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We've started work on a major update to BallisticNGs multiplayer! We're working towards multiple gamemodes being available for multiplayer, but before that we're making some smaller changes to the core multiplayer systems.
Remember to check out our roadmap for a look at what we're working on for 1.4.1.
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 for this release will read 1.4.1-d6
While we still recommended keeping collisions disabled, we've made some changes which improves them. Whether people can collider with each other (both have each others ships installed) is now also synced. If collisions are enabled and somebody is in the null ship, you'll no longer collide with that particular person and vice versa.
Ship combat stats are now synced at the start of every race. If you're using a ship that others don't have installed, your weapons will now deal the damage they're supposed to.
Rockets, missiles, cannon and plasma hits are now synced using rollback on the server. This is actually customizable where the host can switch between three hit detection modes:
Server Authoritative (default)
The server performs rollback to determine if it was possible for a client to have hit another client.
Receiver Trusted (pre 1.4.1-d6 behaviour)
Clients will decide if another client hit them.
Sender Trusted
Clients will decide if they hit another client.
Behind the scenes we've been refactoring the code for projectile weapons to cleanly implement rollback, and as a result of this there are some other general projectile changes. See the full changelog below for more details.
Fixed AI trails not being reset when teleporting
Fixed airbrake animations with a steer response not working on AI
Dedicated server example CFG updated with NetHitDetectMode setting
Added auto-synced network time for event tracking
Added hit detection mode option:
Server Authoritative (default) : The server performs rollback to determine if a ship has been hit by a projectile
Receiver Trusted : The client being hit decides if it was hit by a projectile (pre 1.4.1-d6 behavior)
Sender Trusted : The client firing a projectile decides if it hit somebody else
Ship combat stats are now synced between peers
Peers now share whether they can collide with other peers (ships not installed)
Improved quaternion compression (7 bytes to 4)
Peer ship transforms are now synced with extrapolation and faster interpolation (more accurate player positions with prediction and less jitter)
Peer ship tilt is now interpolated
Ship teleportation events are now synced
Airbrake animations are now synced
Improved accuracy of predicted spawn transform for projectiles (uses predicted position without interpolation and now accounts for predicated rotation)
Peer ships now have basic PhysX rigidbody physics running to improve collisions
Fixed in-game host resetting ship collisions to off after the initial lobby settings load if it was enabled in the saved settings
Look Ma can now trigger if the hit ship has a shield deployed
Fixed Look Ma triggering when a missile has a lockon
Fixed being able to shoot your own mines to unlock the Minesweeper achievement
Player cannon hit sounds now play in multiplayer when using the Server Authoritative or Sender Trusted modes
Mines now have the same explosion sound radius as projectiles
Cannons now play their destroy animation and sound when colliding with mines
Fixed multiple projectiles being able to trigger an explosion for the same mine if they collide with it in the same frame
Shooting rockets at a line of mines head on now allows you to destroy 3 of the 5 mines
Fixed random pitlane tile on Project 9 reverse
When in a multiplayer game, the network time and latency are now displayed. The latency is updated every 5 seconds alongside the network time sync
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