Author Topic: (PC) rFactor 2  (Read 145449 times)

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Offline Jadran73

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Re: (PC) rFactor 2
« Reply #150 on: November 30, 2012, 16:31:52 »
A vozkam svasta pomalo  ;D dok ne pocnu neke lige pa cu se odlucit sto i kako  ;)




Offline Safety-_-Car

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Re: (PC) rFactor 2
« Reply #151 on: November 30, 2012, 23:45:29 »
Na ovoj stranici Bockbierbude imas skoro sve sto se rFactora 1 tice usput imas i program koji ti automatski provjerava sto imas od auta i modova instalirano i ono sto fali sam skine i instalira  ;)


Sad sam pogledao tu stranicu i skužio da sa nje već skidam naveliko  ::). Nisam obraćao pozornost na ime stranice. Poslao mi ju je Klocna na dan kad sam instalirao rFactor, i odmah sam je ubacio u favorite. Inače, stranica je odlična.

Offline Jadran73

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Re: (PC) rFactor 2
« Reply #152 on: December 01, 2012, 03:18:57 »
rFactor 2: Build 125 Released


This version features 3 major additions:

    Skip Barber Formula 2000 (2 configurations, National and Regional).
    Lime Rock Park (4 configurations: uphill chicane, west bend chicane, both chicanes, no chicanes).
    Resume from Replay (saving in the middle of a race and resuming from any given point within the replay)

Graphics

    Improved lighting in car paint shaders
    Fixed a bug with generating bboxs for procedural meshes, which was causing problems with shadows
    Leaf wind now working again in shaders
    HDR profiles are again active; packaged profiles will be auto loaded from track component mas files; user-defined profiles are loaded from Player\Settings\track_layout dir
    HDR profiles can be loaded from the Settings menu in the real-time monitor
    prevent ‘Auto Detail FPS’ from LOD’ing the currently viewed vehicle
    Added support for loading user shaders
    Attempt to improve LOD level flashing while regulating frame rate
    Re-enabled transparency AA setting
    Fixed issue with visual tire wear on AI vehicles

Gameplay

    Fixed/changed behavior where we wouldn’t use weather settings unless you had actually visited the weather settings page; this was confusing so we always use your saved weather settings now.
    Made track-cutting thresholds configurable in the GDB.

Physics

    Fixed some RealRoad setting issue and uninitialized data if file couldn’t be read. Note that we had to add a checksum to RealRoad files so the format has changed slightly.

AI

    fixed a bug where AI ignored pit strategy needs while out on track.
    fixed issue of AI cars constantly trying to pit for tires if the only tire compound available is a wet road compound.
    added two new variables for AI to the RCD files “UnderSteerEffectOnThrottleMulti” which you can raise higher than 100 if you want AI to more quickly get off throttle when he detects understeer & “UnderSteerEffectOnLineMulti” which you can raise lower than 100 if you want AI to more quickly adjust line wide when he detects understeer.
    hopefully improved AI trainer tendency to spin on high speed corners by lengthening distance we look ahead for disappearing road and slowing rate of lateral movement based on how much lower than 1.0 new RCD parameter “UnderSteerEffectOnLineMulti” is.

UI / HUD

    added code that hopefully prevents un-selectable (according to the veh file) cars being selectable
    fixed event picking bug when a MOD with multiple updates has multiple versions of some events
    fixed bug in HUD editor that had mismatched global parameters.
    Made RFM picker scroll in when ARAC button is selected.
    fixed extra character being drawn for newlines in the garage notes
    Add selectable HDR profiles to settings page
    Added a new Options Button to select “All Tracks & Cars”. Also removed “All Track & Cars” mod from the spinner.
    Added version numbers to RFM, VEH, & track selection gizmos.
    Fix for showroom not loading first time through
    added gizmo to off-line player monitor page that lets you pick specific AI to add to game.
    made the “leave track” gizmo from the maximized monior page into a new gizmo type that hides itself if no in the dedicated replay mode.
    changed the vehicle labels font to a true type font (to hopefully catch all the foreign characters)

Bug Fixes

    Fixed problem where upgrades didn’t work first time after installation
    fixed potential deadlock when adding or booting AI in single-player mode
    Fixed a bug to allow mas’d sounds to be loaded in moddev mode

Multiplayer

    Fixed it so client gets message if they are being kicked out due to vehicle upgrades changing their class to a disallowed type. Also added to the message what the allowed classes are.

Controller

    Now also resetting steering wheel range whenever ‘Reset FFB’ is pressed.
    Bumped up maximum number of controllers from 4 to 6.
    Added logging and potential fix for problem where people sometimes lose keyboard input.

