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rF2 Version 494 Released

Discussion in 'rFactor 2' started by RaceNut, Feb 26, 2014.

  1. Bez

    Bez
    All the gear, no idea...

    just a quick try but so far im pleased to say the micro pauses i was getting in the last build seem to have gone with this latest update - happy days!!
     
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  2. Seems good also for me from an AMD user. Finally it seems playable even with some setting on high-max! Unbelievable just few days ago :)
     
  3. . . . and the shadows appear to have been fixed as well as having automatic HDR.

    Nice fixes, hopefully there will be some new content soon too.
     
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  4. Marco Bijl

    Marco Bijl
    adMAXIhater (O.O.O.)

    They did not make it easy this time to find the changelog, but here it is :)

    =====================================================
    Update 21 (Build 494) Changelog (February 26, 2014):
    =====================================================

    GRAPHICS:
    ————————
    Now defaulting to automated HDR parameters instead of manual profiles for every track when this build is first run. After that, you can change back to a specific profile if you want. The preferred profile for any track is now called “automation”.
    Fixed calculation and tweaked numbers to reduce cloud pop-in.
    There’s a few items missing from this changelog, shadow draw, etc.

    FEATURES:
    ————————
    Optional new HDV [SUSPENSION] line ModelWheelsIncludeAllTireMass=1 improves accounting for tire mass and inertia. Obviously this must coincide with actually adding the tire ring mass and inertia to the wheels in the chassis.ini file. In addition to more accurately simulating the tire ring, this also facilitates the removal of SpinInertia and SpinInertiaAI from the HDV. A related change is the optional removal of TemporaryRingMassInertia from the TGM file – the tire now dynamically changes inertia depending on current shape (a new variable MassInertiaMultiplier can also be included if the physically calculated values are not satisfactory for some reason).
    For newly created replays, you can now play them even if the (virtual) mod is uninstalled, as long as the individual track and vehicle components are still installed.
    Created some options for the suspension deformation code that allows more generic connections like brake lines.

    BUG FIXES / OPTIMIZATIONS:
    ————————
    Fixed problem recovering from ctrl-alt-delete in Win 7/8.
    Fixed some missing translations in rFConfig.
    Fixed plugin callbacks PreReset() and PostReset().
    Fixed a crash from the RFM spinner in strange cases.
    Made the “goto preferred car selection” page action go to the non-preferred car selection page in case where the preferred car selection page doesn’t exist (instead of going nowhere)
    Fixed problem reading older RealRoad files.
    Fixed a potential pit menu crash if FuelSpecial lines are used in the HDV file.
    Fixed crash related to Mod Mode all tracks & cars selection & uninstalling other mods.
    Fixed a couple problems with Resume From Replay, including one potential crash.
    Since full-course yellows do not work without a safety car right now, disable them if there is no safety car available at a track.
    Fixed potential crash in transparent trainer code – probably only happened in multiplayer.

    MODDING / PUBLIC DEV
    ————————
    Fixed bug in ModMgr when displaying large (> 2GB) mod files.
    Added buttons to ModMgr to delete paths from the Working Dir and Packages selectors.
    Some shader macro prototypes have changed. Look in pShaderStubs.h for changes.
    Fixed rcd values write out from realtime editor.
    Now looking for driver RCD files in vehicle components as well as (hopefully soon to be phased out) talent components.

    UI / HUD / Options:
    ————————
    Fixed ‘enter’ key moving between min and max replay mode for other languages.
    When selecting a mod with it’s own UI, the standard rFactor UI will send you to a prompt screen to ask if you’d like to use the mod-specific UI.
    Added RCD editing gizmos: they work on “virtual vehicle” drivers in main release & any content in Mod Mode.
    Fixed issue with true type fonts sometimes (usually after UI switch) not loading.

    MULTIPLAYER:
    ————————
    Official ISI server now show on top of mp lobby list (until user manually sorts).
    If mod specific multiplayer temp vehicle is not found, will attempt to load generic temp vehicle instead.
    Added gizmo to standard rFactor UI that let’s you quickly change cars in practice mode without having to leave and rejoin the server.
    Detecting & reloading livery changes in multiplayer quick vehicle change.
    Disabled new prediction algorithm by default, until issues are worked out.

    CONTROLLERS / FFB
    ————————
    Added profile for the Thrustmaster TX Racing Wheel.
    Added an optional minimum FFB torque to the controller.ini file. Disabled by default.

    AI
    ————————
    AIs now attempt to restart engine when toggling AI on with a stalled engine.
    Fixed some cases where RCD files were not loading.
     
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  5. Gijs van Elderen

    Gijs van Elderen
    Premium Member

    i've a problem when i try the multiplayer. I'm guessing i'm not the only one. :(
     
    • Agree Agree x 2
  6. Franklin Stegink

    Franklin Stegink
    Premium Member

    Also the same problems.

    Offline it works, but when i go to the server list i see the message: Waiting for respons.
    After 5 sec i get a CTD.

    I have try to renew my player file and deleted all shaders and CBash.

    Also this is no succes.

    Hopefully ISI has a fix today.
     
  7. Randy Chamberlin

    Randy Chamberlin
    Premium Member

    Yeah this build is crap. There are alot of upset peeps right now. Hope they fix it before the weekend
     
  8. Franklin Stegink

    Franklin Stegink
    Premium Member

    Everything is working fine now.

    It looks that i have a little bit FPS lost, but its more stable.
     
    • Agree Agree x 1
  9. Not for me i cant join any online server.
     
  10. Gijs van Elderen

    Gijs van Elderen
    Premium Member

    Last edited: Mar 3, 2014
  11. Gijs van Elderen

    Gijs van Elderen
    Premium Member

    Quote from ISI (Tim Wheatley)

    Ok, folks, here is as much of an update as I can give:
    - We're aware of issues posted, and they were passed on before the weekend.
    - Jeremy worked this weekend, and has committed a fix for the join button issues. Needs testing internally, hopefully fixed in next public build.
    - space in rfmod issue is fixed in next public build (that was fixed internally before the weekend).
    - mm listing should work fine. It should be slower than it used to be, as it is now filtering and sorting. I am not talking about the join button issues here.
    - Other issues were being worked on today, don't know where they got to, etc.

    Apologies for not replying over the weekend. I literally couldn't on Saturday as I was sick. It also doesn't feel like there's a lot to tell you. But, I know you want to be told that we know. I know that you want to be told the guys are working on it. So here is that post so far. I also think you should be told that we're sorry for inconveniences caused, and that the various workarounds you've found such as restarting server right before a race, distributing the vmod manually, etc, are workable (we can't post them as solutions as they're not reliably so). It's quite likely we will have a public build very soon, but an unstable OR TWO may come before them, and those unstables will probably tackle the list in my post here above the adding of anything new, etc.


    More info: http://isiforums.net/f/showthread.php/18526-rF2-Build-494-Released/page36
     
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