Wreckfest

Wreckfest

The Very TrackPack 2
485 Comments
The Very End  [author] 3 hours ago 
Thanks all <3
@Muur; Has it been fully downloaded through Steam? If so, it should primarily be enough to head into the game -> settings -> mods and activate it there.
Muur 8 hours ago 
it wontshow up in my mod folder
ShinyMew76 May 22 @ 11:30am 
Thank you for everything, End. Congrats on fatherhood!
avastrike May 21 @ 8:41pm 
Looking back on this after all these years. The impact you've made to Wreckfest in indescribable. A literal backbone to the modding community, arguably the game itself. I'm happy to have witnessed the journey first hand throughout the years. Coming home from High School only to be greeted by a new track from you felt like a gift that kept on giving. Life over time happens, of course, and causes paths to diverge from where they once met (and gosh, age 21 is only drifting further and further away from my own reach, the horror!). I wish you blessings on your continuing chapters in life ahead! Congrats on fatherhood!!!
The Very End  [author] Apr 7 @ 2:55am 
Thanks! :)


KD: When using both mods, make sure that the packs are listed in same order as the server, e.g. pack 1 either above or below pack 2, as it dictates how files are read (which can lead to mismatch(.

DT: It's fictional and not based on a particular place.
DavidTigerfang Apr 7 @ 1:17am 
What is downpour city from?
KING TEDDY Feb 18 @ 12:21am 
i seem to be getting the client version mismatch when using this and the first pack mod.
M'aiq the Liar Feb 16 @ 4:46pm 
M'aiq just noticed the game only allows up to 128 tracks, including the 42 vanilla tracks. This one noticed when some of the tracks he had installed started disappearing, at first making M'aiq believe the authors were removing them from the Workshop. But, then this one noticed your Tunnel of Terror tracks gone and figured something else was going on. M'aiq would suggest when you have the time to condense your lone tracks into one of your sub-track packs, this one believes your "Misc" sub-pack would suit most of them the best.

M'aiq wishes you well in your journey towards fatherhood. :lunar2020hearteyesrabbit:
ihatefrappes Feb 10 @ 3:11am 
Thats Amazing End, we know youll do well as a father ^^:happy_seagull:
The Very End  [author] Feb 3 @ 9:12am 
<3
Linczo Feb 3 @ 7:27am 
Congrats man!
The Very End  [author] Feb 3 @ 5:48am 
Just a heads up; tried to get time to sort things out, but seems I have run out of time. I am becoming a father these days and my hobbies will have to come in second line. I'll try, sometime or someday to see what can be done about the vertex errors when time permits :)
The Very End  [author] Jan 28 @ 10:14pm 
Is this when joining a server, or in general? If not, are you using the latest version of Steam client?
Linczo Jan 28 @ 10:59am 
cant use the mod. Wroing version
The Very End  [author] Jan 14 @ 1:10am 
Thanks! Will see if I can somehow test it with that or other carpacks enabled, so that I know when and if the error comes :) Trying to find time to update it, been so busy lately but fingers crossed!
M'aiq the Liar Jan 13 @ 8:34pm 
M'aiq has found another mod full of pretty cars, that overflow the buffer limit. This one believes these would be an even better benchmark to consider when creating new tracks, or editing the old ones. Even Farmlands crashes the game while driving one of the very detailed cars, like the very old model that reminded M'aiq of Cruella de Vil's car from "101 Dalmatians". :steamhappy:
https://steamcommunity.com/sharedfiles/filedetails/?id=2976059768&searchtext=
The Very End  [author] Jan 4 @ 10:05pm 
Ouf, those old tracks :S
Nothing to say sorry about, and noted for the future.
M'aiq the Liar Jan 4 @ 10:14am 
M'aiq hopes you would consider also going back through some of your older tracks that also suffer from the buffer limit? Off the top of this one's head, he remembers a few. :lunar2020thinkingtiger:

1. Talledega. (Often)
2. Pocano. (Often)
3. Redwood. (Occasionally)
4. Pitstop. (Occasionally)
5. Black Sails Valley. (Occasionally)
6. Farmlands. (Rarely)

