Build #6 Live! Official Name Revealed, Multiplayer Introduced

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Jori_BB

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<p>Finally.

Finally <strong>Build #6 is here</strong>, and it’s a home run.

We are happy to present Build #6 of Next Car G— Wait, that’s not right, let me try again.

With a lot of help from our very active community, we finally found a name worthy of our newest baby.

<strong>The Game Formerly Known As Next Car Game has now been given its official title!</strong></p>
<p> </p>
<p style="text-align: center;"><strong>WRECKFEST</strong></p>
<p> </p>
<p><em>Wreck fest</em>

noun</p>
<p><em>“Mostly common in racing series such as NASCAR and Formula 1 (aka F1). This happens on some tracks during races where the cars are close together and drivers misjudge how close the cars are. Thus, resulting in one big wreck after another.”</em> -Urban Dictionary</p>
<p>As <em>Wreckfest </em>is all about the madness of colliding cars at breakneck speeds, a term describing the glory of tearing metal is nothing if not apt.

The name reveal is certainly not all, for Wreckfest has also evolved to include 18 player multiplayer! The players can now challenge their friends to share the most visceral demolition racing mayhem in existence! With four different game modes, <strong>Racing</strong>, <strong>Demolition Derby</strong>, and the new <strong>Deathmatch </strong>and <strong>Team Deathmatch</strong>, <em>Wreckfest’s </em>conjunction of purity of driving and the innate beauty of twisted metal creates massive amounts of emergent glee when punishing your friends and foes alike.

We’re pushing the limits to get the number of simultaneous players to 24, but optimizing the network code will take a bit longer. Because the code is not yet optimized, remember that the speed of your ISP has a tremendous impact on how the races will run. Check the Recommended Upstream figure when you host a game, and you’ll be fine.

If you’re experiencing difficulties when joining or hosting a game, you may need to adjust your network port forwarding: <strong>27015 UDP and TCP for Steam, and our game uses 33540 UDP</strong>. If problems persist, check our <a href="http://community.bugbeargames.com/index.php/topic,6063.0.html">community forum’s thread about the subject</a></p>
<p>Speaking of different play modes, <em>Wreckfest </em>has been content in letting players enjoy racing and demolition derby at their basic forms. We thought we’d spice the regular derby up with Deathmatch and Team Deathmatch, in which you’re not limited to a single car like in the classic Demolition Derby game mode. In short, if you get ganked, you can rejoin the fray with a brand new banger, and keep on truckin’! You may grin while you do so, it is entirely permitted.</p>
<p>As for racing goes, we’re adding <strong>Speedway</strong>, a new oval track, to the mix, where you can showcase both your driving skills and your ability to dish out some severe punishment. Speedway is actually a twofer – inside the oval ring is a figure 8 track! In short, you’ll be getting two tracks instead of one, and both are a delight to play.</p>
<p>We’re also adding a new car to the arsenal: a <strong>European coupe</strong> is making its first appearance in Build #6. A whopping amount of horsepower packed into a light frame, it might be challenging to handle, but those who master its raw power and surprising agility are always a force to be reckoned with.</p>
<p>While all of the aforementioned are noteworthy things on their own, our in-house engine ROMU supplies the physics and detailed damage modeling to ensure that the crashes both look and feel glorious. The improved suspension physics we’ve been working on for the past month give collisions that extra mile of oomph – but we’re not satisfied yet. This is a good beginning, but it’s by no means all she wrote.</p>
<p>In addition to these four major features, we’re introducing a lot of smaller items, like these:

- The Field of Vision can now be altered, letting you find the combination of visibility and sense of speed you enjoy the most. (Check this video to see how FoV affects your sense of surroundings and speed.)

- Reversing now turns the camera so you can see where you’re backing to, which is especially useful in derby matches, where reversing into someone is an effective way to deal some damage without crippling your own car in the process.

