Oh, that's pretty nifty! I still think it'd be cool to have a livestream to interact with him.
Printable View
Oh, that's pretty nifty! I still think it'd be cool to have a livestream to interact with him.
Well I'm making one of the tracks for Ballistic NG right now, I can stream it, although it's going to be really boring for the most part.
www.twitch.tv/xpand122
Offline
BallisticNG 0.2 is going to be released soon, I'm looking at a release before Friday.
This is quite a hefty update bringing a new assortment of tracks, new game modes, weapons, revamped in-game interfaces, voices, time-trial ghosts, vastly improved ship handling, an AG Bike and loads of other little things like reduced wall collision damage, the re-introduction of checkpoints, cheats, controller force-feedback, customizable HUD colors and a view distance option.
The ship importer will not make it into this update, but it will be coming in an update in the near future!
@Snake
It's Christmas all over again. Can't wait for the release!
Exciting news! It's amazing how far this project has come since December.
Just released! Download here
The release thread has also been updated as per usual :)
https://www.youtube.com/watch?v=1hf9D_E3FjU
just watched it and my answer is........simplay wow!!! hopefully l will play this weekend ifl can use my son's pc in his (his fancy computer) . only way to find out.
stevie :)
QUOTE=bigsnake;247135]Just released! Download here
The release thread has also been updated as per usual :)
https://www.youtube.com/watch?v=1hf9D_E3FjU[/QUOTE]
Can't wait to play it.
I prefer NERD (what good is caffeine if you can't focus on anything?), but I would totally give that a try!
EDIT: My stupid phone always takes me to old pages when I ask it to take me to the latest page...
I've contacted Vinny, from Vinesauce. He's a popular Twitch streamer and I've offered him the Alpha 0.2 build to play on stream! Hopefully he gives it a look, Vinny is a really fun streamer to watch.
Love the new release! The tracks and ships are great and it's nice to be able to import the original PS1 ships into the game. I've uploaded a video of a time trial in the wipeout 3 AG systems ship on the halberd speed class.
https://www.youtube.com/watch?v=HK4CeJkGOqM
I also built version 0.2 for Linux if anyone wants it, and as you can see in the video it works flawlessly!
https://mega.nz/#!BddUgQDJ!s01vu6to3...66i50Ezy-5_Whg
I can't wait to see more tracks added in the future.
Nice run! Also thanks for building that Linux build, I'll add it to the release thread :)
I've been really enjoying this latest release! I have a couple of questions though.
1. How do you select the AG Bike?
2. Will the old Ishtar Citadel layout return in some way?
is there any chance in the future to play this online against other pilots? :)
This needs to be spread far and wide. Been trying to get some kind of mention on IGN, with no luck.
(They've done features on fan games for other franchises often enough...) *grumble*
But getting this out there to a wider audience, in addition to promoting Ballistic NG, will show more people that WipEout isn't dead to everyone. And that is important, indeed.
I think contacting streamers and Youtubers is the best way to raise awareness. If anyone knows any youtubers or streamers who are fans of Wipeout, it'd be worth contacting them.
Type carving on the menu then it will show up in the ship list. I discovered there was a navigation issue after releasing though because I usually just use the mouse on the menu. You rather need to click it or move over it then move up again and it will be selected, I've fixed this for the next release :)
Probably not, the layout had many flaws which is why I scraped it. There will be a track importer in the future though so I could provide it as some sort of template.
Working on this right now! I just got a networked lobby working so basic multiplayer will probably in the next version of the game.
So my feelings of 0.2 are that it's in really good shape, but needs some more polishing in some ways.
As someone stated before me, the wall collisions are pretty unforgiving. And especially for low-armor ships. I was able to destroy myself in first half of fist round.
Next thing is AI, I think they behave quite ok, but the weird thing is the clumping or clustering of all AI ships together, no matter the differents of the ships. And if you get right in the middle of that cluster...boy, it's hell.
