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  Click here to go to the first staff post in this thread.   Thread: Downloads

  1.   Click here to go to the next staff post in this thread.   #1

  2.   Click here to go to the next staff post in this thread.   #2
    Painting Templates:
    If you want to paint your car, you can use these PSD (Photoshop) files to do so.

    1960s World Class Racing: Download EVE - 1/30/2012 Download Spark - 1/30/2012

    Renault Megane Trophy: Download - 1/30/2012.

    Formula Renault 3.5: Download - 1/30/2012.

    GT World Endurance Championship: Download Nissan - 2/14/2012

    You save the file in DDS DXT format (Photoshop plugin required) into data directory:
    \My Documents\rFactor2\User Data\player\settings\COMPONENT NAME\VEH NAMEalt.dds

    For example, a Nissan GTR skin would be:
    \My Documents\rFactor2\User Data\player\settings\NissanGTR\NGTR_00alt.dds

    We currently do not individualize (by user) alternate skins, so you would need to create a 'car set' for each group of friends and copy them into the working directories when needed, or every alternate car skin will always used the same alternates.

  3.   Click here to go to the next staff post in this thread.   #3
    Let me explain the FR3.5 update. The 1.0 rfmod file is a "Lite" version containing 1 of 3 tracks, and 2 of the fr3.5 cars. The 1.1 update contains the remainer of the series as it is right now.

    The reason we wanted to split this one up is to give you all an example of how you can update components (cars or tracks), and update mods (a collection of cars and tracks)....

    Also, a note about the size of these files: .rfmod files are a collection of cars and tracks (along with sounds). You can even create new UI components and include those as well. As such, full .rfmod files tend to be rather large. You can of course have .rfmod files that update existing mods, and those tend to range in size from small to just as large depending on what's being updated.

    You can also have things like "virtual mod" .rfmod files that only reference components--the user is responsible for already making sure they have the proper components install. These are VERY small.

    Lastly, from time to time we may also release single components (a single car or track). This is typically how most rF1 content was released (without having been pre-packaged) and those download sizes will be more familiar to you...
    __________________
    "There is no spoon..."

  4.   Click here to go to the next staff post in this thread.   #4
    Update notes below taken from the readme.txt file in the rF2 directory after installation of Build 60.

    UPDATE 1 Changelog (Febuary 15, 2012):
    ======================================
    MULTIPLAYER:
    ----------------------------
    Configurable multiplayer race countdown timer ("Race Client Wait" in multiplayer.ini).
    Reducing collision work in multiplayer (including completely turning off remote car vs. scene collision for now) in order to prevent slowdowns.
    Modifed Dedicated server and mpfile to allow/disallow nicknames.
    Fixed in-car chat for extended ASCII characters.


    GRAPHICS:
    ---------------------------
    Fixed showroom sun occlusion problem.
    Fixed sun occlusion toggle.
    Improved HDR debug output.
    Moved all HDR processing to GPU.
    Now enforcing deformable meshes.
    Fixed and improved "visible vehicles" algorithm.
    Updates to static meshes now disabled.
    Fixed AI brake lights.
    Fixed some issues doing HDR/Post on monitor.
    Fixed up some postFX problems.
    Updated sun occlusion.
    Improved post FX integration with HDR.
    Dixed bug that could result in cam file having more shadow parameters than the array that holds them.
    Fixed problem with using post with HDR.
    Fixed up hdr debug output, also improved post-processing.
    Tidy up line drawing, also deactivated pre-caching for now as a test.
    Fixed up hdr debug output.
    Fixed a crash when loading a new profile to an existing track.
    Shaders are recompiled if vid driver or HDR changes.
    Reverted virtual mirrors back to using options settings rather than video settings.


    UI:
    ----------------------------
    Fixed car skin spinner not selecting current selected skin when entering screen.
    Fixed path error for loading truetype fonts.
    Fixed car spinner gizmo bug where it selection didn't take into account pace cars in the veh list ordering. (so picking a car near the end of spinner would select the wrong car.)
    Fixed crash from skin selector gizmo that would happen 1st time you join a online game for a new mod and go to tuning from car selector screen.
    Fixed bug where one couldn't select a new UI.
    Fixed gear graph text in wide-screen mode with non-wide-screen UI.
    Tidy up some loading bar problem.
    Fix HUD pit menu selector box.
    Added tire volume slider.
    Added new options for VSync and FXAA.

