Build 218 Released

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Update 14 (Build 218) Changelog (May 20, 2013):
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KNOWN ISSUES ON RELEASE:
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- Modders tracks may need a very minor update if they don’t already have Vertex Alpha at 99.99%, to trigger the billboarding without the side-effect of transparency.
- Possible MP lag/stutter when player disconnects
- Possible alt-tab crash (we have not been able to recreate yet)
- Wet Weather transparency issues, fixed in upcoming (short timeframe) build
See knownissues.txt for more

GRAPHICS:
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- Fixed problem where particles were mis-aligned across viewports in multiview
- Fixed a problem where side views could become un-synced with center view in multiview
- Fixed a shadow-related bug if shaders were initially compiled by showroom
- Fixed several issues with showroom when used with non-HDR mode
- Improved monitor replay view in multiview
- Fixed some overlay bugs in instant replay in multiview
- Changed render order of side views in multiview to fix lagging problem
- Improved rain look
- Re-enabled wet skids
- Fixed a bug causing inconsistent fog among channels in multiview
- Fixed a bug loading default HDR profile
- Fixed uncoordinated rain drops in multiview mode
- Improvements to fullscreen showroom display in widescreen and multiview modes
- Fix for multiview shadow error when tree wind is 0
- Fixed a bug with re-initializing letterbox manager
- Improved instant replay overlays in multiview mode
- Fixed a bug when switching to a non-multiview res, where multiview was still being used
- Fixed replays in multiview mode
- Restrict mem bar display to realtime only
- Fix location of reflection map display in multiview mode
- Fixed a bug with fire being non-alpha

PLUGINS:
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- Finally finished the V05 interface of internals plugin by adding calls to handle a lost and reset device. Note: any plugins that ignored our warning that V05 was a work-in-progress will crash.
- Improved the places where we call the plugins’ InitScreen() and UninitScreen() functions.
- Added ignition/starter state to plugin telemetry data.
- Made changes to allow plugins to draw in the options.
- Added UI location (main/loading/monitor/on-track) and UI page to plugin ScreenInfo structure.

PHYSICS:
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- Fixed downforce calculation in draft: BodyDraftLiftMult and DiffuserDraftLiftMult were accidentally negated. Wings and fenders already worked correctly. Regardless, some vehicles may need to be slightly re-tuned for behavior in the draft.
- Improved the automatic collision hull generation for front and rear wings.
- If re-attaching a wheel, fix to re-attach the relevant suspension bits as well.
- Small improvement in collision response.

SOUNDS:
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- Reduced maximum volume passed into sound library because too many sounds at full resulted in distortion. Similarly, the maximum player and opponent volume ratios in the options is now 100% rather than 200%. Users may need to readjust settings or speaker/headphone volume to compensate.
- Computed player and opponent volumes on the fly so UI options would take effect immediately, and be correct for who is controlling the vehicle.
- Added the ability to set vehicle sound attenuation variables separately for inside vs. outside sounds.
- Automatically upgrade trackside sound effects to use exponential attenuation if they are still using old attenuation; also consolidated the related PLR file attenuation variables.
- Ambient sound effects can now use exponential attenuation like the vehicles do.

FEATURES:
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- Added a PLR file option “Temporary Replay Keys” which allows the instant replay arrow keys to act permanently rather than temporary. The default remains temporary.
- In replay, space key now toggles between play and stop.

GAMEPLAY:
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- Increased component/mod verify level from None to Normal
- Using additional criterion to differentiate between cmps with same name/version

UI / HUD / Options:
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- Playerfile variable “Auto Install Uninstalled Content In Packages Directory”, if set to 1 will auto install all uninstalled content in packages directory on start up of regular game (not dedicated server)(default is 0).
- Added plrfile option for transparency AA (defaulted to On)
- Fixes for various showroom problems.
- Added a “download in progress” button that only appears when we have a component download in progress.
- Added PLR file option “Start Engine” for whether you want it automatically started
- Fixed vehicle labels in monitor
- Fixed mp lobby issue were the UI would show the incorrect session name in the server description scroll box
- Fixed bug where HUD relative tach would use the deafult 10,000rpm maximum value instead of the real car value if the car’s cockpick tach was set up not to be relative.
- Corner damage states in HUD now represent body and/or suspension damage.
- Turn off time acceleration when moving to another session.
- When loading default or scripted weather data, set to sunny if file not found (instead of old way of leaving weather state as whatever it was before….usually rainy)

MODDING / PUBLIC DEV
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- Fixed a ModMgr bug which prevented a mod made from updated cmp(s) from installing against existing full (non-updated) cmp(s)
- Fixed a ModMgr bug reporting MAS file sizes of upated cmps
- Fixed a ModMgr bug with availability of updated mods/cmps
- Component/Mod names now limited to 32 bytes
- Ambient Sounds are not movable with arrow keys + left ctrl. Fixed bug where Start Skill, Wet Speed, & Corner Caution RCD parameters would not save from editor. AIW path lateral position now moves X10 as far with right ctrl down + arrow.
- Added justification info to text items that can be added to HUD.
- fixed HUD value range for TVOP_tachNeedleAbsoluteMax in HUD editor (-1 means relative rpm gauge {max is determined by car setup}, any other non-zero number means that’s the top range of the rpm HUD gauge)
- Now allow custome needle names for speedometer, tachometer, and boost meter (all used to be hardcoded to “needle.tga”)
- Added ability to remove yellow flag to puppet master mode.

