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Offline Rui Paiva

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Updates 2017
« on: January 25, 2017, 12: 15 »
Update hoje, ainda não sei de que.... Medo, muito medo  :shok:

O que é que vai ficar estragado agora  :biggrin:

Offline André Bonaparte

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Re: Updates 2017
« Reply #1 on: January 25, 2017, 15: 59 »
Segue o LOG das atualizações:

25-01-2017

What’s New (Summary)

First pass of VR support

Leaderboard divisions.

Multiplayer Browser Revamp.

Manual Pitstops in Get Real.

AI Stress factor.

All DTM seasons updated to latest physics.

Silverstone and Stowe.


Game:

Added a first pass of support for OpenVR. Read more about it HERE.

Fixed an issue where turning the virtual wheel in vehicle settings on/off would not apply in game until session restart.

Tweaks to Memory usage of Instant Replays and changed so instant replays always request 300 seconds length. Memfiles are now written to disk when becoming too large.

Player is now allowed to pit in non race sessions (to practice pitstops, change tires, refuel…). Before, the player would automatically be brought to garage menu after entering pitlane.

Fixed issue with timing on single lap layouts (ie Nordschleife Tourist) when starting from garage in non race sessions.

Fixed issue with best individual sector times being calculated incorrectly.

Fixed a case where enabling Manual Depth of Field mode wouldn’t always lock the focus plane on the currently selected car

Fixed AI pitting in last lap on certain occasions by adding precision to calculations for refuelling.

Fixed incorrect stance for certain cars, fixed this for replays as well now.

Updated the Fanatec SDK to version 2.2

Added support for Fanatec CSL and added a default profile.

Moved the message area used for displaying current camera, chat messages etc. down a bit so they don't overlap with the text field that displays which leaderboard division the player is in.

Fixed issue with mouse steering resetting to zero position when looking left/right in cockpit & hood cams.

Fixed an issue with race position overlay sometimes missing entries if they get processed in the wrong order.

Fixed an issue where player would see pit lane speed window when off track on certain areas.

Fixed an issue in timing screen where multiple entries of the same driver would appear.

Minor tweaks and fixes to protocol that communicates to backend and web to support the additional data in the MP browser.

Fixed DQ on late penalties being treated as it was ON when it was OFF.

The Pit menu and Pit In Now overlays should now be hidden when restarting a non race session.

Fixed an issue where cars could remain ghosted after receiving a slow-down penalty

Fixed a crash occuring when game attempted to save pit presets on certain occasions.

Fixed a rendering issue with cars that would occur when changing visual preset from low to custom and changing shadows from off to lowest.



Multiplayer:

Fixed issue with the dedicated server writing a backend log file in the wrong folder when too many liveries were allowed on the server.

Fixed an issue in timing screen where multiple entries of the same driver would appear.



Sounds, Cameras, Physics & AI:

Introduced “Stress factor” for AI. AI’s can now be pushed into making mistakes when under pressure. Likelihood of those mistakes increases from being chased and from collisions.

Improved AI awareness of opponents on their sides.

When two AI’s are side by side reaching a braking point, one will brake 3% earlier and the other 2% later, depending on longitudinal position and relative speeds

Increased awareness for AI when under blue flag and upon leaving pitlane for incoming traffic

Punctures : occurrence of tire punctures are now tied to wheel rotation speed rather than vehicle speed.

Reduced the bouncing of certain cars upon spawning in their garage location.

Fixed a case that would cause 4WD cars to run with differentials wide open

Fixed a case where DRS could disengage when driving over bumps

Audi TT Cup and TT RS VLN : Added rear downforce to AI cars to keep them more stable in high speed weight transfers where they are often caught losing control. Tweaked AI versus players collisions to be more fair to the player

DTM : Ported 2016 physics and sounds to all past seasons of the DTM.

GTR 3 : AI update, Improved standing starts for all cars, AI versus player collisions tweak to be more fair to the player

Mercedes C63 DTM 2016 : Fixed the noisy suspensions and increased engine volume

Raceroom FR3 : updated sounds

RedBull Ring GP : Cut rules update for more strict rules

Art:

Chang: Adjusted IBL to match the new light setting

Zandvoort : fixed missing terrain, fixed missing generics, fixed terrain normals, redone sets for generics/audience, swapped 2d audience with latest models, fixed underpass shadow on track

Alpina B6 : Fixed incorrect windscreen banners in certain liveries.


Portal & Backend:

Revamped Multiplayer Browser.

Implemented Leaderboard Divisions. Leaderboards with over 100 entries will now divide into divisions.

Added thumbnail support to MP Browser. Dedi admins can now upload their custom image to represent their servers (PS: Servers with offensive images will be removed.)

