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rFactor 2 Beta Thread: Which will crash more often; it or us?

TJP

Member
Hehehe. Gaiz, I keep reading that Tor Poznan is teh most polished.
My response..
Mp3tAo8WXZUwGr79i5PQSxYWYVTCY4WmQlkm403XorO1wGbJMJDvf8lCt8xmmaivc3PRZIAsew=w260-h195-nc
 
Mills Metro 2.0 now available

>>DOWNLOAD<<

changelog said:
Added Inner A Layout
Implemented latest RealRoad shader
Improved pitlane texture
Applied RealRoad to curbs
Remapped RealRoad
Removed sausage curbs
Improved curb texture
New road and terrain texture set
Implemented new terrain shader
Vertex painted terrain for new terrain shader
Remapped terrain for new terrain shader
Terrain Radiosity pass
Optimized road and terrain objects for smoother performance
New painted stripes and pit lines texture set
Enhanced painted stripes material
Mapped yellow stripes for curbed sections
Cut Access Roads into terrain
Added surface wear decals
Added road to grass/gravel transition decals
Replaced textured parking spots with decals
Reconformed all decals
Improved water material
Added Armco colliders
Added Armco posts
Added corner names (wall) signage
Replaced safety fences and posts with better model/textures
Optimized fence textures and materials for better performance
Improved fence shadows
Replaced simple 2D wooden infield fence with 3D version
Replaced simple 2D chainlink fence with 3D version
Optimized Armco and concrete walls for smoother performance
Optimized wall objects for better and smoother performance
Replaced and remapped tyre wall canvas textures
Replaced and optimized 3D tyres
Vertex painted tyre walls
Replaced cones with HQ version
Cleaned up distance markers
Improved pitwall glass
Added fire extinguisher signs at marshal posts
Fixed marshal huts intersecting marshals
Optimized treelines and fixed mapping
Optimized billboard vegetation for better and smoother performance
Improved vegetation texture set and materials
Reduced vegetation flickering
Optimized pit building for smoother performance
Fixed pit building shadow glitch
Added cheap pit building interior
Improved pit building glass
Fixed smoothing on podium
Improved metal poles material and textures
Completed construction work on main grandstand
Improved grandstand textures
Replaced grandstand crowds
Added cheap interiors for office buildings
Improved flags
Replaced light poles and power lines with HQ versions
Replaced Synergy fuel signs with HQ versions
Replaced pit in and out lights with HQ model
Replaced billboards with higher quality model and textures
Replaced grandstands with HQ version
Replaced outhouse with ultra HQ version
Replaced tents with HQ versions
Rescaled inflatable figures, and replaced one with !
Added picnic tables
Replaced trackside cars with HQ versions
Replaced team trucks with HQ USA style haulers
Replaced RVs
Created new bus model and textures, distributed
Cleaned up and enhanced recovery crane model and added some variation
Optimized LOD and Shadow Out distances on all objects for better performance
Optimized night lighting omnis
Added new night lighting glows
Slightly enhanced billboard crowd textures
Fixed skybox shadow glitch
Repopulated reflection maps
Set MIP Map bias to default
Removed HDR Profiles
Updated TDF with recent values
Fixed GDB inconsistencies
Many AIW tweaks and fixes
New camera sets for all layouts
Changed default weather profile
Added support for 34 cars
Tweaked Safety Car release distances
New HD loading screens
Included Test Team RealRoad Preset Pack
 

TJP

Member
I'd love to shake the hand of whom ever lit the fire under the collective arse of ISI as 2015 has been stellar for updates and new content.

Now we have the news the URD content made for Kunos can be ported to rF2 after 60 days.
 

TJP

Member
91ffc98c365b76a226a6c52af8228b98.png


I find it strange that Marco said yes without Stefano knowing about it first!

About a laserscanned Nurburgring in rF2, here is what was said on the ISI forums
Tim Weatley said:
I'll try to bypass the crazyness of the suggestion, or the legal aspects of acquiring someone elses scan data without paying for it (kind of like if Reiza sold someone else our source code).

