Bugbear Community

Wreckfest => News => Topic started by: Janne Suur-Näkki on June 27, 2017, 06:07:07 PM

Title: June Update 2017
Post by: Janne Suur-Näkki on June 27, 2017, 06:07:07 PM
Dear Wreckers,

The next major update for Wreckfest is out! Please check below for the full changelist:

CONTENT ART DESIGN/PHYSICS TECHNICAL KNOWN ISSUES NOTES FOR CONTENT CREATORS IMG_27062017_173604_0


HOTFIX

TECHNICAL/USER INTERFACE

VEHICLES TRACKS Special thanks to Kev (TADS) and Sam223 for helping us with testing - our endless gratitude, you guys rock!

Also thanks to everyone for support, feedback and helping us improve the game.

HOTFIX 2

TECHNICAL/USER INTERFACE VEHICLES/AI TRACKS NOTES FOR CONTENT CREATORS Special thanks to everyone who helped us test server stability, we couldn't have done it without your help.

Thanks to everyone for your continuing support and feedback, keep on wrecking!

HOTFIX 3

Again, thanks for your feedback and testing help!
Title: Re: June Update
Post by: The Very End on June 27, 2017, 06:09:32 PM
Great! Thanks!
One quick one regarding this "Added clutter fade for grass.": Does this mean out of vertex errors should be eliminated? So even if we have a whole area with clutter which would crash the game before, the game will now fade it when long away to prevent crashing?
Title: Re: June Update
Post by: Janne Suur-Näkki on June 27, 2017, 06:10:23 PM
Sadly no, the game will crash all the same.
Title: Re: June Update
Post by: RickyB on June 27, 2017, 06:12:04 PM
7.3 GB ? ... wahow :)

Aw yeah, the crash alley from flatout 2 = Awesome! :D
Title: Re: June Update
Post by: The Very End on June 27, 2017, 06:12:22 PM
Ah well, with time ;) Time to give this a go!

Edit: 7,3 rofl! Janne, what did you do? ;p
Title: Re: June Update
Post by: Janne Suur-Näkki on June 27, 2017, 06:14:27 PM
Quite a bit of various stuff :) Of course moving the texture assets around increases the download size too.
Title: Re: June Update
Post by: Finsku on June 27, 2017, 06:14:32 PM
Downloading....., if my Steam would notice the update :-D

Btw, maybe you should update Steam store page's preview pictures *thinking emoji*
Title: Re: June Update
Post by: Janne Suur-Näkki on June 27, 2017, 06:15:36 PM
That's a good point absolutely, the images there are terribly old now.
Title: Re: June Update
Post by: BenDover on June 27, 2017, 06:29:38 PM
I cant start my dedicated server, get the error "You can not start or run the program or feature "Game location" because they are not compatible with 64-bit versions of windows. Contact the software vendor and ask if there is a version compatible with the 64-bit version of windows."
Title: Re: June Update
Post by: The Very End on June 27, 2017, 06:34:14 PM
Also wanted to say while I wait on the download, that I think removing the crew / part wear was the right thing to do. I understand that you wanted to create a in-dept experience out of it, but it seems it caused more frustration in the community than satisfaction. Somethings can both be rewarding but at same time a dilly-dalling (doing things you must do, not because you want to do them but because you have to do them), and I think the whole crew thing fitted under there.

When that is said, parts that that have both visuals and performance changes -yes! Make us some plows, or other contraptions to cause mayhem! :D

And lastly another question before I let other people speak in this topic - lights / water. Any plan to implement those in future builds? I can see you have added data about lights in the scene files, but I guess they do nothing yet?
Title: Re: June Update
Post by: TheEngiGuy on June 27, 2017, 06:38:16 PM
Finally! I'll gladly test it, many thanks.

May I ask why part wear and crew mechanics are removed? Will they be back for the career mode?
Title: Re: June Update
Post by: Daystar on June 27, 2017, 06:40:42 PM
Thanks for the update Janne, I am at 40% now.  So you say weather is updated as well. will this effect all my previous weather packs I created?  cant wait to check out the 2 new tracks!
Title: Re: June Update
Post by: BenDover on June 27, 2017, 07:05:36 PM
I cant start my dedicated server, get the error "You can not start or run the program or feature "Game location" because they are not compatible with 64-bit versions of windows. Contact the software vendor and ask if there is a version compatible with the 64-bit version of windows."

Fixed the problem by verify the files via steam.
Title: Re: June Update
Post by: Janne Suur-Näkki on June 27, 2017, 07:08:16 PM
That's great to hear Ben, I was just testing myself too and I could see no issues on my end.
Title: Re: June Update
Post by: Mopower on June 27, 2017, 07:23:02 PM
At work so I'll have to wait but please don6 go overboard with bumpers and exhausts. Try to keep them true to the sport and as far as I know they only allow modified bumpers in demolition derby. They may have minor points and be made out of 1/2" steel but for the most part will still be within the dimensions of an actual stock bumper from a fullsiZe 1970s car. Same goes for exhaust, stacks out the hood are cool, but crazy side pipes are not something you'll see in banger racing or derbying.
Title: Re: June Update
Post by: Daystar on June 27, 2017, 07:25:27 PM
Quick Fix: If your game crashes on startup. just happened to me  ??? Delete your modlist.mods file!!!

(http://i65.tinypic.com/acef5z.jpg)
Title: Re: June Update
Post by: MamieNova on June 27, 2017, 07:28:30 PM
are the new parts still on the "just get the best one" style or do we get strategic choices ? =p
Title: Re: June Update
Post by: TheEngiGuy on June 27, 2017, 07:29:29 PM
I hope the management features will come back for the career mode.
Title: Re: June Update
Post by: BenDover on June 27, 2017, 07:33:44 PM
That's great to hear Ben, I was just testing myself too and I could see no issues on my end.

Hehe yeah, I remember it was like that at the december update I think it was, so I tried doing that and it worked, better to say it got fixed so you dont try to fix the "problem" and if anyone else having it they know what to do :)
Title: Re: June Update
Post by: BenDover on June 27, 2017, 07:40:39 PM
New problem, it stands that my AM1 have parts missing in MP lobby, I installed all the racing parts on it and even on customization and still saying "parts missing" :P
Title: Re: June Update
Post by: Janne Suur-Näkki on June 27, 2017, 07:44:39 PM
Ben that's true, I remember how it was after the last update :)

MamieNova, the visual parts will eventually have weight and damage/armor modifiers, and when they do, the whole system will become much more interesting act of balancing the car performance/strenght as well as staying in the class. Currently it's more or less just something to play with.
Title: Re: June Update
Post by: Janne Suur-Näkki on June 27, 2017, 07:45:30 PM
Ben, I'll check.
Title: Re: June Update
Post by: Janne Suur-Näkki on June 27, 2017, 07:47:04 PM
The AM1 is intact in a clean save, so you'll either have to delete your save or possibly purchase the missing parts (check at the garage what parts are missing).
Title: Re: June Update
Post by: Daystar on June 27, 2017, 07:48:49 PM
WTF No more car stats? also a slight bug in the mods screen, when going down my list of mods, it is giving wrong descriptions on the right side.

(http://i64.tinypic.com/rj2v88.jpg)

But selecting the mod I want enabled does work. just wrong descript on the right side.
Title: Re: June Update
Post by: Janne Suur-Näkki on June 27, 2017, 07:50:32 PM
Michael, what description is that then, from another mod?

And what car stats are you referring to?
Title: Re: June Update
Post by: sam223 on June 27, 2017, 07:53:23 PM
Still downloading but i have a couple of requests:
Title: Re: June Update
Post by: Daystar on June 27, 2017, 08:07:33 PM
Michael, what description is that then, from another mod?

And what car stats are you referring to?

The fist screen of mods is correct in their descriptions, but when I scroll past the screen with the mods, then the descriptions are incorrect. if I must, I will make a vid of what I mean?

And I meant the Car Info, as illustrated below in our previous build. It was a lot of fun seeing all the statistics for each car. and now there is no more Info's on what the car went through  :-X

(http://i67.tinypic.com/21nfqrl.jpg)

 
Title: Re: June Update
Post by: Janne Suur-Näkki on June 27, 2017, 08:10:37 PM
Good catch about the mod descriptions, we'll fix that in the next hotfix.

The car stats are disabled for the time being but they'll be back eventually, hang on.

Sam, 1 is coming, 2 most likely too and 3 is something we're looking into it. There have been more pressing issues (and some are still not quite sorted, including optimization) in the vehicle physics that we wanted to get done first, but it's coming.
Title: Re: June Update
Post by: The Very End on June 27, 2017, 08:10:43 PM
Had problems running multiplayer before deleting the local save. Maybe do a tweet on where to find it? Most users don't know where to find it :)
And an idea: When there is a patch, maybe the modlist should be reset automatic? Then "cannot start the game" would be solved.
Title: Re: June Update
Post by: Janne Suur-Näkki on June 27, 2017, 08:11:38 PM
Yeah, I realized the same about the modlist but of course only now. In hindsight it would have been a good idea to automatically wipe the save files too.
Title: Re: June Update
Post by: JohnBart on June 27, 2017, 08:14:17 PM
Had a chance to wreck some competition on most levels. Below are my thoughts, I hope they'll be helpful. :)
Good work in short, the update is a definite step in the right direction in my opinion. :)

Pros:

- New GUI has lots of potential. I like the overall style and color palette.

- Driving model seems to improve with each update, even when I think it cannot be made any better. I can pull off precise and fine maneuvers even with a keyboard (with all assists on, mind you), which surely helps wreaking havoc on the track. Excellent work.

- Work-in-progress tracks improved a lot, they generally look lovely.

- Car customization segment has potential, too.

- Huge kudos for removing the part wear mechanic! Is it planned to be re-worked and re-introduced some way in career, or can we kiss bye-bye to it? Either way, I'm glad you got rid of it in single player as well.

Improvement ideas:

- The current layout of the GUI requires a lot of clicking and backtracking. Specifically, I noticed I cannot access the car configurator from the Track Selector menu: I can only select the car itself. Since players are expected to adapt their car configuration to the upcoming track (e.g. change the gearbox or the suspension setup), I recommend adding a button that would lead to the car configurator from the track selection. Currently, for example, when changing from a Tarmac track to a Mixed one, I need to leave the Track Selector, go to the Main Menu, and then to the Garage menu to be able to set the suspension from Stiff to Standard. ;)

- Game seems to have a heavier load on my rig than the previous build. I generally get about 10-15 fps less with the same settings than previously. I hope to see more optimization as the release date draws nearer.

- The dust effect is really overkill at the moment on Dirt and Mixed tracks. Not only I cannot see the competition ahead, but it's hard to follow the track layout as well. It also has an impact on fps I think. Please reduce the effect, we don't need sandstorms on dirt tracks. ;)

- I noticed that the results now show no race achievements (such as Best Wrecker, Speedster, Bulldozer, etc.). Were they removed? If so, are there any plans to bring back similar incentives for banger racing? Also, how is the amount of money we receive after each race is calculated now? Does the game consider crashes, lap time and final result as well?

In any way, this update worth the wait, even if there is a lot of work ahead. Onneksi olkoon! ;)
Title: Re: June Update
Post by: rhamm on June 27, 2017, 08:15:36 PM
There's an AI in this class C Crash Canyon race whose a lot braver than me.

(http://i.imgur.com/jvt28yz.jpg)
Title: Re: June Update
Post by: JohnBart on June 27, 2017, 08:17:39 PM
Yeah, I met the guy in Class A as well. Classic balls of steel. :D
Title: Re: June Update
Post by: BenDover on June 27, 2017, 08:27:45 PM
The AM1 is intact in a clean save, so you'll either have to delete your save or possibly purchase the missing parts (check at the garage what parts are missing).

Deleting my save worked, thanks Janne :)
Title: Re: June Update
Post by: Janne Suur-Näkki on June 27, 2017, 08:28:41 PM
How do you get the lawnmower guy to appear, did you set the AI Set yourself or just go straight to the race?

Thanks for the thoughtful feedback, JohnBart!
Title: Re: June Update
Post by: Janne Suur-Näkki on June 27, 2017, 08:29:27 PM
Deleting my save worked, thanks Janne :)

Np :) Seems to be the same deal almost after every update, but we never learn to wipe it automatically.
Title: Re: June Update
Post by: Devin on June 27, 2017, 08:33:44 PM
I'm sorry but for the first time I have to start off with something hugely negative:
What in the world happened to force feedback? It has turned into body roll simulator 2017! It doesn't actually give me any feedback anymore, instead it just overexaggerates body roll forces from the car and gives me those. Not only does that feel really odd, but also does it destroy immersion and tells my hands something different than my eyes do. It just isn't right anymore. From my few laps of testing, literally all I felt was body roll. No rough terrain, nothing that the wheels were doing, no bumps, nothing. Just the body roll.

I couldn't test any other aspects of the game because that just completely ruined it for me. Of course I could still play with a controller, but since I'm a simracer, that's not going to happen too often.

Well the car customization is really nice and actually makes me want to spend time in the garage modifying my car (which wasn't the case before), but I didn't get any further than trying that out unfortunately. And online I was told that my car was missing parts, but I had to leave in order to access the parts menu - where apparently I had all parts installed and I could do quick races. So either I'm blind or that is a bug. From reading through here it seems that it is indeed a bug and can be fixed by deleting my save. So at least there's a way to fix it  :)

I hope the FFB will be reverted back to how it used to be, where I could feel every single bump. That FFB was rFactor2-level, which is the only sim in the world that actually takes forces from the steering column. So Wreckfest really nailed it before. I don't get why that change was necessary. I'll definitely hop back into the game if that happens. But for now I just can't
Title: Re: June Update
Post by: sam223 on June 27, 2017, 08:41:16 PM
Sam, 1 is coming, 2 most likely too and 3 is something we're looking into it. There have been more pressing issues (and some are still not quite sorted, including optimization) in the vehicle physics that we wanted to get done first, but it's coming.
Good to hear
Title: Re: June Update
Post by: rhamm on June 27, 2017, 08:50:42 PM
How do you get the lawnmower guy to appear, did you set the AI Set yourself or just go straight to the race?

Thanks for the thoughtful feedback, JohnBart!

Went straight to a quick race without changing anything besides the number of laps.  I haven't downloaded any mods or anything.


Which wheel do you have Devin?  I'll have to setup my Fanatec CSW V2 when I get home tonight.  I just played with a 360 controller at lunch.
Title: Re: June Update
Post by: Devin on June 27, 2017, 08:57:36 PM

Which wheel do you have Devin?
G27. Before the update Wreckfest's FFB was as detailed as the FFB in the best sim in the world, and ironically the only sim that simulates it the way it should be simulated correctly. Which for a simcade is a huge accomplishment. Now it's just 3x too strong and all the forces except for body roll are completely gone. And body roll gives you on/off kind of feedback. So once steering in, you have to fight the wheel. But the moment you go straight again, the force just *poof* disappears and because humans can't react so quickly, you just steer in once again, whether you want to or not. This is pretty ironic, because in a real car you literally feel the opposite of what this update has turned FFB into - you'll barely feel body roll, you even feel the actual weight on the front axle combined much stronger than the roll. But both are not strong at all, unless you use an unrealistically high amount of caster. All the small effects like rough terrain, bumps, kerbs, depending on the car locked tyres, of course jumps and the car almost taking off you do feel however. But no longer in this update it seems.
Title: Re: June Update
Post by: TheEngiGuy on June 27, 2017, 09:06:46 PM
Oi Bugbear, thanks for making the driving a bit more challenging without assists. Feels good. I still have to say that handling feels a bit too slidey on tarmac, but otherwise, I'm having fun.
Car customization is awesome even if not finished yet. Looking forward to see even more parts added overtime!

Many people have already reported the current issues here, so that's good.
Title: Re: June Update
Post by: MaexxDesign on June 27, 2017, 09:07:59 PM
I always have this message in the multiplayer-lobby:
"parts missing"

I can't get ready. :(
Title: Re: June Update
Post by: Janne Suur-Näkki on June 27, 2017, 09:09:57 PM
Thanks for the feedback regarding the FFB, Devin, it's something that we're very keen to hear. We were under the impression that we were actually improving it but of course, it's a lot about the wheel you're using as well as subjective opinion. We're definitely open for a discussion and dialing in further adjustments or even reverting back, so please everyone, if you're a wheel user let's hear what you think.

And thanks EngiGuy, glad you're enjoying!

As a sidenote it looks like the ragdoll is still bugged (model missing), will be fixed in a hotfix later this week.
Title: Re: June Update
Post by: Janne Suur-Näkki on June 27, 2017, 09:10:43 PM
MaexxDesign, you can check if your cars have a any missing parts (at garage). If not, then you need to delete your save data.
Title: Re: June Update
Post by: MamieNova on June 27, 2017, 09:12:10 PM
MamieNova, the visual parts will eventually have weight and damage/armor modifiers, and when they do, the whole system will become much more interesting act of balancing the car performance/strenght as well as staying in the class. Currently it's more or less just something to play with.

Yeah, I've been mentioning this here and there every few month; the visual parts changing the weight is nice (although the clean crew will simply just end up running naked all the time ^^)
but I feel there could be a very small addition that could have a lot of potential : alternate parts.
(Still haven't finished downloading so I'll use an example relevant to the previous build)
The american 1 features two engines but there is no real gain to using the 327ci. SO basically, the only option is to go for the 350ci.
Even for B class racing, the 327ci wouldn't work as a slightly underupgraded 350ci falls at B195 while a fully upgraded 327 tops at B165.
But if we ignore the pure power loss, there isn't much difference between both engine, max torque/power curves are pretty similarly shaped.
So the 327 merely uses disk space. It also features slightly inferior max RPM, so it literally has nothing on its side.

When I talk about additional parts it's more like : give me an engine that rivals the 350 but behaves differently. Like 1K more RPM BUT lower torque, or max torque at say 2K RPM when the 350 gets it at 4.2K RPM.
That's the kind of differences I would love to play with, it would open so many options for players to make a car that fits their style. Max power at low RPM ? Hell yeah, let's see those up/downshifting timings!

Using engine A or B would suddenly impact your gearbox choice on a track, and basically, two AM1 are now two very different cars.

Make the 327ci weight less (now I understand that one may be much more annoying to implement right now)

I might actually try to design an alternate engine but I don't really like the idea of it existing only as a mod (and I'd rather rely on the real guys than myself to create something not broken XD)
Title: Re: June Update
Post by: Janne Suur-Näkki on June 27, 2017, 09:16:04 PM
That's definitely a good idea regarding different engine characteristics and it's something we've been wanting to do as well for quite some time now.

Generally speaking the different engines and parts will make much more sense in the context of the upcoming career.
Title: Re: June Update
Post by: Daystar on June 27, 2017, 09:22:11 PM
Thank god for the additional parts mod. it saved me from giving up on this game a short while ago! with all driving assists on, I was still suffering over steer and under steering with snapping in both directions. had to get the AWD Transmission setup. and thank god it works still! (keyboard user mind you). so onto something else I would like to point out. the font in the best times part is really bad.

Also in track selection screen. for Sandpit 1 the descriptions are incorrect. long loop and short loop tracks needs to be corrected in their descriptions.

Here is screen capture of best time font that looks well, pretty bad!

(http://i66.tinypic.com/29maoar.jpg)

 
Title: Re: June Update
Post by: Finsku on June 27, 2017, 09:28:45 PM
How do you get the lawnmower guy to appear, did you set the AI Set yourself or just go straight to the race?

Thanks for the thoughtful feedback, JohnBart!

I got also, because when I launched the game first time after update Class had an option "-".

I drove with my Class C car and the "Class" option on Quick Race -page was "-":
(http://i.imgur.com/20iBkJd.png)

EDIT: Posted this accidentally, more text incoming

Looks like there is only Class A-D and lawnmower in Quick Race > Options > AI Set. After changing "-" to another you can't find "-" anymore (only options Class A-D and lawnmower).
So every time player changes a car, player should remember to change Class that AI will have same class cars?
Title: Re: June Update
Post by: Tonza on June 27, 2017, 09:34:11 PM
Crash Canyon, me likey  8)
(http://www.gifimagesdownload.com/wp-content/uploads/2016/01/new-awesome-gifs-666.gif)
Title: Re: June Update
Post by: MamieNova on June 27, 2017, 09:36:53 PM
Generally speaking the different engines and parts will make much more sense in the context of the upcoming career.

Say whaaaaat ?
It makes ALL OF THE SENSE in multiplayer, and multiplayer exists now! =D

Currently I'm mainly using the 327ci. It is actually different from the 350 in some small ways; iirc max power/torque are a bit earlier and don't really drop back down at higher RPMs, but the sheer difference of pure power prevents you from really using it to your advantage. I think it's a bit sad.
Title: Re: June Update
Post by: Finsku on June 27, 2017, 09:42:18 PM
Haven't played more than one track yet, had difficulties with my laptop but looks like settings (graphic) are now right.

The game doesn't support mouse anymore. Can't scroll parts with touchpad on Garage window.
Some text are hard to read without any background. Like on menu where garage is on background and game doesn't have shadows on. Same with couple other elements in-game.

I'll go back to play, brb  :P

EDIT:

- Testing parts in Garage window would be easier. Now you have to click part, check how it looks, cancel it (ESC), select another part (click it) and so on. Maybe hovering the part will show right away what kind part it is without any clicking and going backwards.
- Accept buying with Enter (you have to use mouse to accept)
- Selecting part (example front bumper) the camera focuses to that specific object. Now you have to rotate car to watch that specific part.

back to playing --->
Title: Re: June Update
Post by: RoK_ on June 27, 2017, 09:46:38 PM
First of all: great update with a nice push in a promising direction :D
But I do, of course, have some minor criticism:
- The dust effect is really overkill at the moment on Dirt and Mixed tracks. Not only I cannot see the competition ahead, but it's hard to follow the track layout as well. It also has an impact on fps I think. Please reduce the effect, we don't need sandstorms on dirt tracks. ;)

I'll have to agree with JohnBart on this one. The dust and tire smoke effects look kind of weird and out of place to me.
This could, of course, be because of my settings so I'm happy to be proven wrong ;)
Also, it seems to appear in front of my broken windshield:
(http://i.imgur.com/EbfFCxP.jpg?1)

A minor issue for us rare 21:9 user is that the main menu looks a bit funny, with the garage showing on both sides of the menu:
(http://i.imgur.com/D1AZEXK.jpg?1)
Title: Re: June Update
Post by: Tonza on June 27, 2017, 09:53:29 PM
So far loving the update, but there's 1 thing that I think needs to be fixed. It's the main menu. Now I know it's WIP but in it's current state it looks like a poor mobile port to PC game. Otherwise, stellar job Bugbear!  :D
Title: Re: June Update
Post by: Janne Suur-Näkki on June 27, 2017, 09:56:05 PM
The main menu is definitely a heavy wip so it will be improved later on.

Good point about the dust effects, we'll see if we can make them less intrusive.
Title: Re: June Update
Post by: Mortal on June 27, 2017, 09:58:43 PM
Pink texture on gravel 1 for me



Ed
Yes, dust very intrusive, maybe reduce opacity.

And please janne add dust dirt etc accumulate on cars...
Title: Re: June Update
Post by: catn1p on June 27, 2017, 10:39:57 PM
so please everyone, if you're a wheel user let's hear what you think.

But the moment you go straight again, the force just *poof* disappears

I noticed that too I think, couldn't explain it better though. Makes it hard to control fishtailing.

I was looking forwad to the announced FFB improvements but at the moment it's worse for me. It feels a bit like a laggy server but it's in SP too now :P

Might be a problem with my settings though or maybe I need to get used to it. Didn't have too much time yet.

Edit:

Also a gamebreaker online is that it seems like you can't change your car setup without leaving the server anymore
Title: Re: June Update
Post by: Ak1504 on June 27, 2017, 10:45:09 PM
Why do i have only 1 car to choose from ? Oo
Title: Re: June Update
Post by: MamieNova on June 27, 2017, 10:47:40 PM
Am I missing it or is it just not possible to modify a car while in a MP lobby ?
Title: Re: June Update
Post by: RacerBest on June 27, 2017, 11:22:52 PM
I noticed the A class starts at 240 pp, not at 260 like the news post says.
Title: Re: June Update
Post by: Paul_B on June 27, 2017, 11:49:10 PM
Janne , As Devin mentioned the FFB has has gone to dogs !

I have a €400 Thrustmaster TX an it feels like I driving with €100 bungee cord toy one, there's hardly any feeling there. Now it just feels like a big spring pulling
 the wheel left an right.. no road feel or impact jolts apart from a little when hitting the Armco barriers.
Title: Re: June Update
Post by: St. Jimmy on June 27, 2017, 11:59:11 PM
We can't tune, open or make the Vehicle Force Feedback file (.vffb) with BagEdit. It says it's not a Bag File.

Your Twitter showed that it should be editable with BagEdit as showed in here:
(https://pbs.twimg.com/media/C_oUKXuW0AArNlY?format=jpg)
Title: Re: June Update
Post by: Purple44 on June 28, 2017, 12:18:17 AM
Anybody know why I can't start a race in a player hosted lobby? I did a search for "start", does not look like this question been ask yet.

My mouse trigger chat, can add bots with mouse.

Hmm just notice that the start option is greyed out at bottom of screen. Since lobby show me I'm not ready. But the start button is the ready button for a player host. 

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/June%202017%20beta%20build%20pics/start-button-greyed.jpg)

I got a message from Space, seem red exclamation mark ( ! ) stopping me from starting the race:

Purple44: hmm, seem start option is greyed out
Spaceface: wrong parts
Spaceface: is there an exclamation mark on your car?
Purple44: wrong parts will stop me from starting?
Spaceface: its a bug if you have a previous career file
Spaceface: do you see an exclamation mark on your car?
Purple44: have red !, do I have buy new cras then?
Spaceface: If so, go through the garage, and buy a part for each customize item and make sure something says "installed"


Also there some issues with my online lobby. The orange scroll slider bar is way to wide and in pic below, depending on the background, you can't read the white text in the lobby window. :(  Need to make text purple  ;) or put some background behind the text so it shows.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/June%202017%20beta%20build%20pics/online-lobby-cant-read-text.jpg)

I'm very happy the chat window is still as big as the old chat window. :D


Also with new Build, my custom cameras or custom skins or custom purple smoke is triggering the modding game warning. I can't join a online host now like I could with the April Build. Wil do some testing see which mod or all 3 triggering the modded game message.

Title: Re: June Update
Post by: Caley19 on June 28, 2017, 12:19:16 AM
Amazing update full of cool new features! I like the new menu look (would be cool if in-race GUI could be reworked like we've seen some time ago on that concept art picture showing some new aspects of GUI in-race) Everything from new update is well made, but I was kind of shocked when I saw that you removed crew and repair systems. I kind of liked repair feature and crew was not that bad too (except i hated when i had 2 crews and 3 cars.. always need to change them from one car to another) I hope I will see these features later back in game  ;)
Title: Re: June Update
Post by: MamieNova on June 28, 2017, 01:37:45 AM
Hmmm, apparently, my game now crashes as soon as I display the list of MP lobbies. Not really sure why... No mods enabled.
Title: Re: June Update
Post by: TT on June 28, 2017, 01:39:33 AM
I love the new banger version of American3! Probably my favorite car now.

Love the new tracks.

Love the option to change visual parts.

Lots of other great stuff!



A few areas of concern:

Is it just me or does the steering sensitivity get too high now with the higher class cars? I tried lowering it but the higher class cars are still a little hypersensitive with the steering.

I'm worried about the change towards much higher powered cars. At the very least, they might want to wait on this part until after the frame-rate optimizations.

I wish that B class could be split or that more cars came with engines that would go down to C class. The lower end of B class is perfect but then the AI can have much faster cars than the player.


Overall, this is great!
Title: Re: June Update
Post by: basti4655 on June 28, 2017, 01:58:02 AM
Hmmm, apparently, my game now crashes as soon as I display the list of MP lobbies. Not really sure why... No mods enabled.

Same here!
Title: Re: June Update
Post by: Mortal on June 28, 2017, 02:15:17 AM


Dust everywhere xD

Dust is important effect, for me only need reduced opacity first, but do not dramatically reduce the effect, try to find a realistic balance..
Title: Re: June Update
Post by: Daystar on June 28, 2017, 02:20:46 AM
Hmmm, apparently, my game now crashes as soon as I display the list of MP lobbies. Not really sure why... No mods enabled.

Same here!

I have this same problem as well. lets hope Bugbear figures this issue out soon.
Title: Re: June Update
Post by: 71User on June 28, 2017, 02:22:21 AM
First thoughts are that it is nice the see another update and that it contains a completely new GUI, we can start to see where things are heading GUI wise. Great new track, frustrating and fun at the same time :-) ( also believe this track was in Destruction Derby Raw, which is a game a thoroughly enjoyed). My reworked car also looked more like metal than before which is nice.

I'm sure you're still working on everything, few issues I can see include:

- Sounds silly but when I first played my car had changed colour as the colour/style had been removed, it changed to a very yellow yellow, which made it look cartoony at first (imo), in race it seemed better. Unless heavily spray painted or something you don't see too many fresh bright yellow banger cars, without small dents, marks and rust etc at least.
- The dust is too opaque (imo) and slightly dislocated from the cars, possibly needs to form more of a single transparent cloud closer to the wheels while still maintaining dust per wheel.
- I get strange effects with smoke with some form of pattern flickering in it but I had this before the update. Think I see it most on big stadium.

Are you planning on making the cars progressively harder to drive (based on damage areas) when they are a bit battered? Like car pulls to left or right if tires are trapped. Less power if fewer cylinders are working. Probably an on/off option as some people will hate that.

Is there some work happening on roof damage so that when a car rolls and hits the roof it doesn't look like the driver is squished? It's great damage, just looks wrong winning a race when the driver should be dead. Maybe some form of driver only roll cage that deforms slower and less that the rest of the car which also lets the passenger side 'squish' as normal.

Last question if I may, body damage is great at the moment and I was wondering if some form of 'metal tear' would be a possible damage effect? For example, a car hits another on a rear panel from the side and tears the metal so it hangs at an angle, sort of forming a hole/gash. Probably nasty to code but just wondering.

Thanks for the update and looking forward to the next :-)
Title: Re: June Update
Post by: Mortal on June 28, 2017, 02:37:59 AM
Nice custom parts




Title: Re: June Update
Post by: Hemmelighetsklassifisert on June 28, 2017, 03:11:13 AM
new update is great, haven't had time to test it much, but i would like some 21:9 aspect ratio support in the menus.
Title: Re: June Update
Post by: rhamm on June 28, 2017, 03:12:54 AM
The ribbon works fine with the left and right bumpers on the 360 controller or using a mouse.  I can use the tab button to move right on a keyboard but shift-tab is reserved for the Steam Overlay so I can't go back left.  I've found no way to remap those buttons on a controller so I can't go through those with my steering wheel.

