Archive for March, 2013



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http://rfactor.net/web/rf2/rf2dl/


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RoF – ის მორიგი მნიშვნელოვანი განახლება. როგორც დეველოპერები ახსენებენ, მნიშვნელოვანი განახლება და სიახლეები, პროექტის ისტორიაში. მათშორის როგორიცაა, სტატისტიკა, ახალი მისია, და სხვა სიახლეები. მათგან გამოვაღცევ, 3 ახალ მოდელს Roland C.IIa, Halberstadt D.II, და  Nieuport 17.C1 Brit. პირველი ორი მოდელის შეძენა შესაძლებელია შესაბამის გვერდზე. ხოლო Nieuport 17.C1 Brit კი ხელმისაწვდომი იქნება ყველასთვის, ვისაც ამ განახლებამდე აქვს შეძენილი ორიგინალი. ასევე შეგიძიათ განაახლოთ ოფიციალური “სკრინ-პაკი – გვერდიდან.

შესული ცვლილებების სია:

Features list of version 1.030

1. Channel map now have its own Career
2. Belgium was added for Channel Career
3. Several new mission types were added to Channel Career
4. Brandenburg W12 and Felixstowe F2A now are participating the Career on Channel
5. Halberstadt D.II fighter was added (Available in Quick Mission, Multiplayer and Career)
6. Roland C.IIa plane was added (Available in Quick Mission, Multiplayer and Career)
7. Britain version of Nieuport 17.C1 was added (Available in Quick Mission, Multiplayer and Career)
8. “Inspiration Island” map was added to default game package, it’s available to everyone
9. Mission difficulty options and their affecting on Multiplayer Statistics were re-designed
10. Rise of Flight site now have a special page with Multiplayer Statistics of the Rise of Flight world
11. When “Automatic mixture” option is turned on – now you’re able to turn off and on the automatic mixture by “LShift+M” keys
12. When “Automatic radiator” option is turned on – now you’re able to turn off and on the automatic radiator by “LShift+R” keys
13. M-Flak German anti-aircraft 37mm automatic rapid-fire gun which was developed by community member Christian aka -ImPeRaToR- Zürcher was added and available to be used in custom missions
14. Lighthouses were added in Channel Quick Mission and Career
15. Channel towns and factories textures and vegetation were improved
16. Official skins pack v.1.030 was approved
17. Community fictional skins pack vol.14 was approved
18. Community historical skins pack vol.14 was approved

Change list in common issues of version 1.030

1. Sound disappearing (without restoring) for customers, who still have had this bug in 1.029b was fixed.
2. Performance decreasing with every new mission start was significantly reduced
3. FPS now is decreasing much less than before when time scale is accelerated in mission
4. Vehicles are no more “super-bumped” after plane have collided with them
5. Felixstowe left/right engine exhaust now are depending on each own engine power
6. Propellers spinning in Multiplayer was fixed
7. Hydrodrome mark was restored on the Dogfight game map
8. External camera now appears further from large ships
9. Brandenburg W12 floats shadowing problems were corected
10. Bombers now are landing after bombing in Quick Mission

Change list in airplane AI of version 1.030

11. Wingmen now are correctly performing player’s command “attack ground/air objects”
12. Gotha wingmen zigzag flying was fixed
13. No bomb drop on 1st approach of AI planes in bombardment missions was fixed
14. Problems of wingmen in keeping the formation on approach to bomb drop in bombardment missions were fixed
15. Gotha AI planes now are performing take off better
16. Climbing and descending of AI planes now is more optimal
17. 2-engined AI planes spin on takeoff was fixed
18. AI planes now are reacting on attacking enemy fighters while performing landing approach

