BeamNG.drive - stenyak


Hello everyone,

As usual, we're diligently working on adding new features, more content and doing various amounts of internal research.

Since that work typically doesn't get visibility until it finally gets released in a major update, today we're showing part of it. Today's sneak peek is focused on the Italy map.

As we mentioned back when this map was first released, that initial version of Italy doesn't include everything we had in mind. In a future update, you'll be seeing more towns and official buildings, additional offroad trails, expanded seaport facilities and more, as shown below:








Update Version 0.15.0.6
In parallel to the regular development process for major updates, we never forget about possible issues that the community brings to our attention. Today we're bundling a small selection of the resulting bugfixes. The idea is to solve only the most important issues, risking overall stability as little as possible.



This fifth update for version 0.15 includes the following changes:

Bugfixes
  • Fixed repository not working when manifest cannot be parsed
  • Fixed crash when static render manager tries to render 30000+ instances in one draw call

An up to date list of known issues can be found in the dedicated Feedback & Bug Reporting Thread here.
Instructions on how to update the game here.


That's all for now!
Feb 27, 2019
BeamNG.drive - Souga


Some more fixes and improvements.

Bugfixes
  • Added guard for missing default.pc
  • Fixed crashdump being saved to default userpath even after changing it
  • Fixed default userpath being incorrect if Windows Defender "ransomware protection" is enabled
  • Fixed crash on render related to shadow materials
  • Fixed missing GPU meters on the performace UI


An up to date list of known issues can be found in the dedicated Feedback & Bug Reporting Thread here.

Instructions on how to update the game here.
BeamNG.drive - Souga


The relentless march of technology brings with it many improvements but also requires us to make difficult decisions.

Adapting our rendering technology to utilise the maximum potential of modern DirectX libraries means that supporting older DirectX versions has become increasingly difficult and introduces instabilities into the game for all users. DirectX10 was first introduced with Microsoft Vista back in 2007, 11 years ago, and both Nvidia and AMD stopped supporting DirectX10 in their driver development several years ago

Though it has been possible to run BeamNG.drive on DirectX10 graphics cards, this did not meet our minimum system requirements, which have called for DirectX11 for some time. The developer resources required to maintain functionality on DirectX10 graphics cards has reached the point where continued support is not sustainable. It is for this reason that we have had to make the decision to cease ongoing support of DirectX10 in the same way we had to stop supporting the now 17 years old DirectX9.

We have made available a branch of the DX10 game client in Steam. This branch will not be updated beyond this point.
You can find instruction on how to use it here.
Jan 29, 2019
BeamNG.drive - Souga


Third round of fixes and improvements.

Bugfixes
  • Fixed crash when rendering shapes with invalid details numbers
  • Fixed initial window size of scriptAIManager
  • Fixed autobello thumbnails
  • Fixed custom groundmodel not being loaded
  • Fixed Some utility function using default userpath instead of actual defined userpath (may have fixed issues inside the torque3D editor)
  • Launcher: Fixed open dialog failing to open on some specific configuration


An up to date list of known issues can be found in the dedicated Feedback & Bug Reporting Thread here.
Instructions on how to update the game here.
Jan 11, 2019
BeamNG.drive - Souga


Second round of fixes and improvements.

Improvements
  • Added new binding "Reset all vehicles" to quickly reset all spawned cars using Shift+R
  • Interior skins changed for Autobello Piccolina 110b and Carabinieri
  • Improved reverse gear logic of scriptAI
  • Improved steering positioning of scriptAI when driving on heavily cambered roads
  • Reduced peak and runtime memory usage of Static Collision subsystem
  • Reduced default depth of dirt_loose_dusty groundmodel
  • Reduced piano destruction sound volume

