Racer

Ruud

RACER Developer
Welcome to RaceDepartment. :)
As RSC has been offline for quite a while, RaceDepartment has been gracious enough to host a temporary Racer forum.

To kick it off, here is Racer v0.8.0. Warning: all things are set to target relatively high-end graphics card. nVidia 7950+ somewhat. Onboard cards will not do.

The download is at http://www.racer.nl/download/racer080.zip (42Mb).
If you have an ATI card, Cg shaders may not work due to a bug in Cg 2.1. Try the patched racer.exe from http://www.racer.nl/download/racer081a_patch.zip (1Mb).

Hope you can enjoy it!
Ruud

The patch (really a preview of v0.8.1, so interesting for nVidia users as well) changes these, although no data files are included you can check out some things already:
- Added envmap.live_track.sides_per_frame to set update count of live envmap
- Car.ini camera<n>.view variables were read, but never used. Removed loading them, they are (and were) obsolete.
- LOD (level of detail) for objects is now adjusted to take into account the camera FOV (normal FOV=50).
- Split fullscreen_shaders directory into LDR and HDR variants (data/renderer/fullscreen_shaders_hdr and _ldr).
- Added car.ini engine.idle_method to avoid throttle being slightly open all the time. See http://www.racer.nl/tutorial/engine.htm
- Now enforcing engine.stall_rpm to be at least 100 rpm less than idle_rpm to enable the new idle_method 1.
- Added engine.braking_torque_curve to specify a curve for the engine braking instead of the linear parameters.
(the Lambo now uses such a curve for demonstration)
- Modified smoke particles to have no velocity. Also increased the brightness somewhat.
- Bloom map was 16-bit, now 8-bit.
- Added car.ini audio.skid audioset based on skid amount (around 0..2). This allows subtle scrub sounds before
going to screeching & screaming.
- Added 'gearwhine_off' audioset for gearwhine under deceleration circumstances.
- Fuel consumption was based on engine output torque, added internal friction (engine braking torque) in fuel use calculations.
- Renamed racer.ini variable 'collision.report_car_trk' to 'collision.report_car_track_collision'
- Added car.ini's reboundstop_len and reboundstop_k for much the same as a bumpstop, only to prevent wheels falling through susp<n>.maxlen
see http://www.racer.nl/tutorial/suspensions.htm#reboundstops
- susp<n>.restlen no longer needs to be smaller than maxlen. It ignored precompression that way.
- Added fuel.rof to overrule the fuel grams/liter parameter. Normally it's around 700 for regular petrol.
- Added views.ini 'invert' field (0/1) which inverts the variable (like 'factor' which multiplies it)

The list of changes since v0.7.3:

- Bugfix: OpenGL3.0 drivers would crash Racer due to a mistake in getting some extension function pointers.
- Bugfix: track's with special.ini gfx.time below 1000 (10am) were not interpreted correctly.
- Bugfix: turning on projected lights no longer kills some 3D dials
- Heavily modified Cg shaders. Also added a lot more. See http://racer.nl/tutorial/gpushader.htm
- Projected lights used alphafunc, which made lights on semi-transparent object pixely.
- Added car.ini's model_reverse_l/r models for true rear lights. This should do away with the views.ini hack to add reverse lights.
- Modified live track envmapping to not do all sides every frame. Lots faster.
- Removed dbg_stats tree in racer.ini (it was obsolete).
- Added 'clouds' script command for Cg-shaded skies, added 'clouds' uniform float parameter for Cg shaders (0..1).
- Also added 'clouds' in a track's special.ini (env.clouds)
- Added resolution.vsync to sync to display frequency or not (0=max fps, 1=sync, >1=set interval)
- Added moving helmet (+pilot body) model option in car.ini. See http://www.racer.nl/tutorial/helmet.htm
- Raised the number of possible flares for each car to 20 (was 10)
- Simple (single-polygon) shadows for car views without a body model are now turned off.
- Removed 'fx.sky_enable' option. The sky is always on.
- Removed 'gfx.reflections' option. Was/is obsolete.
- Added graphics.show_names to be able to indicate driver names floating above cars.
- Added mirrors.texture.fbo setting to render into an offscreen framebuffer object (faster)
- Added mirrors.texture.fbo_samples setting to enable anti-aliasing of the mirror.
- Added HDR rendering basics (renderer.hdr.enable=1). Uses data/renderer/shaders_hdr directory if enabled, shaders_ldr otherwise.
- Added Bloom rendering for HDR mode (renderer.bloom.enable=1).
- Split data/renderer/shaders directory in two: shaders_ldr and shaders_hdr. HDR is the way to go. LDR will be deprecated.
- Added ini.auto_lights setting (0/1) to determine with time-of-day controls a car's light automatically
- Added shader 'reflect' material property for reflective Cg shaders (in the same line as diffuse, ambient, specular etc).
Use this in conjunction with [dyn_]shader_reflective_v/f.cg for example.
- Added car.shd/track.shd 'motion_blur' variable to turn off motion blur velocity map generation for certain shaders (wheels mostly).
- Added auto-exposure settings for HDR rendering (racer.ini:renderer.auto_exposure.*)
- Added fx.sun.auto_time_of_day to track real current (PC) time for the time of day in Racer
- Added fx.sun.fast_time_factor to set time speed. Normally 0 for no time change, 1 for realtime, >1=faster than realtime
- Added fueltank in cars. See data/cars/default/car.ini (fuel.* settings). Currently in alpha. No fuel means no throttle.
- Added fuel view variables for views.ini files (for cars). See http://www.racer.nl/tutorial/fuel.htm for details.
- Added formatting option for views.ini; 'float_1' displays a value with 1 decimal (for example: 123.4).
- Added 'sample_hold' option for view elements to get slow-updating dials (mostly useful for digital dashboards)
- Added fx.sun.flare option to remove sun flare. It doesn't match with the Cg sun position.
 
