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Racer v0.9.0 RC8


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v0.8.8 -> http://www.racer.nl/download/racer088.zip

v0.8.8 changes

- Fixed Pacejka loading for MF5.2 - didn't reset all to 0 at initialisation time

- Increased Win7 compatibility; with Aero theme, dialogs would stay hidden behind main window(s).

- Using Alt-Tab to switch applications now longer lets the Alt key hang (needed to press it again to really release)

- Using themes could make black lines appear due to the window's size not being correct. Fixed.

- Added minimap.alpha (defaults to 1) to make minimap semi-transparent.

- Added documentation page in the menu with links

v0.8.7 changes

- Removed dependencies on VC DLL's (static linking) to avoid VC Redistributable download & admin access.

- Bugfix: the implicit wheel integration was not entirely correct. Also expanded to work for non-linear dampers.

Now, dbg_car.susp_implicit_integration=1 is useful again (especially with stiff cars).

- Bugfix: car.ini CG offsets were not entirely correct; using a Z offset resulting in twitchy pitch behavior.

CG handling was revised and the problem is now gone.

- In CG fixing (and changing physics slightly), wing positions are now defined relative to the nullpoint,

rather than CG. This was the last setting that was still relative to the CG, and now everything is relative

to the nullpoint. Does have an effect on all cars with CG away from the nullpoint.

- Implicit wheel integration now also implicitly does spring forces. Also a bug was fixed for sqrt type dampers.

- Baja fixed up some more (some QLOG errors)

- Fixed force feedback 'inertia' force DirectX error (invalid param).

- Added Max2009 exporter (in max/) to the installation

- Added a start of dedicated race server (server.ini); see http://www.racer.nl/tutorial/multiplayer_server.htm

The lobbyserver will reject older Racers than v087 because of the settings it now sets to race.

- New multiplayer.expected_clients_timeout setting to timeout races where not all people connect.

- Lobby improved to show bots.

- The control setup screen now shows controller names instead of an index.

- Control setup now has 'autodetect'. For Logitech G25/G27/MOMO wheels, Wingman Attack 2 (joystick),

Thrustmaster F1 Force Feedback wheel currently, although the G25 is probably off with the buttons

(I only have a G27, MOMO and some others). Please send me data/controls/default.ini for your

controller, plus the name of the controller.

- G25/G27: Default max_torque for FF wheels is now 20Nm (joystick<n>.max_torque); consumer wheels twitch too easily

(saved in data/controls/default.ini)

- Support for the G27 leds (based on car.ini's min_warn_rpm/max_warn_rpm, defaulting to 70%/90% of max_rpm).

- min/max_warn_rpm now based on a car's max_rpm (commented out in data/cars/default/car.ini)

- Added stick friction for controllers; data/controls/default.ini, joystick<n>.stick_friction. For low speed.

- Locked diff still allowed wheel velocities to differ

- Support for GMax MD3 exports (see http://racer.nl/tutorial/gmax.htm) in Modeler.

No bones, just vertices & faces. No normals yet as well.

- Multiplayer server disconnect now also disconnects all clients

- Upgraded to use ENet v1.2.1 for the network middleware

- FBO mirror didn't work correctly when motion_blur.method was 4 (FBO). It also could cause Racer to crash.

- Newton.dll is no longer used; Newton is linked in statically.

- Also upgraded to Newton 2.10. This fixes the world_size problem where cars would get stuck at far-away locations partly.

- Simple car shadow would shake in corners; it now follows the car much better.

- Changed shader_<x>.ambient default; it will now take the diffuse value if not defined.

- Added sun diffuse/ambient etc readouts in Ctrl-2 debug screen.

- Added 'sun diffuse <x>' and 'sun ambient <x>' script commands.

- Using a Cg car on a non-Cg track could result in black (non-Cg) objects (envmapping was taking place it seemed)

- Added best line drawing (F3 toggles this); see also racer.ini:gfx.show_bestline. Based on the first car's AI line.

- Increased the max number of tracks supported in the Track Select screen to 250 (was 50).

- Console now accepts editing of lines while entering commands (left/right)

- Default movable damping was very high; cones got stuck to the car.

- Car selection now has a listbox (and revised with a smaller car)

- Track selection has best-laps removed to make room for a larger listbox

- Experimenting with glFinish() in the timing to get less jerky framebuffer swap behavior (if vsync=0)

- Fixed flares appearing in live track envmap.