- Car upgrades now work on online modes as well

- You can specifically search for servers where your Steam friends are playing</p>
<p>A full update list can be found on our forums, so if you’re interested, please <a href="http://community.bugbeargames.com/index.php/topic,6101.msg53131.html#msg53131">click here</a> and keep reading.</p>
<p>As always, remember that <em>Wreckfest </em>is a work in progress. Although the prevalent bugs are a part of all Early Access games, rest assured that we’re making it better, every day. Players can submit their ideas on our own <a href="http://community.bugbeargames.com/index.php">community forums</a>, and help us make <em>Wreckfest</em>, already an amazing demolition racing, be all it can be.</p>
<p>All right, that’s it for now. Enjoy the offerings, and have a blast!</p>
<p>Yours,</p>
<p>Jori Virtanen, game designer, Bugbear Entertainment</p>
<p><a href="http://nextcargame.com/wp-content/uploads/2014/10/fullhd_133.jpg"><img class="alignleft size-medium wp-image-7130" alt="fullhd_133" src="http://nextcargame.com/wp-content/uploads/2014/10/fullhd_133-300x168.jpg" width="300" height="168" /></a> <a href="http://nextcargame.com/wp-content/uploads/2014/10/fullhd_136.jpg"><img class="alignleft size-medium wp-image-7131" alt="fullhd_136" src="http://nextcargame.com/wp-content/uploads/2014/10/fullhd_136-300x168.jpg" width="300" height="168" /></a> <a href="http://nextcargame.com/wp-content/uploads/2014/10/fullhd_138.jpg"><img class="alignleft size-medium wp-image-7132" alt="fullhd_138" src="http://nextcargame.com/wp-content/uploads/2014/10/fullhd_138-300x168.jpg" width="300" height="168" /></a><a href="http://nextcargame.com/wp-content/uploads/2014/10/fullhd_147.jpg"><img class="alignleft size-medium wp-image-7135" alt="fullhd_147" src="http://nextcargame.com/wp-content/uploads/2014/10/fullhd_147-300x168.jpg" width="300" height="168" /></a> <a href="http://nextcargame.com/wp-content/uploads/2014/10/fullhd_155.jpg"><img class="alignleft size-medium wp-image-7136" alt="fullhd_155" src="http://nextcargame.com/wp-content/uploads/2014/10/fullhd_155-300x168.jpg" width="300" height="168" /></a> <a href="http://nextcargame.com/wp-content/uploads/2014/10/fullhd_164.jpg"><img class="alignleft size-medium wp-image-7137" alt="fullhd_164" src="http://nextcargame.com/wp-content/uploads/2014/10/fullhd_164-300x168.jpg" width="300" height="168" /></a><a href="http://nextcargame.com/wp-content/uploads/2014/10/fullhd_145.jpg"><img class="alignleft size-medium wp-image-7134" alt="fullhd_145" src="http://nextcargame.com/wp-content/uploads/2014/10/fullhd_145-300x168.jpg" width="300" height="168" /></a></p>
<p><a href="http://nextcargame.com/wp-content/uploads/2014/10/fullhd_142.jpg"><img class="alignleft size-medium wp-image-7133" alt="fullhd_142" src="http://nextcargame.com/wp-content/uploads/2014/10/fullhd_142-300x168.jpg" width="300" height="168" /></a></p>
 

Jori Virtanen

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

Controls:
  • Added speed sensitivity slider to options - controls how much steering is limited in higher speeds to prevent spinning
  • Accelerator and brake sensitivity sliders: 0% = cubic, 50% = linear and 100% = cubic root response
  • Initial mouse steering implementation: bind mouse to left/right in the settings menu
  • Basic XInput gamepad rumble

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

Cameras:
  • New cinematic track side camera
  • Automatic look back camera after a short while when reversing
  • Can be disabled and adjusted from settings
  • User configurable FOV offset
  • Hood/bumper look back cameras moved to the back of the car
  • Allow more zoom in photo mode / replay lens effects
  • General car camera tweaking

Cars:
  • New European car

Tracks:
  • New race track: Speedway
  • Route variants: Oval and Figure 8
  • Added track side cameras to all tracks
  • Increased impact speeds required to break objects, e.g. concrete barriers now require 100km/h (62mph) impact to get damaged
  • Decreased friction on concrete barriers to prevent them from sucking cars in
  • Improved start positions in Figure 8 track
  • Fixed holes in Derby Stadium
  • DetailMap texture for Sandpit1
  • Tarmac memory optimizations

User Interface:
  • Access main menu and options in respawn screen, lobby etc.
  • Really fixed car selector with large resolutions
  • Fixed car selector car class display
  • Show all cars' performance index in car selector and lobby
  • Display current results during race with TAB
  • Display Steam avatars in MP lobby
  • Several remap menu bug fixes
  • Scroll scrollbars and sliders with mouse wheel
  • Misc fixes and tweaks