(http://i.imgur.com/Je4kix8.jpg)
Title: Re: June Update
Post by: Purple44 on June 28, 2017, 04:38:37 AM
Online is now crashing when you try and go online and load the online host list.  :(

Instant crash when opening multiplayer. Seems it`s happening to everyone now. (http://steamcommunity.com/app/228380/discussions/0/1368380934263792684/)

Quote from: Purple44;1368380934264155166
I did some online testing with a player host earlier today, but after seeing this thread, tried to go online and as host list is loading hosts, game crash.
Title: Re: June Update
Post by: Mortal on June 28, 2017, 05:20:06 AM
More pink no texture loads

Tarmac2


Title: Re: June Update
Post by: sam223 on June 28, 2017, 05:32:59 AM
Small issue i know, but a typo on advanced controller options?
Steering sensitivity  = 'Limits steering rate at higher speeds'. Should be with Steering speed sensitivity
Title: Re: June Update
Post by: Purple44 on June 28, 2017, 06:59:24 AM
Janne, hope you reading the Steam forum too. A lot of posting going on there too:

How does everybody feel about the new handling? (http://steamcommunity.com/app/228380/discussions/0/1368380934263630229/?tscn=1498566686)
Title: Re: June Update
Post by: CFodder on June 28, 2017, 07:05:18 AM
Same problem with the crashing here too, have tried verifying the files - didn't work so deleted and re-installed, still the same problem. Dedicated servers are up and running fine though :).
Title: Re: June Update
Post by: Kompressor on June 28, 2017, 07:06:55 AM
Regarding FFB... Doesn't have much time for testing, sadly. But it really looks like previous FFB should just have an individual memorizable strenght setting for each car and that's all.
Title: Re: June Update
Post by: Pritchard on June 28, 2017, 07:26:20 AM
First thing that stuck out to me with the new update is definitely the step backwards in controller support. The old system of having the gamepad move the cursor around to the different buttons worked fine for the most part, so it's pretty sad to see this regression.

It's no longer possible to use the D-Pad to control the UI. This sucks because the thumbstick is generally a less precise mode of control for these sorts of things and it's not difficult to overrun the menu item you're looking for. This is the biggest single issue that I've found so far.
The other main thing that sticks out to me is that the replay/free-camera UI no longer lets you select the play area and press the A button to hide the UI, instead requiring you to select the button on the far right. This makes it a fair bit clunkier when you want to quickly start moving the camera around in freelook mode. (Though thankfully the bug where the camera would snap to the ground when traveling in freecam seems to be fixed...)

Also, let us click on the start screen to progress!

Another thing that's stuck out to me is that the visual parts of the cars seem to be a bit messed up, at least when loading older save data. I was checking out some of the customization options and I noticed that some things had multiple "None" entries, and that selecting some of these "None" entries will actually change the appearance FROM being "none":
https://dl.dropboxusercontent.com/s/sqsbwemp5x1erxn/2017-06-28_14-16-12.mp4 (https://dl.dropboxusercontent.com/s/sqsbwemp5x1erxn/2017-06-28_14-16-12.mp4)
This is just one example of the issue that I've found.

The market seems to be empty now:
http://i.imgur.com/hT3fABo.png (http://i.imgur.com/hT3fABo.png)

Also, is there a particular reason why lawnmowers are autogenerating their class now? They already have their own custom set. This checkbox was not ticked in previous versions of the game:
http://i.imgur.com/iTDitp8.png (http://i.imgur.com/iTDitp8.png)

So far I have mixed feelings about the update - I'm not sure I'm really a fan of the new UI vs. the old one, and that's the main change. The new/updated tracks are good though! I'm sure the UI will be improved in time though, as feedback comes in.
Title: Re: June Update
Post by: Pritchard on June 28, 2017, 08:41:10 AM


My roll cage fell out of my car. It's impressive that it managed to worm its way out considering that there isn't a gap large enough for it to fit through in the car, and disappointing that my mechanic didn't bother to weld it down very well...
Title: Re: June Update
Post by: Purple44 on June 28, 2017, 08:51:39 AM
Janne, hope you reading the Steam forum too. A lot of posting going on there too:

How does everybody feel about the new handling? (http://steamcommunity.com/app/228380/discussions/0/1368380934263630229/?tscn=1498566686)

Sent Janne a tweet with a link when I saw him post on twitter a bit ago:

Quote from: jannesBB;1368380934264786333
Thanks for all the reports, we're investigating the issue with high priority.
Title: Re: June Update
Post by: Purple44 on June 28, 2017, 08:59:20 AM

The market seems to be empty now:
http://i.imgur.com/hT3fABo.png (http://i.imgur.com/hT3fABo.png)

Also, is there a particular reason why lawnmowers are autogenerating their class now? They already have their own custom set. This checkbox was not ticked in previous versions of the game:
http://i.imgur.com/iTDitp8.png (http://i.imgur.com/iTDitp8.png)



Ya where the cars? I only saw the new Euro 2 II when I first open the Market. I can't buy a second AM5 so I can have a A class and a B class ready to go online?

Right now, I don't think I can handle an A class AM5 offline or online with a wheel and no assists. :P
Title: Re: June Update
Post by: Zebulon55 on June 28, 2017, 09:13:02 AM
I haven't had much time to test except for a quick ride on crash canyon.

A big thank you for the Tour of Destruction location!  8)

Can't wait for "A collection of awesome tracks for ultimate vehicular carnage."  ;D
Title: Re: June Update
Post by: Ak1504 on June 28, 2017, 10:03:17 AM
Any thoughts on the AA ? I have it on 8x but it looks terrible Oo
Title: Re: June Update
Post by: djfil007 on June 28, 2017, 10:16:18 AM
Amazing.  Really loving it.  And I'm excited to see that it's working great with my OSW Direct Drive wheel (hasn't broken my wrists yet).

Love the new UI, and fine with the changes of the garage (though I'd be happy with the wear/repair being optional).  Main menu now doesn't stretch across whole screen when using nVidia Surround, glad that it is fixed.  However the in-race HUD is still stretched, hopefully this will be addressed soon.  Also your new UI doesn't like nVidia Surround's bezel corrected resolutions (causes issues with mouse-click hitboxes on menus).

I personally really like the physics and the direction it's taken.  It feels really good with my wheel, with all assists disabled.  Takes lots of throttle control to keep those awesome drifts.  Force feedback could use some work, there's no definition between asphalt, dirt track, and off path.  But really happy that it otherwise works perfectly with my setup.

Keep up the good work.  Look forward to seeing these final few months of polish.
Title: Re: June Update
Post by: Janne Suur-Näkki on June 28, 2017, 10:34:20 AM
Thanks for all the feedback! We're currently investigating the server browser crash issue + as well as other stuff that's been reported, stay tuned for a hotfix.

Any issues with the parts glitching or market not being populated will probably mean that you should wipe your save data.
Title: Re: June Update
Post by: Janne Suur-Näkki on June 28, 2017, 10:41:03 AM
Pritchard, do you remember what vehicle was that with the roll cage slipping out?
Title: Re: June Update
Post by: Zebulon55 on June 28, 2017, 11:06:21 AM
I have a laptop touchpad. I get no scroll bars.

Turned on all features (gestures) but that doesn't help. Can only see 15 of the 21 mods and 2 non workshop mods that I have installed.  :'(

Have to work through the cars and tracks by clicking on the rightmost, which then moves to center, showing others to the right.

Dell touchpad on Windows 10.

will try usb mouse tomorrow. (getting late here).
Title: Re: June Update
Post by: Purple44 on June 28, 2017, 11:08:25 AM
Pritchard, do you remember what vehicle was that with the roll cage slipping out?

At 2:25 in this video posted over at Bugbear twitter, you can see roll bar come out:

http://www.youtube.com/watch?v=mFGT5hi1rf4 (http://www.youtube.com/watch?v=mFGT5hi1rf4)

That the AM5?
Title: Re: June Update
Post by: Janne Suur-Näkki on June 28, 2017, 11:13:03 AM
Thanks Purp, actually that roll cage is from American 3 - you can see it on the track before the guy drives into it and it gets stuck on the front of the car.

Zebulon55, sorry for the inconvenience - we are planning to add buttons for scrolling but they didn't make it to the update.
Title: Re: June Update
Post by: Purple44 on June 28, 2017, 11:31:13 AM

Zebulon55, sorry for the inconvenience - we are planning to add buttons for scrolling but they didn't make it to the update.

Also about the mods, right now seem we can only move a mod up the list. But we use to be able to move mods up and down the list. We will get the ability to move a mod down the list, back?

We got have it when mods need to be loaded in the correct order to join a modded host online!!
Title: Re: June Update
Post by: naturepalmer on June 28, 2017, 11:34:59 AM
Hello!

I hava a same V-Sync issue what this guy describe here:
http://steamcommunity.com/app/228380/discussions/0/1368380934263701472/ (http://steamcommunity.com/app/228380/discussions/0/1368380934263701472/)

If I Enable V-Sync ingame, the FPS locked @60 (i have a 60Hz display) but got a weird horizontal tearing.
Try all of the refresh settings but none of them help.

Side note: change the V-Sync settings ingame from enable to disable or vica-versa that do not apply until you restart a game manually.

HW/SW:

i5 7500, 1070 GTX, 16 GB RAM
Windows 10 Pro 64 bit with latest updates (inc. creators update), latest Nvidia driver and fresh Wreckfest install, run with 64 bit executable.

Hope sometime the devs can check this out.  :)

Cheers!
Title: Re: June Update
Post by: Zebulon55 on June 28, 2017, 11:38:22 AM

Zebulon55, sorry for the inconvenience - we are planning to add buttons for scrolling but they didn't make it to the update.

So it's a next update kind of thing? That's cool. Get that multiplayer working, and the host/mods can pick tracks for me.  ;D
Title: Re: June Update
Post by: bestgrafix on June 28, 2017, 11:50:08 AM
Thanks for the Update, i like the way the new GUI goes.

There are some BUGs with the 21:9 Menus.
And i personal dont like the new TARMAC1 redesign, was one of my favorites since the beginning, now it lost it heart with the big bridges, looks really flat, empty and boring --- any chance to get the old one back ?


(https://lh3.googleusercontent.com/QeEgkg0PWPLoNTkzJOZF-3alk6xiDHxQumCBUjuZbCTTcrtiAi3qmhdR9zLHsk3KqKa2QJVRvd0m5E8OdNRqhstLlc-uYyJSX-_RYIMaqy2zVM1mn3Toiq6S7GmpXhsCZ17cbKWSHoh0LAaukxCsuvGigRZn7QF8zak3-CJe8YP9MRGGCxf1hArq-Yv6DDoTWs0o74IXPPKVwMYtgtDGmIZ2a5uyFVuHhaz-n3XUi0iekJVtzq6k08bOSywoCFfnMk9uNEGTpCh3deKeqST33EEb3lq88s3GIuLtn64tmKrc5SIKiG3TmDV7boo7pdkNHa5iNvdaFil0VXjfpUDoGQJhix84funXwVfOvqeoF_o3BTtm7s4ChRQJXYuDj3F3efUGakrb-RnkYo9M_qHZNEV2oaz5vnB8LhHXHND5ILf6Aku4o2bATEpJSzoJx_zDqs4KewvYxf-GCst4EIgOkKBBDNp_daEhw_Mg2hguogB_2oSMWGcK50zaSwZyjot9IP0I2bhjl_xlAdSscW87Px9oNvbfOXCRsKzGaz9_UKKLx2d3aRkyH20QTTeRpt-m8ldhiFKLMkMRIFvPbzUwEGVBdf70WG-CUg1Q30XimUoRfevvz2JxhQ=w1920-h804-no)


(https://lh3.googleusercontent.com/4jIPDlVSWwbNyAX4ymCcxUjJVpS7m0jLAi1GVhJMffE_3iLp0pdhV2qXLEdvfATgqlVFG2bWCNkvlDW2x_Ivg3J3tyA1HBt_uNI2Kd1Wqj4yt6rrQHKbHhgdqEpv9VMYuAFhGStOmey62Q6RzVgVGFK9G7KbovLewoSkFP9qtLqqqgn91NTYb9CWLkyDeHhq6XvpbH8ju8tRmq1jKJ2D-IyUHnlMwGedzzSOuRBaVhndG-nICtRTm3iFa67vdlwZLqfCWFmCmZcv8appqOfoPAbnphOPrbwCGWBlsdKdFnWLqARrIctYNH38L1UOovqu0glYrrNSWhy-wYGE1XCwquFlR3gIdIBuUYZPLiipy0KsA_7YM7pK9Vvd6J69DxjLL7bmsKiwdzUKnNJHZkyYjrxBETUCI4E1fhaie0qm2_ZmiCk4U8DJPFgoS99jtGcxPle-_phE-6CB7t3OBNpYt6yICaAz94C3aUwcScsu9fHZfnhiu8RPHQiKjvrrhInsctewLzddbxque7F94fALrngARLzKP146ZYW6-kkE_EG01Y2l3RrPPl84MKadwTyUuR1JrKYc4t9Eb5dUyXeWpJ4E7an-J3g7Ukp4tvue5TMo0po7BQ=w1920-h1080-no)
Title: Re: June Update
Post by: conso1727 on June 28, 2017, 11:53:40 AM
A few things:
1- Glad to see you introduced Destruction Canyon, it was dearly missed!
2- How do you sell a car? I have to re-learn the full menu layout again but I can't find that option
3- I tried a lawnmower race on Destruction Canyon, but instead of the ragdolls a grey cube (presumably a placeholder) spawns instead. It's related to the fact I am using the lawnmower from the previous version (I wanted to sell and rebuy it to test, but there's point 2) or a bug?
Title: Re: June Update
Post by: Janne Suur-Näkki on June 28, 2017, 12:11:10 PM
Selling cars is no longer possible.

The ragdoll model is currently missing assets, will be fixed in the upcoming hotfix.
Title: Re: June Update
Post by: Tonza on June 28, 2017, 01:09:02 PM
(https://i.imgur.com/WfIHKtQ.jpg)
(https://i.imgur.com/SnqtbwU.jpg)
Trying out them new parts  8)
You guys notice the massive spoiler on the roof like the ones they use on them crazy sprint cars (under decoration section) ;D
Title: Re: June Update
Post by: Purple44 on June 28, 2017, 01:27:27 PM
Selling cars is no longer possible.


So no buying a second AM5 so I could have 1 A class car and 1 B class car?

With how hard it is to handle a A class car, I may want to use the A class car for the speedways and then switch to the B class car for the gravel track online.

Unless maybe we see some racing and dirt tires that would give the A class cars a little more grip?


Edit:
   Saw this tweet from Janne:

or Ole Lerbæk? @Thorlahr 4 hours ago

@bugbeargames Suggestions; Even if you own a car, don't remove the ability to buy additional from marked. Also changing parts in MP pls :)


BugbearEntertainment? @bugbeargames
Replying to @Thorlahr

Instead of having duplicates of cars we have another idea to make it work, you'll see :)

*******************************

About online host list crashing. I went offline with Steam, fired up Wreckfest, went to multiplayer and host list loaded without crashing. LAN mode host is stable offline. So Wreckfest stable until it goes online and tries to make a sever\host list. If That will help the Bugbear Devs figure this out.

********************************

Found this glitch when checking out a replay:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/June%202017%20beta%20build%20pics/replay-glitch.jpg)
Title: Re: June Update
Post by: Paul_B on June 28, 2017, 01:46:57 PM
The dust effect is over done IRL it only stays in the air for seconds.

https://youtu.be/4XgvpbslD0U
Title: Re: June Update
Post by: St. Jimmy on June 28, 2017, 02:02:44 PM
The dust effect is over done IRL it only stays in the air for seconds.

Nope it depends on couple things:
- What kind of gravel/sand it is
- Has there been rain and how dry the surface is

On other day you might barely see any dust or particles rising. On other day enjoy the cloud that will be in the air tens of seconds or even some minutes flying slowly around making your neighbour curse at you why don't you drive slower.
Title: Re: June Update
Post by: conso1727 on June 28, 2017, 02:08:58 PM
I've shot you a PM, Janne, I hope you will be able to answer soon.
Title: Re: June Update
Post by: Paul_B on June 28, 2017, 02:24:24 PM
The dust effect is over done IRL it only stays in the air for seconds.

Nope it depends on couple things:
- What kind of gravel/sand it is
- Has there been rain and how dry the surface is


On other day you might barely see any dust or particles rising. On other day enjoy the cloud that will be in the air tens of seconds or even some minutes flying slowly around making your neighbour curse at you why don't you drive slower.

I agree, when racing on gravel I couldn't see any thing but dust
Title: Re: June Update
Post by: Finsku on June 28, 2017, 02:39:56 PM
Please, if you find a bug report it in Bug Reports area: http://community.bugbeargames.com/index.php/board,29.0.html (http://community.bugbeargames.com/index.php/board,29.0.html)
Its easier for developers to read bugs if all are listed in one place. Also there is a change that developers will not notice a bug which is posted here!
Title: Re: June Update
Post by: Devin on June 28, 2017, 04:09:41 PM
Janne , As Devin mentioned the FFB has has gone to dogs !

I have a €400 Thrustmaster TX an it feels like I driving with €100 bungee cord toy one, there's hardly any feeling there. Now it just feels like a big spring pulling
 the wheel left an right.. no road feel or impact jolts apart from a little when hitting the Armco barriers.
Could you try driving the AM4 (II) as a test? Apparently, as it turns out, that thing is a trillion times closer to the old FFB than the cars that I've tried before
Title: Re: June Update
Post by: Paul_B on June 28, 2017, 04:13:09 PM
Will be on a bit later try out some settings

Sent from my SM-G360F using Tapatalk

Title: Re: June Update
Post by: Paul_B on June 28, 2017, 04:13:15 PM
..

Sent from my SM-G360F using Tapatalk
Title: Re: June Update
Post by: Purple44 on June 28, 2017, 04:16:39 PM
I just found a place in Wreckfest where I can take an A class AM5 car and have a blast!  :D

http://steamcommunity.com/app/228380/discussions/0/1368380934262871735/?ctp=2

Quote from: flykas;1368380934265889589
They have destroyed my favorite track - mudpit 1


We are talking about the derby mudpit arena?

I just gave mudpit a go with my A class AM5 ( souped up ) and had a blast. I stomp on the gas and whip the car into a quick 180 or do donuts. Got be a little careful if want go straight, don't give car the gas to fast.

Mudpit feels like I'm derbying on mud! :)
Title: Re: June Update
Post by: MamieNova on June 28, 2017, 04:59:30 PM
So, after playing for a bit, here are some thoughts.

UI

I like the visual side of the UI, however, I find it very user unfriendly. Go into quick race and try changing stuff to notice that.

[Top menu is : Start race / select track / select car / options.]

1/ General feeling #1 : LB/RB to navigate the top menu is very ok, except for one thing : don't set the cursor's focus on those, ever. Each time I navigate to the one I want, I just try to select the track or the car and nothing happens... because I haven't pressed "Down" yet to highlight the said selection.

2/ General feeling #2 : too much "confirmations" needed. Example : when selecting the car, just switch to that one without needing A/Enter each time. Even more true when upgrading a car, it's a painful process =) I would invite you to go back to how you did it in flatout 2 (and honestly, take back what's yours, 'cause that was pretty nice with keyboard only: up/down for category, left/right for available parts.
Same goes for track selection or car setups (if they existed =p and I'd really really really want that to be included as soon as possible)
Quote
car :     < American 1 >
setup : < Mamie's Tarmac 1 forward settings (for clean racing) > (name I'd want to type myself, obviously, and yes, I might want more than one setup per car/track combination ^^)

3/ Lobby's interface is too transparent, white stuff is unreadable when clouds are involved (red text could also be hard to read in chat yesterday when MP worked). Just make the grey background more opaque.
3B/ Still can't see the end of the countdown when starting a race (let's say at least 50% of the times). Just use a black outline on this 3, 2, 1, GO; or give it a grey square background, anything :)


Tracks

So I have a bit of beef here, because I really am puzzled by that: Why do you keep destroying the good stuff of the old tracks when it does not even fix their problems ?
Tarmac 1 was a great track and in my eyes, its only flaw was that it allowed too much cutting through the grass. The stone bridge really did not have to go. It was actually a cool obstacle, with breakables.
When I got on the track yesterday, my first feeling was "oh what the hell, they removed everything, and even mowed the lawn so people can cut some more". (now I don't usually cut so if checkpoints were fixed, I'm just not aware of it)

I haven't done much Sandpit 1 but it seems to be the least hurt of the remade old tracks.

So far I like mixed 7 much more than most of the recent tracks.


Handling

The power gain reshuffled the cards on this one, too early for an opinion but seems ok for me. Also, I don't have access to my wheel at the moment, so can't comment on that either.
Title: Re: June Update
Post by: KingOfTheCakes on June 28, 2017, 05:23:40 PM
Really like the customization (goodbye annoying cracked windscreens!) and I highly appreciate the manuel gear response has been improved finally!

Also I've noticed the cars are less durable now, again I really appreciate that as derbies don't take for ever any more! It's slowly starting to feel more like the old Wreckfect before the rebuild.

The problems I'm having so far is that game crashes on start up some times, usually after I've changed any graphical settings. Also, I'm really not a fan of Tarmac 1's new face lift either. Don't know why change one of the better tracks. Removing the unique pillars and making everything wider takes away the technical and destructive elements of the circuit. Also, it has now made it even easier not to stick to the track. It's basically going to have the same problems as Tarmac 3.
Title: Re: June Update
Post by: St. Jimmy on June 28, 2017, 06:03:42 PM
Hmm server browser didn't crash the game for me today and I saw there were some people playing. It crashed once yesterday but I'm not now sure now was it the same thing what many are experiencing. Maybe it crashes in 64-bit mostly and is ok in 32-bit?

/Hmm there are also other people reporting that multiplayer works now!
Title: Re: June Update
Post by: Paul_B on June 28, 2017, 07:04:23 PM
Janne , As Devin mentioned the FFB has has gone to dogs !

I have a €400 Thrustmaster TX an it feels like I driving with €100 bungee cord toy one, there's hardly any feeling there. Now it just feels like a big spring pulling
 the wheel left an right.. no road feel or impact jolts apart from a little when hitting the Armco barriers.



Janne, my first post was a knee jerk reaction on FFB so didn't have much time with the game last night. So a new day an some testing an tweaking, drop my force down to 60 an saturation to 60 feels a bit better now. Was at 100 before so all is not lost, but I won't let you off the hook just yet as FFB still needs a bit of work.

Overall a nice update, the dust does seem to linger in the air a bit too long.. The UI looks nice but don't feel user friendly yet.
Title: Re: June Update
Post by: Janne Suur-Näkki on June 28, 2017, 07:11:51 PM
Thanks for the update Paul, good to hear it's feeling better already. In all honesty we should probably have presets for different wheels since there are so many, with different features and of varying strength, and one size fits all default settings can't work even satisfactory for all devices. Judging by the feedback we've received the default strength does seem to be too high for most common devices, though.

Some improvements for the dust effect is coming in the hotfix.
Title: Re: June Update
Post by: tads421 on June 28, 2017, 07:22:23 PM
Janne, I seam to be the one that was making all the clients fail and crash.

It was my dedicated server your game was conflicting with OPENGAMEPANEL ... http://www.opengamepanel.org/news.php (http://www.opengamepanel.org/news.php) as soon as i have uninstalled it everythig is now working fine.
Title: Re: June Update
Post by: Devin on June 28, 2017, 07:23:32 PM
Janne , As Devin mentioned the FFB has has gone to dogs !

I have a €400 Thrustmaster TX an it feels like I driving with €100 bungee cord toy one, there's hardly any feeling there. Now it just feels like a big spring pulling
 the wheel left an right.. no road feel or impact jolts apart from a little when hitting the Armco barriers.



Janne, my first post was a knee jerk reaction on FFB so didn't have much time with the game last night. So a new day an some testing an tweaking, drop my force down to 60 an saturation to 60 feels a bit better now. Was at 100 before so all is not lost, but I won't let you off the hook just yet as FFB still needs a bit of work.
Pretty much same here, but many cars for me still feel similar to yesterday (just not as bad) and the American 5 is undrivable for me, that's how bad FFB hit that one. The most drivable one in terms of FFB is the American 4(II) for me, but it's become very slow unfortunately
Title: Re: June Update
Post by: Janne Suur-Näkki on June 28, 2017, 07:43:34 PM
Kev, was OGP working fine before the update, I guess so? It might have been just a coincidence, we'll see.
Title: Re: June Update
Post by: tads421 on June 28, 2017, 07:57:46 PM
i had not fully set OGP up yet... i had only installed it and left it.... i was waiting for the update before i went and configured it..... but the min i un-installed it everything went fine. but it was all running fine before the update
Title: Re: June Update
Post by: MamieNova on June 28, 2017, 09:42:29 PM
crashing again at MP server list :/
Title: Re: June Update
Post by: Orbotnive T on June 28, 2017, 09:44:32 PM
crashing again at MP server list :/

yes just reinstalled, made some cash, bought a car to get past parts missing online, went to try it hoping it would work and game crashes
Title: Re: June Update
Post by: MamieNova on June 28, 2017, 09:46:59 PM
it had been working for the past five hours. I wonder what causes this. My money would be on a badly named server...
Title: Re: June Update
Post by: Purple44 on June 28, 2017, 09:52:02 PM
crashing again at MP server list :/

I just tested online, no crash. Lot of servers in the list. I join a empty one, started race no problem.
Title: Re: June Update
Post by: Orbotnive T on June 28, 2017, 10:30:19 PM
it's back XD last time ill say it. it's on and off. just have to keep trying.
Title: Re: June Update
Post by: Kompressor on June 28, 2017, 11:39:48 PM
Can't tell that FFB is bad, but somehow lifeless compared to old one. Feeling of the road is almost nonexistent. Now it feels soft and quiet. A bit too quiet.)) But thanks for getting rid of canned vibration effects, that was quite useless.
Devs, what forced you to put under the graders some cool and fun old tracks? Was there much complaining about or else?
Any chances to get an option to set up incar view positions and save them? Please!)) For some cars it looks like you are in the truck.
Title: Re: June Update
Post by: rhamm on June 29, 2017, 02:09:18 AM
Steering wheel FFB feels ok in the American 1 car but feels dead in the European 1.  I assume this due to the weight difference. Would be nice to have degrees of steering controlled by the game automatically for each car. That would probably help.
Title: Re: June Update
Post by: TPEHAK on June 29, 2017, 07:40:55 AM
Thank you for the update, I like it.

The new interface needs some grinding and polishing to make it more intuitive and useful.

I hope the start screen is just preliminary because it looks very sketchy and needs more style.

I do not know why, but I can not press Ready button in the multilayer mode, this button is inactive, so I am not able to play multilayer with my cars anymore. I'm still trying to figure out what is wrong. When I put cursor over my name it says "Parts missing!" - I have no idea what does this mean. Maybe wrong car options, maybe something else, maybe I have to upgrade my car, not very intuitive and not very user friendly menu and messages. But I was able to scroll car list further and find cars with key-fob icons, and I was able to take one of them and played multilayer with this car.

It looks like I can not modify cars in multilayer mode anymore or it is hidden somewhere. I do not know if there is a purpose for this.

Please add filter for servers using ping from fastest to slowest. Maybe add another server filters.

Please add vertical and horizontal revers options for camera control for gamepad. I'd like to revers vertical control axis on gamepad. It is very confusing for me when I pull stick up and camera turns down. In most videogames it does opposite. But the mouse camera control works fine as I expected.

It was posted here already, and I agree with it - I can not see text in menu on some screens.

There is purple square glitch in the replay mode in the menu appeared on me.

The rest looks very good.

I like new tracks.

I like camera behavior, it looks much better than it was.

I like big menu buttons, so you can read the menu text effortless.

I like cars physics.

I like new features like car visual mods.

Thank you for your work.
Title: Re: June Update
Post by: CFodder on June 29, 2017, 08:25:28 AM
To fix the "Parts Missing" error either go to the garage and make sure your car has all of the parts (one from each category). If this doesn't work, as it didn't for me, you have to delete your saved car data. I just had a night of the long knives (or carmageddon :p) and deleted the whole save folder located here:

'<your steam drive>\Program Files (x86)\Steam\userdata\21141448\228380\local\wreckfest early access' where <your steam drive> is generally C or wherever you've saved Steam to.
Title: Re: June Update
Post by: Purple44 on June 29, 2017, 10:17:23 AM
To fix the "Parts Missing" error either go to the garage and make sure your car has all of the parts (one from each category). If this doesn't work, as it didn't for me, you have to delete your saved car data. I just had a night of the long knives (or carmageddon :p) and deleted the whole save folder located here:

'<your steam drive>\Program Files (x86)\Steam\userdata\21141448\228380\local\wreckfest early access' where <your steam drive> is generally C or wherever you've saved Steam to.

I tried buying all the new parts and swap parts back and forth with the "old" parts and still get the red ( ! ) online. And if it did work, have do it that to all the other Wreckfest car.  :P  So off tonight to get fresh save and say goodbye my 743149 credits. Anybody can beat this amount? Most my credits were earn online over the last 2 1\2 years online.
Title: Re: June Update
Post by: Janne Suur-Näkki on June 29, 2017, 10:26:47 AM
The upcoming hotfix will most likely fix the missing parts issue so if you're not in a hurry you could always wait until the release the hotfix.

Will keep you guys updated when we know more.
Title: Re: June Update
Post by: The Very End on June 29, 2017, 10:30:05 AM
Please also make a script or whatnot to delete the modlist? Would solve a lot of issues :)
Title: Re: June Update
Post by: Purple44 on June 29, 2017, 10:37:25 AM
The upcoming hotfix will most likely fix the missing parts issue so if you're not in a hurry you could always wait until the release the hotfix.

Will keep you guys updated when we know more.

Morning, ya I can wait if Bugbear got a fix. Some day, going have do a fresh start of Wreckfest, but I can wait until final release day.  :P
Title: Re: June Update
Post by: Tonza on June 29, 2017, 12:55:34 PM
The handling is feeling really good to me this build, I play on Xbox gamepad.
http://www.youtube.com/watch?v=UkT-EWEPmxE&feature=youtu.be (http://www.youtube.com/watch?v=UkT-EWEPmxE&feature=youtu.be)
Have BB changed the way the suspension reacts? feels and looks really good in the replays. Or have I just never noticed it before?
Also loving the new look of the euro 2, remind me of the switchblade :)
Title: Re: June Update
Post by: Conte Zero on June 29, 2017, 01:59:05 PM
busy days, so I have time just for a double-click. But game won't start, I get message "Steam must be running to play this game"
Of course my steam IS running.

