|
Na opste iznenadjenje izasao je novi patch za rFactor, verzija 1.250.
Ocekivalo se da sledeci patch donese napokon opciju promenjivih vrememskih uslova i kisu, sto podrazumeva znacajnu promenu grafickog engine-a. To je trebalo da bude veliki patch, koji verovatno zahteva mnogo rada, podesavanja i testiranja, pa je vladalo misljenje da patch za rFactor nece uskoro izlaziti.
Medjutim, stvari su se izgleda nesto promenile.
Veceras, nekih 12 sati nakon izlaska patch-a, Gjon, vodja ISI tima objavio jedno dosta iznenadjujuce saopstenje, u jednom postu na RaceSimCentral forumu:
Version 1.250 represents the last update for the current version of
rFactor. Although there are many other features we would have liked to
have released, they were not ready.
Our focus right now is on defining
our development plan for future versions and products.
I hope to see lively, yet constructive discussions about rFactor as
this feedback is reviewed.
As for some of the specific questions; we
are working on advanced weather although its still in the research
stage, we are evaluating how/when to release the Panoz vehicles, and we
continue to work on other projects.
Prema tome, izgleda da se razvoj ove verzije rFactor-a ovde zavrsava. Moguce je da ce ocekivani Panoz dodatak jos biti pusten za ovu verziju, ali se moze i zakljuciti da ISI ipak jos nije spreman i zadovoljan razvojem engine-a koji bi podrzavao promenljive vremenske uslove i kisu, te da je to ostavlejno za kasnije...
...a to "kasnije" izgleda znaci neki buduci, novi, rFactor 2 !
Ovo i nije neko preveliko iznenadjenje za nekoga ko je pratio rFactor od samog izlaska. Mora se priznati da je od septembra 2005-te kada je izasao, rFactor vise nego udvostrucio svoj sadrzaj. Verovatno nikada nijedna razvojna kompanije nije za istu pocetnu cenu ponudila svojim kupcima toliko dodatnih stvari.
Praksa u industriji igara je da se i za mnogo manje noviteta izdaje nova igra odnosno novi nastavak na kojem se zaradjuje nove pare. Od svega onoga sto je ISI ubacivao u rFactor tokom poslednjih godinu i pol dana, neka druga kompanija bi verovatno napravila i 3 igre ili nastavka.
Tome je ocigledno jednom morao doci kraj - i oni ljudi moraju od necega da zive ! Ubuduce, ISI ce ili pripremiti i izbaciti novu verziju rFactor-a, ili ce od sada naplacivati eventualne dodatke ili patch-eve za ovu postojecu verziju, ako ih uopste bude jos bilo.
Da se vratimo na 1.250 patch, spisak promena je sledeci:
Graphics:
· Fixed a bug where shadow casters/objects were not
using the camera's LOD multiplier, and thus would switch out too early
in cams with an LOD multiplier greater than 1.0.
· Fixed an ambient shadow bug in which it would disappear at random times.
· Fixed a bug in night racing where night-specific vis groups and shadows would only work if you transitioned to night from day.
· Restored dual-head mode to its previous behavior of emulating a single widescreen rather than two screen multihead.
· Added vehicle labels to monitor and replay.
·
New PLR file overrides “Player Texture Override�? and “Opponent Texture
Override�? for player and opponent texture detail levels if you want
the textures to have a different detail level than the vehicle models.
Default behavior is the same as version 1.150.
· Minor automap improvements.
Artificial Intelligence:
· Significant improvements in oval racing.
· RCD file updates.
Gameplay:
· Changed sound priority algorithm to take into account the local volume of each sound (louder sounds -> more priority).
· Mostly fixed private qualifying issues where you would see parts that broke off an invisible competitor's car.
·
Improved driver swapping functionality. Garage setup is now transferred
during multiplayer driver swaps if the server's multiplayer.ini
variable "Driver Swap Setups" is enabled (which it is by default).
Vehicle state is also transferred, including fuel, tire wear, and
damage. Various other minor improvements and fixes have been applied to
this feature.
· Now using red outline (configurable through player
file variable "Box Outline") for end of reconnaissance lap, too. Fixed
some other issues regarding placement after the reconnaissance lap.
·
Fixed problem where DNF'd vehicles were sometimes scored as if they had
actually driven back to the garage where they are parked.
· Stopped showing fuel level of competitors (it was wrong for remote vehicles anyway).
