Racer v0.8.10 is out

Ruud

RACER Developer
Yep, v0.8.10, another step towards 0.9 final. The most important thing is that I normalized special.ini's sun.intensity, so that should be around 1.0 now. Otherwise tracks will look white (very over-exposed). I could maintain compatibility with older tracks but really, most content will just need a bit of work to match 0.9.

Get it at http://www.racer.nl/dl_beta_win.htm
(the version before 28-6-10 around 12pm contains exe's that are licensed; redownload to get tracked.exe, modeler.exe etc that don't give the 'license invalid' error)

v0.8.10 (25-06-10)
-------------------
- Using Newton 2.22 which fixes bugs in track collision meshes sometimes
- Modified shader sorting a bit - decal objects such as skidmarks on roads should use layer0.depthwrite=0
so that they render AFTER the road itself (which does depthwrite=1)
- Added csm_f.cg which is bloom_shadows_f.cg without bloom (just a bit faster)
- 'reload car' would crash sometimes. Also, 'reload car <name>' now works correctly due to the same issue.
- The 'join game' dialog was invisible (though active)
- Driving in reverse no longer causes the brakes to heat up
- Fixed bug with VBO's which could cause crashes while painting
- Failed DOF loads could cause the next models to be loaded without generating VBO's (slower rendering)
- Added support for DDS files which don't supply all mipmap levels
- LDR no longer supported; the hdr.enable option is gone
- 'strict' mode (dev.strict=1) now also catches shaders without vertex & fragment shaders; v0.9 will require Cg shaders
- Lambo rear wheels were unshaded
- Atmosphere shaders optimized. Also normalized the sun intensity, so special.ini sun.intensity should now be around 1.0!
- Started documenting on how to convert for v0.9, see http://racer.nl/tutorial/updating_v09.htm
- Added 'racer_nocg.exe', which loads track_nocg.shd and car_nocg.shd files instead of track.shd/car.shd
This enables you to provide simple shaders for old machines/cards. See http://racer.nl/tutorial/nocg.htm
- 'show carpoints' now also shows the backfire points
- Added 'envmap.live_track.render_once' to generate a single envmap at start time, then not update it again (for speed)
- Added 'scale' parameter to shaders (shader_<name>.scale) which is passed to Cg shaders
- Added 'standard_mix2_f.cg' for mixing of 2 textures using a control texture. Useful for tracks.
- Also added 'standard_mix1_f.cg' and 'standard_mix2w_f.cg', see http://racer.nl/tutorial/shading_tracks.htm
- Fresnel properties for GPU shaders can now be set: shader<x>.fresnel.bias, scale and power.
See http://racer.nl/reference/shadereng.htm#matglobal
 
@boomer541: under "normal" circumstances, yes, but I seem to have an odd configuration
that prevents tracked from starting. I have a Dell with an onboard Intel GPU running Win7
64-bit. For some reason tracked "barfs" on two cg scripts: particles and skidmarks..

I have been pondering however, and figured I could install a 32-bit Windows on my laptop,
for using tracked. I only use it for writing papers so I don't really care what OS it has.

Thanks for sharing anyway :)
 
Not really; I'm quite sure it won't just switch gravity application. Was it when the car flipped over?

Yes it is.
I'm sure you're right that gravity is not to blame but rather some other unresolved force acting on the car (springs/dampers?). The visual aspect of it doesn't bother me as much as the probability that the car has these same forces applied at all times and it just shows up when the car is upside down.
Thanks for the reply and the new version.

Alex Forbin
 
I have an issue about lighting. For example, I'm driving at time=1600, and then I swich to time=2000. This causes for one model of the car (there are both model and model_incar) don't become correctly lightned (nothing changes in light intensity over the model. It should fade, but it doesn't), but the other will do. The dof is the same though:

model
{
file=car.dof
}
model_incar
{
file=car.dof
}

I don't know if this is corrected on v0.8.11, but I don't have internet traffic to dowload it right now, so... :|
 

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