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  1. Week summary

    by
    tdev
    , 1 Week Ago at 09:25 AM
    • Lots of work on the virtual filesystem integration. It currently looks like this (more info about that in a blogpost later):
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    • Game will now start as fullscreen by default
    • Material switching bugs in combination with multidae: the signals, lights and breaking glass broke when changing parts on the vehicle
    • Fixed spotlights teleporting during the first two frames they are visible
    • Fixed up resources to work with case sensitive filesystems correctly
    • Improved collision stability
    • We added fading to the ends of the roads, that makes merging them much easier. Before/after:
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    • 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 file
    • Oh, 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:
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    Updated 1 Week Ago at 12:21 PM by tdev

    Categories
    Company Blog
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  2. Steam: Store page and community hub unlocked, alpha tester keys available

    by
    tdev
    , 2 Weeks Ago at 03:46 PM
    Our game is now listed as "coming soon" in the Steam store:

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    If you have the game already, you can get your steam key here to unlock the game in Steam already.

    Updated 2 Weeks Ago at 03:57 PM by tdev

    Categories
    Company Blog
  3. Input Controller support

    by
    tdev
    , 2 Weeks Ago at 07:21 AM
    So we are currently working on improving the input system and we got some hardware to test with:
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    oh, and we got the G27 leds to work already:


    If you have more suggestions for hardware that you want to have supported, feel free to comment.

    Updated 2 Weeks Ago at 07:36 AM by tdev

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  4. progress - Multi-DAE, zip support, and lots more

    by
    tdev
    , 3 Weeks Ago at 03:18 PM
    So the last two weeks we worked on the following things:
    • Multi-DAE support: it is now possible to load a vehicle from multiple .DAE files - this enables mods for the vehicles without the need to modify the original model
      For example all the wheels are in one file now:
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    • File system: Zip support, overlaying of files and folders: We are working on having the mods as simple zip files for easy exchange.
    • Greatly improved Heightmap Resolution (and thus physics resolution -> smoother drive) [before/after]:
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    • Steam Store and Steam integration (i.e. the ingame steam overlay is working):
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    • JBeam: Coltris can now define a groundmodel (so dynamic surfaces can have other friction parameters than asphalt)
    • Terrain block's groundmodel matching is now case insensitive
    • Dynamic Friction improvements:
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    • Stabilized water (When things hit water, they don't explode that much)
    • Increased core's accuracy
    • Core optimizations
    • Improved stablility of the wheel weight display (this thing):
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    • Some tests with Cloth:
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    User Interface work:
    • minor work on the JS
    • added version information to the main menu (see bottom right corner):
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    • improved SimpleEngineDebug, SimpleGears
    • added SimplePerfTimers, SimpleTrip:
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    Lots of Vehicle and Terrain work as well

    We also fixed the following bugs:
    • Trippy underwater camera effect never stops (underwater -> mainmenu bug)
    • Lowest lighting option breaking water
    • DeformGroups not working at all after implementing multi-DAE
    • T3D per level resource fixes: Brushes and terrains are now saved with the level instead of globally
    • Decals vanishing at certain angles
    • ScatterSky missing mieScattering field.
    • LOD for decalroad: they fade away now, increasing FPS
    • Crash in GFXD3D9OcclusionQuery: improved crash reporting and user message
    • Improved Crash reporting: now loaded dynamically to prevent the game not working when some Anti-Virus decides this file is not good enough for him
    • Buggy vehicle shadows with multi-dae vehicles


    Above changes will get available within the next update [except the steam integration, it will be released later on]

    Updated 3 Weeks Ago at 10:11 PM by tdev

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  5. BeamNG: meet the team

    by
    tdev
    , 07-16-2014 at 03:05 PM
    Let me quickly introduce our current team members, so you know who's who:

    • Saskia: She is the organizational mastermind and keeps things nicely ordered and ensures we are not missing meetings and so forth.
    • Kamil and Safdar: The support and Quality Assurance guys that put a lot of effort into answering your emails and check the latest builds.
    • Mirco and Theo: The UI guys - they are responsible for the new User interface and fix the bugs you are reporting.
    • Xiaoyi and Rajinder: Developers working on the growing software ecosystem like the updater, launcher, etc.
    • Luis: The Torque3D game engine mastermind. He is constantly trying to increase the speed of T3D, fix bugs and make the game engine next-generation ready.
    • DrowsySam: Helps us debugging the physics and maintaining the wiki documentation.
    • Estama: Resident physics wizard who solves problems in the physics core
    • Gabe: The man behind the brands - he researches, designs and creates all the vehicles in the game
    • Sam: The landscaper - he does all the environment work; planning, modeling, planting trees and building roads
    • Thomas: describing yourself is always crap, so we will skip that

    We are working distributed from all over the world, with some guys working from our HQ in Bremen, Germany.

    Updated 3 Weeks Ago at 04:59 PM by tdev

    Categories
    Company Blog
  6. Working on friction and collision

    by
    tdev
    , 07-13-2014 at 05:41 PM
    Quick preview:

    Updated 07-13-2014 at 06:34 PM by tdev

    Categories
    Company Blog
  7. Interview with BBC - Autos : Video-game wrecks get real

    by
    tdev
    , 07-10-2014 at 12:38 PM
    We got a nice interview with the BBC:
    http://www.bbc.com/autos/story/20140...-perfect-crash

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    Updated 07-10-2014 at 12:46 PM by tdev

    Categories
    Company Blog
  8. New office

    by
    tdev
    , 07-04-2014 at 12:45 PM
    We are pleased to announce that the we got proper office rooms now where some of our team work
    Categories
    Company Blog
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