Build 118 Released

Discussion in 'General Discussion' started by 88mphTim, Oct 20, 2012.

  1. 88mphTim

    88mphTim Staff Member

    Joined:
    Sep 23, 2010
    Messages:
    10,725
    Likes Received:
    126
    This build is available on:
    - Auto updater
    - Torrent for update.
    - Torrent for full installer.
    - http for update.
    - http for full installer.
    (see downloads thread for links).

    To use the auto updater: Make sure you are logged into the launcher, and then go to the update tab. Or, you can update/full install manually as you have for previous updates. It's also VERY possible you will crash the auto update server. That's sort of what we want. :)

    Post-release notes:
    - Your readme says 117, don't worry, you have 118.
    - People have reported issues with the track surfaces. You have a wet looking track when it should be dry, and 'zebra' markings, etc. Info on how to workaround is here:
    http://isiforums.net/f/showthread.php/8184-Build-118-Released?p=108127&viewfull=1#post108127
    - ALT skins are not working, as we are mid way through development of another way to distribute them.

    UPDATE 8 (Build 118) Changelog (October 19, 2012):
    ======================================


    GRAPHICS:
    —————————
    Fixed a bug with inconsistent shadow detail between channels in multiview
    Added 3 levels of shadow filtering speed vs quality
    Enhanced autodetail framerate processing to better maintain minimum FPS
    Added auto detection of multiGPU setups to improve some processing and support more than 2 GPU
    Fixed a quadgrid culling bug
    Fixed bug with pendulum texture animations
    Bloom is now working properly with multiview
    Different texture detail levels between player and opponents now (almost) works
    FPS counter now shows yellow when frame rate is being regulated
    Attempt to fix 'left-behind-shadows' problem
    Separated auto detail processing from visible vehicles processing
    Limit auto-detail FPS option to the current refresh rate
    Selecting multiview now works; changed widescreen HUD to only stick if Apply button is pressed, just to be consistent with the rest of the settings on that page.
    Sync shadow groups between views in multiview
    Added code to visible vehicles calculation to maintain minimum framerate.
    Improved multiGPU awareness of HDR processing


    GAMEPLAY:
    —————————-
    Corrected code to always use track GDB SettingsFolder override
    Setting session starting times default to 9am
    Changed default steering help from low to off because it confused a lot of people
    Re-enabled transparent trainer and added some options for it.


    PHYSICS:
    —————————-
    Added code to allow RealRoad to be pre-conditioned in a number of ways
    Moved some real road computations into road shader
    Fixed typo that prevented the middle turbo dump sample from playing
    Improved turbo dump
    Added minor effect of turbo spool friction
    Fixed a small problem with auto reverse


    AI:
    —————————-
    Attempts to get the fuel-less AI to slowly pull off the road.


    UI / HUD:
    —————————-
    Fixed bug on skin spinner where sometimes the skin listed wouldn't match the skin displayed in showroom
    Fixed statbar car position map to correctly scale with screen/hud resolution.
    Now checking livery availability on vehicle change to make sure it's valid....clearing out the playerfile value if it is not found.
    Eliminated more conditions where the player vehicle gets incorrectly set to Pace car.
    More UI stuff for RealRoad loading/saving
    Minor fix to info display on Video Res page
    Scaled text on mouseless spinners to correct value based on screen res and res of options.
    Added ability to add boost gauges to cockpit and HUD.


    BUG FIXES:
    —————————-
    Fixed crash in multiplayer
    Fixed some memory/resource leaks
    Fixed crash when changing tire compounds in pitstop
    Small optimization with regards to buffering data between simulation & multimedia threads


    MULTIPLAYER:
    —————————-
    Added dedi server RealRoad options
    Fix occasional flash of opponent vehicles in wrong spot during heavy multiplayer races
    Fixed a glitch that caused it to confirm you closing the dedicated server when clicking the window manager close button at the final window


    CONTROLLER/FFB:
    ----------------------------
    Enabled and expanded Fanatec support. We can now set the steering wheel angle to match the vehicle, as long as the wheel isn't using a preset. Note that these wheels must be connected and turned on before rF2 is started in order for specific features to be supported.
    Removed double initialization of controllers. It's still a mystery why force feedback is occasionally lost, and the lack of error codes returned by drivers doesn't help much (this applies to all manufacturers ... please return error codes if the force feedback isn't working).
    "Reset FFB" control now also resets steering wheel range, which also gets changed occasionally for no apparent reason.
    Now automatically holding clutch and brakes on grid for people using a combined axis for throttle & brakes (this feature was already available for people using auto-shifting). This Feature activates *if* Auto Clutch is enabled as well as "Hold Clutch On Start" and "Hold Brake" in the controller.ini file.