We could do a deal with who they got their data from, which was still something not workable. I got a price and have an offer, but we're not going to take it.

YOU are welcome to do a deal with them if you like, Kickstarter campaign or something, then you can build it and sell it.

There's not much else to discuss here.
I know Sector 3 bought the same data that Kunos have.
 

TJP

Member
Mega NZ Link - https://mega.nz/#!gpkVGJ4C!LQ58NZ6dz6sIyCYq2IizqRlbtARJk-Yhmtya8vO_DCA

+@@@@@@@@@@@@@@@@@ V0.99 @@@@@@@@@@@@@@@@+
- Road: Slight changes to road surface before pub, including what appears to be a pot hole filling, as recently noticed in ref material, and repair patch at begining of yellow pitlane line.
- Road: Changes to road materials and specular masks.
- Road Decals: Some small material and texture changes (higher res).
- Control Tower: Some renovations to the rear of the tower, reconfiguration of scaffolding, addition of external doorknobs, addition of floodlights, and some basic interior fitout.
- Control Tower: Reworked/new textures and materials as a result of above mesh updates.
- Control Tower: Added small custom "wind" animation to awnings (it's not great, but it's something).
- Control Tower: Added working clock.
- Pits: Fixed an unnoticed mapping error causing broken lighting reactions, and updated sponsor signs with some new fictional advertising and updated textures and material settings.
- Pits: Replaced names of real drivers, teams, cars (to avoid potential legal troubles).
- Foot Bridge: Reworking of stairs, some slight extra mesh detailing, mapping changes reducing absolute texture size, and removal of fake shadow caster (visible mesh now casts shadow).
- Tram/Police Centre: Small update to texture and material.
- Food Stall/Toilets: Small update to textures and material.
- Bleachers: New highpoly model with new texture (old model still used for lower detail levels).
- Spectator Cars: Retoned paint colours and removed some details from textures to make the cars less specific.
- Spectator Cars: Corrected a mesh error that had appeared on some station wagons.
- Pub: Some small mesh, mapping, and texture changes.
- Pump Station: Upgraded pump station building (driver's right after King's Bridge) with more mesh detail, new textures, and new material.
- Houses: Upgraded house models with more polygons and new textures.
- Houses: Some changes to house distribution based on reference photos.
- House Fences: Small updates to the front fences of some houses, as well as brand new white picket fence after rail crossing.
- Kerbs/Gutters: Increased mesh density for smoothing hard edges.
- Gutter/Footpath: Remade and extended gutter/footpath on the left side of the beginning of Tannery Straight (in the town).
- Driveway Thresholds: Added concrete ramps over gutter to footpath.
- Haybales: Welded and smoothed bales (they look a bit better and a bit worse now - different... just different)
- Fences: Some small changes to textures and materials of timber plank fences.
- Railway Crossing Signs: Higher poly meshes with new textures and material.
- Railway Signal Tower: Higher poly mesh with new textures and material.
- Sponsor Tower Signs: New meshes and textures for global oil company sponsor signs.
- Sponsor Signs and Banners: Replaced most real-world tradenames and imagery with fictional alternatives.
- Sponsor Signs and Banners: Have aquired approval to use some registered tradenames and branding from the real-life events.
- Sponsor Signs and Banners: Moved and rescaled (smaller) red cola sign at viaduct, based on photo reference.
- Starting Lights: Fixed material animation error and changed sequence to single red light, then green light.
- AIW: All new AIW files due to online grid errors in old version.
- AIW: New AIW may produce faster AI laptimes (have added slight limitation on AI acceleration).
- AIW: Removed "Historic Grid" & "Level Grid" layouts, which were having some grid troubles.
- AIW: Changed (due to congestion) garage/pit/grid capacity to 36/12/36, down from 42/13/42.
- AIW: Adjustments to blocking path, aimed at reducing severe blocking on the Flying Mile.
- AIW: Added "Fast_H" fast path for Cobras, which more than any other car were cutting the turn off of Long Bridge.
- AIW: Added "OW3_Fast" path for Skip Barber, which wasn't handling some slow-down hacks in the main fast path.
- CAM: Moved (lowered) trackside camera in group one due to removal of perch in same location.
- HDR: Adjustments to a number of textures (over 80 different objects) that were excessively clipping against the white point of the new build 948 HDR automation.
- Standardisation: Slight changes to file name structures to match ISI format more closely.
- Optimisation: Some fairly insignificant batching and/or material reduction could improve performance slightly.
- Optimisation: Pit tents and metal fence panels now visable in high/med detail levels, may slightly reduce fps.
 

