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THEMA: Next Car Game: Wreckfest

Next Car Game: Wreckfest 16 Mär 2016 13:24 #313951

Heyho
Ich wollte mal fragen wer von euch das Spiel hat. Denn ich und ein paar Jungs von gelb wrecken meist ein
wenig nach dem Dienstags Event. Da die Community durch die neue Seite näher zusammengerückt ist, würde ich gerne demächst mit ein paar mehr leuten Wrecken :P

Wer das Spiel noch nicht kennt :



Das Spiel ist natürlich keine Sim jedoch macht es extrem viel spaß!

Mfg Mo :lol:
Martin Brundle: “Kimi, you missed the presentation by Pele.”
Kimi : “Yeah.”
Martin: “Will you get over it?”
Kimi: “Yeah. I was having a shit.”

Legend!
Letzte Änderung: 16 Mär 2016 13:25 von Mokkönen.
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Next Car Game: Wreckfest 16 Mär 2016 21:06 #313984

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A new update is now live, with following changes:

General:

* Added a new car: Asian 1.
* Improved shifting with sequential and H-shifter.
* Added a button to automatically distribute all available repair points to parts that are in worst condition.
* Reduced part wear rate.
* Improved foliage.
* Fixed mud surface, tweaked off-road surfaces.
* Multiplayer race start should no longer get stuck if someone joins or timeouts during the last seconds.
* Implemented a probable fix for the 64-bit version sometimes crashing when a large amount of (dynamic) tires activated.
* Bots that are manually added now remain on the dedicated server after track rotation.
* Increased server name length limit.
* Improved HUD.

As always, many thanks for your support!
i7 4770K | Gigabyte Z87X-OC | EVGA GTX 1080 FTW | 16 GB G.Skill Ares 2400 | Fanatec CSR + Elite Pedals
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Next Car Game: Wreckfest 16 Mär 2016 21:58 #313985

AK1504 schrieb:
A new update is now live, with following changes:

General:

* Added a new car: Asian 1.
* Improved shifting with sequential and H-shifter.
* Added a button to automatically distribute all available repair points to parts that are in worst condition.
* Reduced part wear rate.
* Improved foliage.
* Fixed mud surface, tweaked off-road surfaces.
* Multiplayer race start should no longer get stuck if someone joins or timeouts during the last seconds.
* Implemented a probable fix for the 64-bit version sometimes crashing when a large amount of (dynamic) tires activated.
* Bots that are manually added now remain on the dedicated server after track rotation.
* Increased server name length limit.
* Improved HUD.

As always, many thanks for your support!

Der Asian 1 ist ziemlich labil jedoch kann man gut mit dem Wagen driften :P
Martin Brundle: “Kimi, you missed the presentation by Pele.”
Kimi : “Yeah.”
Martin: “Will you get over it?”
Kimi: “Yeah. I was having a shit.”

Legend!
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Next Car Game: Wreckfest 24 Mär 2016 22:59 #314308

Update 2016-03-23
-Community Announcements - jannesBB
-The latest update is now out with following changes:
-Sandpit no longer crashes the dedicated server.
-Added a button to quickly buy and install a replacement part for a given part slot.
-A purchased part can be now automatically installed if it's compatible with the current car.
-Added a confirmation popups when purchasing a part and recruiting a crew.
-Cars now automatically drive to the pits after finishing the race instead of doing infinite laps (not yet on all tracks, though).
-Race time is now calculated correctly for the elimination race winner.
-It's now possible to click a button even if fast-forwarding in replay kills the frame rate.
-Improved HUD player list team icon placement.
-Updated some loading screen pictures.
-Improved Asian 1. :cheer:
Martin Brundle: “Kimi, you missed the presentation by Pele.”
Kimi : “Yeah.”
Martin: “Will you get over it?”
Kimi: “Yeah. I was having a shit.”

Legend!
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Next Car Game: Wreckfest 24 Feb 2017 17:12 #321873

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Dear Wreckers, the latest update is upon us!

Remember: In case the handling feels odd, please first reset your controller settings to default.


CONTENT

Added a new banger variant of European 1 hot hatch.
Improved the model of the European 1 race variant.
Redesigned the livery style we're going with, and the results can be seen on the reworked European 1 skins.
Added a new Mixed 5 track with two routes + a special free route in which the player can choose which route to take. Naturally both routes count towards laps, with the first one being longer but faster and the second one shorter but slower. Note that for now the replay cameras can somewhat glitchy on the free route variant.
Started reworking Sandpit1 (heavy wip for now).
euro01l


ART

Improved track art on Racing 2, implemented new curbs, added more race track decorations and various props.
Improved track art on Gravel 1, made the track narrower in places, added more details and props..