Change list in Career of version 1.030

19. Relocation auto-mission success condition was corrected
20. Random CTD in Cover missions in Career was fixed
21. Awards receiving conditions we improved and have become even more historical now
22. Albartos D.II unnamed (no squad and pilot name in kill table) kills in summer of 1917 and in summer of 1918 were fixed
23. Squadron 48 now is a fighter unit first of all
24. Unnamed D.H.4 squadron on La Targette field in September 1918 was fixed
25. Player field AAA and sirens now are reacting on enemies which have closed up to field while pursuiting the player
26. Escadrille 48 now is moving to La Noblette at 1 November 1918
27. Planes now are correctly displayed for Jasta 7 and Jasta 1 squadron in October 1916
28. Missing windsock and signal rocket on Bristol Fighters home field in Offensive Patrol missions were restored
29. R.E.8 now have corrected ratio between different mission types
30. No enemy planes appearing on target field in Airfield Attack missions was fixed
31. Situation when player have appeared not on his home field was fixed
32. Bells in towns now are stop ringing when the threat have flew away
33. No planes images in February 1918 for Esc.N68 and Esc.N84 was fixed
34. R.E.8 unnamed (no squad and pilot name in kill table) kills in summer of 1917 were fixed
35. Malzeville field take off direction was corrected, problem with planes hitting the hill after take off was fixed

დაწვრილებით, იხილეთ ოფ. საიტზე – RoF

_ChannelCareer

_N17GBR


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Changelog

fix: tyres deformation
fix: dynamic track surface corruption
fix: steer ratio setup
fix: steer geometry simulation
fix: possibility to choose texture quality and new texture compression
fix: performance optimizations
fix: master server disconnection
fix: extended track checksum
fix: sounds during replay “live”
fix: skid and water wakes not generated on some materials
fix: possibility to set client port
fix: LAN search on 4 ports
fix: possibility to disable polls
fix: tyre wear restored after a reconnection
fix: on track results gap
fix: pit status
fix: live timing “event” message
fix: chat color
fix: G27 leds
new: automatic clutch
new: rain drops
new: rain occluders
new: output plugins draw
new: pause / resume dedicated server event
new: Zuera track

გადმოწერა


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ISI – დან ახალი ფორმულა 1 -ის ლიცენზია Marussia MR01 გადმოწერა და მეტი ინფო – ISI

mr01_3

mr01_4

mr01_5


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Ingame

  • Fixed high spike % due to incorrect thread synchronization
  • Fixed car remaining on gas when returning to pits
  • New system to avoid redundant calls to DirectInput (thanks Fredric!)

User Interface

  • Potential fix for the laggy launcher UI after returning from a session
  • More debbuging output during the controller configuration screen
  • Further .ini validation and formatting on launch
  • Fix for kmh/mph unit selection

გადმოწერა DOWNLOAD


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Build 427 (15/3/13, Team Member+)
Bug Fixes:
* Fixed the FFB being missing issue
* Fix for Controls screen showing the Edit page whenever you go in there
* Amended handling of puddles in road shader to prevent specular white-out
Render:
* CDynamic Envmap class now uses the new per face mip map level generation DX11 code
* DX11 Texture Class support for per Cube Face mipmap generation support, via per face ShaderResourceViews
* Fix for dynamic emap not getting used on the car
* Inverted facing direction for double sided polygons – corrects lighting be inverted
Shaders:
* Re-enable MotionBlur dither
Base:
* Initial changes switching over to use the BAppSection framework. General tidy-up of the sections code
* Ensure that custom blocklist allocs/free calls match up when using default new/delete
GUI:
* Added WMD requested physics key mapping hooks (brake bias, pit speed limiter, ignition & starter key, adj anti roll bars) – awaiting links to the physics so not yet functional
Audio:
* Increase in volume for AI sounds after reports that AI were difficult to hear. This will be ultimately controllable via sliders in the UI eventually
Trees:
* 3D palm tree instances – self shadowing and transmissive light effect added, textures tweaked in mips
Tracks:
* Belgian Forest: Added missing emissives, adjusted emmissive levels, added viewer placed lights poles, speakers,changed kerbs color in chicane after first long straight. added emmissive night skyring
* Belgian Forest: Fixed wrong crowds positions
* Eifelwald: Added new crowds
* Glencairn: Added new racecontrol building+tstacks, added missing textures
Vehicles:
* BMW M3 GT4: CoG raised, new ARB ranges, final drive tuning allowed

