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BallisticNG News

Neon Nights / BNG 1.1 Dev Update 5

Hey everyone, it's time for the final dev update for 1.1 and Neon Nights. This one is going to be much shorter than normal as we're getting very close to the release! All Neon Nights tracks are now complete and the campaign has been created, all that's left now is play testing.

The Neon Nights campaign introduces 48 new events to introduce you to and test your skills on the new tracks. Getting a gold or platinum on all of these events will earn you the Neon Nights liveries. Upsurge also makes it debut in this campaign so get ready for some close shaves against barriers at high speeds!

BallisticNG 1.1 and Neon Nights both release on July 30th.

Metro

Last time we showed a work in progress shot of Metro, this time we have some finished screenshots and gameplay for you.

As Metro is still under heavy construction you can expect sharp turns, sudden drops and a lot of scaffolding!





https://www.youtube.com/watch?v=uuc0J0axPHE

Soundtrack

The soundtrack update for 1.1 has been finalized! Here's a mix of the new songs if you want to listen early:

https://www.youtube.com/watch?v=qnlzRE0xBY8

Important notice for custom track creators!

Hey everyone! If you've released tracks for BallisticNG then you'll want to read this as it's about compatibility with older custom tracks when 1.1 releases. The purpose of this announcement is to give creators an early heads up so 1.1 doesn't suddenly break your content.

First and foremost, if you've released a track that was:
  • Built using the BNG 1.0 or 1.0.3 Unity Tools
  • A 0.9.4 track with a DX11 buiid
  • Released before 0.9.4 but exclusively uses BNG shaders and doesn't incorporate any stock Unity shaders

then you have nothing to worry about and your tracks will work as they always have when 1.1 releases!

What's going on?

As BallisticNG is moving forward with newer versions of Unity we've unfortunately had to say goodbye to DX9, which impacts compatibility with older custom tracks. Check out the first 1.1/Neon Nights dev update for more info:

https://steamcommunity.com/games/473770/announcements/detail/1799657041070338356

Older DX9 only tracks will continue to function and be playable, but any materials that use stock Unity shaders will show up pink. From our testing the vast majority of the to be affected tracks are missing either sky strips or particles - more of an annoyance then something game breaking.

I have an older track, what should I do?

Not much!

If you haven't already, update your Unity Tools to the latest from 1.0.3 (make a backup of your project first, just in case).

When you're setup with the latest version all you need to do is build your track as you normally would and then update your WTRK file if you've published to the workshop.

And that's it, your older track is now future proof! You'll want to test your track after building it for the first time with updated tools. While you shouldn't run into any issues, you can never be too careful.

Why only stock Unity shaders?

When BallisticNG loads a custom track it has a list of shader names that it references to swap out the Unity Tools version with the in-game version. We set this up as a pre-caution to negate the issues that any potential graphics API compatibility issues like this could have

We can't do the same for Unity shaders as only the shaders we use in the game are actually put into the built version, so if somebody is using a more obscure Unity shader (or their own) in their track then BNG doesn't actually have it available and it has to be provided by the track itself instead.



Hopefully this heads up is useful and gives you enough time to update your tracks if need be. 1.1 will be the only update in the foreseeable future that will lower compatibility with older content, apologies for the inconvenience.

Happy modding!

Neon Nights / BNG 1.1 Dev Update 4

Hey everyone, it's that time again!

The final Neon Nights track, Metro, is currently in progress and will be ready for a full showcase in the next dev update.

Neon Nights will be releasing on July 30th, included for free alongside the game's 1.1 update!

Thunderhead

Previously we had shown screenshots of Thunderhead, so here it is in action:
https://www.youtube.com/watch?v=z5d-AxP8iz4

Metro

Metro is set entirely underground in an older, unused section of Vega City's metro system. The area is being revamped to properly house a traditional AG circuit but is currently being used in a rail line/AG track hybrid for the current AGL season.

The screenshot below shows the start grid in early stages. The track is relying heavily on scenery to build the track layout, everything has been blocked out but because there was this extra step the scenery detailing has only just begun.



Soundtrack Additions

New songs are being added to the game! There isn't currently a final count as songs are mostly being added as we go along but here's a couple for you to take a listen to!

Like with the release of 1.0, all new songs being added are being added to the soundtrack DLC for free. You'll find the new MP3s inside the folder when 1.1 releases!

https://soundcloud.com/vonsnake/ballisticng-near-field-friends
https://soundcloud.com/vonsnake/ballisticng-neon-nights
https://soundcloud.com/shiftdelete/the-only-way-is-up
https://soundcloud.com/vonsnake/ballisticng-chills


New 2159 Chase Camera

The rear chase camera (the 2nd camera mode) in 2159 used to just piggyback off of the 2280 rear chase camera. While this camera mode works fine for 2280 there is a huge disconnect between the camera and physics when used in 2159. This new camera mode gives 2159 its own unique chase camera movement which reacts much better to the physics.

The track chase camera (2159's default) has also been given some updates to make it react faster to the track as the ship flies through it. This helps with accentuating the ships movement which makes the camera a bit more satisfying.

You can see the new camera in action below!

Barracuda Model 0

Originally an official mod back when the game first implemented custom ships, the Barracuda Model 0 has made it into the game officially!

The Model 0 is the prototype of the Model A. However despite its finished variant, it doesn't share the same performance and is more in line with the other standard teams competing in the AGL.

The ships textures have been re-created from scratch and the ship has been given all of the game's livery sets.

https://www.youtube.com/watch?v=9SDtOD8-7NA

Floor Hugger

Floor Hugger is a new physics model that's being introduced with 1.1. This new physics model is a direct extension of 2159, keeping most of it intact but drastically changing how the gravity and hovering function to have you constantly locked to the track.

