Mod Roane County USA updated and fixed! 19.3.2 for BeamNG.drive
It's back and it's 1.14GB - Roane County version 26.x for use with BeamNG 26.x. The largest reasonably detailed map you can get your hands on. This is a bug-fix update for 0.19, and it might run a little bit (2~3fps) better in some spots, too.
1.14GB = bug-fixed version. If you have this, you have it already.
1.19GB = old version
System REQUIREMENTS:
REQUIRES 8GB OF SYSTEM RAM! 16GB Recommended.
DO NOT ATTEMPT WITH LESS or you will get 0xFFFFFFFF error and a crash. AI use extensively may push this requirement even higher, 12~16GB should be plenty of installed memory to run this map well with AI.
Video Card: High graphics detail requires 4GB~6GB of video memory, so if it gets slow, use medium graphic details which are under 2GB use. Reflections are very heavy, as can be shadows and SSAO also, so turn those down or off if you have trouble.
CPU: Any CPU that can run West Coast USA can easily run this map.
Enjoy 175 sq/miles of *REAL* Roane County TN USA terrain with THOUSANDS of hours of work put into it. With almost 200 miles of roads on this map, it's sized bigger than GTAV's map. TWO HUNDRED MILES!
Includes 14~16(?) miles of real US highway 40 in TN USA mapped into it.
Includes cities or the beginnings of which:
Kingston (60% done)
Rockwood (35% done)
Harriman (60% done)
Westel (not yet built)
Glen Alice (not yet built)
Mid Way (not yet built)
Main road network (95+% done)
AI use of roads and LARGE parking-lots (95% done)
US 40 highway goes from Kingston-Kentucky Street on the east end to almost two miles west of Westel Rd on the west end, and a big jog up the side of the almost-2000ft elevation Cumberland Plateau, includes most of Roane County, and some of Cumberland County, Tennessee.
Updates includes but is not limited to:
09/10/2022 Added water to the rivers that for some reason was still missing, added a bunch of trees and fixed some meshes, aswell as leveled the terrain that was bouncy in some places. (edited by Ghost6000)
*Works great with the traffic tool now by GamerGull (which I've done extensive testing on), most of the update was centered around this new traffic tool, as I've provided a LOT of feedback and testing for it.
*AI will now hold lane properly on multi-lane routes including divided roadways and 5-lane routes though urban areas. AI will go off jumps in downtown Harriman area, this is intentional and NOT a bug.
*ALL NEW (well, almost all) bridges that are much closer to AAA quality now. Many bridges have built-in reflectors in them that actually work.
*UPDATED and ENHANCED highway graphics, they're finally about done.
*Fixed the no-texture brigade rearing it's ugly head again via the normals (normals are our version of bump-mapping here)
*Fixed fences 'good enough' for now.
*Fixed all the intersections that looked bad (well, 90% of them anyways).
*Longer draw distance by 2.5x than the previous version. No more driving like a chicken without it's head, and now you can see Rockwood from the top of the Plateau (mountain) now (my personal favorite view).
*Performance is roughly 85~95% as good as the previous version, only down a tiny bit due to the draw distance increase. The Nintendo-64 quality of fog just wasn't growing on me these days, I'd guess.
*A few of the spawn point previews, and the Roane Racer parody graphic were updated, so look for something new down near the bottom of your map selection screen
*A few roads that dead-end at the end of the map / game-world DO NOT have AI any longer, this won't be missed much as it's due to me enhancing the AI paths on the rest of the map and hitting previously-unknown 65536 AI-node limits. Yes, I completely maxed the AI on this map - thankfully most of the roads are already in place. Please don't add any more AI-enabled roads of your own in this, or it will break the AI entirely - and that wouldn't be fun.
*Extremely long list of very minor bugs with graphics, AI, and so-forth fixed, too long to list these things I spent a few hundred hours fixing.
Things like cars going the wrong way, or driving down the shoulder are history not worth remembering. If you find a spot where the AI always acts up, give me a shout-out on our DISCUSSION forum (not the review!).
REVIEWS ARE FOR REVIEWS NOT FOR QUESTIONS OR BUG REPORTS ... This resource will be updated about as often as game-updates break it, or shortly following as my schedule allows.
So sit back and enjoy this map which pushes BeamNG to it's limits and is more of an open-world tech demo than a complete, finished product. That being said, it's still great fun to run and runs way better on 0.14.x and 0.15.x game-versions than previously. This map was only meant to be a tech-demo but ended up being one that's taken over THREE THOUSAND hours of my time (yes, I am physically disabled = lots of computer time).
This map isn't done, it might never get done, but there will surely be more work on it as time goes by and I have other resources to donate to the project from my main current project. Speaking of which:
Obligatory plug for Los Injurus City Map project coming to BeamNG!
Introducing a city map for BEAMNG.DRIVE - yes a CITY map, not a town, a REAL CITY, with subways and an abandoned mall you can both drive through - the beginnings of a military base (currently just a concrete air-strip but more is planned) - and over FOURTY-FIVE UNIQUE MILES OF HIGHWAY for your cruising and crashing pleasure! There's even an early version of the abandoned Packard plant in that map!
I have a Patreon to help fund that project as I use 3d modeling software (to make my own houses, the bridges for that map and also Roane County got a few of them, this software costs money each month!), and being on a fixed income with doctor bills from being disabled, this makes it a little easier so that modding doesn't drain me dry - that wouldn't be fun. I've even got a legit copy of World Machine 2 for the project thus-far and some sound software to help mix background sound for the map.
I haven't said the best part of Los Injurus. It contains an 800+ piece modular road kit, so anyone can build their own city in the editor, just like Simcity 4 or other city builders (okay maybe more time consuming!). This kit, when the map is released, will be free-use to other modders and mappers. Most all the resources from this map are all new and custom-created from scratch by me (with a few select ones donated in by kind folks supporting the project) - even lots of textures are created in-house here.
If you loved the old So-Cal Interstate map that never had even a single sign or building in it, you'd be happy to know that's where Los Injurus is being built and it will be awesome! |