Jul 3, 2015
Wreckfest - jannesBB
Another hotfix for Wreckfest is out, addressing a number of issues found in the game. The update also contains an experimental fix for the issue with mapping controller inputs; please do let us know in case the bug is fixed for you or if you still experience it.

IMPORTANT NOTICE:

Before joining a multiplayer game, it's always a good idea to revert the networking settings back to default in the game's settings menu. In case you experience bad multiplayer performance you can try lowering client prediction time, but lowering it too much will cause glitches such as cars warping, rubberbanding, etc. so experiment with care.

In case you experience any random issues like being unable to map controller inputs or duplicate upgrades, please first try removing the user data generated by the previous game versions by navigating to [STEAM INSTALLATION FOLDER]/userdata/[USER ID]/228380 and removing the entire folder. The default Steam installation folder is 'C:\Program Files (x86)\Steam'.

As always, thanks for your support!

Please find the changelog here:
  • Fixed scrolling with mouse wheel.
  • Fixed imperial units in user statistics, car info and HUD.
  • Fixed multiplayer race start occasionally getting stuck.
  • Disabled controller hotplugging to test if it caused mapping problems.
  • Disabled wrong way speed limiter in single player.
  • Fixed e-brake for all cars.
  • Removed duplicate stock brake upgrades.
  • Fixed European Coupe 2 engine name.
  • Fixed incorrect gearbox names and added descriptions.
  • Fixed American Sedan's windows going black when damaged.
  • Improved gamepad controller to make counter-steering easier.
  • Fixed AI behavior at race start.
Jul 3, 2015
Wreckfest - jannesBB
Another hotfix for Wreckfest is out, addressing a number of issues found in the game. The update also contains an experimental fix for the issue with mapping controller inputs; please do let us know in case the bug is fixed for you or if you still experience it.

IMPORTANT NOTICE:

Before joining a multiplayer game, it's always a good idea to revert the networking settings back to default in the game's settings menu. In case you experience bad multiplayer performance you can try lowering client prediction time, but lowering it too much will cause glitches such as cars warping, rubberbanding, etc. so experiment with care.

In case you experience any random issues like being unable to map controller inputs or duplicate upgrades, please first try removing the user data generated by the previous game versions by navigating to [STEAM INSTALLATION FOLDER]/userdata/[USER ID]/228380 and removing the entire folder. The default Steam installation folder is 'C:\Program Files (x86)\Steam'.

As always, thanks for your support!

Please find the changelog here:
  • Fixed scrolling with mouse wheel.
  • Fixed imperial units in user statistics, car info and HUD.
  • Fixed multiplayer race start occasionally getting stuck.
  • Disabled controller hotplugging to test if it caused mapping problems.
  • Disabled wrong way speed limiter in single player.
  • Fixed e-brake for all cars.
  • Removed duplicate stock brake upgrades.
  • Fixed European Coupe 2 engine name.
  • Fixed incorrect gearbox names and added descriptions.
  • Fixed American Sedan's windows going black when damaged.
  • Improved gamepad controller to make counter-steering easier.
  • Fixed AI behavior at race start.
Jul 1, 2015
Wreckfest - jannesBB
First hotfix for yesterday's major update is out, addressing some of the more critical issues.

Please find the changelog here:
  • Fixed a bug with prediction causing massive lag with remote cars in multiplayer.
  • Fixed cars not being located to their start grid positions in multiplayer.
  • Fixed cars sometimes flying to space and through ground.
  • Fixed rendering being shattered after alt+tab in DX9.
  • Fixed leaderboards crashing beyond 50 entries.
  • Fixed menus receiving mouse input with Steam overlay active.
  • Fixed slow spherical camera rotation with mouse when a wheel is active.
  • Set wheel default speed sensitivity to zero.
  • Added camera shake intensity slider.
Jul 1, 2015
Wreckfest - jannesBB
First hotfix for yesterday's major update is out, addressing some of the more critical issues.

Please find the changelog here:
  • Fixed a bug with prediction causing massive lag with remote cars in multiplayer.
  • Fixed cars not being located to their start grid positions in multiplayer.
  • Fixed cars sometimes flying to space and through ground.
  • Fixed rendering being shattered after alt+tab in DX9.
  • Fixed leaderboards crashing beyond 50 entries.
  • Fixed menus receiving mouse input with Steam overlay active.
  • Fixed slow spherical camera rotation with mouse when a wheel is active.
  • Set wheel default speed sensitivity to zero.
  • Added camera shake intensity slider.
Jun 30, 2015
Wreckfest - jannesBB
As you have probably noticed, the latest update for Wreckfest was rolled out earlier today. The update marks a major milestone for the game since it's the first time that you will be able to experience our improved physics model as well as the new physically-based renderer. Some of you will be happy about the changes we've made, some unhappy, but please be aware that you should not expect a finalized product: there's still a lot of work ahead of us and this update is only a foundation on which the game will be build. Because of this, we'd very much like to hear what you like and especially what you don't. By giving us feedback, you can help us tune the direction of the game and strike a perfect balance.

