Ich klinke mich hier mal ein mit der Frage, ob mir jemand verständlicher als im BeamNG Forum erklären kann, wie man zusätzliche Fahrzeuge in die Map bringt, welche auch zerstörbar sind. Ich krieg zwar jede Karre in die Map, aber die sind alle aus Beton...
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[Sammelthread] BeamNG Drive
- Ersteller dominiczeth
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Ich habe auch noch nicht heraus gefunden wie man zusätzliche Autos spawnt.
Habe mir gestern den Alpha Early Acces für 11€ gekauft, ist schon cool gemacht und es gibt jede Menge kleiner Spielereien.
Die Zeitlupenfunktion macht das ganze nochmal eine starke Ecke spektakulärer.
Hat sich auf jeden Fall gelohnt.
Nur wie das mit zusätzlichen Fahrzeugen oder Objekten spawnen geht, weiss ich leider noch nicht.
Habe mir gestern den Alpha Early Acces für 11€ gekauft, ist schon cool gemacht und es gibt jede Menge kleiner Spielereien.
Die Zeitlupenfunktion macht das ganze nochmal eine starke Ecke spektakulärer.
Hat sich auf jeden Fall gelohnt.
Nur wie das mit zusätzlichen Fahrzeugen oder Objekten spawnen geht, weiss ich leider noch nicht.
Vielleicht hilft euch das weiter:
https://www.youtube.com/watch?v=lyV59dDbqF0
https://www.youtube.com/watch?v=lyV59dDbqF0
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Man muss einstellen ob sie vom player fliehen oder ihn verfolgen.
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Hm... Ich hab se zum fahren bekommen hab es aber auch lange nicht mehr gespielt. Kann sein das die KI wieder deaktivert wurde.
Shaddix22
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Das Update kommt bald, wirklich (in kleinerer Form):
The Pre-Race Update
by tdev, 8 Hours Ago at 08:19 AM (2860 Views)
We know that it has been a long time since we released an update, and the plan going forward is to greatly increase the frequency of the updates. This next update will be a large pre-race update, containing all the physics updates, vehicle updates (including the Pigeon), terrain updates, and the new user interface (UI) basics. The racing system, East Coast map, and Gavril T75 will not be included in this update, but they will be released in smaller updates later on. We will try to continually release small updates at a fast pace that will integrate the features that are in the race update. So: no more huge updates with long delays but rather small, short, simple ones.
We ran into a lot of unexpected hurdles and had to rewrite a lot of code just to get things back to a working state. After the pre-race update, it will be full throttle on the racing system. In addition, you will be able to enjoy a much more functional updater, with faster download speeds and less fighting with anti-viruses, firewalls, and file permissions. (see updater-first-public-test)
Unfortunately, because of the large changes to official content, Lua, collision, friction, and the core physics, many mods will need to be updated to work correctly. There is no way around this; you will have to adapt your mod to work well again if the update breaks it.
Going forward after the race updates, we might look to implement some delivery features and gameplay; trailers, ties, tow hitches, cargo, and the like, as well as fixing the collision and friction problems with cargo carrying. It should be quite possible for us to code some delivery missions.
We're also interested in hearing from you, the community, as to what direction development should take as far as features and gameplay are concerned. As the possibilities are a bit overwhelming, and we are a small development team, it is important to concentrate our resources on whatever is most important to our community
Here's a list of all the changes that are already done for this pre-race update:
Vehicle updates:
Added vehicle: Ibishu Pigeon
Global improvements to handling and top speed (tire tuning)
Roll cage optional part added to Covet for Race and Rally models
New Covet Sport as a factory model (+10 hp, sportier suspension and wheels)
Added fender flare parts, engine variants, and 2 new sets of wheels/tires for Bolide to create 2 new factory variants (320 and 390 GTR)
Adjusted shift points for all automatic transmissions
Added 5-speed manual transmission to D-Series and Grand Marshal
Enabled steel wheels for D-Series
Recalibrated speedometers
Revised torque curves for Gavril I6 and V8 engines (230 hp for the standard V8)
Engine tuning stage parts added to Gavril V8 engines (stage 1 = 270 hp, stage 2 = 420 hp)
Factory sport models added for the Grand Marshal and D15 using stage 1 engine tuning
Added optional welded differential to D-Series, H-Series, and Grand Marshal
Drift Missile variants added to D-Series, H-Series, and Grand Marshal
Repaintable decals for the H-Series (put your own fancy logo on it!)
