Work enumeration since the 29th of September (last experimental release) (not released yet):
Force Feedback: We worked the last weeks on proper force feedback support, and we are currently trying the 4th approach to get it working better without the issues that are related to the implementation we used so far. The first results are promising but we want to deliver a very nice experience so we got to tune the way it works more Controls Binding UI (WIP)New parts choosing UI (WIP)OpenGL / Linux Support (WIP): We are currently pushing the first prototype of the gameengine out for testing: https://github.com/GarageGames/Torque3D/issues/587 Torque3D render speedups (WIP): We are working on an improved Octree for T3D that will speed up the rendering quite a bit Imposter instancing (WIP): We are trying to speed up the rendering of the Tree Imposters by using Instancing Oculus Rift DK2 (WIP): We got the DK2 and started to add the support for it. It is a lot of work as the way it renders completely changed.
Asynchronous shader compilation: reducing lag/halts when playing, funky material loading at startup now but reducing the loading times significantly FPS limiter: Max FPS is currently hardcoded to 60 to allow a smoother gameplay experience, will be set-able later on. Improve speed of generation for grass and other small objects when camera are moving: this fixes the microlag that occurs when driving fast. New HTML GUI for options/settings (supports live changes) (WIP)
New CTRL + Space vehicle selector with filters and factory colors (WIP)
Force Feedback Debug app: we wrote some helper applications that display the steering wheel position vs the applied force feedbackLua integration into Torque3D for simpler controller binding workflow (just started with it, WIP)Unannounced 3rd party steering thingy (not, we will not ruin the fun by telling you what the outcome will be)
Fixed 360 controller zoom buttons sticking Fixed stretching parts on T75 when certain parts fell off Fixed occlusion handler for the headlights shining through under certain conditions Fixed several memory issues with the game Fixed combo box render bug within the UI, renders correctly now Fixed laggy main menu: reverted to older CEF version to use the software-only rendering which is a lot faster and easier on the CPU/GPU Fixed filesystem file change notifications: working recursively now, removing the need for empty directories inside the cache folder. Fixed "Parts Configuration" dialog from always popping up when hitting ctrl+r Remodeled the col mesh for the race stands Removed BeamNG watermark logo from the bottom left corner finally re-encoded mainmenu videos to 720p for increased performance Fixed bad video mode bug where the game's res could end up bigger than the current screen's resolution.
Added tents. stadium lights to Hirochi Raceway Added parking lot to HR Added corner distance signs to HR Improved roadside visuals for HR by adding in lined edging to suggest maintenance + road materials Improved road barriers and rumble strips on HR (rumbles aren't so high anymore) Improved the lighting on HR and ECA (the distance is more blue now, slight ambient changes as well) Improved terrain and grass colors for HR More work on the details of HR (more forest, decals, etc), improvements and texture additions Minor adjustments and additions to ECA Fixed a heightmap issue on ECA (there was a sharp pyramid sticking out of the road) Removed duplicate car on Small Island (it was sitting in the ocean) Added new startup screen Textured D15 flatbed trailer Lots of changes and fixes for T75 deformation Other minor vehicle tweaks and fixes Hamster wheel now detachable
Above changes are work in progress and are not released at this point but will be released within the next update.
New team Members: We are happy to have Ben and Bruno with us helping us on the C++ side and Yale and Svetlozar on the web/UI side of things.
Fatal webserver crash: We experienced a fatal webserver crash (RAID1 failed hard) last week in which we spent quite some hours into recovering the data, setting up the new server, etc.
New steering wheel hardware: we now got the G25, G27, Thrustmaster RS500 and Fanatec base v2 wheels so we can test the input and force feedback with different hardware.
Team meetup: for the first time, we were able to meet up in real life and nearly everyone was able to get to our office to work hard for one week from the same location
(team picture, Sept/2014)
Updated 1 Week Ago at 10:52 AM by tdev
While creating some extra decal road textures I stumbled on something that could be a cool feature for weather transitions. First, a little background; currently all environmental materials can be transitioned to a "wet" state by adjusting their material values (it doesn't require any texture or material swapping - at least that is the theory). I posted a while back about this as a possible solution for rain, here are the screens from back then:
These materials are just standard dry materials that are currently in the game but with different specular values.
Which brings us to a cool little thing I found the other day.
With a standard road the repetition is sometimes a bit high and there isn't enough variation.
By placing another road above that uses a much longer texture (at a lower resolution) you solve both of these problems.
Because the ruts are a different material they could be animated to dry out more slowly than the main road. So even when everything else has dried out there can still be ruts with a little water in them.