Build 426 (14/3/13, Senior Manager)
Render:
* Shader error message given more detail
* Fix for lods on reflection
* Improved cloud env map settings for performance + setup new face offset for this map.
* Reduce cloud env map resolution – it’s only ever convolved so 128×128 is way more than enough for low to high reflections
* Fix a performance issue with Envmaps when MSAA was enabled (this incorrectly cleared the phase 3 depth) but since the envmap never uses MSAA the depth can be shared (provides a 1.5-2.5% overall speedup)
* Fix clearing of the convolve render-target – the convolve renders to the whole quad and the clear is no longer needed for SLI/XF
* Add ‘face offset’ support to the CDynamicEnvmap class – allows each envmap to have a unique face offset so they aren’t all rendering the same faces each frame which causes peaking loading
Enviroment:
* Added AddKeyLight and RemoveKeyLight methods to EnvironmentManager for main menu usage
* Add cloudenvmap place holder setting for when the viewsettings are re-enabled again
HUD:
* Fix for HUD ‘lite’ not working
* RUF logo added to splash screen and Happy St Patrick’s Day everyone!
Shaders: 
* Changed the variable-range glossiness control to use mip-biasing on the envmap lookup, as well as blending to the specular convolution, this removing the odd looking pin-sharp reflections on semi matte surfaces
* Fix for basic translucent shadow-gen missing shader discard! it previously relied upon alpha coverage to work at all!
Tracks:
* Solitude Rennstrecke: New export
* Solitude Rennstrecke: New AIW
* Moravia: Exported sitting crowds + crowds placement
Vehicles:
* Pagani Huayra: Alpha2 driver anims

Build 425 (13/3/13, Senior Manager)
Base:
* Fixed input related leaks
* Fixed PS3 unity compile
* Added dump on exit if leaks detected in main pools on PC (debug and release only currently)
Render:
* Setup code to increase number of spotlights based on weather we are wishing to render at high quality or not
* Fix for bad exclusion flag in Rear View Mirror rendering (probable cause of disappearing vehicles in online)
* Viewsettings for Static envionment map optimised. (saves around 50k triangles (4%) in a typical scene
* Enable Anisotropic filtering on Foliage (including instanced Foliage) shaders and shadow map generation
Shaders:
* Fixed missing use of specular strength in wheel shader (this resulted in over-bright wheels on shaded side of car)
* Converted light glow billboard shader to be drawn in post blur phase – this fixes a problem with glow billboards sorting incorrectly with headlight glass on certain cars
Tracks:
* Heusden: Tightend up cut tracks further through chicanes 1 and 2. Adjusted the AI line through Chicane 2 so they run wide off the exit onto the grass
* Heusden: Added missing fences, sign posts, adverts and 100 markers
Vehicles:
* Ford Capri: Updated AO and added wheel LOD’s
* Ariel Atom 300: smoothed torque curve similar to Hondata reference
* BMW M3 E30: Fixed UV mapping

