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rfactor 2 - jeu + updates BUILD 125

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rfactor 2 - jeu + updates BUILD 125

Message par toto2b [InRace] le Ven 17 Fév - 20:25

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Tarifs : licence 1 an + période beta de 6 mois environ ===> 35 euros + cout 10 €/an lobby
licence à vie ===> 65 euros

Vehicles and Tracks in the Open Beta


Vehicles
Renault Megane Trophy
Formula Renault 3.5
EVE F1 DFV
EVE F1C DFV
EVE F1B DFV
EVE F2 MS7
EVE F2 MS7/1
EVE F2 MS7/2
EVE F3 MS5/1
Spark F1
Spark F1 Special
Spark F2 (wings)
Spark F2 (no wings)
Spark F3
CLIO Cup juillet 2012
FIA Formula Two Williams JPH1B septembre 2012

Tracks
Mills Metropark (2 of 6 layouts)
Sepang International (2 of 3 layouts)
Autódromo do Estoril (1 of 2 layouts)
Spa-Francorchamps (1966)
Monte Carlo (1966)

--------------------------

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PACKAGE VEHICULE DE BASE


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les updates sont à mettre dans rfactor2/update/

----------------------------------------------
BUILD 49 > 60 UPDATE: (16 fev 2012)

Tim Wheatley
Hi folks,

Firstly, thank you for helping us to test rF2.

Second, we're putting out an update today, build 60, don't rename it (it has a funny name) or it won't work.

Automatic updating will NOT be available for a few days. You'll need to download the exe to your rF2 data directory, and put it in the updates dir, for me this is located at: C:\Users\Tim\Documents\rFactor2\Updates - After placing it there, run the launcher, go to the update tab and click the one grey button available to you. It should detect the update. Click it again to run the installer.

I have posted a changelog [URL="http://isiforums.net/f/showthread.php/1396-Downloads-(Installer-ISI-cars-tracks-Templates)?p=47806&viewfull=1#post47806"]here[/URL].

Again, rF2 is a test version and will remain so after this update. With this in-mind I have reset all the bug report forums as a blank canvas for you to post reports about this build ONLY. If something is still a problem from build 49, please link to a build 49 post in the [URL="http://isiforums.net/f/forumdisplay.php/42-Build-49-Archive"]archive[/URL], but make a new post about it in the [URL="http://isiforums.net/f/forumdisplay.php/60-Bug-Reports-Problems"]fresh bug report forums[/URL].

There will also be some content (rfmods) coming, but I've not yet confirmed when.

Here is the update TORRENT: [ATTACH]1198[/ATTACH]
We haven't done much seeding yet, so would appreciate your help there.
Temporary HTTP: [Vous devez être inscrit et connecté pour voir ce lien]

Thanks,

Tim.
Update notes below taken from the readme.txt file in the rF2 directory after installation of Build 60.

UPDATE 1 Changelog (Febuary 15, 2012):
======================================
MULTIPLAYER:
----------------------------
Configurable multiplayer race countdown timer ("Race Client Wait" in multiplayer.ini).
Reducing collision work in multiplayer (including completely turning off remote car vs. scene collision for now) in order to prevent slowdowns.
Modifed Dedicated server and mpfile to allow/disallow nicknames.
Fixed in-car chat for extended ASCII characters.


GRAPHICS:
---------------------------
Fixed showroom sun occlusion problem.
Fixed sun occlusion toggle.
Improved HDR debug output.
Moved all HDR processing to GPU.
Now enforcing deformable meshes.
Fixed and improved "visible vehicles" algorithm.
Updates to static meshes now disabled.
Fixed AI brake lights.
Fixed some issues doing HDR/Post on monitor.
Fixed up some postFX problems.
Updated sun occlusion.
Improved post FX integration with HDR.
Dixed bug that could result in cam file having more shadow parameters than the array that holds them.
Fixed problem with using post with HDR.
Fixed up hdr debug output, also improved post-processing.
Tidy up line drawing, also deactivated pre-caching for now as a test.
Fixed up hdr debug output.
Fixed a crash when loading a new profile to an existing track.
Shaders are recompiled if vid driver or HDR changes.
Reverted virtual mirrors back to using options settings rather than video settings.


