• [rFactor 2] Build 218 ya disponible

      Parece que los chicos de ISI han dado un salto en su producto beta, demorándose algo en la entrega de esta última nueva build en la que como decimos parece que han mejorado y mucho, así lo indica el changelog, en los numerosos problemas de optimización gráfica y demás bugs. El efecto del "spray" que se implementó en la última build sigue siendo realmente horroroso, pero vienen mejoras de físicas y sobre todo en el apartado de los circuitos.

      Contenido Oculto: Changelog
      ================================================== ===
      Update 14 (Build 218) Changelog (May 20, 2013):
      ================================================== ===

      KNOWN ISSUES ON RELEASE:
      ————————

      - Modders tracks may need a very minor update if they don’t already have Vertex Alpha at 99.99%, to trigger the billboarding without the side-effect of transparency.
      - Possible MP lag/stutter when player disconnects
      - Possible alt-tab crash (we have not been able to recreate yet)
      - Wet Weather transparency issues, fixed in upcoming (short timeframe) build
      See knownissues.txt for more

      GRAPHICS:
      ————————
      - Fixed problem where particles were mis-aligned across viewports in multiview
      - Fixed a problem where side views could become un-synced with center view in multiview
      - Fixed a shadow-related bug if shaders were initially compiled by showroom
      - Fixed several issues with showroom when used with non-HDR mode
      - Improved monitor replay view in multiview
      - Fixed some overlay bugs in instant replay in multiview
      - Changed render order of side views in multiview to fix lagging problem
      - Improved rain look
      - Re-enabled wet skids
      - Fixed a bug causing inconsistent fog among channels in multiview
      - Fixed a bug loading default HDR profile
      - Fixed uncoordinated rain drops in multiview mode
      - Improvements to fullscreen showroom display in widescreen and multiview modes
      - Fix for multiview shadow error when tree wind is 0
      - Fixed a bug with re-initializing letterbox manager
      - Improved instant replay overlays in multiview mode
      - Fixed a bug when switching to a non-multiview res, where multiview was still being used
      - Fixed replays in multiview mode
      - Restrict mem bar display to realtime only
      - Fix location of reflection map display in multiview mode
      - Fixed a bug with fire being non-alpha

      PLUGINS:
      ————————
      - Finally finished the V05 interface of internals plugin by adding calls to handle a lost and reset device. Note: any plugins that ignored our warning that V05 was a work-in-progress will crash.
      - Improved the places where we call the plugins’ InitScreen() and UninitScreen() functions.
      - Added ignition/starter state to plugin telemetry data.
      - Made changes to allow plugins to draw in the options.
      - Added UI location (main/loading/monitor/on-track) and UI page to plugin ScreenInfo structure.

      PHYSICS:
      ————————
      - Fixed downforce calculation in draft: BodyDraftLiftMult and DiffuserDraftLiftMult were accidentally negated. Wings and fenders already worked correctly. Regardless, some vehicles may need to be slightly re-tuned for behavior in the draft.
      - Improved the automatic collision hull generation for front and rear wings.
      - If re-attaching a wheel, fix to re-attach the relevant suspension bits as well.
      - Small improvement in collision response.

      SOUNDS:
      ————————
      - Reduced maximum volume passed into sound library because too many sounds at full resulted in distortion. Similarly, the maximum player and opponent volume ratios in the options is now 100% rather than 200%. Users may need to readjust settings or speaker/headphone volume to compensate.
      - Computed player and opponent volumes on the fly so UI options would take effect immediately, and be correct for who is controlling the vehicle.
      - Added the ability to set vehicle sound attenuation variables separately for inside vs. outside sounds.
      - Automatically upgrade trackside sound effects to use exponential attenuation if they are still using old attenuation; also consolidated the related PLR file attenuation variables.
      - Ambient sound effects can now use exponential attenuation like the vehicles do.

      FEATURES:
      ————————
      - Added a PLR file option “Temporary Replay Keys” which allows the instant replay arrow keys to act permanently rather than temporary. The default remains temporary.
      - In replay, space key now toggles between play and stop.