Fixed some scrolling issues in certain sections of portal.

Fixed an issue where clicking the race button in MP browser while it is greyed out would lock the game.

Link do fórum da Sector3: https://forum.sector3studios.com/index.php?threads/25-01-2017-raceroom-has-been-updated.7110/#post-101993


--> Acho que foram boas modificações. Destaco que agora o pit no modo get real é manual :)

Offline Rui Paiva

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Re: Updates 2017
« Reply #2 on: January 25, 2017, 20: 45 »

Offline Tiago Fortuna

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Re: Updates 2017
« Reply #3 on: January 25, 2017, 21: 22 »
VR... ja vou testar :D

Offline Rui Paiva

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Re: Updates 2017
« Reply #4 on: January 25, 2017, 22: 08 »
Depois diz como está .

Offline Rui Paiva

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Re: Updates 2017
« Reply #5 on: January 25, 2017, 22: 14 »
Pelos vistos mudaram o aspecto do Lobby :


Offline Joao Mendes

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Re: Updates 2017
« Reply #6 on: January 25, 2017, 22: 24 »
sim, dá pra adicionares uma imagem personalizada do teu server e podes ver os detalhes dos mesmos do lado direito, por baixo do "search"

Online Mário Peixoto

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Re: Updates 2017
« Reply #7 on: January 25, 2017, 22: 27 »
Sabem qual é o tamanho da imagem? Assim metia-se no dedicado isso também, é publicidade...

Offline Joao Mendes

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Re: Updates 2017
« Reply #8 on: January 25, 2017, 22: 30 »
460x160

Offline Tiago Fortuna

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Re: Updates 2017
« Reply #9 on: January 26, 2017, 00: 41 »
Depois diz como está .

20 carros gt3 a volta de redbull ring... 0 problemas numa corrida de 15m e com lutas lado a lado para o top3.

A nivel de imagem e espelhos esta muito bom, fiquei impressionado com os espelhos diga-se.

Os gajos dizem para comecar em graficos low e nao sei que otimizado blah blah, vi reports de malta a queixar-se mas eu nao posso mesmo apontar nada a este 1o lancamento. Alias, para mim, qualquer otimizacao vai so para eu subir o rescale :D

Acho que vou voltar as corridas aqui se houver R3E em alturas que eu possa :)

De repente, parece outro R3E e sinceramente nao volto a pegar nele sem ser em VR ao contrario do AC mas e melhor nem ir por ai ;)

PS: o pC1 deu lugar ao PC2, por isso, nao me pecam comparacoes mas eu diria que a nivel de VR deve estar identico ao AC.

Offline Rui Paiva

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Re: Updates 2017
« Reply #10 on: January 26, 2017, 12: 37 »
Li muito pouco mas penso que o VR ainda está em fase de nascimento por parte deles,  foi tipo a primeira versão.
Efetivamente eu não uso, até porque me dá náuseas, mas concordo que seja espetacular correr assim.

Offline Tiago Fortuna

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Re: Updates 2017
« Reply #11 on: January 26, 2017, 13: 54 »
Eles falaram que nao ta grande coisa... em performance (se bem me lembro). E acredito que seja so isso pq ja esta' espetacular.

Vou fazer um post sobre as nauseas.

Offline Rui Paiva

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Re: Updates 2017
« Reply #12 on: February 06, 2017, 13: 31 »
Resposta relativa ao WTCC 2016 :

"Schedule: March patch if all goes well.
Improved physics: yes. Huge help from Polestar with data and test drives with Thed Björk"

Offline Rui Paiva

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Offline Rui Paiva

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Re: Updates 2017
« Reply #14 on: February 28, 2017, 19: 39 »
28/02/2017

Highlights of this update include:

Formula RaceRoom US is available!

VR updates

First appearance of new data displays

Various track updates


Game:

Shared Memory: Added information on upcoming flag system, updated minor version number. Flag system is currently awaiting UI implementation and made unavailable to players.

Shared Memory: Changed how tire wear is reported so it matches the tire wear text in data displays (1.0-0.0 range when tire wear was between 1.0-0.94).

Added support for starting the game on any detected screen. The option resides in General Video Settings. Fullscreen changes are only applying after a game restart.

Fixed an issue with updating a profile avatar with the game in fullscreen where the dialogue box would appear behind the game

Added a possible fix for a rare case where only the car shadow of a car would be rendered after switching focus from car to car or from camera set to another

Implemented Reputation System that will run and track player incidents. This is in alpha stage and we’re gathering data in the background. Nothing will be visible for players just yet.

Fixed bug where opponents session data sometimes caused championship files to be broken due to conflicting ids.

Fixed so the game doesn't crash when trying to load championships affected by the bug above.