The airtime physics in this mode have also been changed. Instead of nose diving you fly straight and need to control your trajectory by pitching.

Here's a video of it in action:
https://www.youtube.com/watch?v=fsOMIB-c_tQ

Updated Tracks

A few tracks have had minor updates to improve their look:

Aciknovae Forward
Aciknovae has had a lighting overhaul, keeping its feel but smoothing out the lighting and brightening up the reactor a little bit.


Nova Split Reverse
Nova Split Reverse has had it's time of day changed and has had its lighting improved, no longer make it look completely flat.


Dover Reverse
Dover Reverse has had a lighting and weather update, making use of the game now writing to Unity's depth texture to implement post processing based fog.


New photo mode

Photo mode has had a massive update, rewriting it from scratch and making use of new engine features to provide more effects and improve existing ones!

The interface now plays a large part in the mode, giving you many options in a controller friendly format that is available straight away (previously you had to use the mouse to open up a window).

When you render a screenshot you are now given a list of resolutions instead of the game using your display resolution. These range from really low resolutions to 4k, and includes various aspect ratios for a variety of uses.

Capturing a screenshot no longer automatically opens the screenshots folder either, there's now a dedicated button for that!

https://www.youtube.com/watch?v=lODQ6Bp7FAI

Drag ships everywhere!

Those of you who have been playing since the very early days might remember that the drag ships were once playable on every track. Those days are back!

With 1.1 you'll be able to play every track in custom race and online with the drag ships, they've been given their own leaderboards and save files too.

Other Changes
  • DLC System
    • A means of loading extra official content has been added to the game. Previously Neon Nights was embedded into the game itself but has now been moved out into its own files. This allows the content to be updated independently of the game itself and lets the core game be loaded without any additional content (mostly useful if you're writing code mods and want fast boots for rapid development).

      This also future proofs the game for future content and is going to be very important in an upcoming change to the game's update frequency. We'll be talking more about this when 1.1 releases.
  • New Launch Arguments
    • -nodlc and -nougc have been added to the game's launch arguments. Expanding on what was mentioned above these provide you with a way of loading the game in a completely clean state, so if you're writing code mods you'll no longer need to keep sitting through custom ship and track loading to test changes.
  • Weapon Updates
    • All projectile weapons have been stabilized so they will always stick to the track on sharp pitch changes, like on magnetic track sections.
    • All weapons now have physical colliders, stopping situations where projectiles could fly through walls if moving fast enough to have its trigger jump through the geometry entirely.
    • The cannon fire rate is now determined by the ships firepower stat, the weapon now also has 3 different sounds which also change depending on the ships stats.
  • Motion Blur
    • An option for in-game motion blur has been added! This will always be off by default but can be turned on in the options menu.

      We've been sitting on the option for a very long time now. It's been requested on several occasions but it was important to get its implementation right as to not turn the screen into a blurry mess whenever the camera moves.

Neon Nights / BNG 1.1 Dev Update 3

Hey everyone, it's time for another development update!

5 out of 6 tracks for Neon Nights are now complete. Development of the final track, Metro, will be starting very soon. Once Metro is done the Neon Nights campaign can be created and then it's time for release!

We're currently on track for releasing Neon Nights in July! A more specific release date will be revealed in the next development update.

Basin

Previously we had shown screenshots of Basin, so here it is finally in action:

https://youtu.be/HVyspR9yIcE

Thunderhead

Unlike the other tracks in Neon Nights, Thunderhead has more of a focus on terrain then it does dense buildings. This short track has you flying by the side of Vega City's industry district.



Other Changes

Neon Nights / BNG 1.1 Dev Update 2

Hey everyone! It's time for another development update.

4 out of 6 tracks for Neon Nights are now complete. Thunderhead has its layout finalized with some scenery already done, and Metro's layout is going to be developed very soon!

Route 05

Previously we showed some screenshots of Route 05, now here it is in action!
https://www.youtube.com/watch?v=plnfIXMT_go

Basin

Basin is now complete, here's some screenshots for you. We'll be showing off the track in action next month!

This is the game's biggest track to date and we can't wait to get this one into your hands in the coming months!



Gliding

BallisticNG 1.1 is going to be introducing a gliding mechanic. Whenever you pitch up and are fairly close to the track floor you will begin gliding, giving you greater control over your decent!

You glide less as you gain speed. There's always some amount of glide but around the speed of the Barracuda Model B ships is when you'll find it begins to really cut out. This aids in keeping the mechanic balanced so you don't end up being airbourne for extremely long periods of time.

https://www.youtube.com/watch?v=6GIhwSn2l60

New Liveries

Neon Nights is bringing a new set of liveries to the game! These new liveries will first need be unlocked with a 100% gold or platinum run of the Neon Nights campaign. Here's a look at a few ships showing off their sleek new paint jobs!




Other Changes


Custom Campaigns
  • Added support for the fallback texture reference. When 1.1 releases you'll be able point your custom campaign to a PNG or JPG file and have that display on the menu instead of an MP4 or WEBM file.
  • Player and AI ships can now be forced seperatly, you can now also force specific liveries and livery schemes for events.


Lower grip for Toxic and Apex
  • One problem BNG has always had is the lower speed classes just being a slow Zen. Nothing other then the top speed changes.

    1.1 is introducing lower grip for Toxic and Apex, a 20% and 10% reduction in grip respectively. This change makes the two speed classes much more fun as you'll now be able to drift around corners in a similar nature to how you would at Zen. Care has also been taken with the stat modifiers to ensure that the current world records don't become impossible to beat with these changes.