Autor Tema: rFactor 2  (Posjeta: 26316 vremena)

0 Članova i 1 Gost pregledava ovu temu.

Offline doktor1

Odg: rFactor 2
« Odgovori #30 u: Svibanj 01, 2012, 08:41:03 »
Kako ovo LOŠE izgleda!!! Mislim ono kao da vozim GT Legends, GTR2 ili rFactor... WTF?

rFactor2.Nissan 370Z at Mugello.

Offline Cole™

Odg: rFactor 2
« Odgovori #31 u: Svibanj 01, 2012, 23:39:34 »
Jesi siguran da je to baš rF2? Nije da je ovo službeni kanal il nešto.  kadt1kažem
CASE: CoolerMaster HAF 912 Plus || CPU: CPU AMD Ryzen 7 3700X 4.4GHz || MBO: MSI X570-A PRO, AM4 || RAM: DDR4 16GB (2x8) 3200MHz Fury || GPU: GeForce® GTX 1070 WINDFORCE OC 8G - Gigabyte  || SSD: SSD KIN 240GB HyperX Savage || HDD: 2 TB Toshiba || HDD 2: WD 1TB blackcaviar || EHDD: WD 500 GB || POWER: Fortron 750W Raider II || LCD: DELL S2415H 23.8" IPS glossy || OS: Windows 10® - 64bit || GAME CONTROLER: Xbox One Controller for PC || KEYBOARD: Logitech Illuminated Keyboard K740 || MOUSE: Logitech G502 ||  RACING CHAIR: NITRO CONCEPTS E200 Race || SPEAKERS: Logitech Z323 || HEADSET: Hyper Cloud II || CONSOLE: PS4 PRO 1TB

Offline ManTheRamparts

Odg: rFactor 2
« Odgovori #32 u: Svibanj 02, 2012, 16:54:06 »
Ak se ne varam to nije, kak da velim, ofišl staza. Znam da sam videl na VirtualR nedavno da je Mugello mod došel, pa je to vjerojatno to. I da - izgleda katastrofalno.

Offline Jadran 73

Odg: rFactor 2
« Odgovori #33 u: Svibanj 25, 2012, 11:03:44 »
Evo malo ovosti:




Build 85 Discussion Mk II

    READ THIS:
    You must update all the ISI mods to their latest version for this build to function. The ISI mods will also not work correctly in the old build. EVERYTHING needs to be up-to-date.

    UPDATE 4 Changelog (MAY 18, 2012):
    ======================================


    GRAPHICS:
    ---------------------------
    Improved lighting math
    Improved HDR rearviews
    Fixed mirrors too dark when using HDR
    Improved post-processing in multi-view mode
    Fixed side-channel clearing in multi-view mode.
    Fixed HDR in multi-view mode
    Viewport fix for multi-view
    Improved dynamic road
    Changing shadow detail level now causes a shader re-compile
    Changed base turbidity to 1.8 to brighten sky a bit.
    Reduced minimum vertical FOV from 20 to 10 degrees.
    improved graphical steering pivot for non-player vehicles
    Now applying heat haze to graphics, note new PLR option "Heat FX Fade Speed" which can be used to completely disable.
    Fixed broken HDR lum histogram
    attempt to fix body parts disappearing in multiplayer


    GAMEPLAY:
    ----------------------------
    Added support for gear ratio sets.
    Added ability to have gear-specific ratios.
    Added DRS rules.
    Added some GDB-configurable atmospheric conditions.
    Changed flap buttons to act as toggle by default, but with a controller.ini option "Hold Flap Button" if the user prefers to hold it down.


