XaiJu
Bob Blunderton
Bob Blunderton

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Los Injurus June 2021 Version update

This update fixes up several miles of roadway, adds in two new restaurants, a dam with a somewhat realistic over-flow spillway, some more culverts, and finally a fix to the one coverleaf interchange that has remained a mess for most of the beta period.

Better yet?  Now there's stock rooms that will enable you to load/unload trucks and USE THE FORKLIFT MOD.  Some upper shelves may be too high for the forklift as these are around 8-foot high shelves as often found in places such as truck-only RDC / grocery store receiving.  Collision of said rack shelving may not be very friendly to vehicles at speed, but you can't easily get a vehicle besides a forklift in there anyways and forklifts don't usually go very fast  - this is due to the narrow pylons on the racking.  If I figure out how to better make the collision for these racking models, I will replace said collision in a small 1mb update.

Extra road-carving meshes and extra bits of road randomly laying about the map have been cleaned up in this pre-public version beta.  

This beta will be identical to the one going on public servers within the next week, unless serious bugs are reported with this.  So DO report those bugs if they're causing you an issue!

Thanks to Davidinark and some of you other folks out there that I know slightly less that took time out of your day to make videos on Los Injurus, as it STRONGLY helps me get feedback on what a player is thinking on multiple levels while experiencing the map.  To that end it helps me make a better map such as:

Things that need clarification to the player.
Secrets which might be too impossible to find, or possibly too easy.
Collision bugs and similar things such as invisible walls / floors that shouldn't be there, or fake floors that aren't colliding when they should.  This isn't Simon's Quest after-all.
Where a jump needs to be to enhance or lengthen player enjoyment / engagement.
Finding out where most players generally go, what they do / why they go there, how long they're there, and what I can do to make more of that 'good stuff in the map' they go seeking.  This differs by player so more videos on the map = better.
Also, performance and settings used is quite evident in video playback so this helps also.


I want to thank all the lovely Patreon members out there.  Your support is enabling me to make this map AWESOME for each and every one of you, when otherwise I'd have been limited to only the skill-set of a mapper and graphical artist alone.  Your support has enabled me to pay for commercial software (which can run in the hundreds per year or out-right one-off license), purchase commercial AA and AAA quality game assets (and I have, most models haven't made it in yet but textures have quite a bit), and more.  Currently, for the next year to 18 months or more, I likely won't be needing much in the way of PC upgrades to keep modeling, as the guts of the machine are barely two years old and the motherboard was replaced last October.  So it should last quite some time before becoming obsoleted.  That means pretty much all of this money is being saved up for models, textures, sounds/BGM, etc.  I try to be 100% transparent with things, as I feel most folks should be in situations like this.

Look forward to lots of newly fixed up (and even entirely new) roadways coming over the next several months, along with more city getting built up - which I know everyone is pining for.  I try to engineer only the most realistic roadways, passing up sometimes even many AAA games with the realism and accuracy of the roadways from an engineering stand-point.  As a kid I dreamed of being a road engineer or similar urban / semi-urban public sector worker - but my health failed among other things - so thanks to all for letting me live this dream even if just a little bit.  It makes me enjoy mapping and modeling infrastructure just a little bit more.  What better place for a 'road nerd' or 'infrastructure junkie' than making maps and city environment for a driving game, right?

So entirely, the good stuff which is what everyone came here for!

3.7gb or so, compressed to the MAX.  Let me know if there's any issues with the new compression format.  This is tested (in zip or unpacked forms) with v 0.20, v 0.21, and v 0.22 of BeamNG.  Why 3 separate versions?  Because I'm still editing in editor 1.0 on v 0.20 because IT WORKS.  I will continue to edit this way until either editor 2.0 (which I am almost completely forced to use on the newer versions due to bugs) becomes more stable, editor 1.0 makes a miraculous recovery on the newer versions, or until I'm missing out on too many features.  I can still test the map quite well on 0.20 too, so not a big loss.

"https://mega.nz/file/6NtllYZC#EWo7gYAaVag6IYTPIL-HHbLDwFPMWcAA7uX0FHQ1bjs"

MAY TAKE FIVE MINUTES OR MORE TO LOAD "FIRST TIME RUN" ON SOME SYSTEMS, even my system took 3.5 minutes to load and generate cache when NOT compressed, but a successive run only took just over a minute to load.  If you think it's locked up, it's likely not - only close out beamng forcefully if it's been 15 minutes or more without the application responding.  I don't have the best system out of everyone, but it's pretty good even with the 'it was on sale' store-brand NVME C drive, and 'it was on sale too' RAM.  I don't dream of having a server-of-a-computer, I don't need the best by far (I only replaced the old one when the substation blew up), but as long as I can do what I set out to do and it remains functional, we're all set to make Los Injurus the bar with which all other maps may then be judged.  Just make sure to let me know what YOU want as far as contents of the map are concerned.  The squeaky wheel gets the greasin' as they do say.

So again, thanks, and DO report those bugs as this version will be forwarded to the developers / staff of BeamNG Drive and find it's way to the public servers several days to a week after you guys/gals get it.  --Cheers!

Comments

Also, for those who use the in-game tractor-trailer and fork-lift mods, if you wish to have corrected height for the loading docks (OOPS), pick up the 'Revision B' version of this map from BeamNG Drive's mod section. That and I moved one pole out of the road a bit, is the only differences. I didn't host the link to revision B due to the size of the map and the very few bugs that were found, when you could in-stead download it high-speed from BeamNG's website VS my slow backup site. You do not 'need' it unless you drive the commercial trucks around and use the forklift mod.

Bob Blunderton

Thanks buddy, I appreciate the feedback and I am so happy you enjoy what I worked thousands upon thousands of hours to create. I mean this project is slowly hitting 10,000 hours, this is the real deal. Roane County was my practice run (of which I need to update it a bit soon, this summer), but this is the real deal. This is what we deserve, and now that I know enough about game development, modeling, texturing and so-forth, I hope I can bring my all and provide a ton of fun in this monster of a map. Oh, and as an extra thank-you, I will pass along they're giving Arma Cold War Assault away for FREE on GOG dot com, too. You should be able to find the promotion on GOG, and who doesn't love FREE? I just saw it in my email (where I also saw this). So thanks buddy, and your Youtube coverage is always the best, I love seeing a NON HYPER adult have an honest take on my work, you're not like the other Youtube folks and I'm thankful. That's the best I can hope for as a game environment developer is great feedback, and that you do oh-so-well. Keep up the awesome buddy and stay safe out there.

Bob Blunderton

Love the incredible map this has become and continues to grow into! I will definitely give a thorough run-through of the map to find bugs, glitches, etc to help with the feedback/development. It's so HUGE it's hard to pinpoint everything that's in it. Hahah! Awesome!

davidinark


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