UI:
----------------------------
Fixed car skin spinner not selecting current selected skin when entering screen.
Fixed path error for loading truetype fonts.
Fixed car spinner gizmo bug where it selection didn't take into account pace cars in the veh list ordering. (so picking a car near the end of spinner would select the wrong car.)
Fixed crash from skin selector gizmo that would happen 1st time you join a online game for a new mod and go to tuning from car selector screen.
Fixed bug where one couldn't select a new UI.
Fixed gear graph text in wide-screen mode with non-wide-screen UI.
Tidy up some loading bar problem.
Fix HUD pit menu selector box.
Added tire volume slider.
Added new options for VSync and FXAA.


AI:
----------------------------
Extra code to prevent ramming from behind when attempting to pass.
Generally made AI initiated player crashes less likely.
Made line transitions safer (for example moving from fastest to blocking line).
Fixed exaggerated pitspot slowdown.
Implemented 1st round of VERY basic wet weather tire logic.
Now always simulating a lap once for every car to get fuel, time, and minimum speed for track (to improve AI pit strategy).
Made AI slower at 70% by not only reducing their grip (was already being done) but also cutting a bit of speed off corners on top of that when figuring.
Made AI cars more likely to pass another car in the straight if given the opportunity.


GAMEPLAY:
----------------------------
Fix for timescaled mechanical failures.


CONTROLLER:
----------------------------
Added controller.ini variable "Off-road multiplier" at least until we have proper soft terrain physics modeling.
Changed default for "Keyboard Layout Override" in controller.ini to 1 which seems to work better most of the time.
Added new controller.ini option "Use Keyboard Rates For Analog" which allows gamepad users to intentionally delay the response time of their twitchy inputs.
Added controller.ini variable "Use Hardware Additional Features" to control whether we play G27 LEDs, for example. Actually that's the only example right now.
Added ability to read/write Thrustmaster wheel range (only available on new T500RS series, by the way).
Set default control for 'Display Vehicle Labels' to TAB key.


OTHER OPTIMIZATIONS
----------------------------
Various collision optimizations, including better automatic LODs for trackside collidable objects.
Fixed crash that occurred when no sound devices was enabled on Windows 7 Machine.
Improved and/or fixed OnTop variable in TDF - this is a precise way to physically apply paint stripes on top of the road with a realistic thickness.
Minor SSE optimizations added.
Vertical position of individual mirrors wasn't being transferred from CCH file to PLR file (note that these values are not editable in realtime with the Shift/Ctrl/Alt + Seat position controls).
Fixed dedicated server not updating scoring for plugins.
Fix for "Unknown" name in player file.
Fixed wide characters aborting the results file write.
Mirror toggle control lets you go through all 5 permutations in cockpit now.
Fixed a potential problem alt-tabbing with SL.


FUNCTIONAL ADDITIONS:
----------------------------
Allow nickname and attempt to allow wide char names.
Added a "Steering Wheel" option for "No Arms".
Added user car skin support.


MOD/PACKAGING
----------------------------
Fixed a bug with packaged files which could have allowed tire data to be overridden by external components.
Fixed a minor issue with encrypted mas.
Fixed ttool crash.

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merci cartman78 et Laurent81


Dernière édition par toto2b [InRace] le Sam 1 Déc - 10:25, édité 13 fois
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Re: rfactor 2 - jeu + updates BUILD 125

Message par toto2b [InRace] le Jeu 15 Mar - 19:44

Update pour le jeu build 68 version 1.040


UPDATE 2 Changelog (March 14, 2012):
======================================

GRAPHICS:
---------------------------
Some fixes to overlay/gauge rendering to make it more SLI friendly.
Fixed HDR problem for frame times greater than adapt ET.
Avoid flashing one frame of the options while driving in realtime (could happen if server went to next track).
Fixed up various HDR issues.

GAMEPLAY:
----------------------------
More complete tire heat from damping (currently optional but won't be forever).
Improved tire damping heat application and made more configurable.
Improved thread stability.
Prevent display and system sleeping (ded servers will only prevent system sleeping).
Added new finish criteria "% Track Laps" and "% Track Time" in case you don't want the percentage of both which is what "% Track Defaults" does.

SOUNDS:
----------------------------
Doubled the maximum number of sounds.

AI:
----------------------------
Added fix for AI not to avoid other cars in private session (since they're invisible).
Improved terrain sampling so that AI physics handles painted lines correctly.

PLUGINS:
----------------------------
Added track IR plugin.
Fixed logical error that would have prevented some plugins from running properly.
Tweaked plugin message interface to allow chat commands.
Added chat commands to results stream.
Some other plugin additions.

