• "Bite off more than you can chew and then chew like hell." - Peter Brock

# Released Cannonball Run USA - Johnstone County

Discussion in 'Bob's Track Builder Projects' started by Johannes Rojola, Mar 24, 2011.

1. ### Johannes Rojola

Messages:
166
Ratings:
+6

This is open road race within a spirit of Cannonball races, as made famous in such movies like Gumball Rally and Cannonball 1 & 2. From vast desert highways to twisty mountain roads, from gravel roads to dry river beds. Enjoy landscapes of mountains, lakes, valleys, deserts, farmlands and sympathic country town Johnstone.

Code:
CANNONBALL RUN USA - JOHNSTONE COUNTY v1.1
"I bet I can beat your Ferrari with my Morris Mini"

INSTALLATION:
Track folder goes to: Gamedata/Locations
'JohnstoneCounty.hat' goes to: UserData/LOG/HAT

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

-Race laps: 2
-Flag rules: NONE
-Start type: STANDING

-Timing works properly only in RACE-mode, so do not try to attemp doing "official" time run in any other mode.
-IMPORTANT: Official timer starts at the exact moment when first car enters race session!
Think this as a official start signal, and it is up to you how fast you get your clothes on and leave the motel room :D

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

CHANGELOG:

v1.1:
-Some of the bridges had major collision bugs, fixed.
-Graphics made more prettier and consistent in higher graphics modes.
-New skies, thanks KittX!
-Starting grid expanded to hold 50 cars
-Most of the buildings now collide
-Small tweaks here and there

MAIN FEATURES:

1. 140km's of open roads (110km of tarmac, 18km gravel, 12km special)

2. 150 meters of road elevation change.

3. Possibility to choose different routes.

4. Hillclimb-style point to point race with working timing.

5. Some what realistic atmosphere. This is not arcade track.

6. Speed limit: 55 (not that it cannot be broken... ;)

7. WARNING: Some cars might get stuck in sand or fields. Be warned! Mostly those Europeans with their "fancy"
sports cars... ;)

8. Remember to enable damage, because it is fun to crash here.

KNOWN ISSUES:

1. NO AI drivers! I wasn't able to implement any sort of working computer
opponents for this track. It might be possible, maybe in later versions.
So this track is purely for online-fun or just driving ALONE. (CURRENTLY AIW IS BEING WORKED ON)

2. Performance. This track is HUGE and fairly heavy graphics wise, should work with normal gaming PC's.

3. Flickering problem. Due the limits of rFactor graphics engine, there is severe flickering with shadows.
So almost all shadows are disabled. Don't worry, nothings wrong with your computer.

4. Graphic bugs in mirrors.

5. Yellow flag and 'wrong way' indicators flashing. But if you followed rule settings instructions, it doesn't matter.

6. There are NO PITS, so fill up before you go if you want to go Sunday driving.

7. And all the rest I am not aware of.

TROUBLESHOOT:

If you are having FPS issues, you can help that little bit:
Open: "JohnstoneCounty.scn"
Change: "ClipPlanes=(0.01, 150000.0)" to "ClipPlanes=(0.01, 2000.0)"
This limits the track distance drawn by computer, but makes flickering worse.
(online compatibility may be affected)

THANKS TO:

1. Rural Australia XPack, ennisfargis (For the cows, rocks, vegetation and other stuff!)
2. Longford 67 Houses XPack, Hompe, Woochoo, Gustaf Reutersward (Those houses helped me a lot to make the town alive!)
3. Zaxxon's guardrail XPack (Great!)
4. Textures Janvier XPack, PLP (Always great help!)
5. Hompe, for Diner building
6. Pangaea, for helping to solve various challenges!
7. Piddy, for BTB (Need to say how great tool this is?)
8. Neil Faichney, for skybox arrangement!
9. KittX for new beautiful skies!

Hate mail to:
jrojola(at)gmail.com

Happy driving!
Johannes Rojola


2. ### Jonathan Johansson

Messages:
280
Ratings:
+56
Very intressting will try it out for sure

3. ### Pangaea

Messages:
246
Ratings:
+8
oh yea!! at last

will give my review once i give this great looking track a play
i doubt ill be disappointed

4. ### Johannes Rojola

Messages:
166
Ratings:
+6
Oh that is nice to hear! Will definitely help me develop stuff for 2.0 version

5. ### Kyle PuttiferBanned

Messages:
1,487
Ratings:
+93
I have an integrated chip, DX8 and med settings and the FPS is above average, compared to other tracks.
Any chance of a map? I get completely lost.

6. ### Johannes Rojola

Messages:
166
Ratings:
+6
There is map inside the track folder

Messages:
1,513
Ratings:
+256
getting a runtime error C++ when loading the circuit. it loads some 85% and then it crashes.

8. ### Johannes Rojola

Messages:
166
Ratings:
+6
From the RAR-file copy the JohnstoneCounty.hat to your UserData/LOGS/HAT

If you downloaded my earlier package without the hat file, you can dl it separately from here: http://futureman.wippiespace.com/JohnstoneCounty.hat

Messages:
1,513
Ratings:
+256
Thanks. it worked. The track loads normaly. Even fast which is a good achievement for such a huge track. well done.

10. ### Kyle PuttiferBanned

Messages:
1,487
Ratings:
+93
I prefer something like solid black lines for all the roads on a white background, as well as important places marked such as the smoking indian and the finishing area.

Messages:
166
Ratings:
+6

12. ### Kyle PuttiferBanned

Messages:
1,487
Ratings:
+93
OH I'm such a dumbass, I skipped straight to the folder with the SCN, AIW etc.
One thing though: When I load the track with this mod:

the police car runs with a messed up livery. It has no problems on other tracks. Maybe the HAT file? I wouldn't have thought so.

13. ### Kyle PuttiferBanned

Messages:
1,487
Ratings:
+93
Actually, it's fine now, I modified the VEH file for the police Subaru. It seems that both cars use files called police.dds, and they conflict. Issue fixed.

What do you mean when you say there is 12kms of "special" road?

14. ### Johannes Rojola

Messages:
166
Ratings:
+6
I never ran into such problem, but could it be possible that vehicle files conflict with track files? Since in Cannonball track there is file called police.dds If so... that is very bad programming :o

With the 12km I meant dry river bed down the valley which is drivable, together with this there is the river channel area which is also drivable. Could be called "special" because they are not roads in common sense

15. ### Kyle PuttiferBanned

Messages:
1,487
Ratings:
+93
That's exactly what I said.

16. ### Johannes Rojola

Messages:
166
Ratings:
+6
That sounds odd, its a major programming hiccup. Its not possible for every car and track modder to avoid accidental similar naming of a file...

17. ### Kyle PuttiferBanned

Messages:
1,487
Ratings:
+93
I just modified the VEH file for the car and the name of the car dds file and they don't conflict any more. Guess I should be more careful when adding an extension to a mod.

Messages:
166
Ratings:
+6
19. ### R Soul

Messages:
957
Ratings:
+190
I'm having a similar problem to Eriwn. Yesterday I was getting the runtime error but today loading just stops. I downloaded the version that already has the HAT file, which I extracted to userdata\log\hat\. My .plr file has 'always rebuild hat' set to 0.

I can open the track in scene viewer and 3dsimed, so I suppose the objects are fine.

20. ### Johannes Rojola

Messages:
166
Ratings:
+6
Did you download the new 1.1 version? It also comes with hat. If it doesn't work, then I really can't say what it could be... I also have hat rebuild set to 0.