Does rF2's developer mode really include development mode to create/edit content?

Rantam

Registered
Hi,

after reading the documents ISI released yesterday about packaging and track creation in rF2, as well as that beta review at SimHQ I've got a good number of answers to questions i had on my mind. But I still have one which I'd like to have an answer for:

Does rF2's developer mode really include a development mode to create/edit content?

I'll explain myself a bit: in rFactor we had to create/modify text files in order to develop physics, sounds, user interface, etc. That means that (with some exceptions) you had to go out of the game, open that text file, edit the numbers/parameters manually, close & save the file and then relaunch the game to see your changes applied instead of using a "real" developer mode which allows to change parameters/content directly inside the game (using an "on the screen" interface). That developer mode does exist in rF but is not available for the general public/modders.

So what I'm asking is just if rF2 is going to have that "real" developer mode.

I'll be happy enough just having a "Yes" or "No" as an answer :)

Lot of thanks in advance!
 
I saw this posted a while back, is this the sort of thing your looking for?

motorsports_154a_002t.jpg
 
From the descriptions, think of it like the AIW Editor for rFactor 1. Not an all-encompassing editor that lets you adjust every variable live from inside the sim.
 
@mianiak, is that kind of thing. But that one is just focused on graphical/weather conditions/controllers, and nothing of that is really related to create/modify mod's content (physics, sounds, user interface, etc).

That dev mode exist for sure (as it does in rF1). I'm just asking if it's going to be available for the general public/modders this time :)

Regards
 
Yes, I'd say it's similar to the rF1 AIW Editor, but it's been extended for the new technology.
Being a track guy, I'm not sure how accessible the physics files are from within mod development mode though. It is more modder-friendly than rF1 for sure.
 
Thanks Luc, I really appreciate the fast answer ;) If rF2's dev mode offers something similar to rF1's (I'm not talking about the AIW but the rest) then rF2 is going to be way easier to mod!

Regards
 
Just to confirm that (as far as i've seen) the developer mode doesn't include the "real development tools" I wrote about in my first post. Only the AIW, camera and those few things are there.

So, to create/edit physics, sounds, UI, etc. we have to still doing it editing plain text files. That's a pity, I thought rF2 was going to be more modder friendly than rF1 :(

Regards
 
I don't even know how to edit the current files with a text editor :/

Can we not change the damage models and physics yet? Or do we need unreleased dev tools?
 
The simple answer is that we still edit physics using text. In developer mode, changes are instantly applied when going out on the track though. No need to restart the game to test any changes (except for those made upgrades.ini). We do have an internal tool to help analyse the tire files, and a basic starter guide will be released for this in the near future.

In the mean time physics example files are provided as the rTrainer ..\rFactor 2\ModDev\Vehicles\rTrainer
WinMerge is a good tool to help visualize the differences between text files.
 
Well, I'm VERY happy to say I was totally mistaken!!! The developer functionalities are indeed there!!!

This is the best thing rF2 could include, lot of thanks indeed ISI!!! :D

Regards

Ps. Thanks for your answer anyway, Michael :)
 
Is it just me? When I try to run the Developer mode, my computer screen goes blank, and I have to do a hard reboot. Single and Online are working fine.

Any ideas? thanks
 
Hey Jerry I think its because the Developers mode is set on a different rF2 launch.. its in a seperate file it has its own launch exe so you may want to point your GFX card to that EXE as well just in case..
 
Hey Jerry I think its because the Developers mode is set on a different rF2 launch.. its in a seperate file it has its own launch exe so you may want to point your GFX card to that EXE as well just in case..

This didn't help, ISI have any ideas? thx
 
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