Replays

    Added ability to resume a session from a replay, which acts like a continuous save file. You can choose any car at any point in the session. While you can use a replay of a multiplayer session, you can currently only resume it as a single-player session. Note that the replay is not and will never be a “perfect” save file, and currently there are some vehicle states that are not properly restored, in particular the state of your tires. Note also that this feature changes the replay format and is not backwards compatible.

Modding

    Fixed a bug in Mas2 with crashing during mod install
    Fix for viewer to support no dyn vbuf
    Removed confirm dialogs from Mas2 for mas’ing and packaging components and mods
    Changed multi-cmp file extension to .rfcmp
    We continue to recommend not releasing plugins based on V05 of the interface until it is considered final.
    Minor changes made to improve meshmender tangent basis generation
    Alternate tangent basis generation is now available, this may be a better choice in certain cases, but most likely won’t be
    gMaterial plugin now only requires .GFX (shader description) files, complete shader code is no longer necessary to get shader list
    gMaterial plugin now prompts (first time only) for location of .GFX files or MAS file containing .GFX files
    gMaterial plugin now searches all MAS files in the GFX file location for shader desc files
    gMaterial plugin has a “Reset Shader Location” button at the bottom, after restarting 3DS Max, you will be prompted again for shader desc file location
    Added fix for loading mas’d sounds in mod mode
    RealRoad loading dev-mode fix, plus a slightly forgiving checksum for RealRoad files in case track makers make minor tweaks to vert locations for seams or whatnot
    Fixed corner cutting corridor manipulation to match regular corridor manipulation (moves 10 times faster and left alt to slow it down)
    Made changes so that you can adjust Message center and chat fonts on the fly from HUD editor.
    Added sample vertex and pixel shaders in Moddev\Shared which demonstrate how to use ISI macros in add-on shaders




Offline buby0706

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Re: (PC) rFactor 2
« Reply #153 on: December 02, 2012, 22:19:50 »
Mnogo bolje mi rFactor 2 izgleda i zvuči od iRacinga...

iRacing vs rFactor 2 Beta - Skip Barber at Lime Rock Park

Offline Sinisa

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Re: (PC) rFactor 2
« Reply #154 on: December 04, 2012, 23:27:09 »
Izašao je F1RFT 2012 MOD za rFactor 1

Linkovi i upute za postavke su ovdje :

http://maszosz.hu/page.php?3841

Offline hendrix

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Re: (PC) rFactor 2
« Reply #155 on: December 10, 2012, 17:37:20 »
da li je tko zainteresirat za vozit grobnik večeras? :)
Ferrari''Company that produces dreams''

Offline ribafish

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Re: (PC) rFactor 2
« Reply #156 on: December 22, 2012, 17:06:20 »
Nova licenca > Corvette C6.R
+

Novi trailer >
rFactor2 : Give me a Beat!

Offline ribafish

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Re: (PC) rFactor 2
« Reply #157 on: February 04, 2013, 12:58:40 »
c6R GT2 Corvetta dostupna za download od prije par dana..

Evo i gameplay >

rFactor 2 | Corvette C6.R Test | Croft


Bacit cu ovdje jos dva filmica za usporedbu, iRacing i RaceRoom:

R3E - First laps with Chevrolet Corvette C6.R GT2 @Portimao


Interlagos - Corvette C6R - 1min29sec351 (Embedding disabled, limit reached)

Offline Jadran73

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Re: (PC) rFactor 2
« Reply #158 on: February 06, 2013, 12:10:48 »
Novi update :)

=====================================================
Update 11 (Build 146) Changelog (Febuary 4, 2013):
=====================================================

GRAPHICS:
————————
Modified skybox gamma
Added ability to specify that one part must break off before another does
Added “postrequisites”, other parts that must fall off if one part falls off.
Make front and rear flaps disappear if associated front and rear wings get detached.
Allow multiple (up to 4) prerequisites for detaching a part.

GAMEPLAY:
————————
Allowed DRS zones to apply to race only or to all sessions. This should probably go in the RFM rather than the GDB: “RearFlapZoneSessions=16″ for race-only, “RearFlapZoneSessions=31″ for all sessions including test days.

PHYSICS:
————————
Better tire abrasion computation.
More accurate ride height measurement (works on non-HAT surfaces now, too).
Small optimization in RealRoad processing.
Introduced tire rubber degradation model.
Realtime tire properties can no longer operate outside of their quasi-static analysis range (to prevent physics blow-ups when the tire gets really hot, for example).
In the tire tool, turn off wear as well if thermodynamics is disabled.
Temperature display added to +ttool realtime section.