Fixed issue with game window using the wrong style when going from fullscreen to windowed in a resolution that's lower than the default resolution.

Fixed a menu issue with percentage stepper buttons not being enabled when switching from minimum<->maximum allowed values.

Broadcast : Fixed a case where camera selection requests were resulting in the game cycling through cameras instead.

Added an upper deadzone setting for the throttle axis in advanced controller settings.

Fixed an issue with DRS getting disabled before the race ends in timed based race sessions.

Fixed an issue where the race was starting without the player if Race Monitor was clicked instead of “Drive” at race start.

Fixed an issue where the DRS wing animation would remain deployed after the race.

Fixed an issue where on certain tracks the result timing was showing A.I. cars doing an extra lap.

Made lap times go invalid if player is speeding in the pitlane, so you can’t get fastest lap that way. New HUD overlay to signal it. (Stowe Long is a good example of where pitlane could be exploited to shortcut the first chicane)

Fixed a crash that happened in Single Player championships if the player clicked the pit preset button and then the continue to next race button before game entered the pit preset menu.


Multiplayer:

Fixed the issue where a player's contact shadow was being left on the track after disconnecting from the server.

Fixed an issue where a time penalty for a non performed drivethrough had no effect on results.

Various fixes to some inconsistencies that was occurring on certain IPv4 to IPv6 mappings.

Fixed issue with MP results taking a long time to arrive when running a dedi locally where backend communication fails.

Fixed issue with DRS animation not working in race sessions for opponent cars.

Fixed so multiplayer replays are now marked as such in the Media Hub.


VR:

Rendering through coupled draw calls to improve performance while also taking care of the issue reported that objects and cars would appear 2D from time to time.

Multi-threaded some of the rendering to improve performance

Added three bindable keys to modify the user’s headset translations multiplier, which alters in-game head movement and eye-to-eye distance. Default value is 0.9.

Fixed an issue where the Startup Argument that was set for RaceRoom in the Steam client wasn’t being used when launching game from an external link. (ie a competition webpage)

Shortened the distance at which lower poly car models are used.

Temporarily disabled the rendering of particle clouds. They’re bugged at the moment in VR.


Sounds, Cameras, Physics & AI:

Fixed a bug where H-pattern gearbox cars would receive delays for both up and downshifts.

Fixed TV cameras at the bridge and gantry areas for Nordschleife Tourist layout

Cars no longer hover a few cm above the track

Formula RaceRoom 2 and Formula RaceRoom US have a special pitting system allowing them to perform fast pitstops.

Reduced bigly the probability of stress induced mistakes by AI’s
Fixed an issue where AI’s were accumulating stress by being followed by an opponent in the pitlane.

AI’s now ignore cars in the pitlane entrance lane if they’re not on it themselves.

Improved AI navigation in the pitlane.

Fixed an issue where AI would never start a qualifying lap around Nordschleife 24H when fuel multipliers were enabled.

Fixed so only damaged AI or AI’s on their inlap will use the Nordschleife VLN / 24H pitlane entrance by the start/finish straight

Fixed an issue where an AI going back to garage during a practice or qualifying session would never go out on track again

Fixed AI using up their P2P in the beginning of a race without saving them

Many more AI code tweaks to improve awareness

Formula Raceroom 3 : Improved the blending of the sound samples

Turbo cars : unloaded turbo pressure increased to deliver a better boost from a standing start.

Laguna Seca : Tweaks to AI lines

Mid Ohio GP and Chicane : Tweaks to AI lines

Moscow : added TV camera sets

Suzuka GP : Tweaks to AI lines

Art:


Bentley Continental GT3 : added data display

DTM cars : added data display

Formula RaceRoom 2 : added data display

McLaren MP4 12 C : added data display

Tatuus F4 : added data display

WTCC TC1 cars : added data display (except Lada Granta)

Hockenheim : Smoothed out bumps

Laguna Seca : Smoothed out bumps, audience update, updates and tweaks

Lausitzring : Smoothed out bumps, audience update, fix to vegetation

Monza : Smoothed out bumps, updated the track to match 2016 season

Norisring : Smoothed out bumps

Nuerburgring : Smoothed out bumps

Sachsenring : Smoothed out bumps

Sonoma : Smoothed out bumps

Zandvoort : Smoothed out bumps



Portal & Backend:

Made optimizations to code handling content in portal.

Implemented individual car packs system which includes all liveries of a car. Livery packs will roll in very soon. For testing purposes we will start with just one in this case the FR US.

Changed so the livery clusters show how many liveries there are in total and how many you own in parenthesis.

Added so the essential packs that are purchased show date of purchase when hovering over them.

Added so we show prices in real currency based on player currency preference.

Changed so cars in which there are still liveries to purchase, the car does not appear as fully owned in store.