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mAxL

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No če lahko bi se malo pohvalu, in sicer (že zgoraj na sliki je) je bil moj skin med 20 izbranimi za mod Radical SR3 sicer so pri Studio 397 nekaj pacali z barvami, tako da je dejansko malo drugače iz

No, da poskusim, vsaj malo demantirati vse komentarje uporabnikov, ki igre niso niti preizkusili... Grafika: Ja grafika je taka kot je.. Meni osebno je všeč, če imaš vse vklopljeno, hdr, veter, izp

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Tako je. To bi naj bila Marussia F1. Kar se tiče teh formul, drugo leto bodo pa verjetno formulaši jamrali :)

Pa še neka novega izpod rok Mexes-a:

8094890279_c10a254b52_b.jpg8094894968_2d3405b98d_b.jpg8094895260_04b731dbb3_b.jpg8094894374_00c6ebd110_b.jpg

Žal pa je Mexes samo 3d moder in sam nima namena teh modelov pretvarati v mod za rfactor saj nima niti izkušenj za to. Pravi pa da da dovoljenje za modele. Zato mislim da bomo v prihodnosti vseeno enkrat njegove modele videli tudi v igri(morda celo v kateri drugi), glede na kvaliteto.

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Na voljo je nova verzija, 118.

GRAPHICS:

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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:

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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:

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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:

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

UI / HUD:

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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:

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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:

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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:

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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:

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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:

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

MODDING / PUBLIC DEV

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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

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