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Racer v0.8.13 is out

Discussion in 'Racer' started by Ruud, Jul 23, 2010.

  1. Ruud

    Ruud
    RACER Developer

    Nice for the weekend, v0.8.13
    Get it at http://www.racer.nl/download/racer0813.zip (60Mb)

    Have a good weekend!
    Ruud

    Changes:
    - Updated FMOD to v4.30.5 (needed in a first attempt to create a 64-bit Racer, for what it's worth)
    - standard_blur_f.cg had a syntax error; fixed.
    - You couldn't select shadowmapping (CSM) but no bloom. Now you can with fs_filter1=shadows_f.cg (automatically done when selected from the menu)
    - Bugfix: first moving menu image was faulty
    - Added 'bloomFactor' to data/renderer/common/constants.cg (0.5) to adjust bloom amount
    - Special.ini's gfx defaults were not too handy, giving division by zero and slow framerates.
    - Number of available flares raised to 60 (was 40)
    - Added physics.tracks.use_road_noise option to optionally ignore road_noise from track special.ini files
    (not really useful for the internet version)
    - 'show carpoints' now also shows flare normals
    - Flare aspect was changed with viewing angle, making it appear as if the normal was bad.
    - Flare texture rotation now a bit nicer (dot product with camera X instead of Z)
    - Updated CSM filtering (+bloom) to use GPTDBiz's PCF filtering (nice work!)
    It does have some aliasing/Z artifacts currently though, which need fixing.
    - dyn_standard_bump_reflect*.cg had a bug in normal passing, which generated too much shadow areas
    (all areas where the normals had negative components)
    - Added 'track load <name>' console command to load an entire track (not too useful for general use)
    - empty_f.cg shader was not released, giving QLOG warnings
    - Rain could disappear sometimes (bad renderstate)
     
  2. Thank you, Ruud. I go test it right now!
     
  3. Ruud, sorry for off topic, but i wanna ask if is in your mind, to enable articulate 2 bodies, like truck and cargo, or buses like in my city.
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    maybe to set in car ini:

    just an idea... i wanna put this bus in racer.. i dont know how the article bus works in gta or midtown madness.. but.. i like it.
     
  4. KS95

    KS95
    RACER Moderator

    Yeah, I agree, I want some bendy buses! lol

    Yet to try it, download stopped at like 800kbs for some reason lol
     
  5. When I open racer (no-cg version) it gives an error (see pic) When I turn the audio off it works fine except without sound of course...

    Thanks for this release anyway, Ruud! works great apart from the sound:)
     

    Attached Files:

  6. KS95

    KS95
    RACER Moderator

    Works pretty well for me. The shaders aren't as buggy like before, it all seems pretty good so far. Although shadow mapping still results in me running at 5fps (on swiss stroll cg with default lambo) so I still have to turn it off. I'll test it on my other PC when I can lol
     
  7. hiya, i downloaded it, and it works. I got 50-55 fps (non cg of course) and aside from no sky-it was black, and red squares instead of brakelights, it was all good! Now comes the task of redoing my Mustangs and fast Fords...lol!

    But thanks Ruud!!
     
  8. Yay!
    Thank you Ruud!!!
    This should be a great release on the way to 090! :D
    C&C when I get to play with it.
     
  9. Tracked also appears to need an update to use the new fmodex.dll, it currently just crashes on
    start.


    Say Ruud, since you appear to be looking at the sound you might want to consider...

    1. Replays are still buggy, the skid sound plays anytime you let off the gas.
    2. We could use some more interior/exterior sounds or maybe an EQ function for things like skids,horns and impacts.
    3. Echo effects in the tunnels? Maybe we could just use a trigger line and script it? A TrackEd flag would undoubtedly be better though.

    Alex Forbin
     
  10. I've changed the following in lighting.cg...

    //normalInfluence=(N.y+1.0)*0.2;
    normalInfluence=(N.y+4.0)*0.5;

    It seems to help the lighting considerably. Especially the ambient levels, surfaces in shadow are subdued but not totally black.

    gtpdzbiz:
    This shot shows a problem with the current shadow shaders, in that they are not blocking the specular on a material in shadow. I figured since you originally wrote them you would have a fix. :)

    Alex Forbin
     

    Attached Files:

