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"I dont recommend making modding have anything to do with multiplayer however."
Have to disagree with you on this. If I could not take my custom tracks and derbys online and enjoy with real players, I would not take the many hours to make them.
But the stock game online need to be protect from mods screwing with stock players games. In Flatout 2, FO2 check the database and script files and only showed you online hosts with the same files. Use a modded database file, you would not see any stock hosts to join online.
Bugbear will need to do something like this with Wreckfest online and modding.
Also AI had trouble with some custom tracks that were done for Flatout 1 and 2. AI were not smart enough or got confuse when track had crossings in it.
https://www.youtube.com/watch?v=kv9Yixe0Emc
https://www.youtube.com/watch?v=Nqn7pqsNc9I
https://www.youtube.com/watch?v=20lKMnm0iec
https://www.youtube.com/watch?v=y1x4uHmpQJI
As for mods and online, this is how we approach the issue:
The content generated by us, like maps, cars and so on, are what we could call the Official content. Playing in Official content servers nets you money, xp and all that jazz. Mods, no matter how big or small, are Unofficial content. Servers that allow Unofficial content to be used become Unofficial servers, and playing there won't net you any money, xp or any kind of player progression. So, it's up to the server host to decide what kind of content he or she wants to run, and if the players think that's cool, they'll join in on the fun. Simple and effective, and fair to everyone :)
People have also been using a hex editor to adjust the car base colours (car textures are base colour + transparent decal texture),or replacing colours with others by renaming files.
You can also do this with track objects,so can replace the tires with concrete walls and vice versa etc etc
Theres a bunch of upgrades in the game files which are not normally available,you can also rename those and use them in game.
And citizenerased has created UV texture maps of all the current cars,so you can create custom skins and templates easily.
You can read more about it here
http://community.bugbeargames.com/index.php/topic,6271.0.html
Ya that was welcome news from Bugbear. Maybe hinting at there may be a track editor for us to use some day. I will gladly take a lite version of the program shown in pic. :)
http://nextcargame.com/wp-content/uploads/2015/03/track_creation1.jpg
"insanely difficult to make easy-to-use", I would not worry about making it too easy to use like track editor for Ridge Racer Unbounded. Just give us good documentation and some tutorials on how to do some stuff and maybe have forum thread were we can post our questions if we get stuck. Most of us modders are willing to learn and help out new modders.
Honestly I could care less for a career mode or trying to make it a level up game like a first person shooter or mmorpg
I think the pre alpha physics are just fine. We just want tracks and more car options. Not models, car options , like tires, engines etc. ( I know you said something about tires and physics and finding a perfect balance. But seriosuly from my code knowledge , why not just release incremental updates and let people see how it goes?
How do you know the " physics" feel is what everyone is after? If the testing is done behind closed doors by you or your engineers thats not going to net very good results in the end.
People want content , leave it in alpha and make more content. Perfect the career BS money and points system later.
I think modable content holds more value than you're thinking. Do not under estimate the community.
Do mean coloring the wheel rims? If so, lobsterfran has done some skinning of the tire rims:
http://i58.tinypic.com/2vnfjnr.jpg
Have not seen any posts over in the modding section over at Bugbear forum of someone swapping tires.
http://community.bugbeargames.com/index.php/board,30.0.html