Online Racing Made Possible in Source
It works and you WILL be racing your friends in 2010!
Many people were skeptical about SHIFT and its claim to support Multiplayer. After all, many people are aware of the latency issues surrounding vehicles in Garrys Mod and DIPRIP.
After a long time of private development working on our alpha, we have finally released in game video proving that multiplayer is in fact possible in SHIFT. Multiplayer is only half of our main goal as we also seek to create a deep singleplayer mode with a storyline that should keep the attention of anyone who enjoys singleplayer mods.
(Multiplayer + Vehicles) - Lag = SHIFT!
It is a simple and brilliant math equation that really works! As promised, here is a snippet from what is more than an hour of in game recorded video that I am currently processing for Sunday. Here is something that should help you get excited for SHIFT if you are not already.
SHIFT from the start was always aiming for a solid story telling experience. While singleplayer is important, so is multiplayer. Many people always questioned driving and vehicles in Source but SHIFT continues to hold to its promise to be a full package; A solid singleplayer experience, with playable online racing with multiple friends.
Key Points about the video:
- 150-180 ping (with over 100 cars spawned on the map at once)
- This is 2 players (We have tested this up to 5 players with identical results)
- This is on our Circuit track (designed to make the player use the brake, handbrake, gas, and turbo wisely)
- My average fps is about 100 before recording (It drops severely when recording)
- This is our MP build, NOT our SP build (People who have seen our Alpha video understand that this video is not the same as our SP build and that physics and the hud are not yet implemented in Multiplayer)
Let us know if this leaves you wanting more!
No WAY! You guys really got online driving to work! Holy cOw. I <3 you guyz!!!
First!
I will release the mod next week just because you are a loyal fan of Shift sir, yay!
I sir, am in love with you.
If you release it next week.
To be fair, I'm in love with you anyway so it's all good.
Don't worry i will release it, there are just a few glitches i need to fix then we can drive like crazy wohoo!
You posted the news and you are a developer.... Bad show man.
Bad show? People believed him and made him have -3 karma! :D
oh, where has the sense for humour gone?
Away from the internet.
I'm really confused, is this serious or joke? Either way it's funny :D
if you can - id suggest trying to get the vehicles to turn more smoothly - and the inside of a turn should have a slight unmarked speed boost - taking a tighter turn will get you around that corner faster and therefore you should get a slight boost on acceleration.
and the default metal clanging should should prolly be replaced with a scraping / screeching sound so that it sounds like the car is losing traction when hitting things at high angles.
it seems players can kill each other if rammed enough? may want to increase impact damage or lower health of the player in that case - to make it harder and more competitive. this also means that players should be able to buy different kinds of cars - behemoths, balanced normel vehicles, and super light bullets. each has its pros and cons - and adds much depth to the relatively boring source vehicles. occusion, HUD effects, smoke, fire, and other various things such as car damage, car gibbing and tire squealing adds so much to it.
so far it looks good - but it can use some work. kudos for fixing the lagg problem for the most part.
Remember how insanely early this is into playtesting, so you can imagine they already have plans of addressing many little things. As for turning, I did already make a suggestion better then simulating smooth turning in the last newpost comments.
Also I think this is going to focus on racing more then hit to pass, combat racing.
dumb question: you guys planning to add specular to the cars?
Very impressive! Looking forward to testing the performance myself :)
I have to STRONGLY disagree with your ModDB stylesheet though, yowch I'm all Ray Charles up in dis bitch ain' cain't see SHEEUT
Nice, so I can beat up my friends. :D
Still I'm looking more forward to the singleplayer storymode. I'm curious how you gonna tell the story...
I play gmod,and sometimes the RP servers theres like 20 cars with no lag.
Sigh..
How good does your compute have to be to run this? I would like to know.Great job btw.
Looking great, must have taken a lot of effort to get the cars running nicely in the source engine, good luck on further work.