We've just released 1.1.5!
With this update we bring you Steam multiplayer, the C.Y.G.O.N Tempest from GRIP and brand new engine customization options for custom ships!
Steam multiplayer has been long coming and with recent changes to our multiplayer backend it's now been possible. You'll find two new options in the online menu for hosting and joining games via Steam. Support for public, friends only and private (invite only) lobbies are implemented, which of course also means Steam friend invites and a lobby browser!
For those who might be concerned, this does not replace Direct IP and is only an alternative option to it. If you run the game without Steam you'll only have the option to host and join via Direct IP available.
- The game still uses peer to peer when using Steam networking, making whoever starts the lobby the host of the game. When this person quits, the lobby will be closed and you'll be booted back to the menu
- Because the game has to relay data through Steam, increased network lag in comparison to direct IP should be expected
With great help of community member Kabelsalat and in collaboration with GRIP we are excited to bring you the C.Y.G.O.N Tempest to BNG! We had shown you screenshots on Monday's announcement, so here's some gameplay:
If you haven't already, be sure to check out the BallisticNG skin community member Meg.A.Byte made for GRIP's Mirage!
With the latest version of the Unity Tools we have added in a lot of options that you can now play about with to customize your ships engine effects. For more details on this see the changelog below.
We've also changed how custom tracks are loaded so settings from the custom track scenes are now retained. This allows track creators to now make use of Unity's baked occlusion culling!
- Missing types in assemblies can now be handled, allowing code mods that are dependant on other code mods to be loaded and used
- Added the option to turn off environment reflections
- The default floor hugger camera view and field of view are now their own options
- Custom tracks are now loaded as the main scene. This allows custom track creators to now make use of specific Unity features like baked occlusion culling.
- Custom tracks are now loaded asynchronously and report the loading progress.
- The kick menu navigation is now manually assigned when the UI is generated, preventing you from selecting other UI elements outside of it while it's open
- Fixed not having any sound packs installed softlocking the audio options menu when attempting to save settings
- Implemented Steamworks networking
- [Config] is now shown next to players in the lobby that are selecting ships or in the options menu.
- The lobby menu now only reloads ships for players that have changed instead of reloading every ship.
- Fixed various soft locks caused by the ship selection overlay and options menu
- The lobby countdown is now cancelled when leaving a lobby
- Collisions are now disabled by default
- The donator liveries now display for people who don't have them
- Remade the autopilot disengage from scratch. The autopilot will now continue to run and fade out the AI steering, giving you time to gradually adjust steering as it hands control back over to you.
Added the C.Y.G.O.N Tempest
Updated all drag ships with new engine effects
Added 2 internal custom ship modules (these can be assigned using the Custom Ship Module setting in custom ships):
Manages the engine colors (orange when no power, white when at max power, blue when boosting). This is designed for use with a pre-colored texture such as the Tempest flame texture
Manages mini turbo exhausts for any engine with a reference name of turbo
Same as INTERNAL_DRAG but plays the new _flameboost _sound when hitting speed pads in 2159/floor hugger
Added the assets used for the Tempest engines (BallisticNGTools/BallisticNG Assets/Ships/Default Effects)
Added engine sounds for the Tempest and Barracuda Model 0 (BallisticNGTools/BallisticNG Assets/Ships/Default Engine Sounds)
Added new engine customization options (see the wiki linked below for more details):
Always Use Player Trail
Ai Trail Width Curve
Use Engine Colors
Afterburner Boosts Intensity
Turbo Boosts Itensity
Pads Boost Intensity
Flare and Trail Alpha Ranges
Scale Fluttering (with engine power amount of speed curves)
Scale with speed
Scale with engine power
UV Scroll Speeds
More details at: https://ballisticng.gamepedia.com/Import_Ship_Tutorial#engines_setup