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  1. VELOCIPEDE

    Disponibile la build 218 di rFactor 2

    Ecco infine il changelog di questa build: le novità sono davvero tante!
  2. VELOCIPEDE

    Project CARS Build 473 (Team Member+)

    Dopo un susseguirsi di varie versioni durante tutta la settimana, arriva oggi per gli appassionti di Project CARS la release per il weekend: è infatti disponibile la nuova Build 473, che possono scaricare tutti gli utenti Team Member+, con numerose migliorie ed aggiornamenti, anche per quanto riguarda le Apps. Da non perdere gli ultimi spettacolari video di anteprima.
  3. Niksounds

    Build 198 - Update ufficiale

    Note di rilascio Sono disponibili due build: - Lite - Estesa La seconda contiene già diverse auto e tracciati, senza bisogno di scaricarli a parte: Cars: Corvette C6.R, Marussia MR01, Renault Clio (download others free from the lists below). Tracks: Lime Rock, Malaysia (download others free from the lists below). Dev Mode: ora è installabile a parte. Tim aggiunge questo, in merito al meteo. This post has been promoted to an article
  4. This post has been promoted to an article
  5. =====================================================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.
  6. solo 56mB... uhm... in down This post has been promoted to an article
  7. L'ultima build dell'anno! This post has been promoted to an article
  8. Sarà che non lo provavo da un pezzo con il volante, però... che miglioramento! Ho girato un po' con la BMW Z4 e la differenza è dal giorno alla notte rispetto a qualche mese fa. Il force feedback inizia finalmente ad essere utile, almeno con questa auto. This post has been promoted to an article
  9. VELOCIPEDE