BUG FIXES / OPTIMIZATIONS:
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- Fix for broken replay display in triple head mode.
- Also fixed a possible deadlock when trying to resume a race from replay.
- Stopped resetting the camera to the starting driving view when toggling fullscreen in replay.
- Fixed an intermittent crash if you were a pending driver and the weekend was restarted.

AI:
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- Fixed bug where after changing mod, some AI cars would be unable to load the correct RCD file thus resulting in very bad driving.
- Attempts to make AI that are running wide notice and do something about it before smashing full speed into buildings next to the road…(historics on spa).
- Minor adjustment to some driver RCD editor to keep some parameters within meaningful bounds.
- Adjusted algorithm related to RCD parameter “UnderSteerEffectOnLineMulti”, so that AI looks at more immediate road curve to determine if he is sliding out (in order to adjust driving line out to maintain useful front wheel grip levels). Recommended range for this parameter is 0.50 (most sensitive to front wheel grip lose) to about 1.5 (less sensitive). default is still 1.0.
- Added a new playerfile parameter “AI Logic Override” that can disable specific AI behaviors using a bit field. Currently only one behavior is toggle-able: use of the “blocking” line….which is disabled when this parameter is set to 1.

MULTIPLAYER:
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- Fixed Mod download that failed to complete would prevent future successful attempt to install
- Offer only actual mods, not multicmps, as choices to start a dedicated server.
- Changed it so clients joining during the race session will now load cars in the garage whose drivers have left; this is a precursor to being able to rejoin race sessions after a disconnect. A positive side effect of the fix is that we can now have more than 32 AIs in multiplayer (if the mod, track, and network settings allow). A negative side effect is that a player converted to AI doesn’t exit until a new track is loaded; for example, you can leave or get disconnected during a race, only to rejoin and see a duplicate of yourself driving around as an AI if the weekend was restarted. That will be addressed in the near future.
- Attempt fix for driver swap “name confusion”.

http://rfactor.net/web/rf2/rf2dl/
 
ISI said on their website that the update version will only be possible from now on via the auto-updater.

I said this but I have been reading the post again, and it doesn't say, in contrast with what I said earlier, that it won't be possible anymore in the future to use the manual update, they actually say nothing if they will be coming back, but that they don't have them at the moment. sorry:)
 
All I did:

1) Backup PLR file, not to replace the new one just to note what changes I made
2) use the Uninstall from the rfactor2 folder
3) Manually delete whats left behind in that folder
4) installed 218 Lite version
5) Install all the packages I wanted, ISI and unofficial content
6) p;ay the game = job done!


Yip, I do this every new build and rarely have I had any problems.

Takes no more than ten minutes as well. :)
 
I made an extensive post about doing a fresh install, and which files to copy out of your packages folder, and the rest of the folders. You can use that one for reference as well.

There is which you might want to save from your first install, and I am not 100% sure it will ALWAYS save your activation details when you uninstall the old build first....
 
I *never* touch the folder in appdata, dont see the reason too really unless you want a completley fresh install or switching to a different hard drive or re-installing windows. My method as posted has worked perfectly fine, obviously I forgot to mention I have all the packages in a seperate folder so I dont have to re-download them every time!
 
I personally backup the Packages and userdatafolder and the appdata, then uninstall and manually delete the rest and install the game again. and place back the appdata and the other folders, only it's the replacement of point 6:)

Not sure what you mean by point 6, "buy the game" excactly, I have read Tim saying they are applying a hard reset after 5 times activations, and if you reach that point you have to contact them to reset it. Only not sure if that is the thing you apply, as I never tried it, so excuse me if it's not:) .
Tim suggested to copy the appdata when re-installing to prevent the situation I discribed.
So in the end just an other way and the same amount of work, but is to prevent what I discribed above.:thumbsup:

http://isiforums.net/f/archive/index.php/t-5471.html
 
I wished I had SimeVibe so I could to tell you the solution:)

I only read on the ISI Forums that something changed with the plugins.
I know Stefan has a dashmeter on his steering wheel, and he needed a new plugin for the software of the dashmeter to let it work again in build 218. Perhaps SimVibe's website has an update?

Otherwise I don't know.
 
Hello!

I installed on my computer again the rFactor 2. I managed to put the RFMOD files into the Packages folder, as well as the nem RFCMPs. However, the 2 new car (Corvette and Marussia) don't want to work (they don't appear in the game), while the 2 tracks (Portugal and Lime Rock Park) appear in the game.

What did I wrong?
 
Hard to say, but I guess you only installed the rfmods? they also contain the old limerockpark (skippy) and portugal probably in another. And not installed the rfcmps?

If not I can only suggest to de-install it again, clear the folders of the cars and tracks, and re-install them again.
 
From my experience, there are two things that can generally go wrong with the install:
1) The update puts the packages folder(s) into the game root folder whereas the older install put them into "My Documents/rF2" folder so version 218 was confused by this, as was I. I uninstalled all mods and components and made sure everything was transferred into the new folders before re-installing. You may also want to confirm that the mod manager is directed to the correct folder.
2) Some older mods will interfere with the new component installations. I removed all mods and components and then installed only updated ISI components - everything now works fine except that I have to wait for more updated components to become available.
 

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