Multiplayer now live on all Steam branches!

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Chris_CE
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Multiplayer now live on all Steam branches!

Postby Chris_CE » Tue Apr 04, 2017 11:23 am


Link to full HD version: http://www.cagedelement.com/grip/video/ ... _FINAL.mp4
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Be sure to join our Discord channel to coordinate multiplayer matches with other players!

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Some instructions for playing Multiplayer:
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FIND A GAME
This allows you to search for available games that most match your preferred settings

  • Keep in mind that GRIP Multiplayer is very new, so you probably wont find a game that matches all of your settings
  • Be sure to enable searching for all game modes to find the largest number of available games. If it does not find a game, you will be taken to CREATE A GAME
  • When the game finds an event for you, it will automatically put you in the event's LOBBY
  • If you don't like the settings for the event, you can choose to FIND NEXT, and the game will try to find you another available event (sometimes there will not be any available)
  • If the event is already in progress, you can choose to join it and spectate. Or you can wait in the lobby until it finishes
  • If the event is finished and players are in the lobby, there is a VOTE tab that allows you to vote on what settings you'd like to see in the next event (game mode, level, specific options, etc)
  • If the event is freshly created, you will see a settings tab which shows the event setup
  • When you're ready to play, hit the READY button

CREATE A GAME
Here you can create a fresh game with the settings you want. Keep in mind though that the more games, the more players are spread out. Using FIND A GAME first is encouraged.

  • You can choose specific game mode, level and settings for the first event when creating a game, but after that first event, players are able to vote for whatever settings they wish
  • If you set the game to PRIVATE, then only players who know the game name can join it directly. This is a good way to play with just friends, with everyone agreeing on what to vote for.

JOIN A GAME
If you know the name of a specific game you want to join, use this option. In the future, players will be able to password protect games, and there will be an option to enter a password here as well.

SPECTATING
Currently there isn't a lot of functionality to spectating, but we plan to add more soon. Right now you can see the name of the player you're watching, as well as toggle the scoreboard.

LOBBY
  • There is a lobby chat so that players can coordinate votes or discuss the previous game
  • Press G to enter the garage and change your car between events
  • There is a countdown in the lobby to avoid people having to wait for AFK'ers. If all players hit ready then the event will load.

INGAME
  • When a level loads, it will briefly show all the settings for the event
  • The game will sync all players before the 3,2,1 countdown (this may take a while if one or more player has a poor internet connection).
  • There is an ingame quickchat. Check the control options to bind a key/button to it. Hold that binded input and press the number keys to say a command

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List of some known issues with the current version of the game (v.1.2.0):
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    Multiplayer:
  • Sometimes the game can crash in multiplayer, but hopefully this is rare. We are looking into this issue.
  • We're still working on the sync between players, so you may see some lag and cars jittering
  • On rare occasions, the game can put you in a single player race instead of taking you from the lobby to the multiplayer event
  • The scoreboard is not toggle-able if you retire/DNF
  • You cannot switch between cars while spectating, but will be able to soon

    Other:
  • Vehicle physics can still be buggy at times, causing your car to bounce unexpectedly, catch on geometry or spend too much time in the air. We've been aware of these types of issue for a while and have constantly been improving physics as we go. This version of the game is the most stable it's ever been and will only get better
  • Islands Track: This map has been taken out for this update. It's currently under a lot of construction, but will be worth the wait!
  • The menus only support mouse navigation right now. Gamepad support will be coming as soon as possible.
  • Resetting on more complex tracks like Skytrack and Acrophobia can result in you getting stuck in a reset loop. This will be fixed next update
  • Some users are reporting that pausing the game after finishing an event gets rid of mouse navigation
  • Missiles can crash into the ground sometimes upon deployment
  • Some pickups aren't turbos in Time Trial. Will be fixed soon

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List of changes/additions in this patch:
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  • MULTIPLAYER!
  • NEW Car! Cygon Tempest. This is a tank class vehicle, and the fastest car in the game.
  • NEW Racetrack! Norvos Acrophobia. This track is high up in the mountains, and takes some serious skill to compete on. Hardest track in the game thus far
  • Improved vehicle handling, which allows for more natural drifting
  • Better vehicle stabilty and collision. Improved suspension model. Players should experience less general unwanted bouncing. Improved downforce calculation
  • Pickups rebalanced to have less EMPs spawn, less force/damage from Raptor bullets, less damage from mines, rockets
  • Improved resetting functionality
  • Improved vehicle damage effects as well as others
  • Added and improved various sound effects, including a "whoosh" sound when passing various objects on the track
  • Full 21:9 resolution (please let us know if you still cannot use your desired screen res)
  • Fixed skipping checkpoints and resetting across the map issues
  • Explodable barrels removed from Time Trial
  • The game now loads more quickly, taking up a bit more HDD space
  • Added preliminary support for light-up keyboards
  • Various fixes and improvements!