Will check again in the future, for now it's a KO.
Title: Re: June Update
Post by: Purple44 on June 29, 2017, 02:01:19 PM
busy days, so I have time just for a double-click. But game won't start, I get message "Steam must be running to play this game"
Of course my steam IS running.

Will check again in the future, for now it's a KO.

Did you restart your computer?
Title: Re: June Update
Post by: Devin on June 29, 2017, 02:36:15 PM
I have to correct myself about FFB once more:
Depending on car and suspension there are major differences in FFB. The AM5 for example feels just fine, until I put full race gear on it. From there on it is undrivable because the FFB just doesn't work. The AM4 (II) is generally much slower but even in race gear seemingly works better. Many other cars are like the AM5, but not as bad.

So whichever multiplier jumps in there, it can only be felt on race cars, not on standard ones.

FFB still feels a bit duller than before but it is much better knowing that. Still would like to have that fixed, because of course I'd prefer to actually be able to drive fast cars :P
Title: Re: June Update
Post by: Paul_B on June 29, 2017, 02:46:45 PM
Devin what wheel an settings ?
Title: Re: June Update
Post by: catn1p on June 29, 2017, 03:02:18 PM
I have to correct myself about FFB once more:
Depending on car and suspension there are major differences in FFB. The AM5 for example feels just fine, until I put full race gear on it. From there on it is undrivable because the FFB just doesn't work. The AM4 (II) is generally much slower but even in race gear seemingly works better. Many other cars are like the AM5, but not as bad.

So whichever multiplier jumps in there, it can only be felt on race cars, not on standard ones.

FFB still feels a bit duller than before but it is much better knowing that. Still would like to have that fixed, because of course I'd prefer to actually be able to drive fast cars :P

And I have to agree once more :P

had some time to test yesterday evening and tried some cars starting with C class and slowly upgraded up to max. FFB feels ok on low classes but it seems like something is missing compared to last update. It seems to get worse the more power the car has (which makes sense I guess?). Maxed out the AM5 and EU2 are almost uncontrollable for me. So for a first time I turned all assist to half and they almost felt like last build, well not quite but they're drivable.

Locked diff also seems to make way more difference now, you can feel the brute force on the rear axle of a maxed out AM5. Starting a race in 3rd gear passing the whole field with smoking wheels while trying to keep it straight is pretty satisfying :D

I'll still have to test some more with different FFB settings...
Title: Re: June Update
Post by: Janne Suur-Näkki on June 29, 2017, 03:20:56 PM
Just FYI a hotfix for the server browser crash is coming later day, also included is quite a bunch of other improvements.
Title: Re: June Update
Post by: Paul_B on June 29, 2017, 03:27:57 PM
Janne , any chance of FOV setting for seat up an down would be useful for wheel users
Title: Re: June Update
Post by: Janne Suur-Näkki on June 29, 2017, 03:30:02 PM
Good point. It's one of those "small" features that we've been planning to add too, just never got around to do it.
Title: Re: June Update
Post by: Devin on June 29, 2017, 03:31:29 PM
I have to correct myself about FFB once more:
Depending on car and suspension there are major differences in FFB. The AM5 for example feels just fine, until I put full race gear on it. From there on it is undrivable because the FFB just doesn't work. The AM4 (II) is generally much slower but even in race gear seemingly works better. Many other cars are like the AM5, but not as bad.

So whichever multiplier jumps in there, it can only be felt on race cars, not on standard ones.

FFB still feels a bit duller than before but it is much better knowing that. Still would like to have that fixed, because of course I'd prefer to actually be able to drive fast cars :P

And I have to agree once more :P

had some time to test yesterday evening and tried some cars starting with C class and slowly upgraded up to max. FFB feels ok on low classes but it seems like something is missing compared to last update. It seems to get worse the more power the car has (which makes sense I guess?). Maxed out the AM5 and EU2 are almost uncontrollable for me. So for a first time I turned all assist to half and they almost felt like last build, well not quite but they're drivable.

Locked diff also seems to make way more difference now, you can feel the brute force on the rear axle of a maxed out AM5. Starting a race in 3rd gear passing the whole field with smoking wheels while trying to keep it straight is pretty satisfying :D

I'll still have to test some more with different FFB settings...

I have to agree on that, right now I'm using LSD diff (which used to not work for me at all) and I actually have to watch my right foot, I can no longer floor it. So no more formula drift, you now actually sort of have to keep the car straight around corners. I like that  :) I have also deleted my profile, maybe that improved FFB as well. Once I'm back up on money, I'll try the AM5 in race gear once more, as that one used to be completely undrivable for me. Certainly raw power seems to make it worse but in the EU3 which I'm currently using, it's still very much drivable. Just harder to keep straight with all the power!

@pben1 G27, standard settings. Wheel at 107% strength in driver, 450°
Title: Re: June Update
Post by: Purple44 on June 29, 2017, 03:31:43 PM
Just FYI a hotfix for the server browser crash is coming later day, also included is quite a bunch of other improvements.

To late for me to test, need to go to bed, only got 4 hours sleep yesterday with all the reading, testing and posting. Want to test that missing parts fix. That did make it into this hotfix Janne?

Janne you get my PM I sent early today?
Title: Re: June Update
Post by: MamieNova on June 29, 2017, 03:37:35 PM
For those who haven't noticed yet : take a class A american car, set up a quick race on something like mixed1, 4 or 5 laps, against lawn mowers. On your way to an easy victory, kill as many as you can. That should be a good 7K per race.
Title: Re: June Update
Post by: Janne Suur-Näkki on June 29, 2017, 03:41:46 PM
Want to test that missing parts fix. That did make it into this hotfix Janne?

Janne you get my PM I sent early today?

Yes and yes, just didn't have time to reply yet.
Title: Re: June Update
Post by: Paul_B on June 29, 2017, 03:43:27 PM
Guys shall we head over to general as an wheel FFB thread is there, keep this one clean.

http://community.bugbeargames.com/index.php/topic,9948.0.html (http://community.bugbeargames.com/index.php/topic,9948.0.html)
Title: Re: June Update
Post by: Purple44 on June 29, 2017, 03:50:48 PM
Want to test that missing parts fix. That did make it into this hotfix Janne?

Janne you get my PM I sent early today?

Yes and yes, just didn't have time to reply yet.

What!! It should be a slow day at the studio today!!  ;D ;D ;D ;D
Title: Re: June Update
Post by: Janne Suur-Näkki on June 29, 2017, 03:55:41 PM
Yeah who could have guessed :D
Title: Re: June Update
Post by: Devin on June 29, 2017, 04:43:46 PM
Actually, as it turns out, deleting my entire profile made even the AM5 at max race gear have FFB that feels very similar to what it used to. Could a corrupt profile cause the FFB to freak out that much? Good to know though, it's all good and playable again  :D
Title: Re: June Update
Post by: catn1p on June 29, 2017, 04:53:14 PM
Actually, as it turns out, deleting my entire profile made even the AM5 at max race gear have FFB that feels very similar to what it used to. Could a corrupt profile cause the FFB to freak out that much? Good to know though, it's all good and playable again  :D

Whew good to know, I only deleted the progress files, not the config. Will try when I get home, thanks!!
Title: Re: June Update
Post by: MamieNova on June 29, 2017, 06:03:19 PM
So, after playing for a bit, here are some thoughts.

UI

I like the visual side of the UI, however, I find it very user unfriendly. Go into quick race and try changing stuff to notice that.

[Top menu is : Start race / select track / select car / options.]

1/ General feeling #1 : LB/RB to navigate the top menu is very ok, except for one thing : don't set the cursor's focus on those, ever. Each time I navigate to the one I want, I just try to select the track or the car and nothing happens... because I haven't pressed "Down" yet to highlight the said selection.

2/ General feeling #2 : too much "confirmations" needed. Example : when selecting the car, just switch to that one without needing A/Enter each time. Even more true when upgrading a car, it's a painful process =) I would invite you to go back to how you did it in flatout 2 (and honestly, take back what's yours, 'cause that was pretty nice with keyboard only: up/down for category, left/right for available parts.
Same goes for track selection or car setups (if they existed =p and I'd really really really want that to be included as soon as possible)
Quote
car :     < American 1 >
setup : < Mamie's Tarmac 1 forward settings (for clean racing) > (name I'd want to type myself, obviously, and yes, I might want more than one setup per car/track combination ^^)

3/ Lobby's interface is too transparent, white stuff is unreadable when clouds are involved (red text could also be hard to read in chat yesterday when MP worked). Just make the grey background more opaque.
3B/ Still can't see the end of the countdown when starting a race (let's say at least 50% of the times). Just use a black outline on this 3, 2, 1, GO; or give it a grey square background, anything :)


Tracks

So I have a bit of beef here, because I really am puzzled by that: Why do you keep destroying the good stuff of the old tracks when it does not even fix their problems ?
Tarmac 1 was a great track and in my eyes, its only flaw was that it allowed too much cutting through the grass. The stone bridge really did not have to go. It was actually a cool obstacle, with breakables.
When I got on the track yesterday, my first feeling was "oh what the hell, they removed everything, and even mowed the lawn so people can cut some more". (now I don't usually cut so if checkpoints were fixed, I'm just not aware of it)

I haven't done much Sandpit 1 but it seems to be the least hurt of the remade old tracks.

So far I like mixed 7 much more than most of the recent tracks.


Handling

The power gain reshuffled the cards on this one, too early for an opinion but seems ok for me. Also, I don't have access to my wheel at the moment, so can't comment on that either.
Title: Re: June Update
Post by: Janne Suur-Näkki on June 29, 2017, 06:31:09 PM
Hotfix out now guys, please update your games.

I'll add the changelog to the op.
Title: Re: June Update
Post by: St. Jimmy on June 29, 2017, 06:33:03 PM
Yep for Tarmac 1 I don't get the "run off area" idea when the only run off area is actually inside corners that look like they can be cut even more. It's the inside corner between the two bridges that actually needs the barrier but that's on the outside...
Title: Re: June Update
Post by: Paul_B on June 29, 2017, 07:05:44 PM
Crashing on start up minimizing to task bar
Title: Re: June Update
Post by: Purple44 on June 29, 2017, 07:42:48 PM
Woke up after 1 hour nap and see hotfix is out. Game still load fine for me.

Can report back the my AM5 and mini did not have the red ( ! ) ( missing parts ). Was able to ready up and race online again with my cars, no rentals needed. Thank for getting this fix Bugbear. :)

Look what I found in the in-field of the Speedway 1 fig 8 track!  :D :D

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/June%202017%20beta%20build%20pics/new-ramps-fig8.jpg)

Thanks Janne for getting my idea into Wreckfest.  :D


Can report that the slider scroll bar is back to a normal size in the online lobby window and the Mods list and seeing the right description for the servers and for the mods in my Mods list when scrolling the list.  :)

OK, time go back to bed.  :P

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/June%202017%20beta%20build%20pics/scroll-bar-fixed.jpg)

 

Title: Re: June Update
Post by: Janne Suur-Näkki on June 29, 2017, 07:46:22 PM
Thanks for taking the time to help us make the game better, Purp :)
Title: Re: June Update
Post by: Zebulon55 on June 29, 2017, 08:19:28 PM

Can report that the slider scroll bar is back to a normal size in the online lobby window and the Mods list and seeing the right description for the servers and for the mods in my Mods list when scrolling the list.  :)


I now have the scroll bars for mods and server list, too!  8)

Thanks for the hotfix!
Title: Re: June Update
Post by: catn1p on June 29, 2017, 09:54:39 PM
Regarding FFB

I deleted my whole profile now, fiddled a bit with the FFB settings and afterwards AM5 was okay to drive without assists. Who would have thought that.
Sadly I can't be sure that it wasn't the fiddling alone which improved the situation so please don't delete your profile because somebody on the internet told you ;)
I also found out what I was missing after someone else here mentioned it. And I'm not missing it at ALL! Thas fricken rattling of my wheel when drifting, especially on sand, which almost ripped my desk apart and doubtlessly woke up my neighbors at night more than once. Thinking about it, I wonder what they thought I was doing  ::)

Thanks for that BB!

Other suggestions that might have been mentioned already:

Possibility to sort serverlist by name, track, mode, playercount, ping...

aditional filter option server is not empty

server cue

chat lobby near server list. I don't even know if this is still a thing but I think it was in the past, maybe



Title: Re: June Update
Post by: BenDover on June 29, 2017, 10:25:30 PM
So I played some today and the servers still crashing sometimes on different maps, I think its time to focus on making the server more stable now, if you gonna have a official server you cant have the server crashing like it want to. Thats something you need to look into now Janne. Please?

Also the server message arent there sometimes when you join a server or after a race its 100% gone instead of beeing there all the time, thats something that need fixing aswell becuse its hard to tell ppl the rules when we cannot say where to look or even whrite them automatic like befor (thats another thing, befor we could press "options" and "Server message" and press "OK" and the server would tell the server message you had, it does not do that anymore) that would be appriciated if that got fixed aswell.

For the crashes I have been playing for around 40-60 min and it had 2 crashes under that time.


Other than that its a preatty good update Janne, dont like that your braking point is almost 100% longer now then befor and sometimes the gameplay can feel abit odd but I guess you get use to how the cars handles nowadays later on. Some find the new UI more confussing then the old one and I can agree on that a little, I know its not "set in stone" yet and fixed might come to it and that great, sadly we dident see an in-race UI, that was the UI I was w8ting for :P

I really hope the game will get some more love from new and old players now atleast! :)
Title: Re: June Update
Post by: presuming ed on June 29, 2017, 10:45:31 PM
Thought I'd boot this game up and give it a go, it's been a while.

Got into a race, was viewing the side of the car. Whatever I do, wherever I go, I can only view the side of the car. If I change the camera I'm looking out of the side window.

I tried to look through the menus but the camera spins around the car so fast it makes me feel physically sick.

Maybe I'll try again in another 2 years.
Title: Re: June Update
Post by: Orbotnive T on June 29, 2017, 10:49:03 PM
Thought I'd boot this game up and give it a go, it's been a while.

Got into a race, was viewing the side of the car. Whatever I do, wherever I go, I can only view the side of the car. If I change the camera I'm looking out of the side window.

I tried to look through the menus but the camera spins around the car so fast it makes me feel physically sick.

Maybe I'll try again in another 2 years.

unplug any controllers, and try to reset settings to default. Don't write it off too fast it's pretty good :)
Title: Re: June Update
Post by: presuming ed on June 29, 2017, 10:53:05 PM
Thought I'd boot this game up and give it a go, it's been a while.

Got into a race, was viewing the side of the car. Whatever I do, wherever I go, I can only view the side of the car. If I change the camera I'm looking out of the side window.

I tried to look through the menus but the camera spins around the car so fast it makes me feel physically sick.

Maybe I'll try again in another 2 years.



unplug any controllers, and try to reset settings to default. Don't write it off too fast it's pretty good :)

Thanks but it's a fresh install. It's all pretty default.

I can't do those menu screens, way too much spinning. Really genuinely feel sick.
Title: Re: June Update
Post by: presuming ed on June 29, 2017, 10:57:50 PM
OK did as you suggest - removed controller, reset settings to default and still looking at the side of a car

Bye.
Title: Re: June Update
Post by: Purple44 on June 29, 2017, 11:26:58 PM
OK did as you suggest - removed controller, reset settings to default and still looking at the side of a car

Bye.

Did you rebind the controller buttons? One them buttons maybe assign to something that causing camera to turn
Title: Re: June Update
Post by: presuming ed on June 30, 2017, 12:01:19 AM
OK did as you suggest - removed controller, reset settings to default and still looking at the side of a car

Bye.

Did you rebind the controller buttons? One them buttons maybe assign to something that causing camera to turn

Nope! All defaults. I can use the xbox joypad to look left a bit so I can see a bit of the bonnet, but I'm still at 45 degrees and can't see out of the front of the car.

Maybe they've been experimenting with VR, left something in there and it's gone wonky when it's detected an Oculus Rift.

We can but hope.
Title: Re: June Update
Post by: MamieNova on June 30, 2017, 12:34:11 AM
usually that says your controller's joystick was not centered when you plugged it in. Have a look in windows' controller settings to see if something is in an always-pressed status.
Title: Re: June Update
Post by: Purple44 on June 30, 2017, 12:34:34 AM
OK did as you suggest - removed controller, reset settings to default and still looking at the side of a car

Bye.

Did you rebind the controller buttons? One them buttons maybe assign to something that causing camera to turn

Nope! All defaults. I can use the xbox joypad to look left a bit so I can see a bit of the bonnet, but I'm still at 45 degrees and can't see out of the front of the car.

Maybe they've been experimenting with VR, left something in there and it's gone wonky when it's detected an Oculus Rift.

We can but hope.

Ed, give these 2 threads a read for a possible fix:

http://community.bugbeargames.com/index.php/topic,7943.0.html

http://community.bugbeargames.com/index.php/topic,6375.0.html
Title: Re: June Update
Post by: Finsku on June 30, 2017, 01:03:58 AM
I changed my graphic settings while logged into server (multiplayer). Not sure about what caused this, but when I tried to exit from settings (it will save settings when exiting, right?) I got this error message:

lz4 decompress failed: retval -131, path '(null)

Hard to create any bug thread because I'm not sure what caused this.
Title: Re: June Update
Post by: MamieNova on June 30, 2017, 01:29:33 AM
path null could mean a missing file, try verifying your game. Else, there's a programmer about to walk naked while people yell "SHAME!" and throw vegetables =D
Title: Re: June Update
Post by: rhamm on June 30, 2017, 07:16:04 AM
Was it intentional that the game has a Mixed 7 track but no Mixed 6 in the track list?
Title: Re: June Update
Post by: CFodder on June 30, 2017, 08:23:00 AM
Have had a play and all seems reasonably good. Have to agree with whomever mentioned Tarmac 1 ... it looks pretty bland boring now without the big bridge and hill at the sweeping turn, also what happened to the pickup truck at the long straight on Sandpit 1 along with all the other obstacles such as the bulldozer etc ... dodging, or trying to, is what helped make the map :(
Title: Re: June Update
Post by: Janne Suur-Näkki on June 30, 2017, 09:19:54 AM
presuming ed, you probably need to go the Settings and check the input mappings one by one, deleting any bogus one (check under all controller devices). We've noticed that automatic mapping sometimes fails.

Finsku, it does seem like your installation might be corrupted.

rhamm, yes - Mixed 6 is a proxy track we have internally. The names of the tracks will be changed later on so it's only temporary.

Ben, thanks for your feedback. You're not the only who have been reporting server crashes again so it's definitely something we need to look into. Most likely we need to put up our own test server or enlist one of you guys to help with logging, but we'll keep you informed. As for the disappearing server message, it's a known issue currently that we need to look into, just didn't have enough time yesterday.
Title: Re: June Update
Post by: Finsku on June 30, 2017, 11:39:53 AM
Finsku, it does seem like your installation might be corrupted.

Okay, I'll check that later. Strange that I played game 1h with different graphic settings (tried to find right one) and played different tracks ????
Title: Re: June Update
Post by: Skyfire on June 30, 2017, 11:57:01 AM
presuming ed, you probably need to go the Settings and check the input mappings one by one, deleting any bogus one (check under all controller devices). We've noticed that automatic mapping sometimes fails.

Janne - your suggestion is what I did and it worked for me. The camera was pointing left in the beginning before reconfiguring. My Fanatext CLS PS4 Wheel with CSL Elite Pedals ist a bit confusing when trying to configure, as the Wheel itself shows up two times. I just deleted all and every input and mapped the ones I need one by one, now it works.
Title: Re: June Update
Post by: Stuntman-Lee on June 30, 2017, 12:05:44 PM
I quite like the new update. There are 2 important features that  seem to have been taken away and was hoping they would return;

Will fastest lap/wrecker/most takedowns awards at the end of each race be back? Particularly online it added a fun alternative element to win something, if not the actual race. The screen doesnt seem to appear at the moment.

The ability to buy/repair/upgrade cars within an online lobby has also been removed. To change/upgrade/repair your car or access the market you need to exit the multiplayer lobby and back to the main menu. On a busy server it is easy to then loose your spot in the server

Thanks
Lee
Title: Re: June Update
Post by: presuming ed on June 30, 2017, 12:48:59 PM
presuming ed, you probably need to go the Settings and check the input mappings one by one, deleting any bogus one (check under all controller devices). We've noticed that automatic mapping sometimes fails.

Finsku, it does seem like your installation might be corrupted.

rhamm, yes - Mixed 6 is a proxy track we have internally. The names of the tracks will be changed later on so it's only temporary.

Ben, thanks for your feedback. You're not the only who have been reporting server crashes again so it's definitely something we need to look into. Most likely we need to put up our own test server or enlist one of you guys to help with logging, but we'll keep you informed. As for the disappearing server message, it's a known issue currently that we need to look into, just didn't have enough time yesterday.

This did not work for me. I unbound every keyboard mapping, every controller mapping then launched a quick race.

Still viewing the side of the car.

Then it crashed.

So I ran the game again and now I can't get into the game because when it says 'Press Enter' nothing happens.

Presumably because the 'Enter' key is no longer mapped.

Seriously?
Title: Re: June Update
Post by: presuming ed on June 30, 2017, 01:32:09 PM
So I deleted the mappings stuff from the settings folder, somewhere in the Steam folder labyrinth.

So presumably it regenerated new ones when I ran the game again, as navigation started working again.

For your amusement, I created a video from this point onwards.

I find it difficult to navigate through the game because of that nauseating spinning camera in the garage. I can't look at the screen while it's on because it makes me feel sick.

https://youtu.be/rOVg5OWoajY (https://youtu.be/rOVg5OWoajY)

Title: Re: June Update
Post by: Janne Suur-Näkki on June 30, 2017, 01:35:49 PM
Not good. Can you please try increasing dead zone for the controller?
Title: Re: June Update
Post by: presuming ed on June 30, 2017, 01:55:10 PM
Not good. Can you please try increasing dead zone for the controller?

I unplugged the Xbox one receiver and made sure the controller was switched off, then deleted the controllers folder and ran the game. The controllers folder was automatically created.

but the camera is still spinning on the quick race menu. I didn't bother trying to enter a race as I assume it's the same issue as the sideways view.

I have a wheel and pedals but they're not plugged into the computer.

There's also an Oculus Rift CV1, 2 Touch controllers and 3 sensors plugged in but they're all off and the Oculus Home software isn't running.

There's nothing else plugged into the computer. There couldn't possibly be, all the USB3 ports the Oculus stuff takes up.
Title: Re: June Update
Post by: BenDover on June 30, 2017, 02:41:34 PM
Ben, thanks for your feedback. You're not the only who have been reporting server crashes again so it's definitely something we need to look into. Most likely we need to put up our own test server or enlist one of you guys to help with logging, but we'll keep you informed. As for the disappearing server message, it's a known issue currently that we need to look into, just didn't have enough time yesterday.

Good to know its beeing looked into atleast :) And I just put it out about the server message becuse its a big thing to have on server with rules on or if you have some info about stuff that some servers have :) Just want you to be aware of the issues if noone else mention it :)
Title: Re: June Update
Post by: rjack223 on June 30, 2017, 05:11:04 PM
 >:( you ruined the game worst update i see dont play anymore >:(
ok first impression bad but i play a bit more and ist ok except the game crash when a start a race sometimes
Title: Re: June Update
Post by: Caley19 on June 30, 2017, 05:27:03 PM
rjack according to how many people like the new update I can clearly say that it's good update  :)
Title: Re: June Update
Post by: BenDover on June 30, 2017, 05:51:47 PM
rjack according to how many people like the new update I can clearly say that it's good update  :)

I would still say its both good and not good, I liked the cars befor the update more tbh, the braking points goes up to 100% longer etc, I dont like that but its also good things that have come with the update for sure :)

Even if there are 100 ppl liking the update it will always be around the same amount that dosent like it. It have always been like that :)
Title: Re: June Update
Post by: Janne Suur-Näkki on June 30, 2017, 06:10:30 PM
Ben, did you try installing race brakes? They should improve braking quite significantly with more powerful cars.

Server message + other bits are now fixed, still researching crashes though so we won't patch the game just yet.
Title: Re: June Update
Post by: presuming ed on June 30, 2017, 06:22:01 PM
Ah hell.

Sometimes when you've been an idiot, you just have to come straight out with it and admit you're an idiot.

I'm an idiot.

It seems I had a momentary memory lapse.

Totally forgot those 500 hours I've spent playing Elite.

Totally forgot that great big Saitek HOTAS that was sat right in front of me.

With the big lit up blue lights.

And the throttle pushed right up.

Yeah. Totally forgot about them.

Sorry.
Title: Re: June Update
Post by: Orbotnive T on June 30, 2017, 06:25:24 PM
LOL we all have one if we are found out or not. Good to hear it's sorted
Title: Re: June Update
Post by: Janne Suur-Näkki on June 30, 2017, 06:25:56 PM
No worries, glad to hear you got it sorted out.
Title: Re: June Update
Post by: BenDover on June 30, 2017, 07:06:36 PM
Ben, did you try installing race brakes? They should improve braking quite significantly with more powerful cars.

Server message + other bits are now fixed, still researching crashes though so we won't patch the game just yet.

I know I tried them, think I have them on atm aswell, I gonna do some more testing tonight and come back with more feedback about it all :)


Wonderfull to hear, when can we expect the hotfix to come out for it ? :D
Title: Re: June Update
Post by: Janne Suur-Näkki on June 30, 2017, 07:13:35 PM
Probably next week, but let's first try to debug the crashes.

Speaking of which, we've set up a test server to test stability so that everyone can join in on the fun :) The server is listed as (drum roll) TEST SERVER.
Title: Re: June Update
Post by: BenDover on June 30, 2017, 07:45:48 PM
Probably next week, but let's first try to debug the crashes.

Speaking of which, we've set up a test server to test stability so that everyone can join in on the fun :) The server is listed as (drum roll) TEST SERVER.

Sounds good!

Wonderfull, might come in and say hi later so you might get some info for the crashes :)
Title: Re: June Update
Post by: Janne Suur-Näkki on June 30, 2017, 08:04:19 PM
Yeah definitely come in for a little chat, I'll be around too a bit later.

Already got our first crash, nice work!
Title: Re: June Update
Post by: TheEngiGuy on June 30, 2017, 08:45:57 PM
Janne, just want to say thank you for sticking with the community these days. Much appreciated!
Title: Re: June Update
Post by: Janne Suur-Näkki on June 30, 2017, 08:57:49 PM
No problem, just doing what I can.
Title: Re: June Update
Post by: BenDover on June 30, 2017, 09:51:17 PM
Yeah definitely come in for a little chat, I'll be around too a bit later.

Already got our first crash, nice work!

Hope you get some info :D

Btw, do you have auto restarter for the server or will that mess with the data you want? I use a auto restarter for my servers and its awesome to have when the crashes appears :P
Title: Re: June Update
Post by: Mortal on June 30, 2017, 10:26:20 PM
@jannes You would know if I can edit in some file the skidmarks persistence time on the surface, or fade out, I'm with a mod and I would like improve the persistence in the track.

Thanks janne and good work.

PD
Add Dpad support in menus (select tracks etc), how mentioned by others, more confortable.
Title: Re: June Update
Post by: BenDover on July 01, 2017, 12:07:30 AM
Alright been playing abit more today.

I havent tested all of the tracks but for now the overhaul on sandpit (3?) I think it is are really good in my opinion, I will still miss the old layout but this fit the game more now with the faster car and all, so I really like that!

Playing some more now and get use to all the changes with the car I still can enjoy the game and have some good races, it feels a little odd sometimes when you going side by side or bumper to bumper with someone becuse it feels like you just touching the other car and its "flys away", thats something who arent to good in my opinion.

And for the braking point and all Janne, I must have done a misstake yesterday and dident install the racing brakes, I tried them today and thats was much better, dident like the "bite" it does when you brake for 100% but it is how it should be with stronger brakes so thats just something you need to get use to and will probally come within some days :)


I already mention some "bad" feedback with the server message and so that you will patch next week and with the crashes that you looking into. But other than that for now I like most of  the things you done.

Its really fun to see that more players are playing the game right now, while whriting this we have a peak on 262 players within 24 hours and thats amazing, I really hope it will grow more now! You can really see the work you have done to the game now but something I think you need to fix are the new UI, I dont really like it to 100%, its feel a little odd but if I dont remember wrong you said it might not be the "final UI" that you where gonna work with it a littlebit more, anyhow, good work and hoping to see more of this now! :)
Title: Re: June Update
Post by: Mopower on July 01, 2017, 07:18:57 AM
Wow, last I checked download was at 91%... Then I left for 15 minutes, came back and it was no longer downloading. Went to play the game and the download started over entirely... FML
Title: Re: June Update
Post by: KingOfTheCakes on July 01, 2017, 06:14:26 PM
Have had a play and all seems reasonably good. Have to agree with whomever mentioned Tarmac 1 ... it looks pretty bland boring now without the big bridge and hill at the sweeping turn, also what happened to the pickup truck at the long straight on Sandpit 1 along with all the other obstacles such as the bulldozer etc ... dodging, or trying to, is what helped make the map :(

Agreed. I really want to know why these kind of decisions are being made recently.
Title: Re: June Update
Post by: Mortal on July 01, 2017, 10:23:23 PM
http://steamcommunity.com/sharedfiles/filedetails/?id=959528783 (http://steamcommunity.com/sharedfiles/filedetails/?id=959528783)

What do you think about this dust effect concept mod, test it jannes
If you like the idea you can adapt it and optimize it no problem.


Title: Re: June Update
Post by: RickyB on July 02, 2017, 04:03:26 PM
- Maybe a false impression, but does the AI have problems handling the new A Class? I see a lot of them sliding around as if they can't control the power properly.

- Another impression: Did the deformation change? Cars feel sometimes very stiff / rigid again and don't deform much on heavy impacts, at least sometimes. Was hitting a wall at 135 km/h and had merely some dents in the front. That didn't feel right.

- Not that crash canyon isn't crazy enough, but how about the possibility to go around the hairpins both ways as on Sandpit 1 ? :)

--> make both directions possible on crash canyon ?
Title: Re: June Update
Post by: Tonza on July 02, 2017, 04:51:07 PM
- Maybe a false impression, but does the AI have problems handling the new A Class? I see a lot of them sliding around as if they can't control the power properly.
Maybe Bugbear use drivatars and the AI learnt from my driving?  :D
Title: Re: June Update
Post by: Janne Suur-Näkki on July 02, 2017, 07:39:03 PM
Mortal, that looks nice! Definitely checking it out later. I don't remember off the top of my head but it's possible that the life span is hardcoded. I'll find out.

