27.01.2015
Next Car Game: Wreckfest (2013) PC
Год выпуска демо: 2013
Год выпуска полной игры: 2015?
Жанр: Песочница, Симулятор мягких тел, Автосимулятор
Разработчик / Издательство: Bugbear Entertainment
Платформа: PC
Версия: 0.180601 / Early Access / Pre-Alpha
Тип издания: Пиратка
Язык интерфейса: Английский (перевод не требуется)
Таблэтка: Вшита [RVTFIX (unofficial)]
Системные требования:
> Процессор: Intel Core i5 / AMD Phenom II X4
> Оперативная память: 4 GB
> Видеокарта: NVIDIA GeForce GTX 570 / AMD Radeon HD 7750
> Операционная система: Windows XP / 7 / 8
Описание: Next Car Game: Wreckfest - новый гоночный симулятор от создателей легендарной серии FlatOut! Игра удивит вас современной NextGen-графикой, множеством проработанных до мелочей трасс и машин, а также великолепной физикой и улетным саундтреком! Игра создается с упором на PC-версию. Портированием игры на Linux, Mac и консоли текущего и следующего поколения если и займутся, то уже после релиза игры.
Год выпуска полной игры: 2015?
Жанр: Песочница, Симулятор мягких тел, Автосимулятор
Разработчик / Издательство: Bugbear Entertainment
Платформа: PC
Версия: 0.180601 / Early Access / Pre-Alpha
Тип издания: Пиратка
Язык интерфейса: Английский (перевод не требуется)
Таблэтка: Вшита [RVTFIX (unofficial)]
Системные требования:
> Процессор: Intel Core i5 / AMD Phenom II X4
> Оперативная память: 4 GB
> Видеокарта: NVIDIA GeForce GTX 570 / AMD Radeon HD 7750
> Операционная система: Windows XP / 7 / 8
Описание: Next Car Game: Wreckfest - новый гоночный симулятор от создателей легендарной серии FlatOut! Игра удивит вас современной NextGen-графикой, множеством проработанных до мелочей трасс и машин, а также великолепной физикой и улетным саундтреком! Игра создается с упором на PC-версию. Портированием игры на Linux, Mac и консоли текущего и следующего поколения если и займутся, то уже после релиза игры.
В версии 0.180601 представлены 9 игровых площадок (3 арены / 6 трасс) и 5 игровых машин, где вы вместе с 23 машинами под управлением ИИ можете развлекаться как угодно.
Update #6 2014-10-24
* Fixed camera getting stuck to the side bug.
* Support some more exotic characters in player names.
* Added KM/H / MPH speed display toggle to Display Settings.
* Added show / hide player names toggle to Display Settings.
* Show per-class best lap time in event selection.
* Fixed multiplayer bug: remaining time not updating in results window when spectating.
* Fixed multiplayer bug: if the race started when player was in the game or settings menu, the mouse got hidden, thus making it hard to close the menu windows.
* Reworked lobby chat, includes scrollbar
* Improvements to joining handling
* Improved client-side prediction
Update #Hot Fix 2014-10-14
* Fixed several rare crashes.
* The popup for wrong password is now correctly displayed.
* Quick look-back camera now works with separate wheel/pedals setup.
* Speedway loading screen image is now displayed correctly in multiplayer.
Update #Hot Fix 2014-10-09
* The game no longer freezes into the loading screen when joining a server.
* Cinematic camera is no longer always targeted to the host in multiplayer.
* It’s no longer possible to drive around in lobby.
Update #Hot Fix 2014-10-08
* Improved disconnection handling.
* The client no longer occasionally loads a different track than the host.
* Sending a chat message with just one SPACE no longer causes the previous message displayed to be duplicated.
* Implemented general server browser improvements.
* Improved client side prediction.
* Improved low-end engine performance.
* Reduced audio levels globally.
Update #Hot Fix 2014-10-07
* The client no longer occasionally loads a different track than the host.
* Sending a chat message with just one SPACE no longer causes the previous message displayed to be duplicated.
* Implemented general server browser improvements.
* Improved client side prediction.
* Improved low-end engine performance.
Update #Hot Fix 2014-10-06
* Selecting any server past the 17th one in the server browser no longer causes the game to crash consistently.
* Implemented a potential fix to prevent the client loading a wrong track when joining a server. Please let us know in case you’re still experiencing the issue, we’re monitoring the situation.
* Input in lobby chat is now disabled when Steam overlay is active to prevent false input into lobby chat.
* Quick look-back cameras now share the same position and angle than the look-back view of the default chase camera.
* It’s no longer possible to cut the long sweeping left-hander in the beginning section of the Tarmac track.
* Fixed the hole around the pole in the middle of the 180° corner on Sandpit1.