We're aware of the technical issues that many of you are currently experiencing, and we're doing our best to sort everything out as soon as we can. We very much appreciate all the bug reports we've received so far, so please do keep the coming! When reporting issues, please remember to give us as much information about it (for example, reproduction steps) as well as your system specifications. One of the more critical ones we're aware of is the issue with the experimental x64 build crashing on some systems, and we're investigating the issue to have it fixed swiftly; in the meantime please use the 32-bit build.

Thanks for your patience and support!

Please find here the full changelog:

General:
  • Added a 64bit executable.
  • Fixed out of memory errors with high texture quality (on systems with enough memory).

Physics:
  • Implemented multi-body suspension physics.
  • Implemented physically based tire model.
  • Implemented proper clutch (no manual yet).
  • Improved visual damage accuracy from collisions.
  • Transferred physical vehicle parameters to a new data system for future modding support.
  • Improved accuracy of car-vs-car collisions.
  • Fixed car part simulation.
  • Fixed car-vs-environment visual damage.
  • Implemented surface bump for surfaces.

Renderer:
  • Implemented physically based renderer (PBR) enabling higher quality materials and lighting.
  • Implemented initial version of the DX11 renderer (pending optimization).
  • Implemented hardware multisample antialiasing (MSAA) up to 16x (resolution dependant).
  • Implemented foliage transparency antialiasing (alpha to coverage).

Controls:
  • Controllers are now re-detected upon entering options.
  • Steering sensitivity slider range is now consistent with brake/accelerator sensitivity sliders.
  • Fixed crash when controller name contained non-ascii characters (like ©).
  • Fixed keyboard key unmapping.

Gameplay:
  • Added new game mode: Team Race (2-4 teams).
  • Added new game mode: Elimination Race (2-4 teams).
  • Car is now slowed down and a HUD indicator shown when driving the wrong way / missing a checkpoint.
  • Implement race statistics collecting (per car stats accessible from car selector, per track stats from event selection).
  • Replay now tracks whether tires are lost or still attached.
  • Fixed an issue in which damage would occasionally carry over to single player after exiting a multiplayer game.
  • Increased maximum number of laps to 60 (replay may be cut short though).
  • Implemented more accurate lap time measurement.
  • Added Steam leaderboards.

AI:
  • Improved throttle and brake management.
  • Improved avoidance of other cars.
  • Improved starting grid behaviour.
  • AI now drives better on angled surface.

Cameras:
  • Implemented camera shake effect for collisions.
  • Cinematic camera can move along a predefined path (not used yet).
  • Improved replay camera positions on all tracks.

Cars:
  • New car: American Muscle 3.
  • New car: European Coupe 2.
  • Added more alternative skins.

Upgrading:
  • Car upgrade selections are now saved.
  • Added engine subcomponent upgrades (light on choice for now).

Tracks:
  • Added new oval track.
  • Added overhauled Sandpit track.
  • Improved AI splines.
  • Added pit areas (for future use).

User Interface:
  • Redline and max RPM in tachometer are now dynamic based on the engine.
  • Disabled shoddy looking RPM meter needle smoothing.
  • Split time to player in front of the player is now shown at certain split points during races.
  • Concise race standings are now shown in HUD during races.
  • Race winner is now shown in HUD.
  • In-race results overlay now always shows the top positions in addition to the player's.
  • In-race results overlay is now accessible in photo/replay/spectate modes.
  • Fixed various problems with in-game HUD in replay.
  • Added an option to hide HUD during races.
  • Player name overlay can be now hidden directly from replay UI.
  • Added photo mode hotkeys to cycle between car targets.
  • Graphics options are now adjustable from in-game settings menu.
  • Improved launcher layout for 720p screens.
  • Launcher is now not shown if settings loading succeeds.
  • Fixed a bug affecting primary graphics adapter detection.
  • Implemented scalable distance field fonts for use with new future UI.
  • Implemented borderless window mode for native full-screen resolution window.
  • Window should now remain mostly responsive during loading screens.
  • Kicking/banning is now possible with right-click context menu in lobby and in-race results overlay.
  • Input fields now support cursor movement for editing.

