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Development Screens (Each post contains a picture OR contributing post)

Discussion in 'General Discussion' started by LT. Smell My, Aug 5, 2013.

  1. bob.blunderton

    bob.blunderton
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    That car, is awesome. I love it. Keep it up!



    Have been working on finishing off road kits, introducing close to two dozen new pieces for the main and surface road kits (harsh corners and straight filler pieces), and making the map much more efficient.

    This is the settings I use, everything else maxed, Vsync is off, but that's due to it making a BIG difference in driving (read: that little bit of lag when Vsync is on is enough to make counter-steer input late when losing control - makes a huge difference). This performance is measured on a modest RX 480 8gb, 1288 core clock card I've had for close to two years. It's not the greatest, surely, but it does the job and is fairly common, as such will give me a good idea of what folks will commonly get FPS-wise.
    There's still a few spots that dip down to the 36~40fps range (it's not very common, thankfully), but there's still a few more things to optimize here in the map. So I am not too worried, and reflections can always be turned off for those hard-up for FPS. Nvidia 1060 3gb (not 6gb) cards may drop into the less desirable <30fps range briefly at times, and anyone with less card than that will want to shut off those reflections entirely. Anyone with an Rx 480 or an Nvidia GTX 1060 6gb card, or above, should be just fine though. Nvidia 1070 / Radeon Vega or above will be just dandy and should not experience anything below 50fps. That being said, most spots are 45~50 fps here.
    Best news? I am not using more than 60% of any of the processor cores at any point! That means the CPU is able to handle the car physics AND stream in the endless amounts of scenery and road pieces just fine, with plenty of room to spare, on an Intel 4790k @ 4.4ghz with CAS 11 2400mhz DDR3 memory on it (that helps physics performance). Not bragging or boasting about my almost-four-year-old PC either, but it runs this game fine; and if you have better, this should run just dandy for you! :) FPS numbers wouldn't be any good if I didn't say what I was testing this on.

    The modular Road / Highway / Rail / Subway / Tunnel/bridge kit is now up to a whopping 425 pieces!!!
    Roughly 390~395 of these pieces are 'completed' (being fully optimized, bug checked).
    ALL pieces have native collision.

    You can check out the map previews and a short preview video (you'll have to download it) at:
    https://www.beamng.com/threads/a-new-city-map-unnamed.57055/
    Yes, yes that's the first time in my entire 25 years of computing that I recorded game-play footage, so pardon the 720p @ 30fps video feed.

    Modular city kit (and possibly early map access in two-week intervals) will be available as-is early for Patreon donors, with courtesy updates as I finish the kits off. Otherwise, it will come out when the map comes out. The rail kit is complete with everything you need, except bridges for now (those, it will get as I need them).
    Rail kit will likely be out early as a freebie, to help encourage people to develop maps with train tracks in them.
    Modular city kit, as stated, will be free for everyone, when the map is out, to use to build the city of his/her dreams without murdering performance or requiring a degree to implement.

    The shot below just shows how far the houses go in keeping FPS high - the grey home in the picture is already using the 2nd from most detailed Level-of-detail mesh. Being so strict with this keeps FPS up!

    --That is all!
     

    Attached Files:

    • edge_of_development.jpg
    • Like Like x 8
  2. Brickturn

    Brickturn
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    Added a dually config, Its cute.
     

    Attached Files:

    • screenshot_00086.png
    • screenshot_00085.png
    • Like Like x 15
    • Agree Agree x 2
  3. fufsgfen

    fufsgfen
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    Needs more pink, 70's baby blue, flowers etc. :p
     
    • Agree Agree x 2
  4. Ai'Torror

    Ai'Torror
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    BeamNG Team

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    Wasn't there a crew cab H-series mod already?
     
    • Agree Agree x 1
  5. fufsgfen

    fufsgfen
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    There can be many, different artist have different take on the subject.
     
    • Agree Agree x 2
  6. Ai'Torror

    Ai'Torror
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    BeamNG Team

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    Yeah, but I remember seeing one very close to this one (I think it didn't have dually fenders) If I recall correctly it was made by @adrian2013
     
    • Agree Agree x 1
    • Informative Informative x 1
  7. Brickturn

    Brickturn
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    It is Adrians mod. i found it on world of mods and I am sprucing it up
    --- Post updated ---
    Proper credits will be due if i get around to releasing it.
    --- Post updated ---
    Added back the engine bay shit and all of the inner wheel arches, it looks like a car in there now :)
     

    Attached Files:

    • screenshot_00087.png
    • Informative Informative x 5
  8. Ai'Torror

    Ai'Torror
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    BeamNG Team

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    Did you ask him for permission tho?
     
    • Agree Agree x 2
  9. yolo-phil

    yolo-phil
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    As long as he dosn't relase it on the Forums he dosn't need to ask for Premisson.
     
    • Agree Agree x 1
  10. opkraut

    opkraut
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    Banned

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    May 30, 2015
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    No, that's not at all how that works. You need permission no matter what if you're going to release it.
     
    • Agree Agree x 7
  11. fufsgfen

    fufsgfen
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    EULA says this though:
    Of course crediting is good to do.