    SOUNDS:
    ----------------------------
    Scrub sound improvements via the SFX file: can now have tire-specific samples, can be played individually rather than combined into one output, and more control over the frequency modulation.
    Defaulting ScrubIndividually to true


    AI:
    ----------------------------
    fixed safety car incorrectly pitting for a tire change (and leaving the rest of the field in limbo)
    fixes for AI pit lane behavior when no dedicated pitlane exists.
    some minor tweaks to AI stalking behavior.
    AI more likely to stay on throttle when along side a car they are trying to pass.
    fixed a bug where cars would move towards rather than away from a car next to it going into a corner
    fixed bug where sometime AI, at start of formation to standing start, immediately tries to park.
    better handling of grip lose around fast corners
    AIs will turn on and off rear flaps as required.
    Tried to ease up on the throttle cuts caused by tires bouncing off the ground for a tick while otherwise being in control


    PLUGINS:
    ----------------------------
    Screen interface added to Internals Plugins in order to facilitate 3rd party overlays; currently untested and subject to change.
    Now reporting to internals plugin whether blue flag being shown for each vehicle.


    UI:
    ----------------------------


    fixed the calculation of the "X display not available" X coordinates for MFD when under AI control.
    added some gizmos and actions to facilitate multiplayer auto mod download and install from a dedicated server
    added download mod status bar & cancel button
    allowing problem mods to show up in lists (so that the problems can be displayed on the info screen)
    added info buttons and code for rfm scrollbox to show new state of uninstalled mods with virtual components that are missing.
    LED and HUD support for DRS status
    changed scaling scrollbox gizmos (rfm, veh, track, hud, showroom & ui) so that they can accept textures other than 1024x1024 uncompressed textures.
    Removed PLR file option "Wheels Visible In Cockpit" which was made obsolete by the VEH variable "FrontWheelsInCockpit" a long time ago.


    BUG FIXES:
    ----------------------------
    Fixed some unresponsive keys when using soft vsync.
    Fixed problem with keyboard repeats in time acceleration.
    Fixed warmup time increasing by 1 each time a server is set up.
    Fixed problem where re-attaching a wheel in the pits would result in phantom collision.
    Improved thread safety by using local file finder classes.
    Fixed a error message that was incorrectly saying missing RCD files.
    Fixed bug where requesting a pitstop while on the grid would sometimes cause a stop/go penalty.
    Fixed 'Temporary Boost' button.
    Fixed bug where requesting a pitstop while on the grid would sometimes cause a stop/go penalty.


    FUNCTIONAL ADDITIONS:
    ----------------------------
    Added mod downloading to sim
    Added settings for HTTP Server and rfmod sharing.
    Added PLR variable "Car Vibration Mult2" in order to allow separation of orientational vs. positional effects, and added PLR variables "Seat Pitch", "Seat Yaw", and "Seat Roll" to allow an offset from which direction the cockpit camera points.


    MOD MODE/PACKAGING
    ----------------------------


    fixed not being able to switch UIs in mod mode.
    removed "no ai" restriction from public dev build
    added a scale value in HUD editor for flags & stat bar positions
    got digital gages working in the HUD. Can now expand in any of four directions.
    HUD editor stability fixes
    HUD editor fixes. instead of numbers, will write out the function and font names for led, text, and digital gages


Izvor:

Build 85 Discussion Mk II

CPU: AMD FX-8320, 3700 MHz | MB: ASRock 990FX Extreme3 | GPU: Gainward GTX 680 Phantom 4GB / driver 358.50
| RAM: G Skill F3-2133C9-4GXL 2x4 GB | PSU: Corsair TX650W | Soundcard/Headphones: ASUS XONAR DG 5.1/Razer Carcharias
| Monitors: Samsung SM P2470HD + Benq FP73G | OS: Windows 10 x64
| Gamecontroler: T500 RS ver.2 + Fanatec CSP v.1


Offline Jadran 73

Odg: rFactor 2
« Odgovori #34 u: Lipanj 16, 2012, 10:43:47 »
Novi update:

From the readme.txt of Build 90.

