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Build 880 is out!

Discussion in 'rFactor 2' started by Kevin Cox, Oct 31, 2014.

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  1. Build 880 is out now for rfactor 2. :)

    Download it via your update tab.

     
    • Beer Beer x 2
  2. Stefan Woudenberg

    Stefan Woudenberg
    Premium Member

    GRAPHICS
    ————-
    Fixed terrain shader specularity issue.
    Fixed wet surface reflections.
    Lightened up shadows by artificially boosting ambient light level.
    Fix problem seeing steering wheel in rear look under certain conditions.
    Some code to help with blurry rims.

    HUD/ COMMENTARY:
    ————-
    Re-recorded commentary with a MASSIVE volume boost (You might want to adjust your settings)

    BUG FIXES / OPTIMIZATIONS:
    ————-
    Fixed auto update bug for expired accounts
    Fixed a very minor memory leak.
    Several minor stability fixes.
    Removed requirement for “_x64″ to be added to 64-bit plugins. It’s no longer a problem because they are in a separate directory. However, it still might be useful to for humans to identify which is which.
    Added a new default method for assigning pit/garage spots in multiplayer which keeps them more consistent over a weekend. This new default method can be disabled by changing the multiplayer.json value “Assign Parking” to false (at which point it will revert to using the traditional team-based pit/garage assignments).
    Fixed issue where driver body sometimes appears while rear-looking.
    Minor fixes to prevent crash when exiting from “rF2 already running” condition
    Fixed random black box that appears when hitting ‘`’ key
    Dealing with some uninitialized data in old TGMs that is now actually used.

    AI:
    ————-
    Smoothed out the corner widening associated with rcd parameter UnderSteerEffectOnLineThreshold trigger as well as with rear grip loss. Made the rate of “corner widening” relative either to the car’s lateral velocity or lateral position relative to current waypoint direction.
    Pace cars now look for a path called “PACECAR” to drive, otherwise defaults to fastest path.
    Fixed AI tire drag calculation
    Slightly better AI bumpstop damping.
    Fixed a bug in AI logic that could result in cars taking high speed corners a bit too fast and wide.

    PHYSICS:
    ————
    New tire contact patch code added. It is backwards-compatible (i.e. existing tires should not change behavior, you would need to do more +ttool analysis in order for new functionality to take effect). There are some minor issues that still need to be ironed out.

    FEATURES:
    ————-
    Allow replays to run without the correct version of a scene or vehicle, but only after checking for the correct one first.
    Lock in demo mod when using creating a new plr file with the +demo CLI parameter set.
    Added a new default method for assigning pit/garage spots in multiplayer which keeps them more consistent over a weekend. This new default method can be disabled by changing the multiplayer.json value “Assign Parking” to false (at which point it will revert to using the traditional team-based pit/garage assignments).
    Added additional options for the RFM variable ‘FinishUnderCaution’ to allow the finish to be delayed up to 3x. Previous options were off, 1x, or infinite.
    Much behind the scenes work on plugin interface for future interface additions

    MODDING / PUBLIC DEV:
    ————-
    In the AIW editor, made the Ctrl-Shift(-Alt) keys easier to move the car when paused: 1) it now follows the terrain, and 2) rotating the car with the 4 and 6 numpad keys doesn’t simultaneously rotate the swingman camera.
    Modmgr now automatically saves/loads separate profiles for each install.
    Added log message and assert if there are no collidable triangles in SCN, which isn’t really handled.
    fixes to new pit/garage assignment code
    Made new pit/garage assignment work with driver changes (probably needs testing).
    dev mode AIW editor fix for moving path on last waypoint of pit lane
    TTool: in the Realtime section, removed the somewhat-useless ‘Width’ and added the somewhat-useful ‘Dynamic Unloaded Radius’.
    Fixed a possible game freeze using the AIW editor “move & Match” waypoint by waypoint manipulation function.

    UI
    ————-
    Moved version numbers for vehicles tree list down to the individual cars instead of the class headers
     
  3. Gijs van Elderen

    Gijs van Elderen
    Premium Member

    With all the shader updates i would recommend to empty the shader and CBash folders.
    It does no harm. ;)

    rFactor2/Userdata/log/shaders
    and
    rFactor2/userdata/log/CBash

    Note: Loading times will be a bit longer the first time you load a track again. But once the shader files are created and you don't change graphic setting, it will be back to normal the 2nd time you load the same track.
     
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  4. Should be useful fix for you guys ;)
     
  5. Ryan Ogurek

    Ryan Ogurek
    Editor / Automotive News Staff

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