Archive for October, 2012


(multiplayer improvements – no change to physics) www.lfsforum.net

New TCP packet buffering and storage system :

– Reduces the number of physical packets sent
– Major improvement when many InSim buttons are sent
– Fixes some ways to lose connection on a busy server

New lag bar system – host sends ping and lag info :

– Bars at bottom left shows packet delay for all connections
– Ping time (or lag when lagging) shown in list of connections

Fixes :

Short MP Replays were sometimes extended to a time of 10:55.36


Solution upgraded to VS 2010
Physic:
*Reinstate grip point for BTM.
*Switched to 3 rows of seta (24 long).
*Disable all “bolt-on” FFB forces during STM development and testing.
Switch to FMOD v4.42.03 Audio libs, VS2008 Xbox360/PS3/win32 libs., VS2010 Xbox360/PS3/win32 libs. Tweaks to expose more internals for debug metrics and project file changes to suit our setup.
FMOD v4.42.03 workaround for event categories not fading when unpaused more than once.
Online:
* Fixed assert in handling UserLeft notification, if it is the local user leaving very early in the connection handler, before UserJoined is received.
* Added CR_USER_SETUP notification on the admin that would be missing if a user’s setup was changed as a result of host validation.
* Added option for enforcing identical vehicles by the admin.
* Added API to set/get the identical vehicles option.
* Modified lobby UI to set / display the identical vehicles option.
NAT handling improvements:
– Adaptive ping rate – do not send p2p pings that often when other traffic is using the direct connection anyway.
– Detect issues with the direct route. These include no traffic and no response to pings or sudden change in the port of incoming datagrams. Fall back to rebroadcasting and reattempt NAT punchthrough when issues are detected. When a connection has issues after reestablishing the direct route too often, fall back to rebroadcasting to that member for the rest of the session.
* Fixed formatting of non-ascii adapter name/description breaking the entries.
Audio:
* levels changes – especially to AI
* balancing changes to boost volumes of splutters in the light of recent changes
* balancing changes to rectify volume issues with damage.
* balancing adjustment to gravel
* balancing changes to Andy’s previous config.
* some eq and compression changes to aid audibility for pit to car comms.
Tracks:
* Northampton, added night lighting spots and statics, added trees and bushes instances, texture updates
* Fixes to dynamic objects smoothing groups
* Lakeville GP new basic AIW. main path and 43 start spots. Needs triggers added and completed from there
* Wisconsin_raceway – add new txt for wooden fences
* New Derby dynamic ad boards and corner marker changes as requested on forum
* BelgianForrestCircuit Tweaked the saturation.
Cars:
* Gumpert wiper mask texture added. contains rivulet nmp x and y in rg, rivulet threshold mask in b and the 8 by 8 wiper mask cells in the alpha channel. Currently dxt 5 2048×1024. souce files added to psd sub folder. the rar contains the max file for creating the mask and a splash texture used in the max file for the pools of water from the wiper. The rar also contains 2 psd files for creating the texture. The first contains the channel swaps for the fina texturel but the content is uncompressed and the second contains all source rivulet data before it gets non uniformly scaled down to fit the final texture res. Finally in the rar is the TexturePacker file for combining the rendered pngs into a single sheet.
* Gumpert apollo: rain drop effect enabled. cpit windscreen mapped and ready for wiper mask effect
Several other track and car exports (no CL)



მორიგი ინტერვიუ Assetto Corsa -ს დეველოპერთან, სტეფანო კასილოსთან.

How extensive will the damage systems be?

Mechanical damage is easy to implement and it will be there. The hard part is to find the right balance between damage model and playability. It’s quite easy to say “if you treat the gearbox poorly it will break” but finding the mathematical definition for “treat poorly” is difficult and there’s always the risk of wasting time on a feature that nobody will see (eg, damage that isn’t obvious) or end up with races full of DNFs if you if make it too extreme. As with most other features in Assetto Corsa, they will be in the public version only if we are 100% confident they work and they improve the experience.

Will there be any form of car customization?

