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Destruction-Oriented Map and Scenarios.
How to do trafic?
Love it, did you know this was possible?
Strictly speaking, no I didn't. But I did design that scenario to be open-ended, and I think you've got the current record for the hardest hit.
While I'm here, lemme give a quick FYI. I'm currently working on Garfield Heights' next release, which should drop in October. After that, my next priority is Crash Junctions. All of the scenarios thus far are planned to be the first act of a three-act story, so the next release will be setting up for that story a little better, including simple comics, minor writing changes, and a prologue scenario. I'm unsure of whether I'll break ground on Act II in this release, and since I'm now a developer I am obligated to work toward the betterment of the program first and foremost. So, y'know, take it with a grain of salt.
Oh, also, one of the easter eggs nobody ever found: on Second Chances, go into freecam and check out the top balcony of the building near-left of the starting position, overlooking the intersection.
I never noticed that.
Spoiler: Easter Egg
About Garfield Heights...
Is there gonna be a little downtown/business area planned in the future? It would be fitting, since the current state of the map has more residential than commercial, and there's not as much commercial as, say, the Garfield Heights in Ohio. Even if that isn't implemented in this upcoming update, I'm intrigued of what this update could be for the map...
That is part of the plan, yes. It looks far too rough to bother showing a screenshot of, but there is a small commercial/downtown-esque upheaval drafted for the map's southeast corner. I'm also trying to get more business fronts added to the major avenues.
Yup. And he's been standing there for just shy of two years, watching you...
Makes sense. Being a city and all, commercial is one of the biggest factors that gets the local federal government that income.
Also, another question. Is this a fictionalized map of the real life Garfield Heights in Ohio, or is it based on a different city?
I'd love to continue this conversation, I'm just not sure this is the right thread for this, so I'm gonna redirect this over to GH's thread.
Just out of curiosity, was this supposed to be indicative of a few extra scenarios coming at some point in the near-future? I don't remember seeing this setup in any of the current scenarios:
There are a whole lot of new toys that would make for interesting setups - the Legran, the Travel Trailer, the Randolph Trailers, the Wentward, the Hopper, the ramp upfit on the T-series, the Piccolina… the list goes on and on.
I can understand if an update isn't in the cards. With you having become a developer, I can well imagine that you're busy preparing the next update. If that's the case, could you let us know so that we don't get our hopes up?
Oh, yeah. Sorry, I forgot that I'd teased some work on this a while back. I don't have much on my plate in terms of work on BeamNG proper, but I had to postpone the CJ update to get Dublin up to par in time for St. Patrick's Day. No small feat, with how very unpolished Dublin is.
My work on the next update for Crash Junctions is about half-done, give or take, so I'll likely return to it once mid-March rolls around.
Okay, so: I'm currently prototyping a new scoring system for standard crash scenarios, based heavily on the damage statistics system from Senseless Destruction. This is something I'd like to do for the following reasons:
The current scoring system appraises the damage in dollars, but the damage isn't based on any real monetary value.
The current scoring system can only punish you by failing you (requiring a retry), or passing you. There's no more meaningful measure to your success than that.
The current system cannot appraise how awesome a crash is. It doesn't know rollovers, bounces, air time, etc. And while the new system won't either, it can at the very least allow a successful and visually spectacular, if not high-scoring, result to pass.
If you'd like to try this out for yourself, I'm attaching a .zip containing a 'V2' of the scenario, "Special Delivery." To use it, unzip the file, extract the three files inside it, and place them under Documents>BeamNG.drive>levels>crashJunction>scenarios. That should work, but let me know if it doesn't, or if you have any reasons why the current system should not be exchanged.
Sorry for the late reply - I've been meaning to try the new scoring system, but it seems that the folder under "levels" doesn't generate for me, even with the mod unpacked. So I must confessed to not having the faintest idea on whether or not it's an improvement.
I did have what may or may not turn out to be a worthwhile idea though - is there some way that the system could detect rollovers by piggybacking on the "Roll" and "Pitch" apps? Say, if the car rotates over 179 degrees in any direction, some sort of bonus is applied to the score?
Oh, yeah, you'll probably have to create the folders yourself.
You have a point with the rollover app thing, and it may well be possible to do what you describe. I'm not sure how practical it is, though, how much code would be needed, etc. Or even how much it would help the problem of spectacular wrecks being given lesser scoring compared to high-damage ones.
So I'm having some problems, the AI doesn't work in quite a few of the levels, the ones being 17 through 20, then 22 through 24(unless the car in 23 is supposed to stay still, which would make sense.)
I'm not really sure what could cause this or what I could do to fix it. I haven't seen anyone else complaining, then again it is a very old mod that hasn't been updated in a while so I guess it could be that as well.
I also understand that this is a very old thread and it's possible that no one responds, but hey, I really enjoy the levels that do work, and it really sucks that there's a few that I don't get to play.
Sorry for the delay, I'm looking into a few problems with Crash Junctions ATM. It looks like all of the scenarios without any waypoints (the more recent ones in the last release, practically all of them in the development build) are bringing up errors. I don't suppose you could start one of the scenarios that isn't working, open the console [`~], and take a screenshot for me. It might narrow down the problem quite a bit.
This is for 17. I had a quick look through some of the other levels and it seemed pretty similar, but you'll probably be able to tell better than I can, so just let me know if you want pics for the other levels.
Yeah, that's what I thought. Some code that's pretty foundational to scenarios working properly needs to have waypoints designated somewhere in the scenario. Thanks for the help, though you don't need to worry about the other levels. I'll try to figure this one out, and get a solution up soon.
No problem, happy to help. Let me know if there something else i can do.