https://www.beamng.com/threads/0-9-discussion-feedback-bugs-reporting-thread-read-1-post.38412/ Caused by this mod: https://www.beamng.com/resources/beamos-expansion-pack.1827/ Update it, it has been fixed.
Verify your game's integrity. Also, I think that the latest Nvidia drivers has some instability on some games. On my end also in BeamNG.
It was verified. The empty vehicle selector was caused by a broken mod. If you have it, get the latest version of it. V Oh, ok.
after 4 months I was expecting more content,more campaigns,maps,the start of a career.Game development seems to be losing momentum.
There is a lot of 'under the hood' work involved. All of this is needed in order to work on more visible things
This update was more about things under the hood which you can't really see, look at that changelog and think how much work many of those points did require that does not add new content, amount of work is massive behind all that: https://blog.beamng.com/blog/ Ninja'd by Nadeox1
ah fair enough didn't know that,so we can expect the rest of the upates to be more about content from now on?
I'm sure dev team will do whatever they see being important to their success, they are quite good at that Maybe you need to contact Steam on that one? https://support.steampowered.com/
I managed to snag DRY ROCK ISLAND zip out of the game dir while the update was downloading as I read the change log, since it would be omitted and need to be re-downloaded (over my slow internet) with the update. I used THAT as my salvation to save this project. @synsol messaged me and let me know that they would make a change to handle a buggered SPAWN.LUA error that popped up in the last version (I have the spawns configured fine for 0.7, 0.8 threw errors and didn't spawn with the car anymore in some spots, and 0.9 just wouldn't load). Here, the editor, on creating a spawnsphere, created screwy classes in the spawnsphere object. I copied the simpler spawn point out of DRY ROCK ISLAND map mis and put that into my map, deleting all the spawn points (no more multispawn, too problem prone, not going THERE again, lesson learned!), except the one I had just added with the copy-paste operation. I put my coordinates (I used a backup to check them) into the spawn, and it worked perfectly. I was stuck in a half-working pessima (needed a car mod, but i took all car/map mods out with the version change), and a default pickup stuck in it, but hey atleast I could get INTO the map and try and save what I worked 1000~1500 hours on. That's why I was steamed. I will back up my game directory before it does the next large update so that I am not boned by the next update :x I may have accidentally clicked the report button on my post, trying to edit it, ignore that if so. So yes I will continue, since I CAN now, but honestly, please warn us mappers of a change, or at-least make a very obvious forum post, maybe I missed it. I seen the change-log, and thought nothing of it. Regardless, it enters the map fine now, and it should be fine for others. The problem I had came from me trying to fix the multi-spawn 2 weeks ago, and I couldn't manage to fix it, and possibly somehow managed to make it worse than it already was. That lead to 0.9 crashing where 0.8 threw an error and kept going. NO MORE MULTI-SPAWN IN MY MAP. Yes, some folks will have to drive a while to get where they're headed, but don't play a big map if you don't want to drive a good distance. It's a great feature, but in practice, leave it to me to bugger it. I can map fine, I can script enough to edit things for mods etc, but I am no master at it. Atleast this way it will STAY working.
I know this was answered already but you should actually read through the whole dev blog. Not only to find out what ammount of under the hood word and small details have been done(small details like the fact that groovedness of tires actually matter now), but also to find out about the not so obvious details like that quickraces now store the fastest times as an leaderboard.
"3742 changes since last update" I wonder how much that is in coffee? The things BeamNG Devs do are really impressive. Way beyond my set of skills, but it's nice to admire it and learn from it. Keep up the awesome work! (Thanks for spending another holiday with us too )
*buys coffee stocks* Sorry if this is a rubbish post on my part. I need to find humor any way I can at the moment...
As @Nadeox1 said, they're focusing on things under the hood. Compare things overall from 0.5 to 0.9 and I guarantee you'll see the difference.
I'm seeing huge gains when having tons of vehicles. I definitely believe the +30% physics gains. Loving the update. My real-world bench of .9.0.1 vs .8.0.1: https://www.beamng.com/threads/9-0-1-sys-benchmark.38568/#post-580617