WIP Beta released Rally pack (with pacenotes)

Discussion in 'Scenarios' started by lellolillili, Jan 6, 2022.

  1. lellolillili

    lellolillili
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    I make time trials with pacenotes compatible with my co-driver mod. In this thread I basically blog about what stage I'm working on and take requests.

    Contribute
    I want to help turn BeamNG into a serious rally game. Adding a bunch of 6+ minutes rally stages with pacenotes and a solid pacenote system are obviously the first steps. See my other thread https://www.beamng.com/threads/pacenote-director-rally-mode.83961/ for details on my pacenote system and how it expands on the Pacenotes Core mod by dummiesman. I'm not reinventing the wheel there, just building on top of their great work.

    Please reach out if you want to help. There are a million ways you can contribute to the project. It'd be neat if you used my systems to make entirely new rallies, preferably in different maps. But there's also really low hanging fruit that you might wanna take a stab at:
    • do pacenotes for my reverse stages
    • split up the stages and make shorter ones (maybe 3 to 5 km long shakedowns?)
    • stitch them up and make them longer
    All of these are very easy to do once you know how the system works. Still, you'll need to read the other forum post explaining how to use the pacenote director to make pacenotes. And I'll happily help out if you have questions.

    Other cool things you may want to help with are
    • decorating the stages a bit more - I'd love to add some spectators, haybales and stuff
    • helping out with the code side of the project (see other thread)
    • help out with pacenote sounds (do you want to record new sounds? contact me!)




    Stage list


    ... I'll write blerbs for the new stages at some point ...


    Italy tarmac

    These stages have almost no overlap and feel and flow quite different. They cover most of the beautiful narrow tarmac roads in Italy and a few wider roads - just enough to give a bit of variety. The shakedown was just a test (it's basically Hillclimb 1 from the original time trials), but I included that because why not.
    1. Castelletto SS - 14.6 km
    2. Norte-Portino SS - 14.1 km
    3. Fastello SS - 9.3 km
    4. Fastello-Castelletto SS - 10.0 km
    5. Castelletto Shakedown - 3.5 km
    Italy Gravel

    I managed to only get two never-overlapping, mostly gravel stages out of Italy. They feel quite different for the most part, which is cool.
    1. Passo Del Chiurlo SS - 11.5 km
    2. San Toltego SS - 8.4 km
    Jungle Rock Island

    JRI has surprisingly few rallyable gravel roads, so I had to reuse one 3km stretch of gravel gravel road in both the mixed special stage and the full gravel stage. Other than that, the rallies are never overlapping. The first half of the full gravel stage will actively try to murder you - it's a survival rally. On top of that, there's a lot of mud on the road. I added two wooden bridges at particularly nasty sections that wouldn't be possible with a rally car otherwise, but I left a few dangerous sections untouched.
    1. Jungle Rock Island SS - 12.2 km (tarmac)
    2. Port SS - 10.1 km (mixed)
    3. Jungle SS - 5.9 km (gravel)
    Small Island

    I'm surprised I got so much mileage out of this one. Mixed surface, obviously, since I'm covering the whole island in one rally. Expect a lot of road type changes and junctions. I've experimented with using game assets to make the route more interesting and prevent ridiculously big cuts at some corners, so it's worth checking out even if you remember the whole map by heart.
    1. Small Island SS - 6.1 km (mixed)
     
    #1 lellolillili, Jan 6, 2022
    Last edited: Mar 25, 2022
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  2. angelo234

    angelo234
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    I'd love to see more rally scenarios in BeamNG. And so I made a little prototype rally pace note generator that allows you to record a path you drive and then analyzes each point on the path to produce a pace note based on the turning radius at that point. Do you think this may help?

    Had to upscale to 1440p since youtube makes 1080p videos so blurry...
    --- Post updated ---
    Now made it so it places pace notes when its important:
     
    #2 angelo234, Jan 7, 2022
    Last edited: Jan 7, 2022
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  3. lellolillili

    lellolillili
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    First off, that's awesome.

    Please note that this thread is just the place where I drop the actual Time Trials that I make though: this is part of a larger, more ambitious project, and the real meat of this project is in my other post (link is above, at point 1).

    I can't tell what your mod really does other than placing red dots on the road but from what you say it sounds like it would be a breeze to make your auto-generated pacenotes work with my pacenote-on-waypoint system. Testing this out and getting it exactly right might take a lot of time though.

    I think auto pacenotes would be a really cool feature to have, and I like to think that I've laid out the groundwork for a system that makes pacenote writing and modifying easy. Let's work together and not reinvent the wheel here! I really recommend you try and familiarize yourself with my pacenote-on-waypoint system. I'll be super happy to help with that if you have any questions. Please DM me if you want to chat about my code and/or how we could implement your idea.

    At the moment I'm using the little time I have to make longish Time Trials with pacenotes (which, again, It's super easy with my new pacenote-on-waypoint system). I'm planning to get back to implementing features and polishing the system after I get some feedback on my code and I've done more proper long rally stages, which I'll publish in this thread.

    So yeah, long story short: yes your mod would be super helpful to my project (although, to be honest, not a game-changer), and if you want to implement it right away I'll help you do that (but I'm afraid it may take longer than you think). If you want me to do that, however, that'll need to go at the bottom of my (currently long) list of things to do with this project.
     
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  4. angelo234

    angelo234
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    YouTube heavily compresses 1080p videos so watch it on a full screen at 1440p (there’s text above the red dots that are the pace note for the corner, and sorry I couldn’t make the text bigger). This was just a prototype to show the pace notes that can be generated from my tool. I haven’t looked deeply into how your system works but I could make it generate the waypoints and add the pace note to the dyanmic field automatically.