UI:
----------------------------
Added new filters to mp lobby.
Fixed bug where one frame of mis-sized vehicle or track selection shows up on main menu coming back from switching RFMs.
Added a button action to force reload of car spinner. (so modders can update the loose skin dds and see it in game immediately.)
Increased camera mobility around ôReflected Floorö showroom.
Tracking power loss in tire tool.


Pour l'installation : Onglet Update de rfactor 2
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Re: rfactor 2 - jeu + updates BUILD 125

Message par toto2b [InRace] le Sam 17 Mar - 10:21

Update pour le jeu build 69 version 1.040

Build 69. Quick fix to 68.

Update to yesterdays build. Fixes two issues:
Plugins were limited to 1 which caused crashing when you had more. And that 1 was normally taken by the track ir, so any other plugin was failing.
Joining of any server not running the GT mod was broken, now you can join anything again.

Info:
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*** ALSO ***

We released an update to the plugin, which included a new feature to activate movable wings... I wonder what that could be for? Smile

Have a good weekend,

-- Tim

Pour l'installation : Onglet Update de rfactor 2
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Re: rfactor 2 - jeu + updates BUILD 125

Message par toto2b [InRace] le Ven 25 Mai - 19:26

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Hi everyone,

Sorry for the delay in getting this notification to you today.

This afternoon we put out Build 85 of rFactor2. Notes on this build are below. In addition to the new build which updates the software engine, we also released a brand-new rfmod file for the 'Formula Masters' - which are open-wheel race cars similar to 2011-spec F1 cars - and updates to all of our other series. IMPORTANT NOTE: All content must be updated for this to work. There is zero supported backwards compatibility for the files. This means you need Build 85, and you need the latest update of every ISI car/track rfmod file.

We are intending to make HTTP and AUTO UPDATE capability active tomorrow (Thursday). At this time all the files are only available via torrent clients and MANUALLY UPDATING. Download location: [Vous devez être inscrit et connecté pour voir ce lien]

If you need more information on manually updating, or any of the other FAQs, please see here: [Vous devez être inscrit et connecté pour voir ce lien]

BUILD NOTES:

UPDATE 4 Changelog (MAY 18, 2012):
======================================


GRAPHICS:
---------------------------
Improved lighting math
Improved HDR rearviews
Fixed mirrors too dark when using HDR
Improved post-processing in multi-view mode
Fixed side-channel clearing in multi-view mode.
Fixed HDR in multi-view mode
Viewport fix for multi-view
Improved dynamic road
Changing shadow detail level now causes a shader re-compile
Changed base turbidity to 1.8 to brighten sky a bit.
Reduced minimum vertical FOV from 20 to 10 degrees.
improved graphical steering pivot for non-player vehicles
Now applying heat haze to graphics, note new PLR option "Heat FX Fade Speed" which can be used to completely disable.
Fixed broken HDR lum histogram
attempt to fix body parts disappearing in multiplayer


GAMEPLAY:
----------------------------
Added support for gear ratio sets.
Added ability to have gear-specific ratios.
Added DRS rules.
Added some GDB-configurable atmospheric conditions.
Changed flap buttons to act as toggle by default, but with a controller.ini option "Hold Flap Button" if the user prefers to hold it down.


SOUNDS:
----------------------------
Scrub sound improvements via the SFX file: can now have tire-specific samples, can be played individually rather than combined into one output, and more control over the frequency modulation.
Defaulting ScrubIndividually to true


AI:
----------------------------
fixed safety car incorrectly pitting for a tire change (and leaving the rest of the field in limbo)
fixes for AI pit lane behavior when no dedicated pitlane exists.
some minor tweaks to AI stalking behavior.
AI more likely to stay on throttle when along side a car they are trying to pass.
fixed a bug where cars would move towards rather than away from a car next to it going into a corner
fixed bug where sometime AI, at start of formation to standing start, immediately tries to park.
better handling of grip lose around fast corners
AIs will turn on and off rear flaps as required.
Tried to ease up on the throttle cuts caused by tires bouncing off the ground for a tick while otherwise being in control


PLUGINS:
----------------------------
Screen interface added to Internals Plugins in order to facilitate 3rd party overlays; currently untested and subject to change.
Now reporting to internals plugin whether blue flag being shown for each vehicle.


