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mAxL

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Prvi popravek je zunaj. Avtomatski update bo možen čez nekaj dni..

Changelog:

Update notes below taken from the readme.txt file in the rF2 directory after installation of Build 60.

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.

Prvi komentarji so, da so se fpsji dvignili za cca 20-30%, pri slabših mašinah tudi več. HDR naj bi sedaj izpadel lepše.

http://isiforums.net/f/showthread.php/3883-The-first-update-Build-60

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Če koga heca inštalacija..

Prenos dodatka

Preneseš zgorji .exe in ga daš v svoj data folder od rf2.. /rfactor2/updates Nato odpreš launcher od rf2 in greš pod updates. Tam vidiš, da imaš nov update in spodaj klikneš, da se inštalira. še 2x next in to je to.

Na hitro sem sprobal. Kar se tiče performenca je napredek ogromen. Prej sem imel recimo brez hdrja cca 100-130fpsjev, dočim sem jih imel s hdrjem cca 60, torej je bil padec framov cca 50%.

Sedaj imam s hdrjem cca 120-150, brez pa od 160-180, pri nastavitvah na high. Tudi sam hdr ni več tako bleščeč al kako bi reku. (razlog: Moved all HDR processing to GPU.)

Na hitro sem sprobal in sem z updatom zelo zadovoljen. Več pa v naslednjih dneh.

p.s. Trošt, zdej ti ne bo več štekal pomoje ;)

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Jap, ravnokar so na FB zapisali, citiram:

"It should work without any problems on a 3.07 duo with 3GB ram and with a so-so gfx card, we have not tested this game on any other configuration than this. Please say hi to Miha for me, he's a great fellow!"
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Če pa to zgleda kot rF1...? In res ne vem kaj bi od grafike v simulaciji več rabu?

No ja, očitno je popularno dajat komentarje kolk je rF2 u k***

Kar se tiče pa update-a se pa res pozna da igra teče veliko bolj gladko. Še modi naj začnejo prihajat pa super igra!

Takrat bo Šele priŠlo do izraza vse skupej pomoje..

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Jaz sem ga probal rf2 na Aletovem pc-ju na gospodarcu in meni osebno je špil res super, fizika je dobra, grafika je čisto vredu, ne vem no. Pomojem ko bodo še uredili vse skupaj, bo čist TOP špil.

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Jaz sem ga probal pri FBR-ju. Po cca. po 15 minutah sem ga mel dovolj. Nič posebnega, u bistvu kar se mene tiče zmodan rF1. Je pa težko vedet kaj bo na koncu ratal, ker tole zgleda nekaj na hitro skup vrženo sam tolk da je bil release.

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Ma ta rfactor2 je precej drugačn od enke. Grafika je drugačna, pa lahko kdorkoli reče karkoli, me ne bo v nasprotno prepričal. Vožnja je leta naprej boljša kot v enki. Sedaj so precej dobro poštimali tudi to "štekanje" in bom ta tedn zihr še mal prefuru in se spet zgražal nad enko [krniki]

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Jaz sem probal tisto historical F1 na Monaco, ko smo bli na avtomoto salonu in moram rečt da je blo SUPER izgled in filing za furat (čeprav sem bil na SCRju z zame miljon preveč mocnim FBjem)

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Ja izgled in sama vožnja je zelo odvisna od samega moda.. To je pa itak tudi v enki isto. Pač bo treba počakat še nekaj časa, da kakšna dobra moderska skupina da ven en dober mod, ker tisto kar je zaenkrat zunaj (razen isija) je bolj za pokušino kot kaj drugega.. Pač material, da se naučiš kako se mode in proge nalaga :D

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