· Added exit confirmation for race (note that it can be configured with the PLR file option "Exit Confirmation").
· Fixed issue where you couldn't receive setups if the translation of Received was an illegal Windows folder name.
·
A player can now press the "Enter" to make the monitor/replay page full
screen (removing images to the top, bottom and left of the replay
image). While in this full screen state, the player can remove the
cursor by pressing the "Delete" key.
· Added player file option
"Adjust Frozen Order" to control whether vehicles that are spinning or
stopped on track get moved down the frozen track order while other
vehicles pass them. This is only relevant if the vehicle that caused
the full-course caution is actually able to continue the race. The old
behavior kept the order frozen regardless of who caused the full-course
caution. The new default will usually move the offending vehicle to a
more appropriate place in the caution track order.
· Pitcrew now
changes damaged tires even if you forgot to ask them to (if you want
your pitcrew to be stupid, set "Smart Pitcrew" to 0).
· Changed
pitstop code to do a regular pitstop if you're not allowed to serve a
stop/go (for example, during a caution), even if your pit choice is to
serve a stop/go. Also controlled by "Smart Pitcrew".
· Made gear graph automatically adjust if gears allow speeds over 300mph or 300kph (depending on display options).
· Pit menu automatically comes up when entering the pits now (controlled by PLR file options "Automatic Pit Menu").
·
Fixed case where 2nd-place driver in a close finish in a timed
multiplayer race might be allowed to go another lap, thereby winning
the race incorrectly.
· Significantly improved handling of track order under caution/formation laps.
· Basic spotter, mostly geared towards oval racing.
Input Devices:
· Improved auto-lift/auto-blip behavior for direct shift mode (H-shifters).
·
New controller.ini “FFB steer force neutral function�? that can be used
to try to reduce the force feedback “deadzone�? without introducing new
oscillations. Note that the default behavior remains the same as v1.150.
· Slightly tweaked default values for the force feedback rumblestrip effects.
Replay:
· Fixed vehicle jerkiness in replays of long races (2+ hours).
· Fixed replays display for widescreen and multihead modes.
·
Fixed some replay issues with regards to driver swaps - it now shows
the correct driver name for a given time. Note that the number of
participants listed in the replay info (when picking which replay to
watch) is a bit misleading - it is increased every time a driver swap
is done, regardless of whether it is a driver who was previously in the
vehicle.
· Version 1.150 replays and before may not play properly in this version.
Multiplayer:
· Mistyped chat commands (anything that starts with a slash '/') are now blocked from being seen by other clients.
· Fixed problem where RFM variable 'FreeSettings' would not work properly in multiplayer.
·
Now transferring "CrashRecovery" player file option in multiplayer (so
everybody uses the server's setting). Non-default values will need to
be reset with this version.
· Added PLR file option "Safety Car
Collidable" to allow collisions with the safety car to be turned off.
This is mostly intended for multiplayer races where warp or unexpected
safety car behavior is a possible issue.
· By default, you now must
come to a complete stop in multiplayer before exiting to the monitor.
Server can turn this requirement off by setting the multiplayer.ini
variable "Must Be Stopped" to 0.
· Fixed issue where returning
clients wouldn't get their score back if their vehicle's current
upgrades (in the options) did not match the forced upgrades for the
track.
· New server option for forcing particular driving views.
Available options are: free, nosecam/cockpit/TV cockpit,
nosecam/cockpit, or cockpit only. If restricted, these only apply when
driving.
· New ability to "unthrottle" one client. Admin command
"/unthrottle <name>" or direct editing of the multiplayer.ini
file will cause network data throttling to be turned off for that
client. Use with great caution because the server will ignore all
bandwidth limits when sending data to the given client. The purpose of
this feature will usually be to have another client on a LAN who can
record and review all the data that the server processes.
· Changed
message that non-administators can't call votes with administator
present to only be displayed on the client that attempted to call the
vote.
· New administrator functionality: up to 3 regular
administrators now allowed, plus 1 super-administrator. Regular
admininistrators have a star (*) next to their name in the monitor
(assuming they are driving a vehicle rather than spectating). This
postfix (as well as one for multiplayer AIs) is configurable in the
player file ("Monitor AI Postfix" and "Monitor Admin Postfix").
Super-administrators are secret and can change the regular
administrator password with the /apwd command (which also has the
effect of taking control away from anybody currently logged in as a
regular administrator). Note the new entry "SuperAdminPassword" in the
multiplayer.ini file.
