SimoG6 Posted August 3, 2012 Share Posted August 3, 2012 é uscita ora la nuova build 101 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. http://rfactor.net/rf2mm.php http://isiforums.net...ld-101-Released Download: Full: http://www.drivingit...s&showfile=3817 Update 90-101: http://www.drivingit...s&showfile=4136 Chi volesse reinstallare rF2 da zero segua questo ordine per installare i vari mod ufficiali ISI: 1) Megane e aggiornamento2) FR e aggiornamenti 3) GT e aggiornamento 4) FISI 5) Clio Ciao This post has been promoted to an article Link to comment Share on other sites More sharing options...
marcello Posted August 3, 2012 Share Posted August 3, 2012 é uscita ora la nuova build 101.... OK ragazzi alla grande grazie. ciao. Link to comment Share on other sites More sharing options...
Mauro Posted August 3, 2012 Share Posted August 3, 2012 (edited) noto in generale un miglioramento di grafica e fps. interessante questo: New engine model can be damaged now, and can't be run with the crankshaft rotating the wrong way! Edited August 3, 2012 by Mauro Link to comment Share on other sites More sharing options...
jakobdylan Posted August 3, 2012 Share Posted August 3, 2012 mi avranno sentito che mi lamentavo ed uscita la nuova patch Link to comment Share on other sites More sharing options...
pierox Posted August 5, 2012 Share Posted August 5, 2012 dopo questo aggiornamento vi va lentissimo il gioco.... Link to comment Share on other sites More sharing options...
2slow4u Posted August 5, 2012 Share Posted August 5, 2012 (edited) A me la grafica e' ulteriormente peggiorata, ora e' sporchissima, sgranata....non riesco neanche a leggere le scritte sul cruscotto delle monoposto storiche...boh?! Ah, ho problemi anche coi replay, a volte scorrono lentissimi e il gioco non risponde piu' ai comandi, costringendomi a killarlo... EDIT: i replay salvati prima dell'aggiornamento non li riproduce proprio... Edited August 5, 2012 by 2slow4u Link to comment Share on other sites More sharing options...
alesanchez Posted August 5, 2012 Share Posted August 5, 2012 Quindi l'aver chiesto il rimborso sembra la scelta più azzeccata! Lo ricomprerò solo dopo aver visto una demo e se ne varrà la pena! Certo che far pagare una beta (e che beta!) 36 euri considerando che Assetto Corsa beta demo sarà gratuito mi fa davvero piangere! Link to comment Share on other sites More sharing options...
baronesbc Posted August 5, 2012 Share Posted August 5, 2012 Quindi l'aver chiesto il rimborso sembra la scelta più azzeccata! Lo ricomprerò solo dopo aver visto una demo e se ne varrà la pena! Certo che far pagare una beta (e che beta!) 36 euri considerando che Assetto Corsa beta demo sarà gratuito mi fa davvero piangere! stai preacquistando il gioco con i 36 euro.. Link to comment Share on other sites More sharing options...
Diablo Posted August 5, 2012 Share Posted August 5, 2012 dopo questo aggiornamento vi va lentissimo il gioco.... Strano, che hardware hai? A me ha preso qualche fps in piu', a parita' di configurazione. Anche se continua ad esssere molto leto rispetto ad altri sim. Con un C2D E6850 e ATI 6750 sto sui 30 fps di media (tutto al max tranne animazoni, ombre medie, e AF 2X). Link to comment Share on other sites More sharing options...
Niksounds Posted August 5, 2012 Share Posted August 5, 2012 (edited) al contrario a me gli fps sono aumentati.. 5850 Ati E' un gudiol questa sim, ci si spreme alla grande. Da quel che ho letto sul forum ufficiale mi sa che Ati aspettera' la gold per ottimizzare i drivers, o cosi' intuisco.. (Tim rispose alla domanda sui drivers Ati.. "questo dovete chiederlo ad Ati..") Ma a parte questo, per cui serve solo pazienza, null' altro, la cosa e' gia' molto godibile. A livello di fisica, non sara' ancora completa ok, spacca qualunque stato attuale. Oppure, senza fare nessun confronto, spacca e basta eheh Edited August 5, 2012 by Niksounds Link to comment Share on other sites More sharing options...
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