Update #Hot Fix 2014-10-03
* Players are now disconnected properly and not showing up in the next game as ghosts.
* Stability control assist now works properly in multiplayer; other assists disabled for now.
* Repeatedly clicking on servers in the server browser no longer crashes the game.
* Countdown to multiplayer lobby no longer freezes to two seconds after a race.
* The lobby status (RACE IN PROGRESS) is now shown in the server browser.
* Amount of players in a single lobby is limited to 18 pending further optimization.
Update #Hot Fix 2014-10-02
Physics:
* Improved tire load calculation.
* Implemented torque feedback scaling for higher than normal friction.
* Scaled tire forces by sprung/unsprung mass ratio to correct accelerations.
* Corrected assumed load when calculating tire stiffness values.
* New differential implementation (supports open, spool, LSD & viscous differentials).
* Added spring rate, damper rate and maximum deflection for tire dynamics.
* Added toe-in for steering settings.
* Changed damping force to use ground contact normal.
* Fixed torque from tires to use correct roll center, wheel center and attach points.
* Added suspension lateral attach point, affects yaw from longitudinal forces.
* Implemented separate loose and solid surface modes.
* Improved body torques from wheel assembly when tire is in air.
* Disabled optimal shift point use when using automatic transmission.
Controls:
* Added speed sensitivity slider - controls how much steering is limited in higher speeds to prevent spinning out when using a gamepad or keyboard: 0% = none, 100% = maximum limiting.
* Added throttle and brake sensitivity sliders: 0% = cubic, 50% = linear and 100% = cubic root response (cubic increases throttle aggressive at the start of the trigger range, root at the end of the trigger range).
* Added initial mouse steering implementation: bind mouse to left/right in the settings menu.
* Implemented basic XInput gamepad rumble.
* Changed steering limits during drifting (drift lock enables more anti-steering during drift).
* Added digital steering delay and fixed digital/analog controller selection.
Gameplay:
* Added Two new derby game modes: Deathmatch and Team Deathmatch.
* Split times to winner and best lap times are now displayed in race results.
* Last lap time displayed in HUD for a few seconds when starting a new lap.
* Best lap time displayed in HUD during races.
* Best lap times for tracks are saved and displayed in event selection.
* Score is displayed in derby results.
* Car reset will attempt to place the car away from the busiest racing line.
* Improved AI's ability to recover when stuck.
* Fixed AI's ability to reset car when e.g. out of track.
* Fixed AI considering wrecks as potential derby targets.
* AI cars now only reset when not seen by the Player.
* Players only drive the current lap to its end after the first car has crossed the finish line.
Cameras:
* Implemented new cinematic track side camera.
* Implemented automatic look back camera after a short while when reversing (can be disabled and adjusted).
* Implemented user configurable FOV offset.
* Moved hood and bumper look-back cameras to the back of the car.
* Allowed more zoom in photo mode and replay lens effects.
* Tweaked car cameras.
Vehicles:
* Added a new European car.
* Improved upgrade parts.
Tracks:
* New race track: Speedway, route variants: Oval and Figure 8.
* Added cinematic track-side cameras to all tracks.
* Increased velocity at which objects shatter (e.g. concrete barriers now require 80km/h (50mph) impact to get damaged).
* Decreased friction on concrete barriers to prevent them from sucking cars in.
* Improved start positions in Figure 8 track.
* Fixed holes in Derby Stadium.
* Added detail map texture for Sandpit1.
User Interface:
* Added an ability to access main menu and options in respawn screen, lobby etc.
* Fixed an issue in which the car selector was outside the viewport with ultra-wide resolutions.
* Fixed car selector car class display.
* Added performance index in car selector and lobby.
* Added an ability to display current standings during race.
* Added Steam avatars to multiplayer lobby.
* Fixed several bugs in input mapping screen.
* Added an ability to scroll sliders with mouse wheel.
* Implemented miscellaneous fixes and tweaks.
Multiplayer:
* Implemented online multiplayer through Steam.
* Implemented upgrades to multiplayer.
* Added client side prediction to combat lag.
* Enabled kicking for hosts.
* Searching for servers with Steam friends.
* Implemented faster search.
* Configurable max player count 2-24.
* Configurable server update frequency.
* Password protected lobbies.
* Random starting positions.
* Games are also displayed in Steam's own server browser.
* LAN networking goes also through Steam if it's not in offline mode.
* Improved chat with line wrapping.
* Ability to join a lobby when the race is in progress.
* Allow all LAN IP ranges: 10.0.0.0/8, 172.16.0.0/12, 192.168.0.0/16.
* Bandwidth optimizations.
Effects:
* Reimplemented backfire and glass shatter effects.
* Particles toggle in launcher changed to particle quality slider.