    Levels
  • Norvos Acrophobia: It's new! (fixed/improved a few things since Private branch version)
  • Yuri: Fixed various issues with collision and AI, added obstacles to canyon path, added a few speedpads for mainly Speedster use
  • Alhatra: Improved AI pathing, fixed various collision issues
  • Speedbowl: Removed blue barrier from inside corner
  • Transport: Fixed various collision and AI issues, added obstacles on straightaway near bridge, added some speedpads in forwards mode
  • FIC Outpost: Fixed various collision issues, added speedpads, added some environment assets, improved AI pathing
  • Skytrack: Added more environment assets, improved AI
  • Carkour maps: Fixed issue where track splines are all messed up
  • Jobsite: Fixed areas with improper blocking collision
  • Fixed assassin navigation on various tracks

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Things coming in future updates!
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  • A new car: the Vintek Speedster
  • A new weapon
  • The return of Liddo5 Islands track
  • A new track on Jahtra
  • A new city track on Orbital Prime
  • A new arena on Jahtra
  • Perks in multiplayer (new tires, rims, etc)
  • Player stats tracking
  • Player level progression in Multiplayer

If you want to give feedback, or need to report any issues, please visit our forum:
forum.cagedelement.com

Or you can visit the Steam Page

To all of our players, thank you for supporting us, and we hope you'll like what we've got coming in our next updates!
Game Director
GRIP

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wantfastcars
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Re: Multiplayer now live on all Steam branches!

Postby wantfastcars » Tue Apr 04, 2017 11:55 am

WOOOOOOOOOOOOOOO time to get my ass kicked online! Can people with the Private branch and normal install play together, or do I need to switch back to the main install for online?
Desktop: i5-3570k @ 4.6GHz, RX 480 8GB, 32GB DDR3-1600, Win 10 Pro
Laptop: i7-4720HQ @ 2.6GHz, GTX970m 6GB, 16GB DDR3-1600, Win 10 Home
Currently Playing: Gravity Rush 2, GRIP, Guilty Gear Xrd -REVELATOR- | http://i.imgur.com/FuDx2Un.jpg

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Re: Multiplayer now live on all Steam branches!

Postby The Sudden Silent » Tue Apr 04, 2017 4:16 pm

i believed you need re install public build

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Queadah
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Re: Multiplayer now live on all Steam branches!

Postby Queadah » Tue Apr 04, 2017 4:23 pm

There we go, the beginning of GRIP's online life :)

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Cybruiser57Péter
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Re: Multiplayer now live on all Steam branches!

Postby Cybruiser57Péter » Wed Apr 05, 2017 4:29 am

No need to re install the game.

Just right click GRIP -> select properties -> go to Betas tab -> use the drop down menu to select NONE from private.
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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Tiakh
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Re: Multiplayer now live on all Steam branches!

Postby Tiakh » Wed Apr 05, 2017 5:31 am

Oh wow, i wasnt here for a while. But those new patches with the new content are great :D
Played a bit the new novos map while driving the new car and man it feelt more like play one of the rollcage games. I mean especially the map design and flow. I could really feel the speed, though breaking and letting go of the throttle was a must in some curves.
It kinda felt like in my childhood playing rc. Now only a campaign mode that gets harder and harder is missing and its like back in the days.

Keep up the good work, new map and car look fantastic. Havent tried multiplayer yet.

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Chris_CE
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Re: Multiplayer now live on all Steam branches!

Postby Chris_CE » Thu Apr 06, 2017 5:07 pm

:)
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aardvark
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Re: Multiplayer now live on all Steam branches!

Postby aardvark » Sun Apr 16, 2017 7:51 pm

Not a fan of the new track, hated the previous aerial track too...

Actually no, that's not correct... The tracks are quite nice, the problem is the incredibly annoying drifting with the cars. PITA to drive a track where you need to do precision jumps, when you're stuck with a car that kicks into slides quite arbitrarily and loves to start turning only after a bit of understeer.

These things can stick to the roof without an issue, why does a going from flat to downhill through a slight curve suddenly cause front end lift? Or turning the wheels on a flat surface start with understeer before the tyres bite in? I could understand it behaving like that when you're upside down and gravity is working against you, but not on the ground... since logically whatever grip you have when you're upside down, should be a lot better when you're right side up due to working with gravity and not against it. It's manageable on "regular" tracks, since you'll just bump a wall a bit, but on those two aerial tracks the issues with the silly slidey handling become heavily apparent.
Especially the new one since the track surface is slightly concave and quite narrow, so if you happen to take the inside line to a corner, you will hop in the air and slide off the track when you land.

