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Steam News3 October 201411y ago

Update 2014-10-02

The latest update is now live, and in addition to a host of other significant improvements and additions it contains true Internet multiplayer functionality, something that so many of you have been looking forward.

Full notes

Full Wreckfest update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

2 fixes11 additions8 changes1 removal
  • Server
  • Gameplay
  • Fixes
  • UI and audio
  • Events
addedThe latest update is now live, and in addition to a host of other significant improvements and additions it contains true Internet multiplayer functionality, something that so many of you have been looking forward. To celebrate the launch of online multiplayer we've also added two new derby game modes, Deathmatch and Team Deathmatch, both of which are guaranteed to offer a barrage of non-stop action with respawns. The update also introduces a new car, a groovy European style coupé, as well as a new Speedway track. Oh, and we finally have a proper name as well! Read the whole story on our blog . Please bear in mind that the multiplayer functionality is still something that we've working on to improve, and there are bound to be issues such as connection problems and lag. Also, in order to host multiplayer games over Steam your network must be configured to allow Steam access to the following ports:
changedUDP 27015 UDP 33540 TCP 27015Furthermore, many office networks and proxies block required ports for Steam operation - please consult your network administrator to ensure the required ports are open if you are using an office network or a proxy. IMPORTANT! The number of clients the host can support in multiplayer is determined by the available bandwidth and the system specifications of the host. Thus, if you have limited bandwidth and a low-spec system, it's best to start with a low client number (such as 8) and increase the number gradually until the bandwidth limit of the connection is found. Don't hesitate to ask the other players in lobby how the game ran for them! Here's the complete change log: Physics:
changedUDP 27015 UDP 33540 TCP 27015Improved tire load calculation.
fixedUDP 27015 UDP 33540 TCP 27015Corrected assumed load when calculating tire stiffness values.
addedUDP 27015 UDP 33540 TCP 27015New differential implementation (supports open, spool, LSD & viscous differentials).
addedUDP 27015 UDP 33540 TCP 27015Added spring rate, damper rate and maximum deflection for tire dynamics.

Wreckfest changes

  • Deathmatchmode
  • Officemap
addedThe latest update is now live, and in addition to a host of other significant improvements and additions it contains true Internet multiplayer functionality, something that so many of you have been looking forward. To celebrate the launch of online multiplayer we've also added two new derby game modes, Deathmatch and Team Deathmatch, both of which are guaranteed to offer a barrage of non-stop action with respawns. The update also introduces a new car, a groovy European style coupé, as well as a new Speedway track. Oh, and we finally have a proper name as well! Read the whole story on our blog . Please bear in mind that the multiplayer functionality is still something that we've working on to improve, and there are bound to be issues such as connection problems and lag. Also, in order to host multiplayer games over Steam your network must be configured to allow Steam access to the following ports:
changedFurthermore, many office networks and proxies block required ports for Steam operation - please consult your network administrator to ensure the required ports are open if you are using an office network or a proxy. IMPORTANT! The number of clients the host can support in multiplayer is determined by the available bandwidth and the system specifications of the host. Thus, if you have limited bandwidth and a low-spec system, it's best to start with a low client number (such as 8) and increase the number gradually until the bandwidth limit of the connection is found. Don't hesitate to ask the other players in lobby how the game ran for them! Here's the complete change log: Physics:
changedImproved tire load calculation.
fixedCorrected assumed load when calculating tire stiffness values.
addedNew differential implementation (supports open, spool, LSD & viscous differentials).

The latest update is now live, and in addition to a host of other significant improvements and additions it contains true Internet multiplayer functionality, something that so many of you have been looking forward. To celebrate the launch of online multiplayer we've also added two new derby game modes, Deathmatch and Team Deathmatch, both of which are guaranteed to offer a barrage of non-stop action with respawns. The update also introduces a new car, a groovy European style coupé, as well as a new Speedway track. Oh, and we finally have a proper name as well! Read the whole story on our blog . Please bear in mind that the multiplayer functionality is still something that we've working on to improve, and there are bound to be issues such as connection problems and lag. Also, in order to host multiplayer games over Steam your network must be configured to allow Steam access to the following ports:

UDP 27015 UDP 33540 TCP 27015

Furthermore, many office networks and proxies block required ports for Steam operation - please consult your network administrator to ensure the required ports are open if you are using an office network or a proxy. IMPORTANT! The number of clients the host can support in multiplayer is determined by the available bandwidth and the system specifications of the host. Thus, if you have limited bandwidth and a low-spec system, it's best to start with a low client number (such as 8) and increase the number gradually until the bandwidth limit of the connection is found. Don't hesitate to ask the other players in lobby how the game ran for them! Here's the complete change log: Physics:

  • Improved tire load calculation.

  • Implemented torque feedback scaling for higher than normal friction.

  • Scaled tire forces by sprung/unsprung mass ratio to correct accelerations.

  • Corrected assumed load when calculating tire stiffness values.

  • New differential implementation (supports open, spool, LSD & viscous differentials).

  • Added spring rate, damper rate and maximum deflection for tire dynamics.

  • Added toe-in for steering settings.

  • Changed damping force to use ground contact normal.

  • Fixed torque from tires to use correct roll center, wheel center and attach points.

  • Added suspension lateral attach point, affects yaw from longitudinal forces.

  • Implemented separate loose and solid surface modes.

  • Improved body torques from wheel assembly when tire is in air.

  • Disabled optimal shift point use when using automatic transmission.

Controls:

  • Added speed sensitivity slider - controls how much steering is limited in higher speeds to prevent spinning out when using a gamepad or keyboard: 0% = none, 100% = maximum limiting.

  • Added throttle and brake sensitivity sliders: 0% = cubic, 50% = linear and 100% = cubic root response (cubic increases throttle aggressive at the start of the trigger range, root at the end of the trigger range).

  • Added initial mouse steering implementation: bind mouse to left/right in the settings menu.

  • Implemented basic XInput gamepad rumble.

  • Changed steering limits during drifting (drift lock enables more anti-steering during drift).

  • Added digital steering delay and fixed digital/analog controller selection.

Gameplay:

  • Added Two new derby game modes: Deathmatch and Team Deathmatch.

  • Split times to winner and best lap times are now displayed in race results.

  • Last lap time displayed in HUD for a few seconds when starting a new lap.

  • Best lap time displayed in HUD during races.

  • Best lap times for tracks are saved and displayed in event selection.

  • Score is displayed in derby results.

  • Car reset will attempt to

Source

Steam News / 3 October 2014

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