    So this is where it gets complicated, technically that allows Ivan to upload your mods to other sites as well as anyone to take any of your mod and create these derivate works based on your mod. There are however copyrights and mentioning how to one has to deal those directly, also there are few other bits here that not many of you probably have read or remember:
    Code:
    10.5 BeamNG is not responsible for enforcing any rights you may have with respect to your User
    Generated Content against other users. If you have a dispute with another user, you are responsible for
    contacting other users directly, do not contact BeamNG.
    10.6 As creator of User Generated Content you are obliged to follow BeamNG's instructions to fix
    bugs in the User Generated Content if you want your User Generated Content to be released to the
    public on BeamNG's website. You may however choose at any point to remove User Generated
    Content from the beamng.com website. Your removal will not affect any rights of any user who has
    already obtained access to a copy of your User Generated Content.
    10.7 The creator of User Generated Content is responsible to keep the User Generated Content upto-
    date with any features of the Game. BeamNG reserves the right to modify the Game, which may
    result in User Generated Content not working anymore. It is not in BeamNG's responsibility to fix User
    Generated Content.
    10.8 BeamNG reserves the right to modify, reupload, change or take down the User Generated
    Content without further notice and without reason.
    10.9 You are responsible for the User Generated Content that you uploaded and warrant that the
    same does not infringe third parties' intellectual property or other rights and that the User Generated
    Content does not violate any laws in any country. You agree to indemnify defend and hold BeamNG
    harmless from any claims, costs or expenses (including legal expenses) arising from a violation of this
    clause.
    So permission would come in play if he would ask money from what he makes, otherwise he is free to do anything he wants with it, does all above mean that?

    It is kinda complex, common way of doing things and EULA seem to be bit different on some points.

    Here is whole thing so more clever ones can try to figure out if it really is so that when mod is shared, it is free game to use for these "derivate" works:
    https://www.beamng.com/threads/end-user-license-agreement.26043/

    TBH, I don't have very good idea of how it stands at the moment.
     
    • Informative Informative x 1
  12. Ai'Torror

    Ai'Torror
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    BeamNG Team

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    Soo... it means that If my mods are free, people are allowed to take them over... I guess this is the end of free mods from my end.
     
    • Like Like x 1
  13. Sithhy™

    Sithhy™
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    Wasn't this already obvious? If it's a free mod, then of course it will be reuploaded to any site it can be... Don't get why always people from this forum get angry because of that
     
    • Like Like x 1
  14. Ai'Torror

    Ai'Torror
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    BeamNG Team

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    I do not care about the whole reupload thing that much, as long as they give credit, which in most cases they do. What I do care about is that it is legal, where it shouldn't be. Also, uploading with credit is one thing and claiming it as your own is the other.
     
    • Agree Agree x 1
  15. Blijo

    Blijo
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    Well the thing is that it is still something you made.
    I wouldn't be happy if someone said he made it an uses it on his resume or sells the model for instance.
     
    • Agree Agree x 8
  16. Sithhy™

    Sithhy™
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    Aren't you then able to actually copyright claim "his" model & provide proof that it's actually yours & fine the other person?
     
  17. fufsgfen

    fufsgfen
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    Very much this. Certainly it will not be ok to sell someone's work, free sharing then, that I'm not sure about, what I read from EULA gives impression it is free to use, but is it so?

    I do feel bit odd if it really is so that anything I create can be used by others for their mods, but then again, I think it would be good for whole modding, it would allow more creations, but surely I would like that my work is credited as mine.

    I'm just not quite certain of that someone would not need permission to use my work in a free mod, even though that is impression I get from EULA.

    Anyway I wanted to brought this up as it might be that not all knows about these terms and it could be that requirement of permissions of upload or use of mods can be based to assumptions that might not have very solid foundations.

    Think of Automation mods for example, people use them to make cars, then cars are exported to Beam, which are then shared as mods for Beam, in that case user creates derivate content that uses mod creator's work.

    Would then AM mod creator need to be credited? Would it be different for BeamNG mod?

    Maybe it is just that we need to change our thinking of ownership of the mods, so that it is free game to use as it seems to be stated in EULA.

    It's kinda important aspect for all the modders.

    Could also be that I have misinterpret something on that EULA, so I do recommend everyone to examine it and EULA thread too as there are more questions and answers on first post for example.
     
  18. Blijo

    Blijo
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    Well, I don't know if they will adress this.
    I will certainly not release completely scratch made content here if this isn't explained.
    And if people are indeed free to do what they want with my stuff, without my permission, I will look for other places to host since I don't want that.
    BeamNG modifying my files for the sake of keeping it up to date/whatever, fine. Other people using my work for whateverthefuck they want with no permission needed and no way to claim copyright, no thanks.
    I guess this is not what the devs intended though so don't be afraid :)
    Maybe @tdev can explain some stuff
     
    • Agree Agree x 10
  19. Cutlass

    Cutlass
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  20. Brickturn

    Brickturn
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    Jeez lets not derail this here, I don't even know if Adrian is active anymore hence why I haven't bothered with asking for permission. I wasn't even able to find this mod on the forums, I will send a PM to him regardless as it is the right thing to do. Cheers
     
    • Agree Agree x 3
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