The build has been updated with the following changes:
* Fixed several rare crashes.
* The popup for wrong password is now correctly displayed.
* Quick look-back camera now works with separate wheel/pedals setup.
* Speedway loading screen image is now displayed correctly in multiplayer.
As always, all feedback is very welcome!
The hot fix battery keeps on hammering! We have just updated the game with a yet another hot fix that should address the issue with the game often freezing in the loading screen when trying to join a server. A couple of other minor issues have been fixed as well.
* The game no longer freezes into the loading screen when joining a server.
* Cinematic camera is no longer always targeted to the host in multiplayer.
* It’s no longer possible to drive around in lobby.
This update has been reverted.
Unfortunately it seems like the latest hot fix posted earlier today caused more issues than it fixed, rendering multiplayer inaccessible. As a first remedy, we have reverted the game back to an earlier version pending further investigation of the problem. Please update your build to make sure you receive the correct version.
Our apologies for the inconvenience, please stay tuned for updates.
Another hot fix hot on the heels of the yesterday’s one! This time we’re pretty confident that we’ve managed to track down and nail the issue in which a wrong track was occasionally loaded for a client, resulting in flying cars and other absurd behavior. A couple of other tweaks were thrown in for a good measure.
* The client no longer occasionally loads a different track than the host.
* Sending a chat message with just one SPACE no longer causes the previous message displayed to be duplicated.
* Implemented general server browser improvements.
* Improved client side prediction.
* Improved low-end engine performance.
Thanks for your feedback!
Another day, another hot fix to address a couple of nasty issues found in the multiplayer code during the hot multiplayer sessions over the weekend as well as a few more or less minor annoyances:
* Selecting any server past the 17th one in the server browser no longer causes the game to crash consistently.
* Implemented a potential fix to prevent the client loading a wrong track when joining a server. Please let us know in case you’re still experiencing the issue, we’re monitoring the situation.
* Input in lobby chat is now disabled when Steam overlay is active to prevent false input into lobby chat.
* Quick look-back cameras now share the same position and angle than the look-back view of the default chase camera.
* It’s no longer possible to cut the long sweeping left-hander in the beginning section of the Tarmac track.
* Fixed the hole around the pole in the middle of the 180° corner on Sandpit1.
As before, the latest game version is not compatible with the previous one, so please do update your game before attempting to play in multiplayer. If necessary, please log out and then back in Steam to initiate the update process.
Our sincere thanks to everyone who played the game during the weekend and reported issues, we very much appreciate your help in making this game better. Please keep your feedback coming!
Finally Build #6 is here, and it’s a home run.
We are happy to present Build #6 of Next Car G— Wait, that’s not right, let me try again.
With a lot of help from our very active community, we finally found a name worthy of our newest baby.
The Game Formerly Known As Next Car Game has now been given its official title!
“Mostly common in racing series such as NASCAR and Formula 1 (aka F1). This happens on some tracks during races where the cars are close together and drivers misjudge how close the cars are. Thus, resulting in one big wreck after another.” -Urban Dictionary
As Wreckfest is all about the madness of colliding cars at breakneck speeds, a term describing the glory of tearing metal is nothing if not apt.
The name reveal is certainly not all, for Wreckfest has also evolved to include 18 player multiplayer! The players can now challenge their friends to share the most visceral demolition racing mayhem in existence! With four different game modes, Racing, Demolition Derby, and the new Deathmatch and Team Deathmatch, Wreckfest’s conjunction of purity of driving and the innate beauty of twisted metal creates massive amounts of emergent glee when punishing your friends and foes alike.
We’re pushing the limits to get the number of simultaneous players to 24, but optimizing the network code will take a bit longer. Because the code is not yet optimized, remember that the speed of your ISP has a tremendous impact on how the races will run. Check the Recommended Upstream figure when you host a game, and you’ll be fine.
