Cu parere de rau trebuie sa incep cu vestile proastea.
Versiunea este un dezastru din punct de vedere al texturilor. Una din doua, ori nu sunt masinile compatibile cu versiunea aceasta, ori este un bug.
Eu as spune este un bug, deoarece si Lamborghini-ul original are aceiasi problema.
modificari aduse:
O sa incerc sa vad care este problema si sa vedem daca poate fi rezolvata, altfel nimeni nu va folosii aceasta versiune.
DOWNLOAD
Sa-mi ziceti daca aveti probleme la texturi.
EDIT.
Vesti bune.
Totul a fost o greseala de-a lui ruud.
Pentru a rezova problema, intrati in car.ini, si cautati shaders{ } iar la enable sa puneti 1, deoarece este 0, si dupa cum scrie si acolo, shader-urile sunt dezactivate
ENJOY
Versiunea este un dezastru din punct de vedere al texturilor. Una din doua, ori nu sunt masinile compatibile cu versiunea aceasta, ori este un bug.
Eu as spune este un bug, deoarece si Lamborghini-ul original are aceiasi problema.
modificari aduse:
- Modified engine sound mix; now, it's always a mix between acc/dec sounds. This does mean that the sound
is always loud unless you downmix the decelerate_* audio trees in car.ini. The mix is based
on engine output (more 'acc' sound if the engine torque reaches its max_torque)
- The engine scales its internal lookup-table to get a valid 'maxTorque' reading in debug output Ctrl-8
(needed this for the audio mix above).
- LOD for tracks didn't work. It now does, only LOD definition has changed somehwat; lod_out has disappeared (!).
To improve Swiss-Stroll for example, search & replace lod_out with lod0_z (gives about 20% fps increase here).
Check http://www.racer.nl/tutorial/lod.htm for the latest definition.
- renderer.min_detail and max_detail set to 1.0. It was 0.3..3.0, which normally made visibility increase by 3x.
- Sky objects could be flipping on & off due to the wrong far-plane culling being used. Now, sky objects
are NOT culled at all (so more expensive and non-optimal but it seems ok).
- quickstart=1 works again
- The fader was always painted; fps should be a bit higher now.
- Scenegraph animation was a bit optimized. FPS increase is hard to notice though.
- ODE has always been compiled with asserts, ouch. Didn't seem to make a different in fps though.
- Defaults for racer.ini's renderer.max_detail and min_detail were 2 and 0.1, now both 1.0
- Added a flywheel special effect to the engine sound; upon shifts, some jitter is added to the engine frequency.
- Start lights image could appear offset when quickstart=1
- Added 3D lights support for start sequence; see http://www.racer.nl/tutorial/newtrack.htm#startlights for details.
- Special.ini's gfx.fog.mode was never read. Fog always used GL_EXP fog.
- Projected shadow is now off for the focus car if no car model is shown (model=2 in car.ini)
- Added mirrors.simple.x/y to be able to place the mirror
- Added min/max FPS tracking (in the profile debug view, Ctrl-6). Is reset when toggling FPS on/off (Ctrl-F).
- Added menu.wait to potentially make the menu a bit more CPU friendly
- Current car's engine sounds are 2D when inside the car, 3D when outside (track view for example)
- Added mirrors.texture.offset and texture.angle to be able to modify the mirror direction.
- Added stats.flag_pos for the racing flag position
- Fog was modified to NOT use the GL_NV_fog_distance OpenGL extension; funny fog on very large polygons could occur (inverted).
- Bugfix in Modeler when exporting WRL's when the original did not have a texture assigned to a material.
- Added support for fullscreen Cg shaders (see http://www.racer.nl/tutorial/howto_fullscreen_shaders.htm) like sepia, bloom etc.
- Fullscreen (FBO) shaders support anti-aliasing on cards that have extension GL_EXT_frame_blit (nVidia 8xxx series and up) through
racer.ini's renderer.motion_blur.samples (set to 1/2/4/8/16 samples for example, depending on your card's maximum AA)
- Added 'motionblur method <n>' and 'motionblur blur_alpha <f>' commands (see http://www.racer.nl/reference/scripting.htm).
- Multiplayer car requests are handled very differently from previous versions. This was targeted at LAN games, not sure how it'll work on the internet.
- Known problems: turning on motion_blur method 4 gives funny projected car shadows (no stencil buffer yet)
O sa incerc sa vad care este problema si sa vedem daca poate fi rezolvata, altfel nimeni nu va folosii aceasta versiune.
DOWNLOAD
Sa-mi ziceti daca aveti probleme la texturi.
EDIT.
Vesti bune.
Totul a fost o greseala de-a lui ruud.
Pentru a rezova problema, intrati in car.ini, si cautati shaders{ } iar la enable sa puneti 1, deoarece este 0, si dupa cum scrie si acolo, shader-urile sunt dezactivate
ENJOY
Ultima editare efectuata de catre AndyM in Joi Sept 25, 2008 2:53 pm, editata de 1 ori