* Updates to existing effects.
* Improved skid marks.
Sounds:
* More different engine sounds.
* Improved tire slip sounds.
Update #Hot Fix 2014-07-09
* Increased steering angle and retuned controller settings. Especially gamepad and keyboard controllers should be more responsive now.
* Retuned all cars and suspension setups so that the cars would behave more realistically - with most suspension setups the cars now have a tendency to understeer while cornering unless grip is lost, at which point the cars will exhibit oversteer. However, except for the most extreme situations the oversteer should be manageable. In many cases different suspension setups now also have a significant effect on the car handling, so be sure to test them all to find your favorite!
* Increased tarmac and gravel friction.
* Reworked Stability Control profiles; the Full setting has more strength now while the Half setting should only counter for most serious errors by preventing from spinning out.
* Retuned brake balance for all brake kits to tame the tendency to spin when braking while cornering.
* Implement a three second no-collision cooldown period for resetting the car.
* Increased player advantage in car-to-car collisions.
* Increased wheel strength for 01_American (American Muscle) to prevent it detaching too easily.
* Reduced deform strength in minor impacts.
* Added a few more aggressive AI profiles.
* Added Sandpit1 alternative route, both normal and reverse layouts.
* Added Look Left and Look Right camera controls support for keyboard.
* Removed the obsolete Reverse Camera keybinding, should fix cases in which the Look Back button was not working when Reverse Camera was binded.
* Fixed an issue in which the vehicle strip in garage was out of screen boundaries when using extreme wide resolutions.
* Reduced vertical size of the launcher window to make it fit nicely on certain laptop screens.
* Set V-Sync to disabled by default.
Update #5 2014-07-03
Engine:
* Rewrote the engine.
* Significantly simplified gameflow logic.
* Added support for data hotloading.
* Wrote a shiny new property editor.
* Removed a ton of old legacy code.
* Rewrote the effect system, note that certain effects are missing as of now.
* Added a launcher option to set grass rendering distance.
Multiplayer:
* Implemented LAN multiplayer for both race and derby, currently supports 12 players.
Input System:
* Added remapping support for XInput devices such as the X360 gamepad.
* Added D-pad and look-around support for DirectInput devices.
* Increased the amount of rebindable controls.
* Added analogue handbrake support.
* Added proper H-shifter support.
Gameplay:
* Improved AI behavior to help it stay on track better.
* Added support and first draft scoring events.
Damage:
* Implemented new damage system based on tracking deform instead of impacts.
* Improved deformation to make the cars break apart in a more realistic manner.
* The car that is heavier and traveling faster will now have an advantage in collision.
* Fixed an issue where unlocked panels such as doors would not animate correctly.
* Added a placeholder smoke effect for the critically damaged engine state.
* Added a release state to all wheels so that they can be torn off.
Cameras:
* Implemented an improved camera system.
* Reworked all cameras, FOV, position, etc.
User Interface:
* Rewrote the user interface platform.
* Implemented new Replay user interface.
* Added a preliminary scoreboard to post-race.
* Improved the main Garage UI somewhat to enhance usability.
* Removed the vignette effect when getting damaged during gameplay.
* Added support for fetching Steam user name and avatar.
Vehicles and Upgrades:
* Added a new American Muscle car.
* Reworked engine upgrade parts to mimic real-life parts.
* Reworked the suspension setups for more authenticity.
* Added first upgrade part deions.
* Improved gamepad controller functionality.
* Switched Anti-Spin assist to an improved Stability Control assist.
Vehicle Dynamics:
* Added simulation of Ackermann steering geometry.
* Improved shifting center of mass calculation when vehicle is airborne.
* Improved simulation of viscous forces when driving on loose surfaces such as gravel.
* Added engine shake calculated from the piston movement to simulate engine rumble.
* Added support for turbochargers and superchargers, upgrade parts using this feature coming later.
* Improved suspension simulation; center of mass now affects suspension.
* Improved suspension geometry simulation.
Weathers:
* Improved weathers to give a better sense of light.
Tracks:
* Added a new Sandpit race track, still work-in-progress!
* Enhanced various bits and pieces of the existing tracks.
Update #4 2014-04-25
* Added support for one additional DirectInput device.
* Input bindings are reset for all users to avoid weird issues.
* Reset and reverse camera can be now mapped to different inputs.
* Handling no longer gets locked to right with certain gamepads.
* Replay no longer exhibits black screen in some cases.
* Steering wheel input is now disabled in photo mode.
* Force feedback is now disabled in replay mode.
* Gravel track lap counter now works as designed.
* Various improvements to the sandpit track.
* Fixed an issue with car controls.
Update #3 2014-04-17
Tracks:
* New sandpit race track featuring both normal and reverse layouts, work-in-progress.
