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MULTI Wreckfest

Benutzer, welche sich diesen Thread anschauen:

Here's the complete change log:

Physics:
  • Improved tire load calculation.
  • Implemented torque feedback scaling for higher than normal friction.
  • Scaled tire forces by sprung/unsprung mass ratio to correct accelerations.
  • Corrected assumed load when calculating tire stiffness values.
  • New differential implementation (supports open, spool, LSD & viscous differentials).
  • Added spring rate, damper rate and maximum deflection for tire dynamics.
  • Added toe-in for steering settings.
  • Implemented SAE 950311 relaxation for tire slip angle & ratio.
  • Changed 'magic' damping force to use ground contact normal.
  • Fixed torque from tires to use correct roll center, wheel center and attach points.
  • Added suspension lateral attach point, affects yaw from longitudinal forces.
  • Implemented separate loose and solid surface modes.
  • Improved body torques from wheel assembly when tire is in air.
  • Fixed lateral position of suspension forces.
  • Disabled optimal shift point use when using automatic transmission.
  • Changed steering limits during drifting (drift lock enables more anti-steering during drift).
  • Added digital steering delay and fixed digital/analog controller selection.

Controls:
  • Added speed sensitivity slider - controls how much steering is limited in higher speeds to prevent spinning out when using a gamepad or keyboard: 0% = none, 100% = maximum limiting.
  • Added throttle and brake sensitivity sliders: 0% = cubic, 50% = linear and 100% = cubic root response (cubic increases throttle aggressive at the start of the trigger range, root at the end of the trigger range).
  • Added initial mouse steering implementation: bind mouse to left/right in the settings menu.
  • Implemented basic XInput gamepad rumble.

Gameplay:
  • Added Two new derby game modes: Deathmatch and Team Deathmatch.
  • Split times to winner and best lap times displayed in race results.
  • Last lap time display in HUD for a few seconds when starting a new lap.
  • Best lap time is now displayed in HUD during races.
  • Best lap times for tracks are now saved and displayed in event selection.
  • Score is displayed in derby results.
  • Car reset will attempt to place the car away from the busiest racing line.
  • Improved AI's ability to recover when stuck.
  • Fixed AI's ability to reset car when e.g. out of track.
  • Fixed AI considering wrecks as potential derby targets.
  • AI cars now only reset when not seen by the Player.
  • Players only drive the current lap to its end after the first car has crossed the finish line.

Cameras:
  • Implemented new cinematic track side camera.
  • Implemented automatic look back camera after a short while when reversing (can be disabled and adjusted).
  • Implemented user configurable FOV offset.
  • Moved hood and bumper look-back cameras to the back of the car.
  • Allowed more zoom in photo mode and replay lens effects.
  • Tweaked car cameras.

Vehicles:
  • Added a new European car.
  • Improved upgrade parts.

Tracks:
  • New race track: Speedway, route variants: Oval and Figure 8.
  • Added cinematic track-side cameras to all tracks.
  • Increased velocity at which objects shatter (e.g. concrete barriers now require 80km/h (50mph) impact to get damaged).
  • Decreased friction on concrete barriers to prevent them from sucking cars in.
  • Improved start positions in Figure 8 track.
  • Fixed holes in Derby Stadium.
  • Added detail map texture for Sandpit1.

User Interface:
  • Added an ability to access main menu and options in respawn screen, lobby etc.
  • Fixed an issue in which the car selector was outside the viewport with ultra-wide resolutions.
  • Fixed car selector car class display.
  • Added performance index in car selector and lobby.
  • Added an ability to display current standings during race.
  • Added Steam avatars to multiplayer lobby.
  • Fixed several bugs in input mapping screen.
  • Added an ability to scroll sliders with mouse wheel.
  • Implemented miscellaneous fixes and tweaks.

Multiplayer:
  • Implemented online multiplayer through Steam.
  • Implemented upgrades to multiplayer.
  • Added client side prediction to combat lag.
  • Enabled kicking for hosts.
  • Searching for servers with Steam friends.
  • Implemented faster search.
  • Configurable max player count 2-24.
  • Configurable server update frequency.
  • Password protected lobbies.
  • Random starting positions.
  • Games are also displayed in Steam's own server browser.
  • LAN networking goes also through Steam if it's not in offline mode.
  • Improved chat with line wrapping.
  • Ability to join a lobby when the race is in progress.
  • Allow all LAN IP ranges: 10.0.0.0/8, 172.16.0.0/12, 192.168.0.0/16.
  • Bandwidth optimizations.

Effects:
  • Reimplemented backfire and glass shatter effects.
  • Particles toggle in launcher changed to particle quality slider.
  • Updates to existing effects.
  • Improved skid marks.

Sounds:
  • More different engine sounds.
  • Improved tire slip sounds.
 
Neues Wreckfest Update diesen Monat

Lange war es still um Wreckfest. Die Entwickler haben in den letzten Monaten die Engine und Physik aber gründlich überarbeitet um ihren Anforderungen gerecht zu werden.

Die wichtigsten Neuerungen:

  • New simulator-grade physics engine with advanced tire and suspension geometry simulation.
  • New DirectX 11 rendering engine with realistic physically based materials and lighting.
  • 64-bit operating system support for optimal performance on modern computer systems.
  • Hardware MSAA anti-aliasing with advanced foliage transparency antialiasing.
  • Dedicated server for optimized multiplayer performance with command-line and remote configuration features.
  • Steam leaderboards and player statistics for tracking and comparing performance with other players.
  • Support for changing the track and the car in lobby as well as adding bots to multiplayer events.
  • New game modes Team Race and Elimination Race, guaranteed to provide explosive racing action for 2-4 teams.
  • One new track and another one completely overhauled.
  • Two new cars, an American and a European one.

In den nächsten Monaten wird es dann unter anderem neue Strecken, neue Autos, car customization und Mod Support geben.



http://steamcommunity.com/games/228380/announcements/detail/242413803139076759
 
puh. Es steuert sich jetzt leichter, die Autos sind aber auch langsamer geworden.
Durch die Änderung der Physik bleiben die Autos jetzt sehr häufig auf der Seite liegen, damit ist das Rennen für viele schon nach der ersten Kurve beendet.

BugBear muss endlich ma in die Potte kommen, sonst ist das Spiel bald tot...
 
Für mich ist es unspielbar. Ich kann zwar wirklich behaupten, KEINEN Rechner zu besitzen, der in irgendeiner Form oldschool ist, aber die Grafikengine ist ein Witz. Kaum frames über 30 und das bei moderaten Einstellungen... Dazu noch völlig sinnfreie bugs (z.B. das Nicht-Belegen-Können der Tasten am Wheel)...nene so macht mir das Game keinen Spass. Schade, aber das wird nichts mehr.
 
Es lohnt sich mal wieder, Wreckfest anzuspielen. Mittlerweile ist update 09 draußen, und es macht wieder jede Menge Spaß! Verbessertes Schadensmodell, ein kleiner Karrieremodus und auch neue Strecken sind für lau erschienen. Bester Punkt ist, dass jeder Spieler von Anfang an nur 5000 cr und nur 1 Wagen zur Verfügung hat (auch online!). So ist vorsichtigeres Verschrotten angesagt, denn die Teile müssen irgendwann wieder neu gekauft werden, die man in den online-Rennen zu schrott gefahren hat. So kommt eine völlig neue taktische Variante hinzu.
 
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