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Codemasters annuncia DiRT 4


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La Codemasters ha appena lanciato il preordine digitale tramite Steam del suo prossimo DiRT 4, che sarà disponibile dal 9 giugno. Comprando subito il gioco ad euro 54,99 si ottengono i tre extra elencati qui di seguito.

The world’s leading off-road racing series is back! DiRT 4 puts you at the wheel of the most powerful machines ever made as you face the toughest roads on the planet in rally, rallycross & landrush. The game changing Your Stage system allows you to create millions of routes at the touch of a button.
The Digital pre-order includes the amazing Hyundai R5 rally car and allows you to kick start your career in the game with a Team Booster Pack which gives you a unique team offer, a unique engineer and unique facilities as well as the DiRT 4 Founder Icon.
Owners of the Hyundai R5 will also qualify for a special Hyundai Launch Event (on 9th, 10th and 11th June 2017).

DiRT4_Pre-order_giveaway.jpg

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La Codemasters ha appena pubblicato un nuovo road book dedicato al suo prossimo DiRT 4. Questa volta l'attenzione è focalizzata sulla nuova modalità denominata "Creating Your Stage", che guida appunto il giocatore alla creazione della propria tappa rally personalizzata.

Creating Your Stage environments

Right, that’s enough from me! It’s time for a juicy technical feature on one of DiRT 4’s awesome new features. So, let me hand you over to Lead Technical Designer on DiRT 4 and one of the many brains behind our Your Stage system, Jason Evans. Want to know how Your Stage environments are created and how it enhances the player experience? You’re in luck, because those are the questions I asked him – and that’s exactly what he delivered. It’s all gold, so get yourself comfortable and enjoy. :)

In terms of the new opportunities Your Stage has brought to the table, what are you excited about being able to offer players?

Your Stage has opened up many opportunities for us as a developer and for the player experience. One good example of this is the ability to add more ‘straight’ sections into our tracks. In the past this has been avoided to a certain extent, because in order to try and maximise the amount of gameplay within the very tight track budget it was always deemed as a lesser feature. Your Stage now allows us the ability to show just what a feature section of straights can be – and not only can we add a few more straights into tracks, but we have control over how many and how long these sections can be.

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We can now have some sections of straights at different lengths, some around 1km long, and these often prove to be truly fearless sections of track. Their straightness encourages the player to go flat out, but the changes in the track surface, undulation, objects and trees keep the player alert – as the consequences of going wrong when flat out could easily end your rally. This provides a great new experience for the player that comes in all shapes and sizes but is always exhilarating; sometimes you look for your next corner as safe place to catch your breath.

This system has been likened to an (albeit more technical) Scalextric track – how have the studio gone about ensuring variety within each different environment?

Your Stage has not just provided solutions for us, but also brought its own difficulties. One of the key problems we had to solve was how to ensure we could create enough variety of corners, straights and junctions for each location that would be able to provide plenty of replayability and unique experiences for the player. To achieve this we continued to research track locations to the same standard as you’ve seen in DiRT Rally, to maintain the level of detail required for a realistic experience.

This ranges from us researching the track surface and edge details through the different road shapes, through to the experiences of racing within that location and environment. The corner sequences and gameplay detail remain a high priority as with our previous titles and with Your Stage we have been able to capture many of these unique elements for the different locations. So, using Your Stage technology we are able to bring a vast quantity of the elements that make up each of these unique locations into our game for the players to experience in huge variety of different combinations. Each section of track the player experiences has been processed by our Level Design and Environment Art teams, all based on the research to maximise the detail of the player experience.

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This system has an almost infinite amount of combinations of track, corners, junctions, etc – how have you used this to your advantage in the game’s Career Campaign?

Another wonderful thing with ‘Your Stage’ is that we now have the ability to tailor and tune our game for a much wider variety of players than ever before. Built into the Your Stage technology are two key components that allow this to happen: length of track and complexity of track. With these two adjustments we (and the player) have control over the two main factors for creating a progressive game with a learning curve.

The complexity covers many internal factors such as camber, corner severity, undulation, width and more. We now have the ability to create nice short tracks with simple complexity (more straights and shallow, visible corners) – and these tracks are ideal for introducing new and less experienced players to the world of rally. With the system being completely scalable we can then ramp this up to longer, less complex stages, short complex stages, and all the way to 16km technical monsters. Under the hood there is a lot more going on, and we have a huge amount of control over many additional factors including elevation and different rule sets that allow unique track construction per location. This means we can use the same system to make Spain feel like Spain, whilst Australia is made to feel like Australia, which is completely different in terms of stage composition.

