VELOCIPEDE Posted January 23, 2009 Author Share Posted January 23, 2009 Racer v0.7.2 for Windows released An inbetween version to have a taste of shaders. Get it at http://www.racer.nl/download/racer072.zip. If you get an 'installation incorrect' error when trying to run racer.exe, try download & running: www.racer.nl/download/vcredist_x86_vc2008sp1.exe v0.7.2 (22-01-09) ----------------- - Flipped car light image projection (while there are still almost no cars with lights). The image was vertically flipped. - Added 'fog density <x>' script command. Fog beginning to change to general atmosphere functions though. - Added global shader material properties which are passed to Cg; see http://racer.nl/reference/shadereng.htm#matglobal - Added an atmosphere to Carlswood. For general info on atmospheres, see http://racer.nl/tutorial/gpushader.htm - Added Cg shader parameters: lightAmbient, Ka, Kd, Ke, Ks, shininess and a bunch of others, see http://racer.nl/tutorial/gpushader.htm - Added car.ini projected light 'far' falloff variable (lights.light<n>.far), see http://racer.nl/tutorial/car_lights....ojected_lights - Modified car light Cg shaders to include Some1's coloring (thanks!). - Tracked: load track now keeps the camera in the same location. - Added Ctrl-Shift-F key which resets the car, only forward a bit. - Added lightly animating trees to demonstrate Cg in Carlswood (data/renderer/shaders/animate_test_v.cg). Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted February 10, 2009 Author Share Posted February 10, 2009 v0.7.3 beta http://racer.nl/dl_beta_win.htm control setup crashes, sun direction for non-Cg shaders Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted April 13, 2009 Author Share Posted April 13, 2009 To kick it off, here is Racer v0.8.0. Warning: all things are set to target relatively high-end graphics card. nVidia 7950+ somewhat. Onboard cards will not do. The download is at http://www.racer.nl/download/racer080.zip (42Mb). If you have an ATI card, Cg shaders may not work due to a bug in Cg 2.1. Try the patched racer.exe from http://www.racer.nl/download/racer081a_patch.zip (1Mb). Hope you can enjoy it! Ruud The patch (really a preview of v0.8.1, so interesting for nVidia users as well) changes these, although no data files are included you can check out some things already: - Added envmap.live_track.sides_per_frame to set update count of live envmap - Car.ini camera<n>.view variables were read, but never used. Removed loading them, they are (and were) obsolete. - LOD (level of detail) for objects is now adjusted to take into account the camera FOV (normal FOV=50). - Split fullscreen_shaders directory into LDR and HDR variants (data/renderer/fullscreen_shaders_hdr and _ldr). - Added car.ini engine.idle_method to avoid throttle being slightly open all the time. See http://www.racer.nl/tutorial/engine.htm - Now enforcing engine.stall_rpm to be at least 100 rpm less than idle_rpm to enable the new idle_method 1. - Added engine.braking_torque_curve to specify a curve for the engine braking instead of the linear parameters. (the Lambo now uses such a curve for demonstration) - Modified smoke particles to have no velocity. Also increased the brightness somewhat. - Bloom map was 16-bit, now 8-bit. - Added car.ini audio.skid audioset based on skid amount (around 0..2). This allows subtle scrub sounds before going to screeching & screaming. - Added 'gearwhine_off' audioset for gearwhine under deceleration circumstances. - Fuel consumption was based on engine output torque, added internal friction (engine braking torque) in fuel use calculations. - Renamed racer.ini variable 'collision.report_car_trk' to 'collision.report_car_track_collision' - Added car.ini's reboundstop_len and reboundstop_k for much the same as a bumpstop, only to prevent wheels falling through susp<n>.maxlen see http://www.racer.nl/tutorial/suspens...m#reboundstops - susp<n>.restlen no longer needs to be smaller than maxlen. It ignored precompression that way. - Added fuel.rof to overrule the fuel grams/liter parameter. Normally it's around 700 for regular petrol. - Added views.ini 'invert' field (0/1) which inverts the variable (like 'factor' which multiplies it) The list of changes since v0.7.3: - Bugfix: OpenGL3.0 drivers would crash Racer due to a mistake in getting some extension function pointers. - Bugfix: