BeamNG

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w00dsy
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Re: BeamNG

Post by w00dsy »

I got this a few weeks ago, and I've been having a blast going through all the scenarios since then. There's so many different things you have to do that it never seems to get boring.
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r8response
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Re: BeamNG

Post by r8response »

BeamNG and Automation have an interesting integration. Design your own car/engine, import into BeamNG and drive.
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Duke
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Re: BeamNG

Post by Duke »

My boy continues to enjoy this title & spent hours on it yesterday after their latest 1.5GB update introduced some really cool features.
Hello everyone!
The new update is out! It's been a huge collaborative effort, but we're very happy with the results, and we hope you enjoy 0.17.

The 1963 Gavril Bluebuck joins our growing, diversifying list of vehicles including 33 variants to drive and customize, along with a wealth of mod parts and our first-ever hydraulic suspension. In addition, we have extensively improved the deformation behavior of most of the vehicles in the game. You'll be able to enjoy the improved deformation more easily than ever, with seamless dynamic traffic now just a click away in the radial menu. There is also now a drag minigame at the West Coast drag strip, and the AI might just give you a run for your money ;)





In addition to vehicle-related work, we have spent a significant amount of time and effort overhauling our older levels to bring them up to the standard we've established with the newer ones. East Coast, Hirochi Raceway, and the Derby map have received extensive overhauls to improve visual quality, gameplay, and performance.



We are also proud to have achieved some serious performance improvements on both the CPU and GPU side, massively optimizing vehicle rendering and significantly improving level rendering.
With optimized vehicle rendering: up to 2.5x faster for CPU and up to 10x faster for GPU. Level rendering is up to 1.3x faster

But wait, there's more... In this update, you'll also find some very experimental features:
FlowGraph Editor: allows to create gameplay without needing to know LUA or any programming language: just clicking and dragging 'flowgraph nodes'. The basics work, but you will find rough edges here and there. Don't be afraid to report them!

World Editor 2.0: is the future substitute of the already aged World Editor, which can sometimes be quite difficult to use; we are aware of this, and we want to make modders life less frustrating and allow for faster work, so this is our response.
We've decided to release both in a very early state, still lacking features and stability, and likely to change in the near future and break compatibility with your recent creations (although we try not to). But they are complex enough that they warrant an early release, to gather feedback as soon as possible, even if the experience is still far from optimal. If you feel like experimenting, and don't mind all the possible issues, then go on, give them a try, and let us know what you think!

This is only a selection of the changes included in BeamNG.drive v0.17. Please visit the devblog for the full changelog: http://blog.beamng.com/buckle-up-heavy- ... -released/
Dukester

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Re: BeamNG

Post by Duke »

Dukester

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Re: BeamNG

Post by Duke »

Minor update 0.17.1 changlelog
Grand Marshal

Extensively overhauled the Grand Marshal - it is now properly body-on-frame, and the body can detach from the frame like the other body-on-frame cars (coming next for the pickup/van/roamer)
New mod parts: factory spoiler, big wings, front lip, front air dam, sport and signal-less front bumpers, vented, induction and cut hoods, mesh grille, roll cage, bash bar, bull bar, hydraulics, race 6 speed and drag 4 speed transmissions, sport and side exhaust, exhaust stacks, heavy duty and race brakes with new generic meshes (coming to all applicable vehicles) as well as new options for trim color combinations
Various design, mesh, and texture fixes and improvements - removed the incorrect unibody-style inner fender structure, cleaned up unnecessary shadow burns in the textures, added new trim skins/configurations, tweaked body shape, added geometry to roofline, improved glass and light glow textures, adjusted wheelbase and track, adjusted seats and driving position
Corrected wheel and tire sizes for all variants
Added new configs: Drag (WIP), Miserable (WIP), RoadSport, Fleet, Lowrider (WIP), Track (WIP), Street Tuned (replaces the Custom config)
Overhauled/tweaked/improved the existing configs