- Fixed bug M1: "Live environment mapping for clients in multiplayer events is that of the host."

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  • 5 months later...
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  • VELOCIPEDE

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  • bi555

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  • The Snake

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  • francoverona

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Racer v0.8.9 (3-6-10)

- Download & unzip Racer089.zip (58Mb - on Racer.nl).

- Non-Cg exe is available to get Racer working for physics etc; this WILL screw up the graphics though, and is only supplied to enable development for the latest version when you have a graphics card that doesn't want to run nicely (ATI cards have problems with Cg's texture2DArray for example). Get that exe here.

v0.8.9 changes

- Bugfix: lateral damping prediction for the wheels wasn't correct. Could result in laterally shaking cars.

If you still have that (stiff cars mainly), try adding a bit of tire_damping to each wheel. I.e.

tire_rate=200000 -> try tire_damping=2000 (0.01*tire_rate).

- Bugfix: shader global diffuse/ambient (not in the layers) wasn't read in the right order, therefore setting a global diffuse color, then no ambient color would still result in the ambient color not taking the diffuse color values (which should happen, so that ambient=diffuse by default).

- standard_heat_f.cg has added passing heat through alpha, so not the entire brake disc has to light up

- Highly improved rain & snow, based on the method used in Project Gotham Racing 4. It does mean that rain & snow are now mutually exclusive.

- Added 'prev_camera' control to switch to previous camera mode (inverse of change_camera, normally key C)

- Added 'thunder <x>' script command to set thunder intensity (only on when it rains as well)

- Skidmarks now adhere to car tire widths.

- Skidmarks use a Cg shaders (shaders_hdr/skidmark_*.cg)

- Dials painting put deeper in the render pipeline to avoid dials disappearing.

- Depthbuffer available as texturemap in postprocessing Cg shaders; see data/renderer/fullscreen_shaders_hdr/show_depth_f.cg Usability still debatable (there are problems with it; multisampling...).

- CSAA support (nVidia cards); see renderer.motion_blur.coverage_samples. Typically use samples=4 and coverage_samples=16 for a view that looks like samples=16 but is almost twice as fast.

- Added renderer.bloom.width and height to set FBO initial size (default is 512x512)

- New engine load calculation (for audio mixing) takes rpm, calculates throttle at which that rpm would be 'idle' and compares to the current throttle. If throttle is really depressed more, load is present.

- Logging group added: 'ai' (set log.groups.ai to 1) for ai_line_delta variable logging.

- Added a console.port_mt multi-threaded socket for external status requests (only for RaceManager-type applications)

- Added cascaded shadowmapping support; set renderer.shadowmapping.enable to 1. Racer then uses data/renderer/shaders_hdr_csm (csm=cascaded shadow mapping). Turn off shadows.project_shadows (set to 0) to lose the old projected shadow and use fs_filter1=bloom_shadows_f.cg to generate shadows during postprocessing of each frame.

- Added dev.strict; if set to 1, any errors will immediately be fatal once a track or car loads.

- Materials without (Racer) shaders (defined in .shd files) get warned about in QLOG. Strict mode will also trigger on these. Note that future versions of Racer (v0.9.0 final) will probably refuse materials without Cg shaders even.

- Tracked/Modeler revised to use only 1 double-buffered window. Dialogs now all live in the same window.

This will be useful to overlay Racer with regular GUI, enabling future onscreen editing (live shader editing for example).

- Tracked now has direct model information under F4 mode (like 'Information' in Modeler)

- Autoclutch rpm in car.ini can be set to 0; this is then dynamic and tries to attain maximum torque from the engine depending on the amount of throttle. More throttle means the autoclutch rpm is moved towards the rpm at which the engine generates the most torque.

- Dropped stencil shadow support - it is replaced with shadow mapping.

- Added 'londistlap' logging for group 'position' (useful for detecting lap crossings in external log processing software)

- Added car.ini susp<n>.warplen to define a length used when the car is dropped onto the track. Default is 0, which

calculates a reasonable value ((minlen+maxlen)/2)

- Bugfix in tangent calculation (bumpmap); some tangents were NaN

- Bugfix in DDS loader for the last 2 mipmap levels

- Added 'optimize_dof <file>' script command to optimize DOF files straight from Racer (no need for Modeler for that).