UI:
----------------------------


fixed the calculation of the "X display not available" X coordinates for MFD when under AI control.
added some gizmos and actions to facilitate multiplayer auto mod download and install from a dedicated server
added download mod status bar & cancel button
allowing problem mods to show up in lists (so that the problems can be displayed on the info screen)
added info buttons and code for rfm scrollbox to show new state of uninstalled mods with virtual components that are missing.
LED and HUD support for DRS status
changed scaling scrollbox gizmos (rfm, veh, track, hud, showroom & ui) so that they can accept textures other than 1024x1024 uncompressed textures.
Removed PLR file option "Wheels Visible In Cockpit" which was made obsolete by the VEH variable "FrontWheelsInCockpit" a long time ago.


BUG FIXES:
----------------------------
Fixed some unresponsive keys when using soft vsync.
Fixed problem with keyboard repeats in time acceleration.
Fixed warmup time increasing by 1 each time a server is set up.
Fixed problem where re-attaching a wheel in the pits would result in phantom collision.
Improved thread safety by using local file finder classes.
Fixed a error message that was incorrectly saying missing RCD files.
Fixed bug where requesting a pitstop while on the grid would sometimes cause a stop/go penalty.
Fixed 'Temporary Boost' button.
Fixed bug where requesting a pitstop while on the grid would sometimes cause a stop/go penalty.


FUNCTIONAL ADDITIONS:
----------------------------
Added mod downloading to sim
Added settings for HTTP Server and rfmod sharing.
Added PLR variable "Car Vibration Mult2" in order to allow separation of orientational vs. positional effects, and added PLR variables "Seat Pitch", "Seat Yaw", and "Seat Roll" to allow an offset from which direction the cockpit camera points.


MOD MODE/PACKAGING
----------------------------


fixed not being able to switch UIs in mod mode.
removed "no ai" restriction from public dev build
added a scale value in HUD editor for flags & stat bar positions
got digital gages working in the HUD. Can now expand in any of four directions.
HUD editor stability fixes
HUD editor fixes. instead of numbers, will write out the function and font names for led, text, and digital gages

Best,

-- Tim
........................................
Tim Wheatley
Image Space Incorporated
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Re: rfactor 2 - jeu + updates BUILD 125

Message par toto2b [InRace] le Lun 18 Juin - 19:12

Update 90 - 14 juin 2012

UPDATE 5 Changelog (June 14, 2012):
======================================


GRAPHICS:
---------------------------


Re-enabled HDR profiles for new .hdp files
Added bloom post effect
Further improvements to bloom post fx
Updated some polygon attribs to conform to API change
Shadow tuning
Set some shadow defaults
Tied haze density to fog density
Now adjusting air mass density for sky graphics
New base turbidity because of air mass density change


GAMEPLAY:
----------------------------
Added safetycar components
New internal combustion engine code work-in-progress
Added effect on torque from fuel-air mixture (not garage-configurable yet, but running out of fuel now works as it should)
Fixed running out of fuel with new engine code.
Allowed "NonRaceStartSector=1" GDB entry for tracks where the pitlane is between sector checkpoints 1 & 2.


AI:
----------------------------
Removed forcing lanes on restart phase for AI.
improvements on AI cars detecting his and other's relative motion along the line perpendicular to his current driving line.


UI:
----------------------------
vehicle & track lists working as an alternative to the spinner gizmo
made options remember last car/track list/spinner state.


BUG FIXES:
----------------------------
Fixed crash that would sometimes happen when picking all cars & track mod
Made RFM/GDB entry "SafetyCarAvailable" work (again).


MULTIPLAYER:
----------------------------
Fixed server details sharing
Fixed mod downloading. LAN download was always set to true.


FUNCTIONAL ADDITIONS:
----------------------------
Added check for dedicated server that downloadable mod is below the allowable threshold BEFORE declaring the mod available for download (to hopefully reduce instances of unexplained errors on clients)
Added PLR file option "Partial Cockpit View" if you only need wheels or wheels+suspension in your cockpit view.


