• Forget GTA V. BeamNG is going to be released in less than 24 hours!
    2,079 replies, posted
I can't wait for the official rally stages with multilayer and all that. All I've been doing is racing around Small Island in the Covet Sport, its a blast. Manual transmission is so much better than auto.
Is it easy to model for this game? I was thinking of doing a tank or a APC for this.
[media]http://www.youtube.com/watch?v=PzNm5FDc54g[/media] A video of me just messing around in the editor. Before I updated and all this was wiped. :( Oh, and a very short crash compilation I just made: [media]http://www.youtube.com/watch?v=7VNmvIfd2Ic[/media]
I wonder how hard it is to make cars for this. I got a TON of models that would fit into this. And all my models are pretty decent poly count and such.
I'm proud, time of 1:01.51 [media]http://www.youtube.com/watch?v=qIYYqbX5lhc&feature=youtu.be[/media] [editline]7th August 2013[/editline] Oh, and done with a keyboard.
[QUOTE=Viper123_SWE;41743888]Is it easy to model for this game? I was thinking of doing a tank or a APC for this.[/QUOTE] You can use any 3D modeler, although I'd recommend Blender. It's kind of a stupid question though. If you can 3D model, you can 3D model for any game really. It's just a matter of having the tools to export it.
I really do want a tank in here, just thinking about the track physics makes me happy. But there are probably a lot of problems with have lots of little physics beams rolling around, namely breaking apart and detracking. Just like real life!
I wonder how they will work out mp with these heavy calculations.. 4 cars makes a recent quad core sweat :v:
[QUOTE=dafour;41744639]I wonder how they will work out mp with these heavy calculations.. 4 cars makes a recent quad core sweat :v:[/QUOTE] Yeah, that's what I'm worried about. Plus networking all of the collision data is going to be a challenge in itself
[QUOTE=dafour;41744639]I wonder how they will work out mp with these heavy calculations.. 4 cars makes a recent quad core sweat :v:[/QUOTE] If you've ever played project torque, it has perfectly synchronizing dynamic damage that can go pretty crazy. Considering how old that game is, I can't imagine it's too difficult. Then if you look that the people who made PT, Invictus Games, also made 1nsane which is from 2001 and has synchronizing dynamic damage. I'm sure it's possible, it's just a matter of a dick load of packets probably. The way Invictus did it I think is some simplified skeleton that applies damage shapes to the car body, so similar to BeamNG/Rigs of Rods, but with an even more simplified skeleton.
You could have a serverside simple skeleton and let the fine details be clientside.
[QUOTE=Woovie;41744746]If you've ever played project torque, it has perfectly synchronizing dynamic damage that can go pretty crazy. Considering how old that game is, I can't imagine it's too difficult. Then if you look that the people who made PT, Invictus Games, also made 1nsane which is from 2001 and has synchronizing dynamic damage. I'm sure it's possible, it's just a matter of a dick load of packets probably. The way Invictus did it I think is some simplified skeleton that applies damage shapes to the car body, so similar to BeamNG/Rigs of Rods, but with an even more simplified skeleton.[/QUOTE] Well, they can send 'impulses' of damage data and interpolate the damage clientside, but that would lead to inconsistencies between the clients for what they all see. It's possible, but it's still a bit of a nightmare. The processing, though, is going to be the killer. If the processing is done by each of the clients to interpolate the damage, that means it will be just like having 4 cars on your local machine and colliding. Of course, there will be optimizations before release, I'm sure, but you can't optimize away inherent complexity - there will be a limit to how well this can perform
Does this run like shit for anyone? I can't seem to get above 30 frames and it crashes very easily. My specs: 1st Gen Intel Core i7-920 @2.66GHz Nvidia GTX 580 6GB RAM. Windows 7 Home Prem. There's also micro-stutters (sometimes) when I crash into something.
[QUOTE=T-Sonar.0;41745243]Does this run like shit for anyone? I can't seem to get above 30 frames and it crashes very easily. My specs: 1st Gen Intel Core i7-920 @2.66GHz Nvidia GTX 580 6GB RAM. Windows 7 Home Prem. There's also micro-stutters (sometimes) when I crash into something.[/QUOTE] It seems to not really have any consistency beyond lower ram than recommended as far as I can see from specs people listed in the thread. If you read the last few pages, you'll see several people have posted their hardware stats and it runs well for most people, except some people can't play it for shit.