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All this control and flexibility has allowed us to curate the career with different tracks that allow the structure to increase the challenge as you progress and develop your skills – something we’ve not been able to do in the past. This presented its own challenges to us, but after much hard work the player should now get a much more in-depth, progressive experience from the Career Mode – as well as a colossal variety of unique tracks through the freeplay mode!

What kind of work has Your Stage required from different parts of the studio to make it feel so authentic?

The development of the Your Stage content has been a new and difficult challenge for all our content creators, and the results are testament to their skills, perseverance and the close communication between our various teams. From the initial designs, the crafting of road shapes and gameplay surfaces to the creation and detailing of the environment art, we have overcome many problems to create the authentic, seamless experiences. The Level Design, Environment Art and Tech teams have worked closely to achieve this and utilised mass quantities of real life research for each location. We have conquered the difficulties with some of the very specific requirements that needed to be met to achieve the Your Stage experience, and have processed more data than ever before.

Integration into the different landscapes has also been a huge challenge –and this was one of the big things we needed to tackle to polish and complete the player experience. Many new techniques have been created to help – and despite initial teething problems the solutions developed are providing excellent results. As a result of the team’s innovation, their new techniques have allowed Your Stage to offer the full environmental experience for each and every track.

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Despite the content creation still being an expensive part of our processes we are now able to achieve a massive boost in value from our content whilst still retaining our superb attention to detail and feeling for being in a specific location.

Overall, everyone in the racing studio has worked incredibly hard – and despite the challenges and problems faced, we have achieved something truly incredible. We believe Your Stage really is a game-changer for off-road racing games and there are many plans in place to further develop, improve and expand this technology.

And that’s all from us this week – have lovely weekends, and we’ll see you back here soon!

P. S. For the eagle-eyed amongst you, yes, I did slide a couple of new screenshots into this. Well-spotted. ;)

 

 

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We’re delighted to be able to show you the first official gameplay trailer for DiRT 4, which showcases the breadth of racing that fans will be able to experience on the PlayStation® 4 computer entertainment system, Xbox One and Windows PC from 9th June 2017. You can view the new DiRT 4 gameplay trailer right here on our blog:

DiRT 4 is available to pre-order now on PS4, Xbox One and Steam with exclusive goodies – pre-order now to reserve your place in our special Founders Event at launch!

Pre-order on the PlayStation Store >>> http://bit.ly/DiRT4-PS4EU
Pre-order on the Xbox Store >>> http://bit.ly/DiRT4-XboxOne
Pre-order on Steam >>> http://bit.ly/DiRT4-Steam

In case you didn’t notice it, the new trailer features the absolutely banger of a track that is ‘Instigators’ by Grace Potter – just one of the songs from the amazing in-game soundtrack that has been created for DiRT 4 in an exclusive partnership with Globe, Universal Music UK’s in-house sync team. The agreement with Globe will see over 40 licensed tracks appear throughout the game, matching DiRT’s unique style and tone, and including exclusive tracks from artists such as The Amazons, Sigma, Freak and Pretty Vicious alongside tracks from The Chemical Brothers, Disclosure, Queens Of The Stone Age and Bastille.

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La Codemasters ha appena pubblicato un nuovo Road Book dedicato al suo prossimo DiRT 4. Questa volta ci viene spiegata in dettaglio la differenza fra la modalità di guida simulativa e quella gaming.

DiRT 4’s handling modes

Right – and now for the meaty bit… So, we know that DiRT Rally had an incredibly steep learning curve – where you as a driver were expected to either sink or swim. A lot of you swam (and incredibly well too!) but for DiRT 4, we’re giving you two different handling models to choose from – just in case you struggled with diving straight into a simulation handling experience last time round. These handling models aren’t assists (which, by the way, we do have in the game, and are applicable to both handling models) – they are two separate handling modes: Gamer and Simulation.

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For those of you who loved the simulation handling from DiRT Rally, don’t worry – our simulation stuff for DiRT 4 is very much based in the foundations of that, but refined in certain areas. One of the places you’ll most definitely feel the difference is in our aerodynamics. We’ve worked on aerodynamics across all disciplines, and the way the vehicle travels in the air feels a lot more stable and authentic to the real life experience.