M'aiq has many track mods installed, and can't remember exactly who made what. So, this one apologizes if any of the aforementioned tracks are not your creations.
The Very End  [author] Jan 4 @ 1:56am 
Indeed! It helps knowing what kind of combo triggers it. When I get time sometime later I can try to half the foliage when doing the other layouts, hopefully it will be enough to both keep the look somewhat the same while not triggering the buffer limit.
M'aiq the Liar Jan 3 @ 11:42pm 
M'aiq thinks if nothing else, this one has provided you with a benchmark to test your future tracks on. :steamhappy:
M'aiq the Liar Jan 3 @ 11:15pm 
M'aiq understands, and is happy to help. This one tried those mod added cars, as well as some vanilla cars. This one has concluded that a combination of both the high poly cars from the mods, high poly tracks from mods and a full grid of AI overloads the game's built-in vertices budget. M'aiq for love more players to test this theory of his, but this one only plays with one other friend that has the same mod list loaded. :lunar2020thinkingtiger:
The Very End  [author] Jan 3 @ 11:00pm 
Yet again thanks for your testing, it gives valuable insights. One thing; do we know it’s a 100% failrate if using these cars in combination with the track, or does it happen now and then? And, are there other users here that can test if they have same results? Not that I am trying to shift blame, just trying to figure out the extend of this issue.
M'aiq the Liar Jan 3 @ 10:57pm 
M'aiq found as well that the "Spicy Bangers Car Pack" has issues with CTDs. This one also
would make it know that he is performing the testing with a full grid of AI set to the "Random" AI set, which sticks to the standard game car packs. https://steamcommunity.com/sharedfiles/filedetails/?id=2173468119
M'aiq the Liar Jan 3 @ 10:46pm 
M'aiq found this car also causes the CTD, with its own extreme detail.
https://steamcommunity.com/sharedfiles/filedetails/?id=1627259590&searchtext=gladiator
M'aiq the Liar Jan 3 @ 8:33pm 
M'aiq doesn't know the exact poly/vertices count, but this one will share a link to the mod. M'aiq imagines you might know of a way to check for such numbers?
https://steamcommunity.com/sharedfiles/filedetails/?id=2549056363
The Very End  [author] Jan 3 @ 8:19pm 
Thanks for testing! Do you happen to know how much more detailed this car is compared to vanilla cars? Because if we know roughly how much difference there is then I can try to either calculate foliage (grass) density or try other forms of optimizations to reduce the total strain on the system.
M'aiq the Liar Jan 3 @ 4:02pm 
M'aiq went ahead and removed the "Bonecrusher" car mod, as much as it hurt him to do so. This one expects it to alleviate the issue.
M'aiq the Liar Jan 3 @ 1:40pm 
M'aiq ran the same race settings while driving the Doom Rig instead, and it ran fine. This one believes the "Bonecrusher" mod car has a higher poly/vert count than the vanilla cars, which combines with Lillesand and the other non-exhaustive list of highly detailed tracks M'aiq mentioned earlier to cause the CTD. This one's friend once tried editing one of your tracks (Talledega) that are also prone to contributing to crashes, by deleting 1,000/3,000 trees. But, he's new to modding Wreckfest, so he also ended up with the ground becoming invisible. :steamfacepalm:
The Very End  [author] Jan 3 @ 12:03pm 
Mid = mod*
The Very End  [author] Jan 3 @ 12:02pm 
Thanks for info. As a test; if you run only “stock” / standard wreckfest with this mid activated, does it still happen?
It’s so strange why some get this error while others don’t.
M'aiq the Liar Jan 3 @ 9:49am 
M'aiq was driving the "Bonecrusher" car added via mod, this one was also racing against a full grid (23 CPU cars), as usual. M'aiq also has the "Spicy Car Pack" installed, but the selected AI group "Random" doesn't use any of them. This one plays at 1080P and 120Hz on a 50" LG 4KTV he uses as his PC monitor. M'aiq has graphics set to Ultra, minus the grass setting, that he disabled.
The Very End  [author] Jan 3 @ 2:14am 
(Insert God no God meme).
Do you happen to run 4k ress or any particular vehicle mods? I tested on 24 cars and 1440 resolution, but seems like I was unsuccessful >.<
M'aiq the Liar Jan 2 @ 10:14am 
M'aiq just noticed, Lillesand is another track that suffers the "ran out of vertex buffer memory" crash, like some other tracks like Talladega and Pocono Raceway. this one recommends removing some trees, or other scenery. M'aiq will also say, he plays with grass on the lowest setting. :lunar2020horrifiedrat:
The Very End  [author] Dec 29, 2024 @ 12:19pm 
Thank you! If you want a good laugh - look at the AI paths in the game. The whole track should be called AI boogaloo as the only way to get them to stop is to make the zigzag… even tho they still don’t manage to do the corner correct hahah
M'aiq the Liar Dec 29, 2024 @ 10:58am 
M'aiq wishes you well in your family affairs. This one has also noticed on S01, the AI is terrible at making U-turns. M'aiq watches a good lot of them either slam the wall at the turn before the start/finish line, or sail into the wild green yonder at the end of the first long straight. XD
The Very End  [author] Dec 28, 2024 @ 10:39pm 
Alright! Ghost sign it will be then. Will get to it a bit out in January as my house is full of family-in-law (wish me luck)… :)
M'aiq the Liar Dec 27, 2024 @ 8:38am 
M'aiq would be fine with "ghost" signs, over being brought to a halt by what is essentially an aluminum twig taking on a Doom Rig. :lunar2020horrifiedrat:
The Very End  [author] Dec 27, 2024 @ 12:46am 
Hehe thanks and you too! Btw: If I make them hollow (e.g no collisions), would that work better than completely solid? Doing them all dynamic (break down info different parts) would take some time and computer power (which is already not ideal for this sized track).
M'aiq the Liar Dec 26, 2024 @ 11:41pm 
M'aiq understands, but this one usually drives a nearly seven ton truck that's capable of 146 MPH. This one collided with a sign on S02, and had to twirl the camera around to see what he'd hit.

