BeamNG.drive - BeamNG



You can also read this update in our blog.


version 0.4.0.2 (hotfix #2):
Bugfixes:
  • fixes graphics card containing a whitespace at the end of their name reloading the settings every frame resulting in unchangable settings, bad performance and randomly moving tacho
  • fixed vehicle selector not scrolling correctly
  • added missing runtime dlls for the launcher in case the Steam installer fails to install them correctly
Content:
  • added missing UI app thumbnails
  • JRI optimization

version 0.4.0.1 (hotfix #1):
Bugfixes:
  • Don't run the x64 exe if on Windows less than 7 SP 1

version 0.4.0.0 (steam early access release):
Features:
  • Major work on the UI: lots of new things and bugfixes
  • Added scenarios
  • Configurable force feedback settings
  • Remember last window size when toggling fullscreen
  • Dynamic steering for keyboard
  • Filtered input for gamepad - Linearity, smoothing, spring
  • Improved default inputmaps for G25/G27
  • Prefab features: Ability to add decalroads into them, Global positioned prefabs
  • Added new tacho based on SVG (see tacho.svg)
  • Re-introducing AI Flee mode using the new AI mode (see AIControl app)
  • Added new race UI features: some apps, improved preset support, reset button in uiedit mode
  • Improved sand and mud groundmodels
  • Added vehicles' glass reflections
Bugfixes:
  • Improved display of level and scenario selection
  • Fixed cursor hiding when over interface
  • Fixes on DecalRoad's having incorrect UVs
  • Fix potential crash on x64 due to bad pointer cast
  • More objects exposed to Lua properly now making them usable in lua
  • Fixes crashes on 32Bit vs 64Bit pointer problems
  • Fix window problems after docking mode (windows and cursor keys)
  • Fixed T3DLua printf not trying to interpret format tags and filling it with garbage
  • Clouds, Forest, Water and Grass now use simulation time: it slows down with the game properly now
  • Removed the old, laggy T3D Cursor that was showing by chance sometimes
  • Fixed random crashed on 64Bit due to png library problem
  • Fixed a crash when full screen have not focus during level load
  • Fixed luasocket sandbox not working properly
  • Add msg for alert users about some incompatible apps with game in fullscreen mode: Bandicam, etc
  • Allow precipitation to have 0 drops (and so disabling it)
  • Improved Lua crash reporting: it writes the stackdump to the log upon crashing now
  • Inut: Fix nonlinearity, fixed input events leaking to the inputmap, FFB options, Disable FFB while the user is using UI
  • Fixed input focus between the UI and the game: now working on click instead of mousemove
  • Input filtering for scenarios: now possible to filter out events so they are not usable in there
  • Fixed big problem on non-ASCII characters and the UI and game interface: special characters should display properly now
  • Fixed inability to create inputmaps from scratch
  • Improved FPS limiter
  • Lua extensions can now have more than one argument
  • Fixed UI Focus problems
  • Water reflection now only uses dynamic reflection or static cubemap, not both as before
  • Options now have an order, not randomly anymore
  • Fixed loading screen up
  • Manual waypoints are preserved: no optimization of the map code of them
  • added vislog for removed nodes: ui apps > aicontrol > vislog
  • Fixed issue with audio provider
  • Fix to allow static objects to use instance color
  • Old automatic waypoint generation disabled
  • Added ability to load custom part configs on scenario start
  • Vehicles no longer reload twice when choosing preset (loading time now faster)
  • Fixed a problems when packing prefabs
  • Cursor hiding when rotating camera
Content:
  • Updated some assets' textures
  • Minor improvements to some assets on Gridmap
  • Various updates to Small Island
  • Various updates to Industrial
  • New props (Haybales, Saw Horse Barrier, Traffic Tube, Wall)
  • JRI - added more forest
  • Bolide: suspension geometry changes, steering and FFB improvements, new tires, fixed fenders' color
  • Hatch: brake balance, steering lock improvements, scrub radius tweaks, suspension improvements
  • 200BX: headlight shake fix, drift version upgraded to race brakes, reduced drift tire grip, added rollcage and widebody kit weight
  • T75/65: tire and steering tweaks, fixed drivetrain breaking too easily
  • Van: FFB improvements, shake reduced, detailed V8 engine added, fixed engine clipping, added liftkit, updated decals
  • Pickup: suspension improvements, steering speed adjusted, bed more stable for object interactions, tuning, Added box
  • Sunburst: brake disc, wheel spacing, suspension tuning, improved FFB, swaybar tweaks, Reduced and tweaked weight, restored lost sunburst normalmap detail
  • Grand Marshal: reduced shaking, fixed damaged break light texture
  • Moonhawk: tire tweaks, reduced shake, mesh improvements, added door glass
  • Window reflections and broken glass textures for all vehicles
  • Fix for dragCoef causing low top speeds
  • Improved ground models: reduced gravel friction, increased grass friction
  • Added static cubemaps to levels for lowest lighting
  • Added grass particles
  • Hirochi Raceway: updated preview images, added chalk markings for scenarios
  • East Coast USA: Improved textures and materials, vegetation
  • Industrial preview images updated
  • Added rally start and finish gates
  • World editor: Added navigraph visualization to view "AI path" (also scenario debug in there), Decalroad selection improvement (can now select the top road over others), Template feature for decalroads, drivability to DecalRoad editor (for AI), Removed "scripted" tab and other useless items, Streamlined world editor object list (defaults to current level, ignore cache folder), Advanced Text rendering in the editor: now non-overlapping and with background. To disable: F11 > eye icon > advanced text
  • Lighting fixes and improvements for all maps
  • Tweaked tire screech sounds threshold