UPDATE 5 Changelog (June 14, 2012):
======================================


GRAPHICS:
---------------------------


Re-enabled HDR profiles for new .hdp files
Added bloom post effect
Further improvements to bloom post fx
Updated some polygon attribs to conform to API change
Shadow tuning
Set some shadow defaults
Tied haze density to fog density
Now adjusting air mass density for sky graphics
New base turbidity because of air mass density change


GAMEPLAY:
----------------------------
Added safetycar components
New internal combustion engine code work-in-progress
Added effect on torque from fuel-air mixture (not garage-configurable yet, but running out of fuel now works as it should)
Fixed running out of fuel with new engine code.
Allowed "NonRaceStartSector=1" GDB entry for tracks where the pitlane is between sector checkpoints 1 & 2.


AI:
----------------------------
Removed forcing lanes on restart phase for AI.
improvements on AI cars detecting his and other's relative motion along the line perpendicular to his current driving line.


UI:
----------------------------
vehicle & track lists working as an alternative to the spinner gizmo
made options remember last car/track list/spinner state.


BUG FIXES:
----------------------------
Fixed crash that would sometimes happen when picking all cars & track mod
Made RFM/GDB entry "SafetyCarAvailable" work (again).


MULTIPLAYER:
----------------------------
Fixed server details sharing
Fixed mod downloading. LAN download was always set to true.


FUNCTIONAL ADDITIONS:
----------------------------
Added check for dedicated server that downloadable mod is below the allowable threshold BEFORE declaring the mod available for download (to hopefully reduce instances of unexplained errors on clients)
Added PLR file option "Partial Cockpit View" if you only need wheels or wheels+suspension in your cockpit view.


MOD MODE/PACKAGING
----------------------------
added a check for autogeneration teleport locations that the waypoint to start from is valid.
Enabled Ctrl-V in public dev build to view input & FFB graph. Also fixed a few compiler warnings.


Izvor:

Build 90 Discussion
CPU: AMD FX-8320, 3700 MHz | MB: ASRock 990FX Extreme3 | GPU: Gainward GTX 680 Phantom 4GB / driver 358.50
| RAM: G Skill F3-2133C9-4GXL 2x4 GB | PSU: Corsair TX650W | Soundcard/Headphones: ASUS XONAR DG 5.1/Razer Carcharias
| Monitors: Samsung SM P2470HD + Benq FP73G | OS: Windows 10 x64
| Gamecontroler: T500 RS ver.2 + Fanatec CSP v.1


Offline Cole™

Odg: rFactor 2
« Odgovori #35 u: Lipanj 16, 2012, 13:28:12 »
Malo su retardirani s igrom, pa ne rade Diablo 4  cry1
CASE: CoolerMaster HAF 912 Plus || CPU: CPU AMD Ryzen 7 3700X 4.4GHz || MBO: MSI X570-A PRO, AM4 || RAM: DDR4 16GB (2x8) 3200MHz Fury || GPU: GeForce® GTX 1070 WINDFORCE OC 8G - Gigabyte  || SSD: SSD KIN 240GB HyperX Savage || HDD: 2 TB Toshiba || HDD 2: WD 1TB blackcaviar || EHDD: WD 500 GB || POWER: Fortron 750W Raider II || LCD: DELL S2415H 23.8" IPS glossy || OS: Windows 10® - 64bit || GAME CONTROLER: Xbox One Controller for PC || KEYBOARD: Logitech Illuminated Keyboard K740 || MOUSE: Logitech G502 ||  RACING CHAIR: NITRO CONCEPTS E200 Race || SPEAKERS: Logitech Z323 || HEADSET: Hyper Cloud II || CONSOLE: PS4 PRO 1TB

Offline Cole™

Odg: rFactor 2
« Odgovori #36 u: Kolovoz 30, 2012, 15:40:04 »
rFactor 2: Luciano Bacheta Testing The Formula Two (Video) | RaceDepartment

