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Just tried Survival in the unfinished 2097 track and I really like the skin you gave it, although I'm not a big fan of how the speed pads were implemented into it. (Example, but I assume you know about it). I assume all tracks will eventually get makeovers for Survival? And by any chance, is there going to be a scoring system for Survival similar to HD etc.? I ask because it'd be nice to have a reason to find a line to hit all the pads, rather than just find any line that doesn't hit the walls.
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Indeed all the tracks will eventually get a different look, I still need to decide on the style I want to go with though. And yeah Survival in general will be getting a bunch more features in the future, a score system that accounts for more then just time survived included :)
Also BnG 0.4 will be out soon, just waiting for verification from Valve so it can be released on Steam Early Access. While that happens I'm going to be doing some final bug tests, if anybody currently playing on the Steam beta versions find anything else, be sure to let me know ASAP so I can get it fixed before the release, thanks! The Steam version of the game specifically has achievements, stats and leaderboards.
With that almost out, the main focus of 0.5 is going to be completely overhauling the modding tools to provide a much nicer UI and also extend the functionality. Custom Ships are pretty much going to stay the same, they'll just get a nicer UI and I'm going to implement the ability to change the engine and HUD colors. The track editor however is going to be getting much more advanced, allowing you greater control (animations, scripting, etc) and also providing tools to create the track mesh itself inside of the game. Multiplayer is also on the todo list, although it's a more of "done when it's done" type deal at the moment.
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BallisticNG 0.4 is out! You can now download it on steam here or see the downloads thread for a non-steam download link.
https://www.youtube.com/watch?v=oKIL2bTYIu0
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I found a way to cheat a bit on Atlantica. If you hit the brakes at the jump and allow yourself to fall through the ground there's a good chance you'll end up on the section of track below (Ideally you want to actually land on the track but if not the wuss wagon will probably put you there), as long as you hit the checkpoint that's to the left of the jump you can still complete a lap.
It's not easy to pull off quickly but with good technique I think it may be possible to achieve impossible lap times at least on the slower classes. As far as a fix goes maybe bring the checkpoint back so it's not so close to the jump although ideally you don't want people falling from the jump to the tunnel below in the first place.
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Nice find! Will get that fixed, thanks for reporting :)
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Thank you for making the dream of the old Wipeout games coming to life again become true ! <3
'Though brutal on the difficulty change (division 1 => division 2 feels like switching from Vector to Rapier, I get "rapied" by the walls :(), this feels and plays great :)
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I've got a Linux build up of the steam version and I'm planning on starting to build OSX versions within the next few days once I get my dual boot working!
I'll be keeping links to all of the builds on this steam thread.
https://steamcommunity.com/app/47377...7304441282364/
I'm liking the new menu background a lot. I'm having a few weird issues with gamepads on the menu though, despite setting the menu up / down to the up and down on the d-pad the left and right on the d-pad moves it instead (The controls menu says d-pad up and down should move the menus up and down). I also can't get the left and right menu working at all despite having it set in the controls menu (moving between the two columns of circuits is impossible). I'm not sure if anyone else if having these issues or it's my controller. (dualshock 4)
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Thanks for the build! I'll also add it to the release thread.
I'm going to be implementing cInput by the time 0.5 comes out which will really help eliminate all these input problems, will still take a look at fixing that in the meantime though. Which software are you using for your DS4? I've got input working here with a DS4 using DS4Windows, assuming that you're entirely based on Linux I would imagine you'll be using something completely different.
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Leaving the good word on the Steam reviews page. I haven't noticed anything out-of-the-ordinary in the latest little look-around, though the new font is worth mentioning. It's pretty good, although when I was looking at the Stats page, the 0's in any given field did kind of look like 8's, that might need a little tweaking about.
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I'm just using the default linux kernel drivers. I just plug the gamepad in, the game detects it, and for the most part it works fine except for those few strange menu bugs. I just tested an old xbox 360 controller and had the same menu issues so I'm guessing it's some weird Linux problem. Everything is fine in races though and hopefully cInput will solve the remaining problems!