Ricky, you would be right - although it's kind of fun seeing how reckless the AI can be, the Class A AI setups definitely need some improvements to make them actually competitive, although it does currently vary from car to car how well they can cope with the power. So yeah, it's not all due to Tonza's epic skills, just a bit :)

No changes to deformation, is it a specific object that you've seen the issue happening with?

Actually, it probably wouldn't make much sense to go anti clockwise on the current layout since you're probably taking the right lane anyway unless you want to get killed instantly, but Crash Canyon could be great with a Figure 8 layout for some added chaos.
Title: Re: June Update
Post by: conso1727 on July 02, 2017, 08:06:51 PM
Also, talking about special tracks, I remember Driven To Destruction had many of the race "styles" if so we can say taking place in an oval track with minimal changes (like a pole for the whip-around race). I wonder if a wider dirt oval with those variants in place was or will be taken into consideration.

PS. @Janne, I hope you have time to answer my PM now, I'm sure I'm not the only one interested on those topics
Title: Re: June Update
Post by: TheEngiGuy on July 03, 2017, 01:12:51 AM
Also, talking about special tracks, I remember Driven To Destruction had many of the race "styles" if so we can say taking place in an oval track with minimal changes (like a pole for the whip-around race). I wonder if a wider dirt oval with those variants in place was or will be taken into consideration.

PS. @Janne, I hope you have time to answer my PM now, I'm sure I'm not the only one interested on those topics

Car soccer for God's sake!

and explosive chickens
Title: Re: June Update
Post by: Purple44 on July 03, 2017, 01:57:39 AM

--> make both directions possible on crash canyon ?

Ya, use a couple loop checkpoints.  :D  Make track a variant.

Hmmm, but the end with the finish line checkpoint be a problem, unless move start\ finish line checkpoint to the middle of the dog-bone.
Title: Re: June Update
Post by: BenDover on July 03, 2017, 02:04:57 AM
This might be a wierd request from me but could you do longer tarmac ovals Janne? I would like more like nascars ovals with really high speed and the layout like the 1st tarmac oval we got in an "arena" but really big :)
Title: Re: June Update
Post by: Janne Suur-Näkki on July 03, 2017, 11:23:41 AM
Any of you guys have any spare time in the next few hours? We could use some help testing the server again.

Ben can't say for sure but I don't see why not, that would work pretty great for some high-speed, high destruction races.
Title: Re: June Update
Post by: basti4655 on July 03, 2017, 12:36:17 PM

- Another impression: Did the deformation change? Cars feel sometimes very stiff / rigid again and don't deform much on heavy impacts, at least sometimes. Was hitting a wall at 135 km/h and had merely some dents in the front. That didn't feel right.

I have the same impression, very often at highspeed impacts nothing happens just a little dents here and there.. feels wrong. It was not like this before the update.
Title: Re: June Update
Post by: conso1727 on July 03, 2017, 12:44:21 PM
Also, talking about special tracks, I remember Driven To Destruction had many of the race "styles" if so we can say taking place in an oval track with minimal changes (like a pole for the whip-around race). I wonder if a wider dirt oval with those variants in place was or will be taken into consideration.

PS. @Janne, I hope you have time to answer my PM now, I'm sure I'm not the only one interested on those topics

Car soccer for God's sake!

and explosive chickens



Sneak Peek Cannon Deathmatch!
On lawnmowers
Title: Re: June Update
Post by: BenDover on July 03, 2017, 12:46:23 PM
Any of you guys have any spare time in the next few hours? We could use some help testing the server again.

Ben can't say for sure but I don't see why not, that would work pretty great for some high-speed, high destruction races.

I have some time! I will check after I posted this to see if you have the server up :)

That sounds great, but yeah, we will see if it will come in the furture and yeah it would be fun driving in high speed and if an accident happen it will be some awesome crashes! :P
Title: Re: June Update
Post by: Janne Suur-Näkki on July 03, 2017, 01:34:35 PM
I have the same impression, very often at highspeed impacts nothing happens just a little dents here and there.. feels wrong. It was not like this before the update.

Just multiplayer, or single player too?
Title: Re: June Update
Post by: Devin on July 03, 2017, 02:45:39 PM
So I've been trying to join the test server, but I keep getting "Could not connect to server". Problem on my end? 7 people are currently on there so I'd guess so :P
Title: Re: June Update
Post by: basti4655 on July 03, 2017, 03:18:38 PM
I have the same impression, very often at highspeed impacts nothing happens just a little dents here and there.. feels wrong. It was not like this before the update.

Just multiplayer, or single player too?

Im at work now i will test it later if its in single player too.
Title: Re: June Update
Post by: Purple44 on July 03, 2017, 03:56:38 PM
Any of you guys have any spare time in the next few hours? We could use some help testing the server again.

Ben can't say for sure but I don't see why not, that would work pretty great for some high-speed, high destruction races.

I have some time! I will check after I posted this to see if you have the server up :)

That sounds great, but yeah, we will see if it will come in the furture and yeah it would be fun driving in high speed and if an accident happen it will be some awesome crashes! :P


Now if Bugbear could add some drafting ( like what we saw in GRID 1 ), I might be interested.  :D But adding drifting probably asking a lot right now. So Janne, will Bugbear add drafting to Wreckfest 2 or maybe in the expansion pack next year?

Doesn't hurt to ask, right?  :P
Title: Re: June Update
Post by: goldenglove on July 03, 2017, 04:09:09 PM
I want my money back for the playstation version of this game cause you all are obviously not bringing it to ps4 like you said!
Title: Re: June Update
Post by: Finsku on July 03, 2017, 04:17:57 PM
I want my money back for the playstation version of this game cause you all are obviously not bringing it to ps4 like you said!
Wreckfest coming to Playstation 4 and Xbox One!
Steam Early Access out now! Support us and pre-order now!

http://www.wreckfestgame.com/ (http://www.wreckfestgame.com/)

It will come end of 2017 or early 2018
Title: Re: June Update
Post by: Purple44 on July 03, 2017, 04:30:04 PM
We could use a few more players today in Bugbear test server, come join!

Edit: I was a little laggy with a 300 PING in the races. I guess eastern Washington to far from Finland. :(


Bugbear you guys get time my data packets, see how long they took to get to eastern Washington and back to server?
Title: Re: June Update
Post by: Mopower on July 03, 2017, 05:46:38 PM
Apparently that bumper that ya'll made is present somewhere in real life. I think it's ugly, but I guess, it is what it is. Below is what you'd see at a derby.

(http://i389.photobucket.com/albums/oo331/smash4cash23x/2012-06-11_10-30-29_470.jpg)

That is the most modified bumper I've about ever seen on a derby car... Nothing should be done more than about like that one is, and most are much more mild and use probably lighter steel. Settle down with the over the top cheesy crap. For real....

The driving with my gamepad wasn't so bad that I couldn't control the car at all, but definitely need to have a force assists off option or everyone will be forced to use assists and if that's the case, you might as well just remove assists and make the driving a little bit easier than it is without assists and have an actual fair battle.

Also, where is my 4 speed with super tall gears for my AM3 derby car? So tired of hearing that rev limiter.
Title: Re: June Update
Post by: BenDover on July 03, 2017, 05:48:46 PM
Btw Janne do you know when the hotfix comes? I am really in need for the server message :P
Title: Re: June Update
Post by: Facial_Burns on July 03, 2017, 05:51:13 PM
All the bumpers included are real, most inspired from banger racing

http://www.knockhill.com/wordpress/wp-content/uploads/2012/08/Saloon_Stock_Cars.jpg (http://www.knockhill.com/wordpress/wp-content/uploads/2012/08/Saloon_Stock_Cars.jpg)
Title: Re: June Update
Post by: Finsku on July 03, 2017, 05:57:08 PM

    Any of you guys have any spare time in the next few hours? We could use some help testing the server again.

    Ben can't say for sure but I don't see why not, that would work pretty great for some high-speed, high destruction races.

Server has some problems, what I've been there its been laggy most of time
Title: Re: June Update
Post by: Mopower on July 03, 2017, 06:00:31 PM
All the bumpers included are real, most inspired from banger racing

http://www.knockhill.com/wordpress/wp-content/uploads/2012/08/Saloon_Stock_Cars.jpg (http://www.knockhill.com/wordpress/wp-content/uploads/2012/08/Saloon_Stock_Cars.jpg)
Dang, those are ugly as sin. But I guess I stand corrected. Never seen any bumpers like that over here, at least not since like the 50s or 60s when they would do stock car races...

Also, is that really banger racing? Looks like they aren't really going at it... all the cars are straight lol.
Title: Re: June Update
Post by: Tonza on July 03, 2017, 06:09:04 PM
All the bumpers included are real, most inspired from banger racing

http://www.knockhill.com/wordpress/wp-content/uploads/2012/08/Saloon_Stock_Cars.jpg (http://www.knockhill.com/wordpress/wp-content/uploads/2012/08/Saloon_Stock_Cars.jpg)
Dang, those are ugly as sin. But I guess I stand corrected. Never seen any bumpers like that over here, at least not since like the 50s or 60s when they would do stock car races...

Also, is that really banger racing? Looks like they aren't really going at it... all the cars are straight lol.

Ugly? Don't think banger cars are suppose to be pretty in the first place
 And the picture is most definitely banger racing
Title: Re: June Update
Post by: Mopower on July 03, 2017, 06:27:17 PM
All the bumpers included are real, most inspired from banger racing

http://www.knockhill.com/wordpress/wp-content/uploads/2012/08/Saloon_Stock_Cars.jpg (http://www.knockhill.com/wordpress/wp-content/uploads/2012/08/Saloon_Stock_Cars.jpg)
Dang, those are ugly as sin. But I guess I stand corrected. Never seen any bumpers like that over here, at least not since like the 50s or 60s when they would do stock car races...

Also, is that really banger racing? Looks like they aren't really going at it... all the cars are straight lol.
Ugly? Don't think banger cars are suppose to be pretty in the first place
 And the picture is most definitely banger racing


Beauty is in the eye of the beholder... Did you know cars can look sexier when they bend just right?

Here the rear of the car bends in a sexy manner.
(http://i4.photobucket.com/albums/y109/TommyGun43/IM002456.jpg)

And here it bends in an ugly manner.
(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSWvVa89_QIIdE8Y9eARt44prZQFRzgTBTBKgebCweCBzcxSE6S0Q)

Cool, why do they cover the whole grille? I thought banger cars used radi-barrels (Steam tanks) instead of stock radiators.

Title: Re: June Update
Post by: Janne Suur-Näkki on July 03, 2017, 06:29:53 PM
Server has some problems, what I've been there its been laggy most of time

That's fine and as expected, we're testing for stability.

Thanks to everyone who have been joining in, so far no crashes so it does seem like we've managed to fix random crashes occurring before :)

We'll be releasing the next hotfix most likely on Wednesday so that we can dial in additional fixes tomorrow but still have time to react before the weekend in case anything critical shows up.
Title: Re: June Update
Post by: Mopower on July 03, 2017, 06:36:59 PM
Also noticed that even when I have diggers (Bar tires/ skiddies) on the rear, everything else can still shove me around the track... Locked diff, bar tires and A fully upgraded 396 should shove a whole lot around the track without problem in the mud... Yet here if someone hits my side, they can push me from one end of the track to the other... I'm gonna go ahead and blame your guys' assists for that cuz it sure seems like that's what the AI have is crazy traction control.

Also, the UI feels big and clunky when you're going to change your parts and what not. Reminds me of a low budget build. Hope ya'll at least streamline it and make it not so... square, man.
Title: Re: June Update
Post by: sam223 on July 03, 2017, 06:41:57 PM
The bumpers your all talking about are from 2l saloon stockcars,not bangers :)
Bangers are road cars with protection on drivers door and a H frame roll cage. No armoring (except driver door,drivers side floor),only securing parts so they dont fall off.
Saloon stocks are space frame custom chassis,with parts of a road car body bolted onto it. They also run race setup whereas bangers are supposed to only change engine internals (no messing with camber etc). A saloon stockcar you race for many seasons (thats what the bumpers are for),repairing it along the way,bangers might last 1 race or a couple of meetings if your lucky.

They are a interim forumula between bangers and F1 stock cars (which are fully custom running chevy v8 engines)

2l saloon


f1 stockcar


They are all full contact,but the latter 2 are designed not to bend.
Title: Re: June Update
Post by: Finsku on July 03, 2017, 06:50:28 PM
That's fine and as expected, we're testing for stability.

Oh, now I got it. Someone explained that it designed to be laggy. There wasn't any info under Server Message so I thought lag wasn't normal.

Great to hear hotfix is coming :)

EDIT: I've tried to join 10 minutes but game couldn't connect to TEST SERVER :(
Title: Re: June Update
Post by: RickyB on July 03, 2017, 06:55:20 PM
No changes to deformation, is it a specific object that you've seen the issue happening with?
Hard to tell, was hitting a concrete barrier. Just made a short video - I guess the replay is not 100% reliable, but maybe it shows a tendency. Some AM1 wall hits. The last scene is gameplay though, not replay. Not sure how different it is to previous build. Video shows singleplayer.

http://youtu.be/OP3RLefvKQw (http://youtu.be/OP3RLefvKQw)
Title: Re: June Update
Post by: Mopower on July 03, 2017, 07:04:52 PM
The bumpers your all talking about are from 2l saloon stockcars,not bangers :)
Bangers are road cars with protection on drivers door and a H frame roll cage. No armoring (except driver door,drivers side floor),only securing parts so they dont fall off.
Saloon stocks are space frame custom chassis,with parts of a road car body bolted onto it. They also run race setup whereas bangers are supposed to only change engine internals (no messing with camber etc). A saloon stockcar you race for many seasons (thats what the bumpers are for),repairing it along the way,bangers might last 1 race or a couple of meetings if your lucky.

They are all full contact,but the latter 2 are designed not to bend.

Ahh, they are the outlaw class. Gotcha. We have classes like that here too and that's pretty neat! But then, what you're saying is that you would never see those bumpers on a stock body... Only on one that is fully welded up and braced and kickers/gussets for days then, right?

Here is the derby counterpart. Most outlaw classes (5 foot classes) just have to be "Stock appearing from 5 foot away."
(https://s-media-cache-ak0.pinimg.com/originals/2d/79/24/2d79243491b969fa3d48dd1ae0220267.jpg)

This is one of the more extreme examples I can find... The days of putting semi-truck frames under a 3/4 ton pickup are going away in the derby world. Who wants to have the same thing you're going to try to wreck for 20 derbies straight? xD

https://www.youtube.com/watch?v=WhYyS1VudT4 (https://www.youtube.com/watch?v=WhYyS1VudT4)
Title: Re: June Update
Post by: sam223 on July 03, 2017, 07:26:20 PM
Theres 3 main classes in the UK
Bangers (road cars)H frame cage, full contact,road spec with some small tuning, no armour.  Think DD stock class but racing first and 1 DD at the end of the meeting to finish cars off.
Hot rods (road cars) full roll cage,no armour, non contact, racing spec,brake lights etc. Think touring cars on a short oval.
Stock cars (space frame setup) full roll cage,fully armoured,racing spec,full contact. Think sprint cars and road spec sprint cars,but full contact. No dd for these.

Then there are sub classes within each like rookie bangers (radiators must stay in original position),cheaper versions of the stock cars/hot rods where its more of a production class rather than big money race gear and sizes (1300,2l etc).

Standard banger gear


Then a few bolts/tape/chain in rear door/boot and depending on the class of bangers you might be allowed solid engine mounts and a distributor guard
Title: Re: June Update
Post by: basti4655 on July 03, 2017, 11:43:56 PM
I have the same impression, very often at highspeed impacts nothing happens just a little dents here and there.. feels wrong. It was not like this before the update.

Just multiplayer, or single player too?

Did some testing in singleplayer and it seems like its the same as in multiplayer.

Made a little video too:

http://www.youtube.com/watch?v=NpQ43AW9ic0 (http://www.youtube.com/watch?v=NpQ43AW9ic0)
Title: Re: June Update
Post by: Purple44 on July 04, 2017, 12:50:06 AM
I have the same impression, very often at highspeed impacts nothing happens just a little dents here and there.. feels wrong. It was not like this before the update.

Just multiplayer, or single player too?

Did some testing in singleplayer and it seems like its the same as in multiplayer.

Made a little video too:

http://www.youtube.com/watch?v=NpQ43AW9ic0 (http://www.youtube.com/watch?v=NpQ43AW9ic0)


But in a derby, isn't less damage happening because of being the aggressor ( hitting other cars at a higher speed ) and having full health?

Wreckfest setup now that your car take less damage when car has good health, so that should show up visually?
Title: Re: June Update
Post by: basti4655 on July 04, 2017, 01:24:09 AM
I have the same impression, very often at highspeed impacts nothing happens just a little dents here and there.. feels wrong. It was not like this before the update.

Just multiplayer, or single player too?

Did some testing in singleplayer and it seems like its the same as in multiplayer.

Made a little video too:

http://www.youtube.com/watch?v=NpQ43AW9ic0 (http://www.youtube.com/watch?v=NpQ43AW9ic0)


But in a derby, isn't less damage happening because of being the aggressor ( hitting other cars at a higher speed ) and having full health?

Wreckfest setup now that your car take less damage when car has good health, so that should show up visually?

But its the same in racing, if you want i can do a video in race mode.

And you can see in RickyB's video that there is no difference.

Maybe they accidentally put the derby damage settings into race mode?
Title: Re: June Update
Post by: Purple44 on July 04, 2017, 02:12:37 AM
I have the same impression, very often at highspeed impacts nothing happens just a little dents here and there.. feels wrong. It was not like this before the update.

Just multiplayer, or single player too?

Did some testing in singleplayer and it seems like its the same as in multiplayer.

Made a little video too:

http://www.youtube.com/watch?v=NpQ43AW9ic0 (http://www.youtube.com/watch?v=NpQ43AW9ic0)


But in a derby, isn't less damage happening because of being the aggressor ( hitting other cars at a higher speed ) and having full health?

Wreckfest setup now that your car take less damage when car has good health, so that should show up visually?

But its the same in racing, if you want i can do a video in race mode.

And you can see in RickyB's video that there is no difference.

Maybe they accidentally put the derby damage settings into race mode?

Ya in Ricky video, you would think the AM1 would take more visual damage when hitting a wall at that speed.
Title: Re: June Update
Post by: sam223 on July 04, 2017, 02:26:27 AM
Hitter and receiver damage were lowered i think. From 0.45/0.75 to 0.25/0.6
Title: Re: June Update
Post by: Gerty on July 04, 2017, 09:49:36 AM
I find navigation in the main menu very confusing and uncomfortable with Logitech G27. I couldn't find how to switch tabs. Usually racing games that I've played used paddle shifters for that. Also WF uses red buttons to confirm and go back when other games use buttons above d-pad.

Title: Re: June Update
Post by: St. Jimmy on July 04, 2017, 01:02:36 PM
When you don't accelerate and go against a wall it feels like you require much more speed to take any damage. When having a derby in small stadium the walls don't seem to do anything unless you go something like 90km/h straight against them. The damage against walls generally just doesn't seem to feel right.

Sometimes you require much lower impact to take damage and sometimes big impact doesn't do anything. I'll upload a video and make a bug report soon. I think it has been like this in earlier builds but now it shows more.
Title: Re: June Update
Post by: Purple44 on July 04, 2017, 01:55:17 PM
When you don't accelerate and go against a wall it feels like you require much more speed to take any damage. When having a derby in small stadium the walls don't seem to do anything unless you go something like 90km/h straight against them. The damage against walls generally just doesn't seem to feel right.


I'm ok with the walls in small stadium not doing a lot damage to car when at lower speeds. Don't want the cars wrecking to easy.  :P
Title: Re: June Update
Post by: Devin on July 04, 2017, 07:22:40 PM
I find navigation in the main menu very confusing and uncomfortable with Logitech G27. I couldn't find how to switch tabs. Usually racing games that I've played used paddle shifters for that. Also WF uses red buttons to confirm and go back when other games use buttons above d-pad.

Wait that is a thing in other games? I've been cramping my hands behind my wheel to use the keyboard the whole time! Why didn't anyone tell me that?  :-X
Title: Re: June Update
Post by: Nitronik on July 05, 2017, 12:11:07 AM
Loving this update thus far! The crash alley comeback is a welcome sight, and visual customization made tinkering with cars in the garage that much more enticing

I'm really struggling to keep my cars straight however - the performance cap increase is really showing!
Title: Re: June Update
Post by: Mopower on July 05, 2017, 04:31:06 AM
When you don't accelerate and go against a wall it feels like you require much more speed to take any damage. When having a derby in small stadium the walls don't seem to do anything unless you go something like 90km/h straight against them. The damage against walls generally just doesn't seem to feel right.

Sometimes you require much lower impact to take damage and sometimes big impact doesn't do anything. I'll upload a video and make a bug report soon. I think it has been like this in earlier builds but now it shows more.
You are talking about getting hit against a wall by someone else too? I also think that ought to have a little more impact... Used to wreck your car from fresh to nothing if you got a good corner shot on someone against the wall, now it feels rather lack luster.
Title: Re: June Update
Post by: RickyB on July 05, 2017, 02:33:53 PM
... although it's kind of fun seeing how reckless the AI can be...

That's true, if all AI were just "race only", it would be less fun(ny). Not sure if this is possible, but, similar to the A class now, some random 'mistakes' or 'strange behaviour' of some AI in front of you could be fun to see.
Title: Re: June Update
Post by: BenDover on July 05, 2017, 05:15:37 PM
Janne will the hotfix comes today? :)
Title: Re: June Update
Post by: RickyB on July 05, 2017, 05:25:54 PM
Janne will the hotfix comes today? :)

It just did.  8)
Title: Re: June Update
Post by: BenDover on July 05, 2017, 05:26:28 PM
Janne will the hotfix comes today? :)

It just did. :)

Haha yeah was just gonna do an edit on my comment ! :D THanks :)
Title: Re: June Update
Post by: The Very End on July 05, 2017, 05:27:13 PM
Tells that we can use direct references to a scne file in the event files, does this mean several layouts in same folder again is possible?
Title: Re: June Update
Post by: Janne Suur-Näkki on July 05, 2017, 05:34:17 PM
Yep, hotfix out right now :) I'll update the first post in a moment.

Changelog on our blog: http://www.wreckfestgame.com/hotfix-2-for-wreckfests-june-update/ (http://www.wreckfestgame.com/hotfix-2-for-wreckfests-june-update/)

Tells that we can use direct references to a scne file in the event files, does this mean several layouts in same folder again is possible?

Absolutely.
Title: Re: June Update
Post by: BenDover on July 05, 2017, 06:49:08 PM
Yep, hotfix out right now :) I'll update the first post in a moment.

Changelog on our blog: http://www.wreckfestgame.com/hotfix-2-for-wreckfests-june-update/ (http://www.wreckfestgame.com/hotfix-2-for-wreckfests-june-update/)

Tells that we can use direct references to a scne file in the event files, does this mean several layouts in same folder again is possible?

Absolutely.

Thanks for the update Janne! Appriciate it alot! Just two things I was wondering, when I go to options and press the "Server message" and press OK its deletes everything instead of doing an announcement in the chat, something you can take a look at later on maybe? Right now the server message in the lobby works to the right side and thats very much appriciated :)

The other thing was the AM1 locked, what was wrong with it? It feel very odd to drive the AM1 on locked atm for me, befor it felt like driving a front wheel car now, I dont know, its feels abit odd to drive :P

Thanks again for the update, we hosters are very happy! :)
Title: Re: June Update
Post by: Janne Suur-Näkki on July 05, 2017, 07:11:58 PM
Ben, glad to hear you like the little things we put into the latest update.

As for the server message, not sure I'm following - when you open the input field in the Options tab it's empty so it's kind of logical that if you don't type anything but just press confirm, the server message gets reset to empty. Maybe you mean it shouldn't empty the field automatically but display the previous message so that you could edit it, no?

No doubt the AM1 locked feels different now, previously it was an AWD with 10% FWD and 90% RWD... :)
Title: Re: June Update
Post by: BenDover on July 05, 2017, 07:26:34 PM
Ben, glad to hear you like the little things we put into the latest update.

As for the server message, not sure I'm following - when you open the input field in the Options tab it's empty so it's kind of logical that if you don't type anything but just press confirm, the server message gets reset to empty. Maybe you mean it shouldn't empty the field automatically but display the previous message so that you could edit it, no?

No doubt the AM1 locked feels different now, previously it was an AWD with 10% FWD and 90% RWD... :)

Befor when you went into Options and to server message, I dont remember if all the text stood there but even if it was empty and pressed OK it come up in the chat "SERVER MESSAGE: The server message you had on the server"

Like this https://gyazo.com/331ce62a740376568efb80fe25d4c44b (https://gyazo.com/331ce62a740376568efb80fe25d4c44b) this does not work anymore and I would like to have that back in a later patch if it is possible :) For now the server message to the right side are really good to have but I would like that little feature back aswell :D

Will it be possible to make another diff based on the old locked? (Big baby cat eyes)

(https://s-media-cache-ak0.pinimg.com/originals/28/3d/c2/283dc2eb7c3642f66e56fb2ae3668a9c.jpg)
Title: Re: June Update
Post by: Callahan420 on July 06, 2017, 09:48:18 AM
When you don't accelerate and go against a wall it feels like you require much more speed to take any damage. When having a derby in small stadium the walls don't seem to do anything unless you go something like 90km/h straight against them. The damage against walls generally just doesn't seem to feel right.

Sometimes you require much lower impact to take damage and sometimes big impact doesn't do anything. I'll upload a video and make a bug report soon. I think it has been like this in earlier builds but now it shows more.
You are talking about getting hit against a wall by someone else too? I also think that ought to have a little more impact... Used to wreck your car from fresh to nothing if you got a good corner shot on someone against the wall, now it feels rather lack luster.


I agree with this. It seems when smashing an opponent against the wall the damage is minimal.

Also has anyone noticed the takedowns in derbies not tallying right? This was in single player and seems to not give me takedowns sometimes. One of which the other car was against a car that was already wrecked.
Title: Re: June Update
Post by: Calamann on July 06, 2017, 11:19:23 AM
yes i got the same problems with takedowns. i kill the other car and there is no other car around but sometimes i dont get the takedown.
Title: Re: June Update
Post by: Tonza on July 06, 2017, 12:02:53 PM
Same here. Smashing an opponent against wrecked car results in a takedown assists
Title: Re: June Update
Post by: Janne Suur-Näkki on July 06, 2017, 01:13:30 PM
Anyone running a dedicated server still experiencing crashes?
Title: Re: June Update
Post by: Purple44 on July 06, 2017, 01:45:17 PM
We crash server tonight. I post detail here in post in a bit, maybe give hint why server crashed.
Title: Re: June Update
Post by: Janne Suur-Näkki on July 06, 2017, 01:47:14 PM
Thanks, any info that you can share might turn out to be helpful.

The server was running mods I guess?
Title: Re: June Update
Post by: BenDover on July 06, 2017, 01:56:14 PM
Anyone running a dedicated server still experiencing crashes?

I am hosting 2 servers, one for myself and one for Orbothive (sorry if I butcher your name) and hes server have crashed 2 times and mine 1 time but its much less now then befor :)

No mods and I was playing on my server once when hes crashed, more then that I dont know :P
Title: Re: June Update
Post by: Janne Suur-Näkki on July 06, 2017, 01:58:26 PM
Thanks for the info, then it's not mod related so that does help quite a lot.

In any case that's 2 and 1 times too many :)
Title: Re: June Update
Post by: sam223 on July 06, 2017, 02:21:27 PM
Anyone running a dedicated server still experiencing crashes?
Mine has crashed 4 times since the hotfix. Running mods.
Title: Re: June Update
Post by: Purple44 on July 06, 2017, 02:25:05 PM
Here a pic of server lobby:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/June%202017%20beta%20build%20pics/all-players-rdy.jpg)

I took this pic because all the players in the lobby had ready up, but race did not start. I said something about it in chat and was made unready, I ready up, race starts we go down track 100 yards, things get laggy and connection lost message come up for 10 secs and then server is crash.

You can see we all had PINGs below 200, so no high PING players. But was first time we had 12 players start a race. Was averaging around 8 players in the hour or so I was there.

So has anybody seen all players rdy up and race not starting?

Is server more likely crash when get 12+ more players?

We did not get to stress that test server yesterday Janne with a lot players when I was there. We got to 5 players and 3 bots I think at one point.

*********************************

Hey, where the h***** the Tarmac 3 mixed track go!!!!!!!!!!!!  Going start a thread.  :(
Title: Re: June Update
Post by: Janne Suur-Näkki on July 06, 2017, 02:28:15 PM
Thanks, very good info.

Ben and Sam, when the server crashed did you also have 12+ players?
Title: Re: June Update
Post by: raceclimb on July 06, 2017, 03:39:18 PM
so this thread was just recently brought to my attention

YES i can confirm we had more than 12 players at time of crash

YES i have also been up over 20 hers today....lol

however one thing about these crashes that is welll....

DARNRIGHT ANNOYING


see when it crashes...

my loiding scrren freezes !


forcing me to the good old "hard boot" (ie: the OFF button)


i will try hard to get back to you with more pertinant information as it comes in ok ?

i recognize the very DIRE need to keep the tracks up and running as a PRIORITY


uhhh...pls recognize that with all the current bugs in chat and all the new players and such....


MANAGING said tracks is a night-mare ok ?


pls go on-line and TRY to say NICE WIN after the end of the event .....

or is that just a "glitch" for admins

sigh

we have A LOT of prblems to work out

HOWEVER

WELL DONE ON THE RACING PART !!!!

feels just like ol' times again :)
Title: Re: June Update
Post by: sam223 on July 06, 2017, 03:54:34 PM
Thanks, very good info.

Ben and Sam, when the server crashed did you also have 12+ players?
Cant confirm as i wasnt watching the console, just had 4 lines of 'server restarting' in my auto re-starter script when i checked today. I assume so, as its usually stable when there's hardly anyone in there.

As i said when we were testing your server,it always seems to be when someone joins.That SYNC error starts, then it spams the console until the server crashes, or that player leaves (also crashes then sometimes). Usually close to max player count,15 in my case at the minute.
Ive also noticed that players sometimes get assigned to the wrong slot (not sure if this still happens). e.g you have a max players at 15,someone joins but server allocates them player 16 slot. Then whilst they are joined the multiplayer browser states that there are only 14 in the lobby,even though there are 15.
Title: Re: June Update
Post by: The Very End on July 06, 2017, 04:22:08 PM
Not going to complain, but would be nice if you stop wrecking my track pack for each patch :) Now, it is nice we can do multi-layouts from same foldes now, but couldn't the old way work too? Like, if not specified to a scene file the event file would load the scene file with same name inside that folder.

