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Wreckfest (Next Car Game) by Bugbear Entertainment


VELOCIPEDE

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Bugbear Entertainment ha pubblicato un nuovo aggiornamento per Wreckfest su Steam, che aggiunge diverse caratteristiche al gioco.
A grande richiesta, nel gioco viene inserita la modalità con tagliaerbe e ragdoll, per aggiungere una bizzarra variante al caos generale. Oltre a questo Destruction Derby a tema erboso, l'aggiornamento aggiunge anche due nuovi tracciati: uno particolarmente tortuoso a dal tema "folk" e l'altro ad alta velocità, oltre ad alcune caratteristiche come il deterioramento di alcuni componenti dell'auto nel corso del tempo e un marketplace dove poter sostituire e cambiare elementi delle macchine. Aumentate anche le possibilità di gestione e modifica delle varie parti delle auto.

 

fonte multiplayer.it

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  • 4 weeks later...
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nuovo update

 

Changelog:
  • Added Mixed 2, a new rally-cross type track.
  • Optimized dedicated server CPU usage.
  • Improved visual damage scaling with network lag.
  • Improved tyre model and suspension setups.
  • Tweaked gamepad and keyboard controller.
  • Added effect level-of-detail models to improve performance.
  • Laps are no longer count when driving in the center of Speedway 2 Inner Oval.
  • Improved Racing 2 environment and art.
  • Added additional sound effects to user interface.
  • Added two new tabs to options (Graphics and Gameplay) with settings split from the previous Display tab.
  • Added volume sliders for garage ambient sounds and interface sound effects.
  • Grass setting now affects density too, and all quality levels perform faster.
  • Optimized shadow quality settings and added one more level.
  • Fixed a bug in the particle quality setting.
  • Made low quality cubemap slightly faster.
  • Made some more settings changeable on-the-fly.
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  • 2 months later...

Bugbear Entertainment ha pubblicato un nuovo aggiornamento per Next Car Game: Wreckfest: l'update va a modificare diversi aspetti e contenuti del gioco, anche lato server. Viene introdotta una nuova meccanica di gestione della crew e delle riparazioni, aggiunto un nuovo tracciato in asfalto, migliorati i setup per le sospensioni, aggiunte nuove tipologie di gomme e corretti vari problemi. Migliorati inoltre vari aspetti della grafica come le livree delle auto e la resa dell'erba. Sul fronte server sono state aggiunte funzionalità di rotazione per i server dedicati e varie configurazioni per migliorare il comparto online. In queste ore fra l'altro il gioco è in offerta su Steam con lo sconto del 33%. Qui di seguito la lista completa della patch.

 

General:
  • Implemented an experimental version of part repairing and crew mechanics.
    Note that in order to be able to repair you first need to recruit a crew by clicking the small crew button above the car's icon and then assign your newly-recruited crew to the car.
  • Added a new work-in-progress tarmac track.
  • Improved all suspension setups.
  • Added Racing and Rally tyres in addition to Standard ones.
  • Improved off-road surfaces, now they are either more slippery or slow down.
  • Improved clutch logic so it's now easier to get the car moving again after spinning out.
  • Improved gamepad controller.
  • Fixed frequent crashing when joining servers with lawn mowers.
  • Improved vehicle paint-job changing speed.
  • Improved game start-up time after system boot.
  • Fixed graphics settings resetting after system boot.
  • Excluded paint-job related files from data modification check.
  • Implemented new grass.
  • Alpha-to-coverage multisampling for foliage is now always enabled.
  • Removed festive stuff.
Server:
  • Added basic event rotation functionality for dedicated server.
  • Added an ability to log dedicated server's messages to a file.
  • Further reduced idle dedicated server CPU usage.
  • Dedicated server configuration is from now on read from server_config.cfg file which is not clobbered by Steam updates. The file is seeded from the old initial_server_config.cfg file.


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  • 3 weeks later...

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.
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  • 1 month later...

We're back with a bang and you read it right: the latest update to Wreckfest adds an official vehicle modding support for both single and multiplayer, something that obviously many of you have requested to make Wreckfest an even more thrilling, unique experience. A recipe for awesomeness!
We're providing you all the tools you need to export your vehicle model from Autodesk 3ds Max and then set it up correctly. The provided TGA to BMAP texture compiler can be used for other modding purposes as well, not just for vehicles. Be aware that since this is the first time ever that mods are officially support by the game it's very likely that there will be quite a few hiccups along the way to make Wreckfest a robust platform for modding. Please also note that many things will still change and there is no guarantee that your mod will not break in a future update (or every update!).

To create a new mod first you should create a new folder under 'mods' that will contain your mod data. You can name the folder as you wish; for example 'mods/MikesPowerMod', 'mods/SamsVehiclePack', and so on are all valid names. You can create as many mod folders as you wish, so it's definitely a good idea to create an own folder for each mod. The mod folders should have the same structure as the game's main data folder (so first subfolder will be 'data'), but only contain edited or new files. After you've created your mod car, you can enable it in the in-game mod manager found in the garage and the car will appear in the in-game marketplace (price can be set to 0).

More instructions can be found in the game's 'tools' folder.