Build 424 (12/3/13, Manager+)
Common:
* New GUIName entries
* Added main PhysX header to main header of Support Physics library, to allow more convenient use of PhysX SDK
* Updated include paths of all common library projects that use Support Physics (directly or indirectly), so PhysX headers are visible to them.
* Removed unnecessary includes of main PhysX header from .cpp files of Support Physics library
Base:
* Ensure that msg queue alloc goes to the correct new overload
TweakIt:
* Change so FOV is updated from Tweakit
Animations:
* Tidy up vehicle anims code and switch to mix or play animations to avoid replacement of existing animations in some cases (such as wipers replacing suspension ones)
Render:
* Implement Shadow LOD scaling and size culling + fix identification of non player vehicles in vehicle meshes
* DX11 Fix Alpha to Coverage setting – sorts out crappy looking foliage/transparencies on ATI cards in all AA modes without MSAA. MSAA modes are correct as is
* App Side hookup main menu and new renderer downsampling scales.
* Render Task re-ordering for HDR Motion Blur – moves ForwardPostBlur rendering which incorporates both MB and Windscreens directly after the Forward rendering task
* DX9/DX11 Renderer support for HDR motion blur in the Post Processing control module
* Add DX9/DX11 Renderer helpers for downscaling width and height scaling
* Added new double-sided render contexts in preparation for use in plants etc
Shaders:
* MotionBlur shader – fixed for HDR support + fixed for fringe bug in all modes except MSAA
* Windscreen and Visor ForwardPostBlur shaders adjusted to work in HDR
Bug Fixing:
* Fixed memory leaks and missing file/line & trace info for a number of allocs
* Fixed memory leaks and missing file/line & trace info for a number of allocs. Added leak dump on exit in all configs (assert currently disabled)
HUD Editor:
* Better quad selection now based on Mesh bounding box and projected screen coordinates
* Fixup the Editor HUD view cycling to use the new control method
Tracks:
* Heusden: Darkened some textures
* Bathurst: Turn 12 and last corner inside cut tracks tightened up one curb width
* Eifelwald: New sitting crowds
Vehicles:
* BMW M3 E30: Fixed car colour. No more just red BMW’s
* BMW M3 E30: Fixed UV mapping

Build 423 (11/3/13, Senior Manager)
TweakIt:
* Addition of new Camera controls for marketing mode
* Code added to toggle the cameras via buttons
Tracks:
* Azure Circuit: Added latest assets from JanP, added latest from MJ, even if not finished, fixed J.F. Kennedy road+sidewalk, remapped, moved/scaled old wrong stuff and added temp geometry around new/old unfinished stuff to fix gaps-holes, updated sel sets
* Heusden: Solar Panels placed




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Build 422 (8/3/13, Team Member+)
Common:
* Exposed GUIDialogManager from the helper so App level dialogs can use it
* Code to allow use to render both sun/moon shadows and spot light shadows at the sametime
GUI:
* Added ‘non-modal’ dialogs
* Fixed crash in manager update loop
* Fixed some missing clone property settings
Bug Fixes:
* Some memory leaks fixage
HUD:
* Reverted HUD mirror disabling for Cockpit view. Changed the default status of the mirror to hidden
Physics:
* Fixed them damn dirty ANTS 

Build 421 (7/3/13, Senior Manager)
Input:
* Removed a rogue ifdef (fixes FFB)
* Fix for undefined devices being ignored during DirectInput device enumeration
Render:
* Code to test if the HDR is initialised. This is to handle resolution changes in the HDR (for bullshots)
HUD:
* Re-enabled save-to profile for HUD editing
* Live HUD Editing
* Adjusted HUD Motec position for wide & non wide-screen
* Tweaks to the HUD position for the Tacho, Mirror & LapInfo objects
Environment:
* Fix for warning C4324: ‘MWL::LensFlareInfo::LensFlareElementInfo’ : structure was padded due to __declspec(align())
Physics:
* Tangent FB A/B/C test, due to Ben feedback
* Tire.rg: revised street tire carcass, ABC compound testing for BMW Z4/M3 GT
Shaders:
* Drivers – disabled motion blur for drivers materials
* Overlay.fx – support for REFLECTION_MAPPING (no puddles, no drying)
* Skintest shaders modified to allow animated trackside characters to receive motion blur
Art:
* Flags animations, casual idle and cheering animations + XML bindings, rig update
* New meshes and textures for 3d crowds
Tracks:
* Eifelwald GP: Fixed truck popup in hairpin curve by increasing the LODA distance in the track.lod file
* Eifelwald GP: Fixed a bunch of LOD popup issues around the track on tribunes bridges and roadmeshes
* Connecticut Hill: Fixed missing road and fixed road uv issues
* Bathurst: The old 3d casual crowds were switched by the new ones
* Azure Circuit: Added new casino gardens, updated trees/bushes on this area, deleted old stuff, merged in latest DavidB’s works, pit stuff, reexported csm, updated sel sets, set flags
Vehicles:
* BMW M3 GT2: fixed lightflare IDs
* Ruf RGT-8: suspension fixes to make it a better drive
* BMW M3 E30: Added ao, wheel and tire LODs, updated wheel arches
* BMW M3 E30: rear wheel offset 0.5cm wider
* Pagani Huayra: revised brake heating, setup and gear ratios. Fixed motion ratios, matched to CAD reference
* Caterham Classic & R500: front motion ratio changes
* Pirault Mega: Fixed tire setup, fixed detaching CPIT bonnet