Multiplayer:
  • Implemented an option to change the track and event settings in lobby.
  • Added an option to change the car and upgrades in lobby.
  • Added an option to spectate a race in progress from lobby.
  • Implemented full photo mode instead of just track side camera in post-race spectator mode.
  • Host can now add AI bots.
  • Added server filtering options.
  • Remaining laps or time left is now shown in server browser when a race is in progress.
  • Implemented chat in respawn screen, spectator mode as well as during and after race (Enter to activate).
  • Added an option to game settings to disable in-race chat.
  • A speech bubble icon in now shown in lobby next to players that are currently typing a message.
  • Added an option for a player to change their team (max 12 players per team).
  • Added a host option to limit car class.
  • Added a host option to force same car model as host.
  • Added a host option to disable car resets.
  • Added a host option to set a custom server name.
  • Added a host option to set a welcome message (displayed when a client joins).
  • Implemented a vote kick/ban system.
  • Added an option to promote other players to moderators (can kick and ban) and admins (can adjust event/rules).
  • Third ban to same player results in the ban being automatic in subsequent games on the same host.
  • Players can retire from race in the pause menu (useful e.g. when hopelessly in a ditch on a no-reset server).
  • Lost tires are now synced from server.
  • Fixed wrong gear on clients after car reset or new race.
  • Fixed bugs in results calculation.
  • Improved client-side prediction.
  • Various server side fixes.

Dedicated Server:
  • Implemented first version of dedicated server (the server runs without a Steam account and uses considerably less RAM and CPU than the full game).
  • Implemented command line configuration.
  • Implemented remote configuration through game client.

Effects:
  • Improved particle performance.

Sounds:
  • Improved audio positioning.
  • Added a beep to lobby race countdown.
  • Fixed curb sounds.
Jun 30, 2015
Wreckfest - jannesBB
As you have probably noticed, the latest update for Wreckfest was rolled out earlier today. The update marks a major milestone for the game since it's the first time that you will be able to experience our improved physics model as well as the new physically-based renderer. Some of you will be happy about the changes we've made, some unhappy, but please be aware that you should not expect a finalized product: there's still a lot of work ahead of us and this update is only a foundation on which the game will be build. Because of this, we'd very much like to hear what you like and especially what you don't. By giving us feedback, you can help us tune the direction of the game and strike a perfect balance.

We're aware of the technical issues that many of you are currently experiencing, and we're doing our best to sort everything out as soon as we can. We very much appreciate all the bug reports we've received so far, so please do keep the coming! When reporting issues, please remember to give us as much information about it (for example, reproduction steps) as well as your system specifications. One of the more critical ones we're aware of is the issue with the experimental x64 build crashing on some systems, and we're investigating the issue to have it fixed swiftly; in the meantime please use the 32-bit build.

Thanks for your patience and support!

Please find here the full changelog:

General:
  • Added a 64bit executable.
  • Fixed out of memory errors with high texture quality (on systems with enough memory).

Physics:
  • Implemented multi-body suspension physics.
  • Implemented physically based tire model.
  • Implemented proper clutch (no manual yet).
  • Improved visual damage accuracy from collisions.
  • Transferred physical vehicle parameters to a new data system for future modding support.
  • Improved accuracy of car-vs-car collisions.
  • Fixed car part simulation.
  • Fixed car-vs-environment visual damage.
  • Implemented surface bump for surfaces.

Renderer:
  • Implemented physically based renderer (PBR) enabling higher quality materials and lighting.
  • Implemented initial version of the DX11 renderer (pending optimization).
  • Implemented hardware multisample antialiasing (MSAA) up to 16x (resolution dependant).
  • Implemented foliage transparency antialiasing (alpha to coverage).

Controls:
  • Controllers are now re-detected upon entering options.
  • Steering sensitivity slider range is now consistent with brake/accelerator sensitivity sliders.
  • Fixed crash when controller name contained non-ascii characters (like ©).
  • Fixed keyboard key unmapping.

Gameplay:
  • Added new game mode: Team Race (2-4 teams).
  • Added new game mode: Elimination Race (2-4 teams).
  • Car is now slowed down and a HUD indicator shown when driving the wrong way / missing a checkpoint.
  • Implement race statistics collecting (per car stats accessible from car selector, per track stats from event selection).
  • Replay now tracks whether tires are lost or still attached.
  • Fixed an issue in which damage would occasionally carry over to single player after exiting a multiplayer game.
  • Increased maximum number of laps to 60 (replay may be cut short though).
  • Implemented more accurate lap time measurement.
  • Added Steam leaderboards.

AI:
  • Improved throttle and brake management.
  • Improved avoidance of other cars.
  • Improved starting grid behaviour.
  • AI now drives better on angled surface.

