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1.4 Dev 2 now available

The major update to 2280 has begun and we're now ready to push out the first part of the changes. 2280 was originally implemented as a cheat mode for fun which has fallen very far behind in quality compared to the rest of the game, so with 1.4 being our last major feature update we're spending the time to re-implement it. In a future content update we'll start to introduce dedicated content for the mode too. The physics mode selector is now in the custom race menu. And yes, it'll save your selection between game sessions!

Playing development builds


  • Right click BallisticNG in your steam library and go to Properties
  • Go to the betas tab on the window that opens
  • From the dropdown select development. If the update doesn't automatically queue for download, restart Steam
  • Once you have opened the game, the version at the bottom right of the menu will read 1.4-d7

Notices


Camera option changes


We've recently updated the camera options to be per camera mode, instead of the previous physics mode based FOVs and global settings with random specific mode settings sprinkled in. Every camera mode now has it's own FOV and offsets, and any mode specific options are now organised with the respective modes section in the menu. Because of these changes, the names of old camera settings in the ini file have been updated so everything will be reset to their defaults.

The 2280 Update


Part 1


Part 1, this release, is the initial set of changes to the mode. We've laid the groundwork and have begun setting up ship stats. Let us know what you think! 2280s physics are now mostly separated from 2159, which has given us the opportunity to implement everything in a much cleaner and more modern way. Some parts of the physics like the ships thrust and various track bound related behaviours are still running on the 2159 code to keep that consistent, but pretty much everything else is new.

Part 2


Part 2 will be focused on exposing the new ship stats to the modding tools and separating out game mechanics like weapon absorption to be available everywhere. The goal is for 2280 to become just a physics mode, with the game mechanics becoming options which let you mix and match whatever you like. This includes being able to do things like have weapon absorption and pitlanes enabled at the same time in any of the three physics modes/ We'll also be working towards 2280 having leaderboards, and for this we'll be setting up 2280 to use the afterburner and pitlanes as the default configuration, like with 2159.

Changelog (since 1.4-d4)


2280


  • 2280 is now mostly separated from 2159, and everything that has been separated has been rewritten from scratch
  • Hovering is now handled with 4 hover points which apply torque for track alignment
  • Full physics zone support (Kuiper Overturn fixed)
  • The chase camera has been rewritten and now has several options to customize it
  • Collisions have been rewritten and now include visual / audio feedback when hitting the track floor
  • Added 2280 specific stats for various parts of the physics (adding to modding tools in a future update)
  • Added support for manually defined turn speed, gain and falloff stats (adding to modding tools in a future update)
  • Added grounded grip multiplier stat (adding to modding tools in a future update)
  • Restored the 2159 engine sound behaviour

Multiplayer


  • NgServerSettings.BoostMechanic has been changed from an integer to an enumeration type. None, Afterburner, Turbo, Mixed (case insensitive) are now the valid assignments for both the svrset command and in lua.
  • Updated example dedicated server lua scripts to reflect the BoostMechanic setting change.
  • Fixed boost mechanic option not being saved or loaded with lobby presets
  • Fixed initial connection failing and timing out if a player is using a secret ship that the client doesn't have unlocked

Campaign Editor


  • Added support for gamemode configuration overrides. If you're writing campaigns by hand in XML, save a campaign from the editor after setting up config data and check the GmConfig section to see how this is setup.
  • Added support for custom weapon pools. If writing an XML by hand, check the PuBlacklist section after using the in-game editor to see how this is setup.
  • Options which previously cycled through values on clicking are now provided in a list popup.

Custom Race


  • Customize Weapons renamed to Custom Weapon Pool, and is now saved per gamemode
  • The boost mechanic option now supports none (multiplayer parity)

Options


  • All camera settings are now per camera mode. Previous options for specific camera modes are now listed under the camera modes section.
  • Field of view settings can now go down to 60
  • Hidden FOV offsets for specific camera modes have been removed. Defaults for these camera modes reflect what they would have been at default settings previously.

Tracks


  • Added grounder push zone to the light bridge on Luna Reverse in 2280
  • Added grounder push zone to the off road hill on Freyr Falls / Freyr Falls Reverse in 2280
  • Increased gravity on Haze and Haze Reverse in 2280
  • Increased tension of the track spring on Kuiper Overturn and Kuiper Overturn Reverse in 2280
  • Fixed light bridge floors on Aciknovae Reverse being marked as a TRM floor

Ships


  • Applying both airbrakes to fully brake now requires that analogue inputs are held 1/4 way down to prevent accidentally trimming speed.

