divide parts that deviate too far. If you have one hill between nodes, put nodes at the top and bottom. If you have two valleys between nodes, put one in the middle on the central crest, and then put nodes in each valley, moving out-lying nodes in closer if you must. There's no crime in having too many nodes btw it really doesn't slow down things noticably even over the whole map. Basically, it can deviate a little vertically, but not too much or the car will stop itself from getting FURTHER from the node-point. It'll give you about 4' vertically of ability to deviate before it becomes a regular constant issue. Keep in mind, you will hit this more than users will unless they are just letting the AI go on random by itself. Most people CHASE the AI, wherein it will be going faster using FLEE mode being chased; and it will coast through more of those 'deviations' with it's own momentum even though it could cause it to go off the gas a bit, than it would if just puttering about on 'random'. To find all of them, just let 8-12 cars runabout (usually covets) on their own, and come back in a few mins if they get stuck. Keep in mind how glitchy the AI is whilst doing this - sometimes no matter WHAT you do, the AI will throw a FIT or just not like some areas. I have one area of my map is just refuses to go to no matter what, due to AI glitches and the way it picks roads and such. Also, I am sure you already know this last one but the AI node-graph builds on 1st level load (or any consecutive close-and-re-loads), though I think nadeox1 says there was some option to push to manually rebuild it - 'doh. You can take some hints from my 'cheats' on my map at how I did my AI routes While my solution is 'hackey' at best, it worked better than using waypoints which I am not entirely sure I implemented 100% correctly. Sometimes the AI uses waypoints willingly, other times it goes EEEEW YUCK NO WAY like some high-schooler and turns tail and goes the other way. Would help if there was a tutorial on them I could find besides just looking at how they did it in East Coast. I will mention that the last update fixed things considerably and future updates might, too. --Good Luck.
iheartmods updated Desert Highway Version 12 with a new update entry: Bye bye red text Read the rest of this update entry...
iheartmods updated Desert Highway Version 12 with a new update entry: Fixed errors Read the rest of this update entry...