Author Topic: (PC) rFactor 2  (Read 118989 times)

0 Members and 2 Guests are viewing this topic.

Offline Jadran73

  • The Wheel Master
  • GTS Full Member
  • Uvazeni Docent
  • *
  • Posts: 358
Re: (PC) rFactor 2
« Reply #165 on: May 21, 2013, 23:09:59 »
rF2 Build 218 Released. Release notes: http://rfactor.net/web/rf2/devscorne...ild-notes/#218
(Torrents are up, http is up, auto update will be up asap).
Links: http://rfactor.net/web/rf2/rf2dl/





=====================================================
Update 14 (Build 218) Changelog (May 20, 2013):
=====================================================

KNOWN ISSUES ON RELEASE:
————————

- Modders tracks may need a very minor update if they don’t already have Vertex Alpha at 99.99%, to trigger the billboarding without the side-effect of transparency.
- Possible MP lag/stutter when player disconnects
- Possible alt-tab crash (we have not been able to recreate yet)
- Wet Weather transparency issues, fixed in upcoming (short timeframe) build
See knownissues.txt for more

GRAPHICS:
————————
- Fixed problem where particles were mis-aligned across viewports in multiview
- Fixed a problem where side views could become un-synced with center view in multiview
- Fixed a shadow-related bug if shaders were initially compiled by showroom
- Fixed several issues with showroom when used with non-HDR mode
- Improved monitor replay view in multiview
- Fixed some overlay bugs in instant replay in multiview
- Changed render order of side views in multiview to fix lagging problem
- Improved rain look
- Re-enabled wet skids
- Fixed a bug causing inconsistent fog among channels in multiview
- Fixed a bug loading default HDR profile
- Fixed uncoordinated rain drops in multiview mode
- Improvements to fullscreen showroom display in widescreen and multiview modes
- Fix for multiview shadow error when tree wind is 0
- Fixed a bug with re-initializing letterbox manager
- Improved instant replay overlays in multiview mode
- Fixed a bug when switching to a non-multiview res, where multiview was still being used
- Fixed replays in multiview mode
- Restrict mem bar display to realtime only
- Fix location of reflection map display in multiview mode
- Fixed a bug with fire being non-alpha

PLUGINS:
————————
- Finally finished the V05 interface of internals plugin by adding calls to handle a lost and reset device. Note: any plugins that ignored our warning that V05 was a work-in-progress will crash.
- Improved the places where we call the plugins’ InitScreen() and UninitScreen() functions.
- Added ignition/starter state to plugin telemetry data.
- Made changes to allow plugins to draw in the options.
- Added UI location (main/loading/monitor/on-track) and UI page to plugin ScreenInfo structure.

PHYSICS:
————————
- Fixed downforce calculation in draft: BodyDraftLiftMult and DiffuserDraftLiftMult were accidentally negated. Wings and fenders already worked correctly. Regardless, some vehicles may need to be slightly re-tuned for behavior in the draft.
- Improved the automatic collision hull generation for front and rear wings.
- If re-attaching a wheel, fix to re-attach the relevant suspension bits as well.
- Small improvement in collision response.

SOUNDS:
————————
- Reduced maximum volume passed into sound library because too many sounds at full resulted in distortion. Similarly, the maximum player and opponent volume ratios in the options is now 100% rather than 200%. Users may need to readjust settings or speaker/headphone volume to compensate.
- Computed player and opponent volumes on the fly so UI options would take effect immediately, and be correct for who is controlling the vehicle.
- Added the ability to set vehicle sound attenuation variables separately for inside vs. outside sounds.
- Automatically upgrade trackside sound effects to use exponential attenuation if they are still using old attenuation; also consolidated the related PLR file attenuation variables.
- Ambient sound effects can now use exponential attenuation like the vehicles do.

FEATURES:
————————
- Added a PLR file option “Temporary Replay Keys” which allows the instant replay arrow keys to act permanently rather than temporary. The default remains temporary.
- In replay, space key now toggles between play and stop.