AI:
————————
Broke out car lateral movement detection into two parts, one for the front and one for the rear, so that algorithms could more accurately access the situation. The specific issue fixed was one where a car losing front grip would take a wider turn was not appropriate for chicanes based on the condition and position of it’s rear end.

UI / HUD:
————————
Switched names of HUD mappings “Driving Aids” and “Vehicle Status” to match how they actually worked.
Added g-force trace and driving inputs to replay monitor page..
Fixed screenshots in UI.
Added RFM tree list and an RFM picture gizmo for new RFM tree list picker page.
Picking car again auto-selects the same class for opponents (accuracy depends somewhat on classes listed in the VEH).
Partly fixed the issue where you can sometimes see garage setups from other cars, although the real issue is an asset problem.
Fixed bug where main page vehicle display wouldn’t come up with the proper player vehicle until you select it from the vehicle selection page.

BUG FIXES / OPTIMIZATIONS:
————————
Fixed occasional crash-on-exit bug

MULTIPLAYER:
————————
Fixed it so that dedicated server defaults to previous RFM in list box.
Added upgrade-only classes to the list of available vehicle classes that the server can choose. This should fix the “Spark_F2B” (winged F2′s) problem.
Added custom skin propigation between clients in multiplayer game. In Multiplayer.ini “Download Custom Skins” must equal “1″ for the server and all clients (there is also a checkbox in the Display tab of the Settings pages). The custom skin path for your skin should look like, “\UserData\player\Settings\ISI_SkipBarber_2012\SKIPBARBER_05\Altskin1.dds” where “ISI_SkipBarber_2012″ is the name of the component this vehicle is from and “SKIPBARBER_05″ is the Veh file name (minus the “.veh”). NOTE: skin names must be less than 10 characters wide, not including extension.
Added dedicated server option to allow/disallow skin transfers.

PLUGINS:
————————
Fixed reporting of tire longitudinal force to plugins
Fixed a problem in Max exporter when exporting vertex alpha from Vertex Paint modifier

REPLAYS:
————————
Allow more than two visual tire compounds, and store/transmit that data in replay/multiplayer.
Fixed ancient bug that prevented replay fidelity from working exactly as intended.
Added code to not load a replay if the mod could not be loaded.

MODDING / PUBLIC DEV
————————
Fixed some sorting and display problems in ModMgr




Offline Jadran73

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Re: (PC) rFactor 2
« Reply #159 on: March 01, 2013, 01:47:35 »
rFactor2 Build 156 Released

================================================== ===
Update 12 (Build 156) Changelog (Febuary 28, 2013):
================================================== ===
GRAPHICS:
————————
Fixed shaders bug with vertex color adjustments
Fixed headlight bug where headligths would lag one frame behind
Fixed broken tire temp indicator on HUD MFD
Attempt to fix occasional smoke problem with transparent trainer
PHYSICS:
————————
Fixed some issues that happen when upgrades make a change in the number of tire compounds
Added “hard” anti-stall.
Made anti-stall a feature that can be permanently enabled rather than depending on anti-clutch driving aid (HDV: “”AntiStallLogic” =1″, default is 0)
Fixed HDV variable GraphicalOffset so that x&z values don’t affect normal driving physics (y value never did; note they all affect collision, though)
“RearFlapZoneSessions” and “RearFlapWetThreshold” should also be allowed in the RFM (in addition to the GDB); “RearFlapZone” remains the same, GDB-only
Converted TBC parameter “WetWeather” from boolean to floating point value so AIs could judge the level of wetness handled. Exactly zero should still be used for dry weather tires, for the sake of rules.
Added new optional algorithms for engine brake map.
UI / HUD:
————————
Fixed bug on main menu vehicle button if there are no cars installed
In controls menu, highlight controls currently being activated (helps me remember what button is what on my wheel)
Added new playerfile variable “OPT_UI_KeyNav” that toggles keyboard navigation of options.
Removed useless HUD parameters
REPLAYS:
————————
Fixed the situation where replays of races would crash right after track load
MODDING / PUBLIC DEV
————————
Updated ModMgr UI
AI:
————————
Prevent AI cars from fueling if race parameters disallow it.
MULTIPLAYER:
————————
Fixed a bug where 2 clients that have the same custom skin names would sometimes see the other skin on their local car.

LINK




Offline sagitarius

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Re: (PC) rFactor 2
« Reply #160 on: March 01, 2013, 09:44:39 »
A i njima ce biti bolje da to krenu portati na nove konzole, ili ce svi skupa propasti zbog troskova produkcije.