We’ve also worked hard to nail down the tarmac experience of DiRT – especially where Rallycross is concerned – and you can hear Chief Game Designer Paul Coleman discuss those changes we’ve made in the DiRT Show – cut to the 20:54 mark for the tyre chat:

For those of you wanting to know the difference between Gamer and Simulation, that’s where we have to start getting a little foggy. After all, what makes our Gamer handling special is super secret sauce… However, we can say that it’s not necessarily made up of different assists – as all assists in game can be added to both handling models. So, even if you were to switch everything off on Gamer, it’d still feel different to our Simulation handling.

What we can say is that we have some incredibly clever stuff working under the hood for Gamer handling, and we can guarantee that it’s still the incredibly fun, rewarding and quality experience you’d expect from a DiRT game. :) And not even a hefty order of kebab pizza would make us give up our secrets!

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For those of you who love the game in all its forms, it will allow you to play it in two different ways. Gamer is very much a challenge to blast it down a stage, stay between the lines and get the fastest time against some challenging AI – whereas Simulation is the challenge to yourself to keep it on track and not ruin your stage time. A fan of DiRT can easily play both modes and get a different experience out of each model, and at same time find both methods of play completely exhilarating in different ways.

For example: in the studio, we’re finding that when we’re running time trial competitions (we have two stations set up for these competitions – one Gamer, one Simulation) – and when things get a little tougher with a historic RWD, some of us veer to the Gamer handling so we don’t have to be constantly terrified of our repercussions. It’s definitely a less stressful way to approach certain vehicle/track combinations, if you’re interested in something like that!

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As we’ve alluded to earlier in this piece, we have the usual suite of assists you’d expect to find in a racing game – and these are based on systems that either exist in real life, or replicate the real life actions of motorsports drivers when they’re at the helm of the wheel. You’re not on rails, you’re not having anyone turn the car for you – the systems in place are ones which ultimately still leave you in control of the vehicle, but perform a certain function in making sure you stay in control of the situation. However, we’ve worked on an assist or two of our own…

A big example of this is our new Off-Throttle Braking assist. When this is enabled, the brakes are automatically applied whenever the throttle is released – so for all of you who like to use the ‘lift off’ method, it’s a very natural-feeling bit of help to slow your car down. When learning the skills of off-road racing, you’re very much taught to be either on the throttle or on the brake, and so the effect of the assist implements a driving style closely associated within this particular motorsport.

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The strength of this assist can be adjusted too – so whether it’s just the smallest bit of help you’re looking for, or for the game to look after most of your braking needs, we’re there to offer a spectrum of assistance.

For maximum attack, and to experience the ultimate rawness of being in control of one of DiRT 4’s vehicles, we recommend you go for the full-frontal, unbridled simulation handling with as little assists as you can manage! However if you’re new to DiRT and want a slightly less hardcore experience of the game, then we have some cool stuff under the hood to keep you on track. Or at least, we hope so. We’ve given you the tools to do it – the rest is up to you!

 

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La Codemasters ci propone oggi un nuovo video diario di sviluppo dedicato al suo prossimo DiRT 4: questa volta sono gli stessi piloti professionisti che hanno collaborato allo sviluppo del gioco a spiegarci tutti i dettagli ed esprimere la loro opinione. Ecco quindi cosa ne pensano Peter Solberg e Kris Meeke.

World renowned drivers talk about beating their fears to finish ahead in latest DiRT 4 trailer

Want to understand the true meaning of ‘being fearless’? Watch our brand new DiRT 4 trailer where world class professional rally and rallycross drivers – including Kris Meeke, double FIA World RX World Champion Petter Solberg, and the Hansen brothers – talk about how they compete against fear as they push to go faster and finish on the top step of the podium. The new video reflects DiRT 4’s Be Fearless tagline and is available to view right now:

DiRT 4 puts you at the wheel of some of the world’s most iconic and powerful off-road vehicles, as you test yourself against the road and the elements in a battle against the clock. There is also multi-car racing in rallycross and landrush, where you will have to be brave (and fast!) in order to take the chequered flag.

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World renowned rally driver Kris Meeke, who worked as a handling consultant on DiRT 4 commented: “You have to forget about the fear factor. It’s purely about winning or losing. That’s the real special element in rally.”