GAMEPLAY:
————————
- Increased component/mod verify level from None to Normal
- Using additional criterion to differentiate between cmps with same name/version

UI / HUD / Options:
————————
- Playerfile variable “Auto Install Uninstalled Content In Packages Directory”, if set to 1 will auto install all uninstalled content in packages directory on start up of regular game (not dedicated server)(default is 0).
- Added plrfile option for transparency AA (defaulted to On)
- Fixes for various showroom problems.
- Added a “download in progress” button that only appears when we have a component download in progress.
- Added PLR file option “Start Engine” for whether you want it automatically started
- Fixed vehicle labels in monitor
- Fixed mp lobby issue were the UI would show the incorrect session name in the server description scroll box
- Fixed bug where HUD relative tach would use the deafult 10,000rpm maximum value instead of the real car value if the car’s cockpick tach was set up not to be relative.
- Corner damage states in HUD now represent body and/or suspension damage.
- Turn off time acceleration when moving to another session.
- When loading default or scripted weather data, set to sunny if file not found (instead of old way of leaving weather state as whatever it was before….usually rainy)

MODDING / PUBLIC DEV
————————
- Fixed a ModMgr bug which prevented a mod made from updated cmp(s) from installing against existing full (non-updated) cmp(s)
- Fixed a ModMgr bug reporting MAS file sizes of upated cmps
- Fixed a ModMgr bug with availability of updated mods/cmps
- Component/Mod names now limited to 32 bytes
- Ambient Sounds are not movable with arrow keys + left ctrl. Fixed bug where Start Skill, Wet Speed, & Corner Caution RCD parameters would not save from editor. AIW path lateral position now moves X10 as far with right ctrl down + arrow.
- Added justification info to text items that can be added to HUD.
- fixed HUD value range for TVOP_tachNeedleAbsoluteMax in HUD editor (-1 means relative rpm gauge {max is determined by car setup}, any other non-zero number means that’s the top range of the rpm HUD gauge)
- Now allow custome needle names for speedometer, tachometer, and boost meter (all used to be hardcoded to “needle.tga”)
- Added ability to remove yellow flag to puppet master mode.

BUG FIXES / OPTIMIZATIONS:
————————
- Fix for broken replay display in triple head mode.
- Also fixed a possible deadlock when trying to resume a race from replay.
- Stopped resetting the camera to the starting driving view when toggling fullscreen in replay.
- Fixed an intermittent crash if you were a pending driver and the weekend was restarted.

AI:
————————
- Fixed bug where after changing mod, some AI cars would be unable to load the correct RCD file thus resulting in very bad driving.
- Attempts to make AI that are running wide notice and do something about it before smashing full speed into buildings next to the road…(historics on spa).
- Minor adjustment to some driver RCD editor to keep some parameters within meaningful bounds.
- Adjusted algorithm related to RCD parameter “UnderSteerEffectOnLineMulti”, so that AI looks at more immediate road curve to determine if he is sliding out (in order to adjust driving line out to maintain useful front wheel grip levels). Recommended range for this parameter is 0.50 (most sensitive to front wheel grip lose) to about 1.5 (less sensitive). default is still 1.0.
- Added a new playerfile parameter “AI Logic Override” that can disable specific AI behaviors using a bit field. Currently only one behavior is toggle-able: use of the “blocking” line….which is disabled when this parameter is set to 1.

MULTIPLAYER:
————————
- Fixed Mod download that failed to complete would prevent future successful attempt to install
- Offer only actual mods, not multicmps, as choices to start a dedicated server.
- Changed it so clients joining during the race session will now load cars in the garage whose drivers have left; this is a precursor to being able to rejoin race sessions after a disconnect. A positive side effect of the fix is that we can now have more than 32 AIs in multiplayer (if the mod, track, and network settings allow). A negative side effect is that a player converted to AI doesn’t exit until a new track is loaded; for example, you can leave or get disconnected during a race, only to rejoin and see a duplicate of yourself driving around as an AI if the weekend was restarted. That will be addressed in the near future.
- Attempt fix for driver swap “name confusion”.


May 10 – Mills Metro Park:
- Fixed a couple pop-up’s.
- AIW refinements
- Minor cam tweaks primarily to resolve minor audio issues.
– Added under horizon shadow caster to try to prevent shadows “hovering” at low sun angles
– Refined HDR/Bloom profile
– Texture refinements to work better with HDR
– Clean-up of various minor visual items


May 10 – Portugal:
- Fixed pit official
- AIW refinements
- Minor cam tweaks primarily to resolve minor audio issues.
– Added under horizon shadow caster to try to prevent shadows “hovering” at low sun angles
– Refined HDR/Bloom profile
– Texture refinements to work better with HDR
– Clean-up of various minor visual items


May 10 – Palm Beach:
- AIW refinements
- Minor cam tweaks primarily to resolve minor audio issues.
– Added under horizon shadow caster to try to prevent shadows “hovering” at low sun angles
– Refined HDR/Bloom profile
– Texture refinements to work better with HDR
– Clean-up of various minor visual items


May 9 – Renault Megane:
- Updated spec TGM
- Minor aero balance tweaks.
- Minor suspension tweaks.
- Minor braking tweaks.
- Minor tweaks to AI
- Minor camera tweaks
- updated several shaders
- Incorporating the newer more accurate tyre wear model (available with build 146 and higher).
- Incorporate the new engine model, for which code support was originally introduce back around build 90 and higher, which allow more accurate throttle maps.
- Add support for damage model dependencies (such as in those rare cases where you could break off suspension with the wheel remaining on the car can no longer occur), available in build 146+.