· Administrators can now run batch files of
chat commands by typing "/batch <file>" where <file> is
expected to be either 1) a path from the root directory of rFactor, or
2) in the UserData/Log/Results directory. Example files are written
after every session (for example, "BatchTemplateSQ.ini" is written
after qualifying) in the UserData/Log/Results directory. Five batch
commands are executed every second to avoid bandwidth overload. Note
that mixed commands (such as /editgrid and /setmass) may result in
out-of-order confirmation messages but this shouldn't be a problem.
· Chat command "/editgrid" can now be typed in at the server.
· Full list of current chat commands:
· /vote yes // same as pressing button
· /vote no // same as pressing button
· /ping // same as pressing button
·
/w <sendee> <chat> // whisper to given player -
<sendee> can be just the first few letters of player's name if
they are unique
· /whisper <sendee> <chat> // same functionality as "/w"
· /callvote nextsession // proceeds to next session (practice to qual, for example)
· /callvote nextrace // proceeds to next event in dedicated server track list
· /callvote event <name> // proceeds to given event (such as "24 Hours of Toban" or "Mills Special Event")
· /callvote restartrace // restarts the race
· /callvote restartwarmup // client request to go to the beginning of warmup
· /restartwarmup // admin/server command to go to the beginning of warmup
· /callvote restartweekend // goes back to practice
· /callvote addai // adds 1 AI
· /callvote add5ai // adds 5 AI
· /callvote kick <name> // kick specified player out of race
· /callvote ban <name> // bans specified player from server
· /admin <password> // take over administrator or super-admin (wrong or no password = stop being administrator)
·
/apwd <password> // super-admin/server command to change the
regular admin password - this will eliminate all current regular admins
·
/editgrid <pos> <name> // admin command to move the
specified player to the given position on the grid - note that you
should do the grid from first to last or you may fail to achieve the
expected results
· /setmass <mass> <name> //
admin/server command to apply a penalty mass (0-255 kg) to the
specified player with immediate effect, lasting for the rest of the
weekend.
· /batch <file> // admin/server command to run given batch file of these chat commands (see full description elsewhere)
·
/changelaps <laps> <name> // admin/server command to adjust
the number of completed laps (-10 to +10) to the specified player for
the purpose of allowing live stewards' input into the game's scoring
system.
· /addpenalty <code> <name> // admin/server
command adds a penalty to the given player. The following are valid
values for <code>: -2=longest line, -1=drive-thru, 0-60=stop/go
penalty number of seconds.
· /subpenalty <code> <name>
// admin/server command removes a penalty from the given player. The
following are valid values for <code>: 0=remove one stop/go
penalty, 1=remove one drive-thru penalty, 2=remove one longest line
penalty, 3=remove all penalties.
· /throwyellow [<laps>]//
admin/server command starts a full-course caution for the given number
of laps (must be at least 2). If laps is not given, normal randomized
value will apply.
· /clearyellow // admin/server command nds a full-course caution as soon as possible, regardless of the planned number of laps.
·
/racelength <code> <value1> [<value2] // admin/server
command changes the race length for the next race: <code>=0 sets
a <value1> % length race, <code>=1 sets a
<value1>-lap race, <code>=2 sets a <value1>-minute
(timed) race, <code>=3 sets a <value1>-lap and
<value2>-minute race.
· /unthrottle <name> // admin/server command to stop throttling network data to the given client - use with great caution
· /shutdownserver // admin command tells a dedicated server to exit immediately.
·
/set upload <kbps> // change upload speed (works on own machine
only, administrator can't change server's upload at this time)
· /set download <kbps> // change download speed (same as above)
· /set nagle <0 or 1> // can only be done on server - specifies whether questionable Nagle TCP algorithm is used
·
/set warp <0.1 - 3.0> // in future, will affect voicechat. The
warp connotation comes from the period of time to take in between
sending each voice packet. 1.0 is the default.
Results File:
·
Points (overall) and ClassPoints scored for each session are now
written to results file. Note that Points/ClassPoints may not be
correct in multiplayer qualifying if points are given for PolePosition
and the leader has left the game temporarily. Also note that
ClassPoints do not currently include MostLapsLead or AnyLapsLead
relative to class (if points can be scored for those achievements).
· Added "<Swap>" tag to results file if driver swaps were performed. This new tag shows drivers at each lap.
· Added PlayerFile name to results file.
Modding/Miscellaneous:
· Modders, please check updated RFM files for all new rules.