M'aiq wishes you well in your family adventures. :steamhappy:
The Very End  [author] Dec 26, 2024 @ 10:32pm 
Thanks for feedback! Initially I wanted them to by dynamic, but then the problem arises - they scenery and have a function, hence they ideally should be visible. Also they work as a risk / reward factor: ignore road limits and you will suffer the consequences hehe! But nothing is ideal, and as you say, when you drive past them at 250kmh it’s a limit on how much you see of them.. will think on it a bit for the upcoming days while I try to survive my family - in - law :) (send through and prayers)
M'aiq the Liar Dec 26, 2024 @ 12:06pm 
M'aiq was having a great time on the new Lillesand track, until he collided with the invincible road signs. This one recommends either making them destructible, or remove the collision from them entirely, allowing one to pass through them like a ghost. M'aiq can hardly see them while driving at high speed, since they are very skinny and small. :lunar2020thinkingtiger:
The Very End  [author] Dec 23, 2024 @ 10:59am 
Version 2.0 released:

* Lillesand added! Starting with 3 layouts with more to come when xmas is done!
The Very End  [author] Nov 1, 2024 @ 11:54pm 
Hmm, from what I've heard from others; it usually is Steam taking more time finalizing things than what it's indicating. Therefore, let it work for a bit, try to restart the Steam client, wait for a bit, then try to launch the game to see whether the mod is visible in the modlist.
RedbullCamaro Nov 1, 2024 @ 6:22pm 
idk if its just me but the very track pack 2 isnt popping up in my mods menu, everything else including very track pack 1 is showing up. Any suggetions to fix this?
Knabi Aug 28, 2024 @ 8:56am 
High quality tracks, could be official ones. :summer2019flag:
The Very End  [author] Aug 6, 2024 @ 10:11pm 
Hmm strange. If the mods are deactivated in the mod menu they should (in theory at least) not interfere with the core game. My best advice is to ask the game experts on Discord as they usually have seen it all and knows the work arounds.
FleztheDrusky Aug 5, 2024 @ 3:39pm 
so recently i've subscribed to both very trackpacks and well for some reason running into an issue with the lan where the mods are breaking my game by showing there active yet when trying to play severs online no servers show let alone acknowledge that they're there. So any tips would be helpful at this point cuz ive missed several community nights with streamers I mod for.
The Very End  [author] Jun 10, 2024 @ 11:26am 
Thanks for suggestion, will see if I can sort it out :)
MasviL Jun 7, 2024 @ 8:48pm 
On The Very TrackPack (1)'s description there is a link to The Very TrackPack 2 (this page). How about having the other way around as well?
DeltaQ May 29, 2024 @ 7:15am 
I know it would be quite the undertaking, but the Nurburgring would be cool to have as a track :D