If you’re experiencing difficulties when joining or hosting a game, you may need to adjust your network port forwarding: 27015 UDP and TCP for Steam, and our game uses 33540 UDP. If problems persist, check our community forum’s thread about the subject
Speaking of different play modes, Wreckfest has been content in letting players enjoy racing and demolition derby at their basic forms. We thought we’d spice the regular derby up with Deathmatch and Team Deathmatch, in which you’re not limited to a single car like in the classic Demolition Derby game mode. In short, if you get ganked, you can rejoin the fray with a brand new banger, and keep on truckin’! You may grin while you do so, it is entirely permitted.
As for racing goes, we’re adding Speedway, a new oval track, to the mix, where you can showcase both your driving skills and your ability to dish out some severe punishment. Speedway is actually a twofer – inside the oval ring is a figure 8 track! In short, you’ll be getting two tracks instead of one, and both are a delight to play.
We’re also adding a new car to the arsenal: a European coupe is making its first appearance in Build #6. A whopping amount of horsepower packed into a light frame, it might be challenging to handle, but those who master its raw power and surprising agility are always a force to be reckoned with.
While all of the aforementioned are noteworthy things on their own, our in-house engine ROMU supplies the physics and detailed damage modeling to ensure that the crashes both look and feel glorious. The improved suspension physics we’ve been working on for the past month give collisions that extra mile of oomph – but we’re not satisfied yet. This is a good beginning, but it’s by no means all she wrote.
In addition to these four major features, we’re introducing a lot of smaller items, like these:
- The Field of Vision can now be altered, letting you find the combination of visibility and sense of speed you enjoy the most. (Check this video to see how FoV affects your sense of surroundings and speed.)
- Reversing now turns the camera so you can see where you’re backing to, which is especially useful in derby matches, where reversing into someone is an effective way to deal some damage without crippling your own car in the process.
- Car upgrades now work on online modes as well
- You can specifically search for servers where your Steam friends are playing
A full update list can be found on our forums, so if you’re interested, please click here and keep reading.
As always, remember that Wreckfest is a work in progress. Although the prevalent bugs are a part of all Early Access games, rest assured that we’re making it better, every day. Players can submit their ideas on our own community forums, and help us make Wreckfest, already an amazing demolition racing, be all it can be.
All right, that’s it for now. Enjoy the offerings, and have a blast!
Jori Virtanen, game designer, Bugbear Entertainment
All right, what’s going on this week?
Well, to be honest, we could just clone last week’s post about what we’re doing and go with that, as it’s mostly all about testing the next build. As it is, Build #6 will come out either for the next weekend or right after, depending on how sure (and cocky) we feel about its online stability. Friday may indeed be iffy, since if the build proves out to be buggy and requires a hotfix, we can’t do it until Monday, which would leave you with a crippled game over the weekend. So, we’ll see, we’ll see.
In any case, when the build is out, we’ll be collating bug reports and possibly applying a hotfix as quickly as possible. So, that’ll be weeks 37 and 38.
The thing here that requires most of our attention is getting the online functionality just right. That is an enormous task. We know that we’re not there, not by far, but we’re still happy that we finally have a working online functionality in the first place! At the moment, though, the best we – and you – can hope for is that the game won’t crash or lag out every time you hit the dirt. That’s why we’re testing so much this week – to squash all the bugs and remove all the snags we possibly can, so you can enjoy Build #6 as fully as possible, and it’ll only get better from here
As for new tracks,… We’re still working on new routes, but it is very unlikely that they’ll be in such state that we want to push them out. Except one: Speedway, an oval racing road with a figure 8 track in the middle. So, you’ll be getting two for one here. Not a bad deal, huh?
Continuing with the good news, the new car, the European coupe we named Genk is indeed in this build. The time to unleash that beast is nigh!
One addition is worth mentioning here: field of vision. We’re adding a slider for an angle change – our default is 60 degree FoV, and you’ll be able to change it by additional 30 degrees. Test it out, as your field of vision has a surprising effect on how you perceive your speed and surroundings. (Enlarging the FoV will cause distortion on the edges of the screen, but this is just the first step.)
Stay tuned, good folks, and have fun
-Jori Virtanen, game designer, Bugbear Entertainment