So to recap people are panicking because they took long time to update and when they finally did the game looks worse? Seems consistent with the fact that they moved the game to a new engine, no?
I was expecting to see something better than this.reworked Sandpit track to give you a glimpse of the level of quality and realism we're striving for with our next-generation environments.
Why did they change the engine?
So to recap people are panicking because they took long time to update and when they finally did the game looks worse? Seems consistent with the fact that they moved the game to a new engine, no?
The driving physics are also different (=not fun) now. People expected and wanted a FlatOut like arcade-style game and now this is going more down the realism route.
So is it just more realistic, like FlatOut 1 (IIRC it was less arcadey than the later ones)? Or did they go even further down the road? Because I totally preferred the first one.
So is it just more realistic, like FlatOut 1 (IIRC it was less arcadey than the later ones)? Or did they go even further down the road? Because I totally preferred the first one.
Disclaimer: I haven't played either in years. Talking from memory.
DAMAGE IS BACK ON TRACK!
We're happy to let you know that the latest hotfix for Wreckfest is now out, giving much needed love to our damage system and making it more brutal than ever before in both single player and multiplayer. The update also improves CPU performance and features a nifty workaround for those having issues running the x64 build. Needless to say, we've also put in a host of other minor fixes, details below.
Please find the changelog here:
Improved visual damage precision and increased deform strength.
Implemented multi-core physics optimizations and other performance improvements.
Implemented a temporary x64 build workaround for certain GPUs.
Re-enabled automatic controller detection.
Fixed positive wheel steering sensitivity curve.
NOTE! Positive steering sensitivity values now have a higher effect.
Improved brakes and increased handbrake torque (again).
Last Man Standing now ends if second to last car is eliminated by contact timer.
Fixed replay mode's glitched 4x fast-forward.
Implemented various spectator HUD fixes.
Tentative fix for multiple copies of a player joining a lobby after a crash.
Enabled wheel release for vehicle damage.
Added dedicated limited slip differentials for each vehicle.
Improved suspension setups of all vehicles.
Tweaked gamepad controller slightly.
Improved vehicle cameras.
Fixed contact audio with various objects.
Added new paint jobs for Euro Coupe 2 and American Muscle 3.
Fixed missing surface collisions on Tarmac 1.
Improved collision of sand mining equipment found on Sandpit 2.
Vehicle props on Sandpit 1 no longer cause massive damage and move around.
Improved default reference weather.
Thanks for your support and happy wrecking!
The new update has added lawn mowers.
The new update has added lawn mowers.
Seriously what the fuck are they doing...
https://www.reddit.com/r/simracing/comments/3th2aq/latest_update_of_wreckfest_has_dropped_24gb/* First implementation of career mode - you start wuth a 850CC European Coupe & $1000
* Cars now have parts (Engine, exhaust, manifold, fuel, brakes, suspension, tyres etc)
* There is a market where you can buy parts in various states (Nearly new, used etc)
* Parts degrade, especially if you bump & grind, which, as you might expect, you do quite a lot in this game
* Repair icon is there for parts, but greyed out, not implemented yet
* You can buy new cars in the market too
* New tracks, 2 sandpit tracks, maybe more. Big tracks!
* Car seems to roll with very little provocation in this update, may be down to stock suspension, but it makes competing tough
* Lawnmower racing!! Lots of bodies flying around, jammed under wheels, hehehe.
* Making money could be tricky, although I did just get $650 for coming first in a lawnmower destruction derby
* Haven't looked at MP yet, lobby options look the same
No official patch notes, but I found this:
https://www.reddit.com/r/simracing/comments/3th2aq/latest_update_of_wreckfest_has_dropped_24gb/
Also someone stated that it's fucked up that a debtor can initiate a bankruptcy. Well yeah, it is. Welcome to Finland. We try to do our best to fuck businesses in the ass. This is a hostile place to start and run a company as far as laws and legislation are concerned. A bankruptcy can be initiated basically by anyone with a proof that the company does not have means to pay what they owe. It might be 10, 1000 or 100k, who knows
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.
As always, thanks for sticking with us!
New update out and positive statement about the future of the game: http://steamcommunity.com/games/228380/announcements/detail/512680519553829490
I'll try out the new build once I'm home from travelling, but I doubt it's ever going to get finished TBH.
They seemed vague (i.e. who's investing, how many people are they hiring, have they hired anyone already, etc.), which makes me think they are just plans.If there are people able and willing to work on and improve the game then I see it getting finished eventually - it's never too late if that is the case. That they intend to increase the size of the team working on it is also a good sign. I wonder who the partner is.
Cool. Things have felt more than uncertain for the past year or so. Good to hear they've found a partner. Maybe it'll actually get finished next year.New update out and positive statement about the future of the game: http://steamcommunity.com/games/228380/announcements/detail/512680519553829490