Two-time FIA World Rallycross champion and DiRT 4 handling consultant Petter Solberg said: “If you believe in yourself a lot, you know you will jump in the car again and be fast… I won three races in a row after probably the biggest ever accident in rally. It’s about how much you want it!”

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Featuring two different handling models, Gamer and Simulation, DiRT 4 offers both depth and accessibility for players old and new to the franchise. The game’s innovative Your Stage system allows you to produce a near infinite number of unique rally stages at the touch of a button – allowing more experienced players to create longer, more technical routes, whilst newcomers can create simpler shorter routes as they hone their skills.

 

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La Codemasters ha appena pubblicato un nuovo road book, il settimo, per illustrare lo sviluppo in corso sul nuovo DiRT 4. Ci parla di eventi dal vivo, ci mostra la lista completa delle periferiche supportate dal gioco e ci offre anche un nuovo trailer di anteprima.

This week’s Road Book is a little all over the place, in tribute to how all over the place the DiRT team’s been with promoting the game! We’ve been at HockenheimRX, MettetRX, a shiny preview event in London, and we’ll also be at Lydden Hill which is just around the corner – so we’re doing our best to spread the DiRTy word as far and wide as possible. After all, with only three weeks to go until DiRT 4 is available globally, it’s the perfect time for us to take things up a gear (see what we did there?!)

Alongside the shiny stuff, we’ve also done some important work in the office too – like finalise our initial supported peripherals list. You’ll be able to find that list in this post, so stay tuned for that in a few paragraph’s time. :)

Anyway, let’s get to the good stuff – and crack on with the Road Book!

DiRT 4 Preview Event

As you might’ve seen on the internet yesterday, we held a very special preview event in London. It’s safe to say DiRT 4 went down an absolute storm, so keep your eye out for some of the capture and content that will come out of that! We’ll be sharing them as usual over the coming days and weeks – but for a sneaky preview of what went on, you can check out one of the Periscopes we did at the event:

No pressure on @Codemasters' @MattBeck22, but he's about to have his first crack at DiRT 4... And we're streaming i…

A big thank you to Matt Beckett (our resident Product Manager for Micro Machines World Series) for daring to have his first crack at DiRT 4 live on Twitter! True story: Paul Coleman, Chief Game Designer for DiRT 4, gave him a couple of choice motivational words just before we went live… those words were ‘be brave’.

You can also take a look at the first video we’ve seen come out of yesterday’s event, posted by Erased Citizens on YouTube last night. Alas, there isn’t any sound from the game – but if you want to see how beautiful it looks, then this is a pretty good representation.

Supported peripherals – the list!

So we’re at the stage where we’re finally able to unveil our supported peripherals list! Of course, these peripherals are mostly assorted wheels, pedals and shifters – but you’ll also see a couple of other things on there that are technically compatible input peripherals!

Finally: please note that this is just the first list, and that it will be subject to changes/updates as certain manufacturers launch new hardware.

PS4

Wheels

• Logitech G29 Racing Wheel
• Thrustmaster T80
• Thrustmaster T100
• Thrustmaster T150
• Thrustmaster T300 PS
• Thrustmaster T500 PS

Add Ons

• Thrustmaster – 599XX EVO 30
• Thrustmaster – F1
• Thrustmaster – Ferrari GTE
• Thrustmaster – TM Leather 28 GT
• Thrustmaster 2-Pedal Pedal Set
• Thrustmaster T3PA Pedals
• Thrustmaster T3PA Pro pedals
• Thrustmaster TH8A Shifter

Other

• PS Vita

PC

Wheels

• Fanatec ClubSport Wheel Base v1
• Fanatec ClubSport Wheel Base v2
• Fanatec ClubSport Wheel Base v2.5
• Fanatec CSL Elite Wheel Base
• Fanatec CSR Elite Wheel
• Fanatec Porsche 911 GT2 Wheel
• Fanatec Porsche 911 GT3 Wheel
• Fanatec Porsche 911 Carrera Wheel
• Fanatec Porsche 911 Turbo Wheel
• Fanatec Porsche 911 Turbo S Wheel
• Logitech Driving Force EX/RX
• Logitech Driving Force GT
• Logitech Driving Force Pro
• Logitech G25 Racing Wheel
• Logitech G27 Racing Wheel
• Logitech G29 Racing Wheel
• Logitech G920 Racing Wheel
• Logitech MOMO Racing Wheel
• Microsoft Sidewinder Force Feedback Wheel
• Microsoft Wireless Xbox 360 Racing Wheel (Windows 10 Only)
• Thrustmaster F430 Force Feedback Racing Wheel
• Thrustmaster Ferrari GT Experience Racing Wheel
• Thrustmaster RGT FF Pro
• Thrustmaster T80
• Thrustmaster T150
• Thrustmaster T300 PS
• Thrustmaster T500 PS
• Thrustmaster TX
• Thrustmaster TMX Force Feedback
• Thrustmaster TS-PC
• SimXperience AccuForce Pro

