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Power & Glory V2.1 disponibile!


Aristotelis

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http://gtlw-blog.flyingpig.info/index.php?option=com_idoblog&task=viewpost&id=157&Itemid=109

Power&Glory V3 is in the final stages of completion. You might be one of these long time users of our mod, or you maybe someone that only now got interested by it.

In any of the cases, we thought it would be nice to introduce you in all the little changes we made in the game menus for P&G v3,0, so that the experience with the mod gets a little more pleasant, practical, and closer to how we wanted it to be.

Back in late 2008, the P&G v2.0 menus introduced new aesthetics and style that could fit better the theme of P&G, but we always wanted to keep the GTR2 menus overall layout and schematics, being very intuitive and practical. Like they say, "no need to reinvent the wheel"....

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Let's see if I can list the ones we have included for v3.0, and ones we won't:
  • ENB - we haven't included this for two reasons; first one is that it causes extreme hit in performance of game for little added value in image improvements (so, extremely subjective value). Second reason is how the ENB fx usage are kind of personal preference. Most we have seen out there either make it look like a fuzzy "dream sequence" or with very harsh color palettes/contrasts. Not realistic in any case we've seen so far, not a single one. Many dislike ENB effects, others will want it with even more exaggerated/dramatic effects, etc, so we have left that one up to users, to use or not and setup that on their own.
    Yet to be confirmed but, what we might be using is updated GDB and TRK files for original GTR2 tracks, with different parameters for better lighting & color contrasts, which do make things look a little better (pros and cons being avaliated atm).
  • Updated driver gloves & suits. We have done it, trying to have them according to era, and will be included in v3.0 (inside & outside driver, and matching). See this thread.
  • Paint and glass reflections (cube maps) have been updated and they do make the cars look a little nicer - even more, that is.
    We will be including a paint cubemap version from 6e66o (obviously, credits for this are given to him).
  • Improved smoke. This has been improved too (the fire as well), also the parameters to better match the textures and their effects.
  • Lens flare from sun (what you call "blinding sun"?) This has been modified and included since P&G v2.0. Being an improvement over original, it will still be included in v3.0.
  • Not sure what you mean with "Night, Headlights" but we haven't touched these, mainly for two reasons. One reason is how each one's screen brightness/contrast can really affect it (so, down to individual), the other reason being that the lighting provided by headlights in these cars is more than enough, and realistic (xenon like stronger headlights and radius would never have a place here).
    If you ment the nice external shaders/effects expansion "lens-flare-like" for headlights, then it's an unfortunate "no", as noone found a way to recreate this in GTR2/GTL so far.
  • "Tread(??), Smaller sparks". No idea what the first one is(???). For the second, we found nothing that would make the sparks really that "better" in a way that everybody agrees to be an improvement - extremely subjective value, so not included/modified for v3.0.
  • Sounds updates. Could be all day long talking about these. razz.gif
    Besides a very long list of new engine and mechanical/vehicle sounds (which were made to sound less "clinical", instead a little more "raw"), we also got updated sounds for:
    -Tyres skid and scrub - new samples, with better detail and higher quality, also in stereo for internal view (so that you can hear/sense the squeal coming heavier from left or right side depending on corner direction).
    - Pit horn - now it's the whistle of the pits marshal guy, just like it was common back in the day (no more air-horn).
    - Rain, road rolling / roadstones noise - we changed this to new, better detailed and higher quality samples.
    - Backfires - new samples with louder and dry "bang"/"clack" for internal view. External view ones got updated/remastered from v2.0. Different splutter samples too.
    - We had already modified the wind, the race-announcer and many other SFX before in v2.0 (lost trace, TBH). These were either improved or maintained the same for v3.0.
    Other SFX still remain as original GTR2 samples; for example, thunderstorm, crash/impact sounds and air-guns (tyres swap tools in pits). We did test different samples for these but just didn't provide enough improvement. I believe it could have been improved with more time (it's like that for everything and with anything, I guess) but originals will do just fine for now. Perhaps later this will be aproached again.
  • Misc updates (G27-led ???)
    We maintain the same 'Minimalistic-Hud' of v2.0, with very few cosmetic retouches. This is because we haven't found a better alternative (we all wished for an analog tachometer in the Hud -like seen in GT-Legends- for hood/bumper-view users but, unfortunately, it's not possible).
    The "unlock-all-tracks" was already in P&G v2.0 and will still be included in v3.0.
    There are a couple more single-player championships as well, with bugs in previous ones being fixed.
    Now, I hope people understand that this is a 1960s/70s-racing simulation, so subjective/specific things like 'G27-leds' are the very last thing the team would ever think of, especially with older GTR2 original issues yet for anyone to solve (triple-monitors in multiplayer, for instances). I guess if the 'G27 leds' are such a problem, someone else would have (or will) provide a separate solution for it to work in GTR2, and P&G. smile.gif

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Actually it is in 4 parts (3 parts for the PnG data + 1 small installer exe). The larger the single file is the harder it may get for some to download it with lower grade connections, so it's a compromise between file count and downloadability.
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  • 2 weeks later...

We're just bug/stress testing v3.0, so that it can be ensured that the release has the least bugs/issues as possible.

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As you know from previous versions, we have separated the groups, but still left the ability to run a grid of mixed classes.

So, in this case, when you run a mixed class race (all the FIA 60's Groups, or both 70's Gr.2 and Gr.4, etc, etc), then the timings, the grid, as well as the results, will also show the FIA Groups that each car belongs to. You can have even filter results by Group (final positions, laptimes, even points if in a championship) by just mouse clicking the "class" tab. smile.gif ...see the screenshot.

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