May 9 – Formula Renault 3.5:
- Minor tyre tweaks.
- Minor AI tweaks to make relative performance slightly more human-like.
- Minor camera tweaks
- Fix for hole in the nose visible when driving in cockpit view without a driver present
- Incorporating the newer more accurate tyre wear model (available with build 146 and higher).
- Incorporate the new engine model, for which code support was originally introduce back around build 90 and higher, which allow more accurate throttle maps.
- Add support for damage model dependencies (such as in those rare cases where you could break off suspension with the wheel remaining on the car can no longer occur), available in build 146+.


May 9 – Nissan GTR GT1:
- Updated tyre TGM to be more in-line with the C6R New engine model with improved engine braking and throttle maps (must use build 156 or higher).
- Minor suspension and steering tweaks.
- AI tweaks attempt to create a more even correlation between humans and their AI counterparts through all parts of the track.
- Minor Camera tweaks.
- All new engine sound samples.
- Low angles showing underneath the bonnet were touched up.
- Updated shaders.
- Fixed a couple seams.
- Incorporating the newer more accurate tyre wear model (available with build 146 and higher).
- Incorporate the new engine model, for which code support was originally introduce back around build 90 and higher, which allow more accurate throttle maps.
- Add support for damage model dependencies (such as in those rare cases where you could break off suspension with the wheel remaining on the car can no longer occur), available in build 146+.


May 9 – Nissan 370Z:
- Partial redesign of the tyres.
- Minor engine cooling increase.
- Minor suspension tweak.
- Minor AI tweaks.
- Minor Camera tweaks.
- New cockpit gauges
- Fixed position / lap counter display
- Fixed some pop-out’s due to a couple LOD distance errors.
- Updated shaders.
- Incorporating the newer more accurate tyre wear model (available with build 146 and higher).
- Incorporate the new engine model, for which code support was originally introduce back around build 90 and higher, which allow more accurate throttle maps.
- Add support for damage model dependencies (such as in those rare cases where you could break off suspension with the wheel remaining on the car can no longer occur), available in build 146+.


April 22 – Monaco:
– Corrected transparent/invisible building just before entering Casino Square.
– AIW work to help AI negotiate the harbor chicane better
– Added under horizon shadow caster to try to prevent shadows “hovering” at low sun angles*
– Refined HDR/Bloom profile*
– Texture refinements to work better with HDR*
– Clean-up of various minor visual items*


April 22 – Belgium:
– AIW work to prevent AI from crashing out as much at various locations around the track
– Added under horizon shadow caster to try to prevent shadows “hovering” at low sun angles*
– Refined HDR/Bloom profile*
– Texture refinements to work better with HDR*
– Clean-up of various minor visual items*


April 22 – Brianza:
– Added under horizon shadow caster to try to prevent shadows “hovering” at low sun angles*
– Refined HDR/Bloom profile*
– Texture refinements to work better with HDR*
– Clean-up of various minor visual items*
* = Done to all three tracks.


April 22 – Historics (1960′s GP) cars:
- Added and adjusted new wear (abrasion and degradation) parameters.
- Added and adjusted to suit new engine model.
- Minor adjustments to tyre heating and cooling properties.
- Minor suspension tweaks.
- Various adjustments to AI.
- Cam and mirror pos tweaks to all cars.
- Mirrors now working properly.
- Fixed many graphical seams.
- Fixed some texture mapping and material settings.
- And many other small tweaks.


March 28 – Chevrolet Corvette C6.R v1.41
(These notes were compiled from memory, might be missing a couple of things here and there).

- Lowered tyre degradation slightly
- Some small tweaks to improve vehicle stability
- Reduced transmission sound from internal view slightly
- added windshield reflection layer
- Fixed a couple of seams in the 3d model
- new engine braking


March 28 – Marussia-Cosworth MR01 v1.42
(These notes were compiled from memory, might be missing a couple of things here and there).

