New build with rain (Patreon)
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Not a lot has changed since previous build, mostly various fixes. I’m really hoping that this build would be more stable now. But there are some new things too though.
First, I pretty much completely rewrote AI Flood (that thing for Track Mode which teleports cars around so there are always some cars nearby on large tracks). Now it shouldn’t break AIs, cars should spawn more stable and drive off faster. And it also supports two lane AI splines too now.
After doing some testing driving on two-lane layout of LAC and remembering how fun it was to take that Red Bull monster and try to overtake as many cars as possible, I thought to take a small detour and create a new racing mode for that. And for something else too, so I created a new module allowing to create new single-player modes with Lua scripts. At the moment whole thing is pretty experimental, let’s see if it’s of any use first, but later I’ll rework it so it would have proper CM integration in Quick Drive section as well as ability to define new modes on per-track level. And some API so those modes could control AIs, move objects around, affect weather conditions and so on. But currently they’re more on a level of original AC’s drifting mode.
Currently there are two modes which might be worth looking at, that overtake challenge working on any track with track day mode, and Driver Interview. Do you remember that old 1999 game? Now you can try that mission in AC! Just get the track here, car somewhere here, enable New Modes and Driver Interview in CSP settings and start a new practice session. (I would suggest to set time to night, turns out WeatherFX does have a problem with enclosed spaces, something to work on for later.)
Other changes now include adjustable HUD in VR, optional mip bias for tilted surfaces (to keep road textures sharp when looked at at an angle) and various small fixes. Also, I now integrated that loading profiler to runtime as well to record data for frames that took too long, it should help to detect possible stuttering issues. Already helped to smooth out that freeze on rain start, although more work might be needed there. Oh, and there is a new material for cubes of hay now, reusing fur shader in a new way.
Thank you so much for the amazing support! Next thing now is to work on protecting RainFX configs and working some more on its visuals to recreate that distant uneven haze/fog/spray effect, fixing AIs and trying to come up with a system which wouldn’t require to patch car data anymore.
By the way, the platform for competitive online racing we’ve been working on, RaceU, is close to its release now! We’re working on bringing some CSP features to it too. If you’re interested in that sort of thing, check it out. You can also join RaceU Discord server if you have any questions, suggestions or bugs to report.