BeamNG.drive - BeamNG
This update is for the experimental branch only.

This update is unstable, buggy and half implemented as it is 'experimental'.

If you are willing to accept the buggy state of the software, you can read here on how to switch the branch.

Bugfixes
  • Fixed user interface randomly not working.
BeamNG.drive - BeamNG
This update is for the experimental branch only.

This update is unstable, buggy and half implemented as it is 'experimental'.

If you are willing to accept the buggy state of the software, you can read here on how to switch the branch.

Bugfixes
  • Fixed user interface randomly not working.
BeamNG.drive - BeamNG
This update is for the experimental branch only.

This update is unstable, buggy and half implemented as it is 'experimental'.

If you are willing to accept the buggy state of the software, you can read here on how to switch the branch.

You can also read this update in our blog.

Bugfixes
  • Fixed 360 controller zoom buttons sticking
  • Fixed occlusion handler for the headlights shining through under certain conditions
  • Fixed several memory issues with the game
  • Fixed combo box render bug within the UI, renders correctly now
  • Fixed laggy main menu: reverted to older CEF version to use the software-only rendering which is a lot faster and easier on the CPU/GPU
  • Fixed filesystem file change notifications: working recursively now, removing the need for empty directories inside the cache folder.
  • Fixed 'Parts Configuration' dialog from always popping up when hitting ctrl+r
  • Removed BeamNG watermark logo from the bottom left corner finally
  • re-encoded mainmenu videos to 720p for increased performance
  • Fixed bad video mode bug where the game's res could end up bigger than the current screen's resolution.

Vehicle Content
  • Fixed stretching parts on T75 when certain parts fell off
  • Textured D15 flatbed trailer
  • Lots of changes and fixes for T75 deformation
  • Other minor vehicle tweaks and fixes
  • Hamster wheel now detachable

Terrain Content
  • Added tents and stadium lights to Hirochi Raceway
  • Added parking lot to HR
  • Added corner distance signs to HR
  • Improved roadside visuals for HR by adding in lined edging to suggest maintenance + road materials
  • Improved road barriers and rumble strips on HR (rumbles aren't so high anymore)
  • Improved the lighting on HR and ECA (the distance is more blue now, slight ambient changes as well)
  • Improved terrain and grass colors for HR
  • More work on the details of HR (more forest, decals, etc), improvements and texture additions
  • Minor adjustments and additions to ECA
  • Fixed a heightmap issue on ECA (there was a sharp pyramid sticking out of the road)
  • Removed duplicate car on Small Island (it was sitting in the ocean)

Features
  • new startup screen
  • Force Feedback basics (disabled by default), not working out of the box yet, might damage your hardware, try on your own risk. FF is currently always on for the first wheel and it might be inverted depending on your hardware.
  • Asynchronous shader compilation: reducing lag/halts when playing, funky material loading at startup now but reducing the loading times significantly
  • FPS limiter: Max FPS is currently hardcoded to 60 to allow a smoother gameplay experience, will be set-able later on.
  • Improve speed of generation for grass and other small objects when camera are moving: this fixes the microlag that occurs when driving fast.
  • New HTML GUI for options/settings (supports live changes) (WIP)
  • New CTRL + Space vehicle selector with filters and factory colors
  • Force Feedback Debug app: we wrote some helper applications that display the steering wheel position vs the applied force feedback
  • Lua integration into Torque3D for simpler controller binding workflow (just started with it, WIP)

Known Problems
  • Parts Chooser is completely broken as we are in the transition phase from the old version that uses the legacy T3D GUI towards the new HTML version.
  • Input Tester is broken
BeamNG.drive - BeamNG
This update is for the experimental branch only.

This update is unstable, buggy and half implemented as it is 'experimental'.

If you are willing to accept the buggy state of the software, you can read here on how to switch the branch.

You can also read this update in our blog.

Bugfixes
  • Fixed 360 controller zoom buttons sticking
  • Fixed occlusion handler for the headlights shining through under certain conditions
  • Fixed several memory issues with the game
  • Fixed combo box render bug within the UI, renders correctly now
  • Fixed laggy main menu: reverted to older CEF version to use the software-only rendering which is a lot faster and easier on the CPU/GPU
  • Fixed filesystem file change notifications: working recursively now, removing the need for empty directories inside the cache folder.
  • Fixed 'Parts Configuration' dialog from always popping up when hitting ctrl+r
  • Removed BeamNG watermark logo from the bottom left corner finally
  • re-encoded mainmenu videos to 720p for increased performance
  • Fixed bad video mode bug where the game's res could end up bigger than the current screen's resolution.

Vehicle Content
  • Fixed stretching parts on T75 when certain parts fell off
  • Textured D15 flatbed trailer
  • Lots of changes and fixes for T75 deformation
  • Other minor vehicle tweaks and fixes
  • Hamster wheel now detachable

Terrain Content
  • Added tents and stadium lights to Hirochi Raceway
  • Added parking lot to HR
  • Added corner distance signs to HR
  • Improved roadside visuals for HR by adding in lined edging to suggest maintenance + road materials
  • Improved road barriers and rumble strips on HR (rumbles aren't so high anymore)
  • Improved the lighting on HR and ECA (the distance is more blue now, slight ambient changes as well)
  • Improved terrain and grass colors for HR
  • More work on the details of HR (more forest, decals, etc), improvements and texture additions
  • Minor adjustments and additions to ECA
  • Fixed a heightmap issue on ECA (there was a sharp pyramid sticking out of the road)
  • Removed duplicate car on Small Island (it was sitting in the ocean)

Features
  • new startup screen
  • Force Feedback basics (disabled by default), not working out of the box yet, might damage your hardware, try on your own risk. FF is currently always on for the first wheel and it might be inverted depending on your hardware.
  • Asynchronous shader compilation: reducing lag/halts when playing, funky material loading at startup now but reducing the loading times significantly
  • FPS limiter: Max FPS is currently hardcoded to 60 to allow a smoother gameplay experience, will be set-able later on.
  • Improve speed of generation for grass and other small objects when camera are moving: this fixes the microlag that occurs when driving fast.
  • New HTML GUI for options/settings (supports live changes) (WIP)
  • New CTRL + Space vehicle selector with filters and factory colors
  • Force Feedback Debug app: we wrote some helper applications that display the steering wheel position vs the applied force feedback
  • Lua integration into Torque3D for simpler controller binding workflow (just started with it, WIP)

Known Problems
  • Parts Chooser is completely broken as we are in the transition phase from the old version that uses the legacy T3D GUI towards the new HTML version.
  • Input Tester is broken
Aug 11, 2014
BeamNG.drive - BeamNG
BeamNG.drive's Store page is now listed in Steam as coming soon. :)
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