* New mudpit derby stadium, work-in-progress.
* New small derby stadium, work-in-progress.
Environment Art:
* Smoothed out track-sides and improved gravel race track readability.
* New work-in-progress spectator models – some previous ones remain.
* New concrete barriers, used in various derby stadiums.
Weathers:
* Two new weathers: stormy evening and misty evening.
* Weather can be now specified in the event setup.
Vehicles and Handling:
* New driver model, as of now simply static.
* Improved suspension and tire physics.
* More responsive handling with a game pad.
* Improved player vs. AI collision physics.
Damage:
* Improved deformation physics so that visual car damage is more accurate.
* Improved gameplay damage to prevent cars from getting too torn up and still going.
* Fixed a case where cars would get damaged and eventually destroyed from rubbing against a static barrier.
Replay:
* New replay mode with slow motion and fast forward time controls (-16.0x … 4.0x), a number of different cameras, target locking & switching, depth-of-field and field-of-view settings.
User Interface:
* Race timer now correctly displays hundredths as well instead of random numbers.
* Game is no longer unpaused when exiting Steam overlay if the game was paused.
Input:
* Implemented multicontroller support (e.g. wheel and pedals in separate USB ports).
* Sensitivity & deadzone adjustments now take effect without a restart.
* Added saturation, sensitivity and dead zone settings for XInput controllers.
* Game now defaults to DirectInput for wheels, hopefully making some wheels behave better.
* The game now detects more than one XInput controllers that are connected simultaneously.
* Force feedback is disabled for Microsoft Sidewinder FF wheel in an attempt to work around buggy driver causing lag.
Audio:
* Increased AI engine volume.
* General improvements.
Update #2 2014-02-15
Tracks:
* New Figure 8 derby race event.
* All race tracks now have a reverse layout as well.
* Lap and AI counts are now fully customizable for each event.
* Tarmac track: start area rehauled, tarmac textures reworked, last sector redecorated.
* Gravel track: textures reworked, track surface visuals updated.
* New birch model for both tarmac and gravel track.
* General polishing and bug fixing.
Weathers:
* Three new weathers: bright day, cold morning and warm sunset.
* A random weather is selected to an event at startup.
Dynamic environment objects:
* Tire stacks now have more weight to them for added realism.
* Reduced concrete barrier friction to prevent the car from spinning.
Vehicles & Upgrading:
* New car: American Sedan (no high detail dashboard yet).
* Steering wheels now rotate in cockpit camera.
* Texture/model improvements and bug fixes.
* Increased European hatchback engine power.
* Reworked European hatchback handling.
* New engine backfire effect.
* Improved differential simulation.
* New gearbox, drivetrain, suspension and brake upgrade parts.
* New paint jobs for cars to choose from.
* Driving model improvements.
Driving assists:
* Assists now have three levels of strength: 'Off', 'Half' and 'Full', with 'Off' and 'Half' being the same as earlier 'Off' and 'On' and 'Full' offering an even more assisted driving experience.
Cameras:
* New screenshot camera mode with zoom factor and yaw, pitch and roll parameters, designed for taking screenshots with free camera and hidden HUD. In the screenshot mode, it's possible to rotate the camera as well as adjust the field-of-view, and by accessing Effect Mode, you can adjust the Depth-of-Field (DOF) parameters to your liking. There's no dedicated button for taking a screenshot yet, so you need to use an external application or PrintScreen button.
* Brought back spherical camera from the technology demo, it's available only in camera mode at least for now.
* Implemented another chase camera further back according to the feedback.
* Tweaked European hatchback chase camera.
Damage:
* Fixed engine component damage calculation in HUD so that the engine icon will better represent the actual damage.
* Removed red damage direction indicators from HUD based on a general request.
* Fixed an issue with gameplay damage not being calculated correctly when near death.
* Further balancing of gameplay damage and visual damage - a completely reworked system will be introduced in the future.
Garage:
* Reworked many textures.
* Added some nice decorative elements.
* Tweaked interior and yard decoration.
* Tweaked lighting.
Gameplay:
* Derby AI: tactical reverse mode now considers engine location more efficiently.
* Removed speed sensitive steering when using a steering wheel.
* Implemented further balancing tweaks to AI profiles and handling.
* Implemented start position randomization (for player as well).
User interface:
* Binding the Logitech G27 button 7 etc. will no longer result in exiting the settings menu.
* Loading screen will now show a background based on the event you're playing instead of a generic one.
* Game is now paused and input suspended while Steam overlay is active.
Input:
* DirectInput gamepads should now work and are also remappable.
* Improved controller settings to reduce steering lag.
Render:
* Fixed a bug where VSync was not able to recover back to 60 fps when temporarily dipping to 30 fps.