TJP

Member
Light build: http://www.mediafire.com/download/rd07s95ok3bo9y2/rFactor2_LiteBuild_1028.exe

Demo: http://www.mediafire.com/download/4d9mk6hidky8sia/rFactor2_DemoBuild_1028.exe

Notes:
FEATURES:
– Improved detection of controllers by checking device VID and PIDs if it failed by device name (which could happen in some cases – apparently the names are not always consistent for identical devices).
– Removed a couple unused PLR variables.
– Added a new control “Load Vehicles” so you can load the full graphics and sound of temp cars while you are driving down a straight or parked at the side of the road.
– Re-enabled some gizmos for brake wear and temps.
– Defaulting camera zoom in and out to number pad 3 and 1, respectively.
– Now sorting opponent filters alphabetically.
– Added tire wear info to results file. Also, resume-from-replay now restores general tire wear.
– Added HDV variable AIBumpstop in order to control some occasional physics instabilities.
– Pressing Shift with the Increase/Decrease FOV controls will now adjust the seat pitch angle. In turn, that will be stored for the specific vehicle you are using.
– Practice on by default
– Removed tree structure from RFM tree scroll box.
– Moved damage to near the top of the pit menu.
– Added borderless window mode. This mode only works at current desktop resolution.
– Added times for sector 1 & 2 from best lap to the plugin scoring data. (Not necessarily the best sector 1 & 2 times, which are already provided.)
– Added cockpit.ini variable “DebrisIndexInCockpit=” which makes instance DEBRIX visible in cockpit view.
– Now keeping the last 25 trace files.
MULTIPLAYER:
– Added a boundary line between official ISI servers and all others on the multiplayer game list.
FIXES:
– Scale the instant replay text and progress bar correctly.
– Fixed loose objects that would fall asleep and become rather solid.
– Disabled a few lines of code that overrode our intended defaults.
– Reduced possibility of significant halts when someone joins in multiplayer.
– Fix for AI’s incorrectly trying to match non-AI driving lines on superspeedways
– Fix for occasional select box misdrawing at resolutions other than 1920X1080
– Fix for crash that happens when file defining a virtual vehicle doesn’t get transfered to a multiplayer client.
– Handled a potential crash caused by replacement vehicle having less tire compounds than the virtual vehicle.
– Made AIs coming out of the garage at least try to avoid slow cars in the pitlane.
– Fix for displaying a Race Events components from the RFM selector page, even when it’s package file doesn’t exist.
MODDING / PUBLIC DEV:
– SDK updated to latest Options.
– Recording path should no longer stick the 1st and last waypoint any closer than 80% of the defined waypoint distance.

Notes:

– You can (when available) install the dedicated server distribution from Steam as that works for both Steam and non-Steam matchmaker.

KNOWN ISSUES: rFactor 2 Build 1028 (NON-Steam)

– On rare occasion, when using “+connect” command via shortcut on server, users may need to retry multiple times when connecting to a password protected server.
– Launcher Message will display: “Component “Core UI 1.0&#8243; failed to verify, removed from inventory”” In some rare cases this can cause issues with custom UI that also relies on core UI to handle some pages.
– The rFactor2 Matchmaker list will not count clients that join a server using rFactor 2 Steam edition in the “player” column.
– “RaceEvents” on workshop are not served by dedicated server. Non-steam clients and clients not subscribed to the workshop item will need to manually install “RaceEvents”.
Other known issues still to be found in knownissues.txt
 
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