DESIGN/PHYSICS

Updated the suspension setups of all vehicles for a more realistic portrayal of rear-wheel drive cars so that cars are significantly more balanced when cornering. Now it's also easier to break the rear free without the car going into the understeer mode like previously. The bahaviour of the cars is also visually more convincing now.
Improved the chase camera(s) to give a better impression of sliding and going over bumps.
Improved engine torque mappings for a better response so it's easier to modulate throttle when sliding.
Implemented the new tire model for the rest of the vehicles (AM2 II used it already). Alternate tires have been deprecated.
Improved gearbox ratios for all vehicles to better suit the tracks and the kind of racing in our game.
Reduced the handbrake power of European 2 and European 2 (II) since it was too snappy, causing the car to spin instantly.
As a result of the above changes the handling of the most cars will feel significantly different - We think this handling model suits the game better and makes it more fun, but of course we'd love to hear what you think!!


TECHNICAL

Vehicles no longer clip in collisions or sink into the terrain mesh when on their roof.
Landing glitch (bouncing upon landing) is now almost completely eliminated without kludgey workarounds. Very heavy landings can still cause a bit of damage especially when the vehicles is deformed but it's something we will try to eliminate in future.
In multiplayer, starting grid is now sorted in reverse order based on leaderboard times. What this means is that the better your global time on the track's leaderboard is the further back the grid you have to start. The green OK text next to the player name means that the time has been fetched successfully.
AI cars no longer stop at their tracks at start when someone in front hits the brakes.
AI cars now slow down due to colliding with a car in front even when the car in front is being lapped or driving outside the track.
Brake, Throttle and Steering Saturation settings now work correctly. In case the brakes or the throttle seems too snappy now, try increasing saturation slightly but be aware that too much saturation causes the input to never reach close enough to 100%. Likewise, if you prefer even snappier response try reducing saturation.
Gamepad/keyboard controller steering limiter now has more evolved logic into it, making it easier to turn the wheels just enough but not too much while cornering. Speed Sensitivity default is still the same as before (75%) but if you prefer a more precise control over the car something like 60-65% will work wonders.
Fixed checkpoint issues on various tracks.
Removed the animated blimp since it was buggy and causing instability.

As always, thanks for your continuous support!
i7 4770K | Gigabyte Z87X-OC | EVGA GTX 1080 FTW | 16 GB G.Skill Ares 2400 | Fanatec CSR + Elite Pedals
Letzte Änderung: 24 Feb 2017 17:13 von AK1504.
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Next Car Game: Wreckfest 12 Jun 2017 18:28 #324266

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Next Car Game: Wreckfest 27 Jun 2017 19:36 #324574

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Dear Wreckers,

The next major update for Wreckfest is out! Please check below for the full changelist:

CONTENT

-Added a new track designed for rough racing and epic crashes: Crash Canyon - fans of our earlier games will surely recognize the inspiration.
-Added a new work-in-progress track, Mixed 7.
-Replaced the garage with a new, more spacious garage, still work-in-progress though.

-Implemented vehicle visual customization with parts such as wheels, bumpers, grilles and many more. Please note that for now visual parts do not have a gameplay effect, but in future, parts will affect the weight of the car and increase or decrease the strength of the car as well as the damage it causes to the opposing party in collisions. For now, parts are only available for American 5 and to some extent, American 3, but all cars will eventually receive them. If you have any suggestions for parts you'd like to be added please let us know!

-Added more performance parts: engines, pistons, valves, camshafts and so on, to allow for more in-depth performance upgrading in the upcoming career. Note that engines are basically per class now, however, installing the
best available parts will allow the engine jump to the beginning of the next class. In case the car has a separate banger variant, not all engines are available for all variants.

-Improved American 3, European 2, European 3 (II), Asian 1 models and gave them a demolition racer makeover.
-Added new skins for many vehicles and removed some older ones.

ART

-Replaced the user interface with a completely new, more modern one that's actually usable with a gamepad as well. Please note that the new user interface is still heavy being worked on, and for example animations are missing, the art is not final and there are temporary placeholders screens that will be replaced completely. Feedback is still very much appreciated already.

-Replaced the old broken Sandpit 1 with a new, completely overhauled version.
-Overhauled Tarmac 1 to open up the environment, add proper runoff areas and generally make it look more like a real race track.
-Improved the environment art of Tarmac 3.
-Speedway 1 Figure 8 layout now has ramps in the inner areas to allow for getting back on track even when reset is disabled by the host.
-Improved low frequency ambient occlusion.
-Added animated track officials.
-Updated tire effects.
-Updated weathers.

DESIGN/PHYSICS

-Increased the performance range of the cars and adjusted the class cutoff points. For now, the classes and class ranges are as follows:

Class C = < PP180

Class B = PP180 - PP260

Class A = PP260 >

-Removed part wear and repair mechanic.
-Removed crew mechanic.
-Improved AI vehicle setups so that they make a better use of brakes now, making AI more challenging.
-Crash landings (where the car would be rocketed in the air when touching ground after a jump) no longer occur.
-Adjusted gearboxes and improved shifting logic to allow for more natural automatic shifting.
-Improved stability control assist.
-Improved force feedback for steering wheels.
-In Elimination Race, maximum elimination interval is now 120 seconds.
-It's now possible to select assists in the pre-race screen without going back to the garage.