Bugfixes
  • Fixed floating camera on missing default vehicle
  • Fixed lighting issues when Lowest graphic settings is used
  • Fixed materials UV animation on Material editor
  • Fixed crash on imposter generation
  • Fixed render using instancing when materials use dynamic cubemap
  • Fixed ability to repair cars during competitive scenarios through the "Reload all vehicles" binding
  • Fixed duplicate "Reload vehicle" binding name in UI (was really "Reload all vehicles") and added a default Ctrl+Shift+R binding for it
  • Fixed wrong turn signals for Autobello Piccolina 130a
  • Autobello Piccolina: Fixed turbocharger turbine direction, lights falling off when spare tire falls off, wheels breaking off at max offset, steering limiters inhibiting steering (off-road steering)
  • Fixed reset and recovery lag while using vehicles with a navigator display
  • Fixed Moonhawk drift steering breaking at full lock
  • Fixed some small issues with Roamer off road roofrack
  • Fixed 'Through the center' time trial rolling start spawning car underground
  • Fixed gate prop not spawning correct configurations
  • Fixed Barstow 'Old Paint' skin not displaying correctly
  • Reverted change to mud and sand groundmodel default depths
  • Fixed game crashes and loss of force feedback with various Thrustmaster wheels, as well as potential issues with many other force feedback devices
  • Fixed log spam when encountering certain problems with force feedback system
  • Fixed rare possibility of log file corruption
  • Slightly improved force feedback 'Auto' update rate detection
  • Improved handling of force feedback devices when they are unplugged
  • Fixed harmless error logs when force feedback devices are connected before running BeamNG.drive
  • Fixed some cases where force feedback would be disabled or routed to an incorrect device while multiseat is enabled

An up to date list of known issues can be found in the dedicated Feedback & Bug Reporting Thread here
Instructions on how to update the game here.
BeamNG.drive - BeamNG


We identified and fixed some serious crashes and problems within hours of the release.

Happy holidays from the whole team!

Improvements
  • Replaced old performance graph by new imgui-based performance graph (in scenario mode)
  • Audio: Changed loading type of water assets for Italy to improve performance
  • scriptAI: Improved user interface and fixed performance problems

Bugfixes
  • Fixed crashes when running 32 Bit (x86) version
  • Fixed license plate always defaulting back to old text generation
  • Fixed old Italian plate breaking text when trying to parse something else than valid plate (Eg: nicknames with numbers)
  • Fixed missing bumpers for Autobello 110B version
  • Fixed tailgate grill normals issue
  • Fixed hydros deforming other parts of the car when their movement is nearby the natural frequency of the other parts. This happened at low FPS and inside a certain movement speed zone
  • Fixed wheel force feedback being disabled when scriptAI is recording
  • Fixed scriptAI not setting arcade gearbox mode when following a recording
  • Fixed scriptAI not preserving initial direction when looping
  • Fixed crash on static render manager when shapes don't have any LOD
  • Fixed PointLight shadows
  • Fixed crash when opening a replay before having loaded any map first
  • Fixed watercooled engine thermals not cooled down by water
  • Fixed wrong information showed for the Etk 854tx (A)
  • Fixed scenario logic breaking after trying to reset a paused scenario
BeamNG.drive - BeamNG


Good news, everyone!

You have all been very patient, and the wait is finally over: today we're releasing the new update, which includes some hotly anticipated features, including:


Full changelog (with lots more media) in our blog:
https://blog.beamng.com/a-small-car-on-a-big-map-version-0-15-released/
(it's too big to put here completely)
BeamNG.drive - BeamNG
Dec 17, 2018
BeamNG.drive - BeamNG
BeamNG.drive - Souga


This third hotfix for BeamNG.drive version 0.14 fixes some important crashes and more.

General
  • Fixed crash when online features are enabled. Thanks to Rewzu for the help in tracking down the cause of this problem :)
  • Repository settings "Auto update" disabled by default

Content
  • Brought back 'Hard Parking' scenario

Editor
  • Fixed crash when deleting decal roads
  • Fixed crash when editing terrain in editor
  • Fixed forest editor not deleting objects of a type after all have been deleted

UI
  • Fixed automation vehicles not being selectable in quickrace menu

Vehicles
  • Fixed Sunburst steering breaking at high speeds and full lock
  • Fixed instability of ETK KC6T with Hirochi wheels

Camera
  • Fixed 'External' camera glitches when driving faster than 210mph and then switching camera
  • Fixed duplicate cameras when clicking too quickly in Options > Camera ordering buttons
  • Fixed 'Driver' camera behaving incorrectly on LHD vehicles after having driven a RHD vehicle

Track Builder
  • Fixed Track Builder obstacle placement
  • Fixed Track Builder not working in reverse (Time Trials/Light Runner)

An up to date list of known issues can be found in the dedicated Feedback & Bug Reporting Thread here.

Instructions on how to update the game here.
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