Our physics developer, Aris Vasilakos, loves this stuff. We have spoken about it and came up with a plan but, again, we’re back into “when it’s done” territory.

Will there be any form of event editor? Perhaps even a tool for creating online tournaments?

Oh surely not. That’s what we consider the community’s responsibility. There is no way we could develop the game and these kinds of management systems simultaneously. Our plan is to output/export as much data as possible from the server to allow third-parties to manage their own leagues.

Will Assetto Corsa be available for the next-gen consoles?

I would love it to be, but to get on the consoles you need to be backed by a publisher and we don’t currently have one, nor are we actively looking for one.

What do you think is your advantage compared to other racing games?

I have no idea. We do things our way. If we have any advantage, I’d like to hear that from the users. We go 200% to do our best work at any stage of development. That’s all we can do.

Is there a limit to the number of cars in multiplayer?

There is no hard-coded number like we had in netKar Pro. The practical number will be something to discover once the game is out.

Will there be dedicated servers or the possibility of renting dedicated servers?

Our company is not structured to provide that kind of service so the system will be identical to what we had in netKar Pro.

Do you have any plans to port netKar Pro tracks to Assetto Corsa?

We don’t have plans for that. I’d rather have the team work on new content than convert stuff from a 2006 simulator. I think running at Aviano with netKar Pro graphics when you can run at Monza with Assetto Corsa graphics is quite a silly idea. However, Trento Bondone is so well loved that we could plan to add it as bonus track, even if we are totally focused on the new laser-scanned tracks.

How have you approached AI development given that this is the first time you have included it.

As we approach everything else; by experimenting and finding what works and what doesn’t. I am working with a young programmer and we sort of split the early development. I went for a more traditional and dedicated approach to race AI and he went for a more university research approach with neural networks and all that cool stuff. In the end, my code path was the winner so we went with a more traditional approach, but our AI isn’t going to start WW3 or hijack a spaceship.

Will data telemetry apps be available for the Windows Phone platform?

I don’t know, though if we don’t release it, we’ll provide the necessary information to let the community code it for themselves.

Is the cost-per-track higher for laser-scanned tracks compared to traditional modeling?

The cost of laser-scanning does add up, but the development is much more linear and predictable because there is no need to argue about how steep a hill might be, how bumpy certain corners are, or how wide a particular track is. The scan is the unquestionable final word to all these doubts.

Can we expect official DLC besides what that the modding community might offer?

We have more content licenses than we can produce right now so I think additional content from us is a very strong possibility in the future.

Will Assetto Corsa have features such as manually starting the car?

At the moment we don’t have those features and nobody in the team seems to miss them.

What are the main obstacles when modeling tires?

The main obstacle is that nobody understands what’s going on and nobody seems to be able to figure out a consistent and reliable way to test them, so they remain pretty much a black art.


მეტის ნახვა – ISI Forum

note: Your readme says 117, don’t worry, you have 118. This got done late, as you can probably tell, but at least you get to tinker with it all weekend.

GRAPHICS:
—————————
Fixed a bug with inconsistent shadow detail between channels in multiview
Added 3 levels of shadow filtering speed vs quality
Enhanced autodetail framerate processing to better maintain minimum FPS
Added auto detection of multiGPU setups to improve some processing and support more than 2 GPU
Fixed a quadgrid culling bug
Fixed bug with pendulum texture animations
Bloom is now working properly with multiview
Different texture detail levels between player and opponents now (almost) works
FPS counter now shows yellow when frame rate is being regulated
Attempt to fix ‘left-behind-shadows’ problem
Separated auto detail processing from visible vehicles processing
Limit auto-detail FPS option to the current refresh rate
Selecting multiview now works; changed widescreen HUD to only stick if Apply button is pressed, just to be consistent with the rest of the settings on that page.
Sync shadow groups between views in multiview
Added code to visible vehicles calculation to maintain minimum framerate.
Improved multiGPU awareness of HDR processing

GAMEPLAY:
—————————-
Corrected code to always use track GDB SettingsFolder override
Setting session starting times default to 9am
Changed default steering help from low to off because it confused a lot of people
Re-enabled transparent trainer and added some options for it.