· Added RFM entry for whether local yellows are shown separately for oval vs. road courses.
·
Added optional point-scoring mechanisms to RFM. Under the heading
"OtherScoringInfo", points can be given for PolePosition, MostLapsLead,
AnyLapsLead, and FastestLap. Note that any points now, including the
regular place-based points, can include fractional parts (down to
tenths of a point).
· Fixed possible memory corruption when changing mods.
·
More complex brake response to temperature is now possible. To use,
replace "BrakeOptimumTemp" and "BrakeFadeRange" with
"BrakeResponseCurve=(<cold>,<min_optimum>,<max_optim
um>,<hot>)", where each value is a temperature in Celsius. At
<cold> temperature, brake torque is half of optimum. Between
<min_optimum> and <max_optimum>, brake torque is optimum.
At <hot> temperature, brake torque is half of optimum.
· New
HDV variable "BrakeTorqueAI" allows a different brake torque for AI.
This might be used to compensate for differences with the player's car,
as the AI is not currently affected by cold or faded brakes.
· Note
that there is also an old HDV variable "SpinInertiaAI" which allows a
different wheel spin inertia for AI. If this value is NOT used, the AI
by default have twice as much spin inertia to help the physics deal
with their lower sampling frequency. If you choose to use this value
and make it more realistic, be careful to make sure that the AI wheels
don't jitter at low speeds.
· Added ability to specify the texture
stage specified for wcextra textures. To use, add a line to the VEH in
the format "Extra<x>TexStage=<stage>" where <x> is
0-9 and <stage> is 0-7 (defaults to 0, the normal first stage).
·
Now looking for new variable "SpringSquared=(<x>,<y>)" in
head physics file (for each spring), where x is additional spring per
unit deflection, and y is additional damping per unit deflection. The
default values are <x> = ~6.67 * the normal spring value, and
<y> = 0.0. This is an extra 33.3% force at 5cm deflection, which
is mostly unnoticeable except in high banking where it helps
visibility. Note: it is easy to blow up the physics engine by removing
the min/max constraints and/or increasing this spring squared value
significantly.
· Tracking cams can now have a position offset to
avoid perfectly-centered cameras.
"PositionOffset=(<x>,<y>,<z>)" will apply a
world-space offset to the target.
· Tracking cams now have a
microphone location and volume multiplier (the latter is probably more
useful if you just need more volume for cameras far away from the
track). "ListenerPos=(<x>, <y>, <z>)" and
"ListenerVol=<m>" or "ListenerVol=(<m>)" will do the trick.
·
Support for up to four trackside camera groups. "Groups=<x>"
where x is the sum of the values for which groups it belongs to:
1=group 1, 2=group 2, 4=group 3, 8=group 4. It is recommended that the
camera that shows vehicles crossing the start/finish line belong to
each available camera group, as the default behavior is to CYCLE
through the camera groups every time the currently-viewed vehicle
crosses the start/finish line. The trackside camera control can also be
used to select a specific camera group (which, unlike the CYCLE mode,
will not change camera groups when vehicles cross the start/finish
line). Finally, if track-makers wish to start with trackside group 1
rather than the CYCLE mode, they can set "Trackside1First = 1" in the
track GDB file.
· Camera editor support for multiple trackside camera groups and microphone volume multiplier.
·
Made properties of loose objects (cones, signs, etc.) configurable
through track GDB file. Defaults can be set for each type, and can be
overridden for specific instances. Values can be specified directly
(with positive values) or relatively (by using a negative number which
will be multiplied negatively by the original default value). Entering
0.0 for a property is the same as -1.0: neither input will change the
property's value. Note that the physics sampling rate for loose objects
is somewhat low (to keep CPU usage down), so there are limitations to
what range of parameters can be used. If you simply want to increase
the mass of an object, we'd recommend increasing all the parameters
except friction by the same proportion (e.g. if you want to double the
mass, also double the inertia values and the spring and damper). Format
is "<type or instance name> = ( <mass>, <inertia x>,
<inertia y>, <inertia z>, <spring>, <damper>,
<friction> )". Hard-coded defaults for each type are given below:
· CONE = ( 2.5, 0.25, 0.20, 0.25, 1425.6, 72.0, 0.80 )
· POST = ( 1.2, 0.5, 0.1, 0.5, 400.0, 40.0, 0.80 )
·
SIGN = ( 5.0, 4.0, 2.0, 6.0, 1024.0, 44.8, 0.70 ) // default inertia
parameters for signs are actually calculated based on geometry
· WHEEL = ( 15.0, 0.7, 0.5, 0.5, 5625.0, 45.0, 1.0 )
· WING = ( 10.0, 1.0, 0.5, 1.5, 3600.0, 60.0, 0.60 )
· PART = ( 10.0, 1.0, 0.5, 1.5, 3600.0, 60.0, 0.60 )
· Added loose-object-to-loose-object collision. There are limitations to its effectiveness.