  11. By default, I get some errors :

    Sat Jul 24 11:18:00 (INFO): [noqapp/3048] --- application start ---
    Sat Jul 24 11:18:00 (INFO): [noqapp/3048] 4 processor(s); setting affinity to 0x1
    Sat Jul 24 11:18:00 (INFO): [racer/3048] Racer version: 0.8.13 (Jul 23 2010/17:46:44) - customer: Internet
    Sat Jul 24 11:18:02 (INFO): [racer/3048] DGPUShaderManager::Init() Geometry shading is not supported on this card (ATI?).
    Sat Jul 24 11:18:02 (WARN): [racer/3048] DGPUShader:Load(data/renderer/shaders/particles_spark_v.cg): CG ERROR : "The profile is not supported."
    Sat Jul 24 11:18:02 (INFO): [racer/3048] --- application start ---
    Sat Jul 24 11:18:02 (ERR ): [racer/3048] DFBOTexture ctor: OpenGL error (1282): opération non valide
    Sat Jul 24 11:18:02 (INFO): [racer/3048] WorldRenderer: you have an ATI graphics card (ATI Technologies Inc.). Working around some long-term bugs.
    Sat Jul 24 11:18:02 (INFO): [racer/3048] Physics engine: NEWTON v2.22
    Sat Jul 24 11:22:20 (INFO): [noqapp/3572] --- application start ---
    Sat Jul 24 11:22:20 (INFO): [noqapp/3572] 4 processor(s); setting affinity to 0x1
    Sat Jul 24 11:22:20 (INFO): [racer/3572] Racer version: 0.8.13 (Jul 23 2010/17:46:44) - customer: Internet
    Sat Jul 24 11:22:23 (INFO): [racer/3572] DGPUShaderManager::Init() Geometry shading is not supported on this card (ATI?).
    Sat Jul 24 11:22:23 (WARN): [racer/3572] DGPUShader:Load(data/renderer/shaders/particles_spark_v.cg): CG ERROR : "The profile is not supported."
    Sat Jul 24 11:22:23 (INFO): [racer/3572] --- application start ---
    Sat Jul 24 11:22:23 (ERR ): [racer/3572] DFBOTexture ctor: OpenGL error (1282): opération non valide
    Sat Jul 24 11:22:23 (INFO): [racer/3572] WorldRenderer: you have an ATI graphics card (ATI Technologies Inc.). Working around some long-term bugs.
    Sat Jul 24 11:22:23 (INFO): [racer/3572] Physics engine: NEWTON v2.22
    Sat Jul 24 11:22:26 (INFO): [racer/3572] Loading track 'carlswood_nt'
    Sat Jul 24 11:22:26 (WARN): [racer/3572] DGPUShaderManager:MakeObject(standard_detail_burn_a_f.cg): can't create CG fragment shader program
    Sat Jul 24 11:22:26 (WARN): [racer/3572] DGPUShader::LoadAndCreateFromFile[data/renderer/shaders/standard_detail_burn_a_f.cg]: CG ERROR : "The compile returned an error."
    Sat Jul 24 11:22:26 (WARN): [racer/3572] data/renderer/shaders/standard_detail_burn_a_f.cg(62) : warning C7011: implicit cast from "float4" to "float3"
    data/renderer/shaders/standard_detail_burn_a_f.cg(82) : warning C7011: implicit cast from "float4" to "float3"
    data/renderer/shaders/standard_detail_burn_a_f.cg(83) : warning C7011: implicit cast from "float4" to "float3"
    data/renderer/shaders/shadowmapping.cg(133) : warning C7011: implicit cast from "float4" to "float"
    data/renderer/shaders/shadowmapping.cg(133) : warning C7011: implicit cast from "float4" to "float"
    data/renderer/shaders/shadowmapping.cg(9) : warning C7050: "z-0020" might be used before being initialized
    data/renderer/shaders/shadowmapping.cg(9) : warning C7050: "z-0031" might be used before being initialized
    data/renderer/shaders/shadowmapping.cg(9) : warning C7050: "z-0042" might be used before being initialized
    data/renderer/shaders/shadowmapping.cg(9) : warning C7050: "z-0053" might be used before being initialized
    data/renderer/shaders/shadowmapping.cg(121) : error C5013: profile does not support "for" statements and "for" could not be unrolled.
    data/renderer/shaders/shadowmapping.cg(123) : error C5013: profile does not support "for" statements and "for" could not be unrolled.
    data/renderer/shaders/shadowmapping.cg(121) : error C5013: profile does not support "for" statements and "for" could not be unrolled.
    data/renderer/shaders/shadowmapping.cg(123) : error C5013: profile does not support "for" statements and "for" could not be unrolled.
    data/renderer/shaders/shadowmapping.cg(121) : error C5013: profile does not support "for" statements and "for" could not be unrolled.
    data/renderer/shaders/shadowmapping.cg(123) : error C5013: profile does not support "for" statements and "for" could not be unrolled.
    data/renderer/shaders/shadowmapping.cg(121) : error C5013: profile does not support "for" statements and "for" could not be unrolled.
    data/renderer/shaders/shadowmapping.cg(123) : error C5013: profile does not support "for" statements and "for" could not be unrolled.
    Sat Jul 24 11:22:43 (FATAL): [racer/3572] DGPUShaderManager:MakeObject(standard_detail_burn_a_f.cg): can't create CG fragment shader program
    CG ERROR : "The compile returned an error."
    data/renderer/shaders/standard_detail_burn_a_f.cg(62) : warning C7011: implicit cast from "float4" to "float3"
    data/renderer/shaders/standard_detail_burn_a_f.cg(82) : warning C7011: implicit cast from "float4" to "float3"
    data/renderer/shaders/standard_detail_burn_a_f.cg(83) : warning C7011: implicit cast from "float4" to "float3"
    data/renderer/shaders/shadowmapping.cg(133) : warning C7011: implicit cast from "float4" to "float"
    data/renderer/shaders/shadowmapping.cg(133) : warning C7011: implicit cast from "float4" to "float"
    data/renderer/shaders/shadowmapping.cg(9) : warning C7050: "z-0020" might be used before being initialized
    data/renderer/shaders/shadowmapping.cg(9) : warning C7050: "z-0031" might be used before being initialized
    data/renderer/shaders/shadowmapping.cg(9) : warning C7050: "z-0042" might be used before being initialized
    data/renderer/shaders/shadowmapping.cg(9) : warning C7050: "z-0053" might be used before being initialized
    data/renderer/shaders/shadowmapping.cg(121) : error C5013: profile does not support "for" statements and "for" could not be unrolled.
    data/renderer/shaders/shadowmapping.cg(123) : error C5013: profile does not support "for" statements and "for" could not be unrolled.
    data/renderer/shaders/shadowmapping.cg(121) : error C5013: profile does not support "for" statements and "for" could not be unrolled.
    data/renderer/shaders/shadowmapping.cg(123) : error C5013: profile does not support "for" statements and "for" could not be unrolled.
    data/renderer/shaders/shadowmapping.cg(121) : error C5013: profile does not support "for" statements and "for" could not be unrolled.
    data/renderer/shaders/shadowmapping.cg(123) : error C5013: profile does not support "for" statements and "for" could not be unrolled.
    data/renderer/shaders/shadowmapping.cg(121) : error C5013: profile does not support "for" statements and "for" could not be unrolled.
    data/renderer/shaders/shadowmapping.cg(123) : error C5013: profile does not support "for" statements and "for" could not be unrolled.
     
