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Rig'n'Roll Truck racing game, sequel to the famous Hard Truck series. Drive authentic trucks along real Californian roads, deliver cargo, take part in truck races or establish your own cargo transportation company. |
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#1
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Good I see Anatoly reacted to my email. All of a sudden a moderator shows up, and my letter is stickied to the top of the forum. At least this will help the new people who don't know about this letter, which is the latest news we have about the game.
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#2
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Lets wait for letter #2
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#3
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With bad news...
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#4
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I have already sent the letter to Igor Belago. Now we are just waiting for the reply.
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#5
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Guys just to inform you that I did already recieve the reply from Igor Belago this morning. I posted the reply on the Russian forums. You can read it here if you know Russian. http://forums.games.1c.ru/index.php?mid=2155332
I will translate it to English tommorow. Sorry I guess thats what happens when its a Russian game, people who know Russian get information first. I wont answer any questions of whats in the reply right now, you will just have to read it yourself tommorow. |
#6
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"Is still several months of hard work by developers and testers.
Ie the beginning of 2009." Cheers for the letter Ubaku |
#7
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The answer to a letter from Ubaku Igor Belago:
======================================= Hello Eugene! Thank you and all visitors Forum for the letter! I'll try to answer your questions. > First, please tell me what version of the game was > Igromire 2008? This is the new version at present > Day or so old Demo / Beta since last year? Version, which you saw - is almost complete current version game. In her to safety was only abridged number truck and part game fich. Visitors can observe in the version that virtually no gray buttons "and fully open both regimes - the main game and a single order. > We've noticed that pedestrians nebylo by Igormire Edition, > They would be in the final version of the game? Pedestrian removed from the version of the exhibition because of their lack of otlazhennostyu. > Will the traffic zaezzhat on filling and balloon flights (well > Albeit at a filling), because in the video Igromira for refueling > Was empty. We have left the issue open with regard to some instability algorithms (we have not been able to fully overcome opportunities jams in complex travel trakstopov. > Would have AI-nekonkurentov trailers? Yes already have. Most likely to exhibit them has not been seen in connection with reduced the number of trucks. > You have already decided that 100% multiplayer will not ooze he > There will be additional packages or even as it? Yes, the final version of multiplayer games will not. In the future hope add. > In the version of the game at Igromire streets were a bit empty, in > Final version of the game will be much AI cars, pedestrians, > Life in general? About pedestrians I said. The presence of traffic on the roads is determined many factors. First and foremost is the installation user (traffic and level of complexity). Then - The number of bands and the quality of roads, then - time of day, and finally the current place in the game events - such as in time of great California primary race championship trail races cleared of traffic. > And now we have to ask about the most painful issue > For all of us, you must crush us playing a little bit > Understand, because we are waiting for so many years already. First of all, Thank you very much for your patience on behalf of all participants Project! I understand you perfectly, and believe we are even more painful than it is for you. Unfortunately we can not go to the new year. The game is still too many bugs and when corrected for mistakes in the 50-70 day has ended. Now playing mostly cleaned (I hope visitors to this Igromira sure), and the remaining bugs are typically hide "cryptic" in nature. They are often virtually impossible to play and it is very difficult to catch. The number of errors in our database melts, despite the massive manual and automatic testing, but all our attempts to predict the rate of decay have not yet led to reasonable results. If current pace - Is still several months of hard work by developers and testers. Ie the beginning of 2009. In conclusion, I want to say thank you very much Igor from Malahovki and other visitors to the exhibition, a long form videotchet about the game. If we get permission from the authors, it always overlaid snippets of their video on the site of the game. Best regards Igor Belago |
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