Online je tady
Dev 0.8 dává všechny na jednu mapu. Kdo zrovna hraje, jezdí s tebou po Teplicích — noční srazy u obchoďáku, konvoje po D8, touge do krupských serpentin.
GT-Evolution je online. Zmáčkneš Play a jsi na stejné mapě jako všichni, kdo zrovna hrají: celé Teplicko, od centra přes D8 až po hřebenovky nahoru do Krušných hor.
Jak to funguje
- Online je výchozí. Při prvním připojení si vybereš jméno — předvyplněné je volné Player ###, přepiš si ho na cokoliv. Singleplayer v hlavním menu hraje offline.
- Ghost mode. Ve volné jízdě se auta nikdy nesrazí — žádné vrážení, blokování silnice ani rozbitý drift. Auto, které projede tvým, na chvíli zprůhlední; zaparkované auto vedle tebe zůstane plné, takže srazy a fotky vypadají, jak mají.
- Všichni na mapě. Minimapa i velká mapa (M) ukazují všechny online hráče se jmény a počítadlo v rohu říká, kolik vás je.
- Najděte se. Klikni na hráče na velké mapě a teleportuješ se za ním — na takhle velké mapě je to (zatím) cesta, jak se potkat.
- Tvoje auto po tvém. Ostatní vidí tvoje auto tak, jak sis ho nastavil v garáži (H): lak, kola, světla i SPZ.
- Vlastní denní doba. Každý má svou — ty jezdíš v noci, kámoš má západ slunce.
Pro slabší počítače
V Options → Online si nastavíš, kolik hráčů kolem sebe vidíš (výchozí 10, až 40). Vzdálenější zůstanou na mapě. Když server nejde, hra prostě jede offline a sama se znovu připojí.
Co dál
Online v dev 0.8 je první krok. Později přijdou eventy a závody (s kolizemi, dobrovolně), sdílený provoz a career, ve kterém se bude grindovat společně.
Kompletní changelog · dev 0.8 · 35 změn (anglicky)
- NewOnline: everyone who plays now drives the same Teplice together and sees each other's cars moving around them — same models, paint, wheels and plates, with headlights, brake lights and indicators. It is on by default: pick Online or Singleplayer (offline) in the main menu, or switch it in Options → Online. If the server can't be reached the game simply plays offline and keeps trying in the background (the badge top right says Online · N, Offline or Room full)
- NewGhost mode: online cars never collide with you. A car you drive through, or one that flies past right next to you, turns see-through; parked and slow cars next to you stay solid, so car meets and photos look right (photo mode always shows them solid)
- NewPlayers on the maps: every online player is a blue arrow with their name on the minimap (players off its edge point from the border) and on the big map (M)
- NewTeleport to a player: click their arrow on the big map → Teleport puts you right behind them — the quick way to find each other
- NewPick your name the first time you join (the box suggests a free "Player ###"); names are unique among the players online and remembered. Change it in Options → Online, where you also choose how many online cars you see (10 by default — fewer is faster on weak PCs)
- BetterPicking a car in the main menu goes make → model → configuration: model cards (picture, years, body, how many versions), then every engine of that model in one compact list with its power, torque, gearbox and 0–100 time, split into Petrol and Diesel with a filter on top. Arrows, Enter, Esc / Backspace (back), the pad and the mouse all work, and the menu opens on your last car's list with it selected
- NewA front page: the game's address opens on a page with news about every release (screenshots you can enlarge), the cars and a big Play button. "Skip this page next time" takes you straight to the menu; /play always does, /home always shows the page, and the menu has a News link back to it
- NewMap segments for testers: with the debug overlay (F3) on, the 2 km map segments get thin coloured border lines with a faint curtain in the world, the segment id big in the panel and the distance to the next border; F6 adds a finer 500 m grid. F7 pins the segment you are in as the focus: its border turns amber, the minimap and the big map outline it, a small note points the way back when you leave it, and Hold R prefers its roads. The F8 report includes the segment
- NewNew car: the BMW E60 5 Series as two stock diesels — the 530d (231 PS, 500 Nm, 6-speed manual) and the twin-turbo 535d (272 PS, 560 Nm, 6-speed automatic). Huge pull from low revs, a moment of turbo lag, a soft ceiling at 4750 rpm instead of a bouncing limiter, 250 km/h limited, and the angel-eye headlights
- NewNew car: the BMW E46 3 Series sedan with every engine it was sold with in Europe, each as it left the factory with its manual gearbox — from the 105 PS 316i (the base car: slow, honest, 15-inch wheels) through the 318i, 320i, 323i, 325i, 328i and 330i petrols to the 318d, 320d and 330d diesels. Each has its own plate ("E46 316I", "E46 330D"…), its own factory colour, and the car editor works on its paint, wheels, lights, indicators and windows
- NewFour-cylinder engine sounds for the E46 316i / 318i (BMW petrol four) and 318d / 320d (BMW diesel four); the six-cylinder E46s use the E36 and E60 sounds, voiced for their size
- NewThe E60s have their own diesel straight-six engine sound (clatter at idle, a gruff hum higher up; no blow-off valve, diesels have no throttle to blow off against)
- NewTuning: a variable-geometry (VNT) turbo option and a top-speed limiter setting (ECU mods; 0 = off)
- Fixed"Reset to stock" in the tuning panel resets to the car's own factory spec (it turned the Tuned E36 back into the N/A one)
- NewCzech number plates front and rear: the E36 wears the personalised "E36 C0UPE" (Czech plates have no letter O), the E60s "E60 530D" / "E60 535D"; all with the EU strip, the embossed border and characters, the red STK sticker on the rear one, a bit of road grime, and a plate lamp at night
