TUFU - Huge update news

Hello folks, we have some life in Bayview now :) In the following some update notes that i still remember I did over the past few months. World - traffic is now on the road. - pathnodes are layed out in the city core - GPS pathfinding to drive to your desired destination. the blue arrow is a direction aid and leads you to your target (At the moment to the center of the map). Fully async and A*. Performance - mandatory bug fixes in the load calculation and tire simulation. The car is very stable and drives very smooth now. - the aerodynamics have been adjusted and the car now auto balances mid air. Also it stays more on the ground, similar to how we like it in NFS games. - suspension shocks blow out, the car is stable when driving over curbs. -clutch has been adjusted, you can now accelerate quickly from idle. -your rear wheels gain some grip when using nitrous, now you can burst out of curves more easily. -Usersettings for performance are now implemented - The true original nfs ug2 leveling of performance upgrades is implemented. - all upgrades (performance/ visual), unlockables, stages are implemented. Post Processing - radial motion blur has been adjusted and bugs have been fixed that created weird artifacts. - streetlight coronas now hvae a trailing effect. - headlights and taillights also have corona effects. - headlight and taillight flares occlude properly when the source of light is behind an obstacle. - various particle effects have been adjusted/improved like nitrous, exhaust flames and more. - trafficlights are now constantly blinking but inactive, like riding through the town on sunday :) Language -the game has the following spoken languages available: english, german, french, italian, japanase, russian spanish. - the game has the following text languages: danish, german, english, spanish, french, italian, dutch, polish, russian, swedish General - major changes have been done in the sound optimization and preparation - there are now ambient sound zones (highway, city etc.) - there are now proper reverb zones (tunnels, city etc...) - A lot of other things that I don’t remember. -the whole asset loading and storing system is rewritten from scratch and allows a lot of customizability codewise. It is very easy to add any new visual upgrade type. Made to possibly allow modding after the game is released. Take this with a grain of salt. - camera settings havebeen adjusted and improved a bit. - hitches during gameplay have been eliminated. Must be tested further in longer running games. - performance that is game related is stable. - a lot of managers have been written to play messages/speech at runtime, control traffic etc. - Vinyl blending has been fixed. - generally all car materials are improved and bugs were fixed, metallic materials looks better in this dark environment. - brake meshes now work as well as paintable calipers. front and rear rims can have different paints, front and rear wheels can be different as well as spinners can be installed independently. - brake discs heat up and start glowing when you brake a lot or for a longer period. they also cool down. - Only FMOD is now used to store, load and play sounds. -... a lot of unshown stuff in this video, from smaller to bigger changes and upgrades. Miscellaneous - there were a lot of mistakes in the physics calculation that have been fixed. things like the center of mass being calculated wrong. Reason for that is the new Physics API and undocumented features. This slows down the process a bit but most problems have been solved. - A lot of smaller adjustment were made to tire skid sounds, tire smoke, brake lights turning on and off smoothly instead of abrupt, sidechaining compressors to duck any sounds when speech files are played, weight distribution. TODO - visual fidelity will be taken care of in future updates. Currently priority is taking care of the codebase and expanding on functionality. I hope you like it :) Stay tuned!
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