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rFactor 2: Beta-Build 134 spielbereit

20. Dezember 2012 - 10:15 Uhr

Kurz vor den Feiertagen hat ISI für rFactor 2 ein größeres Update veröffentlicht das zahlreiche Optimierungen und Bugfixes mit sich bringt

rFactor 2
rFactor 2 befindet sich derzeit in der Open Beta-Phase
© Image Space Inc.

(MST/ - Bevor sich die Entwickler von Image Space Inc. in den Urlaub über die Feiertage verabschieden, hat das Team rund um Gjon Camaj eine neue Version von rFactor 2 bereitgestellt. Das intern als Update 10 bezeichnete Beta-Build 134 enthält über zwei Dutzend Fehlerverbesserungen und Optimierungen von der Grafik über die Fahrphysik, AI bis zum Multiplayermodus und der Modding-Unterstützung. Alle Änderungen können dem nachstehenden Changelog entnommen werden.

Teilnehmer der Open Beta-Phase können sich die Aktualisierung über den folgenden Link herunterladen und haben dabei die Wahl zwischen der 500 MB großen Full Version und dem 51,7 MB großen Update von der vorherigen Version. Wahlweise kann die neue Version auch über die Autoupdatefunktion eingespielt werden.


rFactor 2 Beta Build 134-Changelog:
Notes (will add to these as things come in, if needed):
-Skin transfer is DISABLED. It didn't make this build.

-Fixed problem on some AMD video cards where black squares would appear if bloom was used.
-Fixed problem with reflections offsets for mesh hierarchies.
-Fixed flashing shadows.
-Now allowing users to run the sim even if below minimum video mem requirements.
-Fix in usage of.hdp files for viewer.
-Fixed issue where mirrors get corrupted if we either had zero vehicles temporarily or alternately the only vehicle in the session has its graphics reloaded.
-Add some better defaults for LDR rendering.
-Potential fix for graphics corruption after screen shot.
-Re-disabled transparency AA until all mods can be properly updated.

-Water/oil temps or oil/fuel/boost pressures now using metric units in the INI files in order to match the rest of the simulation.

-Fixed "resume from replay" issue where safety car would drive off despite not being active.

-Fixed a potential crash in a spinner.
-Added info to show in the controller setup that controls for time accel, framerate, and CPU automatically use the Ctrl key.
-Halved the size of the pop-up icons (rf logo, Ai control, and plug ins initializing).

-Skip recomputation of AIW parameters if nothing changed.
-No longer rebuilding collision every single time, which should reduce load times a bit.
-Make "none" HDR profile stick between track loads.
-Booting Transparent Trainer will no longer crash; however, it will always come right back unless you disable it in the UI.

-Fixed problem where dedicated server couldn't load RealRoad files and forgot the weather settings.
-Added an icon that conveys the state of downloaded custom skin for a particular slot. grey = queued, redish purple = downloading, green = successfully downloaded, black = failed download.
-Hopefully fixed issue where servers stopped accepting new clients, often after one of those "? is removed" messages.

-Use +ui=NONE on the rFactor2 Dedicated.exe to start with no user interface. +ui=CONSOLE for console interface and +ui=WIN32 (default) for Windows interface.
-The following command have been added to rFactor2 Dedicated.exe's console user interface.

-Hopefully fixed replay smoke issue, but needs to be tested in multiplayer as well. Changes replay format!

-Fixed bug in SampleSM3.gfx which caused viewer to hang on startup.
-Fixed a problem with Mas2 stalling when losing focus on Windows XP.
-Tidied up some UI bugs in Mas2.
-Updated ModMode.exe UI disaply page to match retail exe
-Fixed a bug in Max plugins which caused a crash in Win XP

-Start rFactor2 Dedicated.exe with a console UI by selecting the check box on the Advanced Tab

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