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  1. work, work, work, more work

    , 2 Weeks Ago at 04:02 AM
    Hi guys, sorry for the lack of updates currently. We are pushing some 15 hour days right now to get things done. We are currently working on the race update, the new UI , the new update system that uses torrents (the more users update, the faster it gets for everyone), the steam submission, the new server, getting code signing certificates, Torque3D committee work, OpenGL Port, Linux Port via SDL2 and lots of other things i forgot now.

    The new GUI now has an edit mode where you can create,delete,resize and move the widgets around the screen

    EDIT: Thank you all for your very kind offers to help translating the game (wiki and website) : TranslationOffers.
    The Translation work will start once we worked off some more important problems.

    Updated 2 Weeks Ago at 08:16 AM by tdev

    Company Blog
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  2. Fixed up the automatic transmission launch behavior, and some other news

    , 4 Weeks Ago at 09:46 PM
    Estama did some great work on the drivetrain code and has greatly improved the way cars move from a stop in automatic mode They now build revs and smoothly engage the wheels like a real automatic, instead of getting bogged down and stuck in a torque pit around 500 rpm like they used to.

    Also, lots and lots of behind the scenes codework going on - nothing exciting yet, but trust us - we are working hard! We are working on OpenGL support for the upcoming port to Linux, and tons of other stuff. We are also pleased to announce that we are now part of the Torque3D steering committee and are contributing to the development of the engine there

    Still working on tires, friction, and handling as well - we found some friction bugs and fixed those recently. Also, the East Coast USA map is still coming along nicely, as is the Gavril T75 (the big semi truck). We apologize for how long the update is taking, but we think it will be worth the wait
    Company Blog
  3. Race system overview

    , 02-27-2014 at 08:51 AM
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    Above is a gameplay screenshot showing a race in progress and the new checkpoint indicator. Keep in mind this is a work in progress, especially the UI. That said the race system is coming along quite well we thought we would explain how it works.

    First up there is now a races.json file in the main level folder, this is used to list the races available for that level. Below is an example of a race used for the rallycross track on Industrial.

    "rc_4": {
    "prefabs": {
    "name": "Rallycross East (3 laps)",
    "startPosition": "114.196 104.316 42.307 141.253",
    "lapConfig": ["rc_start3", "rc_3", "rc_4", "rc_5", "rc_6", "rc_18", "rc_19", "rc_20", "rc_21", "rc_2"],
    "laps": 3,
    "endCheckpoint": "rc_start3"

    The system loads in prefabs when you select a race. The most important one is a series of checkpoints that are used by the race system to define the course as you can see below. For Industrial I have separated the checkpoints into areas (rallycross, offroad and race track) and created prefabs out of them which are loaded and shared for all races that use that area. For example the screenshot below shows the contents of the rallycross checkpoint prefab. These checkpoints cover all possible configurations of the rallycross area.

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    The next thing you define in the race file is the barriers, these are used to block off sections of the track that are not in use. For each intersection there are prefabs (collections of objects, in this case concrete barriers) for each road that may need to be blocked. Below is a screenshot of a road that has been blocked off. On this intersection there are two more barrier prefabs which can be loaded to block off the other two roads for different track layouts.

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    Below is a reference image showing the various checkpoints, start gates and barrier configs. This makes creating races much easier.

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    Updated 02-27-2014 at 09:03 AM by tdev

    Company Blog
  4. Race triggers: accuracy++

    , 02-26-2014 at 04:58 AM
    So we worked on the accuracy of the triggers for races. Previously, they were triggering the events on the center of the vehicle only. That allowed quite some corner cutting depending on the vehicle shape. To prevent that, we introduced two new special reference nodes that are able to describe the front corners of the car better: leftCorner and rightCorner.

    ["ref:", "back:", "left:", "up:", "leftCorner:", "rightCorner:"]
    ["fr9", "fr10", "fr9l", "fr11", "fr1l", "fr1r"]

    Currently, those are set to the tire outside nodes

    As you can see, it works pretty well, see the following debug screenshots: (green = inside the trigger, red = outside)

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    So no more corner cutting, you might get penalty time then

    Updated 02-26-2014 at 05:30 AM by tdev

    Company Blog
  5. Sneak peak: The racing UI layout

    , 02-23-2014 at 11:00 AM
    Which one do you prefer? Timer left, lap time on the right? If you have other ideas, please include screenshots.

    Hope you like the font The size of the thing will change, it might be a bit big atm.

    Some updates:
    - we added laps
    - simpler, smaller UI
    - simple stats (last, best lap)
    - simple next checkpoint marker
    - simple race selection debug menu

    Updated 02-24-2014 at 03:31 PM by tdev

    Company Blog
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  6. We have been greenlit!

    , 02-20-2014 at 01:04 AM

    You can watch the other games that got greenlit here.

    Updated 02-20-2014 at 01:12 AM by tdev

    Company Blog
  7. Improved the parking brake even more!

    , 02-15-2014 at 12:12 PM
    I think we are done with the brake code for now. It doesn't get much better than this hill hold. I measured it and it's 30 degrees The problem with heavy vehicles being unable to hold on hills with the parking brake was also fixed.

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    Company Blog
  8. Demonstrating the improvements to the parking brake and friction code coming in the next update

    , 02-13-2014 at 04:13 AM
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    The truck is held perfectly still on a 20 degree incline just with the parking brake (rear wheels only). No rocking back and forth and no sliding. That's a 36.4% grade, steeper than the steepest hill in San Francisco (31.5%).
    Company Blog
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