The Very TrackPack released!

The Very End

Well-Known Member
Weeked Smasher
Master Blaster
Version 5.3 released:

* Sca Ultimate Raceway / Sca Fig. Eight added! This track is based on the old DD2 track with same name, and was first introduced as a mod to Carmageddon around 10 years ago. It's base model has been heavily rebuilt and worked on to fit into Wreckfest, but the road layout should be the same as the original. Thanks to Harmalarm for the base model provided for the Carmageddon 2 mod.

Preview:
 

The Very End

Well-Known Member
Weeked Smasher
Master Blaster
Version 5.3.2 released:

* Complete overhaul of the tunnels at Sca
* A bit performance increase on the non-snow version of Sca
* Snow layouts added to Sca

Preview shots:
 

Bonecracker

Member
The Very End said:
Version 5.3.2 released:

* Complete overhaul of the tunnels at Sca
* A bit performance increase on the non-snow version of Sca
* Snow layouts added to Sca

Both SCA kills my 16gb of ram? it says "out of vertex buffer memory"
 

The Very End

Well-Known Member
Weeked Smasher
Master Blaster
Do not use mixed AI class(es), as they use much more resources. Also, try lowering grass settings in the settings menu.
 

The Very End

Well-Known Member
Weeked Smasher
Master Blaster
Version 5.3.5 released:

* Derby Banked Eight has received a new layout, called boom.
* Fixed lap counting on sca (taking alternative route should still let you complete a lap)

PS: Initially I had planned to make a gasbottle version of this track as a request over at Steam Workshop, but due to tech. limitations (can't have many gasbottles in one scene, as only a handfull of them will blow up), this had to be a second option. Still laughable stupid - which I hope is better than nothing ;)

 

The Very End

Well-Known Member
Weeked Smasher
Master Blaster
No idea sorry :/ People reported that it happens in SFS as well, but I am kind of fumbling in the dark on this one.
 

nixblick3r

New Member
Hi, I have a question maybe one of you can help me.
I have a server at nitrdao and would like to run all mod tracks automatically in the loop on the server. How can I do that? I already installed the mods on the server but can not manually select them in the game on the server. Is there already a ready server config file with alen tracks of the mod?

Sorry for my bad English :)
And thank you for your help
 

The Very End

Well-Known Member
Weeked Smasher
Master Blaster
nixblick3r said:
Hi, I have a question maybe one of you can help me.
I have a server at nitrdao and would like to run all mod tracks automatically in the loop on the server. How can I do that? I already installed the mods on the server but can not manually select them in the game on the server. Is there already a ready server config file with alen tracks of the mod?

Sorry for my bad English :)
And thank you for your help
Your english is good and no worries :)
I have not done server myself (other than hosting on the same instance I play one), but some nice guy over at the forum wrote a guide how to host with this mod: https://steamcommunity.com/workshop/filedetails/discussion/764432700/1728701877518409023/
Hopefully that helps!
 

nixblick3r

New Member
Thanks for your quick reply. I have installed exactly the mod is synonymous loaded but I think you still have to change the server config. So nothing happens in game :-(
 

The Very End

Well-Known Member
Weeked Smasher
Master Blaster
Hmm, not quite sure about that. Maybe others know? Wish I knew more about hosting but I have no clue how to do it other than from the same instance I play from.
Maybe creating a new topic related to the hosting will be good?
 

nixblick3r

New Member
I've got it now so far that I can select the tracks in game under option only when the race is over he jumps to the normal stretch :-( Maybe someone has a server config for me or how I can set that he only the mod stretch takes
 

The Very End

Well-Known Member
Weeked Smasher
Master Blaster
Version 5.4 released:

* Dune Race has recieved a total facelift! Now being a desert race, featuring extremely rough sourface while beeing very slippery at same time. Special thanks to Sam here for aiding on the custom surface! The particle effects do not quite work yet, but hopefully there will be a fix for this later (travelig away for the weekend but wanted to have something ready for you people to play!)
 

Stoney

Often Sideways & Sometimes Upsidedown
Team Bugbear Member
The new dune track looks great TVE, well done. I enjoyed exploring it in single player, however some of the community I race online with reported it being a little too bumpy and a little too slippery. I didn't find it too slippy myself but I have to agree in some places some smoothing of the bumpies could be good. I only mention it because it's 'so' different to the original track and for other tracks you have released you have produced multiple versions, such as the modifications performed to SCA with the tunnels and the bridge etc.

Look forward to whatever you decide to treat us with next, as always.
 

The Very End

Well-Known Member
Weeked Smasher
Master Blaster
Thank you! It's a bit complicated whwn it comes to this track; to have the effects on the cars and ground that I / we want, it needs to have a somewhat rough surface, to simulate a surface much like what you would expect from a motocross surface and similar. To smooth it out means one of following: either remove the tire lines in the sand or to increase the detail / polygons of the surface to add extras which will help smoothing out the surface a bit. Drawback is a pretty taxing resource increase. Not sure if that is desirable as well.

The slippery surface I think is just a matter of being used to something completely different. We are used to high amount of grips in the main game, and now we are introduced to something with less grip coupled with very uneven surface = it's difficult no doubt. I am having an hard time on it as well haha :D

What I do recommend, which might be a middle ground to this, Is to ensure using cars suitable for it, and using high suspension. At least that helps a lot for me. Cars like muddigger and warwaggon are pretty good at it.

I hope this does not come across as "I refuse", because you are your friends feedback is valid, but due to technical limitations, person choices and introduction of entirely new driving experience, it might not be too bad either? :)

Edit: Ah misread, multiple versions! That I can do. Will play around for a day or two and see what might work best. Probably will try to smooth it out and use gravel physics (more grip) and see if that works.
 

The Very End

Well-Known Member
Weeked Smasher
Master Blaster
Version 5.4.2 released:

* Two additional layouts have been added to Dune Race; Smooth and Smooth Reverse. Features less bumps and more grip on the surface of the road
 

Stoney

Often Sideways & Sometimes Upsidedown
Team Bugbear Member
Thank you thank you TVE! For the detailed response which made a lot of sense and for the smoother versions. Your willingness to listen to your community is one of the many reasons why your trackpack should be number 1 must have mod in the workshop.


Thanks again!
 

The Very End

Well-Known Member
Weeked Smasher
Master Blaster
Version 5.5 released:

* Dakar S01 added! This track features a point-to-point race through a wast 4km desert environment. As name suggests this is only the first iteration, more stages will be added later. The performance toll on this track is high, hence the removeable of dynamic fences (sorry for not keeping promiss). Please only use 1 lap when driving on this environment, as it is not designed for more.



http://youtu.be/S2vtVemSG2U
 

FalconXY

Member
Absolutely great track. Thank you very much.
Track side scenery reminds me of "OutRun". Where's the Testarossa ? :)

Only the floating green beams seem odd.
 
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