      GAMEPLAY:
      ————————
      - Increased component/mod verify level from None to Normal
      - Using additional criterion to differentiate between cmps with same name/version

      UI / HUD / Options:
      ————————
      - Playerfile variable “Auto Install Uninstalled Content In Packages Directory”, if set to 1 will auto install all uninstalled content in packages directory on start up of regular game (not dedicated server)(default is 0).
      - Added plrfile option for transparency AA (defaulted to On)
      - Fixes for various showroom problems.
      - Added a “download in progress” button that only appears when we have a component download in progress.
      - Added PLR file option “Start Engine” for whether you want it automatically started
      - Fixed vehicle labels in monitor
      - Fixed mp lobby issue were the UI would show the incorrect session name in the server description scroll box
      - Fixed bug where HUD relative tach would use the deafult 10,000rpm maximum value instead of the real car value if the car’s cockpick tach was set up not to be relative.
      - Corner damage states in HUD now represent body and/or suspension damage.
      - Turn off time acceleration when moving to another session.
      - When loading default or scripted weather data, set to sunny if file not found (instead of old way of leaving weather state as whatever it was before….usually rainy)

      MODDING / PUBLIC DEV
      ————————
      - Fixed a ModMgr bug which prevented a mod made from updated cmp(s) from installing against existing full (non-updated) cmp(s)
      - Fixed a ModMgr bug reporting MAS file sizes of upated cmps
      - Fixed a ModMgr bug with availability of updated mods/cmps
      - Component/Mod names now limited to 32 bytes
      - Ambient Sounds are not movable with arrow keys + left ctrl. Fixed bug where Start Skill, Wet Speed, & Corner Caution RCD parameters would not save from editor. AIW path lateral position now moves X10 as far with right ctrl down + arrow.
      - Added justification info to text items that can be added to HUD.
      - fixed HUD value range for TVOP_tachNeedleAbsoluteMax in HUD editor (-1 means relative rpm gauge {max is determined by car setup}, any other non-zero number means that’s the top range of the rpm HUD gauge)
      - Now allow custome needle names for speedometer, tachometer, and boost meter (all used to be hardcoded to “needle.tga”)
      - Added ability to remove yellow flag to puppet master mode.

      BUG FIXES / OPTIMIZATIONS:
      ————————
      - Fix for broken replay display in triple head mode.
      - Also fixed a possible deadlock when trying to resume a race from replay.
      - Stopped resetting the camera to the starting driving view when toggling fullscreen in replay.
      - Fixed an intermittent crash if you were a pending driver and the weekend was restarted.

      AI:
      ————————
      - Fixed bug where after changing mod, some AI cars would be unable to load the correct RCD file thus resulting in very bad driving.
      - Attempts to make AI that are running wide notice and do something about it before smashing full speed into buildings next to the road…(historics on spa).
      - Minor adjustment to some driver RCD editor to keep some parameters within meaningful bounds.
      - Adjusted algorithm related to RCD parameter “UnderSteerEffectOnLineMulti”, so that AI looks at more immediate road curve to determine if he is sliding out (in order to adjust driving line out to maintain useful front wheel grip levels). Recommended range for this parameter is 0.50 (most sensitive to front wheel grip lose) to about 1.5 (less sensitive). default is still 1.0.
      - Added a new playerfile parameter “AI Logic Override” that can disable specific AI behaviors using a bit field. Currently only one behavior is toggle-able: use of the “blocking” line….which is disabled when this parameter is set to 1.

      MULTIPLAYER:
      ————————
      - Fixed Mod download that failed to complete would prevent future successful attempt to install
      - Offer only actual mods, not multicmps, as choices to start a dedicated server.
      - Changed it so clients joining during the race session will now load cars in the garage whose drivers have left; this is a precursor to being able to rejoin race sessions after a disconnect. A positive side effect of the fix is that we can now have more than 32 AIs in multiplayer (if the mod, track, and network settings allow). A negative side effect is that a player converted to AI doesn’t exit until a new track is loaded; for example, you can leave or get disconnected during a race, only to rejoin and see a duplicate of yourself driving around as an AI if the weekend was restarted. That will be addressed in the near future.
      - Attempt fix for driver swap “name confusion”.


      May 10 – Mills Metro Park:
      - Fixed a couple pop-up’s.
      - AIW refinements
      - Minor cam tweaks primarily to resolve minor audio issues.
      – Added under horizon shadow caster to try to prevent shadows “hovering” at low sun angles
      – Refined HDR/Bloom profile
      – Texture refinements to work better with HDR
      – Clean-up of various minor visual items


      May 10 – Portugal:
      - Fixed pit official
      - AIW refinements
      - Minor cam tweaks primarily to resolve minor audio issues.
      – Added under horizon shadow caster to try to prevent shadows “hovering” at low sun angles
      – Refined HDR/Bloom profile
      – Texture refinements to work better with HDR
      – Clean-up of various minor visual items


      May 10 – Palm Beach:
      - AIW refinements
      - Minor cam tweaks primarily to resolve minor audio issues.
      – Added under horizon shadow caster to try to prevent shadows “hovering” at low sun angles
      – Refined HDR/Bloom profile
      – Texture refinements to work better with HDR
      – Clean-up of various minor visual items


      May 9 – Renault Megane:
      - Updated spec TGM
      - Minor aero balance tweaks.
      - Minor suspension tweaks.
      - Minor braking tweaks.
      - Minor tweaks to AI
      - Minor camera tweaks
      - updated several shaders
      - Incorporating the newer more accurate tyre wear model (available with build 146 and higher).
      - Incorporate the new engine model, for which code support was originally introduce back around build 90 and higher, which allow more accurate throttle maps.
      - Add support for damage model dependencies (such as in those rare cases where you could break off suspension with the wheel remaining on the car can no longer occur), available in build 146+.