Stats: 1349 SVN commits
BeamNG.drive - BeamNG



You can also read this update in our blog.


version 0.4.0.2 (hotfix #2):
Bugfixes:
  • fixes graphics card containing a whitespace at the end of their name reloading the settings every frame resulting in unchangable settings, bad performance and randomly moving tacho
  • fixed vehicle selector not scrolling correctly
  • added missing runtime dlls for the launcher in case the Steam installer fails to install them correctly
Content:
  • added missing UI app thumbnails
  • JRI optimization

version 0.4.0.1 (hotfix #1):
Bugfixes:
  • Don't run the x64 exe if on Windows less than 7 SP 1

version 0.4.0.0 (steam early access release):
Features:
  • Major work on the UI: lots of new things and bugfixes
  • Added scenarios
  • Configurable force feedback settings
  • Remember last window size when toggling fullscreen
  • Dynamic steering for keyboard
  • Filtered input for gamepad - Linearity, smoothing, spring
  • Improved default inputmaps for G25/G27
  • Prefab features: Ability to add decalroads into them, Global positioned prefabs
  • Added new tacho based on SVG (see tacho.svg)
  • Re-introducing AI Flee mode using the new AI mode (see AIControl app)
  • Added new race UI features: some apps, improved preset support, reset button in uiedit mode
  • Improved sand and mud groundmodels
  • Added vehicles' glass reflections
Bugfixes:
  • Improved display of level and scenario selection
  • Fixed cursor hiding when over interface
  • Fixes on DecalRoad's having incorrect UVs
  • Fix potential crash on x64 due to bad pointer cast
  • More objects exposed to Lua properly now making them usable in lua
  • Fixes crashes on 32Bit vs 64Bit pointer problems
  • Fix window problems after docking mode (windows and cursor keys)
  • Fixed T3DLua printf not trying to interpret format tags and filling it with garbage
  • Clouds, Forest, Water and Grass now use simulation time: it slows down with the game properly now
  • Removed the old, laggy T3D Cursor that was showing by chance sometimes
  • Fixed random crashed on 64Bit due to png library problem
  • Fixed a crash when full screen have not focus during level load
  • Fixed luasocket sandbox not working properly
  • Add msg for alert users about some incompatible apps with game in fullscreen mode: Bandicam, etc
  • Allow precipitation to have 0 drops (and so disabling it)
  • Improved Lua crash reporting: it writes the stackdump to the log upon crashing now
  • Inut: Fix nonlinearity, fixed input events leaking to the inputmap, FFB options, Disable FFB while the user is using UI
  • Fixed input focus between the UI and the game: now working on click instead of mousemove
  • Input filtering for scenarios: now possible to filter out events so they are not usable in there
  • Fixed big problem on non-ASCII characters and the UI and game interface: special characters should display properly now
  • Fixed inability to create inputmaps from scratch
  • Improved FPS limiter
  • Lua extensions can now have more than one argument
  • Fixed UI Focus problems
  • Water reflection now only uses dynamic reflection or static cubemap, not both as before
  • Options now have an order, not randomly anymore
  • Fixed loading screen up
  • Manual waypoints are preserved: no optimization of the map code of them
  • added vislog for removed nodes: ui apps > aicontrol > vislog
  • Fixed issue with audio provider
  • Fix to allow static objects to use instance color
  • Old automatic waypoint generation disabled
  • Added ability to load custom part configs on scenario start
  • Vehicles no longer reload twice when choosing preset (loading time now faster)
  • Fixed a problems when packing prefabs
  • Cursor hiding when rotating camera
Content:
  • Updated some assets' textures
  • Minor improvements to some assets on Gridmap
  • Various updates to Small Island
  • Various updates to Industrial
  • New props (Haybales, Saw Horse Barrier, Traffic Tube, Wall)
  • JRI - added more forest
  • Bolide: suspension geometry changes, steering and FFB improvements, new tires, fixed fenders' color
  • Hatch: brake balance, steering lock improvements, scrub radius tweaks, suspension improvements
  • 200BX: headlight shake fix, drift version upgraded to race brakes, reduced drift tire grip, added rollcage and widebody kit weight
  • T75/65: tire and steering tweaks, fixed drivetrain breaking too easily
  • Van: FFB improvements, shake reduced, detailed V8 engine added, fixed engine clipping, added liftkit, updated decals
  • Pickup: suspension improvements, steering speed adjusted, bed more stable for object interactions, tuning, Added box
  • Sunburst: brake disc, wheel spacing, suspension tuning, improved FFB, swaybar tweaks, Reduced and tweaked weight, restored lost sunburst normalmap detail
  • Grand Marshal: reduced shaking, fixed damaged break light texture
  • Moonhawk: tire tweaks, reduced shake, mesh improvements, added door glass
  • Window reflections and broken glass textures for all vehicles
  • Fix for dragCoef causing low top speeds
  • Improved ground models: reduced gravel friction, increased grass friction
  • Added static cubemaps to levels for lowest lighting
  • Added grass particles
  • Hirochi Raceway: updated preview images, added chalk markings for scenarios
  • East Coast USA: Improved textures and materials, vegetation
  • Industrial preview images updated
  • Added rally start and finish gates
  • World editor: Added navigraph visualization to view "AI path" (also scenario debug in there), Decalroad selection improvement (can now select the top road over others), Template feature for decalroads, drivability to DecalRoad editor (for AI), Removed "scripted" tab and other useless items, Streamlined world editor object list (defaults to current level, ignore cache folder), Advanced Text rendering in the editor: now non-overlapping and with background. To disable: F11 > eye icon > advanced text
  • Lighting fixes and improvements for all maps
  • Tweaked tire screech sounds threshold