User Interface


  • Moved physics mode option from Cheats and Extras into Custom Race
  • Fixed the Forklift Certified title displaying when the Scorplet hasn't been unlocked yet
  • Fixed DLC track categories being listed below custom tracks (regression in previous development release)

Stats Overlay (F1 twice)


  • 2159 stat listings are now replaced by the equivalent 2280 stats when in 2280
  • Camera stats are now editable (in debug mode)
  • The cameras current FOV is now shown

Engine


  • Physics toggler track scripts are now ran before ships are spawned


[ 2024-02-23 15:08:15 CET ] [ Original post ]



BallisticNG
Neognosis
  • Developer

  • Neognosis
  • Publisher

  • 2018-12-14
  • Release

  • Indie Racing Singleplayer
  • Tags

  • Game News Posts 99  
    🎹🖱️Keyboard + Mouse
    🎮 Full Controller Support
  • Controls

  • Overwhelmingly Positive

    (1793 reviews)


  • Review Score

  • https://neognosis.games/
  • Website

  • https://store.steampowered.com/app/473770 
  • Steam Store

  • The Game includes VR Support

    Keyboard & mouse

     1 

     

    Gamepad support

     1 

     

    Seated

     1 

     

    BallisticNG Linux 64-bit [1.52 G]

  • Public Linux depots

  • BallisticNG - Bling Pack
    BallisticNG - Neon Nights
    BallisticNG - Outer Reaches
    BallisticNG - Maceno Island
  • Available DLCs

  • BallisticNG is an action packed anti-gravity racer developed as a lover letter to the original Wipeout trilogy. Set in the year 2159 you glide through futuristic race courses armed to the teeth with deadly weapons to aid you in taking first place.

    Features

    • 17 tracks set in unique locations, 11 of them reversible for a grand total of 28 playable tracks
    • 13 teams and a lineup of super fast drag ships
    • 14 pickups for all your combat needs
    • 6 gamemodes (Race, Time Trial, Speed Lap, Survival, Knockout and Eliminator)
    • A singleplayer campaign to challenge your skill
    • Two player splitscreen with dual-monitor support
    • A thumping 90s inspired soundtrack featuring 34 tracks spanning across Techno, Jungle, Neurofunk and Drum and Bass
    • A modding tool suite to import your own ships, build your own tracks and program your own gamemodes, weapons and more

    Physics

    BallisticNG recreates the physics of a time long gone. Playing the game is all about getting into the zone and becoming one with the ship, practicing every nook and cranny of every track until you can do it with your eyes closed. Feeling the speed isn't about what the HUD tells you, but how the environment swooshes past you and timing the right maneuvers at the right time to keep the flow going. If you're looking for a quick game, lower speed classes provide you with a more laid back experience. You can even disable weapons if you want a good clean race.

    Visuals

    The game is built as if it were running on real 90s hardware. Low poly ships and environments create simple yet visually rich scenes that can run on most hardware. Retro 3D options are available to emulate hardware limitations from the 90s, modern effects are also available so you can make the game look old, new or anywhere in-between.

    VR Support

    BallisticNG has beta VR support with no compromises on game functionality. All modes, tracks, ships, online and mod content are supported! Tweak the game with the VR options to get the most comfort out of your experience.

    Cockpit Mode

    Each ship has a unique cockpit which reflects the design you see on the exterior. When in cockpit mode the game processes the audio to make it sound authentic, complete with the sound of rain splashing on the canopy and displays flickering as you take damage from weapons, everything you need to get cosy in your high speed future racer.
    MINIMAL SETUP
    • OS: 64-bit distroMemory: 2 GB RAMStorage: 3 GB available spaceAdditional Notes: Requires OpenGL 3.2+. Mods will increase required storage space and memory.
    • Memory: 2 GB RAMStorage: 3 GB available spaceAdditional Notes: Requires OpenGL 3.2+. Mods will increase required storage space and memory.
    • Storage: 3 GB available spaceAdditional Notes: Requires OpenGL 3.2+. Mods will increase required storage space and memory.
    RECOMMENDED SETUP
    • OS: 64-bit distroMemory: 4 GB RAMStorage: 3 GB available spaceAdditional Notes: Requires OpenGL 3.2+. Mods will increase required storage space and memory.
    • Memory: 4 GB RAMStorage: 3 GB available spaceAdditional Notes: Requires OpenGL 3.2+. Mods will increase required storage space and memory.
    • Storage: 3 GB available spaceAdditional Notes: Requires OpenGL 3.2+. Mods will increase required storage space and memory.
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