Audio:
* Engine damage sound effect is now linked to actual engine damage instead of car health.
Update #1 2014-01-15
* Implemented iterative engine component damage + related HUD visuals.
* Fixed damage direction deduction so that damage is allocated correctly.
* Fixed position counter so that the player cannot be further back than the last.
* Changed the position counter to always show the number of cars that started.
* Removed player kill areas from environments.
* Reduced arm-co friction and wooden fence mass.
* Implemented environment geometry fixes and polishing.
* Implemented lighting tweaks, and added lens flares.
* Implemented constant vertical FOV to support widescreen resolutions.
* Fixed user interface bugs and added general polish.
* Fixed a couple of minor audio issues.
* Improved general build stability.
Initial release # 2013-12-22
* Fixed camera getting stuck to the side bug.
* Support some more exotic characters in player names.
* Added KM/H / MPH speed display toggle to Display Settings.
* Added show / hide player names toggle to Display Settings.
* Show per-class best lap time in event selection.
* Fixed multiplayer bug: remaining time not updating in results window when spectating.
* Fixed multiplayer bug: if the race started when player was in the game or settings menu, the mouse got hidden, thus making it hard to close the menu windows.
* Reworked lobby chat, includes scrollbar
* Improvements to joining handling
* Improved client-side prediction
Update #Hot Fix 2014-10-14
* Fixed several rare crashes.
* The popup for wrong password is now correctly displayed.
* Quick look-back camera now works with separate wheel/pedals setup.
* Speedway loading screen image is now displayed correctly in multiplayer.
Update #Hot Fix 2014-10-09
* The game no longer freezes into the loading screen when joining a server.
* Cinematic camera is no longer always targeted to the host in multiplayer.
* It’s no longer possible to drive around in lobby.
Update #Hot Fix 2014-10-08
* Improved disconnection handling.
* The client no longer occasionally loads a different track than the host.
* Sending a chat message with just one SPACE no longer causes the previous message displayed to be duplicated.
* Implemented general server browser improvements.
* Improved client side prediction.
* Improved low-end engine performance.
* Reduced audio levels globally.
Update #Hot Fix 2014-10-07
* The client no longer occasionally loads a different track than the host.
* Sending a chat message with just one SPACE no longer causes the previous message displayed to be duplicated.
* Implemented general server browser improvements.
* Improved client side prediction.
* Improved low-end engine performance.
Update #Hot Fix 2014-10-06
* Selecting any server past the 17th one in the server browser no longer causes the game to crash consistently.
* Implemented a potential fix to prevent the client loading a wrong track when joining a server. Please let us know in case you’re still experiencing the issue, we’re monitoring the situation.
* Input in lobby chat is now disabled when Steam overlay is active to prevent false input into lobby chat.
* Quick look-back cameras now share the same position and angle than the look-back view of the default chase camera.
* It’s no longer possible to cut the long sweeping left-hander in the beginning section of the Tarmac track.
* Fixed the hole around the pole in the middle of the 180° corner on Sandpit1.
Update #Hot Fix 2014-10-03
* Players are now disconnected properly and not showing up in the next game as ghosts.
* Stability control assist now works properly in multiplayer; other assists disabled for now.
* Repeatedly clicking on servers in the server browser no longer crashes the game.
* Countdown to multiplayer lobby no longer freezes to two seconds after a race.
* The lobby status (RACE IN PROGRESS) is now shown in the server browser.
* Amount of players in a single lobby is limited to 18 pending further optimization.
Update #Hot Fix 2014-10-02
Physics:
* Improved tire load calculation.
* Implemented torque feedback scaling for higher than normal friction.
* Scaled tire forces by sprung/unsprung mass ratio to correct accelerations.
* Corrected assumed load when calculating tire stiffness values.
* New differential implementation (supports open, spool, LSD & viscous differentials).
* Added spring rate, damper rate and maximum deflection for tire dynamics.
* Added toe-in for steering settings.
* Changed damping force to use ground contact normal.
* Fixed torque from tires to use correct roll center, wheel center and attach points.
* Added suspension lateral attach point, affects yaw from longitudinal forces.
* Implemented separate loose and solid surface modes.
* Improved body torques from wheel assembly when tire is in air.
* Disabled optimal shift point use when using automatic transmission.
Controls:
* Added speed sensitivity slider - controls how much steering is limited in higher speeds to prevent spinning out when using a gamepad or keyboard: 0% = none, 100% = maximum limiting.
* Added throttle and brake sensitivity sliders: 0% = cubic, 50% = linear and 100% = cubic root response (cubic increases throttle aggressive at the start of the trigger range, root at the end of the trigger range).
