The Not So Official Dev Blog

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Chris_CE
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Re: The Not So Official Dev Blog

Postby Chris_CE » Sun Jun 05, 2016 10:20 pm

But then that music wouldn't work well for the other planets :/
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0Blueaura
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Re: The Not So Official Dev Blog

Postby 0Blueaura » Mon Jun 06, 2016 7:16 am

Chris_CE wrote:But then that music wouldn't work well for the other planets :/


so let them make 1 for each planet :D or a roster of songs playing only on one planet each (with option to turn the limitation off)
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Re: The Not So Official Dev Blog

Postby Cybruiser57Péter » Mon Jun 06, 2016 2:02 pm

0Blueaura wrote:You guys need to show snaps of norvos track and tell music compositors to create some icecold harsh music :^)

Here is your icecold harsh music ;)
Science WINS again!!!
Then they opened a portal to another dimension and kidnapping the locals.
The pissed locals are head enough and strike back.
and then... ALL HELL BREAKS LOOSE :twisted:

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Chris_CE
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Re: The Not So Official Dev Blog

Postby Chris_CE » Wed Jun 08, 2016 5:51 pm

We'd like to have the soundtrack available on all tracks, so we can't really cater a sound to each track. That can get repetitive and expensive
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Re: The Not So Official Dev Blog

Postby VooDooQky » Thu Jun 09, 2016 11:25 am

By the way Chris, what about the authors of the soundtracks of the game? Are there any news from them?

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Re: The Not So Official Dev Blog

Postby Chris_CE » Wed Jun 22, 2016 1:56 pm

Some recent stuff going on internally:

  • Eliminated is the tunnels/slopes/curves issue where the car couldn't gain traction
  • Also eliminated is the issue with the car getting stuck sliding on it's side
  • A new collision hull has been imported that has pretty much eliminated all the friction issues from the public release. That said, it's only been tested a couple days, so keep your fingers crossed
  • Rob's improved the AI cars' ability to switch routes and recover from crashes. He's also working on more environmental avoidance intelligence
  • I've optimized all the particle effects so they have proper scaling LODs. I've also given a ton of level assets LODs so they properly scale at distances. This should help with framerate issues some people are experiencing
  • Working on making the Norvos track flow better and look more presentable
  • Liddo5 is getting a bunch of new buildings added to it
  • A couple camera tweaks have been added for immersion (much more camera work to be done in general)

VooDooQky wrote:By the way Chris, what about the authors of the soundtracks of the game? Are there any news from them?

We've got another tune coming in the next patch from an up-and-comer, but we haven't been talking much yet with the bigger guys, as our budget is too tight right now.
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Re: The Not So Official Dev Blog

Postby 0Blueaura » Wed Jun 22, 2016 2:36 pm

keepin the faith in the whole team, you can do it ;)
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Re: The Not So Official Dev Blog

Postby yellowquiet » Wed Jun 22, 2016 11:12 pm

Liking what I'm hearing and what I'm seeing so far. You guys can do it. Just need to push out multiplayer once the major issues are fixed.
I didn't even know what was in the splatter pack before I bought it.

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Re: The Not So Official Dev Blog

Postby potterman28wxcv » Thu Jun 23, 2016 5:02 am

Chris_CE wrote:
  • I've optimized all the particle effects so they have proper scaling LODs. I've also given a ton of level assets LODs so they properly scale at distances. This should help with framerate issues some people are experiencing

Potato players must be like

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Because I'm even more boring than Broscar -> Rules of the GRIP forum
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Chris_CE
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Re: The Not So Official Dev Blog

Postby Chris_CE » Fri Jul 01, 2016 2:37 pm

The new patch is incoming really soon, but here's a shot of the Norvos track to tide you over:

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Re: The Not So Official Dev Blog

Postby Queadah » Fri Jul 01, 2016 3:02 pm

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13th row, seat #765 next to WROB3L. I'm ready 8-)

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0Blueaura
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Re: The Not So Official Dev Blog

Postby 0Blueaura » Fri Jul 01, 2016 3:22 pm

the cubic mountains, and it looks like long and vast open spaces. creative : )
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Re: The Not So Official Dev Blog

Postby Ryu Makkuro » Fri Jul 01, 2016 4:45 pm

Chris_CE wrote:The new patch is incoming really soon, but here's a shot of the Norvos track to tide you over:

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Re: The Not So Official Dev Blog

Postby Similii » Fri Jul 01, 2016 5:16 pm

Well....I'm hype af, as always....CAN'T WAIT TO PLAY IT!!! :D
If you want to be grammar nazi to me, just do it, that will improve my english :3

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Re: The Not So Official Dev Blog

Postby Tathendal » Sat Jul 02, 2016 5:10 am

The track looks really... Cool

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Re: The Not So Official Dev Blog

Postby Django » Sat Jul 02, 2016 2:09 pm

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Chris_CE
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Re: The Not So Official Dev Blog

Postby Chris_CE » Wed Feb 08, 2017 1:55 pm

Some updates for ya:

-Rob's fixed a ton of issues with multiplayer. Further internal online testing begins soon!
-The art asset pipeline for Orbital Prime has now begun
-There's already a WIP Orbital Prime track
-The Islands map is in the middle of a big makeover visually, but also improvements for gameplay/flow
-Rob's again improved vehicle physics to hopefully eliminate most instances of catching on geometry or bouncing
-Rob's decreased map load times by making the local install on player's machines a bit bigger (worth it)
-Yuri Industrial now has a sandstorm if you turn on weather
-other special top secret things
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0Blueaura
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Re: The Not So Official Dev Blog

Postby 0Blueaura » Wed Feb 08, 2017 2:06 pm

I love you guys! :) no homo
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Re: The Not So Official Dev Blog

Postby VooDooQky » Wed Feb 08, 2017 2:40 pm

<3

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Queadah
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Re: The Not So Official Dev Blog

Postby Queadah » Wed Feb 08, 2017 3:22 pm

All of my <3


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