- BetterNumber plates use the real Czech plate lettering, drawn from the official drawings: the open 4, the 1 with a flag and no foot, the straight-sided 0 and so on; wide letters such as "AB" or "MK" no longer run into each other
- FixedAt night the rear plate no longer glows like a light box: the plate lamp is a dim warm light now
- NewThe car editor (H) is now a full-screen garage: the car stands big in the middle and you turn it by dragging (wheel or pinch to zoom, Front / Side / Rear / Reset view buttons, right stick on a pad), with the sections on the left and their settings on the right. Gamepad and keyboard work like in the other menus, and props standing in the way of the camera are cut away
- NewWheel colours: the centre and the lip of the BBS-style wheels separately, each in gloss, satin, matte or chrome, with presets (gold with a chrome lip, silver, gunmetal, white, bronze, all black, full chrome)
- NewLight lenses: headlights clear, yellow, blue or smoked with a chrome or black housing; tail lights red, clear or smoked — smoked tail lights still clearly light up when you brake. Preview the lamps and brake lights right in the editor
- NewFront indicators in orange, white (clear) or black (smoked), with a "tint toward black" slider; they still blink amber (hazard-light preview in the editor)
- BetterEvery section of the car editor has its own Reset to stock; your existing paint and window tint carry over
- BetterHold R in two steps: half a second puts a car on its roof or side back on its wheels right where it is; keep holding and it goes to the nearest road (right-hand lane, facing the way you were driving) instead of all the way back to the start. Parkside still goes back to the pit
- NewAuto resolution (Options → Graphics → Resolution, the new default): when the graphics card can't hold 60 fps (or your frame-rate cap), the 3D view drops its resolution in small steps — down to half — and climbs back when there is room; if even that isn't enough it offers a lighter preset. Fixed 100 / 75 / 60 / 50 % are still there. High-DPI screens render at most 1.5× (phones 1.25×), and F3 / F9 show the current scale
- FixedDistant trees and buildings no longer turn into white blobs and a white smear at the edge of the view (from high up in the free cam / photo mode, looking at the hills): everything far away now fades into the same haze as the hills behind it
- FixedParking-bay lines and other painted markings on car parks lie flat on the asphalt again: they floated up to 14 cm above it, cast their own shadows and the wheels sank into them
- FixedOC PimpYa car park, the outlet side: the bay lines now run all the way to the end of the rows (the made-up planted islands at the outlet-side row ends are gone, it is plain asphalt there like in reality) and no longer disappear when you look from further away, the dark band and the pale patches from the old building-site photo are gone (the whole car park is one asphalt), a stray row of bays that cut across two rows has been removed, and the driving lanes between the rows run straight to the end instead of stopping halfway and cutting across the bays
- NewCruise mode (key 4, d-pad up on a pad): drive round Teplice calmly and by the rules, like Mafia's speed limiter. The car can't go faster than the speed limit of the road it is on (50 in town, 90 outside, from the real road data; the limit shows as a small sign on the dashboard next to a green cruise lamp), pulls away gently, the automatic shifts early at low revs like a real car, and the indicators blink by themselves when you turn off at a junction (and cancel after the turn, tick-tock included)
- FixedPulling away gently (a light, steady squeeze of the gamepad trigger) no longer stalls the engine in 1st: the car now rolls off smoothly on every car, while a too-tall gear still stalls like it should
- NewA GT-Evolution mouse cursor: a sharp light arrow with an orange edge, all orange over anything you can click. While you drive it gets out of the way — hidden at once, back when you move the mouse, gone again after a moment of rest; in menus it stays a few seconds longer, and never disappears while you hold a button
- NewP pauses the game without the menu: everything freezes in place (the car, the smoke, the crowd, the inflatable dancers), the HUD gets out of the way and a small "Paused" note fades after two seconds, so the frame is clean for a picture. Shift+C flies the free camera through the frozen world, P again carries on
- NewPhoto mode: the free camera (Shift+C) has a new panel to set up the shot: field of view, camera roll, fly speed, time of day, exposure, bloom, vignette, film grain, motion blur and depth of field (with "Focus on car"); Reset puts it all back, and leaving the free camera returns the game to normal. V hides the panel
- FixedPhoto mode's motion blur slider now really blurs, like a panning shot: the camera follows the car, the road and the scenery streak past behind it (near things more than far hills), the car stays sharp and its wheels spin into a blur. It works on a frozen frame (P) and ends up in the K screenshot; 100 % is about a 1/15 s exposure
- NewScreenshots: K (or Capture in photo mode) saves the picture as a PNG at full resolution with no HUD or menus on it, just the GT-Evolution logo in the corner
- FixedA car thrown hard into the air (like under the I/8 bridge west of the Teplice centre) could spin itself into a broken state and freeze on the spot for good; it now stays in one piece, and if the physics ever goes wrong the car is put back on its wheels where it was