108
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#108 az új terep 2 lel -
#107 ejj -.- -
#106 Pont erre kéne, de nem nagyon akarnám megvenni... :D -
#105 törni zúzni jó, azt kb. ennyi :D -
GPx8 #104 1. Fejlesztgetik, de nem igazán jó semmire. (szerintem).
2. Nem tudom. -
#103 Ezzel mizujs? Van még?
Virágboltban kapható? -
#102 Version 0.4.1.0 released, welcoming DX11
SPOILER! Kattints ide a szöveg elolvasásához!
This update took us longer, since we were working on bigger changes that needed time to mature enough to be released with quality in mind.
DirectX 11
We have switched from DirectX9 to DirectX11. The benefits are improved performance, future proofness and a good step towards modernizing the game engine core. The downside is that DirectX 11 will not run on Windows XP any more.
Features:
Moved some calculations to the GPU, speeding up the flexmeshes considerably
Implemented realistic Electronic Stability Control with multiple switchable configurations: Use CTRL+Q to switch. The Hirochi Sunburst is currently the only vehicle modern enough to have ESC support.
Small startup time improvement
Added force-feedback defaults to Fanatec and T500RS wheels
New main menu background images replacing the blurry video - Higher quality and more appealing
Added new vehicle Lua API: getYawAngularVelocity, getPitchAngularVelocity, getRollAngularVelocity
Added brakePressureDelay to simulate delay of air brakes on heavy trucks
Changelogs in the start menu and the info tab
Improved debug visualization for sounds.
Windows 10: Tested and found to be working well, fixed version reporting
Input:
Mouse wheel, axes, and some buttons can be bound now, enabling you to have mouse steering
Improved bindings: now faster and more direct: calling VLua, ELua, JS or TS directly
G27 steering wheel RPM LEDs working
Fixed setting bindings of high-end controllers that can fire rapid events (such as Fanatec CS or Saitek X-55)
Fixed inability to add and save bindings after the last one has been removed
Right mouse button "look" is now a binding like the rest (and can be replaced by mouse steering, accelerate & brake, and many others)
Add filtering options to mouse controls (deadzone, linearity, inversion)
Show controller name next to axis/button identifier when editing a binding (to help those with many controllers connected at the same time)
Show device type icon (keyboard, gamepad, etc. icons) next to most binding assignments
Minor GUI improvements in Controls menu to improve usability
"Advanced Functions" mode now also disables certain hotkeys used for debugging and alike.
Bugfixes:
Vehicle loading optimized making it 3x faster
Using average wheel speed for speedometer instead of the speed of one of the wheels
Fixed physics core loosing beams under rare circumstances
Differential improvements
Fixed crash when loading dead island mod with "Direct Sound" enabled
Removed all sound providers except one for now.
Fixed an issue where users could not define an audio device properly
Fixed negative values in colorpicker
Fix for suspension replacement disabling steering
Prevent CEF console from being enabled at the same time as full screen mode
Fixed sorting of rendered objects to reduce pixel fillrate, GPU state changes and to improve instancing
Fixed crash when more than 16 sounds are playing at the same time
Fixed default water density being far too low
User Interface:
Added Electronic new Stability Control and ABS UI debugging apps
New and improved colorpicker in the vehicle selection
Several minor fixes to the UI: dashboard selection/highlighting, vehicle selector sizing too far
Improved auto-hiding of the dashboard: after 30 seconds and only when no tab is open
Vehicle Selector performance problems fixed: showing up much quicker now
Fixed Problem in the UI with duplicate audio devices making the UI stop working
Fixed Tacho2 up when engine values were missing: "NaN" is not shown but instead hiding the value now
Terrains/Gameplay:
Jungle Rock Island: Airfield progress, AI improvements, new materials/textures, added a fort, fixed dirt road suddenly ending, also now released and stable
GridMap: Added an ice patch, extended existing terrain samples
East Coast USA: Improved materials and LODs for buildings for improved performance
4 new Scenarios: Moose Test, Jungle Rock Island Shortcut, East Coast USA Jumps, Heavy Machine Delivery
Updated colmesh for striped concrete barrier
Fixed "Supercar Rally" scenario
Fixed "Island Tour" scenario
Vehicles:
T75: Added new Cement Mixer upfit. Continued optimizations. Redesigned front jbeam to better simulate leaf springs. Fixed missing hood and fender cams, rear spotlights. Fixed slow onset instability problems.