Vehicles
New, global, high detail brake meshes and textures added to Grand Marshal, 200BX, SBR4 and Sunburst - will be propagated to all the cars
Added optional fender skirts to Bluebuck, default on a couple of variants
Added GPS to Autobello
Fixed issue with coolant thermal logic after boiling off all coolant
Fixed D-Series V8 RWD automatic config having (M) in the name
Fixed SBR4 Hillclimb turbocharger wastegate pressure being set to default
Fixed LeGran front bumper UV issue
Burnside: Reduce torque of 313ci V8 at high rpm
Bluebuck: various fixes and improvements
Semi: Fixed "Park" mode not having enough strength to lock the wheels
Hopper: Fixed shutoff sound, reduced torque of engines near redline

Environment Art
East Coast USA: Fixed object having no parent
East coast USA and Hirochi Raceway: fixed bad collision on tall_plant
East coast USA and Hirochi Raceway: Improved precision of large and dead firs collisions
East coast USA: fixed bad position of a road sign stop
East Coast USA: Fixed missing material 'DefaultDecalRoadMaterial'
Grid map: fixed issue with 2 ramps (deleted) which broke some scenarios
Hirochi Raceway: fixed hole in side of bridge near track entry
Hirochi Raceway: fixed info descriptions in level selector
Hirochi Raceway: updated the fire extinguisher

Input
Added support for steering wheels exceeding 1200º of rotation (up to 6000º are selectable now)

Traffic
Fixed traffic headlights turning on before sunset on some maps
Fixed Automation vehicles not changing color in traffic
Added more error checks for spawning traffic vehicles

Modmanager
Fixed error message not displayed when failing to unpack
Fixed crash when trying to pack
Fixed error when one zip is inside unpacked mod

b]Miscellaneous[/b]
Modifications to Safe Mode will now see the game create a temporary folder on startup that is deleted on quitting the game
Fixed errors spamming the console while consoleNG or terrain editor is minimized
Fixed player car color in ECA chase 2
Updated and re-ordered game credits
Fixed various text files using Linux end-of-line characters
Third hotfix for 0.17 released
Vehicles

Fixed various Grand Marshal and Roamer configs not having the correct secondary color when a different color was chosen in the selector
Grand Marshal: improved reliability of enging bay mesh breaking beams, added missing torque converters for drag gearbox, fixed repeated brake line lock slot, fixed firewall textures
Covet: Fixed missing mesh for race radiator
Bluebuck: Fixed position of tow hitch nodes

World Editor v2
Fixed wrong selection calculation on some maps
Fixed mouse hover sometimes going to the bottom window
Fixed scale gizmo jumping values
Fixed objects having no parent property when saving a prefab object

UI
Fixed a broken loading screen hint
Fixed loading proper vehicle colors when double-clicking on vehicle in selector
Fixed Tune button in garage
Added "Traffic" mode option to AI control app
Fixed wrong error message in ImGui
Added support for many new languages in ImGui

Scenarios
Fixed Mountain Race's scenario description

Misc
Fixed 32bit version using 64bit version of d3dcompiler_47.dll
Fixed bug in FileSystem when targetDirectory is missing
Fixed error when userpath have non-ASCII characters
Fixed launcher not being able to open Explorer window to show user path if it contains foreign characters (non-ASCII)
Fixed relative camera throwing errors when the vehicle does not contain relative camera information
Input: Fixed some direct drive wheels (and other devices self-identifying as joysticks) using smoothed input, instead of raw steering input

AI
Fixed cars in "Random" mode to not slow down for other vehicles
Fixed a rare error that happened with "Chase" mode

Terrains
Italy: Fixed grass clipping through curb
East Coast USA: Fixed some holes (visual and collision mesh) in the town mesh
East Coast USA: Fixed incorrect signs in shops (jewelers selling bread)
East Coast USA: Improved collision for tall plant
Replaced .png files with .dds files in all levels to improve performance on AMD cards

Intel HD crashes
We are still working on resolving the crash with the Intel HD 620/630 Series on vehicle reset.
(Solution #1) - Use CTRL+R to reset a vehicle, instead of just R.
(Solution #2) - A temporary workaround solution is available here.
Some users have suggested that this issue is caused by some specific Intel drivers versions. You could try to update / rollback drivers and see if that helps.
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Re: BeamNG

Post by Duke »





Dukester

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Re: BeamNG

Post by Duke »

The 2020 Summer Release – BeamNG v0.20
Today we are happy to announce that v0.20 is live! This update brings a number of long-awaited improvements as well as some surprises that we hope you will enjoy. Let’s dive into the details!