* Added initial mouse steering implementation: bind mouse to left/right in the settings menu.
* Implemented basic XInput gamepad rumble.
* Changed steering limits during drifting (drift lock enables more anti-steering during drift).
* Added digital steering delay and fixed digital/analog controller selection.
Gameplay:
* Added Two new derby game modes: Deathmatch and Team Deathmatch.
* Split times to winner and best lap times are now displayed in race results.
* Last lap time displayed in HUD for a few seconds when starting a new lap.
* Best lap time displayed in HUD during races.
* Best lap times for tracks are saved and displayed in event selection.
* Score is displayed in derby results.
* Car reset will attempt to place the car away from the busiest racing line.
* Improved AI's ability to recover when stuck.
* Fixed AI's ability to reset car when e.g. out of track.
* Fixed AI considering wrecks as potential derby targets.
* AI cars now only reset when not seen by the Player.
* Players only drive the current lap to its end after the first car has crossed the finish line.
Cameras:
* Implemented new cinematic track side camera.
* Implemented automatic look back camera after a short while when reversing (can be disabled and adjusted).
* Implemented user configurable FOV offset.
* Moved hood and bumper look-back cameras to the back of the car.
* Allowed more zoom in photo mode and replay lens effects.
* Tweaked car cameras.
Vehicles:
* Added a new European car.
* Improved upgrade parts.
Tracks:
* New race track: Speedway, route variants: Oval and Figure 8.
* Added cinematic track-side cameras to all tracks.
* Increased velocity at which objects shatter (e.g. concrete barriers now require 80km/h (50mph) impact to get damaged).
* Decreased friction on concrete barriers to prevent them from sucking cars in.
* Improved start positions in Figure 8 track.
* Fixed holes in Derby Stadium.
* Added detail map texture for Sandpit1.
User Interface:
* Added an ability to access main menu and options in respawn screen, lobby etc.
* Fixed an issue in which the car selector was outside the viewport with ultra-wide resolutions.
* Fixed car selector car class display.
* Added performance index in car selector and lobby.
* Added an ability to display current standings during race.
* Added Steam avatars to multiplayer lobby.
* Fixed several bugs in input mapping screen.
* Added an ability to scroll sliders with mouse wheel.
* Implemented miscellaneous fixes and tweaks.
Multiplayer:
* Implemented online multiplayer through Steam.
* Implemented upgrades to multiplayer.
* Added client side prediction to combat lag.
* Enabled kicking for hosts.
* Searching for servers with Steam friends.
* Implemented faster search.
* Configurable max player count 2-24.
* Configurable server update frequency.
* Password protected lobbies.
* Random starting positions.
* Games are also displayed in Steam's own server browser.
* LAN networking goes also through Steam if it's not in offline mode.
* Improved chat with line wrapping.
* Ability to join a lobby when the race is in progress.
* Allow all LAN IP ranges: 10.0.0.0/8, 172.16.0.0/12, 192.168.0.0/16.
* Bandwidth optimizations.
Effects:
* Reimplemented backfire and glass shatter effects.
* Particles toggle in launcher changed to particle quality slider.
* Updates to existing effects.
* Improved skid marks.
Sounds:
* More different engine sounds.
* Improved tire slip sounds.
Update #Hot Fix 2014-07-09
* Increased steering angle and retuned controller settings. Especially gamepad and keyboard controllers should be more responsive now.
* Retuned all cars and suspension setups so that the cars would behave more realistically - with most suspension setups the cars now have a tendency to understeer while cornering unless grip is lost, at which point the cars will exhibit oversteer. However, except for the most extreme situations the oversteer should be manageable. In many cases different suspension setups now also have a significant effect on the car handling, so be sure to test them all to find your favorite!
* Increased tarmac and gravel friction.
* Reworked Stability Control profiles; the Full setting has more strength now while the Half setting should only counter for most serious errors by preventing from spinning out.
* Retuned brake balance for all brake kits to tame the tendency to spin when braking while cornering.
* Implement a three second no-collision cooldown period for resetting the car.
* Increased player advantage in car-to-car collisions.
* Increased wheel strength for 01_American (American Muscle) to prevent it detaching too easily.
* Reduced deform strength in minor impacts.
* Added a few more aggressive AI profiles.
* Added Sandpit1 alternative route, both normal and reverse layouts.
* Added Look Left and Look Right camera controls support for keyboard.
* Removed the obsolete Reverse Camera keybinding, should fix cases in which the Look Back button was not working when Reverse Camera was binded.
* Fixed an issue in which the vehicle strip in garage was out of screen boundaries when using extreme wide resolutions.
* Reduced vertical size of the launcher window to make it fit nicely on certain laptop screens.
* Set V-Sync to disabled by default.
