WIP Beta released The Tennessee USA Roane County 0.71 Beta Discussion/Suggestion/feedback Thread 19.3.1

HUGE 175sq/mi, 193+ miles of roadway, US40 highway, 3 Towns, Signs, Working Traffic Lights, Trees

  1. We call it Dutch

    We call it Dutch
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    Hey,

    I have issues running this map. It lags all the time and I can't run it smoothly at all. I have this on any other map when using 4+ vehicles as well.
    These are my laptop (MSI GS60 2PE-212NL) specs:
    Intel Core i7-4710HQ (3.5GHz Max)
    Nvidia GeForce GTX 870M 3GB Videocard
    DDR3 (SODIMM) 16GB RAM

    Please let me know how to fix it if you know a solution.

    Thanks in advance :)
     
  2. bob.blunderton

    bob.blunderton
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    Well this machine should most definitely run this map just fine.
    The machine has plenty of RAM, a fine video card, and a good processor.
    You are most-certainly overheating the machine - or hitting a 'power-saving' function without knowing about it. This is the problem with laptops, luckily yours is pretty quick and can easily run this game (and this map!)
    Please plug it into the wall (so that it uses highest-performance setting), and set the machine on a solid, hard surface like a desk or something.
    Please make sure to close out your web browser, and anything else you know you won't need like SKYPE or whatever. Don't load other maps before loading Tennessee! Even with 16gb of ram on your system.
    Start up Beamng.drive and load up the Tennessee MAP, wait for it to finish.
    Press ESC to make the left-side-menu come up, goto performance button and click it. Let this performance measurement fill most or all of the screen, and then send it back to me (post on this forum here). This is how the devs figure stuff out, too.
    Do this once with it plugged into the wall, and once without it plugged into the wall.


    If the map seems to run fine when it's the first map loaded when you run Beam, it's because Beam doesn't unload all assets in RAM between maps and makes a mess. Restart it before loading my map. Sorry, the map is a monster, it's huge, I know, but it's awesome when it works!

    Just a friendly reminder (as some people don't know this):
    DO NOT use your laptop on a surface like a BED or a COUCH or something SOFT and insulating like a pillow. This will TRAP HEAT and KILL your laptop PC like a dog in a hot car in the summertime. Hard surfaces like desks etc are more dense (the more solid the better) and will help conduct heat away from the device, especially if the vents are NOT blocked by you or by dust and neglect.
    Also, for those with laptop computers - especially gaming ones - who notice the machine cannot keep itself cool enough, There is help on the horizon:
    There's a link below for 'laptop cooler' devices on Amazon, but you can go wherever you like instead of here. I just find they have better service/refund policy than Newegg does.
    https://www.amazon.com/s/ref=nb_sb_noss?url=search-alias=computers&field-keywords=laptop+cooler&rh=n:541966,k:laptop+cooler

    Uploaded a file for reference, on what a PERFORMANCE screen looks like (with the game running 37~45fps with my hardware at system default clocks). Yes, my video card is OLD, Yes, it still works, Yes I am CHEAP.
     

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    #282 bob.blunderton, Sep 23, 2016
    Last edited: Sep 23, 2016
  3. bob.blunderton

    bob.blunderton
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    So I fixed the damn map with it's deletion bug problem. Hopefully I haven't overlooked anything else that may be missing, but I'll be testing it out some in the mean-time. I have to get to making Rockwood before I run out of objects, as I've used 81% of my map objects up. I seriously am not fixing this next time the deletion bug breaks it, it will be shelved indefinitely until they fix that bug, next time it occurs. It takes me long enough to do this stuff (this map = over 700~1200 hours of my time), I refuse to do it TWICE.
     
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  4. jimmylaferrara05

    jimmylaferrara05
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    Man, im sad i only got 4gb :( can you lower the size of the map a bit so it can handle my computer please??
     
  5. NewoFox

    NewoFox
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    That's a pretty tall order. What exactly do you want him to do, scale it down?

    Then the roads would be tiny.

    Crop it? Then they wouldn't connect.