Up first we have the final phase of the Gavril Roamer Remaster. The car received a major overhaul to bring it up to the latest quality standards – most textures along with several meshes were completely redone and interiors were renovated. In addition, we are introducing a new facelift version that comes complete with its own set of parts, like wheels, lights, body panels, and more! With Roamer’s renovations complete, we will begin work on these same final improvements for the D-Series and H-Series, expect more news with the later updates.

Major changes were implemented in the vehicle loading system, which significantly reduced loading and re-loading times.

In even more exciting news, this update brings the renovation of Industrial and Port maps. We’ve completely reworked and merged the two classics together. Now an even bigger and densely populated area, it includes new textures, props, and points of interest. For those of you who love a good challenge we are introducing a new unique playground – Containerland, where the fun cannot be contained!

World Editor 2.0
received further improvements along with a new theme, improved selection and preview options, and a polish pass on UI and Camera Path tool.

And lastly, as some of you were quick to figure out from one of our teasers, we are introducing water flow and river physics simulation. The system is still WIP, and the audio component will be released in the coming updates.

Highlights
Gavril Roamer Remaster



Industrial & Port Remaster


For the full changelog please visit our Dev Blog.
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Re: BeamNG

Post by Duke »







Last edited by Duke on Wed Dec 16, 2020 5:53 pm, edited 1 time in total.
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w00dsy
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Re: BeamNG

Post by w00dsy »

Love the game, but really wish they'd sort out the interface.
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Re: BeamNG

Post by norbs »

w00dsy wrote:Love the game, but really wish they'd sort out the interface.

Im just waiting for Slow to stumble upon it.
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Re: BeamNG

Post by nutty »

Finally brought this.. god damm its a fucking riot, been going through the scenarios and loving it
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Re: RE: Re: BeamNG

Post by Santaria »

nutty wrote:Finally brought this.. god damm its a fucking riot, been going through the scenarios and loving it
I grabbed it a little while ago. It's definitely fun with mates.

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Re: BeamNG

Post by nutty »

How do you multiplayer? use BeamMP?
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Re: BeamNG

Post by Santaria »

There's two, BeamMP and KissMP. The first one has way more people and is easier to set up, but the second I found had less bugs and load times, but was a pain to get going.
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Re: BeamNG

Post by norbs »

It is such good fun. We have had 5 driving around 4wd tracks and towing caravan up and down hills. Even spent hours shooting cars into huge balloon things.
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Re: BeamNG

Post by Santaria »

I like driving the jacked up landcruiser one with a trailer and 2 tonne up the mountain tracks. For me that's where Beam shines. The racing and handling is OK but I think it suits the muddy off road stuff better.

There's some really good maps out for 4WDing too.

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Re: BeamNG

Post by Duke »

Welcome to another major update for BeamNG.drive — version 0.23 is here!
Expect to see a slew of upgrades throughout the game, as well as some brand new content and features. The new additions include a completely remastered Gridmap, the introduction of a new vehicle, some major changes to the render engine, and more.
Let's kick things off with the revamped Gridmap!