    ****
    • Software sync uses a timer to draw frames based on your refresh rate. In other words, you could compare it with a software VSync.
    • GPU sync is a UI element for the PLR's "Flush Previous Frame" setting. This setting is not recommended for SLI.
    • Video sync is actually the good old VSync option (notice that the usual VSync checkbox is now missing).
    • None means it will behave like the previous build, without VSync enabled.


    AI:
    ----------------------------
    Extra code to prevent ramming from behind when attempting to pass.
    Generally made AI initiated player crashes less likely.
    Made line transitions safer (for example moving from fastest to blocking line).
    Fixed exaggerated pitspot slowdown.
    Implemented 1st round of VERY basic wet weather tire logic.
    Now always simulating a lap once for every car to get fuel, time, and minimum speed for track (to improve AI pit strategy).
    Made AI slower at 70% by not only reducing their grip (was already being done) but also cutting a bit of speed off corners on top of that when figuring.
    Made AI cars more likely to pass another car in the straight if given the opportunity.


    GAMEPLAY:
    ----------------------------
    Fix for timescaled mechanical failures.


    CONTROLLER:
    ----------------------------
    Added controller.ini variable "Off-road multiplier" at least until we have proper soft terrain physics modeling.
    Changed default for "Keyboard Layout Override" in controller.ini to 1 which seems to work better most of the time.
    Added new controller.ini option "Use Keyboard Rates For Analog" which allows gamepad users to intentionally delay the response time of their twitchy inputs.
    Added controller.ini variable "Use Hardware Additional Features" to control whether we play G27 LEDs, for example. Actually that's the only example right now.
    Added ability to read/write Thrustmaster wheel range (only available on new T500RS series, by the way).
    Set default control for 'Display Vehicle Labels' to TAB key.


    OTHER OPTIMIZATIONS
    ----------------------------
    Various collision optimizations, including better automatic LODs for trackside collidable objects.
    Fixed crash that occurred when no sound devices was enabled on Windows 7 Machine.
    Improved and/or fixed OnTop variable in TDF - this is a precise way to physically apply paint stripes on top of the road with a realistic thickness.
    Minor SSE optimizations added.
    Vertical position of individual mirrors wasn't being transferred from CCH file to PLR file (note that these values are not editable in realtime with the Shift/Ctrl/Alt + Seat position controls).
    Fixed dedicated server not updating scoring for plugins.
    Fix for "Unknown" name in player file.
    Fixed wide characters aborting the results file write.
    Mirror toggle control lets you go through all 5 permutations in cockpit now.
    Fixed a potential problem alt-tabbing with SL.


    FUNCTIONAL ADDITIONS:
    ----------------------------
    Allow nickname and attempt to allow wide char names.
    Added a "Steering Wheel" option for "No Arms".
    Added user car skin support.


    MOD/PACKAGING
    ----------------------------
    Fixed a bug with packaged files which could have allowed tire data to be overridden by external components.
    Fixed a minor issue with encrypted mas.
    Fixed ttool crash.

  5.   This is the last staff post in this thread.   #5
    From readme.txt of Build 68-69.

    UPDATE 2 Changelog (March 14, 2012):

    ======================================

    GRAPHICS:
    ---------------------------
    Some fixes to overlay/gauge rendering to make it more SLI friendly.
    Fixed HDR problem for frame times greater than adapt ET.
    Avoid flashing one frame of the options while driving in realtime (could happen if server went to next track).
    Fixed up various HDR issues.

    GAMEPLAY:
    ----------------------------
    More complete tire heat from damping (currently optional but won't be forever).
    Improved tire damping heat application and made more configurable.
    Improved thread stability.
    Prevent display and system sleeping (ded servers will only prevent system sleeping).
    Added new finish criteria "% Track Laps" and "% Track Time" in case you don't want the percentage of both which is what "% Track Defaults" does.

    SOUNDS:
    ----------------------------
    Doubled the maximum number of sounds.

    AI:
    ----------------------------
    Added fix for AI not to avoid other cars in private session (since they're invisible).
    Improved terrain sampling so that AI physics handles painted lines correctly.

    PLUGINS:
    ----------------------------
    Added track IR plugin.
    Fixed logical error that would have prevented some plugins from running properly.
    Tweaked plugin message interface to allow chat commands.
    Added chat commands to results stream.
    Some other plugin additions.

    UI:
    ----------------------------
    Added new filters to mp lobby.
    Fixed bug where one frame of mis-sized vehicle or track selection shows up on main menu coming back from switching RFMs.
    Added a button action to force reload of car spinner. (so modders can update the loose skin dds and see it in game immediately.)
    Increased camera mobility around ôReflected Floorö showroom.
    Tracking power loss in tire tool.

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