TECHNICAL

-Optimized tire physics, reducing CPU load.
-Improved acceleration estimation in the garage front-end.
-Ragdoll now works properly.
-Added clutter fade for grass.

KNOWN ISSUES

-Clutter shadows are not working.
-Leaderboards are disabled for now.
-The backfire effect of the exhaust remains in the original location even when the exhaust is changed.
-Location and track preview images are placeholders and descriptions are mostly missing.
-AI sometimes rams other cars right after the green light when trying to navigate to the proper racing line.
-In extremely rough landings (like after a crash) one or more wheels of the car may clip below the ground.

NOTES FOR CONTENT CREATORS

-Some basic vehicle model visualization is now available for custom vehicles in the developer menu (opened by using the tilde key).
-Custom tracks using textures from our official tracks will have textures missing due to asset restructuring.
-To make a custom track compatible with the dedicated server it will need to have the new event db files created (check the updated example track)
-Custom vehicles will need to have new tire files as well dummy parts for the new performance and visual parts assigned (check the updated example car).

For more information about updating custom content please check out this guide on our community forum: http://community.bugbeargames.com/index.php/topic,9942.msg97234/
i7 4770K | Gigabyte Z87X-OC | EVGA GTX 1080 FTW | 16 GB G.Skill Ares 2400 | Fanatec CSR + Elite Pedals
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Next Car Game: Wreckfest 29 Jun 2017 18:51 #324617

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Next Car Game: Wreckfest 07 Jul 2017 17:28 #324806

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Hotfix 2 for Wreckfest’s June Update
TEAM BUGBEAR JULY 5, 2017 NEWS
Dear Wreckers,

No rest for the wicked! We’ve just unleashed another hotfix for the June Update, addressing a critical issue found in the dedicated server software that caused the server to crash randomly. Additionally, this hotfix contains a wealth of other improvements to the user interface, vehicles and tracks based on your feedback to further enhance the game experience. Please find the changelog below:

TECHNICAL/USER INTERFACE

Dedicated server no longer crashes randomly.
In Lobby, server name and server message are now displayed correctly and updated appropriately in the Options tab.
Admin can no longer get stuck in the Options tab when the race countdown reaches 10s.
Leaderboards and Spectate buttons now work on game controllers when waiting for others to finish the race.
In multiplayer, the rewards popup no longer flashes on the screen when loading the next track.
In Lobby, ESC icon now has the correct description “Game Menu”.
In the Leaderboards screen, the tab highlight now works correctly.
In the Quick Race menu, it’s now possible to rotate the camera when selecting the car.
In the Quick Race menu, AI Class now changes correctly even after changing car and AI Set repeatedly.
In the Quick Race menu, when returning to the Track tab the view now correctly centers to the previously selected track.
The game no longer crashes at the race start due to a missing AI Set start after playing a quick race with a custom AI Set from a mod, removing the said mod and then proceeding to a quick race again without manually setting the AI Set.
In Photo Mode and Replay, Spherical Camera zoom now works again.
In Replay, Play/Pause button now looks correct when toggling state.

VEHICLES/AI

American 5 cameras now match those of the other cars.
American 1 locked differential and American 5 open differential now have correct power distribution.
AI players no longer ram each other right after the green light on short tracks.

TRACKS

Taking the joker shortcut on Mixed 4 no longer results in the position list going haywire – also fixes other similar cases where the alternative route is on the same stretch of the track as the starting grid.
Starting grid is now correctly sorted on tracks where the grid is located on an alternative route, Dirt Speedway Figure 8 being the most obvious example.
Small Stadium no longer has a mini Borg ship floating above the stadium.
Concrete barriers like found on Figure 8 now break up easier when hit.
Steel arm-cos on Mixed 4 now have proper collisions.
Improved checkpoints on Tarmac 1, Sandpit 1, Sandpit 2, Sandpit 3, Dirt Oval, Mixed 7 to prevent cheating.
Fixed obstructed Replay cameras found on Speedway 1 Oval, Sandpit 1, Sandpit 3.

NOTES FOR CONTENT CREATORS

Direct reference to a scne file is again allowed in the event settings bag file (evse).
Special thanks to everyone who helped us test server stability, we couldn’t have done it without your help.

Thanks to everyone for your continuing support and feedback, keep on wrecking!




Dear Wreckers,

As the saying goes, never two without three – the third hotfix for the June Update is now out, seeking to enhance dedicated server resilience to intermittent network errors and further improve server stability. In addition to that the hotfix also contains a number of other improvements detailed below:

Improved dedicated server resilience to network interruptions.
Server Browser now displays more information about servers running custom content.
In multiplayer Results screen, typing in the chat will no longer bring up the Leaderboards screen or Spectate mode.
In Lobby, the chat now has a semi-transparent background to make it more legible.
Fixed American 3 damaged light.
Improved Clear Day weather.
Again, thanks for your feedback and testing help!
i7 4770K | Gigabyte Z87X-OC | EVGA GTX 1080 FTW | 16 GB G.Skill Ares 2400 | Fanatec CSR + Elite Pedals
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