<a href="" target="_blank" class="aeva_link bbc_link new_win"></a>
CASE: CoolerMaster HAF 912 Plus || CPU: CPU AMD Ryzen 7 3700X 4.4GHz || MBO: MSI X570-A PRO, AM4 || RAM: DDR4 16GB (2x8) 3200MHz Fury || GPU: GeForce® GTX 1070 WINDFORCE OC 8G - Gigabyte  || SSD: SSD KIN 240GB HyperX Savage || HDD: 2 TB Toshiba || HDD 2: WD 1TB blackcaviar || EHDD: WD 500 GB || POWER: Fortron 750W Raider II || LCD: DELL S2415H 23.8" IPS glossy || OS: Windows 10® - 64bit || GAME CONTROLER: Xbox One Controller for PC || KEYBOARD: Logitech Illuminated Keyboard K740 || MOUSE: Logitech G502 ||  RACING CHAIR: NITRO CONCEPTS E200 Race || SPEAKERS: Logitech Z323 || HEADSET: Hyper Cloud II || CONSOLE: PS4 PRO 1TB

Offline Cole™

Odg: rFactor 2
« Odgovori #37 u: Rujan 20, 2012, 01:26:44 »
CASE: CoolerMaster HAF 912 Plus || CPU: CPU AMD Ryzen 7 3700X 4.4GHz || MBO: MSI X570-A PRO, AM4 || RAM: DDR4 16GB (2x8) 3200MHz Fury || GPU: GeForce® GTX 1070 WINDFORCE OC 8G - Gigabyte  || SSD: SSD KIN 240GB HyperX Savage || HDD: 2 TB Toshiba || HDD 2: WD 1TB blackcaviar || EHDD: WD 500 GB || POWER: Fortron 750W Raider II || LCD: DELL S2415H 23.8" IPS glossy || OS: Windows 10® - 64bit || GAME CONTROLER: Xbox One Controller for PC || KEYBOARD: Logitech Illuminated Keyboard K740 || MOUSE: Logitech G502 ||  RACING CHAIR: NITRO CONCEPTS E200 Race || SPEAKERS: Logitech Z323 || HEADSET: Hyper Cloud II || CONSOLE: PS4 PRO 1TB

Offline Jadran 73

Odg: rFactor 2
« Odgovori #38 u: Rujan 20, 2012, 01:54:26 »
Stara vijest ali neznam jeli vec postano...
Kad se vozi formula i kad malo jace stanes na kocnicu na gumama se vidi flat spot  ;D

rFactor 2 Tire Wear and Flatspotting - YouTube
CPU: AMD FX-8320, 3700 MHz | MB: ASRock 990FX Extreme3 | GPU: Gainward GTX 680 Phantom 4GB / driver 358.50
| RAM: G Skill F3-2133C9-4GXL 2x4 GB | PSU: Corsair TX650W | Soundcard/Headphones: ASUS XONAR DG 5.1/Razer Carcharias
| Monitors: Samsung SM P2470HD + Benq FP73G | OS: Windows 10 x64
| Gamecontroler: T500 RS ver.2 + Fanatec CSP v.1


Offline hendrix

Odg: rFactor 2
« Odgovori #39 u: Rujan 20, 2012, 02:25:51 »
volio bih probat taj rFactor 2 ali nisam baš upućen.Pa ako mi neko može objasnit..kako funkcionira? se mora kupiti igrica ili se može i skinut? i dal mi treba neka bolesna mašina od kompa ili će radit i na nekom normalnijem?
Ferrari''Company that produces dreams''

Angela53

  • Gost
Odg: rFactor 2
« Odgovori #40 u: Listopad 04, 2012, 10:23:20 »
I ja bi voljela biti dio ekipe rFactora2 sjajno mi izgleda!

Offline Jadran 73

Odg: rFactor 2
« Odgovori #41 u: Listopad 23, 2012, 09:31:20 »
Novi update je vani  sm1jeh

 Build 118 Released*This build is available on:*
- Auto updater
- Torrent for update.
- Torrent for full installer.
- http for update.
- http for full installer.
(see downloads thread for links).

To use the auto updater: Make sure you are logged into the launcher, and then go to the update tab. Or, you can update/full install manually as you have for previous updates. It's also VERY possible you will crash the auto update server. That's sort of what we want. 