    Build 118 - Update ufficiale

    Build 118 Released This build is released on the auto updater. Make sure you are logged into the launcher, and then go to the update tab. Or, you can update/full install manually as you have for previous updates. The links to the update file are in the downloads thread, both http and torrent. Full 118 torrent is also there. Full 118 installer http link sometime Saturday. Note: The update file is larger at 170mb than any previous one, I think. Be aware of the fact it might take longer. It's also VERY possible you will crash the auto update server. That's sort of what we want. Your readme says 117, don't worry, you have 118. This got done late, as you can probably tell, but at least you get to tinker with it all weekend. Be be patient with the torrent. With it getting done late, there's only one seeder at the moment, and that's me at home. It will get faster, by the time Europe wakes up it should be smooth. UPDATE 8 (Build 118) Changelog (October 19, 2012): ====================================== GRAPHICS: ————————— Fixed a bug with inconsistent shadow detail between channels in multiview Added 3 levels of shadow filtering speed vs quality Enhanced autodetail framerate processing to better maintain minimum FPS Added auto detection of multiGPU setups to improve some processing and support more than 2 GPU Fixed a quadgrid culling bug Fixed bug with pendulum texture animations Bloom is now working properly with multiview Different texture detail levels between player and opponents now (almost) works FPS counter now shows yellow when frame rate is being regulated Attempt to fix 'left-behind-shadows' problem Separated auto detail processing from visible vehicles processing Limit auto-detail FPS option to the current refresh rate Selecting multiview now works; changed widescreen HUD to only stick if Apply button is pressed, just to be consistent with the rest of the settings on that page. Sync shadow groups between views in multiview Added code to visible vehicles calculation to maintain minimum framerate. Improved multiGPU awareness of HDR processing GAMEPLAY: —————————- Corrected code to always use track GDB SettingsFolder override Setting session starting times default to 9am Changed default steering help from low to off because it confused a lot of people Re-enabled transparent trainer and added some options for it. PHYSICS: —————————- Added code to allow RealRoad to be pre-conditioned in a number of ways Moved some real road computations into road shader Fixed typo that prevented the middle turbo dump sample from playing Improved turbo dump Added minor effect of turbo spool friction Fixed a small problem with auto reverse AI: —————————- Attempts to get the fuel-less AI to slowly pull off the road. UI / HUD: —————————- Fixed bug on skin spinner where sometimes the skin listed wouldn't match the skin displayed in showroom Fixed statbar car position map to correctly scale with screen/hud resolution. Now checking livery availability on vehicle change to make sure it's valid....clearing out the playerfile value if it is not found. Eliminated more conditions where the player vehicle gets incorrectly set to Pace car. More UI stuff for RealRoad loading/saving Minor fix to info display on Video Res page Scaled text on mouseless spinners to correct value based on screen res and res of options. Added ability to add boost gauges to cockpit and HUD. BUG FIXES: —————————- Fixed crash in multiplayer Fixed some memory/resource leaks Fixed crash when changing tire compounds in pitstop Small optimization with regards to buffering data between simulation & multimedia threads MULTIPLAYER: —————————- Added dedi server RealRoad options Fix occasional flash of opponent vehicles in wrong spot during heavy multiplayer races Fixed a glitch that caused it to confirm you closing the dedicated server when clicking the window manager close button at the final window CONTROLLER/FFB: ---------------------------- Enabled and expanded Fanatec support. We can now set the steering wheel angle to match the vehicle, as long as the wheel isn't using a preset. Note that these wheels must be connected and turned on before rF2 is started in order for specific features to be supported. Removed double initialization of controllers. It's still a mystery why force feedback is occasionally lost, and the lack of error codes returned by drivers doesn't help much (this applies to all manufacturers ... please return error codes if the force feedback isn't working). "Reset FFB" control now also resets steering wheel range, which also gets changed occasionally for no apparent reason. Now automatically holding clutch and brakes on grid for people using a combined axis for throttle & brakes (this feature was already available for people using auto-shifting). This Feature activates *if* Auto Clutch is enabled as well as "Hold Clutch On Start" and "Hold Brake" in the controller.ini file. PLUGINS: ---------------------------- Completed custom plugin control (this invalidates old Version05 plugins) A little bit more robustness with respect to saving and restoring custom plugin control mappings REPLAYS: ---------------------------- Fixed issue where transparent trainer would flicker in replay; note that this changes the replay format MODDING / PUBLIC DEV ---------------------------- Fixed bug with render target selection for all 3DS Max plugin versions Added a new default method for generating normal map tangent basis. original method (meshmender) is still available as an option. Added _v25 to the names of all plugin dlls First release of scene viewer, located in ModMgr directory Fixed some problem with component Install/Uninstall in mas2 packaging tool Updated modmaker doc to sync with latest tools Added CG visualizer to Ctrl-U dev tool Added support for RealRoad file reading in viewer DOWNLOAD FULL INSTALLER (This is probably what you want first) Main download: Build 118. (489 MB). Torrent: Build 118. MANUAL UPDATE from Build 107 (Not required if you use the full installer) Update download: 107-118. (170 MB). Torrent: 107-118. This post has been promoted to an article