    I don't see what he could really do that would make a smaller version of this that would still be satisfying.
    --- Post updated ---
    I can't say I blame you. Just know the map in its present state is bringing the users who can play it plenty of enjoyment, and don't let it get you down. I sometimes just load it up and cruise while listening to an album or two of my favorite music, as the roads are just that enjoyable to drive.

    This is a huge project and that you have gotten it this far is impressive as all-hell on its own.
     
  6. bob.blunderton

    bob.blunderton
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    Yes, it's a monstrous map, the biggest one. What started out was a large-map test on the game engine, to see how well (if at all) it handled large maps, and what results when you try. This resulted. A test terrain using real terrain, that was once just an ugly terrain with lime-green grass, grey rock, and a bunch of mesh-roads for hill areas. It was awful, but it has become something more than that now. With the new editor features, and me having learned how to do a lot more with a lot less resources - As always, I do what I can with what I have. Glad people are still keeping up with this after all this time.
    @jimmylaferrara05 :
    There's just no way to shrink it down, at all. Though, you can delete the .forest file in the zip, and all the trees, rocks, and 99% of the buildings will go with it.
    It will only contain all the roads, all the sidewalks, the 3 or 4 churches, a sawmill, some jumps, all the bridges, the terrain itself and the water. It won't be pretty, but you might be able to run it. It will still require close to 3gb of RAM free to run it, though.
    The AI will still work, you just won't have any fancy scenery, and the map will be downright ugly to look at or just plain boring. I can't shrink it at this point. I can't really do anything to lessen the RAM requirement as it's the physics model itself that takes up all the space in RAM. Consider buying another 4gb of ram somehow, save up for it if you must. It shouldn't be more than 20~30$ in US dollar prices, just make sure it matches what's in the computer. You'll need more than 4gb to run most new games out anyways.
    While I lament, and it's a bit disappointing to not be able to play this map, play on a friend's or parents computer or something like that. It's definitely all-or-nothing trying to recreate real-life in a video game. I have many years of mapping ahead, and this project is only the beginning of something very wonderful.




    5.5 new miles of railroad track have been laid down. You can now drive from the Harriman/Rockwood exit of Route 40 (the major east-west highway in the map), with a TRAIN, all the way right past where Nelson Road lets out onto main street in ROCKWOOD (where Rockwood is written on the terrain in rock, that's Rockwood Rd & N. Gateway Ave in downtown Rockwood). There's about 8.6 miles of track from the highway overpass (the only point which the train crosses the highway), vs the 2.x miles that were in previously, in the direction of Rockwood. This isn't to be confused with the stuff that goes from the power-plant (ugly boxy thing), through to downtown Harriman (it's connected now!).
    I just drove a train down it, it's perfect, there's no dodgey spots except one if you go over 40 (but I will try to doctor this up before the next release).
    There won't be more railroad track built onto this until after the town of Rockwood is done, and Harriman is done. I'd love to make it goto Westel, but I am approaching the object limit
    which is currently @ 3340/4096 units. Max is 4032 units to allow for 64-units of space /leave space for player-spawned vehicles or objects, mission objects like race blockades and checkpoints. This way there's plenty of room to spawn lots of cars 5 years from now when we have mega-threaded CPU's that allow us to run dozens of cars.
    Rockwood town has had Gateway Ave re-aligned so it's correct and I can build from it now (the main road through Rockwood that all other roads intersect in the area). I got four blocks of Rockwood Rd (guess where that is) laid down, and the level-crossing on the tracks done, also plotted out two overpasses in the general CARDIFF-Rockwood area that go over the tracks. Finding the perfect (or as close as possible) alignment for Gateway Ave was a BEAR. I had to move it no less than 4 times. It took hours, but it's done.

    Fixed the missing left-turn lanes at Pine Ridge road and Broadway of America. OOPS.
    Fixed some random squiggley road textures that I overlooked when the last update went out. This should not have happened, my fault.
    Fixed problems caused by the deletion bug and pried off my delete button.
    Will delete objects via text script editor next time needed.