PHYSICS:
—————————-
Added code to allow RealRoad to be pre-conditioned in a number of ways
Moved some real road computations into road shader
Fixed typo that prevented the middle turbo dump sample from playing
Improved turbo dump
Added minor effect of turbo spool friction
Fixed a small problem with auto reverse

AI:
—————————-
Attempts to get the fuel-less AI to slowly pull off the road.

UI / HUD:
—————————-
Fixed bug on skin spinner where sometimes the skin listed wouldn’t match the skin displayed in showroom
Fixed statbar car position map to correctly scale with screen/hud resolution.
Now checking livery availability on vehicle change to make sure it’s valid….clearing out the playerfile value if it is not found.
Eliminated more conditions where the player vehicle gets incorrectly set to Pace car.
More UI stuff for RealRoad loading/saving
Minor fix to info display on Video Res page
Scaled text on mouseless spinners to correct value based on screen res and res of options.
Added ability to add boost gauges to cockpit and HUD.

BUG FIXES:
—————————-
Fixed crash in multiplayer
Fixed some memory/resource leaks
Fixed crash when changing tire compounds in pitstop
Small optimization with regards to buffering data between simulation & multimedia threads

MULTIPLAYER:
—————————-
Added dedi server RealRoad options
Fix occasional flash of opponent vehicles in wrong spot during heavy multiplayer races
Fixed a glitch that caused it to confirm you closing the dedicated server when clicking the window manager close button at the final window

CONTROLLER/FFB:
—————————-
Enabled and expanded Fanatec support. We can now set the steering wheel angle to match the vehicle, as long as the wheel isn’t using a preset. Note that these wheels must be connected and turned on before rF2 is started in order for specific features to be supported.
Removed double initialization of controllers. It’s still a mystery why force feedback is occasionally lost, and the lack of error codes returned by drivers doesn’t help much (this applies to all manufacturers … please return error codes if the force feedback isn’t working).
“Reset FFB” control now also resets steering wheel range, which also gets changed occasionally for no apparent reason.
Now automatically holding clutch and brakes on grid for people using a combined axis for throttle & brakes (this feature was already available for people using auto-shifting). This Feature activates *if* Auto Clutch is enabled as well as “Hold Clutch On Start” and “Hold Brake” in the controller.ini file.

PLUGINS:
—————————-
Completed custom plugin control (this invalidates old Version05 plugins)
A little bit more robustness with respect to saving and restoring custom plugin control mappings

REPLAYS:
—————————-
Fixed issue where transparent trainer would flicker in replay; note that this changes the replay format

MODDING / PUBLIC DEV
—————————-
Fixed bug with render target selection for all 3DS Max plugin versions
Added a new default method for generating normal map tangent basis. original method (meshmender) is still available as an option.
Added _v25 to the names of all plugin dlls
First release of scene viewer, located in ModMgr directory
Fixed some problem with component Install/Uninstall in mas2 packaging tool
Updated modmaker doc to sync with latest tools
Added CG visualizer to Ctrl-U dev tool
Added support for RealRoad file reading in viewer



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Posted: 18/10/2012 in Other Racing
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ახალი პატჩი რომელშიც ძირიანი ჩასწორებულია წინა პატჩ-კანდიდატის შეცდომების. ასევე შესულია რამოდენიმე სიახლეც. პატჩის გადმოწერა CloD (eng)CloD (ru)  დაყენების წესი იხილეთ ბლოგზე შესაბამის თემაი CloD


1 წელი შეუსრულდა დღეს პროექტს, ამის აღსანიშნავათ (ალბათ) კიდევ ერთი ცნობილი ტრეკი შეემატა pCARS -ს Nürburgring -ის სახით. ასევე ბოლო ბილდში, ცვლიელებებია საბურავის ფიზიკაშიც.  ვრცელი სია ცვლილებების შესახებ – Build 322




“Cockpit WIP from one of the licensed cars due for release over the next few months.”