  10. http://isiforums.net...94470#post94470 Download: Full: Download Update: Download - Download2
  11. Build 327 (19/10/12, Team Member+) Fixed the timeslice value in Vehicle::ExtrapolateDynamics Season weather parameters now passed through to the races Added cancel dialogs for MP UI screen transitions (join & create) Fixed lobby list flicker Added better detail and variety to disconnect warning dialogs (and added to text DB) Changes to logging to stop compile errors on console builds Added info-level logging when TCP connection is closed by the server Alt+tab capability (free resources before DX device reset) ; CRenderer - enumeration of render targets for RenewDefaultPoolResources corrected - iterator re-initialization Derby - tweak grandstand textures Switch to player control instantly for rolling starts Formula A: new suspension geometry plus setup tweaks for latest STM updates Improved water droplets, using per pixel fresnel and reflective boost on droplets Added per-pixel Fresnel support functions to allow better looking reflections on water droplets Wisconsin Raceway - Add new txt for SetBackCafe Northampton. Tweaked textures. Derby - fixed intersection on pitwall viewer asset with marshal bridge Visual polish to the HUD elements Eifelwald new complete AIW. New main path, raceline, etc. supports 45 players Audio: Formula B updated to new specs including vibration layer, EQ etc Audio: updating Formula B with latest balancing changes New Derby exports Build 326 (18/10/12, Team Member+) Changed logging level of frame tick to "debug" Tweaked Lap Info hud element colours Added extra logging to render tasks to detect invalid pointers Added two more categories to renderer logging Fixed 'CInGameSectionload' call to 'SetSpecularIrradianceEnabled' to use profile settings Added Global Specualr Irradiance option to graphics options screen Fix for mistake in waterlevel logic Integration of initial Pit2Car speech, with initial phrases for fastest lap, cutting the track and occasionally when being overtaken. Note that this includes volume changes to get speech audible properly within the mix, so in-race volume has been reduced from what it was Fixed bug when host migrates to node that is not time-synchronized yet. Now the node correctly disconnects from the session with "migration failed" error and triggers another migration Enable AI control during end of race GUI Add explicit call to deactivate track camera manager during race exit to release the objects being held on to by the camera editor Post-race screen in multiplayer will use the MP flow to return from race Added missing memtraces in cReplay::Init() Initialised input sets with correct maximums, where known Added NULL guard in Detect_WithdrawFlag() to prevent crash in replay Change so wet track is real time Derby - fix flags position for grandstand (new improved version) Derby - add new and improve textures - pitwall and grandstand Added logging controls for two new types of renderer log data Derby - logo update Derby - new textures addition Audio: adding vibration layer to Formula B Eifelwald - grass texture, updated source psd file Eifelwald - new concrete strip texture Removed RA logo from the Lshape building sign/ Wisconsin raceway Missing fonts added to Loading screen pakfile Gumpert Apollo textures, metals update Added new textures for Wisconsin raceway Moved some trees from the area near the Lshape building/Wisconsin raceway Speech volume slider added in Audio menu Back panels improved on Position and Lap HUD indicators Vehicles: reverted H-pattern cars back to previous shift delay values Removed old Block Gothic font from HUD panels, updated to new distance font and polished Minor updates to Multiplayer Lobby messages to reduce their string length Fix audio balance issues Derby GP + National scene dressing Added textual name of the MPRace game mode Northampton. Tweaked textures Black removed from reflection mask texture so no parts of the track are completely dry. also upped the reflection level in a couple of the conditions Northampton. Matched colors to the RL Belgian Forest Circuit - New textures Derby - add new texture - pitwall stuff Wisconsin Raceway - add new textures for CartTruckHuts Records are now navigable on the Load screen, minor kerning fix on Login screen Throttle calibration fixed on Controls screen, improved scroll bar in Lobby, Time Progression now shown, Load screens now consistent with FrontEnd Road dbv change to move fog after reflections. Wtc edits to increase the reflection values and tweaks to build up time New Asano X4 export New Derby exports New Eifelwald export New Eifelwald GP export New Wisconsin Raceway export Build 325 (17/10/12, Team Member+) Logic change to rolling start flags to allow full throttle control to player instantly Added lobby version of game data for MP matches Fixed max participant issues Fixed a few minor UI issues Correct message for game join failure Fixing out-of-bounds issue in GUIList Modified code to distinguish between the initial section allocation (_CreateSection) and subsequent section allocations (_AddSection) in the memory