Scaff
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Given these comments, I think this is a pretty brave official Tweet...
Has Nathan Bell taken over the Dirt 5 Twitter feed now?
Given these comments, I think this is a pretty brave official Tweet...
Has Nathan Bell taken over the Dirt 5 Twitter feed now?
It's another off-road arcade game that makes me wonder why we still haven't went back and explored SEGA Rally Revo's use of track deformation to make things a bit different and exciting to play.
That's cool. I wonder what happen to the original 1st Motorstorm team. None of these guys worked on the first MS Game.I wanted to know how much Evolution there is inside Codemasters Cheshire. In bold the team they belong to inside Codemasters Cheshire, their Driveclub title at the right of their name and the numbers show the proportion of DC devs on each team:
Dev Director (2/3)
Robert Karp Senior producer
Amrish Wadekar Location Lead
Production team (0/3)
Game team (0/12)
Core tech team (3/9)
Craig Beeston Physics Programmer
Nathan Forsyth Tools Programmer
Stephen Wilson Game Programmer
Graphics team (4/7)
Stephen Taylor Graphics and Low Level Tech Programmer
Dan Hawson Graphics and Low Level Tech Programmer
Howard Price Graphics and Low Level Tech Programmer
Bill Pullan Graphics and Low Level Tech Programmer
World Team (5/24)
Andrew Fletcher World Art Team
Paul Butler Location Lead
Richard Heasman VFX and World Art
Adam Biddulph World Art Team
Lewis Kennedy Functional Tester (Contract)
Technical Art Team (1/3)
Andrew Bolt Tech Art
Character + Animation Team (0/2)
Vehicle Team (1/11)
Chris Elliott Vehicle Artist
Design Team (3/9)
Alex Wild Additional Design
Paul Cooper Test Team
Mark Rocco Test Team
User interface Team (1/7)
Michael Simkins Test Team
Video Team (0/7)
Audio Team (0/7)
Embedded QA Team (3/9)
Gary Marshall Lead Tester
Tom Wilson Test Team
Phil Maggs Functional Tester
Support (0/6)
I used these to see who worked on Dirt 5 and Driveclub:
DIRT 5™ Credits
https://www.igdb.com/games/driveclub/credits
Some notes:
- 23 of the 144 Driveclub devs are part of the 120 people that forms the Dirt 5 team. Take these numbers with a pinch of salt, for many reasons: you don't even know how bad I am at maths and there might be names repeated in some teams (some dudes worked in two teams at the same time). Also, EVO and Cheshire are organized differently. Although it doesn't matter much for the conclusion I get: not many people from DC working on Dirt 5, but DC boys have great presence in some teams (graphics or direction).
- Stuart Ross, the creator of that magnificent OST for DR and DR2.0, is the Audio Director.
- The best part of Driveclub for me wasn't graphics (even if they are ludicrous), but handling: only one guy of the 4 that formed the "Physics and Vehicle Handling Team" of Driveclub worked on Dirt 5. Two went with Rushy to work on Project Cars 3 and the other one went to some game called "Filthy Lucre".
edit: Embed youtube video
If you do every Career Mode race, you should be at around 600 miles or thereabouts.Also trying to get the "drive 1000 miles" trophy, which surprisingly, I've not unlocked yet and there is no stat screen that shows my total distance driven.
That's actually good to know, thank you, so I should be nearing 1000 miles real soon! Going though many of the career races multiple times to complete sponsor challenges is racking up mileage. It's my final trophy before platinum.If you do every Career Mode race, you should be at around 600 miles or thereabouts.
TrueAchievements have a handy guide for getting the rest.
It’s much easier now than 2 weeks ago, when it was 10,000.That's actually good to know, thank you, so I should be nearing 1000 miles real soon! Going though many of the career races multiple times to complete sponsor challenges is racking up mileage. It's my final trophy before platinum.
Damn. I don't think I even have 10,000 miles in DR2.0 after a year of play!It’s much easier now than 2 weeks ago, when it was 10,000.