track's with special.ini gfx.time below 1000 (10am) were not interpreted correctly. - Bugfix: turning on projected lights no longer kills some 3D dials - Heavily modified Cg shaders. Also added a lot more. See http://racer.nl/tutorial/gpushader.htm - Projected lights used alphafunc, which made lights on semi-transparent object pixely. - Added car.ini's model_reverse_l/r models for true rear lights. This should do away with the views.ini hack to add reverse lights. - Modified live track envmapping to not do all sides every frame. Lots faster. - Removed dbg_stats tree in racer.ini (it was obsolete). - Added 'clouds' script command for Cg-shaded skies, added 'clouds' uniform float parameter for Cg shaders (0..1). - Also added 'clouds' in a track's special.ini (env.clouds) - Added resolution.vsync to sync to display frequency or not (0=max fps, 1=sync, >1=set interval) - Added moving helmet (+pilot body) model option in car.ini. See http://www.racer.nl/tutorial/helmet.htm - Raised the number of possible flares for each car to 20 (was 10) - Simple (single-polygon) shadows for car views without a body model are now turned off. - Removed 'fx.sky_enable' option. The sky is always on. - Removed 'gfx.reflections' option. Was/is obsolete. - Added graphics.show_names to be able to indicate driver names floating above cars. - Added mirrors.texture.fbo setting to render into an offscreen framebuffer object (faster) - Added mirrors.texture.fbo_samples setting to enable anti-aliasing of the mirror. - Added HDR rendering basics (renderer.hdr.enable=1). Uses data/renderer/shaders_hdr directory if enabled, shaders_ldr otherwise. - Added Bloom rendering for HDR mode (renderer.bloom.enable=1). - Split data/renderer/shaders directory in two: shaders_ldr and shaders_hdr. HDR is the way to go. LDR will be deprecated. - Added ini.auto_lights setting (0/1) to determine with time-of-day controls a car's light automatically - Added shader 'reflect' material property for reflective Cg shaders (in the same line as diffuse, ambient, specular etc). Use this in conjunction with [dyn_]shader_reflective_v/f.cg for example. - Added car.shd/track.shd 'motion_blur' variable to turn off motion blur velocity map generation for certain shaders (wheels mostly). - Added auto-exposure settings for HDR rendering (racer.ini:renderer.auto_exposure.*) - Added fx.sun.auto_time_of_day to track real current (PC) time for the time of day in Racer - Added fx.sun.fast_time_factor to set time speed. Normally 0 for no time change, 1 for realtime, >1=faster than realtime - Added fueltank in cars. See data/cars/default/car.ini (fuel.* settings). Currently in alpha. No fuel means no throttle. - Added fuel view variables for views.ini files (for cars). See http://www.racer.nl/tutorial/fuel.htm for details. - Added formatting option for views.ini; 'float_1' displays a value with 1 decimal (for example: 123.4). - Added 'sample_hold' option for view elements to get slow-updating dials (mostly useful for digital dashboards) - Added fx.sun.flare option to remove sun flare. It doesn't match with the Cg sun position. Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted April 29, 2009 Author Share Posted April 29, 2009 Racer v0.8.2 released It's been out for a small while, but always good to have a separate thread. The full download: http://www.racer.nl/dl_beta_win.htm Tracked patch: http://www.racer.nl/download/tracked082b.zip The changes since v0.8.0: - Bugfix: projected shadows could lead to a crash in certain situations. - Added envmap.live_track.sides_per_frame to set update count of live envmap - Car.ini camera<n>.view variables were read, but never used. Removed loading them, they are (and were) obsolete. - LOD (level of detail) for objects is now adjusted to take into account the camera FOV (normal FOV=50). - Split fullscreen_shaders directory into LDR and HDR variants (data/renderer/fullscreen_shaders_hdr and _ldr). - Added car.ini engine.idle_method to avoid throttle being slightly open all the time. See http://www.racer.nl/tutorial/engine.htm - Now enforcing engine.stall_rpm to be at least 100 rpm less than idle_rpm to enable the new idle_method 1. - Added engine.braking_torque_curve to specify a curve for the engine braking instead of the linear parameters. (the Lambo now uses such a curve for demonstration) - Modified smoke particles to have no velocity. Also