    Rockwood will be built up, much like Harriman was, and will be plenty fun. It will have full AI-stays-in-it's-lane support like downtown Harriman did, too.
    Just one filthy ugly pic of Rockwood RD & Gateway Ave in Rockwood including plus the rail crossing, and one shot of the train having made it to the close edge of Rockwood.
    Expect another few thread posts by me before the next update. The next update will be out within the first week of October barring any unforeseen consequences. Ram requirements stay the same, there will just be more of everything to enjoy.
    Implemented new crossings with separate crossbucks/rail crossing hazard lights courtesy of Chris_Lucas.

    @chris_lucas : Brother, trains are awesome, as are the new crossings devoid of the foreign signs. You helped make the map better - and read my mind!

    TODO on this map yet preferably by the next update:
    Get Harriman and Rockwood done! Westel should get built too, along with a few houses near MIDWAY, Glen-Alice might get a few, too, but not much.
    Get traffic lights scripted in using pre-existing models already in Riverside Expressway, and set them up where they need to be (yes this will have working traffic lights).
    Get more house models and store models scripted into the forest brush, where they don't count towards the object limit, for variety (required, might not make next update though)

    Absolutely must recommend OLDSMOBILE Regency and Delta 88 1980s car mod.
    http://www.beamng.com/resources/codename-oldsfullsize.1417/
    Be sure to grab the download from the orange button and the optional extras at the bottom of that 1st post on that car mod to give you all the other goodies with it. It's AWESOME.

    Until next time - cheers.
     

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  7. We call it Dutch

    We call it Dutch
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    Hey man thank you for the tips :) This should definitly fix my problem. I always have my laptop on my desk because I don't want it to break haha. I'll try out the tips and reply again and tell if everything works fine. Thanks!
     
  8. bob.blunderton

    bob.blunderton
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    Map progress update follows:
    Kingston waterfront park parking area is in.
    This was by request of one of the locals, and where the car club meets up periodically.
    The school across the street from it in Kingston is in. Added a turn-lane on Race street for the school traffic.
    A retention pond was added (small). Good place to drop off a burning beater of an Oldsmobile!
    About 3~4 miles of road have been added comprising the development between this area and US 40.
    These roads are all named for AI targets using real-world-names, and AI-enabled for travel.
    (these roads have been shaped/banked and smoothed decently - not perfect yet but all in due time)
    (there's no trees added here for the most part, only removed, I have to put houses in here first)
    Extended the Samuel Rayburn Memorial Bridge's (US 40) east abutment 60~80 feet further east so that a road could pass under it on the Kingston side of Emory River.

    Added in a few graphics for road surface and striping/marking as follows: Tar lines (from Utah), a variation of ped-x crossing demarkation found in Rockwood (self made), Diagonal on-street parking (self-made).

    Posting a few screenshots here of the progress on building and furnishing the map.
    One screenshot is from inside the editor, that's when I was working on Rockwood the other day, it shows the train track which connects to that little 2 mile spur that goes under US 40 (the big highway).
    Another screenshot is of the Olds all souped up getting all fattened up at the Kingston Burger World.
     

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    #288 bob.blunderton, Sep 28, 2016
    Last edited: Sep 28, 2016
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  9. JDMClark

    JDMClark
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    Ah the gravel pit, yay... Always the hangout spot for alot of people in the kingston area. Also excited to see the roads youve added in kingston as well!

    Also to support future content that im going to suggest here now, add the boat ramp to the gravel pit. So if we get some boats on a trailer that we can put in the water that would be awesome! while we dont have that now that could definitely be a cool mod! And would have a place to do it by the spawn. If you made the default spawn the gravel pit as well that would be cool.
     
    #289 JDMClark, Sep 28, 2016
    Last edited: Sep 28, 2016
  10. Terminater202

    Terminater202
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    I can't find the place to download it. I can find the two buttons that say Download/Install. And I really want this map cause it look Beautifully amazing.
     
