Longford 1967 fue lanzado hace más de un año para rFactor2, se trataba de una conversión de la versión de rFactor y una primera toma de contacto de woochoo con el motor gráfico de rFactor2. Mucho han cambiado las cosas desde entonces y woochoo ha estado muy ocupado preparando está primera gran actualización para este histórico circuito.
Nuevas texturas con mayor resolución, nuevas mallas con más polígonos para asfalto y terreno, nuevos objetos con diferentes propiedades físicas, nuevos ajustes en las propiedades de los materiales, correcciones para la IA, nuevos árboles, uso de los nuevos shaders disponibles.....
La lista de cambios es practicamente interminable y el resultado realmente sorprendente. Lo que empezó siendo un "pequeño" proyecto de aprendizaje, poco a poco se está convirtiendo en uno de los mejores circuitos jamás creado por un moder.
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=======Known Issues, Non-Implemented Features, & Notes=======
===The AI
- Sometimes they'll hop onto the dirt banks on the inside of a few corners.
- Some cars may collide/crash in the first corner of a race (more likely in rainy conditions), in the Viaduct section, along King's Bridge, and on approach to Tannery Corner.
- F1 and some other cars may collide with tyre markers (not so catastrophic with new HAT profile - v0.91).
- The AI cars struggle to form up to the 3-2-3-2 'Hisoric Grid' after a warmup lap, so skipping the warmup lap or using a different grid layout might be considered.
- ISI Historic Spark and Eve F1/F2 cars don't usually make it around the final corner (running AI calibration in a test session may help).
===Animations
- Some of the animations have small glitches and sometimes the marshal's headphone's are floating (not yet a fix priority).
===Wet Road Reflections
- Fences and some terrain areas are not currently in the reflection list due to the nature of the reflection system.
- For some undiscovered reason, reflections of some trees/bushes/buildings etc may appear and disappear (popin/out) in the road reflections in a manner inconsistent with the mesh's origin (efforts have been made to bias the system to produce more accurate results).
===Shadows
- Some popin, popout, and awkward shading of trees/bushes/buildings etc.
===Bridges
- Bridge structures don't currently extend down into the river bed mud. When bridge structures are updated, they will.
===Terrain Shader
- Using terrain shader launched in rF2 build 860. Older builds of rF2 will not render terrain correctly.
===Terrain Decals
- Slight blur/darkening where grassy road-edge decals blend into terrain.
===Normal Mapping
- In a couple of areas one or two of the normal maps don't seem correctly oriented with the lighting system.
===Performance
- There is a framerate drop of around 30% when exiting Mountford Corner (the final corner) and in the Viaduct section (there should be FPS gains on low track detail modes if needed).
===General Efficiency / Optimisation
- This project was started as a beginner some time ago, and has been a learning experience. Skillz, philosphies, techniques, and technology have progressed in that time. As a result, and the size of the circuit, updates are a rolling process, and there isn't usually time to do all desired updates at or by a specific time.
It is planned that the older models and textures will be updated, optimised, or replaced.
===Continued Development
- The main target of development will be updates/remakes of a number of buildings/structures.
- 3D trees for track-side trees are planned (some unreleased work has occured but it is time-intensive).
- New tent models are planned.
- New house models are planned.
- Separating painted lines from road textures (pitlane and grid lines are already separate).
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This release is slightly crippleware/watermarked/incomplete:
- No realroad profiles
- In-game floating text message
- Not all final additions and adjustments have yet been made.
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