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Richard Burns Rally 1.02 Patch is out!

16 posts by 7 people · 28 Oct 2004 13:39 UTC - 04 Nov 2004 10:37 UTC

Wow, they fixed the window shader effect! I reported this, but i'm sure tons of people did before me. The window textures have text and stuff on them, like banners over the windscreen etc.. and you should be able to put your name on the side window, etc. The problem is it never shows up, just the alpha channel makes the window more/less transparent.. but now I guess it's solved! I give credit to these RBR guys a lot.. wow.. it looks like they're really following the community and doing what they can to make people happy. Richard Burns Rally(tm) 1.02 Update """""""""""""""""""""""""""""""""""""""""" Bug fixes: ----------- * The redbull animation (cans sticking out of the arms...) * AMD crashes for people having processors not supporting SSE (now tested over here and it seems to work fine). Installer detects if the processor supports SSE and installs the right exe for RBR depending on this. * Smashed windshield is no longer black. * Slow-downs in replays should now be fixed. * Option to invert steering axis (Set the desired axis to change to true in the input.ini file). * The glass shader bug reported by www.richardburnsrally.de is now fixed. Extra: ------ * Optimization of the cubic map which improves the frame-rate. * All scripts are now included in misc.rbz and scripts.rbz. * Modding DLL (A readme document will be released soon.) * Audio tweak. Comments below: New Features -------------- * Amplitude edit on some specific types of samples. * Force number of audio channels to use. * 10-Band Equalizer on the engine sound Fixes ----- * Enabled enviormental reflections ( Disabled in 1.01 ). * Fixed broken door effect.( Disabled in 1.01 ) * Fixed transmission amplitude. ( To loud in 1.01 ). Important ----------- * Read the audio.ini file for more information on the new features. Workarounds: ------------- Q: Black mipmap lines appear in the road. A: The black lines appearing on the road is caused by the users forcing the driver to use AF (Anisotrophic Filtering) and/or FSAA (Fullscreen Anti Alias). By default it is set to be application controlled, which the game works fine with. This can have other graphical side effects, such as poor looking fonts and 2D graphics, because if you force to use these techniques they are applied to everything that is rendered instead of the application selecting where to use it. Also it does degrade the performance. ------------ "Steve Simpson" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (10 lines)> http://www.sci.co.uk/games/downloads/patch/RBR_v102.zip > > <snip> > * All scripts are now included in misc.rbz and scripts.rbz. > * Modding DLL (A readme document will be released soon.) > <snip> > > ^^ This should get the attention of the modders out there.... =) > >
Unfortunately, it still doesn't fix the problem regarding the use ofmultiple controllers and split-axis. 8-( Mike Beauchamp wrote:
Quoted text (68 lines)> Wow, they fixed the window shader effect! I reported this, but i'm sure tons > of people did before me. The window textures have text and stuff on them, > like banners over the windscreen etc.. and you should be able to put your > name on the side window, etc. The problem is it never shows up, just the > alpha channel makes the window more/less transparent.. but now I guess it's > solved! > > I give credit to these RBR guys a lot.. wow.. it looks like they're really > following the community and doing what they can to make people happy. > > Richard Burns Rally(tm) 1.02 Update > """""""""""""""""""""""""""""""""""""""""" > > Bug fixes: > ----------- > * The redbull animation (cans sticking out of the arms...) > * AMD crashes for people having processors not supporting SSE (now tested > over here and it seems to work fine). Installer detects if the processor > supports SSE and installs the right exe for RBR depending on this. > * Smashed windshield is no longer black. > * Slow-downs in replays should now be fixed. > * Option to invert steering axis (Set the desired axis to change to true in > the input.ini file). > * The glass shader bug reported by www.richardburnsrally.de is now fixed. > > Extra: > ------ > * Optimization of the cubic map which improves the frame-rate. > * All scripts are now included in misc.rbz and scripts.rbz. > * Modding DLL (A readme document will be released soon.) > * Audio tweak. Comments below: New Features > -------------- > * Amplitude edit on some specific types of samples. > * Force number of audio channels to use. > * 10-Band Equalizer on the engine sound > Fixes > ----- > * Enabled enviormental reflections ( Disabled in 1.01 ). > * Fixed broken door effect.