Offline Ikral

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Re: (PC) rFactor 2
« Reply #161 on: March 08, 2013, 09:09:49 »
A i njima ce biti bolje da to krenu portati na nove konzole, ili ce svi skupa propasti zbog troskova produkcije.
Samo neka zadrže sve opcije s PC-a, bez podilaženja konzolaškoj klijenteli. Sad, modove teško da će dozvoliti, ali tko zna, možda neki track kreator unutar enginea igre, aute mogu i sami prodavati.

Offline Dzidza1978

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Re: (PC) rFactor 2
« Reply #162 on: March 08, 2013, 11:04:53 »
A i njima ce biti bolje da to krenu portati na nove konzole, ili ce svi skupa propasti zbog troskova produkcije.

Neće oni propasti, njima je rfactor za PC sekundaran, bitniji im je rfactor pro, što prodaju raznim momčadima.
PSN_ID: Dzidza1978

Offline ribafish

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Re: (PC) rFactor 2
« Reply #163 on: April 02, 2013, 21:37:29 »
Ferrari 250 GTO Touge

Offline Jadran73

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Re: (PC) rFactor 2
« Reply #164 on: April 04, 2013, 19:24:01 »
Novi update   :)

=====================================================
Update 13 (Build 198) Changelog (March 28, 2013):
=====================================================

GRAPHICS:
————————
Adjusted reflection parameter
Re-enabled rain spray
Tweaked rain spray algorithm so that light spray doesn’t last as long as heavy spray
Adjusted minimum water depth to create rainspray
Narrow the rainspray slightly if car is only partly over wet track.
Fix for misaligned sun in reflection map
Fixed minor math problem in “Moving Rearview” algorithm that caused mirrors to reflect forwards if you moved your seat halfway towards them.
Added a color space transform to HDR processing
Now using a more accurate gamma conversion after HDR processing

PHYSICS:
————————
Small tire tool improvements

GAMEPLAY:
————————
Changed default Cut* GDB variables to match the ones at LRP.
Found some problems with driver swap.
Convert drive-thru’s to stop-go’s if there’s effectively no pitlane speed limit (like in historic mods).

CONTROLLER/FFB:
————————
Added controls to increase/decrease FOV (find the mappings under the ‘SEAT’ tab, not the ‘CAMERA’ tab).
New Controller.ini variable “Reset Steering Wheel Range Time” feature to fix the steering wheel range (to fix issue with Logitech wheels losing track randomly.)
Doubled the default value for controller.ini variable “Off-road multiplier” to counteract reduced off-road terrain bumpiness values and also because tire parameters have been refined over time.

UI / HUD:
————————
Fixed bug where ATAC selection was not displayed upon entering mod picker page.
Added some HUD variables to position tire/damage overlays seperate from the background car map image
Added in-between steps for custom HUD digital tachometers for better precision. Remaining backwards-compatible, the available settings changed from (SDID_RPM1, SDID_RPM2 … SDID_RPM23) to (SDID_RPM0H, SDID_RPM1, SDID_RPM1H … SDID_RPM23, SDID_RPM23H). Note that the RPM range used for these come from the cockpitinfo.ini value TachometerRange which is also used for analog tach’s.
Added HUD values “RearFlapDetected” and “RearFlapActivated” in addition to the existing “RearFlapStatus” which appears to mean it is allowed but not currently activated.

MODDING / PUBLIC DEV
————————
Fixed a problem when using a full path in the plrfile Packages dir
Fixed some bugs in ModMgr
Added component filtering option to ModMgr in Options menu
MAS2 now starts up from last location, also multimonitor mode startup is improved
Fixed waypoint selection/deselection bug in dev mode

BUG FIXES / OPTIMIZATIONS:
————————
Fixed problem with g-force meter that caused it to pause briefly but repeatedly.
Fixed crash when upgrades change number of possible values for a garage setting and that garage setting is using special values.

AI:
————————
Allowing ai driver’s “start skill” an upper limit of 150 from 100 to allow them to react to the starting gun as fast as a human can.
Fixed AIs blowing up on grid in timed races

MULTIPLAYER:
————————
Addressed one part of issue where sometimes a client gets delayed significantly when the server changes session
Changed default minimum voters from 2 to 1.
Fixed tire wear multiplier for player vehicle.
Fix for broken default temp car
Implimented a way to propagate multiple *.dds for loose skins in multiplayer games. Easiest way was to allow *.mas files containing all the loose dds files as player livery so only 1 file needs to be transfered. So if you have a loose skin with multiple DDS’s, put them all in a mas file (with the same base name as your base dds) in the loose skin directory and the game should correctly load them and transfer them in multiplayer games.