*Post-release notes:
- Your readme says 117, don't worry, you have 118.
- People have reported issues with the track surfaces. You have a wet looking track when it should be dry, and 'zebra' markings, etc. Info on how to workaround is here:
*http://isiforums.net/f/showthread.ph...l=1#post108127

*- ALT skins are not working, as we are mid way through development of another way to distribute them.*

UPDATE 8 (Build 118) Changelog (October 19, 2012):
======================================


GRAPHICS:
—————————
Fixed a bug with inconsistent shadow detail between channels in multiview
Added 3 levels of shadow filtering speed vs quality
Enhanced autodetail framerate processing to better maintain minimum FPS
Added auto detection of multiGPU setups to improve some processing and support more than 2 GPU
Fixed a quadgrid culling bug
Fixed bug with pendulum texture animations
Bloom is now working properly with multiview
Different texture detail levels between player and opponents now (almost) works
FPS counter now shows yellow when frame rate is being regulated
Attempt to fix 'left-behind-shadows' problem
Separated auto detail processing from visible vehicles processing
Limit auto-detail FPS option to the current refresh rate
Selecting multiview now works; changed widescreen HUD to only stick if Apply button is pressed, just to be consistent with the rest of the settings on that page.
Sync shadow groups between views in multiview
Added code to visible vehicles calculation to maintain minimum framerate.
Improved multiGPU awareness of HDR processing


GAMEPLAY:
—————————-
Corrected code to always use track GDB SettingsFolder override
Setting session starting times default to 9am
Changed default steering help from low to off because it confused a lot of people
Re-enabled transparent trainer and added some options for it.


PHYSICS:
—————————-
Added code to allow RealRoad to be pre-conditioned in a number of ways
Moved some real road computations into road shader
Fixed typo that prevented the middle turbo dump sample from playing
Improved turbo dump
Added minor effect of turbo spool friction
Fixed a small problem with auto reverse


AI:
—————————-
Attempts to get the fuel-less AI to slowly pull off the road.


UI / HUD:
—————————-
Fixed bug on skin spinner where sometimes the skin listed wouldn't match the skin displayed in showroom
Fixed statbar car position map to correctly scale with screen/hud resolution.
Now checking livery availability on vehicle change to make sure it's valid....clearing out the playerfile value if it is not found.
Eliminated more conditions where the player vehicle gets incorrectly set to Pace car.
More UI stuff for RealRoad loading/saving
Minor fix to info display on Video Res page
Scaled text on mouseless spinners to correct value based on screen res and res of options.
Added ability to add boost gauges to cockpit and HUD.


BUG FIXES:
—————————-
Fixed crash in multiplayer
Fixed some memory/resource leaks
Fixed crash when changing tire compounds in pitstop
Small optimization with regards to buffering data between simulation & multimedia threads


MULTIPLAYER:
—————————-
Added dedi server RealRoad options
Fix occasional flash of opponent vehicles in wrong spot during heavy multiplayer races
Fixed a glitch that caused it to confirm you closing the dedicated server when clicking the window manager close button at the final window


CONTROLLER/FFB:
----------------------------
Enabled and expanded Fanatec support. We can now set the steering wheel angle to match the vehicle, as long as the wheel isn't using a preset. Note that these wheels must be connected and turned on before rF2 is started in order for specific features to be supported.
Removed double initialization of controllers. It's still a mystery why force feedback is occasionally lost, and the lack of error codes returned by drivers doesn't help much (this applies to all manufacturers ... please return error codes if the force feedback isn't working).
"Reset FFB" control now also resets steering wheel range, which also gets changed occasionally for no apparent reason.
Now automatically holding clutch and brakes on grid for people using a combined axis for throttle & brakes (this feature was already available for people using auto-shifting). This Feature activates *if* Auto Clutch is enabled as well as "Hold Clutch On Start" and "Hold Brake" in the controller.ini file.


