Yep, it's at http://www.racer.nl/download/racer0.8.22.zip (63Mb).
Known issues:
- Tracked still displays white
- Generic models don't get transformed correctly to their right location
Mostly this version is a lot nicer in the tonemapping/HDR department; I think it's quite good enough to leave as is for v0.9, so it's easier from now on to tweak content for.
Changes:
- Added speed limiter (controlled per car); see http://www.racer.nl/tutorial/engine.htm#speedlimiter
- If the speed limiter is on, the rpm_warning variable will 'flash' between 0 and 1. Useful
for Formula-style cars which indicate it that way.
- Added view var 'speed_limiter' that is 1 if the speed limiter is enabled (default: SPACE key)
- Added rev limiter time per car; see http://www.racer.nl/tutorial/engine.htm#revlimiter
- Added view mapping curve to map input values to output values. This allows for non-linear
dials, such as km/h gauges, commonly seen on lots of cars. See http://www.racer.nl/tutorial/dials.htm
and look for the 'map' variable.
- HDR tonemapping now uses the Uncharted 2 method. See http://www.racer.nl/tutorial/hdr.htm
This looks cleaner (a bit in the GT5 direction). In constants.cg you can add some gamma to increase
contrast (default=1.0).
- Modified auto exposure filter gain from 0.1 to 0.001 (much slower)
- Decoupled dynamic exposure integration from exposure sampling; made it smoother with less sampling.
- dyn_standard_bump_reflect_f.cg had a bug in its fresnel calculation, resulting in funny reflection
factors. Fixed.
- Multiplayer collisions using forces/torques instead of SetPosition(). Newton could get seriously
stuck when doing that (taking >1 second while resolving collisions for a single step).
Still a bit alpha functionality.
- Flares are now rendering using Cg to be able to give them more light. The 'color' property
of a flare should now be in klux, so a value of around 'color=40 40 40' should be better.
- TOD editor can now zoom in with Z key (multiple zoom levels); some curves needed precision at the low end.
- TOD exposure curve improved so things also work without auto-exposure.
- standard_mix*.cg shaders changed to put the most important texture in layer0. This was needed since
projective lighting only uses the first texture to light the scene, and that was a control texture,
giving funny black & white looks when lit. See http://www.racer.nl/reference/gpushader.htm
- Renderer now caches OpenGL's texenvmode for a small performance gain.
- Added 'reload track' console command.
- Added 'sound reverb <n>' console command. Useful in combination with trigger lines to give certain
areas of the track reverb sound. See http://www.racer.nl/reference/scripting.htm
- Carlswood sky improved (thanks to Luthobu)
Known issues:
- Tracked still displays white
- Generic models don't get transformed correctly to their right location
Mostly this version is a lot nicer in the tonemapping/HDR department; I think it's quite good enough to leave as is for v0.9, so it's easier from now on to tweak content for.
Changes:
- Added speed limiter (controlled per car); see http://www.racer.nl/tutorial/engine.htm#speedlimiter
- If the speed limiter is on, the rpm_warning variable will 'flash' between 0 and 1. Useful
for Formula-style cars which indicate it that way.
- Added view var 'speed_limiter' that is 1 if the speed limiter is enabled (default: SPACE key)
- Added rev limiter time per car; see http://www.racer.nl/tutorial/engine.htm#revlimiter
- Added view mapping curve to map input values to output values. This allows for non-linear
dials, such as km/h gauges, commonly seen on lots of cars. See http://www.racer.nl/tutorial/dials.htm
and look for the 'map' variable.
- HDR tonemapping now uses the Uncharted 2 method. See http://www.racer.nl/tutorial/hdr.htm
This looks cleaner (a bit in the GT5 direction). In constants.cg you can add some gamma to increase
contrast (default=1.0).
- Modified auto exposure filter gain from 0.1 to 0.001 (much slower)
- Decoupled dynamic exposure integration from exposure sampling; made it smoother with less sampling.
- dyn_standard_bump_reflect_f.cg had a bug in its fresnel calculation, resulting in funny reflection
factors. Fixed.
- Multiplayer collisions using forces/torques instead of SetPosition(). Newton could get seriously
stuck when doing that (taking >1 second while resolving collisions for a single step).
Still a bit alpha functionality.
- Flares are now rendering using Cg to be able to give them more light. The 'color' property
of a flare should now be in klux, so a value of around 'color=40 40 40' should be better.
- TOD editor can now zoom in with Z key (multiple zoom levels); some curves needed precision at the low end.
- TOD exposure curve improved so things also work without auto-exposure.
- standard_mix*.cg shaders changed to put the most important texture in layer0. This was needed since
projective lighting only uses the first texture to light the scene, and that was a control texture,
giving funny black & white looks when lit. See http://www.racer.nl/reference/gpushader.htm
- Renderer now caches OpenGL's texenvmode for a small performance gain.
- Added 'reload track' console command.
- Added 'sound reverb <n>' console command. Useful in combination with trigger lines to give certain
areas of the track reverb sound. See http://www.racer.nl/reference/scripting.htm
- Carlswood sky improved (thanks to Luthobu)