    PLUGINS:
    ----------------------------
    Completed custom plugin control (this invalidates old Version05 plugins)
    A little bit more robustness with respect to saving and restoring custom plugin control mappings


    REPLAYS:
    ----------------------------
    Fixed issue where transparent trainer would flicker in replay; note that this changes the replay format


    MODDING / PUBLIC DEV
    ----------------------------
    Fixed bug with render target selection for all 3DS Max plugin versions
    Added a new default method for generating normal map tangent basis. original method (meshmender) is still available as an option.
    Added _v25 to the names of all plugin dlls
    First release of scene viewer, located in ModMgr directory
    Fixed some problem with component Install/Uninstall in mas2 packaging tool
    Updated modmaker doc to sync with latest tools
    Added CG visualizer to Ctrl-U dev tool
    Added support for RealRoad file reading in viewer
     
  2. poket roket

    poket roket Registered

    Joined:
    Nov 1, 2011
    Messages:
    31
    Likes Received:
    0
    Thank you!
     
  3. GTFREAK

    GTFREAK Registered

    Joined:
    Mar 27, 2011
    Messages:
    340
    Likes Received:
    5
    Auto-updater is not working just yet. Still says I have the latest version.

    I imagine this will take some time?
     
  4. poket roket

    poket roket Registered

    Joined:
    Nov 1, 2011
    Messages:
    31
    Likes Received:
    0
    Same here. Just gonna wait it out.
     
  5. 88mphTim

    88mphTim Staff Member

    Joined:
    Sep 23, 2010
    Messages:
    10,725
    Likes Received:
    126
    See the first post. It'll be there when he adds it, which he said would be tonight. I also added some more info to the first post. before the build notes. Hope everyone has a good weekend.
     
  6. blakboks

    blakboks Registered

    Joined:
    Oct 20, 2010
    Messages:
    843
    Likes Received:
    30
    Excellent news! Thanks guys!
     
  7. GTFREAK

    GTFREAK Registered

    Joined:
    Mar 27, 2011
    Messages:
    340
    Likes Received:
    5
    Well, I'm seeding as well. So now there's two. Although I don't have the entire file yet.
     
  8. 88mphTim

    88mphTim Staff Member

    Joined:
    Sep 23, 2010
    Messages:
    10,725
    Likes Received:
    126
    Thanks. By the time most of Europe gets up I think it'll be flowing nicely. :)
     
  9. redriderjf87

    redriderjf87 Registered

    Joined:
    Jan 15, 2012
    Messages:
    11
    Likes Received:
    0
    Thanks! Am downloading, will keep seeding for a while
     
  10. DurgeDriven

    DurgeDriven Banned

    Joined:
    Mar 20, 2012
    Messages:
    6,320
    Likes Received:
    42
    Thank you.
     
  11. chappybmx

    chappybmx Registered

    Joined:
    Dec 26, 2011
    Messages:
    16
    Likes Received:
    0
    Seeding here in Spain :)
     
  12. Gearjammer

    Gearjammer Registered

    Joined:
    Jun 11, 2012
    Messages:
    1,823
    Likes Received:
    24
    Used direct download this time otherwise I would be seeding as well.
     
  13. mclaren777

    mclaren777 Registered

    Joined:
    Oct 5, 2010
    Messages:
    546
    Likes Received:
    14
    It sounds like this build might address the missing under-car shadow bug. #hopeful
     
  14. BRunzilian

    BRunzilian Registered

    Joined:
    Aug 11, 2012
    Messages:
    9
    Likes Received:
    0
    I'm getting like 30 kbs right now, stuck at 35%
    Seed it guys, "open the doors!" haha!
     
  15. CdnRacer

    CdnRacer Banned

    Joined:
    Feb 4, 2011
    Messages:
    1,894
    Likes Received:
    31
  16. ZeosPantera

    ZeosPantera Registered

    Joined:
    Oct 5, 2010
    Messages:
    1,397
    Likes Received:
    14
    Kick the tires and light the fires. Here is hoping for higher frames!

    {Noticed nothing about the color palette was mentiond :(}
     
  17. Jeremy Miller

    Jeremy Miller Former ISI Senior Programmer

    Joined:
    Oct 5, 2010
    Messages:
    276
    Likes Received:
    3
    It may take me a little longer on the auto update. There is a little hiccup.
     
  18. 88mphTim

    88mphTim Staff Member

    Joined:
    Sep 23, 2010
    Messages:
    10,725
    Likes Received:
    126
    I'm told it is now on the auto updater, but I don't want to use my connection for anything other than seeding this torrent to re-download 107 and check myself. But if you were waiting for that... It should be there now.
     
  19. 88mphTim

    88mphTim Staff Member

    Joined:
    Sep 23, 2010
    Messages:
    10,725
    Likes Received:
    126
    Ah, I guess not. :)
     
  20. [NAR]Steve

    [NAR]Steve Registered

    Joined:
    Oct 20, 2010
    Messages:
    338
    Likes Received:
    22
    Downloading the full build, and getting really slow speeds, at first it was great 1.1 MB / S, now 9.7 kb/s lol
     

Share This Page