Add Ons

• Fanatec CSL Elite Pedals
• Fanatec Clubsport Pedals V1
• Fanatec Clubsport Pedals V2
• Fanatec Clubsport Pedals V3
• Fanatec CSR Pedals
• Fanatec Clubsport Steering Wheel BMW GT2
• Fanatec Clubsport Steering Wheel Formula
• Fanatec ClubSport Steering Wheel Universal Hub for Xbox One
• Fanatec CSL Steering Wheel P1 for Xbox One
• Fanatec ClubSport Shifter (SQ)
• Fanatec ClubSport USB Adapter
• Fanatec Clubsport Handbrake
• Thrustmaster – 599XX EVO 30
• Thrustmaster – F1
• Thrustmaster – Ferrari GTE
• Thrustmaster – TM Leather 28 GT
• Thrustmaster 2-Pedal Pedal Set
• Thrustmaster T3PA Pro pedals
• Thrustmaster TH8 RS Shifter
• Thrustmaster TH8A Shifter
• Thrustmaster T.RJ12 USB Adapter

Other

• Generic Keyboard
• Logitech Cordless RumblePad 2 USB
• Logitech Dual Action Gamepad
• Logitech F710 Wireless Gamepad
• Logitech Rumble Gamepad F510
• Logitech RumblePad 2 USB
• Official Xbox 360 Wired Pad
• Official Xbox 360 Wireless Pad
• Official Xbox One Wireless Pad
• SPEEDLINK Torid Gamepad
• SPEEDLINK Strike FX Gamepad
• Thrustmaster Dual Trigger 3-in-1

Xbox One

Wheels

• Fanatec CSL Elite Wheel
• Fanatec ClubSport Wheel Base v2
• Fanatec ClubSport Wheel Base v2.5
• Logitech G920 Racing Wheel
• Thrustmaster Ferrari 458 Spider Racing
• Thrustmaster TMX Force Feedback
• Thrustmaster TX

Add Ons

• Fanatec CSL Steering Wheel P1 for Xbox One
• Fanatec ClubSportWheel Universal Hub for Xbox One
• Fanatec CSL Elite Pedals
• Fanatec Clubsport Pedals V1
• Fanatec Clubsport Pedals V2
• Fanatec Clubsport Pedals V3
• Fanatec CSR Pedals
• Fanatec Clubsport Handbrake
• Fanatec ClubSport Shifter (SQ)
• Thrustmaster – 599XX EVO 30
• Thrustmaster – F1
• Thrustmaster – Ferrari GTE
• Thrustmaster – 458 Italia
• Thrustmaster – TM Leather 28 GT
• Thrustmaster TH8A Shifter
• Thrustmaster 2-Pedal Pedal Set
• Thrustmaster T3PA Pedals
• Thrustmaster T3PA Pro pedals

Other

• MadCatz Pro Racing

As mentioned before, this is the initial list – but we’ll update you accordingly with any further updates to the above! Right – that’s all from us for now. For those of you who made it to the end of this Road Book – well done! And you’re right, it was a short and sweet one. But it was a short and sweet one because…

SURPRISE – LIVE DiRT SHOW INCOMING

We’re surprising you with news of a live DiRT Show this afternoon! We know you’re all hankering for some longer runs and a root around the menus and car list, so that’s what we’re bringing to you. We’ll also be taking Your Stage generation requests and answering your questions – so please, feel free to post your questions in the various Road Book threads of the internet and we’ll try our best to get round to answering them later! We’re looking at a 14:00-15:00 start time, depending on when we can all herd the cats together – but we’ll let you know when we’re confident about hitting the ‘stream’ button. :)

 

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