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

    , 1 Day 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 23 Hours Ago at 10:11 PM by tdev

    Company Blog
    Attached Thumbnails Attached Files
  2. BeamNG: meet the team

    , 2 Weeks Ago 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 1 Day Ago at 04:59 PM by tdev

    Company Blog
  3. Working on friction and collision

    , 2 Weeks Ago at 05:41 PM
    Quick preview:

    Updated 2 Weeks Ago at 06:34 PM by tdev

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

    , 3 Weeks Ago at 12:38 PM
    We got a nice interview with the BBC:

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    Updated 3 Weeks Ago at 12:46 PM by tdev

    Company Blog
  5. New office

    , 3 Weeks Ago at 12:45 PM
    We are pleased to announce that the we got proper office rooms now where some of our team work
    Company Blog
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  6. Multi-DAE support working, intervehicle friction improvements, and Sunburst

    , 3 Weeks Ago at 12:53 AM
    We got multi-DAE support working, which means you don't have to edit the original vehicle mesh anymore to mod it! We have also moved all of the wheel and tire meshes to wheels.DAE in vehicles\common, so they are now global, and can be used by any vehicle, moved, and duplicated. These changes will be coming in the next update.

    Click image for larger version. 

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    We are also working on static friction between vehicles/objects - you can now carry items like the oil barrel in the bed of the D15 without it sliding around We still need to fix the internal collision to stop it from getting stuck to the wall, but it no longer slides around all over the place.

    Click image for larger version. 

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    Also, if you haven't been following in the forums, the Hirochi Sunburst is in-game and the .jbeam work is mostly finished.

    Click image for larger version. 

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    Updated 3 Weeks Ago at 01:01 AM by gabester

    Company Blog
  7. 0.3.3 released: Crash to desktop fixed, vehicle spawning fixed

    , 4 Weeks Ago at 08:08 AM
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    The "Spawn new" Button works better now, just don't press it too quickly, or this happens

    Changelog 0.3.2 > 0.3.3:

    • Fixed game crash (lua stackoverflow) when running the game for a bit longer
    • Fixed resource error when loading DRI
    • Fixed "spawn new vehicle" function: not spawning inside the other car anymore
    • Improved world editor: now using window resolution correctly: right windows will be correctly on the right side of the screen now (side effect: saves your windowed resolution)
    • Improved player spawning: thePlayer is now visible in the scene tree and will not be saved when saving the level
    • Fixed crash reporting up: updated crashreport tool, improved the way it works, fixed ability to use/run the game even if the system is missing
    • Fixed some app minimal size bugs on persistence saving
    • Fixed DirectX: proper offline installation now
    • Rewrote level saving a bit
    • Improved bananabech: improved output formatting, added RAM and OS info
    • Beam break debug working again: if in debug mode, broken beamns will print to the message app
    • Fixed part manager when no props are present
    • Lua instances have log names now. S0 = system lua, V0 = first vehicle lua, V1 = second vehicle, etc
    • Increased accuracy of friction
    • Improved tiremarks: now with better placement and sizing
    • Fixed bug in slidenodes: now resetting correctly
    • Added new lua function: setNodeMass(nodeid, mass)
    • New 3D feature: decal roads have fading now, reducing the visible tri count a lot
    • Fixed 3D feature: re-added mieScattering setting for scattersky
    • Improved 3D feature: decal sorting now faster using two lists: one sorted, one unsorted
    • New 3D feature: Add DecalRoad TS interface to get its nodes
    • Doubled vehicle render distance from 250m to 500m

    How to update: Start menu > BeamNG > Update

    Updated 4 Weeks Ago at 09:44 AM by tdev

    Company Blog
  8. 0.3.2 released: Slow motion fixed

    , 06-25-2014 at 05:08 PM
    Changelog 0.3.1 > 0.3.2:

    • improved message app: added text to edit mode to prevent deletion
    • exchanged video in loading screen with screenshots
    • level updates to work better with different time settings
    • increased banabench tested vehicles to 10
    • fixed and improved bullettime: not crashing anymore and better usage via keys (ALT+arrow keys) and via UI
    • added UI message on instability
    • minor improvements to new vehicle spawning
    • improved water shading in basic lighting
    • minor vehicle updates: slidenode steering racks for all vehicles
    • fixed beam breaking debug: enable debug mode and breaking beams will be printed to console again

    How to update: Start menu > BeamNG > Update

    Updated 06-25-2014 at 05:18 PM by tdev

    Company Blog
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