    I’ll pm you later about implementing it into your code once I take a better look at how your system works.
     
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  5. lellolillili

    lellolillili
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    Just released 7 more rallies. Went up to 11.
     
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  6. lellolillili

    lellolillili
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    Blog post:

    I didn't have my computer for the past month, so I haven't really done anything in a while. I just got my computer back, and I'll be resuming my work on this project. I have a new job, so I won't have as much free time as I used to, so I'll work much more casually on this from now on.

    I was asked to do pacenotes for this great rFactor port by @SomeVietnameseplayer:
    https://www.beamng.com/threads/carvalho-de-rei-wrc-stage-rfactor-port.84721/#post-1422675
    I'm going to do that really soon (i.e., that's next up on my todo list), so stay tuned for that!
     
  7. lellolillili

    lellolillili
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  8. lellolillili

    lellolillili
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  9. lellolillili

    lellolillili
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    WIP post

    I'm working (slowly) on a couple more Time Trials. I'll add
    • Short gravel stage on East Coast USA
    • 13 km mixed stage in Utah. Basically the entirety of the rallyable roads
    • 16 km gravel stage in @el_ferrito's dirt version of East Coast USA
    • Tarmac and Gravel and mixed stages in @BlackMetal's PJS map
    • I'll probably play around with all of the above - split them up and merge them together a little bit
    I'm also pretty set on what I'll do next, but feel free to request stuff.
     
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  10. MrDerpsicle

    MrDerpsicle
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    Would you mind making some shorter tirals, like able to be completed in 1:15-2 minute with a typical car? Your trials are excellent but I find them a bit long at times
     
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  11. lellolillili

    lellolillili
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    Yeah that's in the pipeline. There'll be a couple of relatively short ones in the next release, but the release after that will feature short time trials only. They will be my favourite sections from the trials that are already there, and maybe some entirely new short time trials if I manage to find roads that I haven't used already, so that shouldn't take too long!

    Thank you so much for the feedback and the request btw. Give feedback, like, subscribe, review, tell your friends, and show me some love on the forums so I know people are playing and I'll try and work on this faster :) (In fact, I'll put this on the mod description page lol.)
     
  12. lellolillili

    lellolillili
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    Just uploaded a bunch of brand new rally stages based on vanilla and mod maps. This time I did medium and short ones ones (~5 to 9 km).

    I also made a few videos. Check em out:






    Next update:
    1) fix a couple of audio samples I don't like
    2) split up the older stages into shakedowns
    3) merge a couple of these newer ones into longer ones
    4) fix up some minor code issues
     
    #12 lellolillili, Mar 25, 2022
    Last edited: Mar 25, 2022
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  13. angelo234

    angelo234
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    This looks great and I'll check the stages out when I get the chance and try to do recces for them :). Also I was thinking of creating like a rally championship mod or whatever like the Dirt Rally events. The stages would be randomly picked for the championship and you would run through them in order and car damage would be preserved across stages. And at certain stages you would be allowed to repair your car. But I'm not so sure if its currently possible to preserve car damage across maps though.
    --- Post updated ---
    The rally stage marker objects on both El Ferrito's EC USA and the vanilla EC USA map have missing meshes. For example, the starting rally gate object tries to reference its DAE file at /levels/el_ferrito_ecu_dirt/art/rally/race_rally_gate.dae when its actually located in /levels/el_ferrito_ecu_dirt/art/rally_vanilla/race_rally_gate.dae. And FYI thats the only map that had problems for me :)

    a.png
     
    #13 angelo234, Mar 25, 2022
    Last edited: Mar 26, 2022
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  14. lellolillili

    lellolillili
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    Ah thanks for that, I was messing around with prefab names. I'll fix that.

    Rally championship sounds like a great project, and I think it would be a blueprint for online mode in the future. We could set up a few weekly championships on beamMP.

    Do make sure that in addition to random, we'd also get get the option of choosing the rallies though, so we could do stuff like rally Italy, gravel only rally, shakedown only, etc.
     
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  15. angelo234

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    Yeah it'd be cool if there was an online leaderboard system too. But first I'm going to try and make it happen locally.

    Anyways I also noticed that the pace notes for the Carvalho rally tarmac stages still use the old pace notes.
     
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  16. lellolillili

    lellolillili
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    Yes they do, I thought yours were for tarmac only. Sorry, I'll include them with the next upload!

    Yeah absolutely.
     
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  17. angelo234

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    Alright I did a recce for the two stages on PJS map and here's my edits (change .txt to .prefab). I found that the pace notes for the 2nd half of the gravel stage were kind of off in my opinion but for the most part were fine.
     

    Attached Files:

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  18. lellolillili

    lellolillili
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    Good timing. I was just about to upload your edits to Carvalho Tarmac and Wet Tarmac, as well as a revised version of small island rally, which frankly was a mess (sorry about that). Great to get double checks! I can't use my wheel lately, so your work is very useful and much appreciated.

    And by the way: I've made a bunch of global changes for consistency and effectiveness to my pacenotes, which I'm gonna upload with the next release. For example, I stopped using "junction go straight" in favor of "go straight" and "junction square left/right" in favor of "turn left/right".
     
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  19. angelo234

    angelo234
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    Actually I found a "No Material" bug on the EC USA stage:
    a.png
     
  20. lellolillili

    lellolillili
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    Thanks, fixed! Hopefully it gets approved quick. Need to add the art/materials.json from oskier's PJS map to ECUSA.
     
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