Update #5 2014-07-03
Engine:
* Rewrote the engine.
* Significantly simplified gameflow logic.
* Added support for data hotloading.
* Wrote a shiny new property editor.
* Removed a ton of old legacy code.
* Rewrote the effect system, note that certain effects are missing as of now.
* Added a launcher option to set grass rendering distance.
Multiplayer:
* Implemented LAN multiplayer for both race and derby, currently supports 12 players.
Input System:
* Added remapping support for XInput devices such as the X360 gamepad.
* Added D-pad and look-around support for DirectInput devices.
* Increased the amount of rebindable controls.
* Added analogue handbrake support.
* Added proper H-shifter support.
Gameplay:
* Improved AI behavior to help it stay on track better.
* Added support and first draft scoring events.
Damage:
* Implemented new damage system based on tracking deform instead of impacts.
* Improved deformation to make the cars break apart in a more realistic manner.
* The car that is heavier and traveling faster will now have an advantage in collision.
* Fixed an issue where unlocked panels such as doors would not animate correctly.
* Added a placeholder smoke effect for the critically damaged engine state.
* Added a release state to all wheels so that they can be torn off.
Cameras:
* Implemented an improved camera system.
* Reworked all cameras, FOV, position, etc.
User Interface:
* Rewrote the user interface platform.
* Implemented new Replay user interface.
* Added a preliminary scoreboard to post-race.
* Improved the main Garage UI somewhat to enhance usability.
* Removed the vignette effect when getting damaged during gameplay.
* Added support for fetching Steam user name and avatar.
Vehicles and Upgrades:
* Added a new American Muscle car.
* Reworked engine upgrade parts to mimic real-life parts.
* Reworked the suspension setups for more authenticity.
* Added first upgrade part deions.
* Improved gamepad controller functionality.
* Switched Anti-Spin assist to an improved Stability Control assist.
Vehicle Dynamics:
* Added simulation of Ackermann steering geometry.
* Improved shifting center of mass calculation when vehicle is airborne.
* Improved simulation of viscous forces when driving on loose surfaces such as gravel.
* Added engine shake calculated from the piston movement to simulate engine rumble.
* Added support for turbochargers and superchargers, upgrade parts using this feature coming later.
* Improved suspension simulation; center of mass now affects suspension.
* Improved suspension geometry simulation.
Weathers:
* Improved weathers to give a better sense of light.
Tracks:
* Added a new Sandpit race track, still work-in-progress!
* Enhanced various bits and pieces of the existing tracks.
Update #4 2014-04-25
* Added support for one additional DirectInput device.
* Input bindings are reset for all users to avoid weird issues.
* Reset and reverse camera can be now mapped to different inputs.
* Handling no longer gets locked to right with certain gamepads.
* Replay no longer exhibits black screen in some cases.
* Steering wheel input is now disabled in photo mode.
* Force feedback is now disabled in replay mode.
* Gravel track lap counter now works as designed.
* Various improvements to the sandpit track.
* Fixed an issue with car controls.
Update #3 2014-04-17
Tracks:
* New sandpit race track featuring both normal and reverse layouts, work-in-progress.
* New mudpit derby stadium, work-in-progress.
* New small derby stadium, work-in-progress.
Environment Art:
* Smoothed out track-sides and improved gravel race track readability.
* New work-in-progress spectator models – some previous ones remain.
* New concrete barriers, used in various derby stadiums.
Weathers:
* Two new weathers: stormy evening and misty evening.
* Weather can be now specified in the event setup.
Vehicles and Handling:
* New driver model, as of now simply static.
* Improved suspension and tire physics.
* More responsive handling with a game pad.
* Improved player vs. AI collision physics.
Damage:
* Improved deformation physics so that visual car damage is more accurate.
* Improved gameplay damage to prevent cars from getting too torn up and still going.
* Fixed a case where cars would get damaged and eventually destroyed from rubbing against a static barrier.
Replay:
* New replay mode with slow motion and fast forward time controls (-16.0x … 4.0x), a number of different cameras, target locking & switching, depth-of-field and field-of-view settings.
User Interface:
* Race timer now correctly displays hundredths as well instead of random numbers.
* Game is no longer unpaused when exiting Steam overlay if the game was paused.
Input:
* Implemented multicontroller support (e.g. wheel and pedals in separate USB ports).
* Sensitivity & deadzone adjustments now take effect without a restart.
* Added saturation, sensitivity and dead zone settings for XInput controllers.
* Game now defaults to DirectInput for wheels, hopefully making some wheels behave better.
* The game now detects more than one XInput controllers that are connected simultaneously.
* Force feedback is disabled for Microsoft Sidewinder FF wheel in an attempt to work around buggy driver causing lag.
Audio:
* Increased AI engine volume.