      May 9 – Formula Renault 3.5:
      - Minor tyre tweaks.
      - Minor AI tweaks to make relative performance slightly more human-like.
      - Minor camera tweaks
      - Fix for hole in the nose visible when driving in cockpit view without a driver present
      - Incorporating the newer more accurate tyre wear model (available with build 146 and higher).
      - Incorporate the new engine model, for which code support was originally introduce back around build 90 and higher, which allow more accurate throttle maps.
      - Add support for damage model dependencies (such as in those rare cases where you could break off suspension with the wheel remaining on the car can no longer occur), available in build 146+.


      May 9 – Nissan GTR GT1:
      - Updated tyre TGM to be more in-line with the C6R New engine model with improved engine braking and throttle maps (must use build 156 or higher).
      - Minor suspension and steering tweaks.
      - AI tweaks attempt to create a more even correlation between humans and their AI counterparts through all parts of the track.
      - Minor Camera tweaks.
      - All new engine sound samples.
      - Low angles showing underneath the bonnet were touched up.
      - Updated shaders.
      - Fixed a couple seams.
      - Incorporating the newer more accurate tyre wear model (available with build 146 and higher).
      - Incorporate the new engine model, for which code support was originally introduce back around build 90 and higher, which allow more accurate throttle maps.
      - Add support for damage model dependencies (such as in those rare cases where you could break off suspension with the wheel remaining on the car can no longer occur), available in build 146+.


      May 9 – Nissan 370Z:
      - Partial redesign of the tyres.
      - Minor engine cooling increase.
      - Minor suspension tweak.
      - Minor AI tweaks.
      - Minor Camera tweaks.
      - New cockpit gauges
      - Fixed position / lap counter display
      - Fixed some pop-out’s due to a couple LOD distance errors.
      - Updated shaders.
      - Incorporating the newer more accurate tyre wear model (available with build 146 and higher).
      - Incorporate the new engine model, for which code support was originally introduce back around build 90 and higher, which allow more accurate throttle maps.
      - Add support for damage model dependencies (such as in those rare cases where you could break off suspension with the wheel remaining on the car can no longer occur), available in build 146+.


      April 22 – Monaco:
      – Corrected transparent/invisible building just before entering Casino Square.
      – AIW work to help AI negotiate the harbor chicane better
      – Added under horizon shadow caster to try to prevent shadows “hovering” at low sun angles*
      – Refined HDR/Bloom profile*
      – Texture refinements to work better with HDR*
      – Clean-up of various minor visual items*


      April 22 – Belgium:
      – AIW work to prevent AI from crashing out as much at various locations around the track
      – Added under horizon shadow caster to try to prevent shadows “hovering” at low sun angles*
      – Refined HDR/Bloom profile*
      – Texture refinements to work better with HDR*
      – Clean-up of various minor visual items*


      April 22 – Brianza:
      – Added under horizon shadow caster to try to prevent shadows “hovering” at low sun angles*
      – Refined HDR/Bloom profile*
      – Texture refinements to work better with HDR*
      – Clean-up of various minor visual items*
      * = Done to all three tracks.


      April 22 – Historics (1960′s GP) cars:
      - Added and adjusted new wear (abrasion and degradation) parameters.
      - Added and adjusted to suit new engine model.
      - Minor adjustments to tyre heating and cooling properties.
      - Minor suspension tweaks.
      - Various adjustments to AI.
      - Cam and mirror pos tweaks to all cars.
      - Mirrors now working properly.
      - Fixed many graphical seams.
      - Fixed some texture mapping and material settings.
      - And many other small tweaks.


      March 28 – Chevrolet Corvette C6.R v1.41
      (These notes were compiled from memory, might be missing a couple of things here and there).

      - Lowered tyre degradation slightly
      - Some small tweaks to improve vehicle stability
      - Reduced transmission sound from internal view slightly
      - added windshield reflection layer
      - Fixed a couple of seams in the 3d model
      - new engine braking


      March 28 – Marussia-Cosworth MR01 v1.42
      (These notes were compiled from memory, might be missing a couple of things here and there).