I'm running perfectly fine, though it is crash prone. Ivy Bridge i7-3610QM @2.3GHz Nvidia GTX660M 8GB RAM W7 Does anyone know how to reverse the y-axis on the controller?
[QUOTE=lintz;41745271]I'm running perfectly fine, though it is crash prone. Ivy Bridge i7-3610QM @2.3GHz Nvidia GTX660M 8GB RAM W7 Does anyone know how to reverse the y-axis on the controller?[/QUOTE] Did the tutorial in the OP not apply to the controller too? If not, I'll look into finding the solution for the controllers too
[QUOTE=lintz;41744476]I really do want a tank in here, just thinking about the track physics makes me happy. But there are probably a lot of problems with have lots of little physics beams rolling around, namely breaking apart and detracking. Just like real life![/QUOTE] Don't worry, tracks will probably work in the future. [media]http://www.youtube.com/watch?v=rquC0576ohk[/media] Current though, I'm more interested in that derby map having a game attached to it. [media]http://www.youtube.com/watch?v=d8DY5xH18VE[/media] Also, there is no minivan, and I don't recall seeing one in the list of WIP cars. Gabe pls fix.
I have no idea what I'm doing but I got a futo model out of GTA, deleted all the low poly/medpoly models and was left with the "high" poly models and then parts with no col/med/low tags and what I assume are nodes. After trying to separate all this shit for about an hour I somehow managed to ruin the entire scene. I WILL GET MY CAR DAMNIT
if you get the futo working upload it please
From what I saw, the cars are just .dae files which is a fairly common filetype and usually have a skeleton with them. If that '49 Cadillac came out so fast, it shouldn't be much harder than that.
[QUOTE=Crumpet;41747154]I have no idea what I'm doing but I got a futo model out of GTA, deleted all the low poly/medpoly models and was left with the "high" poly models and then parts with no col/med/low tags and what I assume are nodes. After trying to separate all this shit for about an hour I somehow managed to ruin the entire scene. I WILL GET MY CAR DAMNIT[/QUOTE] You should retry with the Blista.
No idea what the hell those jbeam files are, though.
How much rally time left? I have a 59.59 (ish) on video that I can submit but am sure I can whittle down the last second given some time [img]http://s.duck.me.uk/WSplit_2013-08-07_18-56-02.png[/img] (wsplit is really handy)
[QUOTE=leach139;41747685]How much rally time left? I have a 59.59 (ish) on video that I can submit but am sure I can whittle down the last second given some time [IMG]http://s.duck.me.uk/WSplit_2013-08-07_18-56-02.png[/IMG] (wsplit is really handy)[/QUOTE] ~ 3 Hours [URL]http://www.timeanddate.com/countdown/generic?iso=20130807T17&p0=77&msg=Facepunch+Rally+Race+%231+Ending[/URL] There! A handy clock. Anyone know of a better timer?
[t]http://i.imgur.com/1wV9fMS.jpg[/t] I folded it in half.
there's one small bug that needs fixing. The night sky should be full of stars, or at least black. But the night sky right now is bright blue and has bright white clouds. idk, it just seems like a big fix
[video=youtube;KPECrZMD6_I]http://www.youtube.com/watch?v=KPECrZMD6_I[/video] 1:01.015, using 360 controller. (Wish I knew about this wsplit thing earlier, not enough time to use it and upload the video now!)
whats wsplit
okay 59.50 / 29 frames at 60fps is as good as I can get, here's the video (sorry about the music, I was using it for audio cues and also ~casual runs~) [media]http://www.youtube.com/watch?v=e8VbvBL1wvo[/media] for those using wsplit, here's my splits file: [url]http://s.duck.me.uk/racesplit[/url]
[QUOTE=joshjet;41738429]Wow, I come back after leaving this thread for a while, and that post spawned a whole discussion. It was because I only have 4 gigs of ram, I checked. Christ.[/QUOTE] I have 4GB RAM and it works very well.
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