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Update Speculation thread

Discussion in 'General Discussion' started by crazikyle, Jan 26, 2016.

  1. tdev

    tdev
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    BeamNG Team

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    maybe, maybe not? ;)

    We are working on a research project indeed, and he'll post some updates on that soon :)

    One new map is in the works right now, but its still a bit to go.

    bge_coconut is an experimental branch for testing rendering features indeed ;)
    And yes, we are working on several improvements on the render side of things, but vulkan needs to be released and used first for a lot of the newer features to work well.

    Ah, no worries. We skipped one update this time as we took some time to work on things that take longer. We are planning on going back to 3 months after this update hopefully :)

    1) yes, after this
    2) yes, but a lot of work on the update prevents us from doing so right now X|

    1) The update after the next will have an initial version of it. Expectation management: Its in its very early stages still and needs a lot of work still. We'll work how it works and what we'll focus on together with you all from there on.
    2) we have so many more ideas what we want to work on, that we have enough work for the next 20 years ;)
    i.e. deform-able ground, huge levels, ..... :)

    Not sure, we haven't thought about this yet.

    Phew, i hope i could answer some questions :)
     
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  2. tdev

    tdev
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    BeamNG Team

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    1) We are currently in feature freeze with the whole company. That means that we all are working the next weeks on getting the game as stable and release-able as possible. Once our QA is happy that everything is in a 'ok-ish' state, we can think about releasing it ;)
    (This is also why we don't publish roadmaps or hard dates, as we want to publish with good quality - otherwise we'll need to always rush it to make the deadline happen)
    2) Yes, a lot. The team has a lot meetings. If you're interested i'll try to push them to write a blogpost together :)
     
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  3. gtaman788

    gtaman788
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    Awesome thank you so much for taking time for us to respond. You are the best Deb team ever. I hope you have a amazing day/night :)

    And yay so update soon ish ( can't rush fine art :) )
     
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  4. DaddelZeit

    DaddelZeit
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    Are there any news regarding the removal of TorqueScript?
    The last mention with date of this in the game files is from 08/09/2021. Has there been more work on porting TorqueScript code over to lua?
     
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  5. stenyak

    stenyak
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    BeamNG Team

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    This is an ongoing effort for the past several years. TorqueScript's tentacles reach all corners of our codebase, so it's a huge effort to deal with it during normal development, as well in our efforts to remove/port it. With some luck we might be able to finish this year!
     
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  6. Cyan37

    Cyan37
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    Well sheesh, usually I'm just in here to read the madness. But given your answers, especially the last one, these are some significant news!
    When I read deformable ground, I immediately thought of games like Spintires/Mudrunner. Can't imagine what kind of headache that must be to figure out.

    Although I do try to keep my expectations low and rarely get 'hyped' about something, it is refreshing to read some of this stuff.
    Huge levels is something that would be nice even if I'm not sure how much that would impact the performance (probably heavily).
    But imagining career mode, it would probably get annoying quick to have a loading screen every 20 minutes.
    Pedestrians sure sound amazing, yet again, imagining the performance impact... it'd be enough for me to have drivers/passengers in vehicles for now, hehe..

    I don't know much about game development but I wish you guys all the luck.
    Some suggestions may not be possible due to technical limitations so don't break yourselves on those. :)

    The transparency is much appreciated!
     
    #42306 Cyan37, May 26, 2022
    Last edited: May 26, 2022
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  7. BloxyAviator

    BloxyAviator
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    What about the UI? Will it be more stable and faster in 0.25?
     
  8. Matt_890s

    Matt_890s
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    I secretly wish that this WIP map has some snow/icy stuff in it, since ice physics are a thing already.
    But that's just my desires, it's ultimately up to you guys what the new map would be like.
     
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  9. marijn123@lol

    marijn123@lol
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    That would be really cool and interesting to see. Like a little look into the development progress :D
     
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  10. Wulf

    Wulf
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    Rather late into this but I've always been curious on how the team decides on a brand identity (color palette, fonts, general guidelines), do they do it like a normal company and a designer with various meetings to decide upon a general direction or is it different?
     
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  11. Yash_gamin144

    Yash_gamin144
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    Hey @tdev when is the new update expected to come?
    (sorry if im annoying)
     
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  12. a plane guy

    a plane guy
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    When its ready
     
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  13. zachariah.74

    zachariah.74
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    ^ This, I really hope so.
     
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  14. Yash_gamin144

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    I said "expected"
     
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  15. DeusHorizon

    DeusHorizon
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    It is great to see you guys doing some Q&A :)

    There are some things that I wanted to ask:
    1. As you might know, we haven't got much news about any new map level in development since the end of 2018 (release of Italy), besides awesome re-masters of the old. Do you have any plans to bring more and new environments to the game?
    2. Do you ever plan to have a blog post about the process of naming of the vehicles, deciding what kind of cars to make, concept arts or something similar?
    3. Will we see more engine options in the upcoming new vehicles and/or re-masters? For e.g. V10, V12 and some others that are yet to be represented in the game.
    4. Do you have plans to add RHD across more vehicles?
    5. Finally, will the new supercar affect the changes to the driving model, such as aerodynamics?

    Thanks for the answers! Keep doing the great work! ;)
     
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  16. zachariah.74

    zachariah.74
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    When it's ready
     
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  17. D A R K

    D A R K
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    Read everything Tdev posted today on this thread, there are answers for all of your questions
     
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  18. Yash_gamin144

    Yash_gamin144
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    b r u h
     
  19. Jack The Ripper 2

    Jack The Ripper 2
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    Thank you very much, would be great to have some answers on this topic if possible, keep up the great work on this awesome game!
     
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  20. Car8john

    Car8john
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    Im more interested in this 'deformable terrain' tdev mentioned, would this refer to things like knocking over signs and street lamps, driving my car clean through the windows of the car dealership, or deformable guardrails? any idea of what you guys consider the cutoff point for what you want to deform and what you want to remain rigid?
     
    • Agree Agree x 9
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