· Allowed matchmaker location to be changed when rFm is changed.
·
New drafting parameters in RFM: VehicleWidth, SideEffect,
SideLeadingExponent, SideFollowingExponent. Parameters can be defined
per-season if desired (copy the Drafting{} section to within a
Season{}).
· Support for vehicle-specific drafting wake generation.
All RFM drafting parameters can be overridden with new HDV values under
[BODYAERO] to make it vehicle-specific (and also possible to be
modified based on upgrades).
· Drafting can now affect downforce
separately from drag. New variables and defaults are
[FRONTWING]FWDraftLiftMult=1.0, [REARWING]RWDraftLiftMult=1.0,
[LEFTFENDER]FenderDraftLiftMult=1.0,
[RIGHTFENDER]FenderDraftLiftMult=1.0, [BODYAERO]BodyDraftLiftMult=1.0,
and [DIFFUSER]DiffuserDraftLiftMult=1.0. If you set any of these to be
>1.0, then the affect of the draft on lift (downforce) will
increase. This is useful when simulating vehicles that lose a lot of
downforce from other vehicles' turbulence.
· Drafting can now affect
aerodynamic balance. The new variable is
[BODYAERO]DraftBalanceMult=1.0. Note that this balance variable was
functionally equivalent to 0.0 in previous builds, meaning that the
draft was calculated once for each vehicle and affected all aerodynamic
components equally. Now the draft is calculated at the front and rear
of the vehicle, and components are affected based on their location in
the draft. This multiplier allows you to exaggerate or remove the
effect.
· Added "BrakeGlow" for each wheel in the HDV file to define
at what temperatures the brake glow ramps up. Default legacy values are
(in Celsius): BrakeGlow=(750.0,1000.0).
· We used to load *all* DLLs
in the plugin directory, even if they were not rFactor plugins. We now
"fixed" our code to dump non-rFactor DLLs (which also took care of a
memory leak). The so-called "problem" with this is if somebody is
depending on rFactor to load other DLLs. If they have an rFactor plugin
that wants to load some other non-rFactor DLL, they need to do it
themselves from now on.
· Added "PassingBeforeLineOval" and
"PassingBeforeLineRoad" rules to RFM/GDB to specify if and where it is
legal to pass on starts and restarts before the s/f line. Improved code
to reduce penalties caused by person ahead not racing normally or
diving into pits.
· Added ram-air effects on engine. Example usage:
RamCenter=(0.0, 0.8, -1.5) // location of ram air intake;
RamDraftEffect=3.0 // multiplier for effect that draft has on ram air
velocity; RamEffects=(2.0e-5,2.0e-5,2.0e-5,2.0e-5) // torque % increase
per m/s, power % increase per m/s and RPM, fuel increase per m/s,
engine wear increase per m/s.
· Many new Internals Plugin features.
·
Added "ClosedPitPenalty" rule to RFM/GDB to control what penalty is
given for being serviced on a closed pitlane. The default has been
changed from a drive-through penalty to an end-of-longest-line penalty.
·
Due to a potential discrepancy that could be caused by clients and
servers having different values for "Vehicles Per Pit" in the PLR file,
the variable has been eliminated. The number of vehicles that may share
a pitstall should now be determined from the RFM entry "PitGroupOrder",
with the first entry extrapolated for any undefined pitstalls.
rF Config:
·
New Widescreen UI option added for widescreen resolutions, replaces the
player file option. Checking this option will cause the UI and HUD
overlay graphics to be stretched to fill the screen in widescreen video
modes.
· New MultiView option added for triple-head gaming only.
Checking this option will use three viewports with standard FOV instead
of one viewport with very wide FOV.
DOWNLOAD:
Mirror 1
Mirror 2
Mirror 3
Mirror 4
12.794.157 bytes
Vazna napomena: patch je neophodno staviti u folder u kome je instaliran rFactor i tu pokrenuti instalaciju !
|