Sunburst: Added new rally parts and non-ABS brakes to the Hiroshi Sunburst Rally
200BX: Added new spoilers (XType and Small Lip). Tierod stiffness increased, fixed LSD diff being locked
D15: Added new off-road parts and "D15 V8 4WD Flatbed Custom" config. Fixed ABS settings for steelwheels, increased front suspension damping
D15/Roamer Small Trailer: Improved trailer wheels, collision and suspension
Roamer: Added new roofrack objects, spare tire, carry bag
Sunburst: Stiffened door hinges, headlights, tierods
Improved ABS system, also tuning (to suit new system):200BX, D15, Grand Marshal, Sunburst
Bolide: Fixed normalmap artifact, fixed doors colliding with fenders, stiffened chassis
Covet: Added new rally parts to the Ibishu Covet Rally. Increased HP of base model
Grand Marshal: Stiffened chasssis and rear door hinge, fixed dashboard mesh stretching
Pigeon: Increases suspension damping
Van: Fixed rear view mirror mesh stretching, increased front suspension damping
Concrete Barrier: Remade nodes/beams, replaced with an updated model
Added a "Kick Plate" prop (scenario to use it will come)
Flexbody binding improvements/fixes: 200BX, Bolide, Covet, D15/Roamer, Grand Marshal, Sunburst, T75
Improvements to glass strength: 200BX, Bolide, Covet, D15/Roamer, Grand Marshal, Moonhawk, Sunburst, T75 -
#101
Version 0.4.0.5 released
Utoljára szerkesztette: pedobear, 2015.06.16. 11:52:37 -
#100 -
#99 Version 0.3.7.6 released
Features:
Added NodeBeamEditor by masa: We are working together with him to integrate it better. You can find it in the 'editor' subfolder.
Bugfixes:
Many stability fixes in the physics core
Fixed cache file loading: prefer non-cached version
Fixed bug where vehicles could not be dragged around in the editor
Pressure wheels support hubcaps again
Disabled action menu for now until it is completely working
Fixed cache file loading: prefer non-cached version
Better deflation behavior for pressure wheels
Vehicle Content:
New cubemaps for car reflections
Thumbnails for all vehicles
Minor changes to sunburst body kit and rally lights mesh
Terrain Content:
Overhauled skybox cubemaps for better reflections
Minor improvements to ECA
Updated palm trees and textures on DRI -
FZsolti #98 Hali!
Nem tud valaki Play Station 2-es joystickhoz input mapot??? -
#97
8.00-tól.
Utoljára szerkesztette: bertino, 2014.10.19. 12:22:08 -
#96 -
#95 hát ez arra jó max, ha autós jeleneteket készülsz forgatni a való életben, előtte a játékkal lemodellezed :D :P -
#94 rossz e-mail-t néztem, tényleg kiküldték -
GPx8 #93 Így legalább nem felejtem el frissíteni. Bár nagy változások nincsenek. Mikor lesz ebből valami? (Költői kérdés). -
#92 Gondolom mindenkinek. Valszeg nem egyszerre fognak megerkezni a levelek, nem tudni hogyan kuldozgetik szet. -
#91 mindenkinek ? nekem nem jött semmi. -
#90 Kikuldozgetgtek a Steam-es kodokat, most mar be lehet (kell) huzni Steam ala is. -
#89 Update Changelog :
SPOILER! Kattints ide a szöveg elolvasásához!
Vehicle updates:
Added vehicle: Ibishu Pigeon
Global improvements to handling and top speed (tire tuning)
Roll cage optional part added to Covet for Race and Rally models
New Covet Sport as a factory model (+10 hp, sportier suspension and wheels)
Added fender flare parts, engine variants, and 2 new sets of wheels/tires for Bolide to create 2 new factory variants (320 and 390 GTR)
Adjusted shift points for all automatic transmissions
Added 5-speed manual transmission to D-Series and Grand Marshal
Enabled steel wheels for D-Series
Recalibrated speedometers
Revised torque curves for Gavril I6 and V8 engines (230 hp for the standard V8)
Engine tuning stage parts added to Gavril V8 engines (stage 1 = 270 hp, stage 2 = 420 hp)
Factory sport models added for the Grand Marshal and D15 using stage 1 engine tuning
Added optional welded differential to D-Series, H-Series, and Grand Marshal
Drift Missile variants added to D-Series, H-Series, and Grand Marshal
Repaintable decals for the H-Series (put your own fancy logo on it!)