Fix for brake lights only coming on at >50% pressure
All gauges now glow when the engine is running
Various tweaks, fixes, and improvements to all vehicles
Revised some vehicle part weights
New default colors
Terrain updates:
Improved road materials
Improved textures
Improved roads
Improved terrain
Improved lighting
Improved sunflare effect
Improved skybox texture for reflections
Improved objects
New objects and vegetation
New reference images for all maps
Physics updates:
Around 25% performance improvement
More stable and accurate collisions (fixed a lot of bugs - less shaking and getting stuck)
Heightmap bugfixes and optimizations
Static collision optimizations: terrain objects are faster and reload quicker
Improved flexbody performance
Friction and ground model improvements
Brake and parking brake greatly improved and extremely effective
Fixed water density
Engine reaction torque added
Automatic transmission launch behavior greatly improved
Realistic automatic transmission mode implemented (manual PRND21)
Removed ability to manually shift an automatic transmission as if it were a manual
Differentiation between automatic and manual transmissions added
Removed auto-clutch while changing gears
Added auto-clutch on stalling
Increased wheel and beam limits
Fixed physics-crashing problem with beams with 0 spring deforming
Added warning for zero-sized beams
More fault tolerant drivetrain initialization
User interface (UI) updates:
Completely rewritten UI using HTML5 developed in an open source manner: https://github.com/BeamNG/ui (see also: more-work-on-everything)
Modular and flexible customizable system with widgets
Rewritten debug functionality
General updates:
Windows XP not working anymore due to the libraries we use deprecating XP support
Per-vehicle Lua system added
New Lua mod extension system: hooks that vehicle's Lua can use
Added RPC-alike call for vehicle Lua
Added Lua functions getDirectionVectorUp, getBeamLengthRestRatio, inWater, setBeamLengthRatio, setBeamLengthRefRatio, getBeamLengthRefRatio
Implemented vehicle-specific input maps
New prop placement system
Prop breaking via deformGroup added
Added flares to spotlights (WIP)
Added more electrics sources for animated props
Fixed some Torque3D terrain and vertex buffer locking crashes
Improved performance of scene rendering (faster sorting of rendering objects)
Added render distances for BeamNG vehicles
Fixed crash on truck deletion
Fixed crash on spotlight deletion
Fixed crash report date/time
Fixed up slow motion
Improved triggers: rendering depending on distance, new trigger improvements (see Race-triggers-accuracy)
Fixed Lua error levels being set at lots of places, now only once at system start
Fix for particles disappearing randomly (see Little-Update-Particles-disappearing-randomly-Fixed)
Improved particles and added normal force
Added dynamic loadable prefabs: ability to change the level on the fly
Re-added camera collision
Fixed camera control inversion for interior vs. exterior
Limited up/down camera movement - no more flipping over
Camera focus fixes: use the right mouse button to rotate the camera
Fix for most collision sounds being missed (was mistakenly using beam ID as node ID to emit sound)
Tire rolling sound now only plays when a tire is contacting asphalt
Fixed and improved tire slipping sound logic - now only plays on asphalt
Xbox 360 controller input map reworked (D-pad is now used to operate signals, headlights, and hazards)
Fanatec 911 Turbo S wheel input map improved/reworked
Steering wheel now remains 1:1 on cars where it turns less than 900 degrees (for 900 degree wheel users)
Removed Oculus Rift support
Removed Skia (previous debug drawing method)
Menu changed to winter + two folders to swap it out for summer/winter
Added benchmarking tool - test performance with multiple vehicles and output data
Valve Steam status: [Steam page]
We applied via Steam Greenlight and were accepted due to our awesome community. Thanks so much! <3
We want to publish a reasonably polished game, with as few bugs as possible, with some kind of basic gameplay
We have no official Steam release date to announce at this time
Everyone who bought alpha access will receive a free Steam key when it is released there
Linux / MacOS / OpenGL Port: We are currently porting our game engine Torque3D to OpenGL, then to Linux and then to MacOS. The OpenGL port is nearly done.
Currently known problems that we are working on:
Vehicle selection GUI not working properly
Vehicle configuration persistence not working
GPU will still sometimes crash on some maps
Flexbody frame lag, exacerbated by multiple vehicles
Flat tires are not really flat anymore due to the tire tuning we did
Lots of other stuff on our bug tracker right now (244 bug and 93 feature tickets atm)
We will try to resolve some of these problems before releasing the pre-race update, which should be in the next few weeks.
As always, thanks for your continued support. We hope you enjoy this update when we release it, and the progress to come afterwards
Shaddix22
Lt. Commander
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http://www.beamng.com/blogs/
hat sich wieder seit letztem Eintrag sehr viel getan, das Update nimmt also endlich mal "Form" an. Das wird einfach ein riesiger Schritt, weg von Pre-Alpha
hat sich wieder seit letztem Eintrag sehr viel getan, das Update nimmt also endlich mal "Form" an. Das wird einfach ein riesiger Schritt, weg von Pre-Alpha
Shaddix22
Lt. Commander
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Oh cool. Hab das jetzt gar nicht weiter verfolgt.
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Ist anscheinend ein Torrent und der ist schweinelahm...
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Wird ja immer langsamer. Laut offiziellem Forum Seeded niemand. Na großartig! Da probier ich es halt morgen :/
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