Gridmap Revamp
A little while back, we reached out to you, the community, for some ideas on how to improve Gridmap. Well, you delivered ideas and suggestions in spades, and now we're pleased to deliver a complete overhaul of the beloved map! There's a notable change in the overall visual style that still respects the look and feel of the original version.
Aside from visuals, Gridmap's layout and scale has changed significantly. We've split the map into 11 different zones, each with a designated purpose and theme including Offroad, Suspension, Handling, Rivers, and much more. As a result of these changes, the new version of the map is now four times the size of the original in order to accommodate these new zones. With that comes some added freedom to roam, as we've implemented some empty space and minor landscape elements to open up the map for an increased sense of exploration.
The original Gridmap level is available for download here.



Pigeon Remaster
Next up, we are proud to announce the long awaited remaster of BeamNG.drive's most well known bird of the flock; the tiny, quirky and hilariously unstable Ibishu Pigeon. The whole vehicle has been rebuilt from the ground up, sharing almost nothing in common with the old Pigeon. Completely new, highly detailed textures, 3D model and Jbeam structure all created to our most recent standards, as well as plenty of additions such as new 4-wheeled "Plus" models, a screaming 1.3L DOHC inline 4, new configurations, new customization parts and more.



Ibishu Wigeon
Not only does 0.23 include a remaster to everyones favorite 3-wheeled pickup, it also incudes the Ibishu Wigeon. The Pigeons lighter, sportier cousin. Featuring a shortened down chassis, lightweight fiberglass body and gas strut supported lifting canopy door, the Wigeon might seem more like something out of a sci-fi universe than something you would see on the road. Inspired by various Pigeon based kit cars and home-made sports cars, Ibishu developed the Wigeon in the late 1980s for European markets. Unsurprisingly, it was not particularly successful compared to the far more useful Pigeon, but carved out its own niche among quirky enthusiasts in Great Britain, its most popular market by a significant margin.
The Wigeon is available in two trim levels with 3 and 4 wheel versions, as well as sharing the same engine options as the Pigeon. 3 modified configurations are also present, for drag, track racing and off-road.



PBR Materials and Graphics Update
We've also been hard at work making the game feel even more immersive through significant improvements to the rendering engine. This includes the addition of physically based rendering, allowing for environments and objects to appear more true-to-life, especially from a lighting perspective. With that in mind, you'll be able to see updated textures across a diverse selection of assets. Here's a video showcasing just how much of a difference physically-based rendering makes.



A new Ultra mode, which enables Fresnel and specular color for direct lighting, has also been added.
It should be noted that we've experimentally implemented Vulkan renderer. At the moment it is still unstable, but offers promising upgrades to rendering speeds.
Please see this announcement for more information.

Traffic Signals
We're very excited to introduce a traffic signal system, which comes with fully-functional intersections and signal controllers. This particular update also includes improvements to AI, such as making the East Coast USA traffic lights compatible with AI, and improvements to some police actions. West Coast USA intersections are still in the works, and we appreciate your patience!



Oil Simulation
Lastly, combustion engines will benefit from an improved oil simulation coming in 0.23. Oil is now simulated as a variable mass that can change over time due to external factors. We've also added support for breakable oil pans and radiators, causing oil to leak should either of them face any damage.
There has also been a reworking of the oil starvation logic, as well as support for oil starvation during cornering and jumping. You as the player will also need to adhere to safe minimum and maximum oil levels that should not be exceeded.

Fixes & Improvements
As usual, we're always looking to improve the existing components of BeamNG.drive. Starting with World Editor, we made some adjustments to Forest Editor, as well as some quality-of-life improvements to Scenetree. This includes cleaning up the UI for more clarity, as well as better gizmo drag behavior in grid snap mode.

When it comes to scenarios, we've added three new ones, remastered two, and completely removed scenarios that already exist as Time Trials. The new ones include Goliath, King Size, and Supercar Transport. The familiar scenarios that received the remaster treatment are Jump Course and Port Escape.

You'll also find plenty of bug fixes in the full patch notes to help enhance every part of the playing experience:
Please head over here to check out the full list of changes.

We thank you all so much for your continued support of BeamNG.drive and see you in the next devblog!
Dukester

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Santaria
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Re: BeamNG

Post by Santaria »

It needs supported multiplayer to be honest.

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