Here you can see the transition:
Updated 10-10-2014 at 03:13 PM by LJFHutch
After we finally found and fixed a crash that we were working on for some days, we are now able to update the experimental branch again:
Hirochi raceway has collision again More work on Hirochy raceway: barriers, forest, added undergrowth, road and vegetation work, updated signs, texture workSunburst: improvements on the suspension, added simple traction control, improved fuel tank and windshield wipers, cvt ratios, increased turbo power, tuning the driving characteristicsTire stabilization improvements on some vehiclesFixed hamster wheel ramp and large tilt base having no collisionReduced shakiness of large crusher (also removed duplicate example crusher)T75: fixes on the engine and the radiator, improving stability a lot when crashing the frontLess torsional frame rigidity for pickup and vanTuned shift points for some vehiclesAdded cubemap to smallgrid (vehicles now have reflections)Added vehicle thumbnails for new vehicle selector (press Space)Parkingbrake hydros added to h45 cargo boxImproved collision mesh for the industrial bridges to prevent tire catching when breaking or slidingCorrected some path issues for the rock material on gridmapBolide collision fixes
Collisions with heavy objects are a lot more stable nowRebalanced friction calculations, slightly differently nowCull individual forest item for improved performance of render shadow pass (saves some ms per frame)Fixed vibrations when changing simulation speed to slow motionFixed UI hiding: should hide properly nowFixed lua split() discarding string parts (be sure to check if your lua script now behaves differently)Fixed file system notifiers taking too much time: faster startupIncreased precision on ui update rate
LuaSocket is now completely integrated and always enabled. It has a security sandbox and can only connect to localhost and private IPv4 addresses (the previous command line switch is now obsolete)The ingame UI now uses local:// instead of file://. That enables it to use the virtual filesystem and i.e. load preview images from inside zips. There might be some stuttering in the main menu which we are working on. (This was a huge undertaking to get working well)
Also, we found a problem with switching steam branches. To make sure the game does not have a broken state, please switch the branch, delete the local game content and then install the game again. The problem is that some files of the default branch cause problems when switching to experimental as steam does not seem to remove them properly.
We also open-sourced two components that we are not working on further due to design decisions: https://github.com/BeamNG/jsflowgraph and https://github.com/BeamNG/luawebserver
Updated 09-24-2014 at 12:22 AM by tdev
... a C/C++ developer (see attached job offer)
... and a Web developer
Updated 09-19-2014 at 12:33 PM by tdev
We are pleased to announce a new development branch for BeamNG.drive called 'experimental' which Steam users may opt into. Experimental will contain all of the latest, bleeding-edge updates, including unfinished vehicles, terrains, and experimental features.
We cannot guarantee any stability or support for this build; if something is broken, you can opt out and revert to the Stable build (labelled 'NONE' in Steam). We have decided to open the Experimental build to the public after some internal (and external) discussion and we feel that it is in the best interest of both the game and the players. Please note that the Experimental build is not stable and not supported. Also, most of the bugs and problems encountered are already known and being worked on, so opt in at your own risk. We are not responsible for any hurt feelings That said, we welcome useful feedback and will always have our customers' interests in mind: BeamNG-Experimental-Branch-Feedback-Thread
One more footnote: we advise against creating mods of the unfinished content (vehicles and maps) that are included in the Experimental build, as they will be constantly modified on a daily basis. We hope you enjoy the extra content and latest code builds in their unfinished state, and that you can provide helpful feedback so we can make the best possible game . This build is not for everyone; there will be frequent updates, some of which may temporarily break the game, which is always part of any game development process. Again, if we push a broken build, you can always revert back to Stable. Features present in the experimental version might not end up in stable, so take nothing as granted.
How to get it: BeamNG_Steam_Branch
Updated 09-09-2014 at 03:51 PM by tdev
The race update wouldn't be complete without a proper race track would it
The track has two major configurations; a long high speed course and a shorter version with more turns suitable for slower vehicles. Both of these are figure eights and feature a fair amount of variation.
It seemed a little plain to just have a normal track though so there is actually a much older track dating from the fifties (or something) that has been forgotten and overgrown. Despite the width this resembles the other new map East Coast USA more. The new track incorporates parts of the old and it's possible to have configurations using both old and new. You can follow a brand new bit of track and drive off to where it hasn't been maintained and you're in the middle of a forest.
Right now the track requires only cosmetic additions; the road surface of the main track, barriers, rumbles etc are all in place.
DrowsySam and gabester worked together to almost completely fix the wheel shaking problem that was plaguing many of the vehicles such as the Bolide.
Estama has also been working his magic with vehicle collisions:
Updated 09-09-2014 at 01:27 PM by tdev
Lots of work on the virtual filesystem integration. It currently looks like this (more info about that in a blogpost later):
Game will now start as fullscreen by defaultMaterial switching bugs in combination with multidae: the signals, lights and breaking glass broke when changing parts on the vehicleFixed spotlights teleporting during the first two frames they are visibleFixed up resources to work with case sensitive filesystems correctlyImproved collision stabilityWe added fading to the ends of the roads, that makes merging them much easier. Before/after:
Tests with a crushing roller:
We have our own IRC server now: irc.beamng.com : 6667 - it is linked to the old IRC server, so you will not notice much changes.We fixed the Collada exporter up, so we could get the terrain 3D mesh to export correctly into a .dae fileOh, and a hamster wheel
Worked on a Frame limiter: it should cap the FPS so we get a more fluid gameplay experience (addition benefit: we can test and debug low FPS scenarios)Worked on the new vehicle selector:
Created proof of concept for new approach to input binding - what do you think?
Continued improving the input system. Nearly all controllers are well recognized now. We also wrote a little input visualization tool and finished the xinput UI integration:
Updated 08-18-2014 at 01:21 PM by tdev
Our game is now listed as "coming soon" in the Steam store:
If you have the game already, you can get your steam key here to unlock the game in Steam already.
Updated 08-11-2014 at 04:57 PM by tdev