- Added dev.optimize_newton_tree to optionally skip optimization of trackcollision.bin collision trees (development only)

- The console command 'reload car' can now also load a different car, i.e. 'reload car lambomurcielago'

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Racer v0.8.10 is out

Yep, v0.8.10, another step towards 0.9 final. The most important thing is that I normalized special.ini's sun.intensity, so that should be around 1.0 now. Otherwise tracks will look white (very over-exposed). I could maintain compatibility with older tracks but really, most content will just need a bit of work to match 0.9.

Get it at http://www.racer.nl/dl_beta_win.htm

v0.8.10 (25-06-10)

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

- Using Newton 2.22 which fixes bugs in track collision meshes sometimes

- Modified shader sorting a bit - decal objects such as skidmarks on roads should use layer0.depthwrite=0

so that they render AFTER the road itself (which does depthwrite=1)

- Added csm_f.cg which is bloom_shadows_f.cg without bloom (just a bit faster)

- 'reload car' would crash sometimes. Also, 'reload car <name>' now works correctly due to the same issue.

- The 'join game' dialog was invisible (though active)

- Driving in reverse no longer causes the brakes to heat up

- Fixed bug with VBO's which could cause crashes while painting

- Failed DOF loads could cause the next models to be loaded without generating VBO's (slower rendering)

- Added support for DDS files which don't supply all mipmap levels

- LDR no longer supported; the hdr.enable option is gone

- 'strict' mode (dev.strict=1) now also catches shaders without vertex & fragment shaders; v0.9 will require Cg shaders

- Lambo rear wheels were unshaded

- Atmosphere shaders optimized. Also normalized the sun intensity, so special.ini sun.intensity should now be around 1.0!

- Started documenting on how to convert for v0.9, see http://racer.nl/tutorial/updating_v09.htm

- Added 'racer_nocg.exe', which loads track_nocg.shd and car_nocg.shd files instead of track.shd/car.shd

This enables you to provide simple shaders for old machines/cards. See http://racer.nl/tutorial/nocg.htm

- 'show carpoints' now also shows the backfire points

- Added 'envmap.live_track.render_once' to generate a single envmap at start time, then not update it again (for speed)

- Added 'scale' parameter to shaders (shader_<name>.scale) which is passed to Cg shaders

- Added 'standard_mix2_f.cg' for mixing of 2 textures using a control texture. Useful for tracks.

- Also added 'standard_mix1_f.cg' and 'standard_mix2w_f.cg', see http://racer.nl/tutorial/shading_tracks.htm

- Fresnel properties for GPU shaders can now be set: shader<x>.fresnel.bias, scale and power.

See http://racer.nl/reference/shadereng.htm#matglobal

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Racer v0.8.11 is out

Yep, another version. Get it at http://www.racer.nl/download/racer0.8.11.zip (60Mb)

To testdrive, also check out Swiss Stroll Cg at http://www.racerdownloads.com/upload...e=T&cmd=latest

Enjoy!

Ruud

The changes:

- Added standard_wave_banner_v.g for waving banners, see http://www.racer.nl/tutorial/waving_flag.html#banners

- Skidmark painting more robust (texture usage and render state could cause transparent or black renders)

- Non-Cg version still tried to load shadowmapping Cg shaders when renderer.shadowmapping.enable was 1

- Projected lights intensity back from 1.1 to 0.6( data/renderer/shaders_*/projected_texture_f.cg)

- Default shader_<x>.reflect value is now 1.0 (was 0)

- Modified per shader layer reading of .ambient a little; otherwise the global shader_<x>.ambient

did not default to the global shader_<x>.diffuse. This only really influences non-Cg .shd files.

- dyn_standard_reflect_window_v/f.cg improved to do per-pixel fresnel.

- Reflection shaders fixed to respond to ambient/diffuse more accurately ('diffuse=0 0 0' still gave a shadow).

- The Lambo brakediscs now heat up through an alpha layer, looks better

- shadowmapping.shadowintensity removed - shadows are ambient and need not be softened (would only include false diffuse lighting)

- Shader directories combined into data/renderer/shaders/*. Compilation uses -DCSM for shadowmapped variety.

- Shadowmapping optimized a little bit in the .cg shaders.

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Racer v0.8.12 is out

Yep, it's going a bit quick, but this is all for targeting a non-moving target, v0.9.

v0.8.12 is at http://www.racer.nl/download/racer0.8.12.zip

The changes:

- Added camera.auto_switch_director_track_cam setting to avoid automatic track/director camera mode switches

By default it's off.