I don't exactly know how the speed classes work, but Nexus in Apex is faster than G-Tek on Zen. And if you try G-Tex on Toxic it's super slow, but the other ships are even slower even if they have better performance.
Yea, and how does the Friction shield work?
But overall status and my rating is GREAT! Really, really good job Bigsnake, Xpand and Dreadofmondays. And also others who contributed.
Thanks for the feedback :)
I just reduced the wall collision damage some more, I'm going to be doing some stat balancing very soon so that should also help with damage in general. That applies to the speed stuff as well, GTek's top speed in Zen is set to 95 and Nexus in Apex is 90 so yeah, there is quite the unbalance there.
I just tweaked the AI so that they will avoid clumping together. In the future I want to make the AI a little less predictable because at the moment they tend to trail each other, adding some behaviors like overtaking is also something I want to try implementing. The AI by the way use your ship's top speed to balance them out, that's why it was so easy for them to clump together, they were all going the same speed :)
The friction shield shouldn't have been enabled, it doesn't do anything at the moment. I'm actually removing a few of the planned weapons to just keep the pickups that are more useful. I also added cannons and missiles today, going to do trip laser, energy wall and impulse and that will probably be it for the weapons.
Glad you enjoyed it! There's going to be a follow up update soonish to polish everything up, I think I might have just fixed that input problem where the ship is always steering right too. I don't have a setup where that's a problem though so I can't confirm if it is fixed just yet.
Edit:
Next release is going to be the first beta release. I just finished setting up the unlock system for the 3 prototype ships and barracuda and added the tournament gamemode along with the singleplayer tournaments. The singleplayer is being used primarily as the method to unlock the ships. The only thing stopping the game from being a full release at this point is 2 missing tracks, online multiplayer and the general unpolished nature of the game, the modding tools aren't in yet but that's more of a post-release thing.
Oy, I made a thing XDDdDR
Full size 1920x1200
Attachment 10186
I put DreadOfMonday's design to good use. And I'm glad it looked professional enough.
I was wondering tho, and I asked this a lot of times but, how do you guys think of renaming the game as Re'lapsE" as opposed to Wip'Eout. Like as in an ecstasy wipeout then you'd have a relapse and you felt confused but high idk.
Need some feedback that's all.
Honestly, I like Re'LapsE'. (I think the L should be capitalized. lol)
Is it being planned for a Steam release? That'd be cool.
Also, how's the scraping mechanics going? I saw somewhere that the damage had been tweaked, but I've also noticed that it seems to bring you to a stop a bit more than it should, too. Just my thoughts. :)
Been enjoying 0.2 as well as trying out the github masters (i dowload them and compile it myself). Here's what i hava to say :
-I have nothing against that, but by doing so, you end up with some ships not selected at all by the AI. Since we got 8 teams and 8 racers (player included), why not make it so that the whole field is represented (each AI racer a different random craft), just like Wipeout Pure did ?Quote:
The AI by the way use your ship's top speed to balance them out
- I also think that some sounds are quieter than other (pre-race and system voices mainly). I might be a bit nitpicking on that point, but i wanted to point that out.
- Aciknovae still has some issues (spawning waaay to close to the wall in TA, altered AI behavior), but i already reported these on GitHub.
Otherwise, i've really been enjoying the game so far and i can't wait to see the next things that are coming. I'll try to record some alternate voice lines (this time in a 2048 style, i'll do the fx processing), i'll post a preview on my channel once done :)
Currently working on the AI, by the next release I'm hoping to have all the quirks you've no doubt seen and sort out the AI clumping together. I've just changed the top speed thing so that the top speed is narrowed towards the players top speed but not exactly the top speed to give it some variation per team.
I'll take a look at balancing the sound volumes for the voices, it's just a matter of re-exporting with a higher volume so that's easy enough :)
Aciknovae is proving to be a problem, the generation of the track data is done automatically and requires a specific mesh setup. Dreadofmondays used Blender to model it opposed to 3DS Max like me and Xpand so I assume there has been some sort of issue regarding differences in how the two export to FBX, all the tile positions and section positions are shifted left and the section indices are scrambled too (if you play with AI you'll notice your position jumps about all the time). I rather need to make a tool to manually fix that all or the track mesh needs to be remade.