MOD MODE/PACKAGING
----------------------------
added a check for autogeneration teleport locations that the waypoint to start from is valid.
Enabled Ctrl-V in public dev build to view input & FFB graph. Also fixed a few compiler warnings.
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Re: rfactor 2 - jeu + updates BUILD 125

Message par toto2b [InRace] le Ven 3 Aoû - 21:40

UPDATE 6 (Build 101) Changelog (August 3, 2012):
======================================


GRAPHICS:
---------------------------
Fixed issue where suspension gets distorted wildly when a wheel breaks off.
Sun occlusion processing now properly restored after lost device.
Correct a problem where sometimes the visual tire contact equation wouldn't be properly updated.
smooth out visual contact patch plane equation over time so tire doesn't instantly deform
Fixed problem where skins would get applied inappropriately (to the windshield, for example).
Fix a bug with FXAA and multiview
Correct alignment of horizon haze.
tweaked pit director position so he's less likely to be standing inside your vehicle
Added an HDR parameter
fixed HDR lum histogram from over-accumulation during pauses.
Ref mapper optimization
Fix occasional brightness pulsing in HDR mode.
Fixed missing particle FX from cockpit / TV cockpit mode, but re-introduced some sorting artifacts on cars which will have to fixed in the mod.
Fixed alt-tab bug in MP mode.


GAMEPLAY:
----------------------------
Added fix for safety car conflicts
unsportsmanlike conduct penalty should be working again
attempt to fix issue where drivers wouldn't get appropriately blue-flagged if exiting the pits right in front of somebody
fixed the fallback case for determining the vehicle class


PHYSICS:
----------------------------
New engine model can be damaged now, and can't be run with the crankshaft rotating the wrong way!
Added HDV parameters CorrectedInnerSuspHeightFront and CorrectedInnerSuspHeightRear (in addition to the existing CorrectedInnerSuspHeight) in case somebody needs different values front/rear. Also removed obsolete FixInnerSuspHeight.
'Simple' garage values (which include a large portion of the available modifications) can now be overridden by Special instructions.


AI:
----------------------------
fixed AI cars slowing down near garage locations of remote vehicles in multiplayer.
fixed AI slowing down for cars in pits for some tracks (brianza)
fixed AI doubling up in pits or getting into state where they pit but pit action does nothing by eliminating the timeout (was 150 seconds) on pit requests.
fixed issue where damaged AI historic vehicles could end up with highly unusual aerodynamic properties
fixed ai slow downs when only ai on a client (ie, when you're connected to multiplayer game and turn control over to ai)
fixed ai drivers pulling out of pits and immediately slamming into the wall
improved ai handling of front-wheel drive cars


UI / HUD:
----------------------------
added new toggle gizmo for RFM page for virtual mods to show up in RFM spinner
made pit menu obey CompoundRestrictions when front and rear compounds are required to match (you can still get compound mixes but only by changing only fronts or rears at a stop)
made vehicle picking one gizmo instead of two.
removed all code for old vehicle selection gizmo and a team selection scroll box that wasn't being used.
tried to autojoin the server after downloading and installing it's mod.
tried to center loading bars.
building team list from veh parameter 'category' (fullteam tree path) rather than just team, since cars in wildly different series can share the team... thus some would be culled from the tree display.
decoupled options and HUD widescreen variable.
options now letterbox when defined (in OSC) options res is widescreen but config res is 4:3.
also removed WidescreenUI variable getting set to true when in a 4:3 res.
Now allow HUDs to be in resolutions other than 1280X960.
New support for options in resolutions other than 1280X960
mouselessscrollbox text scaling fix
Attempt to filter qualifier keys (shift, alt, ctrl) from back-to-monitor keypress.


BUG FIXES:
----------------------------
a few memory leaks and some other cleanup
fixed tracks coming up with wrong handedness in cases where starting grid is 3-2-3-2 (or really any, as long as at least 2 cars are next to each other in all rows) instead of standard 2-2-2-2. (was causing ai cars to violently swerve when skipping formation laps & other problems)
Some changes made to speed up selecting a different mod (hopefully this doesn't break anything).
fixed possible thread-safety issue


MULTIPLAYER:
----------------------------
changed dedicated server caption to be the base directory to help server operators distinguish between multiple servers on a single computer.
Fixed "Available Opponents" listing on dedicated server, so now multiplayer vehicle filters work.
fixed multiplayer vehicle filter for list box selector
fixed multiplayer vehicle filter for scrolling select
Some multiplayer.ini housecleaning.
encode name & password
increased mp download limit.
added password verification for downloadable mods
check *all* client nodes for timeout, including pending drivers, other spectators, and those with non-scored vehicles