- Lighting/shadowing fixes in shaders (dyn_standard_bump*.cg, dyn_standard_bump_speca*.cg)

- The Baja had some bad shaders (metal parts in car.shd)

- Modeler gave a lot of QLOG errors.

- Modeler ASE imports now show a dialog if too many indices are used in 1 geob.

- Accepting new graphics options would crash Racer

- Added auto-calibration for controls (not too useful for consumer controllers though)

See http://www.racer.nl/tutorial/ctrlset.htm#values

- Shadowmapping now done using a texture atlas instead of a texture array. This for ATI cards.

- On ATI, shadowmaps could not only be a Z-channel. ATI seems to need color buffers.

- More tweaks to get ATI to work better. Our experiments show that alpha_to_coverage is very poorly

supported, but at least shadowmapping seems to work better. nVidia cards recommended.

- sky_daynight*.cg fixed to do the same as sky_*.cg, only with an added night texture.

- Halo effects in shadow mapping improved through the use of Z information

- Added dyn_standard_speca_f.cg shader for 1 texture with specular control using alpha.

- Cg parameter passing in the render engine was cached. Lots faster.

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  • 3 weeks later...

Ma si incomincia a vedere qualcosa?

Sono anni che seguo il progetto, prima mi scaricavo anche le macchine, ma adesso?

nel multiplayer i server sono sempre vuoti....

peccato... tra i "free" mi sembra il migliore (tranne quelli tipo M3 challenge con motore GTR2)

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Racer v0.8.14 is out

download -> http://www.racer.nl/dl_beta_win.htm

Changes:

* Shaders fixed for ATI cards again, so it should run again on that. No shadowmap filtering though; the ATI path doesn't support for-loops, nor PCF for depth filtering. Cg shaders are compiled with '-DATI' when running an ATI card (#ifdef ATI).

* Tracked & Modeler recompiled for new fmodex.dll

* Modeler/DOFFix's model optimize now also try to optimize submaterials (Multisub materials where only 1 submaterial is really used). Needed for Swiss Stroll's .dof files.

* CSM now uses PCF correctly (nVidia only, ATI doesn't seem to support free PCF)

* Flares reworked a bit regarding visibility, which was with respect to the camera direction, now a view vector from camera->flare. Billboarding keeps normal and direction, to avoid wide flares (like for a 3rd brakelight) to rotate wrt the underlying brakelight geometry.

* All shaders now render into 1 render target (RT). This had an effect on bloom though, so the bloom brightness pass was modified (in data/renderer/fullscreen_shaders_hdr/bloom_bright_f.cg).This also fixes problems with blending materials, although the shaders will all need to output the base texture's alpha to work correctly when blending.

* AI didn't reset correctly with Shift-R (it would try to start driving immediately)

* AI throttle playing before the start is improved

* Fixed standard_bump*.cg shadow generation, which was non-existant

* Added 'graph step' variables: susp0.piston_velocity, damper_force, arb_force and length to visualize damper behavior.

* Sky shaders now 'stick' the Z coordinate to the far plane. This alleviates the need for an internal very far projection matrix, so no projection matrix switching takes place while rendering the scene.

* Using 2 layers for sky shaders with both layers set to 'depthfunc=always' didn't work correctly and was drawn in 2 passes instead of 1. Fixed (and used in Carlswood_NT).

* Added shader 'cast_shadow' global option. If set to 1, any geometry with this shader is skipped during the shadow generation phase (so it won't cast a shadow in the final render).

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Racer v0.8.15 is out

Friday releaseday...

v0.8.15 is at http://www.racer.nl/download/racer0.8.15.zip

Have a great weekend!

Ruud

Changes:

- Multiplayer linear interpolation revised due to timing problems. The spline method currently

is a bit buggy because of these revisions. Now default interpolation is linear (at 10Hz).

- Added standard_grass_v/f.cg shaders for grass (using the tree shader gives problems with shadows)

- Added dyn_standard_wave_v/f.cg for waving objects for cars (not too useful?)

- standard_bump_detail_v/f.cg had syntax errors

- Baja's collide.dof had an undefined material, fixed (thanks to Boomer541)

- BlackBox is removed (doesn't work on Win7) and replaced with StackWalker; puts stacktrace in QLOG.txt

- fixed dyn_standard_bump_speca_v/f.cg shadow generation

- Replay save dialog wasn't visible, now it is (and dragable even)

- Replay movie creation dialog wasn't visible.