I think I clocked all Achievements at something like 20-25 hours playtime, which seems about right for a casual racing game with a heavy Achievement focus on Career.
That video is off-screen analysis of a 1080p video that IGN published, while claiming it was 4K; it was also pre-release.looking on the YouTube videos about the game I found this one:
It’s much easier now than 2 weeks ago, when it was 10,000.
I think I clocked all Achievements at something like 20-25 hours playtime, which seems about right for a casual racing game with a heavy Achievement focus on Career.
DIRT 5 and GRID have different development teams, and GRID got its final update a long time ago I believe.Hmm, so they lowered the achievement requirement for Dirt 5, but left GRID's Around The World trophy as it is (which was much worse at 25k miles). I guess it's because you can't really rubberband grind any of the tracks in D5
Don't know the reasoning behind that. At least on Xbox we have a live tracker in the Achievements menu, don't know about Steam and PS5 (I know PS4 doesn't).Also once again they didn't have distance tracking in the stat screen at launch (exact same mistake as GRID).
Pre-launch, presumably. Feedback on previous games helps but there's not always a guarantee that such feedback is common enough to be seen.Does anyone in the dev team actually pays attention to things like these?
Dev team don't determine the DLC strategy in most casesOr is everyone too busy deciding which contents to hold back as DLC?
Nothing about specific bugs, but there’s this:@PJTierney Any info on a patch that finally fixes glitched trophies on PS5? It’s been almost a month since the game launched...
Following the launch and a couple of small updates to further improve stability and overall performance, from a development standpoint we’re moving onto the first major game update, headlined by the addition of wheel support on all platforms. After setting a tentative date for the end of November, this update and addition is now moving into early-December, as we make absolutely sure that everything is good to go and your experience in the game is further improved. Apologies for the very small delay – it’ll be worth it!
Wheel support isn’t the only reason this is a major update, though – we’re bringing in some community-requested changes across the board, even more visual improvements, and some key fixes for a few issues that you’ve reported through to us. More details, including full patch notes, will be live on our channels before the update starts rolling out. We’ll keep you posted every step of the way.
We look forward to that major update rolling out soon – especially as we have a little something extra for you when it arrives. Look out for some special game additions, available for free to all players, upon this update’s arrival. All will be revealed very soon!
DIRT 5 and GRID have different development teams, and GRID got its final update a long time ago I believe.
Update 2.00 - Wheel Support and Community Requests
A key topic in the community since DIRT 5’s launch has been the addition of wheel support, and we’re excited to bring you exactly that in Update 2.00. Whilst DIRT 5 is a much more accessible title than other previous Codemasters games, it has been designed to be equally as fun and intuitive on a wheel as it is on a controller. Using data and feedback from previous Codemasters titles, we’ve implemented a wheel support system to work across PC and both generations of consoles, to give you another way to experience each thrilling DIRT 5 event.
In terms of compatible devices, we expect the majority of modern wheel devices, that work across recent Codemasters games and other racing titles, to also be supported in DIRT 5. Much of the compatibility data has been utilised from GRID, meaning if your wheel was fully supported for that game, it’ll be supported by DIRT 5 – as well as other wheels that have released since GRID’s launch.
Modern devices from both Thrustmaster and Logitech are set to be fully supported. As for Fanatec wheels, we expect support for a selection of its wheels, and more to be added as we make further progress over the coming weeks. Peripherals, such as shifters and handbrakes, will also work if they are connected to the wheel itself. In-game, you'll have menus and detailed options to adjust input bindings, vibration, feedback, sensitivity and much more.
We’ll be closely monitoring all feedback regarding wheel and peripheral support as the update rolls out, and are committed to making further tweaks, if required, based on your reports and suggestions. Whilst this info should have you covered, we're working on a full wheel list to publish soon, too.
I completed that Achievement, I know the pain of that grind
It's not something I have much control over though I'm afraid, I am responsible for Rally.
https://forums.codemasters.com/profile/137577-cmtgk/Do you know who is the community manager for GRID?