Racer v0.8.15 is out

Ruud

RACER Developer
Friday releaseday...
v0.8.15 is at http://www.racer.nl/download/racer0.8.15.zip

Have a great weekend!
Ruud

Changes:
- Multiplayer linear interpolation revised due to timing problems. The spline method currently
is a bit buggy because of these revisions. Now default interpolation is linear (at 10Hz).
- Added standard_grass_v/f.cg shaders for grass (using the tree shader gives problems with shadows)
- Added dyn_standard_wave_v/f.cg for waving objects for cars (not too useful?)
- standard_bump_detail_v/f.cg had syntax errors
- Baja's collide.dof had an undefined material, fixed (thanks to Boomer541)
- BlackBox is removed (doesn't work on Win7) and replaced with StackWalker; puts stacktrace in QLOG.txt
- fixed dyn_standard_bump_speca_v/f.cg shadow generation
- Replay save dialog wasn't visible, now it is (and dragable even)
- Replay movie creation dialog wasn't visible.
- Replay movie audio had some faults. It now downsamples any 5.1 sound to stereo (hope the channels are ok) and saves a more correct .wav. Also the adding to replay.avi now seems to work correctly.
Also, the conversion to 16-bit was buggy and could generate spikes.
- Car 3D sounds now get a '3D spread' of 90 degrees. Previously, stereo input signals in 3D
would become mixed to mono (as 2 mono sources at the same spot). With the 90 degree spread,
they are played 45 degrees left & 45 degrees right, so this should provide a stereo separation.
It would be nice thus if engine sounds in the future become stereo, probably.
 
All that stuff should be per fs_filter, which can be defined per camera, imo.

So you have in-car cameras that are quite like the human eye, then trackside cameras which have DOF and flares, and so on... rather than these globals...

Then we can just build up collections of nice fs_filters to use :D

Dave
 

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