PLUGINS:
----------------------------
Completed custom plugin control (this invalidates old Version05 plugins)
A little bit more robustness with respect to saving and restoring custom plugin control mappings


REPLAYS:
----------------------------
Fixed issue where transparent trainer would flicker in replay; note that this changes the replay format


MODDING / PUBLIC DEV
----------------------------
Fixed bug with render target selection for all 3DS Max plugin versions
Added a new default method for generating normal map tangent basis. original method (meshmender) is still available as an option.
Added _v25 to the names of all plugin dlls
First release of scene viewer, located in ModMgr directory
Fixed some problem with component Install/Uninstall in mas2 packaging tool
Updated modmaker doc to sync with latest tools
Added CG visualizer to Ctrl-U dev tool
Added support for RealRoad file reading in viewer
CPU: AMD FX-8320, 3700 MHz | MB: ASRock 990FX Extreme3 | GPU: Gainward GTX 680 Phantom 4GB / driver 358.50
| RAM: G Skill F3-2133C9-4GXL 2x4 GB | PSU: Corsair TX650W | Soundcard/Headphones: ASUS XONAR DG 5.1/Razer Carcharias
| Monitors: Samsung SM P2470HD + Benq FP73G | OS: Windows 10 x64
| Gamecontroler: T500 RS ver.2 + Fanatec CSP v.1


Offline Jadran 73

Odg: rFactor 2
« Odgovori #42 u: Prosinac 01, 2012, 02:18:18 »
rFactor 2: Build 125 Released


This version features 3 major additions:

    Skip Barber Formula 2000 (2 configurations, National and Regional).
    Lime Rock Park (4 configurations: uphill chicane, west bend chicane, both chicanes, no chicanes).
    Resume from Replay (saving in the middle of a race and resuming from any given point within the replay)

Graphics

    Improved lighting in car paint shaders
    Fixed a bug with generating bboxs for procedural meshes, which was causing problems with shadows
    Leaf wind now working again in shaders
    HDR profiles are again active; packaged profiles will be auto loaded from track component mas files; user-defined profiles are loaded from Player\Settings\track_layout dir
    HDR profiles can be loaded from the Settings menu in the real-time monitor
    prevent ‘Auto Detail FPS’ from LOD’ing the currently viewed vehicle
    Added support for loading user shaders
    Attempt to improve LOD level flashing while regulating frame rate
    Re-enabled transparency AA setting
    Fixed issue with visual tire wear on AI vehicles

Gameplay

    Fixed/changed behavior where we wouldn’t use weather settings unless you had actually visited the weather settings page; this was confusing so we always use your saved weather settings now.
    Made track-cutting thresholds configurable in the GDB.

Physics

    Fixed some RealRoad setting issue and uninitialized data if file couldn’t be read. Note that we had to add a checksum to RealRoad files so the format has changed slightly.

AI

    fixed a bug where AI ignored pit strategy needs while out on track.
    fixed issue of AI cars constantly trying to pit for tires if the only tire compound available is a wet road compound.
    added two new variables for AI to the RCD files “UnderSteerEffectOnThrottleMulti” which you can raise higher than 100 if you want AI to more quickly get off throttle when he detects understeer & “UnderSteerEffectOnLineMulti” which you can raise lower than 100 if you want AI to more quickly adjust line wide when he detects understeer.
    hopefully improved AI trainer tendency to spin on high speed corners by lengthening distance we look ahead for disappearing road and slowing rate of lateral movement based on how much lower than 1.0 new RCD parameter “UnderSteerEffectOnLineMulti” is.

