Racer v0.8.40 released

Ruud

RACER Developer
A newer version. Get it at http://www.mediafire.com/?dm4nkc5bnn3j96n
The latest patch (textures in subfolders) can be found at
http://www.mediafire.com/file/g5i0mkhzbkcejmh/racer0_8_42exe.7z (exe/pdb only)

The changelist:

- User camera offset and angles now take an approach relative to the camera. It might take a while
to get used to it compared to the old method.
- User camera offset/angle works with fixed & free (SMD) car cameras.
- Selecting graphics options and then doing a race would not have any controllers loaded.
- Look left/right works again (although not set by default; go into Controls)
- Onyx classes now supports member functions (no constructors yet)
- Added Onyx mouse functions to get coordinates & buttons (see data/scripts/onyx/include/racer.oxs).
- Added timing.fixed_time_step for ultrasmooth graphics; set vsync=1 and fixed_time_step to 0.016666
for example for a 60Hz screen. May go wrong when Triple Buffering is turned on though.
- Shadowmap rendering pass will now invert culling (instead of turning culling off entirely).
- TrackEd's Split function would generate bad DOFs if more than 21,845 (or perhaps 65,536?) vertices were present
in a single cell. Now it will generate multiple DOFs, each containing at most 21,000 vertices.
- Replay exporting development using DirectShow (instead the ancient VideoForWindows) to get better
video files. May requires openglfilter.ax to be registered (run 'regsvr32 /s openglfilter.ax').
See http://www.racer.nl/index.php?jump=tutorial/replays.htm
- Replay export using DirectShow (replay.video.type=2) now requests a filename (intermediately generates replay_TEMP.avi/wav).
- Replay format changed; now stores the driver names as well and can display those in replays (if show_names=1 in racer.ini).
The format is incompatible with previous replay formats.
- Added replay.auto_save, replay.database.dir for more control on saving replays
- Added support for custom reflection maps in tracks, see http://www.racer.nl/index.php?jump=tutorial/reflection_map_creation.htm
- audio.frequency was unused for a long time. It became apparent when writing replays where timing was off due to 48kHz vs 44.1kHz
discrepancies.

For an interesting experiment, download http://www.mediafire.com/file/04t1dvj6tl2qyvb/WORLD.7z and put the files in data/tracks/carlswood_nt. Very alpha stuff.
 
Oh, I did forget to post.

utils.cg (where color grade is implemented) has
Code:
color.rbg=tex3D(tex,scale*color+offset);
Should be color.rgb, so it reproduces the result of the texture lookup accurately, and swizzle the other 'color' instead to get the right axes.
Code:
color.g=1-color.g; // still the third axis being reversed, it's just a different colour in the source
color.rgb=tex3D(tex,scale*color.rbg+offset);
 
@Stereo: that doesn't seem to work here; I get badly colored images that way. Hm.

At http://www.mediafire.com/file/od4qm596oh6rbu8/rr0843.7z there's a new exe with my old Fer312 which contains a new camera0, one with head physics. Also, the pitch/roll/yaw follow was slightly modified (negated) to work better, but it seems even very old versions also have a bit of trouble when following angles.

Perhaps the new head-physics camera is much better anyway. See fer312/car.ini and look for camera0.
 
@Stereo: that doesn't seem to work here; I get badly colored images that way. Hm.

At http://www.mediafire.com/file/od4qm596oh6rbu8/rr0843.7z there's a new exe with my old Fer312 which contains a new camera0, one with head physics. Also, the pitch/roll/yaw follow was slightly modified (negated) to work better, but it seems even very old versions also have a bit of trouble when following angles.

Perhaps the new head-physics camera is much better anyway. See fer312/car.ini and look for camera0.

Just tested. I really like this overall, it seems to fill everyone's wants. I tried the following settings in one of my cars and noticed that the camera actually moves forward under accelleration. The same holds true for vertical (g-force=down, camera goes up) and lateral movement.
Perhaps a sign inversion?

Code:
camera0
{
  ; Head physics test
  offset
  {
    ; Place of eye
    x=0.38
    y=0.55
    z=-0.12
  }
  head_physics
  {
    ; Springs
    lateral
    {
      k=500 ;8500
      damp=50 ;350
      max=10
    }
    vertical
    {
      k=100
      damp=25
      max=10
    }
    longitudinal
    {
      k=700 ;1700
      damp=150 ;380
      max=10  ; <----------------------- Units=mm?
    }
    yaw
    {
      k=1700
      damp=380
      max=0
    }
    pitch
    {
      k=7000
      damp=350
      max=0
    }
    roll
    {
      k=1700
      damp=380
      max=0
    }
  }
  name=Head
  ; Model: 0=full, 1=cockpit, 2=none
  model=1
  ; Render wheels?
  wheels=1
  ; Vertical field of view
  fov=50
}

Thanks Ruud :)
Alex Forbin
 
@Stereo: that doesn't seem to work here; I get badly colored images that way. Hm.
Maybe I should paste the whole function then; looks like this for me.
2zKii.jpg

(with colorgrade image at the bottom)
Code:
float3 ColorGrade(float3 color,sampler3D tex)
// Colorgrade using the texture as a basis
// See http://www.racer.nl/tutorial/colorgrading.htm
// Bugs: G and B are mixed, B is negated; probably all due to DirectX type axes directions.
// Perhaps fixed in the future by preprocessing the 3D map to flip some axes.
{
  // Avoid sampling in borders - should offset & scale
  // See also http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter24.html
  const float limit=1.0/16.0;
  //color=clamp(color,limit,1-limit);
  const float lutSize=16.0;           // Size of each 2D texture in the 3D map, corrected for sun disc artifacts

  //half3 scale =(lutSize-1.0)/lutSize;
  //half3 offset=1.0/(2.0*lutSize);
  half3 scale =(lutSize-1.0)/lutSize;
  half3 offset=(1-scale)*0.5;

  color.g=1-color.g;

  // Pass through color correction map
  color.rgb=tex3D(tex,scale*color.rbg+offset);

  return color;
}
I also changed lutSize from 12 to 16, not sure that makes much difference but I didn't see any artifacting. Aiming to get it picking from the center of the 1st to the center of the 16th pixel.

Default colorgrade looks about as expected, no visual change.
RmuMH.jpg
 
Ruud,
I tried to reply in the "conversation" box but it appears to be broken right now, so I'll post my response here...

NP I understand about going to Onyx, I will use the example you posted to work something up.

Thanks for looking into the scripting problem for me. Onyx does look like the way to go.

Alex Forbin
 
I
Just tested. I really like this overall, it seems to fill everyone's wants. I tried the following settings in one of my cars and noticed that the camera actually moves forward under accelleration. The same holds true for vertical (g-force=down, camera goes up) and lateral movement.
Perhaps a sign inversion?

Indeed, fixed in v0.8.44. I'll try and post a full update this afternoon (a new Racer). Pitch follow is also better (although not 100% perfect).

@Stereo; thanks for that, that one indeed fixes things; I've tried it with a very blue and very green color grading image. Seems to work now.
 

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