- New hi-res sponsor maps
- Small tweak to rear flap influence
- Tweaks to engine reliability
- Int/Wet tire tweaks for durability (may not have made 1.42)




Offline iced16

  • GTS Full Member
  • Preuvazeni Akademik
  • *
  • Posts: 4650
Re: (PC) rFactor 2
« Reply #166 on: May 22, 2013, 00:24:55 »
Jel to kiša ili koji vrag? Ne izgleda mi dobro :/
"Racing, competing, it's in my blood. It's part of me, it's part of my life; I have been doing it all my life and it stands out above everything else."

Ayrton Senna

Offline ribafish

  • GTS Full Member
  • Preuvazeni Akademik
  • *
  • Posts: 2668
Re: (PC) rFactor 2
« Reply #167 on: May 22, 2013, 01:11:31 »
Jel to kiša ili koji vrag? Ne izgleda mi dobro :/

Kiša je, radi se na tome, na kraju ce izgledat odlicno siguran sam..

Offline iced16

  • GTS Full Member
  • Preuvazeni Akademik
  • *
  • Posts: 4650
Re: (PC) rFactor 2
« Reply #168 on: May 22, 2013, 01:57:07 »
Jel to kiša ili koji vrag? Ne izgleda mi dobro :/

Kiša je, radi se na tome, na kraju ce izgledat odlicno siguran sam..

Aha super onda... :D

Btw ovo sam davno pogleda, ful mi fobro izgleda al kolko se može vidjeti sa ovakvom kamerom,  ne znam. Ćini mi se jako malo XD

https://www.youtube.com/watch?v=O5tdIdcxeDo
"Racing, competing, it's in my blood. It's part of me, it's part of my life; I have been doing it all my life and it stands out above everything else."

Ayrton Senna

Offline ribafish

  • GTS Full Member
  • Preuvazeni Akademik
  • *
  • Posts: 2668

Offline Jadran73

  • The Wheel Master
  • GTS Full Member
  • Uvazeni Docent
  • *
  • Posts: 358
Re: (PC) rFactor 2
« Reply #170 on: June 10, 2013, 03:43:55 »
 ;D





Offline STINGer

  • Autohtoni Dalmatinski Grintavac
  • Bog i batina
  • Preuvazeni Akademik
  • ***
  • Posts: 24606
Re: (PC) rFactor 2
« Reply #171 on: June 10, 2013, 12:41:36 »
To je neka umjetna staza?

Offline iced16

  • GTS Full Member
  • Preuvazeni Akademik
  • *
  • Posts: 4650
Re: (PC) rFactor 2
« Reply #172 on: June 10, 2013, 14:51:02 »
Ček u rFactor stavili Blackwood? hehehe, jel to mod ili?

To je neka umjetna staza?

Da, iz LFS-a.
"Racing, competing, it's in my blood. It's part of me, it's part of my life; I have been doing it all my life and it stands out above everything else."

Ayrton Senna

Offline Jadran73

  • The Wheel Master
  • GTS Full Member
  • Uvazeni Docent
  • *
  • Posts: 358
Re: (PC) rFactor 2
« Reply #173 on: June 11, 2013, 11:36:02 »
Novi update  ;D

We would like everyone to try auto update feature first to update. We'd essentially like you to crash it by overloading it. If it does and you end up stuck, then download 228 Lite and install it over your current installation.

Download links for Content and Lite installers are here:

http://rfactor.net/web/rf2/rf2dl/
No free demo with build 228.

NOTES:
Build 198 had a bug which stops is updating. Download 218 or 228 Lite and install that over your current installation. 218 and 228 should update fine to future versions.



    ================================================== ===
    Update 15 (Build 228) Changelog (June 10, 2013):
    ================================================== ===

    GRAPHICS:
    ————————
    Fixed an error with frame buffer textures in a few cases
    Fixed a problem with HDR bloom when running multiview
    Did some adjustment of multiview HDR processing
    Added detail levels to env and road reflection options

    SOUNDS:
    ————————
    Fixed bug where the audio mixer treats the player as an opponent when going under AI control.
    For onboard cams, setting Flags2 to 1 will make them use external rather than internal sounds.

    FEATURES:
    ————————
    Attempt to correct controller IDs if they get switched around when plugging in other input devices like joysticks.

