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rFactor2 Build 101 Released


SimoG6

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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:

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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 aggiornamento

2) FR e aggiornamenti

3) GT e aggiornamento

4) FISI

5) Clio

Ciao

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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 by Mauro
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mi avranno sentito che mi lamentavo ed uscita la nuova patch :thumbsup:

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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 by 2slow4u
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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!

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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..

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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).

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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 by Niksounds
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