I'll be editing this post with info as I can. Installing from previous: Use Update tab on installer, or download lite and either uninstall old, reinstall new, or just install new over the top. Installing new: Download installer from the link below that you wish to use. First timers might want to use the demo build first to try rF2, others probably want lite, then you can add cars and tracks from the other download pages. Download: http://rfactor.net/web/rf2/installers/ Rel notes: Update 22 (Build 589-unstable, 590-release) Changelog (March 18, 2014): GRAPHICS: ———————— Fixed bug with HDR lum histogram when in SLI mode Fixed 3D Vision problem with tire shader Added extended ambient shadows under cars Modified EnvReflections = Off mode to render only sky/clouds into ref map FEATURES: ———————— Added "+memstats" cmdline option to output memory usage file BUG FIXES / OPTIMIZATIONS: ———————— Fixed crash on MP lobby UI page Fixed an issue with duplicate mas names during packaging; incorporated mutex stuff into masBase to allow toggling of mutex requirement during mas object creation Fixed bug where 1st time running after fresh install keyboard and controller support will be disabled. Fixed a potential problem with upgrades that adjust gear settings. Fix issue where sometimes shadows were fuzzy in cockpit until you hit Insert three times. Fix for sidebars not clearing when exiting replay mode directly from control screen. Fix for issue where a vehicle is constantly loaded/unloaded in multiplayer when they have a special skin MODDING / PUBLIC DEV ———————— Added "Copy To Clipboard" button to TTool. Fixed viewer.exe crash Corrected rFactor Mod Mode.exe UI Fixed lockup when mouse is moved in mod mode UI / HUD / Options: ———————— Added a button to manually transfer loose livery file, so that you may update the server's copy or get the latest version of the livery stored on the server. Disabled Mod button if server and client version do not match. MULTIPLAYER: ———————— Fixed +oneclick crash Fixed join button greyed out issue Message box shown if dedicated server is stated with oneclick but no mod is loaded Reduced likelihood of problem in non-race multiplayer sessions where vehicles that joined late would usually not load. CONTROLLERS / FFB ———————— AI ———————— Preventing driver database from growing much larger than it needs with duplicate entries Loading custom paths from the loose track directory (*.aip files contain info for a single path) Small change attempting to reduce AI tendency to stay behind a slower car.
Hallelujah. I hope next time we have an experience like 494 ISI will just bite the bullet and roll back to a previous build ( or whatever it may take) in order that we have a game that essentially works, and can be used to race with.
Hi Tim, I Posted just before in the old Build 494 thread with the question of to what extend the MP issues influenced the development and testing of some additional code which was held from build 494? You probably missed that one so here the question agai
Thanks ISI. This line in the AI section: "Small change attempting to reduce AI tendency to stay behind a slower car." I could not (and still could'nt today with the Unstable Build) see any improvement in the AI regarding this issue so I'm not sure if it works correctly in 590 unless there was a last minute code change, will check it out later.
http://isiforums.net/f/showthread.php/18526-rF2-Build-494-Released?p=258018&viewfull=1#post258018 I tried the "+memstats" cmdline option but cannot find the logfile. Watched the memory do the same thing in "Race Settings" as the last build.
I just answered this with someone in the unstable forum, but pretty much. With Jeremy, completely altered everything he could do. And of course he is the senior guy.