[REL] Zandvoort 2017 is now available!

Discussion in 'News & Notifications' started by Christopher Elliott, Aug 11, 2017.

  1. Bernd

    Bernd Registered

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    Such an index will never work, because you can be sure, that only half of the people who release tracks, will list their work in such an index.
     
  2. davehenrie

    davehenrie Registered

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    yes, but as a WIKI, any user could add to it. get 3 anal types and they would cover about every track in a weekend.
     
  3. Lazza

    Lazza Registered

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    If we assume the new UI handles this better, it hardly seems worth worrying about it right now.
     
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  4. christos_Swc

    christos_Swc Registered

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    I like this track a lot but what's with the levitating cars at 4:56?
    Ain't looking right for such a quality mod.

     
  5. Bernd

    Bernd Registered

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    That's a new generation of cars.
    After e-cars, we now have hoover cars. :)
     
    dazzer likes this.
  6. Christopher Elliott

    Christopher Elliott Administrator Staff Member

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    Zandvoort
    v1.02

    - Tweaked asphalt texture & shaders, structure more visible, less blurry in the distance.
    - Pitlane Coloured striping on less blurry when far away.
    - Tweaked offroad dust and tiresmoke coming from the car, should look more natural, bit less pixelated.
    - Collision outerwall altered slightly, so you can drive around the full support sandroad, but only can enter the track from the pitlane.
    - Smoothed braking zone (washboard effect) before Tarzanconer.
    - Reworked grass/dirt/curbstone masking, for better of connection of different textures.
    - Added 2nd skidmark layer for a more lively road appearance.
    - Tweaked skidmark spec and normals, rubber shines more than the track at low light angles.
    - Many (too) white objects lowered tone a bit, so less overexposure at low sun positions.
    - Many objects tone changed slightly for better appearance.
    - Tirewall texturing redone.
    - Start-finish bridge, better bump/spec maps, added cube shader.
    - RedBull-arch at pitlane entry, 3d model redone, better texture and normal/spec maps.
    - Racecontrol-tower texturing added better bump/spec maps.
    - Pitlane building texture and shader upgrades, fixed to bright reflections of cubemaps in windows.
    - Crowds, added a lot more and different amounts for all track states and layouts.
    - Added pit entrance/exit/keep out signs.
    - Changed max pit speed to 60km.
    - Paddock and infield have more diverse objects and better positioned.
    - Added rF2 flags last part of main straight.
    - Added new Paddock Club building at inside Tarzan corner.
    - Tarzan exit ribbed-curb now real 3D, texturing upgraded.
    - Trackside banners better bump/spec maps, added cube shader.
    - Added buildings, a whole town of Zandvoort and the Centerparks bungolowpark for more accurate horizon view.
    - Reworked trees and treelines at horizon.
    - Bigblue crane now only shows up in qualy-race, less bright reflections in window.
    - Bricks next to curbsstones have better mappings and normalmap shaders.
    - Clubhouse at Scheivlak fixed too bright cubemap, added normalmap shaders.
    - Paddock buildings, added cubemap and normalmap shaders.
    - Restaurant fixed too bright cubemap, added normalmap shaders.
    - Tunnel under mainstraight added banner above.
    - Concrete plates above tunnel on straight new texture and shaders.
    - Toilets, added normalmap shaders fixed to bright cubemap on windows.
    - New disabled people stand next to main grandstand.
    - Removable guardrail (splits the layouts) better textured.
    - Radar tower now at correct position.
    - Optimized objects and lod's for better performance.
     
    bwana, Emery, elnando8 and 20 others like this.
  7. Will Mazeo

    Will Mazeo Registered

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    "Tweaked offroad dust and tiresmoke coming from the car, should look more natural, bit less pixelated"
    Interesting, I thought this was a game thing not a specific track feature
     
    Fremen78 likes this.
  8. Gopher04

    Gopher04 Registered

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    Have to say just had a quick drive around it and it looks horrible and cartoonish, colours are very over satuated, track surface is almost a purple colour and it's very over sharperend, jaggies everwhere nothing like the rest of rf2 tracks..
     
    UsedMomo likes this.
  9. mesfigas

    mesfigas Registered

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  10. McFlex

    McFlex Registered

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    #1 Bug: Road texture has a lot of purple artefacts and looks like really bad file compression
    #2 Bug: Club Version of track is in a different submenu
     

    Attached Files:

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  11. LokiD

    LokiD Registered

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    Submenu track has always been like that.
     
  12. fsuarez79

    fsuarez79 Registered

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    I don't see any mention of the AI quali laps not registered being fixed. Can anyone confirm if it is?
    Anyway, I'll try it later myself.
     
    Last edited: May 14, 2019 at 5:31 PM
  13. Tomislav Leskovic

    Tomislav Leskovic Registered

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    AI lap times are not being recorded with this latest build. Does anybody else have this issue?
     
  14. fsuarez79

    fsuarez79 Registered

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    I think you just answered my question. This issue has been there since the beginning and apparently they just keep ignoring it, smh. Useless track if the issue persists.
     
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  15. Tomislav Leskovic

    Tomislav Leskovic Registered

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    I've tried only test and practice session and in both sessions AI laps are not recorded.
     
  16. LokiD

    LokiD Registered

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    Please s397. Polish up Your work Consistency in filenames, submenus, laps not being recorded etc etc just make the product look amateurish sorry these things need saying. Or fire your qa squad.

    Having said that thanks for a huge changelog
     
    Last edited: May 14, 2019 at 7:38 PM
  17. mantasisg

    mantasisg Registered

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    Yes seems like tarmac has a bit of DDS problem, not totally sure actually, but very likely. Wouldn't have noticed if it wouldn't have been pointed out.

    Track is really fun, great fun. And looks nice, not very impressive mid day, but impressive at the lowish sun angles, as usual.

    I did the unthinkable, took Formula E in dry to wet, late evening till sunset practice session. It was simply awesome, track looked great and drove great, and same with Formula E, Formula E is a good car.

    Also had fun with Puma GTE, really difficult to keep the speed, such a demanding car, takes a lot of precission to handle oversteer well.
     
  18. jayarrbee36

    jayarrbee36 Registered

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    I appreciate the update but the AI problem needs to fixed. Very surprising that wasn't done with such a large update.
     
    mr.Sw1tchblade and fsuarez79 like this.
  19. Akela_DE

    Akela_DE Registered

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    real nice to drive in the morning! Beautiful track. (except the flags) :D

    And now: change, modernize those Pitboys, 3D-plebs. These hurt the eyes. That would be a big improvement to immersion and overall appearance if they would be changed to something like 2012 ;)
     
  20. Bernd

    Bernd Registered

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    @Christopher Elliott May i suggest something?
    It maybe could help, if each track and car gets a separate thread, where only bugs shall be reported.
    These separate threads should be moderated, that posts, that don't report a bug, gets deleted immediately.
    I suggest that, because the 1.02 update of Zandvoort seems not to have the fix, where the laps of the cars, that are standing at the open area behind of the pitbuilding, won't be counted. At least i read it out of former posts.
    The fix is a simple one, because it just needs one more xpitout poly, that gets crossed when the cars leave that area, to join the track.
    I guess that when all bugs would have been reported in 1 thread, this one would have been fixed too. ;)
     
    jayarrbee36, dazzer and memoNo1 like this.

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