UI / HUD

    added code that hopefully prevents un-selectable (according to the veh file) cars being selectable
    fixed event picking bug when a MOD with multiple updates has multiple versions of some events
    fixed bug in HUD editor that had mismatched global parameters.
    Made RFM picker scroll in when ARAC button is selected.
    fixed extra character being drawn for newlines in the garage notes
    Add selectable HDR profiles to settings page
    Added a new Options Button to select “All Tracks & Cars”. Also removed “All Track & Cars” mod from the spinner.
    Added version numbers to RFM, VEH, & track selection gizmos.
    Fix for showroom not loading first time through
    added gizmo to off-line player monitor page that lets you pick specific AI to add to game.
    made the “leave track” gizmo from the maximized monior page into a new gizmo type that hides itself if no in the dedicated replay mode.
    changed the vehicle labels font to a true type font (to hopefully catch all the foreign characters)

Bug Fixes

    Fixed problem where upgrades didn’t work first time after installation
    fixed potential deadlock when adding or booting AI in single-player mode
    Fixed a bug to allow mas’d sounds to be loaded in moddev mode

Multiplayer

    Fixed it so client gets message if they are being kicked out due to vehicle upgrades changing their class to a disallowed type. Also added to the message what the allowed classes are.

Controller

    Now also resetting steering wheel range whenever ‘Reset FFB’ is pressed.
    Bumped up maximum number of controllers from 4 to 6.
    Added logging and potential fix for problem where people sometimes lose keyboard input.

Replays

    Added ability to resume a session from a replay, which acts like a continuous save file. You can choose any car at any point in the session. While you can use a replay of a multiplayer session, you can currently only resume it as a single-player session. Note that the replay is not and will never be a “perfect” save file, and currently there are some vehicle states that are not properly restored, in particular the state of your tires. Note also that this feature changes the replay format and is not backwards compatible.

Modding

    Fixed a bug in Mas2 with crashing during mod install
    Fix for viewer to support no dyn vbuf
    Removed confirm dialogs from Mas2 for mas’ing and packaging components and mods
    Changed multi-cmp file extension to .rfcmp
    We continue to recommend not releasing plugins based on V05 of the interface until it is considered final.
    Minor changes made to improve meshmender tangent basis generation
    Alternate tangent basis generation is now available, this may be a better choice in certain cases, but most likely won’t be
    gMaterial plugin now only requires .GFX (shader description) files, complete shader code is no longer necessary to get shader list
    gMaterial plugin now prompts (first time only) for location of .GFX files or MAS file containing .GFX files
    gMaterial plugin now searches all MAS files in the GFX file location for shader desc files
    gMaterial plugin has a “Reset Shader Location” button at the bottom, after restarting 3DS Max, you will be prompted again for shader desc file location
    Added fix for loading mas’d sounds in mod mode
    RealRoad loading dev-mode fix, plus a slightly forgiving checksum for RealRoad files in case track makers make minor tweaks to vert locations for seams or whatnot
    Fixed corner cutting corridor manipulation to match regular corridor manipulation (moves 10 times faster and left alt to slow it down)
    Made changes so that you can adjust Message center and chat fonts on the fly from HUD editor.
    Added sample vertex and pixel shaders in Moddev\Shared which demonstrate how to use ISI macros in add-on shaders
CPU: AMD FX-8320, 3700 MHz | MB: ASRock 990FX Extreme3 | GPU: Gainward GTX 680 Phantom 4GB / driver 358.50
| RAM: G Skill F3-2133C9-4GXL 2x4 GB | PSU: Corsair TX650W | Soundcard/Headphones: ASUS XONAR DG 5.1/Razer Carcharias
| Monitors: Samsung SM P2470HD + Benq FP73G | OS: Windows 10 x64
| Gamecontroler: T500 RS ver.2 + Fanatec CSP v.1


Offline the_prodigy

Odg: rFactor 2
« Odgovori #43 u: Siječanj 10, 2013, 14:50:52 »
Build 134 je izašao u međuvremenu.

    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.