increased the brightness somewhat. - Bloom map was 16-bit, now 8-bit. - Added car.ini audio.skid audioset based on skid amount (around 0..2). This allows subtle scrub sounds before going to screeching & screaming. - Added 'gearwhine_off' audioset for gearwhine under deceleration circumstances. - Fuel consumption was based on engine output torque, added internal friction (engine braking torque) in fuel use calculations. - Renamed racer.ini variable 'collision.report_car_trk' to 'collision.report_car_track_collision' - Added car.ini's reboundstop_len and reboundstop_k for much the same as a bumpstop, only to prevent wheels falling through susp<n>.maxlen see http://www.racer.nl/tutorial/suspens...m#reboundstops - susp<n>.restlen no longer needs to be smaller than maxlen. It ignored precompression that way. - Added fuel.rof to overrule the fuel grams/liter parameter. Normally it's around 700 for regular petrol. - Added views.ini 'invert' field (0/1) which inverts the variable (like 'factor' which multiplies it) - Nullpoint is now also painted with 'show carpoints' - DDS file support; but ONLY in .shd files, and ONLY A8R8G8B8,DXT1/3/5 formats, and ONLY 2D textures. Useful for improved mipmapping perhaps. - Removed skid.wav from default/car.ini, since it interfered with the new method for skid sounds - Views.ini settings 'orientation', 'min_offset' and 'max_offset' were not described on racer.nl. See http://www.racer.nl/tutorial/dials.htm - Added 'var=time_of_day' option for views.ini files. Use format=time_of_day to get a string like 00:00 upto 23:59 - Updated Config with a few graphics settings (low/med/high/extreme) to easily select HDR/bloom/motionblur etc. - Also added 1920x1200 & 2560x1600 resolutions to Config. - Fixed show_splines=1 and show_car_points which were invisible when bloom was turned on. - Added standard_bump_v.cg/standard_bump_f.cg to the installation for HDR. - Optimized a few bits to get slightly better performance. Running Racer with 8 cars is too slow still though. - Added a sort level for shaders; the major ones are now: opaque, blended+alphafunc, alphafunc. Useful for blended+alphafunc'ed trees. - Set physics.async to 1. Better for multi-core machines, and who knows it doesn't have too many race conditions (pun not intended). - Cg 2.2, which supposedly fixes the problems with ATI cards and 'MaxInstrSlots=-1' type of errors. Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted July 7, 2009 Author Share Posted July 7, 2009 Version 0.8.3 is now downloadable at http://www.racer.nl/dl_beta_win.htm Some interesting new stuff: I'm using the Newton physics engine now (although I can switch back & forth in the source quite easily). This gave a much lighter path to movable track objects (try Shift-P on Carlswood, then drive into the cones). It also meant convex hull collision models for the cars (Lambo's collision.dof). It also has ghost cars; a great way to compete with yourself. Check it out! Ruud PS Known issues: the trackcams for Carlswood are a little jumpy. Probably because at some point I modified some spline functions. v0.8.3 (7-7-09) ----------------- - Modified sky_daynight*.cg shaders to correctly include 'night' parameter and night texture cloud coverage - Removed dbg_stats.frame_line option. I never used it. - Bugfixes in the AABB tree for collisions; the tree was not really optimal. - Bugfix in splines for looped tracks; there was a problem at start/finish after some optimizations. - Ctrl-Shift-F didn't always jump forward. Now jumps at least one spline forward. - Added more possible load in Pacejka player to simulate truck loads for example (30kN). - Added car.ini engine.idle_throttle to set non-zero throttle for carburator engines when coasting (for idle_method=1). - Integrated views.ini painting into the scene graph, so interior dials shouldn't disappear anymore - Added inidiff.exe tool to compare 2 ini files logically (based on the variable tree, not textually) - Added .shd file shader<x>.layer<y>.alpha_to_coverage option to use alpha-to-coverage. Useful for unblended grass without sorting. - Added track special.ini's gfx.fog.extinction_factor to set atmosphere fog 'density'. Normally 1, >1=more haze - Added 'extinctionfactor <v>' script command to manually set the factor. - Added *.shd shader<x>.tangents setting that determines whether tangents are used. Normally 