Again great fixes, but it is not trivial to fix the package all the time :)
Title: Re: June Update
Post by: Janne Suur-Näkki on July 06, 2017, 04:30:22 PM
Duly noted. The "old" method should still work, though, if you already updated our track pack - that's how our tracks are arranged anyway ;)

Thanks for the new info Raceclimb and Sam, that's good point about the incorrect player slots. We might want to run a low capacity server to max out the player count.

A test server is now online again.

Title: Re: June Update
Post by: RickyB on July 06, 2017, 05:38:57 PM
Ok, I'm just gonna say it... for me those steel barriers (armcos) are currently the biggest buzzkill, because...
- too safe
- no crash action, unlike concrete barriers where we have at least some destructive crash effect
- prevents risky gameplay, maybe go up on 2 wheels and either make it or fail and cause an awesome crash.
- less risk = less thrill = less fun



The simple bump in terrain behind the barrier could provide much more fun gameplay, because it's risky and thus thrilling.

Just my oppinion :)
Title: Re: June Update
Post by: Finsku on July 06, 2017, 06:04:17 PM
About barriers (armcos). In Mixed 4 track the barriers are stickier than in other tracks. Not sure does barriers have different settings than in other tracks..?

Another have someone else noticed how new track Crash Canyon has slippery track at jump part. If you press carefully acceleration car's rear starts to flow to the center line.
So if you drive on right side at jump part your car's rear will start to spin pointing left (to the center).

Not sure did I explain it clearly enough... :D

Ok, I'm just gonna say it... for me those steel barriers (armcos) are currently the biggest buzzkill, because...
- too safe
- no crash action, unlike concrete barriers where we have at least some destructive crash effect
- prevents risky gameplay, maybe go up on 2 wheels and either make it or fail and cause an awesome crash.
- less risk = less thrill = less fun

Aye. Some tracks feels too safe
Title: Re: June Update
Post by: Purple44 on July 06, 2017, 06:23:36 PM

A test server is now online again.

I suggest if Bugbear put up another test server again after today, they name sever, Bugbear Test Server. Maybe get more players to join and fill up the server. See only 6 players in server right now.
Title: Re: June Update
Post by: The Very End on July 06, 2017, 06:28:02 PM
Duly noted. The "old" method should still work, though, if you already updated our track pack - that's how our tracks are arranged anyway ;)

Thanks for the new info Raceclimb and Sam, that's good point about the incorrect player slots. We might want to run a low capacity server to max out the player count.

A test server is now online again.

Will double check but people say its not working anymore, while it did one hotfix ago, so something must have happened :D Either way, will double check.
Title: Re: June Update
Post by: BenDover on July 06, 2017, 10:31:04 PM
Thanks, very good info.

Ben and Sam, when the server crashed did you also have 12+ players?

Cant say it was eaither but it could be the case, both server have been very active on ppl and been full most of the time :)
Title: Re: June Update
Post by: BenDover on July 06, 2017, 10:40:25 PM
Ben, glad to hear you like the little things we put into the latest update.

As for the server message, not sure I'm following - when you open the input field in the Options tab it's empty so it's kind of logical that if you don't type anything but just press confirm, the server message gets reset to empty. Maybe you mean it shouldn't empty the field automatically but display the previous message so that you could edit it, no?

No doubt the AM1 locked feels different now, previously it was an AWD with 10% FWD and 90% RWD... :)

Befor when you went into Options and to server message, I dont remember if all the text stood there but even if it was empty and pressed OK it come up in the chat "SERVER MESSAGE: The server message you had on the server"

Like this https://gyazo.com/331ce62a740376568efb80fe25d4c44b (https://gyazo.com/331ce62a740376568efb80fe25d4c44b) this does not work anymore and I would like to have that back in a later patch if it is possible :) For now the server message to the right side are really good to have but I would like that little feature back aswell :D

Will it be possible to make another diff based on the old locked? (Big baby cat eyes)

I find a clip I saved long time ago that I can show you Janne what I ment if you still dident understood me about the server message :P

https://www.youtube.com/watch?v=2zKJQJQDKlI&feature=youtu.be (https://www.youtube.com/watch?v=2zKJQJQDKlI&feature=youtu.be) if you cant see the click its becuse its not uploaded just yet. But that what I mean it "spamming" the chat :)

And I will put this question in again :3

"Will it be possible to make another diff based on the old locked for AM1?"

Title: Re: June Update
Post by: St. Jimmy on July 06, 2017, 11:18:56 PM

And I will put this question in again :3

"Will it be possible to make another diff based on the old locked for AM1?"
Locked diff in AM1 was 4WD so I don't see that happen. It was cheating basically and that's why it was so good and easy to drive :P The performance points don't even rise when going from RWD to 4WD... Now it's like in every other car.
Title: Re: June Update
Post by: Daystar on July 06, 2017, 11:24:50 PM

And I will put this question in again :3

"Will it be possible to make another diff based on the old locked for AM1?"
Locked diff in AM1 was 4WD so I don't see that happen. It was cheating basically and that's why it was so good and easy to drive :P The performance points don't even rise when going from RWD to 4WD... Now it's like in every other car.

And on a side note: AWD helps keyboard players control the cars much better.  Thank God for "Additional Parts" mod  :D but I think that will not be allowed in the future career mode.  ::)
Title: Re: June Update
Post by: BenDover on July 07, 2017, 12:54:57 AM

And I will put this question in again :3

"Will it be possible to make another diff based on the old locked for AM1?"
Locked diff in AM1 was 4WD so I don't see that happen. It was cheating basically and that's why it was so good and easy to drive :P The performance points don't even rise when going from RWD to 4WD... Now it's like in every other car.

I could be fine with how it is now, becuse its more skill needed to drive now and if it is more like cheating its better it got fixed tbh, dont know much about those 10% of that and 90% of this that Janne was talking about but if it was more like cheating its good its out :)
Title: Re: June Update
Post by: raceclimb on July 07, 2017, 01:46:31 AM
session one report

first attempt to get on server crashed game but not computer (New England server, 5 cars shown on track)
2nd attempt: got on server but game crashed again as map changed (server on auto rotate)
3 rd attempt: got on server finally ran aprox 6 races on the loop

used admin status to stop loop and choose custom events

server was starting to fill well by this point...at LEAST 10 cars but no mare than 15

set Tarmac 1 (usually runs well). Lap two i noted my rival (closely watched btw...lol) simply go flying straight off into into the air using the entire hillside as a ramp and launch to the mooon !

within a second the server crashed

i do not know of rival's odd jump was simply the first sign of the server crashing

or if in fact, (much like mowers sometimes) the "exploit move" itslelf accidentally caused the crash


when there is a quiet server i'll probably wander out to one of the tracks i'm admin on that i know "auto-resets" and SEE of just doing it alone "breaks the server"


as to track communication there is SOOO much time players cannot type to chat lobby and so little time between races to say ANYTHING that it's pretty hard to admin a happy track, tell jokes. say NICE WIN....or maybe just WARN a guy that backwards isn't allowed on a track without resorting to kicking.

i don't feel i need to belabor the diagnostics of these lobby issues, but i do feel you should be aware of the dire consequences this has in terms of track attendace
Title: Re: June Update
Post by: Janne Suur-Näkki on July 07, 2017, 10:18:32 AM
Ben, regarding the server message: believe it or not I kind of guessed you were looking for something like that, to quickly be able to send a reminder to the chaps at the lobby :) It does make sense and we'll improve the message functionality so that it will work like that (and after all, most of the time you DO want to edit the message, not start from scratch). The server message functionality is pretty sketchy at the moment otherwise too and the message might not be displayed correctly all the time (might be from another server).

Sorry, the buggy AM1 locked diff won't make it back, like St. Jimmy commented it was basically a cheating diff that made the car partly all-wheel-drive. You could say 10% is not much but it does make a drastic difference on a track (some sports cars have such an AWD system too). It must have been an oversight from our part, a leftover from testing our diff implementation that somehow made its way to the release build.

Raceclimb, thanks for all the details. Like you said it would seem plausible that the initial weirdness you saw was probably the first sign of the server crashing. We actually managed to repro a couple of crashes yesterday and we're going to look into those, hopefully they will give us more insight, but based on what we saw yesterday it would seem like the crashes are somehow related to network interruptions and packet loss.

Good point about the auto rotation changing the track too quickly, I was thinking the same yesterday. One solution would be to give admin a button to proceed to the next track, and in cases where the admin is not online, it would work like now. What do you think, any other suggestions?
Title: Re: June Update
Post by: The Very End on July 07, 2017, 10:34:46 AM
Btw, found out what caused the track issues.
If named like this mod/data/track/aTrack it would not work, but if I did mod/data/track/aTrack/ it worked. So guess both ways work - as you said ;)
Title: Re: June Update
Post by: Janne Suur-Näkki on July 07, 2017, 10:40:44 AM
Ah right, the devil is indeed in the details ;) I take it that it wasn't too much work now?
Title: Re: June Update
Post by: The Very End on July 07, 2017, 10:43:17 AM
Nah, for once it was trivial, as everything is in same folder now it was a quick job. The biggest job was to actually remember to rename the tcat files, as I have used entirely different names for the tracks now compared to before. But well, hopefully this stays for a bit so I can try learning new things ;)
Title: Re: June Update
Post by: Janne Suur-Näkki on July 07, 2017, 10:49:15 AM
That's great to hear.  Never say never but yes, this will be final :)
Title: Re: June Update
Post by: Purple44 on July 07, 2017, 02:38:11 PM

Good point about the auto rotation changing the track too quickly, I was thinking the same yesterday. One solution would be to give admin a button to proceed to the next track, and in cases where the admin is not online, it would work like now. What do you think, any other suggestions?

Usually when there an admin, admin disable track rotation. So track only changes when admin decide pick a new track.

After a race is over, usually the guys say, nw, gr, maybe say sry for pitting you. Some general talk of the last race. With track rotation enable, track can change before we get say our nw, gg, close finish, damn that was a fast lap Space!

Be nice if there was little more time before track change. How long, not sure. 60 secs, 120 secs after count down to return to lobby is done?

**************************************

Janne, any word on this?   Where the H*** did Tarmac 3 Mixed track go in June Build? (http://community.bugbeargames.com/index.php/topic,9998.0.html)
Title: Re: June Update
Post by: BenDover on July 07, 2017, 04:12:24 PM
Ben, regarding the server message: believe it or not I kind of guessed you were looking for something like that, to quickly be able to send a reminder to the chaps at the lobby :) It does make sense and we'll improve the message functionality so that it will work like that (and after all, most of the time you DO want to edit the message, not start from scratch). The server message functionality is pretty sketchy at the moment otherwise too and the message might not be displayed correctly all the time (might be from another server).

Sorry, the buggy AM1 locked diff won't make it back, like St. Jimmy commented it was basically a cheating diff that made the car partly all-wheel-drive. You could say 10% is not much but it does make a drastic difference on a track (some sports cars have such an AWD system too). It must have been an oversight from our part, a leftover from testing our diff implementation that somehow made its way to the release build.

Good point about the auto rotation changing the track too quickly, I was thinking the same yesterday. One solution would be to give admin a button to proceed to the next track, and in cases where the admin is not online, it would work like now. What do you think, any other suggestions?

Sounds great about the server message and yeah, if it is like cheating its good it got removed from the game, maybe a leaderboard reset again then ? Dont really want my time up there if I got them while having the bugged diff :P

Anyway, about the auto rotation, I like it how it is now, when I log on I want it to still have the auto rotation, what I think would help is when it should change track to a different one it might have like a countdown like when the race start for 30 seconds maybe? And to fix this better maybe have something like this in the config file

"el_add=tarmac2_main_circuit
el_laps=5
el_time_limit=10
el_rounds=3
el_car_reset_disabled=1
el_wrong_way_limitel_disabled=0"

The "el_rounds" or whatever to call it is how many times you want to play that track, like now when I want tarmac 2 to be played 3 times I need to add those lines 3 times but if its possible this option (or something similar) would be great becuse then when the server knows it gonna change track it get the countdown I was talking about on 30 seconds so ppl can say GR, sorry etc etc :)

But otherwise I like the auto rotation becuse if the admin wants to change tracks themself they have the /eventloop to disable the rotation and change track themself while they are online :)
Title: Re: June Update
Post by: Purple44 on July 07, 2017, 04:40:57 PM
I like to race new track at least twice before a track change. First time, maybe a refresher on how to race a track, then second time can do better. Or first race you get a bad start, someone pitted you, so like a second try at the track.
Title: Re: June Update
Post by: Janne Suur-Näkki on July 07, 2017, 05:46:04 PM
Another hotfix out right now:

http://www.wreckfestgame.com/hotfix-3-for-wreckfests-june-update/ (http://www.wreckfestgame.com/hotfix-3-for-wreckfests-june-update/)
Title: Re: June Update
Post by: tads421 on July 07, 2017, 05:51:31 PM
Thanks Janne! off to give it a blast!
Title: Re: June Update
Post by: Skyfire on July 07, 2017, 05:59:45 PM
Wow - it's great to see the constant updates coming! Thanks Bugbear!
Title: Re: June Update
Post by: Janne Suur-Näkki on July 07, 2017, 06:01:59 PM
No problem guys! Now fingers crossed there's at least some improvement to server stability.
Title: Re: June Update
Post by: sam223 on July 07, 2017, 06:07:58 PM
No problem guys! Now fingers crossed there's at least some improvement to server stability.
Good to hear and nice to see you fixed the chat box.
Title: Re: June Update
Post by: Speedevil on July 07, 2017, 06:59:52 PM
I didn't post any feedback yet, but I enjoy the new update. I didn't play that much, so I don't really know about bugs, but I like the new tracks and the visual customization. The main menu looks very bad, but I'm pretty sure you're already working on a better looking one. :P

I hope more skins are coming for the cars that only have identical layouts with different colours, but once again I guess this is already planned.
Title: Re: June Update
Post by: TPEHAK on July 08, 2017, 08:11:12 AM
I believe they made this menu that horrible on purpose so people can easily recognize that this is just dummy temporary menu and so we can feel difference between pre-alfa menu and final product menu. Since menu can be drastically changed on this stage of development process there is no need to spend too much effort on beauty temporary menu.
Title: Re: June Update
Post by: Janne Suur-Näkki on July 08, 2017, 09:01:13 AM
How does server stability seem after the latest patch, any experiences?
Title: Re: June Update
Post by: raceclimb on July 08, 2017, 09:24:55 AM
uhhh...car stabillity or server ?

i am happy to report that the servers were much much more stable today

it was also very handy how quickly the glaring issues with the lobby chat were addressed (within reason)


i think it MOST DRIVERS agree that if a BLACK back ground were put behind the lobby chat (including the "type box so we can see what we are putting on the screen BEFORE we do it...lol) AND if you could but a return of the mad dog. heavy hitter, speedster awards back on the "long term" agenda...

(trust me these can be valuable tools for clean race admins AND are HILLARIOUS on a dirty track)


but really (and i so hope i'm not wrong).....it would seem the IMMEDIATE crisis is well under control


and like i said...the SUPER FUN feel of B#6 IS back, with a healthy dose of "serious racing" balanced quite nicely
Title: Re: June Update
Post by: BenDover on July 08, 2017, 12:24:05 PM
How does server stability seem after the latest patch, any experiences?

Both servers have had 1 crash, only one I know about had players on at the time but I bet the otherone had aswell at the time beeing when it crashed, still they are alot more stable then befor like Raceclimb said, its not that much but ofc like you said, its 2 times to much :)
Title: Re: June Update
Post by: sam223 on July 08, 2017, 02:38:29 PM
Mine only crashed once last night. Sync error is still happening though

Title: Re: June Update
Post by: Purple44 on July 08, 2017, 03:20:22 PM
I told Janne Friday morning when I was in his server ( was checking online list and I see JanneBB  :D ), servers are going crash, but if we can keep server crash to 1 a day, that would be nice. :)

I haven't gotten do any online testing, was at work. But I will be online tonight since it a Saturday and see how the US servers hold up.

"AND if you could but a return of the mad dog. heavy hitter, speedster awards back on the "long term" agenda..."

Ya these "awards" need come back. :) It the only way some us can make some cash online.  :P 


Janne curious how the bar graph for PING is set up? What the ranges? Here my idea of ranges:

************************************ 0-75 PING great
***************************** 76-125 PING good
******************** 126-200 PING fair
************201-249 PING laggy
*****250+ major lag


I did like seeing the PING to the servers and hosts in the host list. But I can live with the bar graph.


Was testing the bar graph and it showed Ben clean racing server at 2 bars. I was thinking Ben server should be at 1 bar since I usually get 265+ PING when I go there. So was surprise when I got to the lobby, PING was only 228.  :o

With a PING like that I maybe could race a clean race and not have steering lag. :) I did run couple races and no steering lag, but did see some signs of lag, but that normal with a PING of 220+.
Title: Re: June Update
Post by: Rocket455Man [FIN] on July 08, 2017, 07:44:38 PM
Hi!

Why in mp mods cannot change the track anymore?

Where is career mode?
Title: Re: June Update
Post by: Purple44 on July 08, 2017, 11:23:13 PM
Hi!

Why in mp mods cannot change the track anymore?


What can a mod do now, if they can't change the track? Just set laps and turn resets on or off?

Janne this did not get fix in the last hotfix?
Title: Re: June Update
Post by: Janne Suur-Näkki on July 08, 2017, 11:37:31 PM
It doesn't really need a fix - if a mod could change the track and have all the same options as an admin, it would be the same as admin.

Which in turn would mean we should remove mod altogether.
Title: Re: June Update
Post by: Purple44 on July 08, 2017, 11:53:18 PM
It doesn't really need a fix - if a mod could change the track and have all the same options as an admin, it would be the same as admin.

Which in turn would mean we should remove mod altogether.

Difference between a mod and admin, is admin get make the decision to kick a player instantly or ban a player. That a power we don't won't give out to freely. Also if have 4 admins in a lobby, it hard stop count down timer if three the admins are ready up. with just one or to admin, admins can stay unready until everybody has ready up.

Most servers only have a few admins, so if no admin around then server stuck on one track or using track rotation and if player request a track or a derby, with no admin round, then the guys stuck racing what next. :(
Title: Re: June Update
Post by: Purple44 on July 08, 2017, 11:56:54 PM
I believe I mention this earlier in this thread that the mod list is missing a way to move a mod down the list. We need this option too when you got to arrange some mods in the right loading order to join a modded server online, like UK Bangers.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/June%202017%20beta%20build%20pics/modlist-no-down-option.jpg)
Title: Re: June Update
Post by: Janne Suur-Näkki on July 09, 2017, 12:03:12 AM
Difference between a mod and admin, is admin get make the decision to kick a player instantly or ban a player. That a power we don't won't give out to freely. Also if have 4 admins in a lobby, it hard stop count down timer if three the admins are ready up. with just one or to admin, admins can stay unready until everybody has ready up.

Most servers only have a few admins, so if no admin around then server stuck on one track or using track rotation and if player request a track or a derby, with no admin round, then the guys stuck racing what next. :(

Thanks, all valid and good points those too.

Is it a general consensus that mods should be able to adjust the event options (including changing track)?

Bear in mind that by doing so they have the ability to mess up the server's event rotation.
Title: Re: June Update
Post by: raceclimb on July 09, 2017, 12:37:40 AM
glad we are talking about this !

YES the general concensus is that Mods's should be able to change events and it's their ability to kick/ban that should be restricted

look at it like THIS: If they are NOT full blown trusted admins, why give them the most destructive tool at our disposal ?

As "admin almost everywhere" i can assure you that i almost NEVER have to kick or ban and "do my job" by TALKING to people first. This is even true at Ben's Clean server :)

it would seem wise to allow mods the time to focus on what being a GOOD host really entails (ie: putting on an entertaining show for the crew)


as to the worry about a server being left with it's track loop off;

YES this can happen by error, mis-understanding or malicious intent. However the more people around ABLE to fix it the BETTER.

Besides guys, WHO do you think runs around every night making sure most of the rptations are on and tere are bots on the track to help encourage the first players of the day ?...FREAKIN' SANTA CLAUS ?!?.....tee hee hee


So you want to KNOW where the REAL risk is to our player base and fragile community ? (The one that closely resembles warring feudal states...lol)

it's the VOTE BAN FUNCTION

i encountered this late one night while doing my "set up the servers tour"

a little pack of three cars ! ...nifty

oh look....a little pack of three cars who just vote banned me !


sigh...move along, more tracks to set up


and THEN two servers down my list ?.....they showed up THERE and did it again !!!


by morning i had over a DOZEN complaints from verious tracks !


you SEE why this is a problem right ?


PS: Do'nt worry about the trolls. We....uhhhh...."handled it"
Title: Re: June Update
Post by: Purple44 on July 09, 2017, 12:53:10 AM
glad we are talking about this !

YES the general concensus is that Mods's should be able to change events and it's their ability to kick/ban that should be restricted

look at it like THIS: If they are NOT full blown trusted admins, why give them the most destructive tool at our disposal ?

As "admin almost everywhere" i can assure you that i almost NEVER have to kick or ban and "do my job" by TALKING to people first. This is even true at Ben's Clean server :)

it would seem wise to allow mods the time to focus on what being a GOOD host really entails (ie: putting on an entertaining show for the crew)


as to the worry about a server being left with it's track loop off;

YES this can happen by error, mis-understanding or malicious intent. However the more people around ABLE to fix it the BETTER.

Besides guys, WHO do you think runs around every night making sure most of the rptations are on and tere are bots on the track to help encourage the first players of the day ?...FREAKIN' SANTA CLAUS ?!?.....tee hee hee


So you want to KNOW where the REAL risk is to our player base and fragile community ? (The one that closely resembles warring feudal states...lol)

it's the VOTE BAN FUNCTION

i encountered this late one night while doing my "set up the servers tour"

a little pack of three cars ! ...nifty

oh look....a little pack of three cars who just vote banned me !


sigh...move along, more tracks to set up


and THEN two servers down my list ?.....they showed up THERE and did it again !!!


by morning i had over a DOZEN complaints from verious tracks !


you SEE why this is a problem right ?


PS: Do'nt worry about the trolls. We....uhhhh...."handled it"


Does the vote kick need tweaking Race. I forget if it just half the lobby vote yes can kick a player. Should the ratio be higher, like at 80%, 90%?


When I'm an admin, I do try to remember to put track rotation on before I leave. Should we allow mods to do /eventloop command? But if we were to do that, would it open up mods to be able to do all the other server commands? That might be a bad thing.
Title: Re: June Update
Post by: sam223 on July 09, 2017, 12:54:04 AM
Mod status is kinda pointless at the minute. As rotation doesnt work for mod (custom) tracks, so all moderators can do is kick people.
Title: Re: June Update
Post by: Purple44 on July 09, 2017, 01:02:10 AM
Mod status is kinda pointless at the minute. As rotation doesnt work for mod tracks, so all moderators can do is kick people.

So mods can kick players instantly? Have not been a mod, so not sure what they can do.

So banning players, doing server commands, stopping count down timer is the extra power the admins have, that mods don't? Beside now mods can't change the track.
Title: Re: June Update
Post by: sam223 on July 09, 2017, 01:31:44 AM
Mod status is kinda pointless at the minute. As rotation doesnt work for mod tracks, so all moderators can do is kick people.

So mods can kick players instantly? Have not been a mod, so not sure what they can do.

So banning players, doing server commands, stopping count down timer is the extra power the admins have, that mods don't? Beside now mods can't change the track.

Previously it was mods = kick,change event settings (track etc). It'd be alright if track rotation worked for custom tracks.
Title: Re: June Update
Post by: raceclimb on July 09, 2017, 01:34:46 AM
that's correct Purp. As it stands the ONLY power the mods have is the one we are leery of giving them. Essentially they serve no useful purpose atm.

and considering how EASILY 2 or 3 late night holligans could "camp' on this game and vote ban every single new player they see ?......yup that's a pretty serious issue !

so far it seems to have been nothing more than an idle crew of rowdies


but just because (or perhaps especially) a player has been BANNED from the forums DOES NOT mean he might not come out to the track ! We've ALL seen it....the rants, the raves...the startlingly irrational behavior...


which is WHY i haven't mentioned this ONCE on the forums, i just don't want mal-contents getting and WORSE ideas than they have already dreamed up !


tbh: Janne....the BEST way you could show me you saw these posts would be to DELETE THEM

cuz HONEST...i just don't want ANYONE knowing how very very easy it would be to pull a stunt like that :(
Title: Re: June Update
Post by: Zebulon55 on July 09, 2017, 01:39:58 AM


Thanks, all valid and good points those too.

Is it a general consensus that mods should be able to adjust the event options (including changing track)?

Bear in mind that by doing so they have the ability to mess up the server's event rotation.

I'd like to see tracks and number of bots being able to be changed by voting, and perhaps moderators eliminated.
If you want to go on a server alone to see if anyone shows up to join, maybe you'd like to have a track that's not in the rotation, and some bots to play with.
Derby players complain of no derby servers being available often, this could help them.
If several people are on a track for a few races, but no admin, people start to leave because we can't change the track.

If Bugbear/THQNordic plans to have a dedicated server, I'd think you'd want the community using it to be able to have some control in the absence of admins.

I guess if a host/admin wants specific conditions to exist on their clean server or whatever, even when they aren't there, a "voting off" checkbox could be added.  ::)
Gas Guzzlers had voting for kick, bots, team, track and gametype.  8)
Maybe a auto restart server function could be included at some regular interval when no players are present to keep the dedicated servers fresh, too. I think GGE restarts the server occasionally, because the servers would get some strange unplayable condition after so long.


TLDR; please give users voting for kick, bots, teams, track, laps and gametype, and any other feature that you might think useful.  Simple majority is fine, maybe a larger percent majority vote if more than x players are present. It might make dedicated servers more active if players have choices. Choice is good.   :)
Title: Re: June Update
Post by: Purple44 on July 09, 2017, 01:40:53 AM
that's correct Purp. As it stands the ONLY power the mods have is the one we are leery of giving them. Essentially they serve no useful purpose atm.

and considering how EASILY 2 or 3 late night holligans could "camp' on this game and vote ban every single new player they see ?......yup that's a pretty serious issue !

so far it seems to have been nothing more than an idle crew of rowdies


but just because (or perhaps especially) a player has been BANNED from the forums DOES NOT mean he might not come out to the track ! We've ALL seen it....the rants, the raves...the startlingly irrational behavior...


which is WHY i haven't mentioned this ONCE on the forums, i just don't want mal-contents getting and WORSE ideas than they have already dreamed up !


tbh: Janne....the BEST way you could show me you saw these posts would be to DELETE THEM

cuz HONEST...i just don't want ANYONE knowing how very very easy it would be to pull a stunt like that :(

I'm confuse now, mods can also ban players from the server permanently? Not just kick a player? Players can vote to kick a player.

"vote ban" or you mean to "vote kick" a player, Race?
Title: Re: June Update
Post by: raceclimb on July 09, 2017, 01:53:00 AM
well i certainly have NOT investigated the KICK ? BAN features OF THE CURRENT BUILD....i don't really use them, and have been way to busy helping players just get playing, sorting out server issues and trying to get some game time in myself...lol

HOWEVER: On the last Build mods could BAN players. The "crew" at the track were able to "vote BAN" a player by a simple majority. It is my understanding that the only change to moderator status is they can no longer change tracks (They never could turn on/off the eventloop BEFORE btw...and we always wished they COULD)

this is how a crew of THREE trolls was able to vote ban an ADMIN before he could even say hello


this is FAR too much power in the hands of those less likely to see the true ramifications of their actions


so you can see why i would NOT worry about event-loops being turned off by mistake. Especially if there were LOTS of people (ie: moderators too) roaming around able to fix it !

Title: Re: June Update
Post by: CFodder on July 09, 2017, 02:37:02 AM
Personally would like a server option to either disable or set a threshold for vote bans AND make admins/mods/hosts immune to any such vote bans.
Title: Re: June Update
Post by: sam223 on July 09, 2017, 02:57:03 AM

I'm confuse now, mods can also ban players from the server permanently? Not just kick a player? Players can vote to kick a player.

"vote ban" or you mean to "vote kick" a player, Race?

Previously 3 kicks from a mod/admin or 3 vote kicks resulted in a ban,i assume this is still the case
Title: Re: June Update
Post by: Purple44 on July 09, 2017, 04:51:05 AM
I'm still confuse from Race post. I have never see a ban vote in the online lobby done by the players, I have seen a kick vote.

A kick vote get you kick out of a lobby, but can rejoin. As an admin, I ban you, you not getting back in the lobby. I believe there tempaoray ban for a day and there can be perment ban use in the server software.

When it come to banning a player ( not kicking someone ), I thought only an admin can do that. Am I wrong? 
Title: Re: June Update
Post by: Purple44 on July 09, 2017, 05:10:35 AM
(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/June%202017%20beta%20build%20pics/ban-vote.jpg)

I think I solve my confusion. A pic says a lot. Just took this pic online. How the hell a ban vote get allow to any player in the lobby!!! The causal player don't get to play GOD. That is left to the admin.

I pretty sure the ban vote was not there in the April Build!

Janne we need a hotfix for this soon, players banning people going cause all kind of havoc online once they know they can do it!!

Sorry Race, you talking ban vote did not compute. Could never think that Bugbear would of allow players to ban vote on a server or player host!!!

I think someone goof at Bugbear studio!!  :o
Title: Re: June Update
Post by: The Very End on July 09, 2017, 10:44:39 AM
Everyone should be able to vote, yes? If there is a troublemaker the people on the server should he able to kick or ban the person if several people agree.
Title: Re: June Update
Post by: Zebulon55 on July 09, 2017, 11:30:06 AM
Everyone should be able to vote, yes? If there is a troublemaker the people on the server should he able to kick or ban the person if several people agree.

I have mixed emotions on this, It's not a huge drama, but it's also not a perfect world.

Only way I see it abused is by a bunch of people ganging up on someone.
What if they ban the host and admins?   :o 8)
Someone wrongly calling for a ban vote might find themselves getting vote banned instead.  >:(

I do agree that banning is the last resort and being wrongly banned would piss a guy off, so hopefully the host/admin or voting majority is fair, and doesn't consider everybody who might disagree with him/them a troll.
I'd consider that an abuse of the ban functionality too, but hey! -  if it's your server, knock yourself out.

/Edit - Um, yeah. About that last sentence. Pointed humor & Wordplay.  Not to be taken seriously, m'kay?   ;D
Title: Re: June Update
Post by: Finsku on July 09, 2017, 11:52:48 AM
Everyone should be able to vote, yes? If there is a troublemaker the people on the server should he able to kick or ban the person if several people agree.