Multiplayer:
  • Internet games through Steam (You need to forward some ports to be able to host if you sit behind a NAT router)
  • Upgrades work
  • Client side prediction to combat lag
  • Kicking
  • Searching for servers with Steam friends
  • Faster search
  • Configurable max player count 2-18
  • Configurable server update frequency
  • Password protected lobbies
  • Random starting positions
  • Games are also displayed in Steam's own server browser
  • LAN networking goes also through Steam if it's not in offline mode
  • Improved chat with line wrapping
  • Ability to join a lobby when the race is in progress
  • Allow all LAN IP ranges: 10.0.0.0/8, 172.16.0.0/12, 192.168.0.0/16
  • Bandwidth optimizations

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

Sounds:
  • More different engine sounds
  • Improved tire slip sounds


Update #6 Hot Fix #1 - 03/10/2014
  • Players are now disconnected properly and not showing up in the next game as ghosts.
  • Stability control assist now works properly in multiplayer; other assists disabled for now.
  • Repeatedly clicking on servers in the server browser no longer crashes the game.
  • Countdown to multiplayer lobby no longer freezes to two seconds after a race.
  • The lobby status (RACE IN PROGRESS) is now shown in the server browser.
  • Amount of players in a single lobby is limited to 18 pending further optimization.


Update #6 Hot Fix #2 - 06/10/2014
  • Selecting any server past the 17th one in the server browser no longer causes the game to crash consistently.
  • Implemented a potential fix to prevent the client loading a wrong track when joining a server. Please let us know in case you’re still experiencing the issue, we’re monitoring the situation.
  • Input in lobby chat is now disabled when Steam overlay is active to prevent false input into lobby chat.
  • Quick look-back cameras now share the same position and angle than the look-back view of the default chase camera.
  • It’s no longer possible to cut the long sweeping left-hander in the beginning section of the Tarmac track.
  • Fixed the hole around the pole in the middle of the 180° corner on Sandpit1.

Update #6 Hot Fix #3 - 07/10/2014
  • The client no longer occasionally loads a different track than the host.
  • Sending a chat message with just one SPACE no longer causes the previous message displayed to be duplicated.
  • Implemented general server browser improvements.
  • Improved client side prediction.
  • Improved low-end engine performance.

Update #6 Hot Fix #4 - 09/10/2014
  • The game no longer freezes into the loading screen when joining a server.
  • Cinematic camera is no longer always targeted to the host in multiplayer.
  • It’s no longer possible to drive around in lobby.

Update #6 Hot Fix #5 - 14/10/2014
  • Fixed several rare crashes.
  • The popup for wrong password is now correctly displayed.
  • Quick look-back camera now works with separate wheel/pedals setup.
  • Speedway loading screen image is now displayed correctly in multiplayer.

Update #6 Hot Fix #6 - 23/10/2014
  • Fixed camera getting stuck to the side bug.
  • Support some more exotic characters in player names.
  • Added KM/H / MPH speed display toggle to Display Settings.
  • Added show / hide player names toggle to Display Settings.
  • Show per-class best lap time in event selection.
  • Fixed multiplayer bug: remaining time not updating in results window when spectating.
  • Fixed multiplayer bug: if the race started when player was in the game or settings menu, the mouse got hidden, thus making it hard to close the menu windows.
  • Reworked lobby chat, includes scrollbar
  • Improvements to joining handling
  • Improved client-side prediction
 

Dillinja187

Member
yeah sorry, personally I dislike the name it sounds soooooo 2000 wreckfest, beerfest, fuckfest, cockfest its well oldschool :(

Stressed Metal is my input and im sure there will be haters but anything with fest at the end is just a cheese'fest !

MP rocks well done guys
 

vjollila96

New Member
Weeked Smasher
Wow handling is now almost perfect with wheel almost as good as RBR and online is so much fun but bit laggy stone times fps drops to 1 fps on online and I don't like how host need to shut down server to change track or car and must leave the server to change a car and is max players 16 because always when race starts on 20 player server only 16 gets to race it's bit weird but really good job guys I can't wait for next build ;)
 

Daystar

Gone in 60 seconds!
Great job guys! I am very impressed with this build! game is a lot more fun now. however I have just one gripe!

It seems my game is slower now? guess I need to tinker with the FOV slider?
keep up the great work!

Multiplayer is a Blast!!!!!!
 

Pekonilkki

Member
Team Bugbear Member
I'm guessing that there will be a million billion people bitchin about the name Wreckfest :D Let them whine, I think it's a great name for this game.
Still, I will probably keep using the name NCG till the end of times :p


I tried the MP earlier today. Wasn't perfect but still a lot of fun. Good job BB, very good job.
 