0 but set this to 1 for bumpmapping for example. - renderer.use_vbo=1 works again. Slightly faster on my machine. - Added mirrors.texture.lod_factor (set to ~0.1 for example) to set LOD factor in mirror - Track spline tangent handling has been slightly modified for just a bit more smoothing - Added 'lights on' and 'lights off' script commands to turn on/off car lights. - Added ghost car support; see racer.ini's ghost section and http://www.racer.nl/tutorial/ghost.htm - Added 'standard_wave*.cg' shaders for waving flags based on texture coordinates. - Experiments with Newton physics library (you need a specially compiled exe though). - Tracked modified to offset movable objects using 'offset_dyn' instead of 'offset' (for Newton collisions with dynamics objects) - Removed data/cars/default/car.ini engine.inertia.final_drive; it's obsolete. - Added geometry.ini movable flag: add 1024 (Newton only) - also settable in TrackEd - Added gfx.show_movables_bbox option (Newton only) to show collision shapes of movables. - DOF reading skips GHDR flags; there were some very old models with bugs in this field. - Added car.ini body.model_collide for collision 3D model (Newton only) Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted August 18, 2009 Author Share Posted August 18, 2009 Racer v0.8.4 for Windows released Version 0.8.4 is now downloadable at http://www.racer.nl/dl_beta_win.htm Known problem: the movable track objects are being worked on (animation). They don't work in this version. The changelist: - Ghost cars didn't work in LDR mode (missing Cg shaders) - Cg compile errors are now shown in a dialog with full details - Got rid of ATTR8/9 in the dyn_standard_bump_reflect_v/f.cg shaders, so the Lambo runs on slightly older hardware - Fixed bounding box offsets so older cards can now drive without getting stuck on the road. - Added car.ini engine.min_warn_rpm and max_warn_rpm; also added view variable 'rpm_warning' which gives 0..1. Useful for digital rpm shift indicators. See http://www.racer.nl/tutorial/dials.htm - Added loading.bar_y option to move loading bar - Car bounding box wasn't drawn correctly (at world origin) with bloom enabled. - Added directory name in car selection screen. - v0.8.3 might have left a large pile of temp files undeleted - Multiplayer timing revised; using time_per_update=100 and linear_interpolation=0 should work better (over internet) - Revised road spline functions to be smoother and fix problems with some corners - Dials in live track envmap no longer appear (buffer is cleared before painting the envmap so it may be a bit slower) - Carlswood: steer noise reduced for some surfaces - Improved quaternion slerp which fixes some 360 degree flips (replays/multiplayer). - Collision boxes now painted in green. - Newton 2.07 used (seems to fix some high-speed collision crashes). Link to comment Share on other sites More sharing options...
Guest q-Lo Posted August 19, 2009 Share Posted August 19, 2009 Qualcuno che ha provato le ultime versioni mi sa dire se Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted August 29, 2009 Author Share Posted August 29, 2009 una Ferrari 288 GTO per Racer Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted September 8, 2009 Author Share Posted September 8, 2009 Racer v0.8.5 for Windows releasedv0.8.5 is out at www.racer.nl/dl_beta_win.htm. The main change is that a new car is added, the Baja moving suspension demo car. It features a bunch of generic models to show moving arms, springs, dampers, steering rods and a solid rear axle (visually only). Might be useful one day as the basis for joint-like suspension designs. Enjoy! Ruud The changes: - Bugfix: wheel Pacejka damping for the last wheel was applied to all other wheels (!) - Unculled polygons (cull=none) in tracks could be driven through on one side - remove data/tracks/<trackname>/cache to regenerate collision mesh - Stencil buffer support for FBO's; that fixes see-through projected shadows for cars (renderer.motion_blur.method=4). - Generic models are working again. See http://www.racer.nl/tutorial/generic_models.htm - Generic model transformation matrix generation has been improved (no shearing, stable axes). Orientation is still an issue (what is up?) - Increased number of generic models to 50 (from 10) - Added live track FBO's (much faster): set envmap.live_track.fbo to 1 - Live