PC V3.0 Dead Hot Summer Dev Diary

Just in case you're interested, the latest version of Teragon adds an option that allows you to "fix" roads (adapt road terrain).
If this is the only thing I'm currently interested in using Teragon for, what's the quickest method of learning how to do just that? I want to avoid things like this:

V3.0.0_2026-06-28_20-11-58.jpg
I'm trying to play with the compopack POIs, but I tend to get stuff like this which is a compromise I'd rather not have to make
 
If this is the only thing I'm currently interested in using Teragon for, what's the quickest method of learning how to do just that? I want to avoid things like this:

View attachment 39731
I'm trying to play with the compopack POIs, but I tend to get stuff like this which is a compromise I'd rather not have to make
  1. Install Teragon (you can get it from Teragon's Discord server in the #Downloads channel after you "like" the rules in #Welcome.) The link to the server as well as tutorial videos and more is in https://community.thefunpimps.com/threads/teragon-random-map-generator.35308/ though it is an outdated thread and a lot of been added since that thread was last updated.
  2. Open Teragon and let it update when it asks.
  3. Fill in the Initial Setup information with the correct paths and select the game version you want, though this isn't really necessary for just fixing the roads. If the Initial Setup closed when Teragon updated and didn't open again, you can access it from Tools > Initial Setup.
  4. Use File > Load or Ctrl-L to load a preset. You will want to open the Default folder and select the World Previewer preset.
  5. On the Basic tab, select the world you want to fix. I'd recommend making a backup first just in case you don't like the results.
  6. Go to the Expert tab.
  7. You will see two lists. The first is the Available Commands and the second is the Command Queue. The Command Queue is what will be run and the Available Commands are commands you can add to the Command Queue. In the Command Queue, click on the Import Zone Map command.
  8. Now, find Adapt Road Terrain in the Available Commands list and click the > button to move it to the Command Queue. Since you clicked on Import Zone Map, it'll appear right after that (before Update Preview).
  9. For your first attempt, leave the parameters the same. If you want to, you can try different parameters after you see how it looks. I'd suggest using the original (backup) heightmap when trying different parameters (keep a backup that isn't changed, though) so you're not redoing the roads over and over, which may not give you the results you want.
  10. Go back to your Available Commands and find Export Height Map and add that (>) to the bottom of your Command Queue (click the last command in the Command Queue before adding it or else use the Down Arrow button to the right of the Command Queue to move it down.
  11. You have a choice to either export it as the normal dtm file, which will overwrite the dtm.raw file in your folder, which is why you should make a backup. That's the default setup. However, if you want to, you can change dtm to something else, such as dtm_test so that it doesn't overwrite the original. Just remember that in order to see the changes in the game, you'll need to rename that dtm_test.raw to dtm.raw before loading the game.
  12. Click Run on the left side (not above the command) and let it run.
  13. Now load the map in a new save in the game (after renaming the dtm_test.raw to dtm.raw if you chose that method) and take a look at the roads. If you know the location of one of those messed up roads, you can go there to see how it looks.
Note that you can also add the Update Preview 3D command to the bottom of the Command Queue if you want to see a 3D preview of the map, which may help you to see how the roads are looking before loading it into the game. Note that the Update Preview 3D command can take a little bit to finish, so just wait until it opens.

If you need help, feel free to ask. The Discord server is the best place for help, but you can DM me here if needed.
 
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If this is the only thing I'm currently interested in using Teragon for, what's the quickest method of learning how to do just that? I want to avoid things like this:

View attachment 39731
I'm trying to play with the compopack POIs, but I tend to get stuff like this which is a compromise I'd rather not have to make
It's probably quicker (and funnier) to build one of those two blocks long ramps... :sneaky:
 
probably one of the smaller additions with 3.0 but i can really appreciate the RWG circle 2 setting, the way it puts the biomes in splotches here and there reminds me of how the old rwg used to place biomes, would really look forward to seeing this with another setting perhaps? maybe some option where you can modify the intensity of how many patches of biomes are generated? i dunno just an idea.
 
Is stable still scheduled for release tomorrow?
The 29th was meant to be a goal date barring there are no nasty bugs and certification stalls. It could drop today, but it also could drop tomorrow or next week. It just depends on how well things are going on their end.
 
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The 29th was meant to be a goal date barring there are no nasty bugs and certification stalls. It could drop today, but it also could drop tomorrow or next week.
Where are you getting these dates from? Did the developers promise to release the stable version on that date? ...No... So why all this speculation and wishful thinking?
 

Right here is the 29th announcement.

There's no gamebreaking bugs and if there is cert issues they should know by now.

So if it's not coming out on the 29th it should have been announced by now, unless they are just trying to ■■■■ people off again.
 
Where are you getting these dates from? Did the developers promise to release the stable version on that date? ...No... So why all this speculation and wishful thinking?
Its on one of their 3.0 post bro
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Right here is the 29th announcement.

There's no gamebreaking bugs and if there is cert issues they should know by now.

So if it's not coming out on the 29th it should have been announced by now, unless they are just trying to ■■■■ people off again.
Yea but they could delay it further for more optimizations, but so far its today sometime if cert isnt having issues with ps or xbox
 
In my opinion, TFP are still developers working on a shoestring or "on their knees," so to speak. I wonder what actually changed when they joined Behaviour, because from where I stand, it feels like nothing has changed at all.
 
In my opinion, TFP are still developers working on a shoestring or "on their knees," so to speak. I wonder what actually changed when they joined Behaviour, because from where I stand, it feels like nothing has changed at all.
One thing I noticed is they did a survey recently about what people want to see in the game. I don't recall ever seeing one of those when TFP were solely in charge.
 
One thing I noticed is they did a survey recently about what people want to see in the game. I don't recall ever seeing one of those when TFP were solely in charge.
I hope everyone did that survey

I could be wrong, but, it didn't leave me with the impression Bandits are going to be in the game this year.

It was a series of choices, with those options being recycled, which showed me they have a limited list of features they want to go with, they just wanted to know what "weight" to give those choices.

it gave me the impression that BHVR is showing them how to finish the game.
 
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