    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>

    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
CASE: CORSAIR Carbide 400C ► CPU: INTEL Core i7 6700K 4.2 Ghz ► MBO: ASUS Z170 Pro Aura ► RAM: CORSAIR Vengeance LED 16GB DDR4-3200 Mhz ► GPU: Gainward GTX 1080Ti 11GB Phoenix ► HDD: 2x WD Black 1TB ► SSD: SAMSUNG EVO 840 Basic 128GB ► POWER: CORSAIR RM750X ► PEDALS: Heusinkveld Pro 3-Set ► SHIFTER: Heusinkveld Sequential ► HANDBRAKE: Heusinkveld Loadcell Handbrake ►WHEEL BASE: OSW Direct Drive Mige10 ► RIMS: QSP Road 30cm, Fanatec F1 28cm, Fanatec Drift 32cm, Luisi Monte Carlo Vintage 36cm, Sparco P310 Custom 31cm ► MOTION SYSTEM: Simxperience 2DOF Custom ► TRIPLE SCREEN: 3x 42" Sony KDL42W705 ► VR HEADSET: HTC Vive ► SPEAKERS: Logitech Z906 5.1 ► OS: Windows 10 Pro - 64bit

Offline the_prodigy

Odg: rFactor 2
« Odgovori #44 u: Siječanj 10, 2013, 15:13:37 »
U zadnje vrijeme imam pravih problema ufurati se u rFactor 2, najviše zbog grafičkih nedostataka koji me sve više živciraju.
Kad usporedim CARS i rF2, rF2 izgleda kao da kasni 5 godina sa enginom. Crossfire mi u svakom buildu daje drugačije performanse, u jednom je dobro, u sljedećem šteka, a od ovog zadnjeg builda 134 mi ni ne radi, imam neke flasheve po ekranu i moram gasiti SLI prije pokretanja igre. Plus, ubacio sam SweetFX injector da barem koliko toliko sredim neke detalje oko grafike jer na MAX postavkama sa svim živim uključenim izgleda stvarno loše naprema drugim igrama. RaceRoom izgleda par puta bolje, a CARS nebi ni uspoređivao, a zavrtio sam i rF1 sa par dobrih modova i iskreno jako mali pomak vidim. Mislim, znam da je rF2 beta i to sve, ali to ne može biti odgovor na sve.

Fizika, force feedback, road rubber, osjećaj težine auta na cesti, sve to stoji, tu igra rula za sada, ali grafički izgleda loše za ono kako bi trebala izgledati u današnje vrijeme, za takvu grafiku bi rekao da je "wow" prije 5 godina. I to me najviše odvlači od igranja rf2, kad ugasim CARS i pokrenem rfactor izgleda mi smiješno i tu gubim volju, ne znam kako da to objasnim. A najviše me brine što neznam ni koliko će uspjeti sa grafikom napredovati do izlaska igre, sigurno neće raditi novi engine i mislim da neće biti puno pomaka u grafičkom aspektu. Zasad nema DX11, ali ni to nije problem, ne mora ga ni biti jer igra i u DX9 može izgledati par puta bolje nego što je sada.
CASE: CORSAIR Carbide 400C ► CPU: INTEL Core i7 6700K 4.2 Ghz ► MBO: ASUS Z170 Pro Aura ► RAM: CORSAIR Vengeance LED 16GB DDR4-3200 Mhz ► GPU: Gainward GTX 1080Ti 11GB Phoenix ► HDD: 2x WD Black 1TB ► SSD: SAMSUNG EVO 840 Basic 128GB ► POWER: CORSAIR RM750X ► PEDALS: Heusinkveld Pro 3-Set ► SHIFTER: Heusinkveld Sequential ► HANDBRAKE: Heusinkveld Loadcell Handbrake ►WHEEL BASE: OSW Direct Drive Mige10 ► RIMS: QSP Road 30cm, Fanatec F1 28cm, Fanatec Drift 32cm, Luisi Monte Carlo Vintage 36cm, Sparco P310 Custom 31cm ► MOTION SYSTEM: Simxperience 2DOF Custom ► TRIPLE SCREEN: 3x 42" Sony KDL42W705 ► VR HEADSET: HTC Vive ► SPEAKERS: Logitech Z906 5.1 ► OS: Windows 10 Pro - 64bit