track FBO bits can be set to 8 or 16 (envmap.live_track.bits); 16 is HDR. - Live track FBO size can be set (envmap.live_track.size). Default around 512. - Improved bloom a bit. - Menu pimped up with background images. - DDS DXT5 alpha was not flipped correctly; fixed. - Modified a bunch of Cg shaders slightly. HDR only really; LDR will be obsolete at some point. - motion_blur.blur_alpha now works again for method=4. Better motion blur sofar than with motion blur Cg shaders. Try 0.75. - Added spline.ini lines.use_mesh_hits option to ignore the spline for road smoothing (only used for AI/minimap etc). This doesn't drive on triangles (which was unsmooth on even Speedest2) but on the spline quads, which feels much better. - Added a new damper force correction method (2) which is slightly better than before. Selectable in dbg_car.damper_correct_method - Added bumpstop/reboundstop damping (car.ini, susp<n>.bumpstop_damping, susp<n>.reboundstop_damping). Try 10000. - Added ARB force correction, although it doesn't seem to be used much and doesn't correct much. Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted November 6, 2009 Author Share Posted November 6, 2009 Racer v0.8.6 for Windows releasedHi all, It's been a while, and lots has changed. Here's a new version with a lot of niceties. There are fixed LSD's but the Salisbury diff doesn't do preload yet (not sure how to derive it from defs like 60/30/2). Download at http://www.racer.nl/download/racer086.zip or through the download page at http://www.racer.nl/dl_beta_win32.htm Enjoy! Ruud Changelog: - Cleaned up the Baja - 1 Pacejka set, bumpstops, collision model - The Baja didn't work in LDR graphics mode (missing Cg shaders) - collision.report_car_track_collision didn't work for Newton. Fixed. - Added 'analyse all' and 'analyse wheels' script commands. Now runs text editor to show resulting file (data/dump/analyse.txt) - Movables are working again (flag 1024 in geometry.ini, see also TrackEd) - Added tire damping for load next to tire rate (car.ini: wheel<n>.tire_damping). Try 1/100th of tire rate for starters. - idle_rpm with idle_method=1 now really makes the engine run at idle_rpm, instead of slightly below it - Keypad-5 now immediately resets to the default camera settings, instead of moving slowly - Added 'on_allfinished.rex' script which is run right after all cars have finished - Improved control noise detection - sometimes control movements were never seen if the initial position was off - Force feedback joysticks now use a background option which seems to keep forces running when switching windows. - Ctrl-1 Mz view is now shown from the wheel, not the steering wheel (to match with caster/kingpin units) - Magic Formula 5.2 support (car.ini, model=1, see http://www.racer.nl/pacejka.htm) - including combined slip! - Pacejka player improved (slipratio variation reduced, slipangle passing had a RAD2DEG factor bug) - Pacejka player now supports MF5.2 tires. - Partial .tir file support (industry standard Pacejka format) - for MF5.2 import only (wheel<n>.pacejka.import_file=myfile.tir) - Added limits.world_size to be able to set the max world size. Bigger=less performance, but some tracks seem to need it (development). - Added debug screen subpages; pressing Ctrl-1 upto Ctrl-9 multiple times toggles through the subpages (if present) - Added stats.default_info_sub setting for subpages of every debug page (tires for example has 2; press Ctrl-1 twice) - Removed explicit wheel lock force adjusting (pointing the force in the reverse velocity direction) - the friction circle methods (and MF5.2) handle this internally already, so it was a double effect. - A slightly pitched car could make it roll forward automagically. - Keyboard (digital) controls were framerate dependent; made independent. Keyboard controls are still not recommended. - Improved failing FBO detection to avoid crashes when your driver doesn't support framebuffer objects. - LSD's were very buggy; completely revised, they now seem quite spot on. Someone prove me wrong. ;-) - Salisbury diffs added as LSD's, with the power_ratio and coast_ratio calculated from the angles/clutches. Preload is bad though... - Info on diffs updated on http://www.racer.nl/tutorial/differentials.htm Link to comment Share on other sites More sharing options...
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