Things to note:

  • Provided tools allow exporting car models from 3ds Max and converting them to the game's format.
  • TGA to BMAP texture compiler is also provided for texture modding.
  • Use the included BagEdit editor to modify car's parts and parameters and create completely new parts like custom engines and gearboxes.
  • An example Wwise project and a guide for creating your own vehicle sounds can be found in tools/wreckfest_vehicle_audio_tools.zip.
  • Mod cars give no rewards and are not allowed on the leaderboards.
  • You should not edit stuff inside the game's original 'data' folder, rather copy the files you want to edit to your mod folder.
  • Multiplayer requires that server and clients have the same mods enabled (though some things like car skins are excluded as before).
  • Dedicated server can also require mods by configuring mods=some_mod,other_mod.

Other changes and new stuff in the update:

  • Parts no longer wear in multiplayer. As a consequence, multiplayer gives no crew experience and much less money reward.
  • Multiplayer now offers "rental cars" which cost nothing but also give no rewards at all.
  • You can now view server's welcome message before joining, in the server browser. Feel free to list your required mods there.
  • You can now bring your favorite car to the front of the list by clicking the star icon.
  • Added lobby context menu options to show Steam profile page and open Steam chat for selected player.
  • Fixed Asian 1 shadow.
  • Fixed derby scoring sometimes stopping.
  • Fixed incorrectly set aero drag/torque.
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  • 2 weeks later...

The latest update to Wreckfest is now available with following changes:

BAG EDITOR IMPROVEMENTS:
  • Implemented a better file duplication tool
  • Added a rename tool which also patches references to the renamed file
  • Added an autosave option
  • Added a reset option that reverts modded file to the original (vanilla) state.
  • References to other bag files are now handled more intelligently
  • Cleaned up old unused properties from some file formats
  • Added an undo stack to some less-often used attribute types
  • Sliders are now displayed for more parameters. Sliders can also be enabled by the user by defining limits (right-click on the parameter and select ‘Limits & Comment’).
  • + and lots of other small tweaks.
NETWORKING IMPROVEMENTS:
  • Server moderators can now change event settings but not server name, welcome message or password.
  • Admin in dedicated server lobby can now start the event in a similar fashion than on servers hosted in-game. No change in behavior if no admins are present.
  • You can now display active bans in dedicated server console with ‘bans’ command and unban people with ‘/unban X’.
  • Also added commands ‘/bansteamid [numerical steam id]‘ and ‘/unbansteamid [numerical steam id]‘ for modifying ban list.
  • SteamIds in banlist.banl can now be edited with Bag Edit. Note that since the dedicated server does not use your Steam account, it has a separate ban list located in ‘%LOCALAPPDATA%/wreckfest early access’.
  • Host can still view and lift regular server’s bans through lobby’s context menu.
BUG FIXES:
  • Added error messages and/or fixed crashes with improperly set vehicle mods.

As always, thanks for your support!

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  • 3 weeks later...

Update 2016-05-20: Steam Workshop Support + Track Modding

We're happy to let you know that the latest update adds full Steam Workshop support to Wreckfest! Thanks to the Steam Workshop support we will have one centralized hub for all the custom content created by our exceptional community, and enjoying it is as easy as it gets: simply browse the workshop and subscribe to the mods that you want to, after which they will be automatically downloaded and appear in the in-game mod manager. The best part is that Steam will automatically take care of keeping your subscribed mods up-to-date so all that's left for you is to enjoy them! And if you're a mod author, sharing your creations to the masses has never been easier: simply click a button in Bag Editor, and your mod is uploaded to the workshop, ready to be downloaded and enjoyed. For more information on publishing your mods on Steam Workshop please see readme.txt in the tools folder.

And wait, there's more: track modding support! Yes, it's something that has been requested by many and sure enough, the latest update also adds all the necessary tools for you to create your own tracks. No matter whether you want to create an F1 circuit or a drifting course, it's all now possible. To get you started we have included a collection of example assets in mods/example/track.

Speaking about modding tools, in case you haven't noticed our awesome community member Dummiesman has created a Blender plugin to export game specific models from the popular free and open source modeling application Blender, eliminating the need for 3ds Max. The most up-to-date version of the plugin is available on our community forum here[community.bugbeargames.com].

As always, please let us hear in case of any boo-boo. Thanks for your support!

CHANGELOG:
  • Initial Steam Workshop support. Subscribed mods will appear in the in-game mod manager after they've been downloaded. See tools/Readme.txt for guidance on how to upload your mod to Steam Workshop.
  • Track modding support. All custom track data is stored in the mod's data/track folder. See mods/example/track for two example tracks (minimal and a more complete one) as well as tools/track_modding.doc for additional info on how to create your own.
  • Improved Mixed 1 track art and added a reverse variant.
  • Improved Sandpit 2 geometry and added more gameplay props.
  • Added a reverse variant for Mixed 2.
  • Fixed server browser crashing with custom tracks.
  • Retuned car-to-car collisions.
  • AI is now faster in tight curves.
  • Player starting car is now C class.
  • Improved Bag Editor with little bits here and there.
  • AI names can now be customized by editing data/property/career/ai_names.txt (UTF-8).

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  • 1 month later...

ho intenzione di comprarlo, qualcuno ce l'ha? frizione e cambio ad H sono supportati? e che dite del ffb?

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