Stats: 1349 SVN commits
BeamNG.drive - BeamNG
This hotfix fixes the "you need to restart your game" message box and the crash for users running earlier versions than windows 7 SP1
BeamNG.drive - BeamNG
This hotfix fixes the "you need to restart your game" message box and the crash for users running earlier versions than windows 7 SP1
BeamNG.drive - BeamNG



We just released on Steam as Early Access title - changelog following soon :)

Update: If you own the game already: we worked like crazy the last weeks to deliver some gameplay starts :)
BeamNG.drive - BeamNG



We just released on Steam as Early Access title - changelog following soon :)

Update: If you own the game already: we worked like crazy the last weeks to deliver some gameplay starts :)
BeamNG.drive - BeamNG


Quite some things broke yesterday, we tried our best to fix the most important things up today.

You can also read this update in our blog.


Bugfixes:

  • Fixed Level of Detail (LOD) on high resolutions: this was responsible for the super low resolution on post HD screen resolutions
  • Fix some bindings not being loaded when using inputmaps generated in older versions: This was responsible for breaking the hotkeys completely.
  • fixes ui show/hide keys and accidental destruction of the legacy apps
  • Fix display of default linearity in bindings
  • Add support to modify scale in bindings
  • Strip angularjs metadata when writing inputmaps to disk
  • Do not store binding settings that are default (increases inputmap readability/shareability)
  • Add ability to set deadzone in bindings
  • Add revert-to-defaults functionality to input screen
  • Allow saving to a non-existing inputmap (create inputmaps for new devices)
  • Filter out Null Audio from Options GUI.
  • reduced instability warning from 60 seconds to 10 seconds
  • Fixed lightflare render on low texture quality with non pow2 textures.

Features:

  • added photo mode: Use the sidebar to open it or CTRL + U
  • added camera banking support for the Photo mode

Content:

  • fixed up pedal placement in pickup and roamer
BeamNG.drive - BeamNG


Quite some things broke yesterday, we tried our best to fix the most important things up today.

You can also read this update in our blog.


Bugfixes:

  • Fixed Level of Detail (LOD) on high resolutions: this was responsible for the super low resolution on post HD screen resolutions
  • Fix some bindings not being loaded when using inputmaps generated in older versions: This was responsible for breaking the hotkeys completely.
  • fixes ui show/hide keys and accidental destruction of the legacy apps
  • Fix display of default linearity in bindings
  • Add support to modify scale in bindings
  • Strip angularjs metadata when writing inputmaps to disk
  • Do not store binding settings that are default (increases inputmap readability/shareability)
  • Add ability to set deadzone in bindings
  • Add revert-to-defaults functionality to input screen
  • Allow saving to a non-existing inputmap (create inputmaps for new devices)
  • Filter out Null Audio from Options GUI.
  • reduced instability warning from 60 seconds to 10 seconds
  • Fixed lightflare render on low texture quality with non pow2 textures.