Cameras:
  • Implemented camera shake effect for collisions.
  • Cinematic camera can move along a predefined path (not used yet).
  • Improved replay camera positions on all tracks.

Cars:
  • New car: American Muscle 3.
  • New car: European Coupe 2.
  • Added more alternative skins.

Upgrading:
  • Car upgrade selections are now saved.
  • Added engine subcomponent upgrades (light on choice for now).

Tracks:
  • Added new oval track.
  • Added overhauled Sandpit track.
  • Improved AI splines.
  • Added pit areas (for future use).

User Interface:
  • Redline and max RPM in tachometer are now dynamic based on the engine.
  • Disabled shoddy looking RPM meter needle smoothing.
  • Split time to player in front of the player is now shown at certain split points during races.
  • Concise race standings are now shown in HUD during races.
  • Race winner is now shown in HUD.
  • In-race results overlay now always shows the top positions in addition to the player's.
  • In-race results overlay is now accessible in photo/replay/spectate modes.
  • Fixed various problems with in-game HUD in replay.
  • Added an option to hide HUD during races.
  • Player name overlay can be now hidden directly from replay UI.
  • Added photo mode hotkeys to cycle between car targets.
  • Graphics options are now adjustable from in-game settings menu.
  • Improved launcher layout for 720p screens.
  • Launcher is now not shown if settings loading succeeds.
  • Fixed a bug affecting primary graphics adapter detection.
  • Implemented scalable distance field fonts for use with new future UI.
  • Implemented borderless window mode for native full-screen resolution window.
  • Window should now remain mostly responsive during loading screens.
  • Kicking/banning is now possible with right-click context menu in lobby and in-race results overlay.
  • Input fields now support cursor movement for editing.

Multiplayer:
  • Implemented an option to change the track and event settings in lobby.
  • Added an option to change the car and upgrades in lobby.
  • Added an option to spectate a race in progress from lobby.
  • Implemented full photo mode instead of just track side camera in post-race spectator mode.
  • Host can now add AI bots.
  • Added server filtering options.
  • Remaining laps or time left is now shown in server browser when a race is in progress.
  • Implemented chat in respawn screen, spectator mode as well as during and after race (Enter to activate).
  • Added an option to game settings to disable in-race chat.
  • A speech bubble icon in now shown in lobby next to players that are currently typing a message.
  • Added an option for a player to change their team (max 12 players per team).
  • Added a host option to limit car class.
  • Added a host option to force same car model as host.
  • Added a host option to disable car resets.
  • Added a host option to set a custom server name.
  • Added a host option to set a welcome message (displayed when a client joins).
  • Implemented a vote kick/ban system.
  • Added an option to promote other players to moderators (can kick and ban) and admins (can adjust event/rules).
  • Third ban to same player results in the ban being automatic in subsequent games on the same host.
  • Players can retire from race in the pause menu (useful e.g. when hopelessly in a ditch on a no-reset server).
  • Lost tires are now synced from server.
  • Fixed wrong gear on clients after car reset or new race.
  • Fixed bugs in results calculation.
  • Improved client-side prediction.
  • Various server side fixes.

Dedicated Server:
  • Implemented first version of dedicated server (the server runs without a Steam account and uses considerably less RAM and CPU than the full game).
  • Implemented command line configuration.
  • Implemented remote configuration through game client.

Effects:
  • Improved particle performance.

Sounds:
  • Improved audio positioning.
  • Added a beep to lobby race countdown.
  • Fixed curb sounds.
Wreckfest - jannesBB


We're pleased to announce that the next update of Wreckfest is scheduled for this month, and it will mark an important milestone for our game. In the update we will be introducing our completely new tire and suspension simulation model that will provide for a much more immersive driving experience on both tarmac and sand. The update will also feature our next-generation DirectX 11 rendering engine that will make it possible to faithfully recreate realistic environments with advanced physically based materials and lighting (PBR).

Since we've been working hard with the physics and rendering features of the game this update will not contain much new content, but as a teaser of the great things to come the update will ship with the first iteration of the reworked Sandpit track to give you a glimpse of the level of quality and realism we're striving for with our next-generation environments. Not only that, but you will also get a chance to experience an early version of a new oval track that we have in production. Since the new tracks would be nothing without new toys to race around with, we'll be including two new cars as well. Both of them are still heavily in progress, mind you, but nonetheless you will get to take them for an early test drive. Needless to say, the update will also contain a huge number of other added features and improvements, many of which have been requested by you, our dear players and supporters.