  11. bob.blunderton

    bob.blunderton
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    Thankyou for your compliments - Use a web browser to find the first post in this forum thread.
    Download the mega link (it goes to a site named mega, wait for it to 'download' into the browser then a save-box will come up. Put this .zip file into your game directory documents/beamng.drive/mods/levels like any other map mod and you're set. It's not hosted here because it's too big, so it's not as straightforward to install.
    If you have 6~8gb of memory, get the low or ultra-low patch for it, and copy that patch into the main map's huge zip file as per the instructions on the first post in this thread. If you have 16gb of system ram (memory) you won't need to patch it. This map is huge, and will keep you busy for a while.

    Please keep in mind on slower or slightly older machines (mostly those with a hard-drive), you'll want to go make a cup of tea while it loads, it could be 2~3 minutes, but if you're machine is modern, it's barely a minute.
    The next version should be out sometime between sunday evening and tuesday. Those waiting for low-detail patches on the up-and-coming version may have to wait an extra day or two.
    When the map is done, it will be easier to install, it is currently in beta, and as such it's not always as easy.
     
  12. BowlerHatJack

    BowlerHatJack
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    Only mods that have been added to the mods section have the orange download button and the green install button. This mod is instead downloadable through links in the first post.
    But I have kindly found them for you in the main post:
     
  13. burilkovdeni

    burilkovdeni
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    20160907130014_1.jpg 20160907143005_1.jpg 20160907143350_1.jpg 20160907143656_1.jpg 20160907143701_1.jpg 20160907153553_1.jpg 20160907153507_1.jpg 20160907143454_1.jpg 20160907144034_1.jpg
     
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  14. bob.blunderton

    bob.blunderton
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    Nice Del Sol by the way.

    * yes that bridge has been made cheaply (piece-count) and quickly (as in before a beta release date).
    I do plan on improving the generic bridges a bit. There's still a few of them. The reason the abutment walls under the bridge look 'strange' is because I made them with mesh roads. If I used the shape-editor to make abutment walls, they'd have car-sticking collision bugs possibly extending through the bridge decking (driving surface). That'd be real, real bad.

    Thank-you for pointing out the bugs.
    The next version of the map will most likely be out after a few days. Will do my best to address any concerns bugs etc, but it's no where near as ground-breaking as the last version was, just too many behind-the-scenes changes to list.
     
  15. bob.blunderton

    bob.blunderton
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    Who says mappers can't have a little fun, right?
    Oh, and, after a big mess trying to deliver furniture across my map (pics), I've realized something.
    Why don't I ADD THE SIGNS you guys asked me about MONTHS AGO. Yeah, that.
    Okay, so I've got the models scripted in, and it's going to take an hour or two to script them all into the forest brush where they won't add into the object count, so I can go bonkers adding them in all over and not run out of objects - because this map is so huge it will have MANY. The traffic lights will get added in, too.
    Speed limit signs, do not enter, STOP, R x R, clearance advisories, and REAL highway signs - the green kind.
    Going to try and get these in before doing the update. The update will happen after the signs are in. So like 2 days or so. This means Rockwood isn't going to make it into the next beta, but the signs/traffic lights will.
    I feel this is a good act of judgement, and Rockwood will be the 1st thing done after this is released, so look for an update shortly after that (about a week). I would rather keep to my promised release dates then let folks down. Hey, atleast you'll have something to mess about on in the mean-time.
    Thanks goes out to the beta testers, content contributors, and the kind folks on youtube getting the word out via crash videos and reviews. Every bit helps, no matter how small a contribution it may seem, it still helps.
     

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  16. bob.blunderton

    bob.blunderton
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    I got the signs in, pics attached. The 'whatever exit 1 mile ahead' signs are scripted/drawn, but not placed yet.
    I also got the traffic lights in and they function and cycle perfectly. What a fight that was. Beamng.drive was being bad. I still think there's some bugs regarding .dae texture-finding somewhere, but I got it.
    All signs and traffic objects are in the FOREST brush. Even things like bus stops, rubbish bins, etc.
    And... by request, a sign to denote when you're getting too close to the map edge because SOME people like to do 300km/h+ down the nice smooth highway I worked so hard to build, not caring that the (game) world HAS to END somewhere... yeah, well so much for the "4th wall" but ah well.
    You know what they say, "The road to hell is paved with good intentions". Back to doing more on this map.
    Going to try and fix a few of the road color-mis-matching (due to normal errors, on darker pavement textures) before the next release. Will see what I can do - that can always wait another week or two if all else fails.
    You'll have to click on the pics to full-size them otherwise there isn't much to see.
    Chances are the download will be available sometime on 10/3 as usual, barring unforeseen consequences.
     