Build 420 (6/3/13, Senior Manager)
Environment:
* Updates for Lensflare alpha and position so they update from this timecycle
* Improve the performance of MorphMesh shader parameter setting – the overhead of the Base dynamic arrays was costing approximately between 1 and 9% depending on the level of Cloud (many meshes, with many parameters – the sizes are fixed so dynamic arrays were a poor fit)
* CEnvironmentManager::BlendCubeTextures now uses SSE2 on PC – this reduces the exclusive profile cost from 2.1% to 0.3%
* CEnvironmentManager::FillPixels is now implemented using SSE2 on PC – this reduces the exclusive profile cost from 1.9% to 0.4%
Common:
* Added OwnedObjectBase.assertLocked() function that will check that the object is locked by the current thread
* Tutorial asserts that its data modification functions only operate on locked objects
* Port in connector messages is transmitted as short instead of int, and is treated as unsigned short
* Removing unused timers from the CScreenShotDirector class
* Reverting a change where I made Tick public
Tweak It:
* Debug Director Mode

“When you connect to game with Tweakit there is now a new area called Director.
With in this is a setup to allow the user to enter a debug mode in which they can take screen shots.
To use..
Start a game as normal and play through a race untill you are happy you have enough to take the screen shots you wish to use.
Press the Start Director button. (At this point I would tick the Director box in the tree so it live updates)
The Start Button will then be removed.
You can now do the following.
1. Set the time in the race you wish to jump to by using changing the value in RaceTime.
2. You can change the rate in which the race plays back by setting RaceRate (default is 0)
3. There is a button to take a TGA screen shot.
4. When in Free Camera you can under Free Camera controls you can change the camera FOV , Positon and Orientation.
Note when you are not in Free Camera the cameras are the track side cameras ,
You can switch to free camera and back by pressing Ctrl+f at anytime, when you do this it will setup the camera to the
values last used from a normal camera.
(note when in TrackSide Cameras you can toggle through the other cameras available by pressing Ctrl+t )
5. You can Tweak Custom Dof Controls. Under DofControls.
Other points to note..
In this mode you can change the time of day , weather conditions and any other visual aspect”

Bug Fixes:
* Fix for crash when deleting a tweakit component which is marked to live update
Audio:
* Adding experimental Zonda R wavs
* Adding experimental Zonda R soundset
Tracks:
* Heusden: Added lights and flares to industrial buildings
* Derby National: Tightened up cut track aprox 1/2 car length on the leftside of last chicane
* Belgium Forest Circuit: Tightened up cut tracks at various outside run wide areas that seem to be advantageous if used. Per WMD feedback
* Heusden: New textures for industrial assets
* Azure Circuit: Added new textures
* Bathurst: Reworked Tent Asset LODs and meshflags, and added specific tracklod to combat pop-up there
Vehicles:
* BMW M3 E30 Group A: wheels diff_00 dds texture – alpha channel added
* Formula A: backed off front wing ride height sensitivity. reverted engine braking change. finer brake cooling adjustment
* Ford Capri Group5: UV mapping + bugfixes
* Ford Capri Group5: Added support for custom liveries
* Ford Capri Group5: UV mapping