What are these cars using to stick to the roof, lore wise? Hope and happy thoughts? Because that's what it unfortunately feels like.
I've no idea why we're even having having the cars drift at all, especially without the driver intentionally unsettling the car, hitting the handbrake or breaking traction with excessive power on the rear wheels. Random slides would seem like a tendency the drivers would work pretty hard to eliminate, if this was actual racing.

Oh, and I'm already using the car with the most grip.

Anyhoo, that's my two cents, make of it what you will. :)


P.S. Was driving the old tracks and spotted some explosive barrels, those were fun to pop with the machine gun. :D Glad to see some additional destructibles have made it in, though was the Industrial destructible pipe removed? Couldn't get my missiles to lock on to it anymore :(

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Queadah
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Re: Multiplayer now live on all Steam branches!

Postby Queadah » Mon Apr 17, 2017 4:55 am

Some complained the pipe was ruining their ride once on the ground T_T

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Re: Multiplayer now live on all Steam branches!

Postby Broscar » Mon Apr 17, 2017 5:23 am

The pipe and the additional debris would block the track with their iffy collision meshes. The easiest short-term fix was removing it, until the dev team can focus on destruction more.

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Re: Multiplayer now live on all Steam branches!

Postby aardvark » Mon Apr 17, 2017 9:13 am

Yeah the pipe was a bit wonky at times so totally makes sense it was cut for now :)

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Re: Multiplayer now live on all Steam branches!

Postby MicrowaveYourHamster » Thu May 25, 2017 8:08 am

aardvark wrote:These things can stick to the roof without an issue, why does a going from flat to downhill through a slight curve suddenly cause front end lift? Or turning the wheels on a flat surface start with understeer before the tyres bite in? I could understand it behaving like that when you're upside down and gravity is working against you, but not on the ground... since logically whatever grip you have when you're upside down, should be a lot better when you're right side up due to working with gravity and not against it. It's manageable on "regular" tracks, since you'll just bump a wall a bit, but on those two aerial tracks the issues with the silly slidey handling become heavily apparent.
Especially the new one since the track surface is slightly concave and quite narrow, so if you happen to take the inside line to a corner, you will hop in the air and slide off the track when you land.

What are these cars using to stick to the roof, lore wise? Hope and happy thoughts? Because that's what it unfortunately feels like.
I've no idea why we're even having having the cars drift at all, especially without the driver intentionally unsettling the car, hitting the handbrake or breaking traction with excessive power on the rear wheels. Random slides would seem like a tendency the drivers would work pretty hard to eliminate, if this was actual racing.


Aaaaah, it wasn't the distance between planets or the transcendence of the civilization hosting the races that was wrong with this game.
It was the inconsistent grip behavior that drove me off GRIP, apparently.

So, in a game called GRIP, the vehicles indeed have less grip while driving on "traditional" surfaces than on ceilings... if the grip on the ground was proportional to the grip on walls, then it the cars should be able to take some insane turns, but they are screwed.

Now, can you imagine the amount of work needed to rework that? Everything is off now. The handling of the cars, and the tracks.

I'm out now. Done.

Where's that Witcher fella I was role playing again?

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Queadah
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Re: Multiplayer now live on all Steam branches!

Postby Queadah » Thu May 25, 2017 9:27 am

aardvark wrote:What are these cars using to stick to the roof, lore wise? Hope and happy thoughts? Because that's what it unfortunately feels like.
I've no idea why we're even having having the cars drift at all, especially without the driver intentionally unsettling the car, hitting the handbrake or breaking traction with excessive power on the rear wheels. Random slides would seem like a tendency the drivers would work pretty hard to eliminate, if this was actual racing.

I think we more than covered this from every conceivable angle. And concerning lore, I think it's easy to get the explanations anywhere, many of us went into great details on Steam, the Discord chan... you name it. It's everywhere =)

Even without it, I can hear Kmac already: "rule of cool', which can help with suspension of disbelief :P

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Re: Multiplayer now live on all Steam branches!

Postby Chris_CE » Mon Jun 05, 2017 4:23 pm

Considering the speeds the cars go at, you're absolutely going to have to have some drifting. They'll act incredibly wonky if their grip is absolute all the time. Maybe if the physics were much more arcadey it would work, but these are pretty realistic physics for a game like this. It's just so fast
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