That's a nice garbage truck you got there --- Post updated --- Very odd behaviour when starting the game now. I have two monitors, they both go black and then the game starts on the main monitor. They shouldn't do that tho.
This update broke my UI layout in a way that's proving hard to fix. Basically in 0.38 the z-index of a UI app could be set as needed with position:relative to change app layering but now (and I'm terrible at html/css so might be wrong) because the actual UI app code is nested under a bunch of extra container divs no matter what you're stuck in the stacking context of the app container generated by the game. So UI app that's loaded last (the last UI app container div in the html code) will always be on top of everything else. This is an issue for me because I have a few large overlapping UI apps that take up large portions of the screen and even when transparent the topmost app captures mouse input. Even though it clearly propagates to the game through invisible apps because camera can still be rotated, a visible app underneath an invisible app doesn't get mouse input. From what I recall this pointer behavior was present in 0.38, this is why I used z index to push visible apps to the top. All the ways I found to fix this are extremely hacky and most would require me to edit vanilla stylesheets. Setting the z-index for the root container of an app works but afaik this can't be edited dynamically. Hopefully I'm just missing something. Edit: ok so apparently the root container style can actually be modified by going back up the tree of parentElement in the ui app js until the root container is found and then the z-index can be changed as needed. I was trying to find a solution that would just restore the old behavior so I wouldn't have to change every ui app but clearly that's not happening. Not exactly optimal but seems to work fine. For anyone interested here's my solution, place in the link function of the app js. Code: //main code to enable root container z-index change from ui app var appcontainer = element[0].parentElement.parentElement.parentElement.parentElement var appname = element[0].className.replace("bngApp ", "") scope.setContainerZindex = function(index) { appcontainer.style["z-index"] = index.toString() } //scope functions to give html access to layering so buttons can cause layer changes scope.moveToFront = function() { scope.setContainerZindex(9999); } scope.moveToBack = function() { scope.setContainerZindex(-9999); } //lua guihooks.trigger receiver to give lua access to app layering scope.$on('appLayerChange', function (event, data) { if(data.target == appname) { scope.setContainerZindex(data.layer) } }) The last function gives the ability to change app layering from lua with guihooks: Code: guihooks.trigger("appLayerChange", {target="myuiapp", layer=9999})
Not sure what you want to fix. If it's the textures getting kind of blurry in the distance at an angle, you can increase the anisotropic filtering in the graphics options.
is the issue: a) the objects in the distance are blurry and rendered improperly b) the tram lines being misaligned
Another bug I found: Simple Traffic vehicles only spawn with White primary-secondary colors in traffic mode, here's a video of the problem.:
the main issue is the pixelated tram tracks and tire marks, it's kind of hard to see in that picture but when you're just driving around the map they can really bug you
Does this still happen when running the game in safe mode? https://documentation.beamng.com/support/launcher_support_tools/safe_mode/
I tested it in safe mode, and the spawn colors worked as normal. Does that mean I have to delete all mods? Mods really break the game after this new update, or what??
Everyone's complaining about the new interface, but nobody's talking about how much better the interface's performance is, how it's more responsive, and how, more than ever, we can now navigate completely using the controller.
I feel we’re gonna get a 0.39.1 update… Some dude in the Forums was talking about how the new UI was slow in his opinion, but new UI is way better with performance and speed! Yeah, new UI is a bit more tricky, but I’ll get used to it…
i don't know if it was reported, but the controller vibration doesn't work (i use a knockoff xbox 360 controller, and it worked in .38)
The default front Final Drive for the Cherrier FCV Ardente Pure 190d feels like should be 3.389:1 instead of the current 4.37:1.
It means you likely have a mod installed that breaks it. I'm aware of the Vehicle Parts Painting mod breaking traffic colours in a similar way in the past, however I'm not sure if that is specifically what is causing the issue for you. You'll need to gradually disable and re-enable mods until you can find which one is responsible most likely, though if you know you have anything that does things in regards to vehicle paints that would be a good first place to check
I don't have any vehicle paint type of mods, but I have two Simple Traffic expansion mods installed with the Enhanced Traffic mod pack (street racing, AI vehicles adjuster, etc...), if I delete those 3 mods/modpacks, will the spawn colors work again?
I have no clue to be honest as I don't have these mods myself, you'd need to try it out yourself and see if it fixes the issue