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- I implemented a date system where the story can unfold on several years, so I also have a calendar of events. It's possible to miss events!
- The maps are massive and you'll encounter hundreds of racers at different locations and time.
- You can get out of your car at anytime (even on a race)!
- You'll be able to take pictures in the middle of crowded streets with prop placement options.
- Each AI has its own personality and will react to your driving: it will be able to actually racing you.
- You can socialize with racers, offline or online!
- This game is more focused on being challenging and fun, so losing doesn't result in no progress and the story will take it into account.
In short, it will be like a Car-RPG with a big empathy on physics.
I planned a demo when I'll finish the first map maybe at the very end of this year.
You can single out my racing game (Project Celerity).
Financially it's been difficult but I'm still getting revenues from the Unity's Asset Store. I'm searching for a job but I'm considering sticking to my freelancer status instead, since I can use this status to have contracts.
I'm also making a racing video-game and I'm learning more about Unity (like quaternions, OpenGL and physics), I wish RF had better design but fortunately this tool makes everything easier. I wish I could help SteelRaven.
On my free time, I'm still modding RF with a remake of my first map (Air Supremacy) and on a remake of the F-22. The map looks so gorgeous and it's motivating me more to finish it each day! I also made a camera clip mod to extend the view since the base game doesn't draw more than 1 or 2 killometers from the camera, just to give an idea how big the remaked map is :)
I also have a website! You can follow my activities on louis8257.wordpress.com or louis8257.com
but no one is saying how is louis8257
whats goin on man?
You can use the paint terrain tool by selecting a terrain and then, in the "Terrain" component, select the tool. Here's a link: https://docs.unity3d.com/Manual/terrain-Trees.html
I managed to port most of the important features in the new version of Unity! I'm heading for a release this week-end. Sadly I haven't time to port the task manager in time, but it will come in a later version (the code was very unoptimised, I have to rewrite it completely).
A small tease of the new features: the map creator is waay better than before and you can create your own palette of prefabs. You can place them just in the previous version.
this pack is epic
The good news is that some of my plugins will appear in a new version of BetterEditor, so making mods in the future will be easier and more satisfying.
To answer your question, in short, I stopped to make mods as long as I have financial struggles. So I'm currently making commercial plugins, you can find some in the Unity Asset Store.
I hope you understand my current situation :)
BetterEditor will also be ported to Unity 2020 but the support for Unity 5 may come to an halt. I'm checking if I can compile BetterEditor from Unity 2020 and export it to Unity 5, there will be a news for that.
Finally I'm working on a solution to compile and export mods to the old version of the engine. I'm still working on the mods but Ravenfield is changing so much I can't mod it right now.
Also I'm working on commercial Unity tools ! Some of them will feature in the future update of BetterEditor ;) You can also check my official website (louis8257.com) to check my products !
I hope you understand the current situation ! Sorry for any inconveniences !
Also please use the "Bug Reports" thread next time in the forums, it will make the comments section tidy ;)