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  1. Wet ground test

    by
    LJFHutch
    , 2 Weeks Ago at 09:40 AM
    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:

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    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.

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    By placing another road above that uses a much longer texture (at a lower resolution) you solve both of these problems.

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    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 2 Weeks Ago at 02:13 PM by LJFHutch

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  2. new experimental version: 0.3.6.1

    by
    tdev
    , 4 Weeks Ago at 10:43 PM
    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:

    Content:
    • Hirochi raceway has collision again
    • More work on Hirochy raceway: barriers, forest, added undergrowth, road and vegetation work, updated signs, texture work
    • Sunburst: improvements on the suspension, added simple traction control, improved fuel tank and windshield wipers, cvt ratios, increased turbo power, tuning the driving characteristics
    • Tire stabilization improvements on some vehicles
    • Fixed hamster wheel ramp and large tilt base having no collision
    • Reduced shakiness of large crusher (also removed duplicate example crusher)
    • T75: fixes on the engine and the radiator, improving stability a lot when crashing the front
    • Less torsional frame rigidity for pickup and van
    • Tuned shift points for some vehicles
    • Added cubemap to smallgrid (vehicles now have reflections)
    • Added vehicle thumbnails for new vehicle selector (press Space)
    • Parkingbrake hydros added to h45 cargo box
    • Improved collision mesh for the industrial bridges to prevent tire catching when breaking or sliding
    • Corrected some path issues for the rock material on gridmap
    • Bolide collision fixes


    Bugs:
    • Collisions with heavy objects are a lot more stable now
    • Rebalanced friction calculations, slightly differently now
    • Cull individual forest item for improved performance of render shadow pass (saves some ms per frame)
    • Fixed vibrations when changing simulation speed to slow motion
    • Fixed UI hiding: should hide properly now
    • Fixed 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 startup
    • Increased precision on ui update rate


    Features:
    • 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 4 Weeks Ago at 11:22 PM by tdev

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  3. We are hiring ...

    by
    tdev
    , 09-12-2014 at 03:35 PM
    ... a C/C++ developer (see attached job offer)
    ... and a Web developer

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    Updated 09-19-2014 at 11:33 AM by tdev

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  4. Experimental Alpha Branch available now on Steam

    by
    gabester
    , 09-09-2014 at 02:10 PM
    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.

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    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

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    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


    Enjoy!

    Updated 09-09-2014 at 02:51 PM by tdev

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  5. Hirochi Raceway

    by
    LJFHutch
    , 09-09-2014 at 11:52 AM
    The race update wouldn't be complete without a proper race track would it

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    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.

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    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.

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    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 12:27 PM by tdev

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  6. Week summary

    by
    tdev
    , 08-18-2014 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 08-18-2014 at 12:21 PM by tdev

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  7. Steam: Store page and community hub unlocked, alpha tester keys available

    by
    tdev
    , 08-11-2014 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 08-11-2014 at 03:57 PM by tdev

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  8. Input Controller support

    by
    tdev
    , 08-08-2014 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 08-08-2014 at 07:36 AM by tdev

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