  12. You have an ATi card.
    It says it about 6 times...
    AMD does not seem to want to include for statements in their cards' language, check to see if the ati value in your racer.ini is 1.

    It's just after all the distortion stuff.
     
  13. Hmmm, are you sure the bright spot in the shadow area is a specular? It could also be the sun disk from the HDR envmap :) Try update your envmap with "envmap render" command or enable the envmap render in racer.ini when driving under obstacles.
     
  14. Due to the natural of ATI's bad support for OpenGL and Cg code compiler, some functions are not available on ATI devices. I'll try fixing the cg shader problem, and the OpenGL should be Ruud's part of work.
     

  15. You're right, that was the problem. I wish we had a way of live mapping that wasn't so hard on
    the framerate. Oh well, time for an upgrade anyway. :)

    By the way, thanks for the new shadow technique it looks really nice.
    Do you have any idea what is wrong with motion blur?

    Alex Forbin
     
  16. Got way better skies, finally figured out that the "clouds" value controlled the sky brightness. Greater than 1 makes nicely colored sky. See attached images

    Don't know why there is a big dark square that follows the car on the ground and that is the only place shadows show up. See attachment.

    pnwmsp 8.5.jpg pnwmsp 8.13.jpg no shadow.jpg

    Also noted that there is no brake glow.

    I also have the tracked failure, please fix.

    Great improvement, Ruud!
     
  17. The large square is due to the fact that it would be near impossible to render the whole track with shadows at an acceptable framerate. However it should only be visible at great distance.
    This new release is worse than normal though due to CSM (actually PCF now I suppose)splitting
    not being quite right.
    I know it was mentioned in another thread and Ruud is aware of it.

    Alex Forbin
     
  18. Well...what PCF does was just blurring the shadows in texture space. The splitting is handled by CSM which is not a shader but a shadow map splitting method and it's part of racer.exe's source code.
     
  19. I see, thanks for the clarification.

    Alex Forbin
     
  20. Again, not perfect right now, but it's all getting actively refined and stuff.

    Comparing back to the first CSM release things right now are faster and better looking by a fair margin. Obviously there are some issues like the box thing, much like there were issues with flickering shadows :)


    Looking forward to more improvements as time goes by!


    Would be nice to have the lens flares have an actual intensity or something so that in the midday sun they are almost not visible, then on a night time they are visible (scale relative to scene brightness instead perhaps?). Right now they look stupid at midday (brake lights are like mini-suns in their intensity if you have tuned them to look right at a dusk setting, and if you make them look right at midday, then they look dull and wrong at dusk/night time)

    Dave