rFactor2 Build 134 released!

Discussion in 'rFactor 2 General Discussion' started by Spacekid, Dec 19, 2012.

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  1. Spacekid

    Spacekid Registered

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    Kann über das Autoupdate installiert werden.

    Downloads:

    http://isiforums.net/f/showthread.php/1396


    Notes (will add to these as things come in, if needed):
    - Skin transfer is DISABLED. It didn't make this build.

    ================================================== ===
    Update 10 (Build 134) Changelog (December 19, 2012):
    ================================================== ===




    GRAPHICS:
    —————————
    Fixed problem on some AMD video cards where black squares would appear if bloom was used.
    Fixed problem with reflections offsets for mesh hierarchies.
    Fixed flashing shadows.
    Now allowing users to run the sim even if below minimum video mem requirements.
    Fix in usage of.hdp files for viewer.
    Fixed issue where mirrors get corrupted if we either had zero vehicles temporarily or alternately the only vehicle in the session has its graphics reloaded.
    Add some better defaults for LDR rendering.
    Potential fix for graphics corruption after screen shot.
    Re-disabled transparency AA until all mods can be properly updated.




    GAMEPLAY:
    —————————-




    PHYSICS:
    —————————-
    Water/oil temps or oil/fuel/boost pressures now using metric units in the INI files in order to match the rest of the simulation.




    AI:
    —————————-
    Fixed "resume from replay" issue where safety car would drive off despite not being active.




    UI / HUD:
    —————————-
    Fixed a potential crash in a spinner.
    Added info to show in the controller setup that controls for time accel, framerate, and CPU automatically use the Ctrl key.
    Halved the size of the pop-up icons (rf logo, Ai control, & plug ins initializing).




    BUG FIXES / OPTIMIZATIONS:
    —————————-
    Skip recomputation of AIW parameters if nothing changed.
    No longer rebuilding collision every single time, which should reduce load times a bit.
    Make "none" HDR profile stick between track loads.
    Booting Transparent Trainer will no longer crash; however, it will always come right back unless you disable it in the UI.




    MULTIPLAYER:
    —————————-


    Fixed problem where dedicated server couldn't load RealRoad files and forgot the weather settings.
    Added an icon that conveys the state of downloaded custom skin for a particular slot. grey = queued, redish purple = downloading, green = successfully downloaded, black = failed download.
    Hopefully fixed issue where servers stopped accepting new clients, often after one of those "? is removed" messages.


    Use +ui=NONE on the rFactor2 Dedicated.exe to start with no user interface. +ui=CONSOLE for console interface and +ui=WIN32 (default) for Windows interface.
    The following command have been added to rFactor2 Dedicated.exe's console user interface.
    :restart_race
    :restart_event
    :next_session
    :next_event
    :add_ai
    :shutdown
    :boot <number>
    :ban <number>
    :move_up <number>
    :move_down <number>




    CONTROLLER/FFB:
    ----------------------------




    PLUGINS:
    ----------------------------




    REPLAYS:
    ----------------------------
    Hopefully fixed replay smoke issue, but needs to be tested in multiplayer as well. Changes replay format!




    MODDING / PUBLIC DEV
    ----------------------------
    Fixed bug in SampleSM3.gfx which caused viewer to hang on startup.
    Fixed a problem with Mas2 stalling when losing focus on Windows XP.
    Tidied up some UI bugs in Mas2.
    Updated ModMode.exe UI disaply page to match retail exe
    Fixed a bug in Max plugins which caused a crash in Win XP




    LAUNCHER
    ----------------------------
    Start rFactor2 Dedicated.exe with a console UI by selecting the check box on the Advanced Tab
     
  2. 10speed

    10speed Registered

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    Ein sehr seltsames Changelog. Da steht im Bereich Physik nur etwas von der Umstellung auf das metrische Einheitensystem und es bleibt unerwähnt, dass die Fahrphysik sich massiv geändert hat. Während bisher das harte Überfahren von Curbs oft durch Überschläge gedankt wurde, kleben die Fahrzeuge jetzt auf dem Asphalt. Ob das jetzt so richtig ist keine Ahnung. Positiver Nebeneffekt für mich, dass man nun auch auf "grüner Strecke" die Fahrzeuge kontrolliert bewegen kann.
    Die "flashing shadows" sollten gefixed sein, sind es aber nicht.
     
  3. Gonzo

    Gonzo Member

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    Von welchen Autos sprichst du?
    Der Punkt Physik beschreibt i.d.R. nur, wenn sich an der Physikengine etwas verändert, nicht aber wenn sich Fahrzeuge verändern. Im übrigen wurde glaube ich die Realroad-Eigenschaften verändert.
     
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