1. Wreckfest 2
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  3. Content Update #6

Content Update #6

[h3]NEW CONTENT[/h3][p][/p][p]This months update has a bus-load of content, cars, tracks, upgrades, a new game mode and so much more. From the aesthetic improvement of cars now gathering dirt and mud as they race, to a whole new style of racing, there is something for everyone in this update. [/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]- New American muscle car - Hurricane[/p][p][/p][p]- New Japanese coupe - Nami[/p][p][/p][p]- New special vehicle School Bus.[/p][p][/p][p]- New folk-racing track - Dalsbanen[/p][p][/p][p]- New Waypoint Race[/p][p][/p][p][/p][h3]GAME MODES[/h3][p]- New Waypoint Race game mode.[/p][p][/p][h3]CHALLENGES[/h3][p]- 8 new challenges.[/p][p][/p][h3]UPGRADING[/h3][p]- Added the first version of car upgrades with a set of engine parts, gearboxes, suspensions, differentials and more.[/p][p] Please note: this is just the first version so not everything is working 100% great yet; also more parts will be added in future.[/p][p]- Car performance points along with basic metrics like acceleration and top speed are shown in the new upgrade screen.[/p][p] Please note: the starting performance when stock has been reduced but you can use upgrades to improve it.[/p][p][/p][h3]CRAP-IT[/h3][p]- It's now possible to save a decal group to a user library and use it later in another design.[/p][p]- Increased maximum number of decal groups per livery from 100 to 1000.[/p][p]- Added new decals: welding seams, tape patches, holes and much more.[/p][p][/p][h3]SYSTEM & STABILITY[/h3][p]- Improved game stability and optimized memory usage in general.[/p][p]- Game no longer crashes to "Queue is Full" error when launching it.[/p][p][/p][h3]RENDERING AND VISUALS[/h3][p]- Ground foliage like grass now bends down when driven on.[/p][p]- Improved visual quality of terrain parallax occlusion mapping.[/p][p]- Fixed ground foliage flickering.[/p][p]- Fixed toxic ground foliage colors.[/p][p][/p][h3]INPUT SYSTEM AND FORCE FEEDBACK[/h3][p]- Reduced DirectInput latency and jitter.[/p][p]- Improved force feedback damping feel at stand still and at speed.[/p][p]- Revised response to high forces and reduced sustained cornering effort required.[/p][p][/p][h3]GAMEPLAY & USER INTERFACE[/h3][p]- Improved car vs car collision physics.[/p][p]- Cars now accumulate dirt from all surfaces.[/p][p]- Improved Motorhome handling.[/p][p]- Motorhome is now more durable to make it more useful as a wrecker.[/p][p]- Motorhome is now slower to improve balancing compared to normal cars and School Bus.[/p][p]- Environment damage is now more consistent.[/p][p]- Car durability is now more balanced across the roster.[/p][p]- Reduced maximum hitpoint damage from car vs car collisions.[/p][p]- Car wheels no longer detach as easily when damaged (in Normal Damage mode).[/p][p]- Revised realistic damage setting engine wear logic after radiator and engine damage.[/p][p]- Improved engine braking curve on most cars.[/p][p]- Improved cockpit camera placement.[/p][p]- Added cockpit camera G-effects, strength adjustable in the Settings menu.[/p][p]- Added first person camera horizon stability (stabilizes pitch and roll), strength adjustable in the Settings menu.[/p][p]- Added cockpit drift camera (looks to the traveling direction of major slides), strength adjustable in the Settings menu.[/p][p]- Challenge replays now show the correct car used.[/p][p]- Added (for now) static car thumbnails.[/p][p]- Various other minor improvements.[/p][p][/p][h3]ONLINE[/h3][p]- Added playlist voting for the cup mode. Please see developer comments below for more information.[/p][p]- Added car restrictions per playlist. Please see developer comments below for more information.[/p][p]- Improved lobby user interface.[/p][p]- Fixed an issue which caused the client to get stuck in the Settings menu.[/p][p]- Camera is now correctly reset to a driving camera after spectating.[/p][p]- Fixed occasional sector timing data corruption in multiplayer.[/p][p][/p][h3]AUDIO[/h3][p]- Added game engine support to configure a car engine component as mid/rear-mount type, to correct orientation of engine audio object.[/p][p]- Buggy & Popper: Adjusted mix levels across camera angles to work with mid/rear-mount engine object feature.[/p][p]- All cars: Fixed broken rev limiter sidechain effects.[/p][p]- Gizmo, Buggy & Popper: New exhaust rev limiter one-shot effect, with faster rev limiter retriggering interval.[/p][p]- Tires: Added basic contact sounds for water surfaces (water base surface).[/p][p]- Tires: Added basic contact sounds for puddles (water extra surface).[/p][p]- Gearbox: Added shared gearbox & reverse gear warning beep sounds for large vehicles.[/p][p]- UI: Swapped out existing UI sounds.[/p][p]- UI bugfix: Entering pause menu no longer mutes UI sfx.[/p][p]- UI bugfix: Pausing replay now correctly mutes car sounds.[/p][p][/p][h3]DEVELOPER COMMENTS[/h3][p]##### DETAILS ABOUT CUP PLAYLISTS FOR SERVER ADMINS #####[/p][p]What's new for Wreckfest 2 is that instead of event voting, the patrons can vote for a cup. The cup event playlists ("event loop" you may be familiar with from Wreckfest) are stored in the server save folder as .becl files in json format. The playlist is where you define the events in the cup, i.e. their event id, game mode and other related rules. The example playlist default_loop.becl contains all events and can serve as a base for your own playlist. The cups themselves are defined in server_cup_config.ccnl (in json format too), and that is where you define the cup: the playlist the cup uses, point distribution as well as possible car restrictions. When defining car restrictions you can be as fine-grained as you want, and use the "reverse rule" flag to make any car disallowed - please study the example cup config for reference. The current car list runs from car01 - car14 plus there are special vehicles school_bus and motorhome. [/p]