Texas Discussion Thread

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Carfreak200
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Re: Texas Discussion Thread

#3421 Post by Carfreak200 » 25 May 2022 20:17

seriousmods wrote: 25 May 2022 19:27
Why should the makers of an open world make it impossible for me to explore said open world? What if I have a car mod? Maybe I want to rp driving to a bank.

It's ridiculous lol
I've been away from the forum for a while but I can see that seriousmods is still out here saying calling SCS ridiculous because his mod doesn't work how he wants.

Ya know, SCS should really design their long haul trucking game better so [Removed] car mods work better. I agree. :D :D :D
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supersobes
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Re: Texas Discussion Thread

#3422 Post by supersobes » 25 May 2022 20:30

MirM wrote: 25 May 2022 18:49 g_show_game_blockers "0"
Sadly, this command is a little bit broken on 1.44 at the moment. Some barriers throughout the map, particularly those in the new areas of California, do not hide when the command is used.
MirM
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Re: Texas Discussion Thread

#3423 Post by MirM » 25 May 2022 20:40

Yes I know about it.
SCS knows this too and I hope they will improve it soon. ;)
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Optional Features
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Re: Texas Discussion Thread

#3424 Post by Optional Features » 25 May 2022 20:49

Carfreak200 wrote: 25 May 2022 20:17
seriousmods wrote: 25 May 2022 19:27
Why should the makers of an open world make it impossible for me to explore said open world? What if I have a car mod? Maybe I want to rp driving to a bank.

It's ridiculous lol
I've been away from the forum for a while but I can see that seriousmods is still out here saying calling SCS ridiculous because his mod doesn't work how he wants.

Ya know, SCS should really design their long haul trucking game better so [Removed] car mods work better. I agree. :D :D :D
So you prefer an open world game where almost every possible place to drive is blocked by a barricade?
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Vinnie Terranova
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Re: Texas Discussion Thread

#3425 Post by Vinnie Terranova » 25 May 2022 21:09

Is the command

Code: Select all

g_show_game_elements 0
also broken in v1.44?
Optional Features
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Re: Texas Discussion Thread

#3426 Post by Optional Features » 25 May 2022 21:32

There's an entire game behind the walls or just completely unused: the mapping team is just wasting their time.

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And what's even stranger is how some stuff we could do when the game was released we can no longer do without map edits like this one by a friend.

We used to be able to sleep at hotels in original Cali.

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MirM
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Re: Texas Discussion Thread

#3427 Post by MirM » 25 May 2022 21:49

You are writing nonsense again and insulting the SCS employees.
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Optional Features
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Re: Texas Discussion Thread

#3428 Post by Optional Features » 25 May 2022 21:54

MirM wrote: 25 May 2022 21:49 You are writing nonsense again and insulting the SCS employees.
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Sorry, I'm using the translator.
What is nonsensical is accepting hundreds of decorative warehouses and other businesses while delivering to the same prefabs that we have been using since the game was released.

If wanting to use someone's work is an insult, then I don't know what to say lol.
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Re: Texas Discussion Thread

#3429 Post by supersobes » 25 May 2022 21:55

@Vinnie Terranova The g_show_game_elements command seems to be working on 1.44 on my end.
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Vinnie Terranova
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Re: Texas Discussion Thread

#3430 Post by Vinnie Terranova » 25 May 2022 22:01

@seriousmods I think there is something you are overlooking with all those screenshots... The point is that we can drive on a map, but that map has to end somewhere. If we drive on a road in the middle of the map, then at both sides of the roads must be filled with all kind of objects: prefabs and other buildings, vegetation, some other roads, etc. Because we don't want to drive on just a road, right? We want to drive on a road that has a nice scenery / surroundings around it.

Now, if that scenery contains some extra roads next to the main road we are driving on, should we be able to drive on those extra roads too? Well, that creates a recursive problem: those extra roads also need a nice scenery, with possible another few extra roads. But then you want to drive on those few extra roads too. Which also needs a nice scenery. See the recursive problem?

The map has to stop somewhere: it has boundaries, and if you cross those boundaries you will fall into the big black void. And that's the reason that there are roads on which you can drive, but also roads on which you cannot drive. Because the further away from the driveable roads and the closer to the boundaries of the map, the less detailed the scenery has to be.

Regarding those extra companies and businesses: to get there you need extra roads. That's why there are businesses and warehouses that are inaccessible.
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