88mphTim
racesimcentral.net
Please state simply the issue in the subject (make a new thread for each issue), then provide as much info as possible in the body of the post. Please reply to someone else's thread, adding your info, if you have the same issue.
Please make sure your system is in your forum profile.
Don't be afraid to report things you have seen reported before, thought was fixed, have been told we know about, etc.
Once each build is public, this forum will be cleared out to the archives. (Note that the public build will NOT be 379, public builds are even numbers).
By the time the devs wake up in the morning, you'll probably already be able to tell us if there's a serious issue we didn't know about, and confirmed any still exist we thought fixed.
This is the lite build only, obviously. Want to know about using this, and where to find the unstable build? Read here (scroll down to bottom).
As before, you can mention unstable builds, but use common sense as to whether it is going to confuse the reader outside this forum.
Not for mirroring or redistribution. Public build will not be B379.
=====================================================
Update 20 (Build 379-unstable, 380-release) Changelog (December 17, 2013):
=====================================================
GRAPHICS:
————————
Improved usage of particle cloud for engine effects
FEATURES:
————————
Set steering range in main UI based on currently vehicle (assuming option is set) to reduce confusion.
Switched replay compression to low by default; the PLR file option "Compress Replay" now goes from 0-4 rather than 0-1. This takes less than half the time to write out at the end of a session (which is the source of the delay after long sessions), and typically uses only about 5-10% more space. If the delay is still annoying, consider turning off compression completely.
Changed the way tire compounds are reported in the results file.
BUG FIXES / OPTIMIZATIONS:
————————
Fixed bug with non-English translations that prevented switching between full screen showroom and standard showroom.
Fixed the problem where replays would slow down in the middle if they were really long.
Fixed issue with some "virtual" vehicles not loading the their skin
Fixed issue where cars in series that don't allow refueling would not fill up their tanks at the beginning of qualifying with enough fuel to run all the allowed qualifying laps.
Fixed bug with HUDs being broken when playing in a mod with a HUD packaged in it and wanting to use a HUD from a different component.
Fixed other HUDs not showing up in HUD selection gizmo in cases where you currently have a mod selected with it's own included HUD.
Fixed issue where loose car skins would not reload when hitting the "reload" button from the tuning page.
Fixed a crash in Dev Mode from deleting a spinner gizmo & then moving to another page with a spinner.
Fixed "A.I. cars not in private test day list after creating second test day" bug.
Fixed bug that prevented latest AI learning mode from working when practice was the only session selected.
Fixed massive frame rate hit on car selection list page.
Fixed trackside camera tracking rate which would act jerky in cases of fluctuating framerate.
minor improvements to AI robustness when dealing with a track with unusual characteristics....(very long space between waypoints)
Attempted workaround for a problem where people sometimes lose keyboard input due to Windows not sending a message that rF2 has regained focus.
Fixed loose skin bug where identically named skins belonging to different cars all looked the same.
MODDING / PUBLIC DEV
————————
Camera editor now always shows FOV info for active camera in upper left.
UI / HUD / Options:
————————
Added cockpit and TV overlay gauge for battery level ("BatteryLevelRange", "BatteryLevelCenter", etc.). Actual modeling of battery dynamics remains unimplemented.
Replaced UI option sun occlusion with soft particles
Added soft particles as UI display option
Now able to get true type fonts from UI as well as shared.
OSC gizmo APP_BUTTON_REPLAYCHANGECAMERA can now be used to choose different cameras by setting Caption1 to "Driving", "Onboard", "Swingman", "Spectator", or "Tracking".
improved track list gizmo to better handle locations that are missing track gdbs.
MULTIPLAYER:
————————
Added a new prediction algorithm (on by default, but can be turned off with "New Prediction Algorithm" in multiplayer.ini if needed); this improves collision response in multiplayer.
Please make sure your system is in your forum profile.
Don't be afraid to report things you have seen reported before, thought was fixed, have been told we know about, etc.
Once each build is public, this forum will be cleared out to the archives. (Note that the public build will NOT be 379, public builds are even numbers).
By the time the devs wake up in the morning, you'll probably already be able to tell us if there's a serious issue we didn't know about, and confirmed any still exist we thought fixed.
This is the lite build only, obviously. Want to know about using this, and where to find the unstable build? Read here (scroll down to bottom).
As before, you can mention unstable builds, but use common sense as to whether it is going to confuse the reader outside this forum.
Not for mirroring or redistribution. Public build will not be B379.
=====================================================
Update 20 (Build 379-unstable, 380-release) Changelog (December 17, 2013):
=====================================================
GRAPHICS:
————————
Improved usage of particle cloud for engine effects
FEATURES:
————————
Set steering range in main UI based on currently vehicle (assuming option is set) to reduce confusion.
Switched replay compression to low by default; the PLR file option "Compress Replay" now goes from 0-4 rather than 0-1. This takes less than half the time to write out at the end of a session (which is the source of the delay after long sessions), and typically uses only about 5-10% more space. If the delay is still annoying, consider turning off compression completely.
Changed the way tire compounds are reported in the results file.
BUG FIXES / OPTIMIZATIONS:
————————
Fixed bug with non-English translations that prevented switching between full screen showroom and standard showroom.
Fixed the problem where replays would slow down in the middle if they were really long.
Fixed issue with some "virtual" vehicles not loading the their skin
Fixed issue where cars in series that don't allow refueling would not fill up their tanks at the beginning of qualifying with enough fuel to run all the allowed qualifying laps.
Fixed bug with HUDs being broken when playing in a mod with a HUD packaged in it and wanting to use a HUD from a different component.
Fixed other HUDs not showing up in HUD selection gizmo in cases where you currently have a mod selected with it's own included HUD.
Fixed issue where loose car skins would not reload when hitting the "reload" button from the tuning page.
Fixed a crash in Dev Mode from deleting a spinner gizmo & then moving to another page with a spinner.
Fixed "A.I. cars not in private test day list after creating second test day" bug.
Fixed bug that prevented latest AI learning mode from working when practice was the only session selected.
Fixed massive frame rate hit on car selection list page.
Fixed trackside camera tracking rate which would act jerky in cases of fluctuating framerate.
minor improvements to AI robustness when dealing with a track with unusual characteristics....(very long space between waypoints)
Attempted workaround for a problem where people sometimes lose keyboard input due to Windows not sending a message that rF2 has regained focus.
Fixed loose skin bug where identically named skins belonging to different cars all looked the same.
MODDING / PUBLIC DEV
————————
Camera editor now always shows FOV info for active camera in upper left.
UI / HUD / Options:
————————
Added cockpit and TV overlay gauge for battery level ("BatteryLevelRange", "BatteryLevelCenter", etc.). Actual modeling of battery dynamics remains unimplemented.
Replaced UI option sun occlusion with soft particles
Added soft particles as UI display option
Now able to get true type fonts from UI as well as shared.
OSC gizmo APP_BUTTON_REPLAYCHANGECAMERA can now be used to choose different cameras by setting Caption1 to "Driving", "Onboard", "Swingman", "Spectator", or "Tracking".
improved track list gizmo to better handle locations that are missing track gdbs.
MULTIPLAYER:
————————
Added a new prediction algorithm (on by default, but can be turned off with "New Prediction Algorithm" in multiplayer.ini if needed); this improves collision response in multiplayer.