Author Topic: Original Sandpit - What's the Deal?  (Read 7827 times)

BrianUK

But still no response from anyone who can clear anything up >.>

Daystar

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But still no response from anyone who can clear anything up >.>
Most of them on Vacation now... not even Tero is around.
But I am real curious as well of course.

WorldofBay

  • Posts: 750
i'm also very much interested in the 'why'
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Cono

  • Posts: 197
DeadMeat's pictures tell what it's mostly missing. Plus as Brian said, the tarmac section is too wide, I loved it when it was narrow road, if you wanted to overtake there it took actual driving precision, and the next right hand turn was dangerous too if you went too fast(forward variation).

I want the old sandpit. Please Bugbear? Even my cat is sad about it


Not actually my cat, I stole the picture from google. lol


« Last Edit: July 17, 2015, 10:30:35 PM by Cono »

Adenru

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Sandpit is unbelievably lame now.

Big Ron

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Yeah, there have to be more track-side objects and stuff to crash into. The Tech Demo shows how unbelievable dynamic the engine is and being able to handle hundreds of dynamic objects. ATM it´s way too open and you can cut track-sections heavily.

Also, I would like to see the Trucks and Bulldozer being put at the track side and not staying directly on track. It´s quite frustrating when a group of cars is ripped apart just because some cars are stuck at the construction side-vehicles on track.
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Keras

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Also, I would like to see the Trucks and Bulldozer being put at the track side and not staying directly on track. It´s quite frustrating when a group of cars is ripped apart just because some cars are stuck at the construction side-vehicles on track.
But that`s exactly why they are there :p
They are obstacles you have to evade or get squished.

DeadMeat

  • Posts: 70
The Tech Demo shows how unbelievable dynamic the engine is and being able to handle hundreds of dynamic objects.
Well actually it's not the same engine anymore, it has been rewritten twice since then.  ;)
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Purple44

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The Tech Demo shows how unbelievable dynamic the engine is and being able to handle hundreds of dynamic objects.
Well actually it's not the same engine anymore, it has been rewritten twice since then.  ;)

Twice? The ROMU game engine got over hauled last summer, then Bugbear spent the last 12 months retweaking the physics, adding Derctx11 and Physically Based Rendering.

You maybe thinking Bugbear had rewritten things between Build #6 and Build #7, but Build #6 just did not have the physics fully tweaked yet, like the tire and suspension physics.
Flatout Joint, where the mods were.

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Sandmann

  • Posts: 27
I really liked the old Sandpit. It was a difficulty or not so easy track, but that was the charm.
Now u have a very wide track with a lot of shortcut options. A Track, which forgive many mistakes. Its so lame. And yeah, its not a final track, but the old Sandpit seemed very final, why a change?
I hope for an old Sandpit comeback.

Verdacy

  • Posts: 48
The only thing I didn't like about the old version was the gigantic rock at the top of the hill. It was completely blind, and felt really out of place. I'm all for humongous obstacles, but a fraction of a warning would be much appreciated.

(Yes, yes, you eventually memorize the track and know to avoid it, but seriously, not being able to see an obstacle until it's too late is poor design.)

Otherwise, I largely agree with what everyone here has said.

St. Jimmy

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The only thing I didn't like about the old version was the gigantic rock at the top of the hill. It was completely blind, and felt really out of place. I'm all for humongous obstacles, but a fraction of a warning would be much appreciated.

(Yes, yes, you eventually memorize the track and know to avoid it, but seriously, not being able to see an obstacle until it's too late is poor design.)

Otherwise, I largely agree with what everyone here has said.
I guess 99% here disagrees with you about the rock. We even demanded it back and got it!
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Purple44

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The only thing I didn't like about the old version was the gigantic rock at the top of the hill. It was completely blind, and felt really out of place. I'm all for humongous obstacles, but a fraction of a warning would be much appreciated.

(Yes, yes, you eventually memorize the track and know to avoid it, but seriously, not being able to see an obstacle until it's too late is poor design.)

Otherwise, I largely agree with what everyone here has said.

I guess 99% here disagrees with you about the rock. We even demanded it back and got it!


We even had a poll:

Changes to the Sandpit track between update # 3 and # 4

I like a track with some risk to it. And after one race, you not going forget that ROCK is there.  :P
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DeadMeat

  • Posts: 70
Twice? The ROMU game engine got over hauled last summer, then Bugbear spent the last 12 months retweaking the physics, adding Derctx11 and Physically Based Rendering.

Well, it wasn't just tweaking:

New simulator-grade physics engine with advanced tire and suspension geometry simulation.
New DirectX 11 rendering engine with realistic physically based materials and lighting.

So I would count build 7's game engine as a new one. :)
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Janne Suur-Näkki

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I think it's mostly down to semantics. The latest iteration of our engine introduced in Build 7 we launched in June can be considered 'new' as well due to major improvements of the engine that make the most difference to you guys. However, the core of the engine still remains the same as we introduced last summer, so in strict sense it's still the same engine, though. The new engine from last summer had a new engine core + specific new components that were required but the renderer and the physics core remained the same as before, whereas the engine revision used in Build 7 has major new parts such as completely overhauled (vehicle) physics engine and new renderer technology.
« Last Edit: July 22, 2015, 06:19:45 PM by Janne Suur-Näkki »
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