Build 419 (5/3/13, Manager+)
Render:
* FX11 – add support for backing store constant shadowing to reduce un-necessary calls to UpdateSubresource. (enabled via SHADOW_CONSTANTBACKINGSTORE define)
* Minor fix for unbalanced D3DPERF_EndEvent
* Reduce overhead over SetProfilerMarker using string reference instead of copy – makes Release about 2% closer to Gold in performance
* Cache NvAPI_Stereo_IsEnabled – calling this function dynamically was costing 6% of the entire cpu-time!
* DX11 add support for DXGI_FORMAT_R11G11B10_FLOAT render-target and textures
GUI Tools:
* Allow scroll bars to be placed anywhere
Shaders:
* FresnelCoefficient usage correction – multiplication of whole specularIrradiance insted of just sampled pecular irradiance
* Bodywork shaders unyfication
Tracks:
* Bathurst: Various placement fixes of instances
* Azure Circuit: Tweaked nmp
* Heusden: New textures for industrial area
* Heusden: New textures for solar panel assets
Vehicles:
* BMW M3 GT: Added new livery banners

Build 418 (4/3/13, Senior Manager)
Cameras: 
* Exposing the Camera Configurations.. This is part of the on going Camera Editing tool work
Environment:
* Apply rotation offset to sky dome
Render:
* Fix for rendering of cloned lensflares
Shaders:
* SPECULAR_STRENGTH macro added – used for specular strength adjustment for specialistions with and without env map
Scribe:
* Adjust common path root to include scope of branches
* Re-enable #EnterRace message
Base:
* BAppSectionManager: Ensure that app section calls are made from the same thread (asserts if not) as this system is designed to be single threaded
* Fixed exit leaks in System and Debug pools
* Removed system allocs from being incorrectly reported as leaks
* Fixed typos
* Added GetMemBuffer() to BRingBuffer so that its buffer can be freed if a custom one was provided on init
* Added dump of custom leaks on exit (allocs done via system allocation routines)
* Added custom memtraces to PC SysMalloc and SysFree calls
Tracks:
* Moravia: New AIW for changed track widths. Fixes complaints about too sensitive cut track issues
* Belgian Forest Circuit: Tighten cut track at the top left of Eu Rouge to dissallow 4 wheels over
* Bathurst: 3D eucalyptus update, optimized more
Vehicles:
* BMW M3 GT: More headlight tweaks
* BMW M3 GT: Fixed brake disc glow, and brake disc setup
* BMW M3 GT4: Fixed brake disc glow, and brake disc setup


 

“With this release we want to give you a chance to try out the cars and track before you decide if you want to buy it or not.

– The RUF RT12R will be available to test starting today, Thursday 1800 CET and ending Saturday 1800 CET.

– The McLaren-Mercedes SLR 722 GT will be available to test starting Saturday 1800 and ending Monday 1800 CET.”

www.insider.simbin.com




gp-bikes logo

Piboso released the beta2 version of his GP Bikes Simulator. – 03/04/2013

This update addresses a vast amount of fixes and improvements, to the already brilliant project.

Changelog:

  • fix: calibration crash
  • fix: input dead-zone
  • fix “sticky” buttons assign
  • fix: When a lost calibration controller is disconnected
  • fix: input paused and face tracking
  • fix: results, replay and restart at the end of the last session
  • fix : multi-line MOTD
  • fix: master server disconnection
  • fix: race classification
  • fix: reset bug
  • fix: freelook tilt
  • fix: smooth and Deadzone and linearity heading
  • fix: pit status
  • fix: restore tire wear was after reconnection to
  • fix: possibility to set client port
  • fix: chat color
  • new: xml export
  • new: live timing
  • new: whitelist
  • new: input plugins support
  • new: kinect face tracking
  • new: GUID
  • new: end results race
  • new: plugins draw
  • new: rain occluders
  • new: direct-steer option
  • new: track animations
  • new: fixed cockpit view
  • new: pause / resume event dedicated server
  • new: possibility to disable polls

DOWNLOAD