- Replay movie audio had some faults. It now downsamples any 5.1 sound to stereo (hope the channels are ok) and saves a more correct .wav. Also the adding to replay.avi now seems to work correctly.

Also, the conversion to 16-bit was buggy and could generate spikes.

- Car 3D sounds now get a '3D spread' of 90 degrees. Previously, stereo input signals in 3D

would become mixed to mono (as 2 mono sources at the same spot). With the 90 degree spread,

they are played 45 degrees left & 45 degrees right, so this should provide a stereo separation.

It would be nice thus if engine sounds in the future become stereo, probably.

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  • 3 weeks later...

Racer v0.8.19 is out

It's at http://www.racer.nl/download/racer0.8.19.zip . I won't have much time the coming 3 weeks so hopefully there's enough to play with. ;)

Known issues:

- the README in the zip mentios log-averaging for luminance, but in fact that didn't work as expected, and I'm just adding RGB values now.

- Shadowmapping smCor[] is being worked on to be more stable.

For those who missed v0.8.18, here are the changes since v0.8.17:

v0.8.19 (27-08-10)

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

- The cubemap camera position was wildly off, giving incorrect culling of objects in the reflected

environment often. This also fixed the appearance of seams in the cubemap sides.

- Using glGenerateMipmap() while loading textures - supposedly faster than using GLU.

- Switching free shifting and up/down shifting is now automatic. The default mode is still

stored in the data/controls/presets files for the initial gear.

- Auto exposure downsampling is now down without mipmaps but FBO's instead

(data/renderer/fullscreen_shaders_hdr/luminance_downsample_*.cg). Mipmaps was not working ok.

- In Ctrl-2 you can now see the luminance and RGB values of the rendered image. This to debug

sky values (the values shown represent a kilolux value).

- Auto-exposure is now working ok, so the TOD editor now also has an exposure factor next

to direct exposure (only useful without auto_exposure). This factor is multiplied with the auto exposure calculations, so even if the auto exposure is trying to get a nice lit image, you can bring it down at night (purposefully under-exposing).

- Used Stereo's ToneMap function to desaturate dark colors. Also added a blue-shift for night scenes.

- Cloud color is multiplied with lightAmbient (sky color) in the sky shaders, so the clouds are now

more visible and don't need 'clouds 7' hacks.

- Auto exposure 'steps' setting has been replaced by 'time_per_sample'; it used to be framerate

dependent.

- Controller lock can now be specified (data/controls/default.ini). Used it on a G27, setting lock

to 900 in the controls file and in the Logitech Profiler software. Setting it lower in Profiler just gives a mild software-controlled lock which is not too useful, so I just leave it at 900.

See data\controls\presets\logitech_g27_racing_wheel_us b.ini for an example (joystick0.lock=900).

Set the car.ini's steer.linearity to 1.0 preferably. Now, the steering lock will match that

of the wheel directly.

Racer caps the steering lock to what the car can do (car.ini's steer.lock), so for this feature

you really need a capable (900 degree wheel), otherwise you won't be able to make the degrees required for the car to turn fully.

The default controller lock is 0, so people with less capable wheels can still play (probably setting linearity for the controller to around 0.5). In that case, the full range of the controller maps to the full range of the car's steering wheel.

- Per track TOD loading; the track can contain a tod/ directory. Curves that are not defined

are loaded from data/renderer/tod.

v0.8.18 (20-08-10)

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

- The Lobbyserver wasn't updated to use the new ENet version, so older version could connect

but were refused, and newer versions couldn't connect. Fixed.

- Autoexposure formula revised to exposure=gradient/luminance+offset. Thanks to Colin Pan.

It's much better but somehow the scene luminance doesn't seem to be calculated correctly

for non-power-of-two resolutions (glGenerateMipmap).

- Added a 'loading' or 'busy' indicator (data/images/loading_*.tga and the loading.indicator_pos setting)

- Rain was invisible in bright times of the day

- Some particles were dark as a result of the switch to klux lighting

- Tonemapping (in hdr.cg) used a 0.1 factor - removed that and for auto_exposure this means

gradient should be set to ~1.0 instead of ~10.0 (exposure=1/luminance).

- Added special.ini parameters under 'sun': azimuth_offset (rotation wrt North),

year, day, month, latitude, longitude and timezone. The sun XYZ TOD curves disappeared.

See also http://www.racer.nl/tutorial/newtrack.htm#sun

- Added 'sun azimuth <x>' command to change north angle live.

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