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Release Candidate 2 was just released (it might take a day for it to show up on hub). This is the last full version candidate so be sure to play through the game while you can! In a couple of weeks this will be replaced with our final demo and you'll soon be able to purchase the full game.
Here's the changelog for RC2:
- made several improvements so race messages wont interfere with visilibity
- removed engine damage in arcade. improved message
- removed slipstream bar in arcade. the effect is still there though.
- removed wind effect. visuals still present.
- improved performance
- gear changes around standstill are much faster
- improved opponents
- several user interface improvements
- improved some tracks
- recalculated surface effects on the cars on all tracks
- improved visibility in fog
- gave desert sand road texture more contrast
- supergrip random addon tweaked
- tweaked INSANE bonus
- tweaked upgrade prices
- removed level restriction system on upgrades and instead tweaked upgrade effect curve depending on level (thanks joseph)
- made a few changes to make it clearer which car is yours when the race starts
- next step in menu tutorial now highlighted by a flashing button
- bug where joypad control settings was lost when game was restarted is corrected
- fixed crash in editor if you cancelled a test drive
- cheats added 
- and of course many other small improvements!
Enjoy and as always we appreciate any feedback you can provide!
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Released!
It was just released on hUb.
Seems to be working fine. Good work guys!
Few Issues: Ghost car
Few Issues:
Ghost car disabled still displays the ghost car.
The random mods that come on used cars to improve power do not appear to be working. All used cars of a similar model will all display the same power, even if some have mods like "supercharged" "tuned" etc. I cant tell if this is just visual or if it actually effects the power of the cars.
The grass is suddenly very sticky. It sucks your car into it. This seems out of place when the car has no problem cruising over dirt roads, snow, ice, etc. But the grass limits speed severely like driving through a corn field.
Re: Few issues
Hehe. Will have to fix that Ghostcar option next time
Hmm. have to look into the random mods...
About the grass, we changed attribues on almost every surface. The point about the sticky grass (and some other non-road surfaces) is that you stop quicker if you skid out of a quick turn or get pushed of the road i.e. you dont get too far from the road and gets less damage if hitting a tree as your speed is reduced. Also this prevents cheating to a degree as it is slower to cut some corners instead of sticking to the road. But as you say, there is less realims in this. We are still in the process of tuning these values and they will be altered depending on the feedback we get.
Performance issues
Hey!
First of all thanks for letting us try your great game for free!
The biggest issue for me is that I get stalls, and more after playing for a while, suggesting memory leaks or similar nastiness >.< After an hour of playing it's almost impossible to win some races since I end up far out in the rough on desert levels or crash hard into walls on closed circuits. Luckily the AI cars sometimes warp to the outside of fences too, and can't get back in *win*:) I've had these problems in every version I've tried so far, and maybe it's just my drivers or my computer isn't hot enough. I haven't had time to really try and see when and where this occurs most, but I wanted to atleast bring it up before you go final RC.
Other than that you've made great improvements to the UI and the noob-problem is much lesser now as I understand most of upgrades and league stuff now^^ Only wish I didn't have to race from the start every iteration, but that's not gonna be a problem in the full version ofc:D
In closing: Fantastic job - one of my favorite genres, nice soundtrack, love the club setting and especially the upgrades and presense of the enemy characters (hate that bimbo in her sports car) and best of luck releasing this game to the world!
/ToOB
Thanks for your feedback!
Hello!
I'm sorry we haven't replied yet. I'll try to remedy that now, I guess we slacked off a bit due to the low interest here. Even better we got your encouragement now!
We've tested quite extensively and previous debug runs haven't reported any leaks (we've had to deal with them before) and no one else has reported any similar issues yet, so I guess we don't know what the issue can be in your case. We can make a few extra runs in debug to see if any leaks turn up, but other than that we need more people to play to confirm these issues...
I'm very glad you appreciate our improvements and thanks for your kind words, I hope you enjoy the game and maybe you want to check back for new adventures in the future
Easy MemLeak Test
An easy way to test if there are memory leaks is simply to check the amount of memory the game has allocated and see if this steadily increases over time.
There can also be differences between release and debug versions.
These kinds of problems tend to be a bith
And I guess everyone is out making as much as they can out of summer right now, so activity is on the low side of things.
While waiting you can always update your profile
Good idea
true. we'd appreciate if someone who plays for a while finishes a race and see how much memory the game takes and then compare it the new value a couple of times later in the session.
the direct3d debug has been very useful in finding memory leaks. it seems to catch all of them as far as we've seen.