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  17. NewoFox

    NewoFox
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    Excellent work! It really makes a difference, immersion-wise. It'll be nice to know how much I am violating the speed limit at any given moment as well :p
     
  18. bob.blunderton

    bob.blunderton
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    Well, since it's getting time to get my act together and upload a new version of Tennessee, I will begin uploading in roughly 24 hours or so, so there will be a new version posted sometime before the end of Monday.
    I've been busy furnishing the map, and it's going to take DAYS. There's SOOOOO much map to furnish with signs, traffic lights, etc. SOOOOO much. I mean, 140 miles of ROAD.
    Got some more curbing done in Rockwood. Placed 3 railroad crossings down for the roads that cross the tracks, finished the two creek bridges up and put in the water(same town). Got a traffic light in there, too. Have to put some more in (atleast two more).
    I will get all the major traffic signals done, and the 'this or that exit 1 mile ahead' highway signs built and release a full-detail version of this map.
    Most of the area immediately south of the starting point, and all of Kentucky street (and race street until it goes over the river - the two main roads near the starting point, for non-locals) is all signed.
    The two highway exits at Kentucky st have the traffic lights in, too (and wrong-way signs if you go the wrong way up the offramp).
    There may/may not be a lower-detail version until I get the rest of Rockwood done and the map fully furnished with signs. I am entirely not sure. I might just 'break' the trees for oak/aspen/beech to cause the game not to load them, hence not compute the collision physics, and causing the game to require much less RAM... I think that would work to make the low-detail version run on 8gb or less machines.
    It'd take me about another week to finish up Rockwood decently enough, so it's not too long of a wait.

    This map is HUGE. Nothing is done easily or quickly, NOTHING. This is a LOT of work, A LOT.
    I'd say at worst the map is 'half furnished' with buildings, lights, rocks, trees, etc... with trees accounting for MOST of what's already done. O well atleast the signs are finally in. I don't have STOP signs working yet (of all the things! I'll most likely have that sorted AFTER this next release sometime in the coming days).
     

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  19. bob.blunderton

    bob.blunderton
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    Stop signs are in, along with a whole new page of graphics I can use for about a dozen or so more signs.
    Got more work done in Rockwood with curbing and such, made a few new graphics* for the 5-lane road to save on pieces, will run the AI manually through there. Will drop object count by a few dozen from the map (it'll help).

    @Occam's Razer , if you'd like to help with unifying the railroad track into sections when this is released, that'd be great, but it doesn't have to be today. The railroad track is currently several hundred pieces.
    Could you make me a driveway piece with collision that I could script into the forest by any chance?
    Something roughly as wide as the one from your garfield heights map, but 2~3x as long.

    Map object count is around 3450~3465 objects right now, of a total of 4032 (saving 64 units for cars, track objects, checkpoints on a mission, etc). This will give me enough objects to get the towns done, but there won't be driveways for every house, etc. This won't detract from the map.
    Again, signs, houses, rocks (and of course trees) are all part of the FOREST and don't count towards object count totals. This map will truly use up every object - then, and only then it's finished.

    * graphics such as a 5-lane main section with a center turn lane with broken lines on the inside to indicate it's not for passing but for turning, matching intersection pieces (two actually), and a left-turn lane overlay for intersections that's all-inclusive (saves on object counts).
    EDIT: Got the 5-lane textures in use & working great for downtown Rockwood.
     

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    #299 bob.blunderton, Oct 2, 2016
    Last edited: Oct 2, 2016
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  20. supra4life

    supra4life
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    heh... my pc can barely handle east coast.... But hey, i have all the requirements!
    --- Post updated ---
    Deserves a YBR review if it has not already!
     
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