Increased the maximum user level to 40 with exponentially more experience required for the higher levels.
Changed the user level background bar on the profile page to show progress to level 40 rather than to the next level.
Handling tweaks and camera changes with a new "high" camera for extra forward visibility.
Camera choice now persists across game sessions.
UI display tidy up improvements including better handling of differing resolutions.
UI navigation improvements.
Sneaky keyboard shortcuts:
CTRL-M to mute menu music.
CTRL-ALT-G for an ultra high-res screen grab to the game directory (these will be overwritten if taken during different game sessions).
CTRL-H to hide the HUD during a race.
It's been a year since we launched in Early Access, and we'd like to thank everyone who has purchased, played, given feedback, recommended their favourite songs and reported bugs. The support of the Steam community has been invaluable to us as indie developers, and a significant amount of Riff Racer's direction has come about as a direct result of discussions on the forum.
We'd also like to thank our intrepid intern. Many of you may know him as the overlord of the Riff Racer leaderboards, but he's also studying game development and behind the scenes he's been employed at FOAM as Drift Consultant, working on Riff Racer's handling, cameras and car packs. Some say he plays from a simple wooden hut, deep in a Finnish forest, clad only in the skin of a recently slain reindeer. All we know is - he's called WolframH!
Bug fixes
Fix for 24-bit .flac decode and playback.
Translation fixes.
Fixed DirectX warning.
Fixed incorrect registry paths.
Fix for Drift meter still displayed after the race.
Fix for Xbox controllers not connected as the first user.
Fix for incorrect ghost car used with some challenge types.
Fix for bundled track analysis files not bundled with the game.
Fix for car appearing without wheels.
Fix for crash when navigating through the UI 'too fast'.
Fix for occasional crash accessing physics of a car that has not yet been created.
Fix for possible overflow of user XP and level.
Fix for memory pools overflow.
Various fixes relating to specific music tracks causing crashes.
Recent tracks list fixed bundled tracks not showing.
Recent tracks list a fix so that the list is limited to recent tracks (was all time).
Recent tracks, Bundled tracks and Charts pages navigation fixes.
Fixes for a crash accessing profiles of players without DAT.
Graphical fix for the item purchase button.
Graphical fix for pre and post race overlayed leaderboards.
Fixes for the UI background selection by genre last played.
Made UI background selection persistent between sessions.
Made the camera selection persistent between sessions.
Fixes for bundled track handling.
Misc other fixes including some crashes.
Huge thanks to everyone who's been filing bug reports on Uservoice - the information you provided has been crucial when chasing down the more obscure and difficult gremlins.
We'll be continuing to support Riff Racer after release and will continue to work on some experimental features behind the scenes.
You may notice a new build of the game today which includes some more bug fixes including a boost to the in-game music volume.
Because we felt that the change to the volume control adds to the game experience we are releasing it straight away.
We hope you enjoy it!
The FOAM Team
DAT has been updated - version 0.5.4
Hi All
We've just released another update to Drive Any Track (0.5.4)
We've been busy beavering away behind the scenes, fixing bugs, tidying up the look and adding new features.
Among the new features are:
A 'Next Track' option at the end of races which will take you straight to a race of the next audio track in the same directory as the track you have just raced - handy for racing albums.
A new separate menu for the music tracks that come bundled with DAT.
The build includes a first look at some of the changes we've been making to the front end user interface.
New front end sounds and music.
The front end music can now be muted and unmuted ctrl+M (this setting is persistent between game sessions).
We've fixed or improved some of the navigation of the front end.
We have fixed various crashes and track generation issues with many of the music tracks that you have told us about.
We've fixed a bunch of layout issues at various screen resolutions.
You can now grab super-hi-res screen-shots during the race using ctrl+alt+G, the captured files are output into the Drive Any Track Steam directory (capture_?.bmp).
Please note:
If you have changed the keyboard control configuration, you will need to re-configure them again in the new build - apologies, this was necessary due to one of the bug fixes.
Thanks again to our Early Access players for your support, we really appreciate it! More to come soon.
Drive Any Track 0.5.2 released
We've just released another update to Drive Any Track.
Added:
Drift Meter HUD element (can be toggled on / off)
Manual accelerate / brake controls (can be toggled on / off)
Customisable key controls
Miscellaneous minor bug fixes
The drift meter, speed mode and keyboard controls can be configured via a new options screen at Settings > Controls.
In manual speed mode using a gamepad the right trigger is accelerate and the left is brake.
Thanks again to our Early Access players for your support, we really appreciate it!
Drive Any Track 0.5.1 released
We've just released an incremental update to Drive Any Track.
Added
Added new visual effect so that players can tell when the car is in a drift.
Brazilian Portuguese strings added to the game.
Added a new screen to congratulate the player for being the first to race a track.
Fixed
Reduced likelihood where the player could get too much air from a ramp making them land very close to or on top of barricades, dips or ramps.
Thanks as always to all our Early Access players - you guys are awesome and your support is invaluable. :)
Drive Any Track 0.5 released
Track database reset
We’ve been working hard on the track algorithm, and with your help we’ve ironed out lots of kinks.
This has however necessitated a reset of DAT’s data so that we can start again with a clean sheet.
All track data has been reset - new tracks will be created with the updated algorithm, allowing us to start with a clean set of data and (hopefully) doing away with the problem of extra leaderboards being created for songs which are essentially the same version but in slightly different file formats.
All high scores and ghost data have also been reset.
Creator statuses have also been reset and are up for grabs again.
Car prices have been adjusted so that it will take longer to earn enough coins to purchase all the cars. This is following feedback that people are earning too many coins and have nothing to spend them on. Existing car purchases are unaffected - if you’ve already bought cars they should still be in your garage.
Car unlocks have been de-coupled from achievements. This is following feedback that players didn’t really see why the cars were unlocking. You just straight up purchase cars with coins now.
Additional changes
Added
Track browser - press a key to jump directly to that letter in the list
Ghost car score scales down when close to the player
Recent tracks menu lets you sort by difficulty
Free tracks now bundled with game
Changed
Improved ramp collision geometry
Decrease size of artist and song title
Matching of similar tracks has been much improved, therefore reducing the number of separate leaderboards and versions of tracks for same songs
Updated dance genre barricade palettes so barricades are more easily seen
"Soundtrack" tag is no longer part of “Classical” genre meaning Classical charts should contain less random tracks
Fixed
Fix recurring finish lines and cars dropping off the track after the race ended
Fixed issue where camera got too low on a tight loop
Landing hard in a dip now doesn’t make the car come to a complete stop
Fixed finish line animation in Rock genre and surrounding road truss being too high sometimes in rock environment
Fixed issue with file select menu where uppercase file extensions where not displayed
Fixed wild style achievement not unlocking
Fixed possible flac/m4a decode issue
Mega-jump gaps are now shorter for slower tempo songs to address rare instances where the gap would be too large to clear
Fixed issue with shanty-type building's stalks sometimes passing through the track at lower levels
Fixed bug where previous song would play in the front end if the user selected a song with missing id3 info at the end of a race and then cancelled
Fixed crash when song had no iD3 info
Fixed issue where player can be stuck on a black screen for a while when trying to respawn
Fixed ghosts sync issue
Fixed issue where the car would sometimes go through the ramps