Erster Patch / Build 60 released!

Discussion in 'rFactor 2 General Discussion' started by Spacekid, Feb 17, 2012.

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  1. Spacekid

    Spacekid Member

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  2. Spacekid

    Spacekid Member

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    Update notes below taken from the readme.txt file in the rF2 directory after installation of Build 60.

    UPDATE 1 Changelog (Febuary 15, 2012):
    ======================================
    MULTIPLAYER:
    ----------------------------
    Configurable multiplayer race countdown timer ("Race Client Wait" in multiplayer.ini).
    Reducing collision work in multiplayer (including completely turning off remote car vs. scene collision for now) in order to prevent slowdowns.
    Modifed Dedicated server and mpfile to allow/disallow nicknames.
    Fixed in-car chat for extended ASCII characters.


    GRAPHICS:
    ---------------------------
    Fixed showroom sun occlusion problem.
    Fixed sun occlusion toggle.
    Improved HDR debug output.
    Moved all HDR processing to GPU.
    Now enforcing deformable meshes.
    Fixed and improved "visible vehicles" algorithm.
    Updates to static meshes now disabled.
    Fixed AI brake lights.
    Fixed some issues doing HDR/Post on monitor.
    Fixed up some postFX problems.
    Updated sun occlusion.
    Improved post FX integration with HDR.
    Dixed bug that could result in cam file having more shadow parameters than the array that holds them.
    Fixed problem with using post with HDR.
    Fixed up hdr debug output, also improved post-processing.
    Tidy up line drawing, also deactivated pre-caching for now as a test.
    Fixed up hdr debug output.
    Fixed a crash when loading a new profile to an existing track.
    Shaders are recompiled if vid driver or HDR changes.
    Reverted virtual mirrors back to using options settings rather than video settings.


    UI:
    ----------------------------
    Fixed car skin spinner not selecting current selected skin when entering screen.
    Fixed path error for loading truetype fonts.
    Fixed car spinner gizmo bug where it selection didn't take into account pace cars in the veh list ordering. (so picking a car near the end of spinner would select the wrong car.)
    Fixed crash from skin selector gizmo that would happen 1st time you join a online game for a new mod and go to tuning from car selector screen.
    Fixed bug where one couldn't select a new UI.
    Fixed gear graph text in wide-screen mode with non-wide-screen UI.
    Tidy up some loading bar problem.
    Fix HUD pit menu selector box.
    Added tire volume slider.
    Added new options for VSync and FXAA.


    AI:
    ----------------------------
    Extra code to prevent ramming from behind when attempting to pass.
    Generally made AI initiated player crashes less likely.
    Made line transitions safer (for example moving from fastest to blocking line).
    Fixed exaggerated pitspot slowdown.
    Implemented 1st round of VERY basic wet weather tire logic.
    Now always simulating a lap once for every car to get fuel, time, and minimum speed for track (to improve AI pit strategy).
    Made AI slower at 70% by not only reducing their grip (was already being done) but also cutting a bit of speed off corners on top of that when figuring.
    Made AI cars more likely to pass another car in the straight if given the opportunity.


    GAMEPLAY:
    ----------------------------
    Fix for timescaled mechanical failures.


    CONTROLLER:
    ----------------------------
    Added controller.ini variable "Off-road multiplier" at least until we have proper soft terrain physics modeling.
    Changed default for "Keyboard Layout Override" in controller.ini to 1 which seems to work better most of the time.
    Added new controller.ini option "Use Keyboard Rates For Analog" which allows gamepad users to intentionally delay the response time of their twitchy inputs.
    Added controller.ini variable "Use Hardware Additional Features" to control whether we play G27 LEDs, for example. Actually that's the only example right now.
    Added ability to read/write Thrustmaster wheel range (only available on new T500RS series, by the way).
    Set default control for 'Display Vehicle Labels' to TAB key.


    OTHER OPTIMIZATIONS
    ----------------------------
    Various collision optimizations, including better automatic LODs for trackside collidable objects.
    Fixed crash that occurred when no sound devices was enabled on Windows 7 Machine.
    Improved and/or fixed OnTop variable in TDF - this is a precise way to physically apply paint stripes on top of the road with a realistic thickness.
    Minor SSE optimizations added.
    Vertical position of individual mirrors wasn't being transferred from CCH file to PLR file (note that these values are not editable in realtime with the Shift/Ctrl/Alt + Seat position controls).
    Fixed dedicated server not updating scoring for plugins.
    Fix for "Unknown" name in player file.
    Fixed wide characters aborting the results file write.
    Mirror toggle control lets you go through all 5 permutations in cockpit now.
    Fixed a potential problem alt-tabbing with SL.


    FUNCTIONAL ADDITIONS:
    ----------------------------
    Allow nickname and attempt to allow wide char names.
    Added a "Steering Wheel" option for "No Arms".
    Added user car skin support.


