Update 49-60 rilasciata

Discussion in 'rFactor 2 General discussion (Discussioni)' started by Max Angelo, Feb 17, 2012.

  1. Max Angelo

    Max Angelo Registered

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    E' stato visto oggi un server in versione 1029, con una mod chiamata GT World Endurance Championship.

    Tim ha postato qui
    http://isiforums.net/f/showthread.p...s-in-Multiplayer?p=47770&viewfull=1#post47770

    confermando che sia il server sia la mod non sono fake e che il rilascio is "coming soon".

    Inoltre, tutta la sezione Problemi e FAQ è stata riunita nel subforum "Build 49 Archive".

    Insomma, tutto lascia pensare che non manchi molto al rilascio di un nuovo build. :)


    ---------------------

    EDIT

    Qui il link per scaricarla

    HTTP
    http://www.mediafire.com/?od3mavt20k3ua1y

    Torrent
    http://isiforums.net/f/attachment.php?attachmentid=1199&d=1329507596


    Installazione:

    bisogna scaricare l'update e metterlo nella cartella rFactor2/Updates.

    Poi si apre il launcher e, dalla tab Update, si clicca sul bottone "Check for Updates" e poi su "Install Update".
    A questo punto si apre l'installer dell'aggiornamento e si esegue.


    Changelog:

    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. Edit Post Reply Reply With Quote .
     
  2. Mauro

    Mauro Registered

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    immagino saranno vetture moderne, giusto? :)

    (spero nel pacchetto ci sarà anche qualche nuovo circuito)
     
  3. Max Angelo

    Max Angelo Registered

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    Si, vetture moderne, con una nuova pista e un nuovo layout di una già disponibile.
    E' solo la prima tranche della mod, che verrà ampliata con altre macchine in futuro.

    E' probabile che build e mod non vengano rilasciate in contemporanea, ma che la mod arrivi un poco più tardi (giorni, non settimane).
     
  4. Mauro

    Mauro Registered

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    tim ha editato anche il thread dei download:

    Painting Templates:

    GT World Endurance Championship: Download Nissan - 2/14/2012

    You save the file in DDS DXT format (Photoshop plugin required) into data directory:
    \My Documents\rFactor2\User Data\player\settings\COMPONENT NAME\VEH NAMEalt.dds

    For example, a Nissan GTR skin would be:
    \My Documents\rFactor2\User Data\player\settings\NissanGTR\NGTR_00alt.dds

    We currently do not individualize (by user) alternate skins, so you would need to create a 'car set' for each group of friends and copy them into the working directories when needed, or every alternate car skin will always used the same alternates.
     
  5. Max Angelo

    Max Angelo Registered

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  6. Max Angelo

    Max Angelo Registered

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    Qui il changelog
    http://isiforums.net/f/showthread.p...racks-Templates)?p=47806&viewfull=1#post47806

    ---------------------------

    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.
     
  7. CiuppiTrulli

    CiuppiTrulli Registered

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    se ho capito bene, questa voce può essere mooolto interessante :) ... il problema è che l' inglisc lo mastico poco, ma speramm ;)
     
  8. Johnny

    Johnny Registered

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  9. Mauro

    Mauro Registered

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    provato poco fa.

    F1 Historic - Spa:

    build 49 no HDR: avarage 120-140 fps
    build 60 no HDR: avarege 140-150 fps
    build 60 + HDR: avarege 120 fps

    non ho capito xchè ora nel server quando guardo gli onboard degli altri piloti vedo mani e volante fissi (non girano più).
     
    Last edited by a moderator: Feb 17, 2012
  10. Andrea Mantovani

    Andrea Mantovani Registered

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    ragazzi come si installa ?? non riesco a fare l uptade
     
  11. Mauro

    Mauro Registered

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    Installation
    Automatic updating will NOT be available for a few days. You'll need to download the exe to your rF2 data directory, and put it in the updates dir, for me this is located at: C:\Users\Tim\Documents\rFactor2\Updates - After placing it there, run the launcher, go to the update tab and click the one grey button available to you. It should detect the update. Click it again to run the installer.
     
  12. Cris_Ace

    Cris_Ace Registered

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    installata,domani si prova!
     
  13. Max Angelo

    Max Angelo Registered

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    Nel controller.ini adesso c'è un "demoltiplicatore" di forza del FFB che si attiva solo fuori pista.
    Non c'è differenza nei cordoli scalinati, ma sull'erba e sulla sabbia adesso il FFB è più leggero, risparmiando scossoni e rumori esagerati.
    Di default il moltiplicatore è già abbassato abbastanza, ma naturalmente è una linea editabile a piacere. :)

    Questa è la soluzione fino al momento dell'implementazione di una modellazione del terreno adatta al nuovo modello di gomme, che riichiede un certo grado di morbidezza sulle superfici che si suppone debbano essere "più morbide" dell'asfalto e del cemento.
     
  14. Max Angelo

    Max Angelo Registered

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    Si, molto lavoro è stato fatto per migliorare le prestazioni, soprattutto con l'HDR attivato.
    Chiaramento l'aumento delle performances dipende dal sistema ... io guadagno circa 20 fps nella nuova build e ora l'HDR mi costa un paio di fps, non di più :)

    Avevo notato lo sterzo fisso, ma solo quando entravo in un server a gara iniziata ... cosa comprensibile perchè entrando nel server durante la sessione di gara viene limitato al massimo il caricamento di dati del nuovo entrato.

    Adesso lo sterzo è fisso anche quando entri in sessione di pratica o di qual?
     
  15. Max Angelo

    Max Angelo Registered

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    Per qualche ragione che non conosco è stato disabilitato il download dal launcher.

    Praticamente bisogna scaricare l'update e metterlo nella cartella rFactor2/Updates.

    Poi si apre il launcher e, dalla tab Update, si clicca sul bottone "Check for Updates" e poi su "Install Update".
    A questo punto si apre l'installer dell'aggiornamento e si esegue.
     
  16. Max Angelo

    Max Angelo Registered

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    Nel config.exe (cioè nella tab Configure Sim) adesso ci sono due nuove opzioni.

    FXAA sta per Fast Approximate Anti-Aliasing ed è una tecnica PostFX di antialiasing, leggera e che offre un buon risultato.

    Sync si riferisce al video.
    Le opzioni sono:

    None = per chi non usa il V-sync

    Software = l'opzione consigliata per chi usa il V-sync ... regola i fps in base alla refresh rate del monitor, cappandoli in alto, e dovrebbe essere l'impostazione che garantisce meno latenza

    GPU = è la linea del plr "flush previous frame" spostata nella UI del config. Costa qualche fps, ma in alcuni casi elimina lo stuttering.
    NON va utilizzata in configurazioni SLI

    Video = è il V-sync convenzionale. Andrebbe usato solo quando i fps sono costantemente molto più alti della refresh rate del monitor.
     
  17. Mauro

    Mauro Registered

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    sì, sempre fisso.
     
  18. zemaniac

    zemaniac Registered

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    Grosso miglioramento di FPS! Questo update mi fa ben sperare.
     
  19. Max Angelo

    Max Angelo Registered

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    Sono uscito ora da una gara online con circa 25 piloti ... nessuno slowdown e questo mi sembra un grande miglioramento! :)
     
  20. Bty

    Bty Registered

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    Potevi almeno finire la gara. :)

    Comunque confermo, nessun slow-down durante l'ora che ero online.
     

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