CONTROLLER/FFB:
----------------------------
setup FFB "effects driver" only once, and also stopped needlessly re-initialized the controllers
untested attempt to make LEDs work on modified Logitech DFP


REPLAYS:
----------------------------
simplified and improved correction of wheel orientation in replays/multiplayer
improved replays of parts falling off vehicles
Replay format has changed slightly for various improvements, sorry it's not backwards-compatible!
Current tread surface properties now recorded in replay and transmitted in multiplayer.
Recording tire carcass movement for player now.
Mostly fixed terrain feedback in replays.
Fixed another bug with special effects in replay where smoke would flicker and skids would have gaps.
A bit more precision for special effects in multiplayer/replays.
Fixed wheel vertical location when viewing replay of player vehicle (same bug caused an offset in the reported mWheelYLocation for telemetry).
Improved replays of parts falling off vehicles.
Fixed new issue where replay/multiplayer flatspots (and any other tread properties that aren't uniform around the tire circumference) might not appear in correct place. However, this sometimes causes a side effect in replay/multiplayer of a tire spinning unnaturally in order to move to the correct orientation.
fixed jerking trackside cameras when rewinding in replay
fixed a couple things regarding wheel orientation in replay.


MODDING
----------------------------
Improved Mod Packaging Wizard now automatically creates rFm MAS file, also various bug fixes with packager. Includes updated user guide.
Several bug fixes in Modmgr.


RFACTOR.NET
----------------------------
Begun infrastructure for Web portals. [url="http://rfactor.net/rf2mm.php"][Vous devez être inscrit et connecté pour voir ce lien]

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Re: rfactor 2 - jeu + updates BUILD 125

Message par toto2b [InRace] le Sam 1 Sep - 14:07

HTTP links and torrents are all posted in the [URL="http://isiforums.net/f/showthread.php/1396-Downloads"]downloads thread[/URL].

Should be on auto update in a few days, as usual.

We have worked hard to get this out today, and missed update of the readme.txt file with the new notes. We decided not to rebuild the installer just for that and waste time, so we will insert it next time along with the next builds notes.

I put these notes together just from what I could find... It gives you the main info, which is mainly prep for the F2 and bug fixes.

UPDATE 7 (Build 107) Changelog (August 29, 2012):
======================================

Note: These release notes were compiled from small dev notes. Wrong category is possible. Smile


GRAPHICS:
---------------------------
Added some HDR debug

GAMEPLAY:
----------------------------
made spin correction not work while on pitspot.

PHYSICS:
----------------------------
turbo code
working turbo code minus intercooler (but we're ignoring the decreased charge density until that's in)
for turbos, made configurable the location of boost pressure measurement for wastegate purposes
fixed intake manifold pressure calc for turbos

AI:
----------------------------
fixed AI miscalculating fuel needs for fuel multiplier values greater than 1

UI / HUD:
----------------------------
made multiplayer list "event name" field now "venue name, event name"
virtual mirrors (and toggling them) now work the same for cockpit and TV cockpit
added 2 pairs of x,y offsets to mouseless scroll boxes that can define the position of the specific image within the scrollbox item. (the image used to always be placed at 0,0 and extend to the full extent of the scrollbox item)
increased multiplayer game list buffer & standardized internal buffers for safer future upgrade

BUG FIXES:
----------------------------
fixed keyboard handling in UI editor (we weren't handling Windows messages in a special tight loop)
made gamedatabase switches more robust.
fixed net lag issue (which was caused by extra data being sent without regard to appropriate bandwidth limit)
fixed skinning bug with non-retail showrooms
removed redundant gdb value "GrandPrixName"...since it was always identical to "EventName".
fixed track selection gizmos from stocking multiple copies of the same event.
fixed a bug where main page veh, rfm, or track icon would not show up because it was the wrong format.

MULTIPLAYER:
----------------------------
Added sort field for sorting by location to NetCommUtil
made the text color of the racegrid participants customizable instead of hard-coded.

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Re: rfactor 2 - jeu + updates BUILD 125

Message par toto2b [InRace] le Sam 1 Déc - 10:23


================================================== ===
UPDATE 9 (Build 124) Changelog (November 30, 2012):
================================================== ===

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/FFB:
—————————-
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.

PLUGINS:
—————————-
We continue to recommend not releasing plugins based on V05 of the interface until it is considered final.

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 / PUBLIC DEV
—————————-
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

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.

Wink

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