    MOD/PACKAGING
    ----------------------------
    Fixed a bug with packaged files which could have allowed tire data to be overridden by external components.
    Fixed a minor issue with encrypted mas.
    Fixed ttool crash.
     
  3. F1 2004

    F1 2004 Registered

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    Wirklich gute Arbeit Jungs. :)
     
  4. Andreas Binz

    Andreas Binz Registered

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    Habe jetzt zum zweiten Mal nach dem Update rF2 funktioniert nicht mehr im Online Rennen. Gibt es in der Ordnerstruktur eine Datei die die Fehler speichert? Ähnlich minidump?
     
  5. Spacekid

    Spacekid Member

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    Kommt ne Fehlermeldung?
     
  6. Andreas Binz

    Andreas Binz Registered

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    rFactor2 funktioniert nicht mehr. Diese Win7 standard Fehlermeldung. Kann ja davon mal ein pic machen das nächste Mal.
     
  7. Spacekid

    Spacekid Member

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    Weiß schon was du meinst. Installier mal die VR Runtime im Support Ordner neu, und wenn du schon dabei bist, kannste Directx auch noch mal drüberbügeln. Mal sehen obs was hilft.

    Oder du hängst im Launcher unter Advanced im Singleplayer CLI mal den Parameter -trace=1000 an. Dann speichern, und rF2 mal starten. Im Log Ordner wird dann eine Trace.txt erstellt. Den Inhalt mal bitte posten.
     
  8. Andreas Binz

    Andreas Binz Registered

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    Hab jetzt nur erstmal das gemacht. Hier die Trace text. Danke für die hilfe.
     
  9. Spacekid

    Spacekid Member

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    Also ich würde dir empfehlen rF2 nochmal komplett neu zu installieren. Nach der deinstallation auch den Ordner manuell noch mal löschen, dass da nix zurückbleibt. Am besten den Installer auch nochmal neu runterladen. Ich sehe da zwar keine hochgradigen Fehler, aber irgendwas is da murks.
     
  10. Andreas Binz

    Andreas Binz Registered

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    Ich bügel erstmal das angesprochene drüber, dann schau ich mal.
    Achso wenn ich aus dem Spiel fliege mit der Fehlermeldung dann habe ich sich wiederholende Soundlaggs die von dem moment des Absturzes kommen. Wenn ich dann nach dem Absturz wieder im Windows bin und rF2 geschlossen ist dann höre ich diese sounds immernoch und ich muss den Rechner neu starten um das wegzubekommen, es reicht nicht wenn ich das Spiel neu starte - dann habe ich die soundlaggs und die normalen Sounds vom gerade gestarteten rFactor2.
     
  11. Spacekid

    Spacekid Member

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    Gut, nach dem beenden kann es sein das der rFactor2.exe prozess trotzdem noch läuft, obwohl du es geschlossen hast. Da mußte mal im Taskmanager gucken ob der prozess noch läuft.
     
  12. Andreas Binz

    Andreas Binz Registered

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    Ja schau ich mal beim nächsten soundlag. Warum ist es nicht gang und gäbe das man ISI die trace schickt.
     
  13. Spacekid

    Spacekid Member

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    Weil die trace manchmal auch recht wenig Aufschluss geben kann. Das ist mehr trial and error. Manchmal hilfts reinzuschauen, aber manchmal bringt es einen auch nicht wirklich weiter.
     
  14. T.G.H. Freaky0Frager

    T.G.H. Freaky0Frager Registered

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    hi, könntest du auch mal bitte in meine trace.txt gucken?
    ich glaube dagegen ist andreas seine recht kurz.
    ich kann da ja leider nur draus lesen das vieles nicht vorhanden ist und nicht geladen werden kann, aber was davon zu problemen führt weis ich halt nicht. was abstürze und runtimes angeht beschränkt sich das bei mir auf den classic bereich, aber seit dem patch habe ich mehr gestotter als vorher bei Megane und Co. aber vielleicht war ja auch schon am download von build 49 was, hab nur einmal runtergeladen bisher.
     
  15. Spacekid

    Spacekid Member

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    Also ich seh da nur Texturfehler. Aber wie gesagt, manchmal kann man damit was anfangen, manchmal aber auch nicht. Auch hier würde ich dazu raten alles komplett neu zu installieren.
     
  16. Andreas Binz

    Andreas Binz Registered

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    Lad mal bitte deine trace hoch Kai.
     
    Last edited by a moderator: Feb 19, 2012
  17. Takamisakari

    Takamisakari Registered

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    Schade, dass noch kein FFB-Fix dabei war, denn das bisherige FFB ist ein schlechter Scherz (Fanatec GT3 RS2). Das ging in rFactor 1 wesentlich besser.
     
  18. Spacekid

    Spacekid Member

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    Bitte.
     

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  19. T.G.H. Freaky0Frager

    T.G.H. Freaky0Frager Registered

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    hat mal bitte jemand nen link zur 49 wo mit sicherheit alles in ordnung ist!?
     
  20. Spacekid

    Spacekid Member

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