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Discussion in 'Terrains, Levels, Maps' started by falefee, Nov 5, 2017.
Make the billboards have soft-physics
Why I can't download this mod?
I want to play before the end of the world.
Work In Progress, does that say anything to you?
We're working on it! I'll have more stuff to share soon.
Sorry, I don't want to rush you. I know this is work in progress but I'm new and when I tried to download the BNG Drive Paradise (Demo) then I saw many orange walls which means (No Textures/No Matrece) I don't know if it's my PC or something just broke.
BTW. it looks awesome! Keep doing work and never give up!
The demo was released a long time ago, and my best guess is that frequent game updates broke it, but there is no point in fixing it up when that time could be spent on developing the full version.
the demo broke a while ago and hes said multiple times that he'll show progress but in reality if you want to see progress, look at the discord because he post on there alot more
I just can't wait for the new bigger map of Burnout Paradise in BeamNG Drive.
(But once again, I'm not rushing you. Do it in your time if you want. )
(this message is directed to Dev.)
Hey guys! Sorry for no updates for a while, quarantine has been an interesting time for me and probably all of us. In this post I'll be talking about new advances we're making behind the scenes for the full map, progress of the second demo, and some ideas for the mod as well.
Traffic is just beginning to be put into the full map with the help from some very generous helpers (some might keep you updated here, even). Big thank you to them for helping out, it will help bring the full map closer to a first release after some more optimization. Click "Direct Link" if these don't play properly.
Gfycat Video - Click to Play - Direct Link
Gfycat Video - Click to Play - Direct Link
Events will be showcased in Demo 2 to give players a feel for what we're going for. Events are made possible by @Gamergull (check out his awesome work here!) which brings a lot of similar aspects from Burnout into BeamNG. Super cool stuff. No stunt run, let's keep it practical.
Gfycat Video - Click to Play - Direct Link
Performance - Full map
Another great person is @thomatoes50 , who helped make optimizing this map a beauty with some scripts. I'm beginning to start to clean up the models for even better performance. One major drawback about this map at the time is the amount of RAM it takes up during loading. We're slightly tilted towards the issue being the game, but you will probably need 16GB of RAM to run this map. Splitting the map into districts is something that can't be done without breaking gameplay and a lot more editing. Other than that, if you have specs that are close to BeamNG's recommended specs, I'm betting that you can run this map at 60fps in it's full glory. Maybe even higher.
Alright, now I'm gonna freely type a bit here,
Multiplayer - yeah, maybe. I'm sure we're all aware of BeamMP, a very interesting mod which just keeps getting better. I hope that they'll slowly bring in compatibility for syncing stuff like Lua and the almighty Flowgraph, gonna experiment with some challenges tonight even.
DJ Atomika - I actually want to do this. I've already been in contact with some companies that have him signed, all I need is the money. The money... This could be just a dream, but if I want to go for it I'll put my Patreon here but NOT until I release something worth your time.
UI - Yeah, reconsidering. At first I was very ambitious, wanting to create a near 1:1 port but I want to acknowledge BeamNG's part in the mod a lot more.
Anyways that was a post from me. I will keep y'all updated with new things I do, quarantine is weird. Thanks for waiting nearly three years for this mod, and it's still not out haha. But hey, it's come a long way. Enjoy some screenshots.
Lots of work being done behind the Scenes! Here is the intersection of Harber Street, Glancey AV, and Webster AV on the southeast corner of the city. Beam Paradise isn't dead, we swear! We are working hard to bring you the completed map ASAP
If AI traffic nodes partially overlap another road or node, it will move them together, possibly in a way you don't wish to do.
If making a left turn lane, start the road with a node the size of the road it is coming from, then slim it down and make sure the next node does NOT overlap the road it's leaving. If making multiple different road's left-turns overlap like the photo above, make sure the nodes that overlap are centered or the turns will be not smooth.
Making too many different directions cross one another (such as in large intersections) will confuse/gridlock the AI and it will be a mess. The AI might not know who has right of way and it will confuse the vehicles, causing a lot of stoppage, beeping, cars reversing and going wrong or right directions, or possibly an accident. So sometimes fewer nodes can be better, but the narrow AI paths will definitely keep cars single-file when needed. Starting a narrow road or intersecting two roads not the same width will cause cars to drive out of lane, merge when not supposed to, or drive over curbs/hit map furniture like poles/signs adjacent to the travel lanes.
While you CAN use my Los Injurus for reference, not all intersections are currently fully worked, and may cause goofy behavior sometimes (especially with AI still in heavy WIP state both in my map AND the game itself). Just look at an intersection and how the AI goes through it for reference, and if it works okay, use it as a guide if needed.
Again, so much WIP everything, quite a sea of uncharted territory, as often the stock game maps do not have intersections this complex to reference from for examples. If you look at my map an see AI acting up a lot do report it though, I may very well have missed something somewhere in there!
Sometimes sticking an unscripted way point where you demand the roads intersect can be helpful - it doesn't always work 100% of the time though (but the devs do it).
Also, changing a road from a single bi-directional pair of lanes (a single AI route handling both directions), to a divided roadway using separate AI paths for each direction can be very very tricky indeed. I haven't quite got that down-pat yet 100% of the time. It works when it wants to. Thankfully the node limits are higher now, so you won't have issues there either.
I hope some of this helps.
Thank you so much for this! I have actually been experimenting around and noticing the AI freak out when I overlap the roads. I’ll also definitely check your map’s AI as a reference too. I’m gonna do what I can to try and fix that intersection and then post a new picture
OMG I CANT WAIT
Oh yes... That picture instantly gave me crash junction flashbacks! All we need now is the full car roster from this game and then we have the ultimate burnout game here. (Imo at least) Maybe a odd idea, but what about using the BeamNG explosion function for the CrashBreaker? Also what is the plan regarding the sounds for the cars, boost effects and such? If you guys are thinking of possibly using those as well then i might be able to help y'all out with that. I'll keep an eye on this thread, keep it up!
Join our Discord (discord servers are dead as I write this), we can talk about stuff there more. I appreciate all help. I don't plan for crashbreaker, I don't think a crash mode really fits Paradise.
So is this like a total scratch re-creation or an improved port? Regardless this looks seriously impressive and I'm excited for the release
It's a port of the games map with other nice features.
I'm currently working on optimizing the map which involves me going through 900+ models by hand, which would bring the first release of the map verrry close (no time promises yet, but close)
Demo 2 will come out regardless, as it is used as a lightweight playground for testing new stuff and will be very close to what we want the final product to be (events, billboards, a bunch of really cool things.)
I ask that you please answer the following polls, as there are a lot of ways I can do things for this release and some other mechanics, and I don't want drama about doing something teRriBle to a BeamNG mod.
Also, I'd love to see your reasoning to why you chose what. You can post it below or DM me, it would be greatly appreciated!
Will keep you updated if I have anything new to share.
EDIT: View my real Excel file of my progress here - https://1drv.ms/x/s!AnSVDob-2L67y5RT1q3UOGZPafxMZA?e=6QekQ2