Ofc everyone should be able to vote but not about banning people. Or then admin can choose what players can vote.
Someone tried to ban vote one guy while I was in server. If admin/moderator is on the spot why players could vote ban or kick?
Title: Re: June Update
Post by: Purple44 on July 09, 2017, 01:03:18 PM
There trolls out there that will love take advantage of a ban vote when they learn they can do this. You got 12+ players might be tough get enough votes to ban a player. You get only 8 players, 4 friends ( or trolls ) could get someone ban from a server.

We getting away from what work in Flatout 2 online. Host was only one to decide if someone should get kicked, then the players voted on it. If enough said yes, player was kicked and could not rejoin the host until host got restarted. As long as host stayed up, kicked player could not get in.

Giving the general player out there the power to ban players is going to far in my opinion.
Title: Re: June Update
Post by: Purple44 on July 09, 2017, 01:14:18 PM
First server New England, no crash for the hour I was there.

Second server, Space, crash twice ( got the lost connection message ) and third time, everybody in the race had there game crash but teampensake. He won the race with nobody left in the race!!   :o

In 5 hours of racing. Crashes happen with Speedway 1 fig 8 and Crash Canyon. Don't remember track that crash the game.
Title: Re: June Update
Post by: sam223 on July 09, 2017, 01:47:07 PM
There trolls out there that will love take advantage of a ban vote when they learn they can do this. You got 12+ players might be tough get enough votes to ban a player. You get only 8 players, 4 friends ( or trolls ) could get someone ban from a server.

We getting away from what work in Flatout 2 online. Host was only one to decide if someone should get kicked, then the players voted on it. If enough said yes, player was kicked and could not rejoin the host until host got restarted. As long as host stayed up, kicked player could not get in.

Giving the general player out there the power to ban players is going to far in my opinion.
Vote ban has been in for a long time purple. Its not really a issue unless almost everyone in a lobby gangs up on 1 player and votes. In which case you might want to play with different people anyway.3x kick vote also = a ban, so if vote ban got removed people could still abuse that system. Seems to happen very very rarely anyway,only once or twice in the last year for me as a host. When it has happened its been legit kicks,but the 3x threshold had been passed and a player got banned when moderator only wanted to kick them.
Title: Re: June Update
Post by: Orbotnive T on July 09, 2017, 05:30:54 PM
I missed all the trouble recently, after reading up I say two things. 3 votekicks shouldn't mean a ban any more, that will keep trolls actions unable to stop players joining permanently  if they have the patience, and mods ought to be able to change track or else they are pretty useless to the group - and there'll just be dozens of admins instead which in itself may cause problems too.
Title: Re: June Update
Post by: Purple44 on July 09, 2017, 07:30:08 PM
There trolls out there that will love take advantage of a ban vote when they learn they can do this. You got 12+ players might be tough get enough votes to ban a player. You get only 8 players, 4 friends ( or trolls ) could get someone ban from a server.

We getting away from what work in Flatout 2 online. Host was only one to decide if someone should get kicked, then the players voted on it. If enough said yes, player was kicked and could not rejoin the host until host got restarted. As long as host stayed up, kicked player could not get in.

Giving the general player out there the power to ban players is going to far in my opinion.
Vote ban has been in for a long time purple. Its not really a issue unless almost everyone in a lobby gangs up on 1 player and votes. In which case you might want to play with different people anyway.3x kick vote also = a ban, so if vote ban got removed people could still abuse that system. Seems to happen very very rarely anyway,only once or twice in the last year for me as a host. When it has happened its been legit kicks,but the 3x threshold had been passed and a player got banned when moderator only wanted to kick them.

K Sam I will take your word the ban vote been there before the June Build, but I can't recall every seeing a ban vote done in the lobby. Seen a many kick vote get started in the lobby.
Title: Re: June Update
Post by: TheyLiveWeSleep on July 11, 2017, 10:30:03 AM
Been gone for a year and played the game last night. I'm just not feeling it like i'm used to.
I don't feel the impacts i'm making anymore and crashes feel too heavy and sluggish to me.
That's all i wanted to share. Otherwise it's great but i'm just not feeling it right now
Title: Re: June Update
Post by: basti4655 on July 11, 2017, 03:55:15 PM
Been gone for a year and played the game last night. I'm just not feeling it like i'm used to.
I don't feel the impacts i'm making anymore and crashes feel too heavy and sluggish to me.
That's all i wanted to share. Otherwise it's great but i'm just not feeling it right now
I think crashes are awesome now, they are going the right direction.
Was laughing my ass off in some crashes in multiplayer like in good old build 6.
Wreckfest without crazyness isnt wreckfest.
http://youtu.be/R0Ywy6Q_X9U (http://youtu.be/R0Ywy6Q_X9U)
Title: Re: June Update
Post by: Rocket455Man [FIN] on July 11, 2017, 04:53:46 PM
Hi!

Could you replace that "magic torque" with real based torque curves?

It helps a lot modding with real world values.

We need simulator with real handling, not arcade s**t.
Title: Re: June Update
Post by: FalconXY on July 11, 2017, 05:55:58 PM
My opinion and remarks on the game so far:

Small things that should be worked on:

- 1x game crash to desktop (WF stopped working) after the fixes (played on 08.07.17) in Multiplayer - while trying to join server (in FR) on Win10 - Wreckfest 64bit

-"Chase Far" camera on multiplayer spectator is closer to the car than singleplayer "Chase Far" camera. Not really a problem but wondering why.


Good:
-Overall good handling, FF could be higher on G27

-No more obvious rubberbanding. Harder to get to the car in front

-Crash Alley but we had this track in a mod before.


Bad:
-AI cars seem to light now / too easy to flip or kick around

-Deformation still DOES NOT effect car handling.

-When exit from multiplayer server - Why do I have to exit multiplayer ? Just give option quit server and return to host list.

-The entered number of laps and number of AI cars is still NOT stored by track. Have to change on each track which is annoying !

-No NEW game modes !
What this game needs to be perfect for me is more game modes like in EveOfDestruction.


My wishes for next build:

- Wrecking points game mode (with slower race speed for single player)- HOW LONG DO I HAVE TO WAIT ?  ???
- Derby contact timer should be set to 15 seconds
- Rift CV1 support or make mouse look option for onboard view

- Add Blue and white exhaust smoke
http://community.bugbeargames.com/index.php/topic,9777.msg95619.html#msg95619 (http://community.bugbeargames.com/index.php/topic,9777.msg95619.html#msg95619)

- Release the grey hilly track next to Mixed 2 but with black borders/sand walls. To make corners more visible.
- Race speed slider
- Preview of track layout, when click on track info button

Thank you very much.
Title: Re: June Update
Post by: Mopower on July 11, 2017, 11:52:46 PM
My opinion and remarks on the game so far:

Bad:
-AI cars seem to light now / too easy to flip or kick around


Interesting, you find the AI cars too light. Do you play with assists such as traction control on?
Title: Re: June Update
Post by: Purple44 on July 12, 2017, 08:18:21 AM

-No NEW game modes !
What this game needs to be perfect for me is more game modes like in EveOfDestruction.

...................

- Release the grey hilly track next to Mixed 2 but with black borders/sand walls. To make corners more visible.


I'm hoping we will see a finish Tag mode:

(http://www.lay-zmattress.com/flatout2/purple44/flatout%202/Tag.jpg)


I sure hope Bugbear will finish the second track on Mixed 2. Track has been improve since we first saw it back in March of 2016. See track at 7:50 in video:

http://www.youtube.com/watch?v=vNHQMAhd33k&t=470s (http://www.youtube.com/watch?v=vNHQMAhd33k&t=470s)

Maybe Bugbear holding on to this track until final release?
Title: Re: June Update
Post by: RickyB on July 12, 2017, 04:25:14 PM
- Maybe a false impression, but does the AI have problems handling the new A Class? I see a lot of them sliding around as if they can't control the power properly.
Ricky, you would be right - (...) the Class A AI setups definitely need some improvements to make them actually competitive, although it does currently vary from car to car how well they can cope with the power.

Seeing the AI spinning out in A-class and having some trouble with keyboard controll in high power A-class cars myself, I have to wonder -

Is it possible, that the handling with keyboard is not adjusted to the new high-power A-class as well? Feels like the wheels spin way too easy and loose grip when trying to accelerate with KB controller. (in a car with lots of pp.) Please say "Yes", Bugbear. ...and maybe "Adjustments for keyboard controll for the new A-class will be in the next update" :D

Title: Re: June Update
Post by: Tonza on July 12, 2017, 04:46:22 PM
- Maybe a false impression, but does the AI have problems handling the new A Class? I see a lot of them sliding around as if they can't control the power properly.
Ricky, you would be right - (...) the Class A AI setups definitely need some improvements to make them actually competitive, although it does currently vary from car to car how well they can cope with the power.

Seeing the AI spinning out in A-class and having some trouble with keyboard controll in high power A-class cars myself, I have to wonder -

Is it possible, that the handling with keyboard is not adjusted to the new high-power A-class as well? Feels like the wheels spin way too easy and loose grip when trying to accelerate with KB controller. (in a car with lots of pp.) Please say "Yes", Bugbear. ...and maybe "Adjustments for keyboard controll for the new A-class will be in the next update" :D
Playing with a gamepad, I had to turn on all of the assists. I'm not a super hardcore mega ultra sim racer or a particularly skilled driver, but I just couldn't keep the car straight with assists off. Then again, with high PP the muscles have around 450hp and even the small euro 1 has nearly 200hp. So if they lean towards simulation, it's understandable, but I always thought they were going for more arcade handling.

I'm happy with assist on right now
Title: Re: June Update
Post by: RickyB on July 12, 2017, 06:22:11 PM
- Maybe a false impression, but does the AI have problems handling the new A Class? I see a lot of them sliding around as if they can't control the power properly.
Ricky, you would be right - (...) the Class A AI setups definitely need some improvements to make them actually competitive, although it does currently vary from car to car how well they can cope with the power.
(...)
Is it possible, that the handling with keyboard is not adjusted to the new high-power A-class as well? Feels like the wheels spin way too easy and loose grip when trying to accelerate with KB controller. (...)
Playing with a gamepad, I had to turn on all of the assists. I'm not a super hardcore mega ultra sim racer or a particularly skilled driver, but I just couldn't keep the car straight with assists off. (...)
I was hoping those 2 could maybe be related. AI having trouble and keybord control with high-power A-class.
Either through power and torque curves or 'throttle distribution curves' (made that term up, don't know if it's clear what I mean) or maybe it's just about grip and traction.

Speaking of grip / traction - is this supposed to happen? A car slowly sliding down the track in this situation? No wonder it feels like too little grip when accelerating ;)

http://youtu.be/CZ6DPpyu1cQ (http://youtu.be/CZ6DPpyu1cQ)
Title: Re: June Update
Post by: MamieNova on July 12, 2017, 08:20:26 PM
I still play with no assists and yeah, 3xx cars require quite the gentle stroke on throttle. When modding happened, most of us went and souped up some engine to 1000hp. Well, it's the same. Last update delivered a massive max power increase, but grip stayed the same, so yeah, max'd cars are hard to control.
Title: Re: June Update
Post by: Zebulon55 on July 13, 2017, 11:08:21 AM
Maybe for gameplay purposes, BB wants these cars to be very hard to control at top engine performance. Maybe for game strategy, highest horsepower is not always the best choice for winning, and a lower horsepower and other upgrade choices will perform better at least on some tracks in later development or when the game is final.

Among the reasons I'm a fan of Wreckfest is that I started driving in 1979, when the American cars represented in the game were old enough to be second and third owner cars, so I and my friends all had these types of cars. I had a second generation Camaro, and AM4 is based on the second generation GM F-body, Camaro and Firebird.
The F-bodies were no doubt the best handling of the GM Muscle cars represented in the game, with a low center of gravity, but that V-8 in the front, and light back end with leaf spring suspension, you wouldn't use much of the throttle travel to drive a twisty gravel. Too much speed/throttle, and you'd be in the ditch from understeer or oversteer.

American muscle was more about quickness and speed... in a straight line. (Also nice paint jobs. - It ain't cool if the chrome don't shine.)  That's part of the reason why drag racing and oval racing are the most common in America, and circuit racing is more everywhere else. Oval racing is about going fast in the straights and slowing thru the turns. Handling wasn't that big of a consideration among the American muscle cars. The sedan is around 1980 vintage, and wouldn't have handled very well either.

America was behind Europe in tire technology as well. Most of these cars probably came with bias-ply tires, the Chevelle definitely did. Europe had radials, which became common in the U.S. in the mid Seventies.

All of this is from a realism standpoint though - arcade would be best equipment gets best lap times.  :)

Interesting to see where Bugbear goes with this in future updates.  :o

I'm on keyboard, just started playing with more of the assists. Used half stability control before.
Title: Re: June Update
Post by: RickyB on July 14, 2017, 04:45:29 PM
Yea, maybe. I guess Bugbear is on holiday... I'd be interested in hearing something from them about this.
What I was wondering about the imaginary 'throttle-distributon-curve' is maybe better explained with a picture.

On the x-axis there's 'time', on the y-axis there is the amount of pushing the gas pedal in percent. With an analog controller you can influence, or better, determine that curve on your own. With KB you can't (tapping isn't the same) - so I was hoping that maybe the curve that works for C and B class does not work that well with A3xx class - maybe that's why we see AI cars spin out, too. So I was speculating, that maybe some adjustments could happen for KB as well - as it is planned for the AI.

For example: In 2 seconds, how is the throttle distributed (spread?) in that time(?)
(https://s26.postimg.org/kist84exl/throttle_time_diagram.jpg)
(click to enlarge)

Maybe C and B class work well with a linear blue or even with the red one, but in A3xx class it is too much gas in too little time. So maybe you have to be more careful with the gas in the first second or so, similar to the green curve or lower the angle on the linear one. I wouldn't be surprised if BB did not have enough time to properly test it with the new high-power cars. Otherwise we probably wouldn't see AI cars sliding around. *crossing fingers*  :)
Title: Re: June Update
Post by: Nitronik on July 14, 2017, 05:39:08 PM
Glad to see I am not the only one who finds cars pretty much impossible to control with mkb after the update. 



The F-bodies were no doubt the best handling of the GM Muscle cars represented in the game, with a low center of gravity, but that V-8 in the front, and light back end with leaf spring suspension, you wouldn't use much of the throttle travel to drive a twisty gravel. Too much speed/throttle, and you'd be in the ditch from understeer or oversteer.


I wouldn't mind this being a thing in-game, but as it stands, as soon as you start creeping near 270pp it's game over.

About the AI spinning out, I mostly noticed it in online games, where the AI takes control of a player vehicle after they're done racing. Every corner is a dice roll for them - even at such low speeds you can sometimes see AI spin out

Title: Re: June Update
Post by: Orbotnive T on July 15, 2017, 01:52:40 PM
I just noticed due to restarting from scratch and saving/buying after the update and the original parts problem, I don't yet have euro1 and asian1. They are not in the market to buy either. Any ideas why?
Title: Re: June Update
Post by: Mopower on July 15, 2017, 04:56:20 PM
I just noticed due to restarting from scratch and saving/buying after the update and the original parts problem, I don't yet have euro1 and asian1. They are not in the market to buy either. Any ideas why?
Because the devs are giving up on their cars like I am giving up on the game lul.
Title: Re: June Update
Post by: Nitronik on July 15, 2017, 05:33:28 PM
I just noticed due to restarting from scratch and saving/buying after the update and the original parts problem, I don't yet have euro1 and asian1. They are not in the market to buy either. Any ideas why?

Had the same issue, sometimes cars just fail to appear in the marketplace at all.

I was told I needed to get rid of my save - but it fixed itself somewhat randomly
Title: Re: June Update
Post by: Bobby Koticks on July 15, 2017, 08:18:50 PM
It would be funny if you manage to mow through spectators on the ground they would go flying all over the place in rag-doll mode, then would calmly get up, slowly walk back to their place and applauded.
Title: Re: June Update
Post by: Tonza on July 15, 2017, 08:34:52 PM
It would be funny if you manage to mow through spectators on the ground they would go flying all over the place in rag-doll mode, then would calmly get up, slowly walk back to their place and applauded.
Bugbear don't want that esrb A / pegi 18 badge lol!
Title: Re: June Update
Post by: KingOfTheCakes on July 15, 2017, 10:17:38 PM
Okay I've played a couple hours today and tbh the suspension and FFB for wheels really need some work atm.

The soft suspension does not take bumps well at all, and the cars roll over way too easily with standard suspension, even the heavy and wide muscle cars. However, the real reason I'm struggling is because the force feedback feels very numb. I'm not getting a lot with the wheel compared to previous updates, so even keeping things in a straight line is hard to do now. The cars are pretty much undrivable with no stability control, or having it on Half, because correcting the car is just guess work right now as I can't feel much. Turning it to 100% just makes the wheel heavier and that's it.

Edit: This is regarding A class cars only, I've yet to play with lower classes.
Title: Re: June Update
Post by: BenDover on July 16, 2017, 04:14:54 AM
Okay I've played a couple hours today and tbh the suspension and FFB for wheels really need some work atm.

The soft suspension does not take bumps well at all, and the cars roll over way too easily with standard suspension, even the heavy and wide muscle cars. However, the real reason I'm struggling is because the force feedback feels very numb. I'm not getting a lot with the wheel compared to previous updates, so even keeping things in a straight line is hard to do now. The cars are pretty much undrivable with no stability control, or having it on Half, because correcting the car is just guess work right now as I can't feel much. Turning it to 100% just makes the wheel heavier and that's it.

Edit: This is regarding A class cars only, I've yet to play with lower classes.

Standars sups are fine on the AM1 and you can controll the cars with no stability control you just need to be carefull with the throttle, I seen to many go over to using stability control instead for its seems better atm anyway, but I dont know, I might try stability on aswell and see how it is...
Title: Re: June Update
Post by: Purple44 on July 16, 2017, 02:15:21 PM
Okay I've played a couple hours today and tbh the suspension and FFB for wheels really need some work atm.

The soft suspension does not take bumps well at all, and the cars roll over way too easily with standard suspension, even the heavy and wide muscle cars. However, the real reason I'm struggling is because the force feedback feels very numb. I'm not getting a lot with the wheel compared to previous updates, so even keeping things in a straight line is hard to do now. The cars are pretty much undrivable with no stability control, or having it on Half, because correcting the car is just guess work right now as I can't feel much. Turning it to 100% just makes the wheel heavier and that's it.

Edit: This is regarding A class cars only, I've yet to play with lower classes.

Standars sups are fine on the AM1 and you can controll the cars with no stability control you just need to be carefull with the throttle, I seen to many go over to using stability control instead for its seems better atm anyway, but I dont know, I might try stability on aswell and see how it is...

I gave up on A class cars after trying get the hang of racing with the AM5, then AM1, banger version of sedan and AM4 and AM4. Gas is just to touch for me with a DFGT wheel and no assists.

I won't go to the dark side and use any assists, so I'm back to racing with B class AM5 online. Maybe Bugbear give us same racing and dirt tires to tame the A class cars so players don't have to use assists?

Just need a little better grip coming out the turns.
Title: Re: June Update
Post by: Mopower on July 17, 2017, 12:56:31 AM
From what I've gathered after deep deep research and information is this; If you want to have a fair lobby where everyone follows the same rules, allow a force assist off option.

(Everybody jumps up and goes "Wow, holy cow, never thought of something like that. How would it work Mopower!? That's some crazy Sh*t)

Me- "Oh I don't know guys, maybe a toggle switch for the server starter or an admin when selecting settings seems about good for me."

(Super Active posters on the forums that are really really worried about player count)- "Well then you are just forcing players out!"

Because apparently only playing clean racing, or just playing dirty racing, or just playing with mods or just playing ovals and figure 8s or just playing technical courses or just play demolition derbies doesn't already do that, right? Yeah... Give me an answer for that.
Title: Re: June Update
Post by: sam223 on July 17, 2017, 01:09:31 AM
From what I've gathered after deep deep research and information is this; If you want to have a fair lobby where everyone follows the same rules, allow a force assist off option.

(Everybody jumps up and goes "Wow, holy cow, never thought of something like that. How would it work Mopower!? That's some crazy Sh*t)

Me- "Oh I don't know guys, maybe a toggle switch for the server starter or an admin when selecting settings seems about good for me."

(Super Active posters on the forums that are really really worried about player count)- "Well then you are just forcing players out!"

Because apparently only playing clean racing, or just playing dirty racing, or just playing with mods or just playing ovals and figure 8s or just playing technical courses or just play demolition derbies doesn't already do that, right? Yeah... Give me an answer for that.
You can do it with mods,banger mod will be no assists only in the future
Title: Re: June Update
Post by: Finsku on July 17, 2017, 11:18:31 AM
I gave up on A class cars after trying get the hang of racing with the AM5, then AM1, banger version of sedan and AM4 and AM4. Gas is just to touch for me with a DFGT wheel and no assists.

I won't go to the dark side and use any assists, so I'm back to racing with B class AM5 online. Maybe Bugbear give us same racing and dirt tires to tame the A class cars so players don't have to use assists?

Just need a little better grip coming out the turns.

Try Purple A class car with Open differential. I usually play with A class Asian 1 which has open differential. Easiest car to drive without any assists IMO.
Title: Re: June Update
Post by: The Very End on July 17, 2017, 11:27:36 AM
In my opinion we should not tailor / reduce the cars to behave nicer so that people who refuse to use assists still can use the fastest cars. It would be a double penalty where we have no choice. The game is very much driveable with assists - and without, alltho it is very difficult. But again, you drive a car with over 400 hp and with bad tires, you have to be carefull.

It (the game) could of course need some tweaks here and there, but making it easier for everyone because you refuse to use assist, you agree that is not fair? At Steam forum it is pretty divided, half of the people complains it is too easy and the rest the oposite. The only way to do this is to have it "hard" enough for the ones wishing that, with the possibility to use assists for the ones struggling.

- A peasant assist driver -
:)
Title: Re: June Update
Post by: Tonza on July 17, 2017, 11:36:30 AM
If they keep this handling model, I sure as hell hope they don't make it so you can create a server with assists off only
Title: Re: June Update
Post by: CFodder on July 17, 2017, 12:27:45 PM
As an assist user I have no issue if they have it as an admin option, it just means won't race in servers without them or use mods that force them off.
Title: Re: June Update
Post by: LUNITIC_WILL on July 17, 2017, 08:17:36 PM
i am now just getting back into this game. it seems ok so far, just need more visual stuff for the rest of the vehicles, and can you guys start naming drivers and cars so it's not *Player 22 is in 1st with American 2 (II) but *Sofia Benton (thought of a random name) is in 1st with the New Broker (GTA IV Reference)
Title: Re: June Update
Post by: Tonza on July 17, 2017, 10:10:38 PM
i am now just getting back into this game. it seems ok so far, just need more visual stuff for the rest of the vehicles, and can you guys start naming drivers and cars so it's not *Player 22 is in 1st with American 2 (II) but *Sofia Benton (thought of a random name) is in 1st with the New Broker (GTA IV Reference)
You can rename the AI drivers to whatever you want
(steam\steamapps\common\bugbear entertainment\data\property\career\ai_names.txt)
Title: Re: June Update
Post by: Mopower on July 17, 2017, 11:45:23 PM
From what I've gathered after deep deep research and information is this; If you want to have a fair lobby where everyone follows the same rules, allow a force assist off option.

(Everybody jumps up and goes "Wow, holy cow, never thought of something like that. How would it work Mopower!? That's some crazy Sh*t)

Me- "Oh I don't know guys, maybe a toggle switch for the server starter or an admin when selecting settings seems about good for me."

(Super Active posters on the forums that are really really worried about player count)- "Well then you are just forcing players out!"

Because apparently only playing clean racing, or just playing dirty racing, or just playing with mods or just playing ovals and figure 8s or just playing technical courses or just play demolition derbies doesn't already do that, right? Yeah... Give me an answer for that.
You can do it with mods,banger mod will be no assists only in the future
What I mean is that if people are worried about assists splitting the player base, lobbies that feature only certain types of racing o4 styles of racing or tracks or modes alr3ady split it up. So what's the harm?
Title: Re: June Update
Post by: Daystar on July 17, 2017, 11:49:49 PM
i am now just getting back into this game. it seems ok so far, just need more visual stuff for the rest of the vehicles, and can you guys start naming drivers and cars so it's not *Player 22 is in 1st with American 2 (II) but *Sofia Benton (thought of a random name) is in 1st with the New Broker (GTA IV Reference)
You can rename the AI drivers to whatever you want
(steam\steamapps\common\bugbear entertainment\data\property\career\ai_names.txt)

That is correct. and it is also a good idea to backup your newly created AI List. otherwise when Bugbear does have real AI names, it will overwrite your newly created AI file. also some mods out there on Steam will also overwrite the AI file.  always good to have backups of essential things you may need to restore in the future.
Title: Re: June Update
Post by: BenDover on July 21, 2017, 02:43:32 PM
I am afraid the game are starting to "bleed out" again :/ Its really sad to see.. :( Ofc 130+ is a little more then we had befor the update yes but its sad to see it going down in numbers again :/
Title: Re: June Update
Post by: Purple44 on July 21, 2017, 04:21:44 PM
Maybe the too touchy A class gas pedal and to many clean racing servers drove away the causal new player to Wreckfest online?

Tonight I took a look online and in the US only there was only 2 servers up, 14 players in Space server where rough racing in the fig 8 and oval tracks not allow anymore, No hunt the leader in a fig 8 or oval track race. :(

No players in the New England server where rough racing allowed.  :(  A causal Joe player in the US, looking for some "wreckfest" racing may find it hard find a lobby with some rough and tumble players to race with.

And Newbies going up against players that been racing online for over 2 years in fast A class cars can be off putting if you get left in the dust all by yourself.  :P
Title: Re: June Update
Post by: conso1727 on July 21, 2017, 04:47:39 PM
Since this is a rather silly question I will leave it here, it doesn't deserve its own thread, I want to push this game's graphics as low as possible, including resolution. Are the graphical options also accessible in a separate file?
Title: Re: June Update
Post by: LUNITIC_WILL on July 21, 2017, 04:54:17 PM
Maybe the too touchy A class gas pedal and to many clean racing servers drove away the causal new player to Wreckfest online?

Tonight I took a look online and in the US only there was only 2 servers up, 14 players in Space server where rough racing in the fig 8 and oval tracks not allow anymore, No hunt the leader in a fig 8 or oval track race. :(

No players in the New England server where rough racing allowed.  :(  A causal Joe player in the US, looking for some "wreckfest" racing may find it hard find a lobby with some rough and tumble players to race with.

And Newbies going up against players that been racing online for over 2 years in fast A class cars can be off putting if you get left in the dust all by yourself.  :P
i've played on both and they do allow rough racing as long as you aren't purposefully doing or going backwards.
Title: Re: June Update
Post by: Purple44 on July 21, 2017, 05:08:16 PM
Maybe the too touchy A class gas pedal and to many clean racing servers drove away the causal new player to Wreckfest online?

Tonight I took a look online and in the US only there was only 2 servers up, 14 players in Space server where rough racing in the fig 8 and oval tracks not allow anymore, No hunt the leader in a fig 8 or oval track race. :(

No players in the New England server where rough racing allowed.  :(  A causal Joe player in the US, looking for some "wreckfest" racing may find it hard find a lobby with some rough and tumble players to race with.

And Newbies going up against players that been racing online for over 2 years in fast A class cars can be off putting if you get left in the dust all by yourself.  :P
i've played on both and they do allow rough racing as long as you aren't purposefully doing or going backwards.

I was told 2 Saturdays ago when I was at Space server after a big fig 8 race that I could no longer hunt the leader of a fig 8 race or oval race like I use to do at Space server. So I left.

Look bad when an Admin not following the new rules. :P

Fig 8 and ovals suppose be rough and tumble races in Wreckfest. I did make an exception for the Speedway 2 large oval race and played nice there.
Title: Re: June Update
Post by: RickyB on July 21, 2017, 05:13:46 PM
(...) I want to push this game's graphics as low as possible, including resolution. Are the graphical options also accessible in a separate file?
Don't know about graphic settings file, and maybe you know this already, just in case - there's a mod that makes everything as low detail as possible called 'Low Level Of Detail' from Qmazy.
http://steamcommunity.com/sharedfiles/filedetails/?id=708703263&searchtext=lod (http://steamcommunity.com/sharedfiles/filedetails/?id=708703263&searchtext=lod)
Title: Re: June Update
Post by: sam223 on July 21, 2017, 05:19:44 PM
Maybe the too touchy A class gas pedal and to many clean racing servers drove away the causal new player to Wreckfest online?

Tonight I took a look online and in the US only there was only 2 servers up, 14 players in Space server where rough racing in the fig 8 and oval tracks not allow anymore, No hunt the leader in a fig 8 or oval track race. :(

No players in the New England server where rough racing allowed.  :(  A causal Joe player in the US, looking for some "wreckfest" racing may find it hard find a lobby with some rough and tumble players to race with.

And Newbies going up against players that been racing online for over 2 years in fast A class cars can be off putting if you get left in the dust all by yourself.  :P
i've played on both and they do allow rough racing as long as you aren't purposefully doing or going backwards.

I was told 2 Saturdays ago when I was at Space server after a big fig 8 race that I could no longer hunt the leader of a fig 8 race or oval race like I use to do at Space server. So I left.