Features:

  • added photo mode: Use the sidebar to open it or CTRL + U
  • added camera banking support for the Photo mode

Content:

  • fixed up pedal placement in pickup and roamer
BeamNG.drive - BeamNG


Quite some things broke yesterday, we tried our best to fix the most important things up today.

You can also read this update in our blog.


Bugfixes:
  • Fixed crash on selecting Null audio provider
  • Fixed crash when fullscreen lost focus when loading a level
  • UI: Play button now closes any open tabs
  • UI: hide UI hotkeys working again: SHIFT+U
  • UI: fixed ng-cloak: menu loading now hidden
  • UI: fixed UI apps not getting any data since the stream information was not in sync after switching vehicles or spawning new
  • UI/VehicleConfig: Parts configuration works again
  • UI/VehicleConfig: fixed UI getting desync when exchanging the vehicle while the UI is open
  • UI/Options: Graphics options save properly
  • UI/Options: All PostFX options now working
  • UI/Options: Dynamic reflections options now working
  • UI/Environment: fixed cloud cover bug: slider min/max fixed
  • UI/Environment: removed defunct rain drop slider
  • UI/Debug: reset all vehicles working
  • UI/Debug: render debug options working
  • UI/Debug: FOV back working
  • UI/Debug: fixed Center of Gravity not working
  • UI/Debug: fixed static collision debug not working
  • UI/Environment: added simulation speed slider
  • UI/Physics pause menu: Screen gets the black border and the STOP sign when in J mode
  • UI/Options: removed not working easy graphics option for now as this is WIP
  • PostFX settings now save on exit
  • Keyboard bindings fixed, T to fire the cannon for example (if you still experience problems, try to delete your "My Documents/BeamNG.drive/settings" folder.

Content:
  • removed WIP UI apps: hydroscontroller and racingtime
  • added missing preview images to all other UI apps
  • Fixed Roamer and D15 gear needle movement
  • Fixed Roamer brake gauge light incorrect location
  • New 18 inch wheels for the Sunburst RS/Race
  • Corrected wheel deform/strength values
  • Inflated Mat texture error fixed
  • Fixed Moonhawk collision triangles
  • Tweaked 200BX rear bumper, fixed inverted coltri
  • Tuned 200BX torque curves
  • Removed terrains aitest and thevoid from the release (they are dev testing maps and just slipped in)
  • port level now actually just being the port
  • added textarea to feedback app
  • added missing dragcoef, sidereinfbeam deform and strength to some tires


BeamNG.drive - BeamNG


Quite some things broke yesterday, we tried our best to fix the most important things up today.

You can also read this update in our blog.


Bugfixes:
  • Fixed crash on selecting Null audio provider
  • Fixed crash when fullscreen lost focus when loading a level
  • UI: Play button now closes any open tabs
  • UI: hide UI hotkeys working again: SHIFT+U
  • UI: fixed ng-cloak: menu loading now hidden
  • UI: fixed UI apps not getting any data since the stream information was not in sync after switching vehicles or spawning new
  • UI/VehicleConfig: Parts configuration works again
  • UI/VehicleConfig: fixed UI getting desync when exchanging the vehicle while the UI is open
  • UI/Options: Graphics options save properly
  • UI/Options: All PostFX options now working
  • UI/Options: Dynamic reflections options now working
  • UI/Environment: fixed cloud cover bug: slider min/max fixed
  • UI/Environment: removed defunct rain drop slider
  • UI/Debug: reset all vehicles working
  • UI/Debug: render debug options working
  • UI/Debug: FOV back working
  • UI/Debug: fixed Center of Gravity not working
  • UI/Debug: fixed static collision debug not working
  • UI/Environment: added simulation speed slider
  • UI/Physics pause menu: Screen gets the black border and the STOP sign when in J mode
  • UI/Options: removed not working easy graphics option for now as this is WIP
  • PostFX settings now save on exit
  • Keyboard bindings fixed, T to fire the cannon for example (if you still experience problems, try to delete your "My Documents/BeamNG.drive/settings" folder.

Content:
  • removed WIP UI apps: hydroscontroller and racingtime
  • added missing preview images to all other UI apps
  • Fixed Roamer and D15 gear needle movement
  • Fixed Roamer brake gauge light incorrect location
  • New 18 inch wheels for the Sunburst RS/Race
  • Corrected wheel deform/strength values
  • Inflated Mat texture error fixed
  • Fixed Moonhawk collision triangles
  • Tweaked 200BX rear bumper, fixed inverted coltri
  • Tuned 200BX torque curves
  • Removed terrains aitest and thevoid from the release (they are dev testing maps and just slipped in)
  • port level now actually just being the port
  • added textarea to feedback app
  • added missing dragcoef, sidereinfbeam deform and strength to some tires


...