dumps to aid in debugging container expansions. Added safety checks around mChatList calls as this isn't initialised on the consoles. (No console text chat, only Voice chat) BLog updates * Changed the naming of session folders to make them easier to organise and navigate. Example: 'dbgSession\Dbg 2012-10-16 @ 12.18.20' * Crash dump files are now written to the session folder instead of the project root. On PC this is in the user document folder under <project name>\dbgSession * Log files are now written to the dbgSession folder * UTC is added to PC logs * Fixed millisec printf width in logs * Added command line switch to prefix session folder names. This is useful when running multiple instances in the same folder (such as thin clients) -sessionprefix <prefix> * Fixed bug in PC BDir:Create where creation result flag was incorrect in some cases * Fixed some log calls to remove \n or fix formatting Removing detail specular map as fresnel multiplier in road dbv shader Derby - textures update Eifelwald GP texture updates Fixes colouring of first three entries in browse list Added lobby version of game data for MP matches Fixed max participant issues Fixed a few minor UI issues Correct message for game join failure Fixed master.txt and post race AI assert New Monterey crowds New Bologna crowds Vehicles: Updated cockpit animation HRDF files to use full node names Vehicles: removed shift delay from the remaining H-pattern cars New Badenring exports New Eifelwald GP export New Sakitto exports Build 324 Discussion (16/10/12, Team Member+) Proper logic fix for water level build up Fixed unused variable warnings Online: * Split GetUserAPI() to two - one that will return the default setup assigned by admin as a fallback, and one that will return nothing if only the default fallback setup is known * Changed lobby UI to ignore the default fallback setup in most places; this no longer requires explicit test for the FLAG_ASSIGNED_BY_ADMIN in the UI code * Fixed an assert firing when sending a message while leaving the session Code to allow us to build up the track water levels Added in ultra reflection setting for it to generate emap of 1024 Add fresnel to the reflections Improved handling of guaranteed messages (WIP). When the message pool gets empty, log contents of all message lists and disconnect from the session Removed old hard coded dev control for key L to turn off photo mode, which also toggled pause Wet track reflection drying line amount fixed temporarily at 75% until it can be linked with the physics drying line Don't skip the start engine phase if ignition is off Drying line set to 50% Online UI: Changed apptimer to exectimer in the lobby select screen, to fix the button not being re-enabled when the application does not have focus Reset animation entry flags when acquiring them from entry list (and some general tidying of their management) Enabled impact pieces effects Updates to TextDB and tool to remove the use of unsafe unicode case insensitive compare and some tidying of the sln and projects to bring in line with latest libs Export Manager - All latest updates and common tools updates Added logging of all DS protocol buffer issues New wtc values set up for rain build up speed and track wetness. detached from physics inputs now. set up for light rain, rainy, stormy and thunder storm Added instance file for Belgian Forest Karting Circuit, currently an exact copy of the full track so inefficient, but a good starting point and better than nothing Badenring - missing reported textures added Belgian Forest Karting Circuit - New textures for the build Disable wrong way penalties in SP. Change MP wrong way penalty to a force reset after 10 seconds Add Belgian Forest kart track Cam box added for Sakitto underpass area so that reflection is visible when you drive below, but does not draw when driving the section above. GP and west New Dynamic Brakemarkers placed (physics scene & system files) Sakitto - Missing textures files flagged in the export uploade copied over Sakitto - temp fix, uploading textures to fix export upload reported missing textures Eifelwald GP. Tweaked textures New Derby Brake Markers Rain fall particle tweak. texture tweak and keyed values such as size and density tweaked so that rain isn't so monsoon like in less heavy rainy conditions. lean to camera increased slightly as well Badenring crowds - fixed wrong positions, fixed cutting crowds Badenring - updated LOD distances Wrong way DQ time set to 10 seconds Fixed SP300 AI sounds, one of the samples was in the wrong soundbank Number of drivers in lobby number fixed, Create Season button added Build script update to re-instate missing xmlf files from vehicles\physics Wisconsin Raceway - add new textures for LapBoard, Restroom and TribuneShed Logitech G25 added to Controller images New Badenring exports New Bologna exports New Sakitto exports Do not use Time Trial at the Belgian Forest Karting track Drive Karts in BTM mode not STM Mode Online MP at the Belgian Forest Karting track is 1 on 1 only When manual control for TT starts throttle input is broken - if you wait a couple of seconds the throttle starts working This post has been promoted to an article
  12. A causa di un problema con la sincronizzazione dei dati nella build 216 è stata rilasciata la versione 217 per tutti (da team member in su).
  13. Uff

    Update 68

    DOWNLOAD -> http://www.drivingitalia.net/forum/index.php?app=downloads&showfile=3367 Un nuovo aggiornamento è disponibile per rFactor 2. Cliccate sul pulsante di aggiornamento all'avvio del simulatore.
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