Running Late (Gull) 1.2

Pick a vehicle, and get to town before time runs out! Also, there's traffic...

  1. Version 1.2

    running_late_e_gull.jpg running_late_h_gull.jpg

    Good update here!

    BeamNG version 0.15 got amazing optimizations to the game engine, which means that the performance of this scenario has vastly improved. The spawn lag is practically undetectable (at least to me), and the map's performance itself got a boost. So, here's what I've done! This scenario now has a less intense version (3 AI vehicles, good for average CPUs) and a more intense version (5 AI vehicles, powerful CPUs...
  2. Version 1.0?

    I've decided to change the version number to 1.0. This scenario is functionally complete, and I don't feel like hunting for sources of lag now. It feels like this scenario runs a bit smoother after the recent game updates, but maybe that's just me.
    • Fixed "out of time = success" bug
    • Put in a new preview image
    • Made the police slightly smarter. They're still kinda dumb, but hey, I'm not an AI wizard! I only use the standard AI functions in my code, plus a bit of easy...
  3. Version 0.9.1

    Minor update here! Details:
    • Increased damage tolerance, especially for heavy stock vehicles
    • Added two more finish texts; how fast or insane are you?
    • Slightly moved some checkpoints
    • Made the Lua code less messy
    • Lag! Still looking into it.
    • Rarely, vehicles will teleport away while in view
    That's all for now. So... have you tried the T-Series Ram Plow yet?
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