As it is so often, when one journey ends another begins. The next update is a first, important step in realizing our dream for Wreckfest. Now with most of the heavy lifting done on the physics and rendering department of the game our development team will be working full-steam on new good stuff to come in the next months: a whole lot of new cars, new tracks, car customization, modding support as well as other features and content that in end will make Wreckfest THE definite game for anyone looking for rough, no-holds-barred racing experience.

A full changelist will be available with the update, but here are the most important changes:

  • New simulator-grade physics engine with advanced tire and suspension geometry simulation.
  • New DirectX 11 rendering engine with realistic physically based materials and lighting.
  • 64-bit operating system support for optimal performance on modern computer systems.
  • Hardware MSAA anti-aliasing with advanced foliage transparency antialiasing.
  • Dedicated server for optimized multiplayer performance with command-line and remote configuration features.
  • Steam leaderboards and player statistics for tracking and comparing performance with other players.
  • Support for changing the track and the car in lobby as well as adding bots to multiplayer events.
  • New game modes Team Race and Elimination Race, guaranteed to provide explosive racing action for 2-4 teams.
  • One new track and another one completely overhauled.
  • Two new cars, an American and a European one.

As always, thank you for your enthusiasm, dedication and support. See you on the track!
Wreckfest - jannesBB


We're pleased to announce that the next update of Wreckfest is scheduled for this month, and it will mark an important milestone for our game. In the update we will be introducing our completely new tire and suspension simulation model that will provide for a much more immersive driving experience on both tarmac and sand. The update will also feature our next-generation DirectX 11 rendering engine that will make it possible to faithfully recreate realistic environments with advanced physically based materials and lighting (PBR).

Since we've been working hard with the physics and rendering features of the game this update will not contain much new content, but as a teaser of the great things to come the update will ship with the first iteration of the reworked Sandpit track to give you a glimpse of the level of quality and realism we're striving for with our next-generation environments. Not only that, but you will also get a chance to experience an early version of a new oval track that we have in production. Since the new tracks would be nothing without new toys to race around with, we'll be including two new cars as well. Both of them are still heavily in progress, mind you, but nonetheless you will get to take them for an early test drive. Needless to say, the update will also contain a huge number of other added features and improvements, many of which have been requested by you, our dear players and supporters.

As it is so often, when one journey ends another begins. The next update is a first, important step in realizing our dream for Wreckfest. Now with most of the heavy lifting done on the physics and rendering department of the game our development team will be working full-steam on new good stuff to come in the next months: a whole lot of new cars, new tracks, car customization, modding support as well as other features and content that in end will make Wreckfest THE definite game for anyone looking for rough, no-holds-barred racing experience.

A full changelist will be available with the update, but here are the most important changes:

  • New simulator-grade physics engine with advanced tire and suspension geometry simulation.
  • New DirectX 11 rendering engine with realistic physically based materials and lighting.
  • 64-bit operating system support for optimal performance on modern computer systems.
  • Hardware MSAA anti-aliasing with advanced foliage transparency antialiasing.
  • Dedicated server for optimized multiplayer performance with command-line and remote configuration features.
  • Steam leaderboards and player statistics for tracking and comparing performance with other players.
  • Support for changing the track and the car in lobby as well as adding bots to multiplayer events.
  • New game modes Team Race and Elimination Race, guaranteed to provide explosive racing action for 2-4 teams.
  • One new track and another one completely overhauled.
  • Two new cars, an American and a European one.

As always, thank you for your enthusiasm, dedication and support. See you on the track!
Oct 24, 2014
Wreckfest - jannesBB
During the past few weeks ago we have released a handful of hotfixes, addressing issues and squashing bugs like nobody’s business. As a result, the 18-car multiplayer races, packed with tight and dirty situations and crashing cars, run smoother than ever! You can host your own events with much better stability, and use the reworked lobby chat to lay down the rules to your opponents.

If you love the madness and mayhem our game is all about, we wouldn’t mind at all should you recommend Wreckfest to your friends, for as we all know, nothing beats ramming your buddies off the road and throwing your head back in villainous laughter.

See you on the road, and watch your six!
Oct 24, 2014
Wreckfest - jannesBB
During the past few weeks ago we have released a handful of hotfixes, addressing issues and squashing bugs like nobody’s business. As a result, the 18-car multiplayer races, packed with tight and dirty situations and crashing cars, run smoother than ever! You can host your own events with much better stability, and use the reworked lobby chat to lay down the rules to your opponents.

If you love the madness and mayhem our game is all about, we wouldn’t mind at all should you recommend Wreckfest to your friends, for as we all know, nothing beats ramming your buddies off the road and throwing your head back in villainous laughter.

See you on the road, and watch your six!
...