Look bad when an Admin not following the new rules. :P

Fig 8 and ovals suppose be rough and tumble races in Wreckfest. I did make an exception for the Speedway 2 large oval race and played nice there.
Shame you're on the wrong side of the world purple (ping issues) youd fit right in on the bangers servers
Title: Re: June Update
Post by: conso1727 on July 21, 2017, 05:54:39 PM
(...) I want to push this game's graphics as low as possible, including resolution. Are the graphical options also accessible in a separate file?
Don't know about graphic settings file, and maybe you know this already, just in case - there's a mod that makes everything as low detail as possible called 'Low Level Of Detail' from Qmazy.
http://steamcommunity.com/sharedfiles/filedetails/?id=708703263&searchtext=lod (http://steamcommunity.com/sharedfiles/filedetails/?id=708703263&searchtext=lod)
Oh yes, I already have it, but I want to go deeper!
I found the file that handles presets by the way, I am tinkering with BagEdit to see what happens
Title: Re: June Update
Post by: BenDover on July 21, 2017, 11:36:38 PM
Thats why the name "wreckfest" is wrong. We would probally have more ppl playing the game if we dident have a name that goes "one direction".
Title: Re: June Update
Post by: Tonza on July 21, 2017, 11:44:20 PM
Thats why the name "wreckfest" is wrong. We would probally have more ppl playing the game if we dident have a name that goes "one direction".
How is it wrong? Who buys a game solely by looking at it's name? "Wreckfest" is deffo better than just "next car game"
Title: Re: June Update
Post by: BenDover on July 22, 2017, 01:46:51 AM
Thats why the name "wreckfest" is wrong. We would probally have more ppl playing the game if we dident have a name that goes "one direction".
How is it wrong? Who buys a game solely by looking at it's name? "Wreckfest" is deffo better than just "next car game"

Many does you know, many who like racing would not see the name "wreckfest" as a racing title aswell.
Title: Re: June Update
Post by: Stuntman-Lee on July 22, 2017, 01:49:10 AM
Its been a few weeks since the mod, so here is my opinions:

Small things that should be worked on:

Good:
-Handling is very good - FFB could be a tad stronger
-Crash physics feel more "solid"
-Car modification and building is fun, but not too indepth

Bad:
-Damage [aside from wheel loss] doesn't effect handling.
-Fastest Lap, Mad Dog, Wrecker awards have been removed - I don't understand why a feature would be removed? It was particularly good online and is sorely missed.
-Track layouts before selection are not available
-No Oculus Rift support [I got one at christmas - its a pity it wont run this game given the hours I put in on it lol]

Title: Re: June Update
Post by: CFodder on July 22, 2017, 02:41:53 AM
Thats why the name "wreckfest" is wrong. We would probally have more ppl playing the game if we dident have a name that goes "one direction".
Bullshit, provide some numbers or stop making rubbish up and stop banging the same old drum, you're getting tiring.
Title: Re: June Update
Post by: BenDover on July 22, 2017, 09:04:23 AM
Thats why the name "wreckfest" is wrong. We would probally have more ppl playing the game if we dident have a name that goes "one direction".
Bullshit, provide some numbers or stop making rubbish up and stop banging the same old drum, you're getting tiring.

Why bother answering my comments then? I have the rights to say my opinion and if you dont like it IGNORE it.

EDIT: And we keep this civilized this time thanks!
Title: Re: June Update
Post by: Finsku on July 22, 2017, 12:18:03 PM
  ;)
Its been a few weeks since the mod, so here is my opinions:

Small things that should be worked on:

Good:
-Handling is very good - FFB could be a tad stronger
-Crash physics feel more "solid"
-Car modification and building is fun, but not too indepth

Bad:
-Damage [aside from wheel loss] doesn't effect handling.
-Fastest Lap, Mad Dog, Wrecker awards have been removed - I don't understand why a feature would be removed? It was particularly good online and is sorely missed.
-Track layouts before selection are not available
-No Oculus Rift support [I got one at christmas - its a pity it wont run this game given the hours I put in on it lol]

Good listing. Damage should affect some way to driving. After June update you can't loose wheels anymore. Fixed that with a mod.
Fastest lap etc was fun extra information.
BB tested couple years ago Oculus Rift, but after that I haven't heard/read anything about are they adding VR support. (can't find that post anymore)
Title: Re: June Update
Post by: Purple44 on July 22, 2017, 02:12:09 PM

-Fastest Lap, Mad Dog, Wrecker awards have been removed - I don't understand why a feature would be removed? It was particularly good online and is sorely missed.

Yup, Bugbear need to bring this feature back!  :D
Title: Re: June Update
Post by: RickyB on July 22, 2017, 05:26:17 PM
Dear devs,
about those frame drops in Wreckfest with some destructible objects since this update... A little comparison between Wreckfest (on the left) and Stuntfest (on the right) was quite interesting. Same "test track" for both, just some barracks. In Wreckfest I see fps drop down to something like 11 fps. In Stuntfest I don't see a problem, but judge for yourselves. Tried to make the graphics settings as similar as I could:
(https://s26.postimg.org/b6offqlcp/WF_graphics_settings_for_test.jpg.jpg)  (https://s26.postimg.org/qgoamxgux/SF_graphics_settings_for_test.jpg)
http://youtu.be/oEHuwFeNmoA (http://youtu.be/oEHuwFeNmoA)
No idea if it's object physics or the graphics render engine, but there should be room for improvement in Wreckfest, yes?  8)
Title: Re: June Update
Post by: sam223 on July 23, 2017, 05:41:55 AM

-Fastest Lap, Mad Dog, Wrecker awards have been removed - I don't understand why a feature would be removed? It was particularly good online and is sorely missed.

Yup, Bugbear need to bring this feature back!  :D
+1

@RickyB it also looks like you take zero damage in wreckfest, are the object properties the same?
Title: Re: June Update
Post by: RickyB on July 23, 2017, 03:51:06 PM
@RickyB it also looks like you take zero damage in wreckfest, are the object properties the same?

The car damage models are pretty different in WF and SF. Stuntfest has a quite fragile car where you can loose your wheel very easy for example and cars feel much weaker in general. About the barrack.scne object - it's the same .scne file in which the only link I found is to prop_barracks1.prfb (in prefab section), but that's maybe not what you meant? It's the only link inside the barrack file. Not sure where else to look for object properties other than in the .scne file. I'd guess it's just the different damage model. Car physics (handling and the like) seem to be different as well.
Title: Re: June Update
Post by: sam223 on July 23, 2017, 04:11:27 PM
It looks like nothing is triggered in wreckfest. No damaged textures, unlocking of parts,movement of wheel position or deformation of model.Like the barracks objects are completely massless. I had a little peak at the recent dynamic deformation scale and its low,but not disabled. I wonder if very low mass of dynamic object is causing frame rate issues, or if there is some bug with deformations aswell. As you posted about driving flatout into walls causing no car damage earlier.

I assume there is a file somewhere (not in prefab) for setting object mass,much like how you can set mass of individual panels on cars.
Title: Re: June Update
Post by: RickyB on July 23, 2017, 04:39:40 PM
Thinking about it - the .dntp files linked in the models section of the .scne file would be responsible for object mass, I think. Looks like the barracks don't have those - so yea, I guess they are completely massless. It does not seem to trigger any physics mass calculation. Not sure how no mass calculation could cause fps issues. On the other hand - why does the car deform in Stuntfest, when the object has no mass? Weird stuff.
Title: Re: June Update
Post by: sam223 on July 23, 2017, 04:56:08 PM
I was thinking maybe if it was completely massless, the game was struggling to calculate final positioning of all the parts of the barrack objects. So constantly calculating positioning,the more parts you broke the more calculations causing frame drop. But i guess not if its the same settings as stuntfest.
Ive also noticed the lack of hitter damage (like you noticed with walls) when hitting other cars in this most recent build. Seems like something is overwriting the client/receiver damage settings. As anyone hitting takes zero damage. You can literally last forever,hitting everything in sight, as long as no one touches you,even when you change the client receiver setting to be less rewarding.
Title: Re: June Update
Post by: St. Jimmy on July 23, 2017, 05:15:44 PM
Ive also noticed the lack of hitter damage (like you noticed with walls) when hitting other cars in this most recent build. Seems like something is overwriting the client/receiver damage settings. As anyone hitting takes zero damage. You can literally last forever,hitting everything in sight, as long as no one touches you,even when you change the client receiver setting to be less rewarding.
Well they said that it was bit broken before so they are going to fix it so the hitter doesn't take much damage and the receiver takes it all. I would guess this is now the fixed version. A lot of people requested that it should be like that. Now the tactic is just flatout on anything so you are the hitter and you take pretty much 0 damage.

Have you tested that the hitter takes 100% damage and also the client damage to 100% if that even work anymore like expected? In single player it is pretty easy to win because you take much less damage against AI and when you are the hitter you also take much less damage. Combine those and you don't take muchndamage against AI at all as long as you just go fast.
Title: Re: June Update
Post by: sam223 on July 23, 2017, 06:14:42 PM
Ive also noticed the lack of hitter damage (like you noticed with walls) when hitting other cars in this most recent build. Seems like something is overwriting the client/receiver damage settings. As anyone hitting takes zero damage. You can literally last forever,hitting everything in sight, as long as no one touches you,even when you change the client receiver setting to be less rewarding.
Well they said that it was bit broken before so they are going to fix it so the hitter doesn't take much damage and the receiver takes it all. I would guess this is now the fixed version. A lot of people requested that it should be like that. Now the tactic is just flatout on anything so you are the hitter and you take pretty much 0 damage.

Have you tested that the hitter takes 100% damage and also the client damage to 100% if that even work anymore like expected? In single player it is pretty easy to win because you take much less damage against AI and when you are the hitter you also take much less damage. Combine those and you don't take muchndamage against AI at all as long as you just go fast.
Vanilla game has it at 0.25/0.6 currently. Was something like 0.45/0.75 before. I have it set at 1.0/0.1 in a mod and you do seem to deform a lot from dishing the hits out then. So maybe thats why the deformations aren't happening. Because the hitter multiplier (tied with other scales) is so low it puts you under the minimum deformation threshold most of the time.

You still don't take any health damage though like the damage.dset is no longer tied to the deformations. No matter how black a sector is you take no health damage unless are the slower car in a collision.
Title: Re: June Update
Post by: Calamann on July 25, 2017, 08:47:58 PM
can we expect a july update?
Title: Re: June Update
Post by: TheEngiGuy on July 25, 2017, 09:24:43 PM
can we expect a july update?

Nope, devs are (or were) on holidays.
Title: Re: June Update
Post by: Calamann on July 25, 2017, 09:27:00 PM
can we expect a july update?

Nope, devs are (or were) on holidays.
oh yes I remember. so hopefully an august update :)
Title: Re: June Update
Post by: TheEngiGuy on July 26, 2017, 01:30:42 AM
In other words, Wreckfest will be present at Gamescom 2017. I think around that time (end of August) we'll get an update. Maybe.
Title: Re: June Update
Post by: Bobby Koticks on July 30, 2017, 10:15:56 PM
Do you guys plan on optimizing the game to run on lower-ish-end computers?

One of the nice things about FlatOut and FlatOut 2 was that they were entirely playable (an looked pretty good even) on poverty-misery range setups with Intel integrated graphics. It made the game accessible to folks whose mom wouldn't give money for a new computer.

By optimization I don't mean sacrificing graphics quality on higher settings, but to make it scale.

https://www.youtube.com/watch?v=bG7sfXitotA (https://www.youtube.com/watch?v=bG7sfXitotA)

UI that keeps me awake at nights - https://i.imgur.com/Tnvo7AY.png (https://i.imgur.com/Tnvo7AY.png)

(I actually have GTX560 which is almost OK, but before that, for a long time I had to live with mentioned above).
Title: Re: June Update
Post by: sam223 on July 30, 2017, 11:16:47 PM
Do you guys plan on optimizing the game to run on lower-ish-end computers?

One of the nice things about FlatOut and FlatOut 2 was that they were entirely playable (an looked pretty good even) on poverty-misery range setups with Intel integrated graphics. It made the game accessible to folks whose mom wouldn't give money for a new computer.

By optimization I don't mean sacrificing graphics quality on higher settings, but to make it scale.

https://www.youtube.com/watch?v=bG7sfXitotA (https://www.youtube.com/watch?v=bG7sfXitotA)

UI that keeps me awake at nights - https://i.imgur.com/Tnvo7AY.png (https://i.imgur.com/Tnvo7AY.png)

(I actually have GTX560 which is almost OK, but before that, for a long time I had to live with mentioned above).

By the time the game hits v1.0 the recommended specs will already be in the mid to low range.
Title: Re: June Update
Post by: Purple44 on August 29, 2017, 02:13:36 AM
Janne doing some tweeting today, I had to post a response or 2:

https://twitter.com/bugbeargames/status/902200463503839234

 BugbearEntertainment? @bugbeargames
Replying to @ireadtabloids @TheEngiGuy

Final out by the end of this year. Not sure yet whether we update the game in the meantime, updates always take time.
Title: Re: June Update
Post by: RickyB on August 30, 2017, 01:57:07 PM
Quote
BugbearEntertainment? @bugbeargames
Final out by the end of this year. Not sure yet whether we update the game in the meantime, updates always take time.
http://www.youtube.com/watch?v=v0245xP_HVk (http://www.youtube.com/watch?v=v0245xP_HVk)
 :o ... At least it's only 4 months. Maybe even slightly less if they want to make it before Christmas. Can we maybe get something like 1 development screenshot per week, please? Screenshots don't take long and could shorten the wait a bit. Even if it's just some teaser stuff if BB doesn't want to show too much before final release.
Title: Re: June Update
Post by: conso1727 on August 30, 2017, 06:08:11 PM
Quote
Final out by the end of this year. Not sure yet whether we update the game in the meantime, updates always take time.
I hope that doesn't translate to a rushed final release.
Title: Re: June Update
Post by: CrashsTestsFr on August 30, 2017, 08:22:49 PM
Oh...
That's really disappointing.

Can we maybe get something like 1 development screenshot per week, please? Screenshots don't take long and could shorten the wait a bit.
It doesn't take long, like coming here and telling us what's happening. It doesn't take long, like communicating. Like someone famous (for bad reasons) said : "Sounds good, doesn't work".

Quote
Final out by the end of this year. Not sure yet whether we update the game in the meantime, updates always take time.
I hope that doesn't translate to a rushed final release.

4 month before release, we have no final UI, no career mode, a sketch of customisation system, not a single finished track and 9 cars (plus 4 "rat" versions of existing ones).
"I have a baaaaaaad feeling about this"
Title: Re: June Update
Post by: FalconXY on August 30, 2017, 10:39:45 PM
For my opinion until end of this year is way too less time to do all the missing stuff. Don't rush please.  :o

I don't need another 10 cars or many new tracks. That's what the community modders can do.

I would like to see 10 more game modes to make this game even more fun and long lasting.
Title: Re: June Update
Post by: Finsku on August 30, 2017, 11:13:13 PM
nah I'm okay. If I can wait next GoT season (2019) I can easily wait the release update  :)
Title: Re: June Update
Post by: Cornkid on September 01, 2017, 10:45:14 PM
Quote
Final out by the end of this year. Not sure yet whether we update the game in the meantime, updates always take time.
I hope that doesn't translate to a rushed final release.

I would take that to mean publisher wants a payback for their investment, which is fair enough.

Without THQ we would of had a final release 8 months ago, with possible updates later, lol ;)

What a fk up of a game development, lets ignore any communication with our supporters, the fact no one has posted in 2 days shows how interactive the forum is, in the meantime  lets make game breaking changes that none of our community asked for.

Lets only interact with a select few via PM's and when the masses get to vocal, then tell us about how our wifes toothache, our own personal ailments, or alien abductions have stopped us from delivering "the more frequent comms, and monthly  updates".

same shit , different year BB crew, It's not funny at all,

I hope to god you have arranged for all the guys that paid extra to get a mention in second hand adverts to actually get a mention, cos I can only guess the feedback from you're once loyal community if not ;)

Have a nice weekend devs.

Title: Re: June Update
Post by: Tonza on September 01, 2017, 11:34:31 PM
Quote
Final out by the end of this year. Not sure yet whether we update the game in the meantime, updates always take time.
I hope that doesn't translate to a rushed final release.

I would take that to mean publisher wants a payback for their investment, which is fair enough.

Without THQ we would of had a final release 8 months ago, with possible updates later, lol ;)

What a fk up of a game development, lets ignore any communication with our supporters, the fact no one has posted in 2 days shows how interactive the forum is, in the meantime  lets make game breaking changes that none of our community asked for.

Lets only interact with a select few via PM's and when the masses get to vocal, then tell us about how our wifes toothache, our own personal ailments, or alien abductions have stopped us from delivering "the more frequent comms, and monthly  updates".

same shit , different year BB crew, It's not funny at all,

I hope to god you have arranged for all the guys that paid extra to get a mention in second hand adverts to actually get a mention, cos I can only guess the feedback from you're once loyal community if not ;)

Have a nice weekend devs.
wew lad
Title: Re: June Update
Post by: CFodder on September 02, 2017, 01:03:13 AM
I would take that to mean publisher wants a payback for their investment, which is fair enough.

Without THQ we would of had a final release 8 months ago, with possible updates later, lol ;)

What a fk up of a game development, lets ignore any communication with our supporters, the fact no one has posted in 2 days shows how interactive the forum is, in the meantime  lets make game breaking changes that none of our community asked for.

Lets only interact with a select few via PM's and when the masses get to vocal, then tell us about how our wifes toothache, our own personal ailments, or alien abductions have stopped us from delivering "the more frequent comms, and monthly  updates".

same shit , different year BB crew, It's not funny at all,

I hope to god you have arranged for all the guys that paid extra to get a mention in second hand adverts to actually get a mention, cos I can only guess the feedback from you're once loyal community if not ;)

Have a nice weekend devs.
Spot on Ck!
Title: Re: June Update
Post by: RickyB on September 02, 2017, 03:53:20 PM
I would hate to see the end result suffer from a rushed final release, just because Bugbear was told to do so by the "money man".
The fact that BB is unsure whether there will be another update before final release (because it would take time away from developement) sounds more like "we could really need more time" to me. If you're working on something for years and then you have to come to an end rather abruptly, it's possible that it will show in the product.

Maybe the best thing BugBear could do is to mess things up deliberately ehm, I mean accidentally, so that a release would be impossible because of too many game breaking bugs - that way they could have some more time. ;D I would definitely wait longer for a quality product rather than getting something earlier but with less quality and less content. Final PC release of GTA V was delayed several times I think. Didn't harm the sales. :)

In case THQ is reading this... here's an article from forbes.com about rushed game releases.

When Games Are Rushed To Release Who Is To Blame? Hint: It's Not The Testers
https://www.forbes.com/sites/olliebarder/2014/11/17/when-games-are-rushed-to-release-who-is-to-blame-hint-its-not-the-testers/#aafd30641596

Some quotes:

Now in most sane instances, the production schedule takes priority over the marketing campaign. This means that the momentum isn’t lost in terms of public awareness and the game is finished properly.
Unfortunately publishers, in the West at least, tend to focus their releases towards the end of the year. As most big budget games have about a month or so to make any kind of profit. As such publishers opt for that time of year when household spending is at its highest. The problem is that almost all the publishers do this simultaneously.
The small window for releasing a game coupled with the emphasis on marketing spend, often means that the end of year games can end up a bit of a mess. This is because the production schedule is given a smaller priority compared to the marketing campaign.
(...)
The most common call for vilification is aimed at testers, followed by the developer itself. (...) The real decision maker in this situation is almost always the publisher.
(...)
Releasing a game before it is fully debugged and ready is just a recipe for disaster, not only in the short term but also to the long-term fidelity of that company's brand.
If the latest gaming magnum opus you bought is a buggy rushed mess then make your frustration known to the publisher. They are the ones in a position to remedy the situation and hopefully learn from their previously poor decisions as well.

Title: Re: June Update
Post by: TheEngiGuy on September 02, 2017, 07:49:44 PM
I hate how we won't be getting an update soon, but remember that in each build they always need to optimize multiplayer and do hotfixes and that always slows down overall development. Releasing no more updates until release is probably the lesser evil.
I hope the update is at least gonna be major enough since it's 4 months of work (or 3 because of holidays).
Title: Re: June Update
Post by: CrashsTestsFr on September 02, 2017, 09:39:32 PM
In case THQ is reading this... here's an article from forbes.com about rushed game releases.

Don't worry, they have experience in rushed game releases. Remember S.T.A.L.K.E.R. ?
- Devs not knowing when to stop adding features and when to start polishing what they have
- Devs runnig out of money
- THQ arriving with money and asking for counterparts (Can't blame them)
- Game released with lots of bugs (so : rushed) and lightyears behind of what devs had promised.

S.T.A.L.K.E.R. is not a bad game, it's just not the game devs sold to their "fans".
I think it will be the same here : Wreckfest will be a decent racing game for people who haven't heard of it before, but also a disappointment for its' backers.
I really REALLY hope that they'll prove me wrong.
Title: Re: June Update
Post by: LUNITIC_WILL on September 04, 2017, 09:07:37 AM
In case THQ is reading this... here's an article from forbes.com about rushed game releases.

Don't worry, they have experience in rushed game releases. Remember S.T.A.L.K.E.R. ?
- Devs not knowing when to stop adding features and when to start polishing what they have
- Devs runnig out of money
- THQ arriving with money and asking for counterparts (Can't blame them)
- Game released with lots of bugs (so : rushed) and lightyears behind of what devs had promised.

S.T.A.L.K.E.R. is not a bad game, it's just not the game devs sold to their "fans".
I think it will be the same here : Wreckfest will be a decent racing game for people who haven't heard of it before, but also a disappointment for its' backers.
I really REALLY hope that they'll prove me wrong.
you do realize that the current THQ is not the old THQ aside from the name right? the full name is THQNordic and we need to see what they do (so far so good with MX vs ATV SX, RFG Steam Edition, showing off Darksiders III and Biomutant (both are looking VERY good)
Title: Re: June Update
Post by: CrashsTestsFr on September 04, 2017, 12:57:34 PM
you do realize that the current THQ is not the old THQ aside from the name right? the full name is THQNordic and we need to see what they do (so far so good with MX vs ATV SX, RFG Steam Edition, showing off Darksiders III and Biomutant (both are looking VERY good)
Oh yes, and I do realize that the old THQ was not exclusively a "rushed game release specialist" (Company Of Heroes, Red Faction, ...)
But if THQNordic has THQ in its name, it might be because of licences, but they might also have kept some people from THQ, and maybe some "bad habits"...

I fear we have a lot of known elements pointing to a rushed release, but I really hope it will not be the case.
My opinion : it will be rushed.
My hopes : I will be proved to have been terribly wrong.

(And +1 for BioMutants)
Title: Re: June Update
Post by: Purple44 on September 04, 2017, 04:30:24 PM
There a lot of fixing that need to be done for online after June Build:

* online lobby being hard to read, depending on the background track
* be able to change car parts and skin from the lobby
* the Mad Dog, Heavy Hitter and Speeder awards need to be put back
* in-game text chat need to be moved back to the left where it was before the June Build:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/online/online-carnage-derby-bat2.jpg)

* cars, especially the AM5 get stuck in track map to often, online and offline.
(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/car-stuck-in-track.jpg)


I'm still holding out hope that we will get the 5 second delay reset option for online and a random track, random car mode. :)


And I sure hope Bugbear let us test online again with a new Build before final version. I would hate to have to give Wreckfest online an 8 with final version release. My score for online has drop to an 8 from a 9 since the release of the June Build.




Title: Re: June Update
Post by: Daystar on September 04, 2017, 05:47:11 PM
Purple don't forget return the car info tab! plus career mode. and also get a better menu system!

(http://i63.tinypic.com/33passk.jpg)

Title: Re: June Update
Post by: Cornkid on September 04, 2017, 10:42:04 PM
None of us know what BB promised THQ to get their investment, they may have committed to a finished game with an end of year release and THQ took them at their word.

The irony of that would be that poor THQ have ended up in the same boat, without a paddle as the early backers of "NCG" .

I hope I'm wrong and the current silence means full on dev completion mode for the game, however having seen the silence for 3 years now, with the odd intermittent feedback after updates, I doubt it.

This game had such potential, and community at the start, it pains me to see how its played out, and I really see devs washing their hands of it after release , as they wont be in control any longer, its up to THQ to authorize any DLC's.

I still say that 7 month delay to upgrade the game engine was what shagged the game as I would of happily settled for 8 players online and old handling, rather than 24 (not that many can host above 14 without hitting problems).

Poor development choices and total lack of regard towards the community have spoilt this process for me,

Any future games from BB would not automatically get a pre-purchase now, in fact I would steer clear untill a final product was released and then see what others thought before parting with my cash.

I'm sure each dev has been as passionate about their area of the game as we the players were, just somehow the sum of all parts has equalled less than it should.



Title: Re: June Update
Post by: sam223 on September 04, 2017, 11:03:49 PM
None of us know what BB promised THQ to get their investment, they may have committed to a finished game with an end of year release and THQ took them at their word.

The irony of that would be that poor THQ have ended up in the same boat, without a paddle as the early backers of "NCG" .

I hope I'm wrong and the current silence means full on dev completion mode for the game, however having seen the silence for 3 years now, with the odd intermittent feedback after updates, I doubt it.

This game had such potential, and community at the start, it pains me to see how its played out, and I really see devs washing their hands of it after release , as they wont be in control any longer, its up to THQ to authorize any DLC's.

I still say that 7 month delay to upgrade the game engine was what shagged the game as I would of happily settled for 8 players online and old handling, rather than 24 (not that many can host above 14 without hitting problems).

Poor development choices and total lack of regard towards the community have spoilt this process for me,

Any future games from BB would not automatically get a pre-purchase now, in fact I would steer clear untill a final product was released and then see what others thought before parting with my cash.

I'm sure each dev has been as passionate about their area of the game as we the players were, just somehow the sum of all parts has equalled less than it should.
It often comes up about people being happy with the pre engine updated game. Imo the game would've been dead and buried by now though if it had released earlier with less technical fidelity (inc mod support). Its whats kept people hanging around rather than jumping over to flatout4 when that released. The game that many people said they wanted,but no one actually bought or plays it. Clutch support is coming remember,even more technical depth and complications for the development.

Wreckfest still has zero competition in the market other than beamNG,and even that is completely different. Which is why people have hung around imo,even if its fairly niche.
Title: Re: June Update
Post by: Cornkid on September 05, 2017, 12:23:42 AM
None of us know what BB promised THQ to get their investment, they may have committed to a finished game with an end of year release and THQ took them at their word.

The irony of that would be that poor THQ have ended up in the same boat, without a paddle as the early backers of "NCG" .

I hope I'm wrong and the current silence means full on dev completion mode for the game, however having seen the silence for 3 years now, with the odd intermittent feedback after updates, I doubt it.

This game had such potential, and community at the start, it pains me to see how its played out, and I really see devs washing their hands of it after release , as they wont be in control any longer, its up to THQ to authorize any DLC's.

I still say that 7 month delay to upgrade the game engine was what shagged the game as I would of happily settled for 8 players online and old handling, rather than 24 (not that many can host above 14 without hitting problems).

Poor development choices and total lack of regard towards the community have spoilt this process for me,

Any future games from BB would not automatically get a pre-purchase now, in fact I would steer clear untill a final product was released and then see what others thought before parting with my cash.

I'm sure each dev has been as passionate about their area of the game as we the players were, just somehow the sum of all parts has equalled less than it should.
It often comes up about people being happy with the pre engine updated game. Imo the game would've been dead and buried by now though if it had released earlier with less technical fidelity (inc mod support). Its whats kept people hanging around rather than jumping over to flatout4 when that released. The game that many people said they wanted,but no one actually bought or plays it. Clutch support is coming remember,even more technical depth and complications for the development.

Wreckfest still has zero competition in the market other than beamNG,and even that is completely different. Which is why people have hung around imo,even if its fairly niche.

Good points Sam, I do agree about mod support, not so much about the technical fidelity and 7 layers of rubber on the tyre ;)

I hadnt realised clutch support was coming, but won't use it so its a delay I could live without.

I absolutely agree about it being a niche game,  will be interesting to see how many other features are added before game is released.
Title: Re: June Update
Post by: Zebulon55 on September 05, 2017, 12:42:32 AM
Its whats kept people hanging around rather than jumping over to flatout4 when that released. The game that many people said they wanted,but no one actually bought or plays it.

Not sure the Flatout 4 as realized is the game many people said they wanted. It was quick development on a dated engine with a bad publisher/game series reputation.
I wanted a game on a more modern engine which includes flatout like tracks and gameplay. Assets from the sneak peek would be welcome also.
Wreckfest still has the potential to deliver this, as you have said - with mods - if bugbear won't do it.

Wreckfest still has zero competition in the market other than beamNG,and even that is completely different. Which is why people have hung around imo,even if its fairly niche.

Agreed. 
Title: Re: June Update
Post by: sam223 on September 05, 2017, 01:17:06 AM
Not sure the Flatout 4 as realized is the game many people said they wanted. It was quick development on a dated engine with a bad publisher/game series reputation.
I wanted a game on a more modern engine which includes flatout like tracks and gameplay. Assets from the sneak peek would be welcome also.
Wreckfest still has the potential to deliver this, as you have said - with mods - if bugbear won't do it.
True,i agree.

I am generalizing a lot but its a lot closer to flatout 2/3/dirt showdown than wreckfest is. Which is what some asked for,simple,pick up and play crashing racer.

It is the engine behind wreckfest that appeals to me,levels of detail rather than simplicity (more detail=more complexity=more time). But of course its just my opinion.I don't think there's a real right/wrong way just different outcomes that appeal to certain individuals more than others.
Title: Re: June Update
Post by: Purple44 on September 05, 2017, 02:46:49 AM
I've waited a long time to mod "Flatout" again and nice having some mod tools from Bugbear this time, to help out.  :D  To bad not much Dev help these days when modders have questions.  :(

I could not live with 8 players online, again. Needed at least 12 ( GRID 1 derby fig8 racing with 12 players was GREAT!! ) and it 16+ players online that make chaos racing on the ovals fun. Be boring with just 8 players.  :P

I'm worry that after 4 years, final Build may not be as good as April Build was, at least online. Bugbear still got a lot work ahead to whip June Build back into shape. And we may not get to test it until final release in Dec. :( :(

Warning to Bugbear, you only get 1 shot at final release week. If game not ready for prime time, can cost you BIGLY. Just ask Stainless and Carmageddon: Reincarnation how final release week went.

Ask the Flatout community how a bad publisher ( Strategy First ) push out a beta of Flatout 3 before Christmas and screwed over the Flatout community that was hungry for a new Flatout game.

Title: Re: June Update
Post by: Callahan420 on September 05, 2017, 10:19:38 AM
As others have said I hope they don't rush it just to get it done for the Holiday season. This can kill a game right out of the gate if it is hasn't been polished and tested enough.

I would also like if we could at least have 1 more game update before they send out the Final release. It could help in the short term with finding bugs and testing online and such and in the long run have a more polished product come release day.
Title: Re: June Update
Post by: FalconXY on September 05, 2017, 06:48:07 PM
None of us know what BB promised THQ to get their investment, they may have committed to a finished game with an end of year release and THQ took them at their word.

The irony of that would be that poor THQ have ended up in the same boat, without a paddle as the early backers of "NCG" .

I hope I'm wrong and the current silence means full on dev completion mode for the game, however having seen the silence for 3 years now, with the odd intermittent feedback after updates, I doubt it.

This game had such potential, and community at the start, it pains me to see how its played out, and I really see devs washing their hands of it after release , as they wont be in control any longer, its up to THQ to authorize any DLC's.

I still say that 7 month delay to upgrade the game engine was what shagged the game as I would of happily settled for 8 players online and old handling, rather than 24 (not that many can host above 14 without hitting problems).

Poor development choices and total lack of regard towards the community have spoilt this process for me,

Any future games from BB would not automatically get a pre-purchase now, in fact I would steer clear untill a final product was released and then see what others thought before parting with my cash.