Looking forward to hear those 2048 styled lines :) Also by the way if you aren't already, for downloading the source from github I recommend you use Sourcetree, that will let you pull commits without having to download the entire repo every time something new is pushed.
There was an article in Retrogamer (February 2016 edition)about the making of Wipeout 2097, and the guy who programmed it said one of the key changes over Wipeout 1 was to correct the unforgiving wall collisions. The problem was that the ships were triangle in shape and this would push them into the walls, so they introduced the wall scraping for 2097. I think wall scraping is what Wipeout 3 and Wipeout HD lacks. I would love to see it fully implemented in Ballistic NG!
Wall scraping was in Wip3out. In fact, it was kinda broken, slightly increasing your speed and pushing you ahead.
Yep. Wall scraping was in Wip3out. The scraping in Ballistic NG seems a bit better than WipEout 1, but not quite to the level of 3 yet.
In unrelated bits, has there been any thought to getting some WipEout ZonE signage into the game like there was in SSGX? I think it'd be good to have that in there. :)
That would probably explain why the wall collisions were "softer" in the Sega Saturn version of the first WipEout; because the Sega Saturn used quadrilaterals instead of triangles, the collision mesh was likely "boxier" than in the PS1 version.
That wouldn't be a bad idea, might help to bring more attention to the AG Racing scene from Sony. Maybe some references to R8 and Caged Element wouldn't be a bad idea either.
The WipEout ships aren't included with the game, they have to be imported separately. Legally, there's nothing to worry about.
Making my first post here to say how much I love this project :+ With Wip3out being my favourite of the bunch, being able to play something so similar on PC at 144 FPS is heavenly :g
Not that at all. Wipeout 1 ships are triangle shaped, meaning their collision model was a triangle, or rather a triangular pyramid, it wasn't about the ships being made of triangles or quads.
Also the SEGA Saturn could render triangles but its hardware was optimized for quads.
Oh, i was wondering, can i use the BallisticNG intro from the 0.2 trailer for BallisticNG related videos ? I'm currently making a vid of the alternate voice that i just recorded and modified.
Go for it, here's an MP4 of just that intro :)
Thanks a lot ! i'll definitely do some time attack runs as well (Some will be done with standard ships, others will be done with either the wipeout ships or the barracuda, which i really enjoy flying around with)
I'll make my alternate voice available along with the demonstration video.
More info on how it all went soon ! :)
- - - Updated - - -
The alternate voice is done !
What i tried to achieve here is to emulate the system voice heard in Wipeout 2048.
This is done through minimal use of audio effects, unlike the standard voice which is heavily
modified to give it a more computer-y sound.
I am pretty happy with how everything turned out. Of course, 100% accurate reproduction of
the OG 2048 voice won't be possible, and kinda silly to achieve.
Here's a lil' preview of the voice :
https://www.youtube.com/watch?v=h9Xn_3ZYKP4
Hope you guys like it :)
Niiiiice! Well done!
Nice work GGeek! I'll get those implemented in the game as alternative voices soon :)
Here's progress on the multiplayer by the way, lobbies are now fully functional. Built game on the right is hosting, the game running in Unity on the left is the client. I need to work on the text component that holds the chat though, on the left you'll see my test message isn't showing which is being caused by the height of the text component not being stretched far enough down to display it.
https://i.gyazo.com/dd89a1fe304cd596...01bf626f4d.png
One small question. After the release, is the game open for propagation? I mean when the game will be release, can I submit it for showcase or possibly review to the 2nd biggest game e-magazine in Czech Republic? Or do you want the game to be known in AG racing fanbase or similar groups?
And the progress is sick! Great work! Is the multiplayer online?
Quick question about the remake tracks. Will they require a copy of their respective games? If so, how will BallisticNG detect them? I kinda miss Gare d'Europa from 0.1 :(