  • airbn506

Steering Wheel

Hi all,

I recently downloaded the latest version of racer, and ie seems to run quite well on my machine.

The only problem is I can't get my steering wheel to work.

Why is there a steer left and a seperate steer right option, shouldn't the steering be only one axis?

Thanks
 
  • davidiau

Ruud, I read Racer.nl shader page, then found the standard_bump_v/f's are missing, but track_bump_v/f's are there instead. FYI.
Whichever name ends up being used, could u add alpha passthru from layer0 for them so blending and alphafunc can be used?
 
A link to a demo video of the day/night transition from:
[ame="http://video.google.fr/videoplay?docid=6866550016262874843"]http://video.google.fr/videoplay?docid=6866550016262874843[/ame]

A simple model for fast, realistic sky dome color rendering:
http://www.geocities.com/ngdash/whitepapers/skydomecolor.html

Sky / Atmospheric Rendering:
http://www.vterrain.org/Atmosphere/

Virtual Terrain Project:
http://www.vterrain.org/

For those with an older graphics card, use it to get the latest driver:
http://wwwdriverdetective.com/

DavidIau:
Adjusting the special.ini intensity should make the night sky dark.
 
Some good links!
A link to a demo video of the day/night transition:
[ame]http://video.google.fr/videoplay?docid=6866550016262874843[/ame]

A simple model for fast, realistic sky dome color rendering:
http://www.geocities.com/ngdash/whitepapers/skydomecolor.html

Sky / Atmospheric Rendering:
http://www.vterrain.org/Atmosphere/

Virtual Terrain Project:
http://www.vterrain.org/

For those with an older graphics card, use it to upgrade your drivers:
http://wwwdriverdetective.com/

DavidIau,
Try adjusting the intensity in special.ini file to make night sky dark
 
Normally, from the controls setup screen you should be able to set the steering axes. Left & right are split since that is useful for the keyboard for example.
Rotate your wheel around a few times (these days wheels seem to autocalibrate themselves that way). Then center the wheel, click on steerLeft and rotate left slowly. You may need to do this a few times before it picks it up.
Same for right ofcourse.
 
Bahrain International GP

.......:party2:
 

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  • Tiberius

What wheel?

Most wheels use the X Axis for steering (at least the ones I've seen do). If it doesn't work and you can't get Racer to read it ingame, you should be able to run joystimm.exe which you can find in the main Racer folder to see what axis value changes when you turn the wheel and then configure it manually in the data/controls/default.ini (normal text file, open with notepad).

I can post the working controls file for a G25 but that's not gonna help much if you've got another type of wheel :)
 
Made a night sky image and tried it on carlswood, for some reason it was distrorted then tried it on a different track with the day/night sky cg's and there were some problems which I will document an post.

Gotta get those skies working right!
 
  • Vitaliy

Hey i got a question. Is it hard to make your own car? What programs would i need? I have blender, but i dont know what to do after i make a polygon....

This is a picture from the racer website. Where can i download this vette from? Thanks
fog_1.jpg
 
  • Vitaliy

I got the intel onboard graphics card on my laptop so i have the v0.6.5. Can I get the fuel consumption feature with that version?

Anyways, racer looks very nice, graphics wise, looking at all the screenshots. Keep up the great work guys...... Cant wait to get a good pc and play the v0.8.0. hahahaha
 
The best

I can't say enough about BTB. I was one of the original beta testers when
Brendon started writing the program, it was great then and I always hoped
that I would be able to use it for Racer. I asked them if they knew about
each others programs and thought it would be a great match. They made
contact but I didn't think anything came of it, then one day Brendon just
mentions that Racer support will be included :dance2:.
You will never find and easier or more feature filled track editor for ANY sim.
When I say it's easy, I mean you can put out a decent track for Racer in just
a few minutes (literally). Grass, trees, buildings, fences, power lines and more
are simple pick and drop operations.
As you become more advanced you will see how easy it is to make your own
components (Xpacks) that will give you limitless track design possibilities.
Brendon is a programming demon and really enjoys improving BTB on a very
regular basis. Every time he releases a new video showing upcoming
features I find myself saying "cooool" a lot.
So if you have ever thought of a track that would be great to have in
Racer, now you have no excuse! Buy BTB today and be making tracks
today. I did and love it!

Alex Forbin
 

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