      - New hi-res sponsor maps
      - Small tweak to rear flap influence
      - Tweaks to engine reliability
      - Int/Wet tire tweaks for durability (may not have made 1.42)


      Descargas: http://rfactor.net/web/rf2/rf2dl/
      Comentarios 25 Comentarios
      1. Avatar de Iketani
        Iketani -
        Seis meses de beta
      1. Avatar de Jesús Llamas
        Jesús Llamas -
        Al menos no te van a hacer pagar por cada version ni te hacen que compres un juego antiguo y desfasado para q te salga más barato. Cuando aprendas a comentar para aportar algo te lo dejaré, a la próxima te borro los post, espero que lo hayas entendido.
      1. Avatar de Iketani
        Iketani -
        ¿Para aportar algo? Será que ahora todos los posts que leo aportan algo xD
      1. Avatar de Jesús Llamas
        Jesús Llamas -
        Mientras no jodas, todos contentos.
      1. Avatar de Iketani
        Iketani -
        Jesús vaa que es por hacer cachondeoo no te mosquees.
      1. Avatar de Jesús Llamas
        Jesús Llamas -
        Son mosqueos sanos.
      1. Avatar de Manu JDT
        Manu JDT -
        Ya sabemos que lo haces por meter cizaña, por eso ya no se te tiene en cuenta cuando hablas de rf2. Pero luego estas siempre por los servidores del juego. En fin lo tuyo es un caso a parte sin sentido.
      1. Avatar de Iketani
        Iketani -
        Sí, sí... estoy siempre ahí, sobre todo últimamente, que hay 7 personas con los Mégane en el circuito de Canyelles y de milagro xD
      1. Avatar de Iketani
        Iketani -
        Por cierto, ese Camaro muy bonito pero, ¿y el link de descarga?
      1. Avatar de Manu JDT
        Manu JDT -
        No puedes evitar trolear verdad?. Esa gente que juega a los meganes de rF2 suman mas pilotos que NK y AC juntos.

        Venga Iketani nos vemos en los servers del rF2 como de costumbre.
      1. Avatar de Iketani
        Iketani -
        jajaja no te creas eh... el otro día había carreras con 13 o 14 tíos.
      1. Avatar de Manu JDT
        Manu JDT -
        Ayer estuve un rato en los Meganes y habia mas de 20 personas, en los Corvettes otros tantos, en los Historicos lo mismo, en los Clio tambien, los Skippies, los Formula 2, Formula Renault, Marussia F1... y sin contar con otros mods en los que tambien hay gente corriendo, DTM, F1 2013, Lola, etc.... en fin a mi me salen otras cuentas. Y eso que solo es una beta. Cuando salga la versión final y con unos cuantos mods de calidad (que ya los son y los que faltan por venir) veremos lo que pasa y donde queda el AC si es que sale algun dia.
      1. Avatar de Iketani
        Iketani -
        Qué ganas tienes de que no salga, ¿no? Veremos si no te gusta tanto cuando salga xD
      1. Avatar de Manu JDT
        Manu JDT -
        Las mismas que tienes tu de que no salga la versión final del rF2. Aun asi yo no he dicho nada de que no quiera que salga, no te equivoques. El AC me gustará si lo hacen bien, si va a ser como la mierda de demo esa lo llevan claro.
      1. Avatar de Iketani
        Iketani -
        En la mierda demo ésa el coche no flota como un barco ni tiene un FFB que parece de Playskool xD
      1. Avatar de Manu JDT
        Manu JDT -
        Bueno para que seguir con esta conversación de besugos... Está claro que no puedes opinar como un adulto.
      1. Avatar de Iketani
        Iketani -
        Está bien, opinaré en serio. Pienso que el coche no se siente asentado en el asfalto, da sensación de flotabilidad, menos que en rF1, pero aún se siente así. Y el FFB muchas veces da sensación de estar conduciendo sobre gravilla o tierra, en vez de sobre asfalto liso. De repente el volante va sueltísimo, como de repente te pega unos viajes que no vienen a cuento o se endurece sin sentido aparente. Y no, no es problema de mi volante, es un G27 en buen estado.
      1. Avatar de Jesús Llamas
        Jesús Llamas -
        Configuralo bien pq mira q yo lo probe poco y no me pasa eso jaja
      1. Avatar de Manu JDT
        Manu JDT -
        Iketani eso llevas diciendolo desde que salió la primera build. Ya es hora de que te inventes otra trolada que esa la tenemos muy vista.
      1. Avatar de Iketani
        Iketani -
        A ver, antes además de flotabilidad y FFB falso, tenía input lag, osea la dirección me iba con algo de lag. Ahora ya no tengo lag, pero las otras dos cosas sigo notándolas. Eso ya es cosa de físicas y tire model.