    GAMEPLAY:
    ————————
    More tidying up of multiview replay

    UI / HUD / Options:
    ————————
    Clearing sidebars from replay gizmo when bouncing back to main monitor from large replay window in multiplayer


    MODDING / PUBLIC DEV
    ————————
    Fixed a crash in ModMgr when switching from detailed to simple view
    Fix up some minor UI problems in MAS2
    Added ability to place listeners for ambient sounds using the editor.
    Added ability to see the path the AI last took in AIW editor show/hide menu
    Fixed an issue in ModMgr where an install to a new directory would use last known working and packages folders - new installs will now use new working and packages folders until modified by user.
    Added menu option to cancel recording paths in AIW editor and to trigger path recording with "External Signal Left" mappable input.


    BUG FIXES / OPTIMIZATIONS:
    ————————
    Fixed a bug when toggling FXAA from in game where the shaders were not being recompiled properly
    Fixed alt-tab crash in MP caused by multiple rearview inits
    Demo set as PREFERRED_RFM
    Fixed recently introduced bug where clients would sometimes halt when another client exited the race.
    Fix skins on dedicated server replays, not yet sure if this helps with skins on client replays.
    Fixed "Get Mod" password entry box to send player to the right screen when "Enter" key is used to progress forward
    Fixed a bug with incorrect billboard rotation when wind/crown motion deactivated
    When mapping controls to a controller axis, fixed a minor problem where the axis settings could get stuck in a bad configuration (more specifically, while we tried to detect whether you were trying to use a half axis or a full axis).


    AI:
    ————————
    Fixed bug where sometimes AI would get stuck in an extremely slow state.
    Closed potential slowdown loop when yellow flag is thrown and freezing running order for AIs.


    MULTIPLAYER:
    ————————
    Fixed an alt-tab crash specific to MP only
    Added send rate control to built in HTTP server
    Added server & admin commands "/dq" and "/undq" to disqualify and re-qualify drivers.
    Remove exited clients' cars if restarting weekend.
    Added basic race rejoin after disconnect, which must be enabled on the server to work (with the multiplayer.ini setting "Allow Race Rejoin"). Currently you just get a new car in the garage.





Offline ribafish

  • GTS Full Member
  • Preuvazeni Akademik
  • *
  • Posts: 2668
Re: (PC) rFactor 2
« Reply #174 on: June 28, 2013, 18:36:12 »
Evo i besplatan demo >

C6r @ LimeRock

http://rfactor.net/web/rf2/rf2dl/

Offline Safety-_-Car

  • GTS Full Member
  • Preuvazeni Akademik
  • *
  • Posts: 1756
  • PSN ID: Safety-_-Car
Re: (PC) rFactor 2
« Reply #175 on: June 28, 2013, 19:20:15 »
To Riba, hvala na informaciji! Dojdem s posla i odmah instaliram  :D :D

LimeRock, odlična staza   :)

Offline ribafish

  • GTS Full Member
  • Preuvazeni Akademik
  • *
  • Posts: 2668
Re: (PC) rFactor 2
« Reply #176 on: June 28, 2013, 19:55:35 »
Ja sam probao zadnji build prije nekih mj dana, znam da sam bio odusevljen s kokpitom posebno, refleksije/prljavstina na šajbi su vrh vrh.. O fizici i FFB naravno sve najbolje.. Demo skinut, instalirat cu kasnije..

Offline Safety-_-Car

  • GTS Full Member
  • Preuvazeni Akademik
  • *
  • Posts: 1756
  • PSN ID: Safety-_-Car
Re: (PC) rFactor 2
« Reply #177 on: June 28, 2013, 20:45:16 »
Iskreno, meni je jedinica toliko dobra da uopće ne trebam dvojku. Ali zašto ne... Da vidimo što su ipak poboljšali  :)

Offline ribafish

  • GTS Full Member
  • Preuvazeni Akademik
  • *
  • Posts: 2668
Re: (PC) rFactor 2
« Reply #178 on: October 02, 2013, 03:52:47 »

Offline ribafish

  • GTS Full Member
  • Preuvazeni Akademik
  • *
  • Posts: 2668
Re: (PC) rFactor 2
« Reply #179 on: December 20, 2013, 12:01:54 »
Sve vaznije PC simulacije su dobile update danas ;) pC, AC, iR, R3E i evo rF2.

http://www.virtualr.net/rfactor-2-new-build-out-honda-coming

Evo i novi demo za probat, sadrzaj je kao u zadnjem c6r @ limerock, al naravno s poboljsanom fizikom, ffb, grafikom, zvukom itd, probajte..

http://rfactor.net/web/rf2/rf2dl/



^ ovo se ceka ;D nadam se uskoro..