I'm sure each dev has been as passionate about their area of the game as we the players were, just somehow the sum of all parts has equalled less than it should.

Normally I don't do full quotes but this time I must thank you for your great words. These express exactly what I think about the development of this game.

I was hoping for a Destruction Derby Wrecking Mode and if that's not implemented in the final product I'll be very dissapointed. I hoped to be part of the game development when I bought this game with being part of a great community to help the devs to build a game the users want. But it seems like my hopes were over the top.  :(
Title: Re: June Update
Post by: MamieNova on September 06, 2017, 02:57:02 AM
I was hoping for a Destruction Derby Wrecking Mode and if that's not implemented in the final product I'll be very dissapointed. I hoped to be part of the game development when I bought this game with being part of a great community to help the devs to build a game the users want. But it seems like my hopes were over the top.  :(

You were hoping for a new Destruction Derby.
I was hoping for a new Flatout (you know, a real new Flatout)
Others players want to push clean racing.

So, what exactly is "a game the users want" when the users disagree among themselves?
Title: Re: June Update
Post by: FalconXY on September 06, 2017, 06:30:56 PM
Yeah right, but it is still possible to put in all these different game elements into Wreckfest by using different modes. So each player can choose the favorite game mode.
The base game is perfect for it now. It only needs different racing / clean racing / wrecking modes.
Title: Re: June Update
Post by: conso1727 on September 06, 2017, 11:47:01 PM
With a heavy heart I have to side with the people that hypotesise the rushed release. The best case scenario that can happen now is a solid core game on release (Career in place and so forth) with additional stuff like bonus vehicles and extra modes released later down the road at hopefully regular intervals. A new car or track or mode every month or few weeks maybe?
Title: Re: June Update
Post by: sam223 on September 07, 2017, 03:49:47 AM
With a heavy heart I have to side with the people that hypotesise the rushed release. The best case scenario that can happen now is a solid core game on release (Career in place and so forth) with additional stuff like bonus vehicles and extra modes released later down the road at hopefully regular intervals. A new car or track or mode every month or few weeks maybe?
Don't lose to much faith,stuff like assets (tracks/cars/gamemodes) could easily be outsourced,THQ maybe? Don't quote me on that of course
Title: Re: June Update
Post by: RickyB on September 08, 2017, 02:42:07 PM
thqnordic website says 'TBC 2017' for Wreckfest release date. I assume TBC stands for 'to be confirmed'(?). Does that mean that the release date / year is not really set in stone yet? could it mean 'maybe 2018'? https://www.thqnordic.com/releases

One could also say - Bugbear is an experienced studio, they probably know how to finish a game on time properly and when to go into "full completion mode". (?)

What I would wish for a final release is a 'tournament mode' for MP and SP, where you can determine the number of different tracks, the tracks itself, number of laps for each track, race modes and so on. I could use some more motivation; a tournament mode could be very motivating :) This has been suggested many times I think and I wonder why it isn't in the game already. Saving the best for last, huh? ;)

Just one complaint, dear Bugbear - The way of communicating the halt on updates gets 0/10 points. Seriously - an answer to a twitter question, that you could easily miss and only see when you're logged in to twitter - I don't think that's a proper way to communicate (kind of important) stuff like that. And taking time to answer the same question on twitter ,"when is ps4 and x-box release?", about five times a week over and over instead of posting development screenshots - also 0/10 ;)   hehe, just kidding... or am I? Not sure yet :P
Title: Re: June Update
Post by: blazngun on September 08, 2017, 08:45:14 PM
They deserve any and all criticism when it comes to proper communication, or lack thereof.
Title: Re: June Update
Post by: Conte Zero on September 13, 2017, 01:32:43 PM
Reading of june update, in mid september. So sad, smells like deadware even if it's not (we hope
Title: Re: June Update
Post by: Zebulon55 on September 16, 2017, 12:42:28 PM
It's not deadware. Surely they're working on it.

That Twitter reply-
"Replying to @ireadtabloids @TheEngiGuy
Final out by the end of this year. Not sure yet whether we update the game in the meantime, updates always take time."

They're not spending our (Early Access members) money now, they're spending THQNordic's money.  Polishing a build for us takes time away from development, and probably isn't a priority in THQNordic's eyes.

I hope we get another update before release, but it depends on how generous they feel, IMHO. I'd like to at least have an improved UI and parts/market available for online play during these last 15 weeks of the year.

Title: Re: June Update
Post by: RickyB on September 21, 2017, 05:04:35 PM
Seen some activity on steamdb history... Maybe one more update before final? Could mean nothing though.
(https://www.bird-watching.net/wp-content/uploads/2016/05/brds.jpg) (https://steamdb.info/app/228380/history/)

Also saw this list for the first time - steam store tags for Wreckfest... featuring  "Funny" , "Open World" , "Adventure" , "DEMONS" (!?!?!?!?) - what? :D   
Aha, so this game is an "atmospheric open world third person co-op adventure with realistic arcade simulation driving physics in a sandbox" ...  :P
(https://s26.postimg.org/cs6sux8ih/store_tags.jpg)

If Bugbear was confident, that a final version will definitely be ready in 3 months, wouldn't they know a date by now? Just wondering why it's still a 'to be confirmed' status on THQnordic website.
Title: Re: June Update
Post by: Rocket455Man [FIN] on September 21, 2017, 07:57:06 PM
Hi!

For Christmas sales.

And then lots of dissapointed customers and endless patch count.
Title: Re: June Update
Post by: Purple44 on September 22, 2017, 02:00:32 AM
I say it 50/50 chance we see a final version of Wreckfest release by the end of the year.

Bugbear still has a lot to do. I think things have to go real well for Wreckfest to be ready. If Bugbear run into some more snags\bugs in getting final version ready and trying get all them new visual parts for the rest the other cars done, I will be pleasantly surprise to see final release in December and I will get to keep my $50 bet.  :o

Title: Re: June Update
Post by: RexDarr on September 25, 2017, 08:49:05 AM
I pre-ordered the game last January for Xbox One. I was hoping it would have been released by now. I'd rather wait and let Bugbear make a great game than get a half finished game with bugs and constant updates.
Nevertheless, I'm crossing my fingers for a 2018 release.
Title: Re: June Update
Post by: Rowdy Burns on October 03, 2017, 12:13:57 AM
I pre-ordered the game last January for Xbox One. I was hoping it would have been released by now. I'd rather wait and let Bugbear make a great game than get a half finished game with bugs and constant updates.
Nevertheless, I'm crossing my fingers for a 2018 release.
I preordered for the PS4 and have my fingers crossed a very early 2018 release!! I wonder if we will still get the soundtrack and "Backer" car that was mentioned??.. I hope so!!
Title: Re: June Update
Post by: FalconXY on October 20, 2017, 03:30:56 PM
I know the Bugbear team might be working on the finalization of the game. No proof of that yet.

But what makes me angry is the huge lack of communication and information for the paying and waiting customers !

Why can't Bugbear post a short statement of their work status here ?

I can't understand that ignorance to us - the customers.
Title: Re: June Update
Post by: RickyB on October 20, 2017, 05:44:39 PM
I really don't know either... maybe THQnordic "told them" to? But why would they do that? Would be nice to hear something from THQnordic as well, since they are the ones with a PR department. The plan was to go final in ... 8 weeks? but no PR so far? (except E3 and Gamescom) ... no confirmed date? something doesn't add up here, does it?

Was just wondering how work might be these days in Bugbear's office? More like A,B,C or D? or like something else? ;)

A    (https://s26.postimg.org/iubbatnfd/work_coffee.gif)           B    (https://s26.postimg.org/iituy26zd/pc_it_crowd.gif)
C    (https://goo.gl/VyUoup)           D    (https://s26.postimg.org/5fy8esgrd/trance_screens.gif)
Title: Re: June Update
Post by: The Very End on October 20, 2017, 06:02:51 PM
My guess is C :D With the experience I got with project work and programming I can assure you it's hell most of the time ;p

Truth is probably A, but some WIP shots would be nice.
Title: Re: June Update
Post by: Tonza on October 20, 2017, 06:37:35 PM
I really don't know either... maybe THQnordic "told them" to? But why would they do that? Would be nice to hear something from THQnordic as well, since they are the ones with a PR department. The plan was to go final in ... 8 weeks? but no PR so far? (except E3 and Gamescom) ... no confirmed date? something doesn't add up here, does it?

Was just wondering how work might be these days in Bugbear's office? More like A,B,C or D? or like something else? ;)

A    (https://s26.postimg.org/iubbatnfd/work_coffee.gif)           B    (https://s26.postimg.org/iituy26zd/pc_it_crowd.gif)
C    (https://goo.gl/VyUoup)           D    (https://s26.postimg.org/5fy8esgrd/trance_screens.gif)

I like to be optimistic, so mostly A with some C in between from time to time ;)
Title: Re: June Update
Post by: Janne Suur-Näkki on October 20, 2017, 07:00:59 PM
Lovely :) At the moment it's mostly every one of them, except that we haven't reached D just yet.

From what I heard we should have some news very soon, hang on.
Title: Re: June Update
Post by: RickyB on October 20, 2017, 07:37:03 PM
... except that we haven't reached D just yet.

Hihi, and I hope you never will.    "Very soon" sounds good, although it's probably that special soon™ again ;)

------

Edit: speaking of thq - they just posted a wreckfest song contest on twitter a few hours ago. what a coincidence.

https://twitter.com/THQNordic/status/921379565200699392
Title: Re: June Update
Post by: Janne Suur-Näkki on October 20, 2017, 07:50:16 PM
I doubt THQ Nordic's "very soon" is same as ours ;)
Title: Re: June Update
Post by: TheEngiGuy on October 20, 2017, 09:04:41 PM
Edit: speaking of thq - they just posted a wreckfest song contest on twitter a few hours ago. what a coincidence.

https://twitter.com/THQNordic/status/921379565200699392

Mmmmmh.....
Mmmmmmmmmmmmmmh....
MMMMMMMMMMMMMMMMMMMMMMHHH.......
Title: Re: June Update
Post by: St. Jimmy on October 21, 2017, 03:08:40 AM
speaking of thq - they just posted a wreckfest song contest on twitter a few hours ago. what a coincidence.
https://twitter.com/THQNordic/status/921379565200699392
Someone forget to tweet this earlier in BB or THQ?  :D

"Oct 5th, 2017: Submission open for tracks"
Title: Re: June Update
Post by: Purple44 on October 21, 2017, 06:01:21 AM
speaking of thq - they just posted a wreckfest song contest on twitter a few hours ago. what a coincidence.
https://twitter.com/THQNordic/status/921379565200699392 (https://twitter.com/THQNordic/status/921379565200699392)
Someone forget to tweet this earlier in BB or THQ?  :D

"Oct 5th, 2017: Submission open for tracks"

I'm going try and get in touch with valentinbk. Would like see him submit something.  :D

 Offering my music for Next Car Game (soft rock to heavy metal) *update 22/11/14 (http://community.bugbeargames.com/index.php/topic,2390.0.html)
Title: Re: June Update
Post by: Callahan420 on October 21, 2017, 09:12:22 AM
New news will be great. Patiently waiting.

Title: Re: June Update
Post by: Daystar on October 21, 2017, 02:07:02 PM
I doubt THQ Nordic's "very soon" is same as ours ;)

(https://thumbs.gfycat.com/IllegalHairyIrukandjijellyfish-max-1mb.gif)                                                                                                                      _

Title: Re: June Update
Post by: 101peter on October 21, 2017, 09:53:27 PM
Sorry if this has already been said before, i did do a search but couldn't find much. Is there any plans to re-introduce the Heavy Hitter award? This was a really useful feature for us who do the banger racing leagues as it allowed us to do things like "Entertainer" leaderboards and awards.

If theres people against it, could just be an optional feature for online servers?
Title: Re: June Update
Post by: TheEngiGuy on October 21, 2017, 10:39:20 PM
If theres people against it, could just be an optional feature for online servers?

Do these people even exist?  :D
Title: Re: June Update
Post by: Purple44 on October 21, 2017, 10:45:14 PM
Sorry if this has already been said before, i did do a search but couldn't find much. Is there any plans to re-introduce the Heavy Hitter award? This was a really useful feature for us who do the banger racing leagues as it allowed us to do things like "Entertainer" leaderboards and awards.

If theres people against it, could just be an optional feature for online servers?

We were shock to find heavy hitter, speeder and mad dog awards gone from online when the June Build got release.   :o :o

There will be many upset online players if in the next Build release, these awards are not back!!
Title: Re: June Update
Post by: Caley19 on October 21, 2017, 11:06:22 PM
Yea those awards were great and you could look at some statistic after race is over. I hope bb will bring them back and also I hope for even more awards like most "punched" player or player who got the highest speed in the race or other things like that. There is a lot of things that could be there and I think it will be not that hard to get those stats and add them to the game :)
Title: Re: June Update
Post by: Frisker on October 21, 2017, 11:13:21 PM
I liked those awards too, it's a shame they were removed. Please bring them back!
Title: Re: June Update
Post by: Daystar on October 22, 2017, 12:02:51 AM
Cannot believe you guys forgot about the cool car info/stats! this is another feature I would love to see return. and just maybe, even other stats like how much destruction was done in $. which brings up another point I want to ask. how about we also earn money (credits) for all the mayhem we cause? Ie: fences, billboards, opponents cars, pylons, etc? that would help us earn more credits! just my thoughts ofc.

(http://i63.tinypic.com/2r76m1v.jpg)

Please let us know if we can have these things Bugbear.
Title: Re: June Update
Post by: Caley19 on October 22, 2017, 01:59:55 AM
Completly forgot about those car info stats, they were amazing too! and just imagine if you could get some kind of achievements or rewards for reaching certain amount of wrecks or roll overs or other things.. something like if your car get 50+ wrecks you will get "beginner smasher" and if you get more and more you will get to something like "master wrecker" or something like that. Would be great to have more of these small features. Game would feel more open and it wouldn't be just about joining the race and wining.
Title: Re: June Update
Post by: Daystar on October 22, 2017, 10:14:50 AM
Completly forgot about those car info stats, they were amazing too! and just imagine if you could get some kind of achievements or rewards for reaching certain amount of wrecks or roll overs or other things.. something like if your car get 50+ wrecks you will get "beginner smasher" and if you get more and more you will get to something like "master wrecker" or something like that. Would be great to have more of these small features. Game would feel more open and it wouldn't be just about joining the race and wining.

I like your ideas as well. but when not enough people speak up about cool ideas. they do not seem to ever happen in the game.
Title: Re: June Update
Post by: Purple44 on October 22, 2017, 10:55:52 AM
speaking of thq - they just posted a wreckfest song contest on twitter a few hours ago. what a coincidence.
https://twitter.com/THQNordic/status/921379565200699392 (https://twitter.com/THQNordic/status/921379565200699392)
Someone forget to tweet this earlier in BB or THQ?  :D

"Oct 5th, 2017: Submission open for tracks"

I'm going try and get in touch with valentinbk. Would like see him submit something.  :D

 Offering my music for Next Car Game (soft rock to heavy metal) *update 22/11/14 (http://community.bugbeargames.com/index.php/topic,2390.0.html)


Contact made:  :D


https://www.youtube.com/watch?v=iH6ERJtguk0

Valentin The Mad
21 hours ago
Thanks for the heads up, I've applied?
Title: Re: June Update
Post by: RickyB on October 22, 2017, 03:44:47 PM
About the stats and wrecker awards and such... I would think that they'll come back and just didn't make it to the latest update because of the UI changes. From what I remember there should be gamemodes in the making that include those and are possibly even based on that... like getting points for spinning cars around / dealing damage to others and the like. I think Janne mentioned gamemodes like that somewhere.
Title: Re: June Update
Post by: St. Jimmy on October 22, 2017, 08:34:16 PM
I hope we get enough votes that can be given for the songs so i can vote everything I'd like to hear in the game. Only able to give for example 3 votes would be a bummer.
Title: Re: June Update
Post by: Purple44 on October 22, 2017, 09:49:56 PM
Lovely :) At the moment it's mostly every one of them, except that we haven't reached D just yet.

From what I heard we should have some news very soon, hang on.

Hmmm, will the news be about the WRECKFEST - GAME MUSIC CONTEST starting Oct 23?

https://wreckfest.audiodraft.com/


Title: Re: June Update
Post by: Finsku on October 23, 2017, 11:19:08 AM
So timer ended but nothing happened  :o
Title: Re: June Update
Post by: TheEngiGuy on October 23, 2017, 11:25:29 AM
So timer ended but nothing happened  :o


I was just about to post the same thing ahah.

Hope you guys don't mind an instrumental or two in the style of Demolition Racer (Fear Factory), because I will wreak havoc if they invite me.
Title: Re: June Update
Post by: Janne Suur-Näkki on October 23, 2017, 12:28:38 PM
You can check out the entries posted so far here:

https://wreckfest.audiodraft.com/entries
Title: Re: June Update
Post by: Finsku on October 23, 2017, 01:02:59 PM
You can check out the entries posted so far here:

https://wreckfest.audiodraft.com/entries

How voting works? Only with social medias?
Title: Re: June Update
Post by: TheEngiGuy on October 23, 2017, 01:06:07 PM
Do the songs load to you guys? It's buffering all the time.
Title: Re: June Update
Post by: Finsku on October 23, 2017, 01:08:40 PM
Do the songs load to you guys? It's buffering all the time.

For me adblock (AdGuard) blocked the site. Try to disable it.
EDIT: Looks like if you block social media links you can't listen songs (nor to vote).
Title: Re: June Update
Post by: TheEngiGuy on October 23, 2017, 01:14:33 PM
Do the songs load to you guys? It's buffering all the time.

For me adblock (AdGuard) blocked the site. Try to disable it.
EDIT: Looks like if you block social media links you can't listen songs (nor to vote).

Yep, disabling adblock did it. Thanks!
Now I hope I will get the invite as well.
Title: Re: June Update
Post by: Finsku on October 23, 2017, 01:18:37 PM
So you can vote one songs multiple times. And you don't have to send the tweet (if you vote with Twitter icon).


^Clicked the link three times. Didn't send any tweets. Refreshed page after clicking to see does it work.
Title: Re: June Update
Post by: Janne Suur-Näkki on October 23, 2017, 01:34:44 PM
Just got a heads-up from Devin about the same issue, investigating.
Title: Re: June Update
Post by: The Very End on October 23, 2017, 03:04:10 PM
I do not like that I have to share this thing on FB (if I limit the post my voting is not counted) or on Google+... So well, ended up on Google+ as nobody reads that, but I would prefer not having to share it to the whole world.
But then again I see the problem with voting manipulation.

In addition, you should really try to share this news a bit more, most people have not been able to share / know of this thing atm.

Edit: In addition, why Audiocraft? It is a convoluted way of publishing, why not use Soundcloud or whatever? I guess you will need to contact the winners either way so why go through the hassle with Audiocraft? Point here is that I think you scare away some of the people trying to publish their work, as most of them use Soundcloud or more known platforms for easily sharing their music.
Title: Re: June Update
Post by: Tonza on October 23, 2017, 04:38:49 PM
Is this facebook thumb the vote button? I don't have an account
Title: Re: June Update
Post by: St. Jimmy on October 23, 2017, 06:46:58 PM
Is this facebook thumb the vote button? I don't have an account

I'm having a feeling that the Facebook thumb up button is the only way to vote and the other stuff on the right are just share buttons.
Title: Re: June Update
Post by: Tonza on October 23, 2017, 07:16:38 PM
Is this facebook thumb the vote button? I don't have an account

I'm having a feeling that the Facebook thumb up button is the only way to vote and the other stuff on the right are just share buttons.
That sucks. I really don't want to create a facebook account. Dummy account at best, but that's probably against the rules.
Title: Re: June Update
Post by: Janne Suur-Näkki on October 23, 2017, 08:07:24 PM
Yeah, it does look like you can only vote with the Facebook-button and the others are for sharing.
Title: Re: June Update
Post by: Devin on October 23, 2017, 11:24:48 PM
So the twitter and G+ buttons are actually just share counters and not votes? In that case they're at least not broken, but that means I won't be able to vote  :(
Title: Re: June Update
Post by: The Very End on October 24, 2017, 08:21:21 AM
Oh well... really! I guess this is the publisher's stunt, but good lord everything about this competition is really strange. So for everyone not reading this forum post will believe they are voting, when in fact they are not. In addition, most members are not yet informed about this competition as the only way to know about it is to stumple across a twitter post..

Why not do email notifications, a own forum topic or whatever to inform about this? The steam forum was not informed before someome created an unofficial topic to inform the others.
Title: Re: June Update
Post by: Finsku on October 24, 2017, 02:17:48 PM
Oh well... really! I guess this is the publisher's stunt, but good lord everything about this competition is really strange. So for everyone not reading this forum post will believe they are voting, when in fact they are not. In addition, most members are not yet informed about this competition as the only way to know about it is to stumple across a twitter post..

Why not do email notifications, a own forum topic or whatever to inform about this? The steam forum was not informed before someome created an unofficial topic to inform the others.

THIS ^ New topic on News? Share same text with email? Official thread on Steam? Any guides how to vote?
Title: Re: June Update
Post by: RickyB on October 24, 2017, 03:00:59 PM
Not to forget what StJimmy mentioned - who knew about the submission opening Oct. 5th? I didn't see any info anywhere.
So the twitter and G+ buttons are actually just share counters and not votes? In that case they're at least not broken, but that means I won't be able to vote  :(

Same here, deleted my facebook account some years ago. Not going to make a new one just to vote. :/ ... ah well, probably going to listen to my own music after a while anyway  8)
Title: Re: June Update
Post by: Conte Zero on October 25, 2017, 12:58:19 PM
I know the Bugbear team might be working on the finalization of the game. No proof of that yet.

But what makes me angry is the huge lack of communication and information for the paying and waiting customers !

Why can't Bugbear post a short statement of their work status here ?

I can't understand that ignorance to us - the customers.

hah, I preordered it late 2013; first announcement stated "spring 2014". The last years have been a slow, pathetic turn from hardcore fanboy to total loss of interest. Communication is the key word, starting from 2014 I pledged 2 other projects, both of them are finished, brilliant and have been constantly updated with weekly development blog news and stuff.
Wreckfest is the worst managed project I've seen in my life. So sad.
At this point, I do not care too much about its destiny; even if it hits the stores, I had enought time to get bored fo the stuff we already have (cars, arenas, circuits) and a couple new contents won't change my mind.
Besides, looking at the actual state of the "game", the amount of unfinished/under construction stuff is simply impressive. I am not optimistic about the whole thing, to say the least.
Title: Re: June Update
Post by: TheEngiGuy on October 28, 2017, 03:42:05 PM
That music contest should have been handled better. The combination of it being based on fan's votes and music tracks getting shortlisted in waves is bad. Musicians who apply later won't be able to catch up with the votes since the ones who came first were active and visible much longer in the website.
Needless to say, only existing Audiodraft members knew about the contest (because of the Audiodraft team themselves sending out random promotional emails to members) until THQ Nordic tweeted it for the general public about 20 days later.
Title: Re: June Update
Post by: Purple44 on October 28, 2017, 11:16:27 PM
That music contest should have been handled better. The combination of it being based on fan's votes and music tracks getting shortlisted in waves is bad. Musicians who apply later won't be able to catch up with the votes since the ones who came first were active and visible much longer in the website.
Needless to say, only existing Audiodraft members knew about the contest (because of the Audiodraft team themselves sending out random promotional emails to members) until THQ Nordic tweeted it for the general public about 20 days later.

Agree it does not seem fair to those that found out about contest late, like valentinbk. He was not in the first list release to vote on and I just check and he not one the new artists added Nov 27. :(

https://www.youtube.com/watch?v=iH6ERJtguk0


OnionGulch
5 days ago
Valentin, did you submit a song? I do not see any songs listed here, done by you: https://wreckfest.audiodraft.com/entries (https://wreckfest.audiodraft.com/entries)?

Valentin The Mad
5 days ago
Yes, I have. I submitted Sandstorm, Everything on the Line and Apocalyptic Visions and I'm not seeing any of them here nor have I received any response.

The reason could be the fact that I submitted it on Saturday morning and they've been taking submissions from the beginning of the month and the page does mention that additional tracks will be added on 27th Oct and 3rd Nov.

Hope that will be the case?



Janne, will Bugbear have any say in what songs make the Wreckfest soundtrack? Or is all song choices going to be made by THQ?

I would think the musicians entering the contest not worry about winning any money, they just would like get their song on the Wreckfest sound track.
Title: Re: June Update
Post by: The Very End on October 29, 2017, 11:08:07 PM
Went into the page again today to see the new entries, and were delighted to see more rock songs. Specially the songs from Mathieu was really good! Guess I will just have to suck it up and use Facebook to vote to get Rock music into the game, because if not we'll end up with electronic music (nono, not saying it's bad, it's just a matter of taste).
Title: Re: June Update
Post by: Tonza on October 29, 2017, 11:32:50 PM
Went into the page again today to see the new entries, and were delighted to see more rock songs. Specially the songs from Mathieu was really good! Guess I will just have to suck it up and use Facebook to vote to get Rock music into the game, because if not we'll end up with electronic music (nono, not saying it's bad, it's just a matter of taste).
While I do enjoy electronic music I think it just doesn't fit this game at all.. We need distorted guitars and double bass drums  8)
Title: Re: June Update
Post by: sam223 on October 29, 2017, 11:58:20 PM
Theres only 1 song they need if they wanna satisfy banger racing fans.
Lieutenant Pigeon - Mouldy Old Dough

Its been the rolling lap music for the last 30+ years at tracks all over the country

Im not sure about the voting process to be honest,the amount of people who own/play the game who will actually vote is probably tiny compared to a bands following. We could easily end up with terrible tracks in game,that got high voted just because the band asked their fans to up vote them.
Popularity contest rather than what people actually want to hear.
Title: Re: June Update
Post by: The Very End on October 30, 2017, 08:02:35 AM
True, the whole thing is executed to a score of 1/10. It is pointed out on previous page, it is not fair that some get more voting time than others, and, I still think open communities / pages as Soundcloud would be a better platform.
Title: Re: June Update
Post by: horner9 on October 30, 2017, 04:51:34 PM
I hope to see some folk country, the good old stuff. I think it fits the setting as that is what my community listens to when we race. (real world)
Title: Re: June Update
Post by: Mallorn on October 30, 2017, 08:06:07 PM
I'm wondering as well if Bugbear has a say in the soundtrack.
Anyway, bought this game in august 2013. Havent looked at it in a long time but installing right now. 
I Hope my brother in law's band gets selected (rock category), but listening to the songs entered its mainly metal. We'll see....
Title: Re: June Update
Post by: Callahan420 on November 01, 2017, 12:51:25 PM
I agree with Sam we know how votes go it could be the crap in the bottom of the toilet bowl but it got the most votes. It is bad enough WE got told about this late and was not informed. I just don't like the popularity contests but when you do things this way it will always be one.

Even if the devs picked the tracks we would vote but if you heard one from someone you knew you would vote for it.

But in the end it is up to them and I HOPE we get some decent tunes or it will be set to 0% like in most games. :)
Title: Re: June Update
Post by: Telekill on November 03, 2017, 12:02:09 AM
Kind of sad that the June update is the last update thread and it's what's driving the forums. Considering it's November... it's a little disheartening.
Title: Re: June Update
Post by: Rowdy Burns on November 06, 2017, 01:26:40 PM
Bugbear, please don`t forget the the music and sfx volume control settings in the full version... I`ll have my times when I just want to listen to all the glorious sound effects without the screaming head banging music!

Create a playlist would be great too so I can mute any annoying songs or at least have a skip track button!

Why not put a radio head unit in the game... Old Skool... Create cassette mix would be cool as f*ck!
Title: Re: June Update
Post by: Daystar on May 28, 2018, 04:00:45 PM
Sorry for the bump guys... Please Janne, don't forget about the Car Stats before this game is finished! Just a friendly reminder from me  ;)

Good catch about the mod descriptions, we'll fix that in the next hotfix.

The car stats are disabled for the time being but they'll be back eventually, hang on.

Sam, 1 is coming, 2 most likely too and 3 is something we're looking into it. There have been more pressing issues (and some are still not quite sorted, including optimization) in the vehicle physics that we wanted to get done first, but it's coming.
Title: Re: June Update
Post by: guest103487 on May 28, 2018, 04:07:35 PM
lmao all i read was june update is out xD was checking steam for an update :D
Title: Re: June Update
Post by: Daystar on May 28, 2018, 04:24:55 PM
lmao all i read was june update is out xD was checking steam for an update :D

Haha! sorry about that  :)
Title: Re: June Update
Post by: St. Jimmy on May 28, 2018, 05:27:32 PM
lmao all i read was june update is out xD was checking steam for an update :D

Haha! sorry about that  :)

YOU LITTLE...! >:(
Title: Re: June Update
Post by: Rocket455Man [FIN] on May 28, 2018, 07:27:59 PM
June update 2017  :D
Title: Re: June Update
Post by: Janne Suur-Näkki on May 28, 2018, 07:39:23 PM
Music volume control and in-game music, check.

Seeing as we have our work cut out for ourselves I'm afraid car stats will probably have to wait until post-launch as we prefer to add them neatly this time around (instead of just hacking them).
Title: Re: June Update
Post by: Tonza on May 28, 2018, 07:50:20 PM
Music volume control and in-game music, check.

Seeing as we have our work cut out for ourselves I'm afraid car stats will probably have to wait until post-launch as we prefer to add them neatly this time around (instead of just hacking them).
I'm glad they are at least planned still. Would like to see what my old faithful has gone through
Title: Re: June Update
Post by: Janne Suur-Näkki on May 28, 2018, 07:55:34 PM
Oh yes, necro thread.
Title: Re: June Update 2017
Post by: guest103487 on May 28, 2018, 08:48:31 PM
WHAT GONNA HAPPEN ON FRIDAY JANNE????????????????????????????????? WHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAT?????? :o :o :o :o :o :o :o


LMAO
Title: Re: June Update 2017
Post by: TheEngiGuy on May 28, 2018, 09:10:44 PM
WHAT GONNA HAPPEN ON FRIDAY JANNE????????????????????????????????? WHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAT?????? :o :o :o :o :o :o :o


LMAO

Half-Life 3.
Title: Re: June Update
Post by: Mopower on May 29, 2018, 06:57:00 AM
Oh yes, necro thread.

It's aliiive!

Think we could see cars get rustier as they get more miles on them?

Would be a nice touch. :)
Title: Re: June Update 2017
Post by: Callahan420 on May 29, 2018, 07:34:24 AM
That it was weird this thread was at the top.
Title: Re: June Update 2017
Post by: Finsku on May 29, 2018, 12:35:18 PM
When I saw this thread I had to rethink is it 2018 or 2017... help