Fix for brake lights only coming on at >50% pressure
All gauges now glow when the engine is running
Various tweaks, fixes, and improvements to all vehicles
Revised some vehicle part weights
New default colors
Added flares and spotlights for all lights (incl. brakes and signals)
Terrain updates:
Improved road materials
Improved textures
Improved roads
Improved terrain
Improved lighting and color
Improved sunflare effect
Improved skybox texture for reflections (reflections now have greater contrast)
Improved objects
Improved shadow render distance (renders to 1600m now instead of 400, same closeup detail)
Added a lot of detail to Small Island (tunnel, many new decals, more varied road surfaces, ditches, drains, etc)
Added several new objects/areas to Grid Map
Fixed suspension test object grabbing wheels on Grid Map
Improved mud visuals on Industrial
New objects and vegetation
New Cliff map
Small Island and Cliff can do proper day and night transitions now (for now the others use the old system still)
Physics updates:
The whole physics core was reviewed. Many fixes for the physics. Optimizations
Around 25% performance improvement
Faster collision subsystem
Static collision optimizations: terrain objects are faster and reload quicker
More stable and accurate collisions (fixed a lot of bugs - less shaking and getting stuck)
Heightmap bugfixes and optimizations
Improved 3D mesh performance
Friction and ground model improvements
Brake and parking brake greatly improved and extremely effective
Fixed water density
Engine reaction torque added
Automatic transmission launch behavior greatly improved
Realistic automatic transmission mode implemented (manual PRND21)
Removed ability to manually shift an automatic transmission as if it were a manual
Differentiation between automatic and manual transmissions added
Removed auto-clutch while changing gears
Added auto-clutch on stalling
Increased wheel and beam limits
Fixed physics-crashing problem with beams with 0 spring deforming
Added warning for zero-sized beams
More fault tolerant drivetrain initialization
Spotlight fixes
Particle fixes
Added new prop mapping method
Mud/sand improvement
Increased accuracy of the physics core
Added real-time gravity modification
Added wind
Added slidenodes
User interface (UI) updates:
New main menu
Completely rewritten UI using HTML5 developed in an open source manner: https://github.com/BeamNG/ui (see also: more-work-on-everything)
Modular and flexible customizable system with widgets
Rewritten debug functionality
General updates:
Per-vehicle Lua system added
New Lua mod extension system: hooks that vehicle's Lua can use
Added RPC-alike call for vehicle Lua
Added Lua functions getDirectionVectorUp, getBeamLengthRestRatio, inWater, setBeamLengthRatio, setBeamLengthRefRatio, getBeamLengthRefRatio
Implemented vehicle-specific input maps
New prop placement system
Prop breaking via deformGroup added
Added flares to spotlights
Added more electrics sources for animated props
Fixed some Torque3D terrain and vertex buffer locking crashes
Improved performance of scene rendering (faster sorting of rendering objects)
Added render distances for BeamNG vehicles
Fixed crash on truck deletion
Fixed crash on spotlight deletion
Fixed crash report date/time
Fixed up slow motion
Improved triggers: rendering depending on distance, new trigger improvements (see Race-triggers-accuracy)
Fixed Lua error levels being set at lots of places, now only once at system start
Fix for particles disappearing randomly (see Little-Update-Particles-disappearing-randomly-Fixed)
Improved particles and added normal force
Added dynamic loadable prefabs: ability to change the level on the fly
Fixed camera control inversion for interior vs. exterior
Limited up/down camera movement - no more flipping over
Camera focus fixes: use the right mouse button to rotate the camera
Fix for most collision sounds being missed (was mistakenly using beam ID as node ID to emit sound)
Tire rolling sound now only plays when a tire is contacting asphalt
Fixed and improved tire slipping sound logic - now only plays on asphalt
Xbox 360 controller input map reworked (D-pad is now used to operate signals, headlights, and hazards)
Fanatec 911 Turbo S wheel input map improved/reworked
Steering wheel now remains 1:1 on cars where it turns less than 900 degrees (for 900 degree wheel users)
Removed Oculus Rift support
Removed Skia (previous debug drawing method)
Added benchmarking tool - test performance with multiple vehicles and output data
Currently known problems that we are working on:
GPU will still sometimes crash on some maps
Flat tires are not really flat anymore due to the tire tuning we did
Lots of other stuff on our bug tracker right now
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#88 1 hét múlva jön az update! -
Fantasy18 #87 -
Fantasy18 #86 -
#85 Új update :P -
precise #84 -
#83 -
GPx8 #82 :)
Köszi, de úgy, ahogy én sem ismertem, lehet, hogy van olyan aki ide jár, de még nem hallott róla... -
#81 itt pedig a topikjának a linkje :D -
GPx8 #80 Demo link -
GPx8 #79 Hi!
Érdemes megnézni ezt a tech-demot!
Törni-zúzni nem lehet benne, de jól mozognak az orosz vasak...
-
Zero 7th #78 Azt nem tudjátok, hogy az ilyen crash teszt videók az most csak ilyen kötetlen baromkodás, vagy tényleg a "fejlődést" láthatjuk?
Csak mert az eleje környéként, úgy #4-#9 közt már érzésre elég fasza volt az elemek merevsége, tök jó hatást keltett. (Azt nem mondom, hogy realisztikus, de mindenképpen jobb, mint eddig bármi, ami játékban volt)
Aztán úgy #25 környékén megint hirtelen papírrá váltak az autók. A legdurvább a falnak frontálisan nekizúzás, vagy az egymás tetejére pakolt tucatnyi kocsi leejtése. Gyakorlatilag semmi nem marad belőlük, egyetlen síkba redukálódnak az autók.
Nagyon remélem, hogy ilyen nem marad benne a végén, nagyon szarul néz ki. Igazából szégyen, hogy egy ilyen fasza kis szimulációt ilyen balfaszul paramétereznek be... -
Héeder #77 Hello, 2 kérdésem lenne.
1.Hogy lehet váltani, hogy automata vagy manuális legyen (régen q-val lehetett)
2. Hogyan lehet másik autót (Ai)-t betenni a pályára?
A válaszokat előre is köszi ! -
#76 -
precise #75 -
#74 SteamGreenlight -
GPx8 #73 Pigeon is done! Race update progress is progressing. Stay tuned. -
Fox44 #72 -
#71 b+ :D a mankó/kitámasztó kerék ütős :D -
#70 -
#69