Just in time for X-mas.
Get the new version at http://www.mediafire.com/?hc44aiq5izp4iqi
Then get the racer.exe/pdb which fixes reflections at www.racer.nl/temp/racer0838_alpha.7z
At some point we're going to have to call it v0.9rc1, since this one does a little tweaking to the graphics intensities (energy conserving) and sets cast_shadow to 0 by default. Most shadows will disappear; a huge fps boost until you put shadows back in shader files (.shd).
Merry Christmas!
Ruud
The changelist for v0.8.37:
- Added views.ini keep_aspect property to maintain aspect ratio for static images. See http://www.racer.nl/tutorial/dials.htm
- dyn_standard_reflect_window_f.cg now uses alpha as reflectiveness as well; opaque parts get less reflection
- TrackEd's AutoAseToDof has improved error messages on bad submaterial usage.
- TrackEd: some (progress) dialogs never appeared. Copy flags to group didn't work.
- TrackEd now colorizes the Collide and Surface flags in Props mode (F4) for easy tweaking of flags.
- standard_bump_detail_f.cg had a hardcoded 12x scale; now it uses the scale defined in the .shd file
- The garage track is not shown in the 'Select Track' screen anymore.
- Added log.events.host/port settings for remote racer tracking (niche usage).
- Lidar data (track.rld files) can now be sorted and driven on. Pro use only.
- Added car pitch/roll in body AND world coordinates in the Ctrl-9 debug screen.
- Added 'analyse shaders' command to check all shaders (track.shd/car.shd).
- The shaders default 'reflect' value for each layer is now 0 (was 1).
- Final tweaks in the shading system; energy conservation for diffuse and specular. For diffuse colors, this
means diffuse colors are divided by PI (assuming diffuse colors are kept between 0 and 1), and specular
colors are being corrected with (n+6)/8*PI.
See also http://www.rorydriscoll.com/2009/01/25/energy-conservation-in-games/
- Timers are now in microsecond accuracy using QueryPerformanceTimer(). Multicore machine issues?
- Profiling is more accurate due to the better timer accuracy. More graphics divisions added.
- Shader cast_shadow property by default is now 0; it's better to explicitly define shadow-casting materials
since you don't need a lot of shaders to cast shadows to still get a good image.
You *will* need to add cast_shadow=1 lines for shaders that you want to cast shadows.
- Depth texture setup optimized for shadowmapping; quite a big fps increase.
- Added look/left right controls (look_left, look_right) to dynamically look left or right (Q/W by default)
- In your controller file you can add global.left_right_look_velocity to set left/right look velocity (default=250)
- In your controller file you can add global.left_right_look_max to set the max left/right look angle (default=45)
Get the new version at http://www.mediafire.com/?hc44aiq5izp4iqi
Then get the racer.exe/pdb which fixes reflections at www.racer.nl/temp/racer0838_alpha.7z
At some point we're going to have to call it v0.9rc1, since this one does a little tweaking to the graphics intensities (energy conserving) and sets cast_shadow to 0 by default. Most shadows will disappear; a huge fps boost until you put shadows back in shader files (.shd).
Merry Christmas!
Ruud
The changelist for v0.8.37:
- Added views.ini keep_aspect property to maintain aspect ratio for static images. See http://www.racer.nl/tutorial/dials.htm
- dyn_standard_reflect_window_f.cg now uses alpha as reflectiveness as well; opaque parts get less reflection
- TrackEd's AutoAseToDof has improved error messages on bad submaterial usage.
- TrackEd: some (progress) dialogs never appeared. Copy flags to group didn't work.
- TrackEd now colorizes the Collide and Surface flags in Props mode (F4) for easy tweaking of flags.
- standard_bump_detail_f.cg had a hardcoded 12x scale; now it uses the scale defined in the .shd file
- The garage track is not shown in the 'Select Track' screen anymore.
- Added log.events.host/port settings for remote racer tracking (niche usage).
- Lidar data (track.rld files) can now be sorted and driven on. Pro use only.
- Added car pitch/roll in body AND world coordinates in the Ctrl-9 debug screen.
- Added 'analyse shaders' command to check all shaders (track.shd/car.shd).
- The shaders default 'reflect' value for each layer is now 0 (was 1).
- Final tweaks in the shading system; energy conservation for diffuse and specular. For diffuse colors, this
means diffuse colors are divided by PI (assuming diffuse colors are kept between 0 and 1), and specular
colors are being corrected with (n+6)/8*PI.
See also http://www.rorydriscoll.com/2009/01/25/energy-conservation-in-games/
- Timers are now in microsecond accuracy using QueryPerformanceTimer(). Multicore machine issues?
- Profiling is more accurate due to the better timer accuracy. More graphics divisions added.
- Shader cast_shadow property by default is now 0; it's better to explicitly define shadow-casting materials
since you don't need a lot of shaders to cast shadows to still get a good image.
You *will* need to add cast_shadow=1 lines for shaders that you want to cast shadows.
- Depth texture setup optimized for shadowmapping; quite a big fps increase.
- Added look/left right controls (look_left, look_right) to dynamically look left or right (Q/W by default)
- In your controller file you can add global.left_right_look_velocity to set left/right look velocity (default=250)
- In your controller file you can add global.left_right_look_max to set the max left/right look angle (default=45)