* General improvements.
Update #2 2014-02-15
Tracks:
* New Figure 8 derby race event.
* All race tracks now have a reverse layout as well.
* Lap and AI counts are now fully customizable for each event.
* Tarmac track: start area rehauled, tarmac textures reworked, last sector redecorated.
* Gravel track: textures reworked, track surface visuals updated.
* New birch model for both tarmac and gravel track.
* General polishing and bug fixing.
Weathers:
* Three new weathers: bright day, cold morning and warm sunset.
* A random weather is selected to an event at startup.
Dynamic environment objects:
* Tire stacks now have more weight to them for added realism.
* Reduced concrete barrier friction to prevent the car from spinning.
Vehicles & Upgrading:
* New car: American Sedan (no high detail dashboard yet).
* Steering wheels now rotate in cockpit camera.
* Texture/model improvements and bug fixes.
* Increased European hatchback engine power.
* Reworked European hatchback handling.
* New engine backfire effect.
* Improved differential simulation.
* New gearbox, drivetrain, suspension and brake upgrade parts.
* New paint jobs for cars to choose from.
* Driving model improvements.
Driving assists:
* Assists now have three levels of strength: 'Off', 'Half' and 'Full', with 'Off' and 'Half' being the same as earlier 'Off' and 'On' and 'Full' offering an even more assisted driving experience.
Cameras:
* New screenshot camera mode with zoom factor and yaw, pitch and roll parameters, designed for taking screenshots with free camera and hidden HUD. In the screenshot mode, it's possible to rotate the camera as well as adjust the field-of-view, and by accessing Effect Mode, you can adjust the Depth-of-Field (DOF) parameters to your liking. There's no dedicated button for taking a screenshot yet, so you need to use an external application or PrintScreen button.
* Brought back spherical camera from the technology demo, it's available only in camera mode at least for now.
* Implemented another chase camera further back according to the feedback.
* Tweaked European hatchback chase camera.
Damage:
* Fixed engine component damage calculation in HUD so that the engine icon will better represent the actual damage.
* Removed red damage direction indicators from HUD based on a general request.
* Fixed an issue with gameplay damage not being calculated correctly when near death.
* Further balancing of gameplay damage and visual damage - a completely reworked system will be introduced in the future.
Garage:
* Reworked many textures.
* Added some nice decorative elements.
* Tweaked interior and yard decoration.
* Tweaked lighting.
Gameplay:
* Derby AI: tactical reverse mode now considers engine location more efficiently.
* Removed speed sensitive steering when using a steering wheel.
* Implemented further balancing tweaks to AI profiles and handling.
* Implemented start position randomization (for player as well).
User interface:
* Binding the Logitech G27 button 7 etc. will no longer result in exiting the settings menu.
* Loading screen will now show a background based on the event you're playing instead of a generic one.
* Game is now paused and input suspended while Steam overlay is active.
Input:
* DirectInput gamepads should now work and are also remappable.
* Improved controller settings to reduce steering lag.
Render:
* Fixed a bug where VSync was not able to recover back to 60 fps when temporarily dipping to 30 fps.
Audio:
* Engine damage sound effect is now linked to actual engine damage instead of car health.
Update #1 2014-01-15
* Implemented iterative engine component damage + related HUD visuals.
* Fixed damage direction deduction so that damage is allocated correctly.
* Fixed position counter so that the player cannot be further back than the last.
* Changed the position counter to always show the number of cars that started.
* Removed player kill areas from environments.
* Reduced arm-co friction and wooden fence mass.
* Implemented environment geometry fixes and polishing.
* Implemented lighting tweaks, and added lens flares.
* Implemented constant vertical FOV to support widescreen resolutions.
* Fixed user interface bugs and added general polish.
* Fixed a couple of minor audio issues.
* Improved general build stability.
Initial release # 2013-12-22
Bugbear Entertainment Next Car Game Trailer
http://youtu.be/XORYQ52migc
Sneak Peek Trailer
http://youtu.be/lXwDHGexoio
Sneak Peek 2.0 Trailer
http://youtu.be/2wlobFMBm3M
Behind the scenes of Next Car Game
http://youtu.be/bmQbUJiEax8
Next Car Game WRECKFEST VULGAR GAME TRAILERS
http://youtu.be/f-aUE2JDVTM
http://youtu.be/XORYQ52migc
Sneak Peek Trailer
http://youtu.be/lXwDHGexoio
Sneak Peek 2.0 Trailer
http://youtu.be/2wlobFMBm3M
Behind the scenes of Next Car Game
http://youtu.be/bmQbUJiEax8
Next Car Game WRECKFEST VULGAR GAME TRAILERS
http://youtu.be/f-aUE2JDVTM