Dillinja187

Member
Daystar said:
Great job guys! I am very impressed with this build! game is a lot more fun now. however I have just one gripe!

It seems my game is slower now? guess I need to tinker with the FOV slider?
keep up the great work!

Multiplayer is a Blast!!!!!!
Agreed and ive tried the FOV slider at max it warps the entire world and doesn't seem to be any faster im running +15 atm speed maybe fractionally faster but nothing to wet your Thomas pants over :(.

Great hot fix was really annoying server pooping itself after 2 maybe 3 rounds...great work guys go have a killer weekend, beerfest is on me :)
 

Needles Kane

Member
Weeked Smasher
Pekonilkki said:
I'm guessing that there will be a million billion people bitchin about the name Wreckfest :D Let them whine, I think it's a great name for this game.
Still, I will probably keep using the name NCG till the end of times :p
Same here. It was and is always going to be Next Car Game. Even after Bugbear releases they next car game after Next Car Game.

I didn't liked name first but then I saw description and now I think it's nice.

Fov setting slider is very welcome addition. Makes cockpit view much more usefull. Only improvement it needs to be perfect, is invidual sliders for every cameras. I like keep chase cam close to normal but set cockpit view camera almost full.
 

DeadManDriving

New Member
Well Done -- it is a completely new game - after first 60 minutes - nothing to complain about. All has improved - AND I love the Ford Cortina/Taunus :D
Carry on with thw great work
- it will be a milestone in gaming history
- no compromises
- no titti-gamer stuff
- all X-rated car demolition
- it is a Wreck-Fest for my soul
 

Dela

Member
Weeked Smasher
Onko tämä sen paikka hmm ei ehkä hmm kyllä se on
mahtavaa duunia kaverit !
 

Purple44

Well-Known Member
Team Bugbear Member
Jori Virtanen said:
Controls:
  • Accelerator and brake sensitivity sliders: 0% = cubic, 50% = linear and 100% = cubic root response
?
[/list]

Gameplay:
  • Time difference to winner and best lap times displayed in race results
:D

[/list]

Cameras:
  • Automatic look back camera after a short while when reversing
:D
  • Can be disabled and adjusted from settings
:D
[/list]

User Interface:
  • Display Steam avatars in MP lobby
:D

[/list]

Multiplayer:
  • Kicking
?
  • Searching for servers with Steam friends
:D
  • Configurable max player count 2-18
:D WOW!!!! :D

[/list]
Just a few things I had to pick out and give a smiley too. :D

Jori, can someone explain accelerator and brake sensitivity sliders a little more? I'm not following what this does. Also from what you posted, there only 3 settings then, 0, 50 and 100 percent? What happens if set to 33% or 76%?

How to use kick vote? In lobby it says "/kick [No.]", do I type /kick in chat window and then the number of the player I want to kick?

/kick 12

Also will /kick go to a vote or is host a king\queen and player is kick without a vote? I don't want to test this to see how it works. :p I'm hoping I won't need to use it!!
 

Dillinja187

Member
I used

/kick03 or 04 or whatever number is on the far left of lobby box, some dude with a 500+ ping I had to dispatch :) plus a mate wanted to get into server so I picked weakess link...and no vote was needed it was like cilit bang "BOOM" and the dirt is gone :)
 

Majatek

Posts generated by this user derive from consensus
Full time wrecker
Master Blaster
Team Bugbear Member

The multiplayer is a blast, and the best thing about it is even if you're bang out of luck and in last place, the game is still inclusive. By simply driving and causing chaos you create obstacles for the other drivers, and I love that, regardless of whether I have to try my best to avoid vehicles driving in the opposite direction. :))
 

MaexxDesign

Member
fps drops every mp race.
Now I tried lowest details and vertical sync on.
It's gone.


EDIT:
Game crashes very often when I click on a mp-game-entry.
 

Katane

Member
HELL YEAH !

Thanks Bugbear ! I never seen devloppers like you ! It's a real pleasure and honnor to help you making your game so good.
I will play all night long this week end !

Bugbear are the best !

Thanks again ! Hope you can play sometimes and not only work on Next Ca.. uh.. Wreckfest !
 

Purple44

Well-Known Member
Team Bugbear Member
Also Jori, could someone explain how the Network tab setting > Server update Frequency works?

Game default to medium, should I leave it there or is low or high a better setting?
 
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