( Disabled in 1.01 ) > * Fixed transmission amplitude. ( To loud in 1.01 ). > Important > ----------- > * Read the audio.ini file for more information on the new features. > Workarounds: > ------------- > Q: Black mipmap lines appear in the road. > A: The black lines appearing on the road is caused by the users forcing the > driver to use AF (Anisotrophic Filtering) and/or FSAA (Fullscreen Anti > Alias). By default it is set to be application controlled, which the game > works fine with. This can have other graphical side effects, such as poor > looking fonts and 2D graphics, because if you force to use these techniques > they are applied to everything that is rendered instead of the application > selecting where to use it. Also it does degrade the performance. > > ------------ > > "Steve Simpson" <[email hidden]> wrote in message > news:[email hidden]... > > http://www.sci.co.uk/games/downloads/patch/RBR_v102.zip > > > > <snip> > > * All scripts are now included in misc.rbz and scripts.rbz. > > * Modding DLL (A readme document will be released soon.) > > <snip> > > > > ^^ This should get the attention of the modders out there.... =) > > > >
bhoeni 28 Oct 2004 21:19 UTC#532088
Unfortunately, it still doesn't fix the problem regarding the use ofmultiple controllers and split-axis. 8-(
Quoted text (67 lines)> Wow, they fixed the window shader effect! I reported this, but i'm sure tons > of people did before me. The window textures have text and stuff on them, > like banners over the windscreen etc.. and you should be able to put your > name on the side window, etc. The problem is it never shows up, just the > alpha channel makes the window more/less transparent.. but now I guess it's > solved! > I give credit to these RBR guys a lot.. wow.. it looks like they're really > following the community and doing what they can to make people happy. > Richard Burns Rally(tm) 1.02 Update > """""""""""""""""""""""""""""""""""""""""" > Bug fixes: > ----------- > * The redbull animation (cans sticking out of the arms...) > * AMD crashes for people having processors not supporting SSE (now tested > over here and it seems to work fine). Installer detects if the processor > supports SSE and installs the right exe for RBR depending on this. > * Smashed windshield is no longer black. > * Slow-downs in replays should now be fixed. > * Option to invert steering axis (Set the desired axis to change to true in > the input.ini file). > * The glass shader bug reported by www.richardburnsrally.de is now fixed. > Extra: > ------ > * Optimization of the cubic map which improves the frame-rate. > * All scripts are now included in misc.rbz and scripts.rbz. > * Modding DLL (A readme document will be released soon.) > * Audio tweak. Comments below: New Features > -------------- > * Amplitude edit on some specific types of samples. > * Force number of audio channels to use. > * 10-Band Equalizer on the engine sound > Fixes > ----- > * Enabled enviormental reflections ( Disabled in 1.01 ). > * Fixed broken door effect.( Disabled in 1.01 ) > * Fixed transmission amplitude. ( To loud in 1.01 ). > Important > ----------- > * Read the audio.ini file for more information on the new features. > Workarounds: > ------------- > Q: Black mipmap lines appear in the road. > A: The black lines appearing on the road is caused by the users forcing the > driver to use AF (Anisotrophic Filtering) and/or FSAA (Fullscreen Anti > Alias). By default it is set to be application controlled, which the game > works fine with. This can have other graphical side effects, such as poor > looking fonts and 2D graphics, because if you force to use these techniques > they are applied to everything that is rendered instead of the application > selecting where to use it. Also it does degrade the performance. > ------------ > > http://www.sci.co.uk/games/downloads/patch/RBR_v102.zip > > <snip> > > * All scripts are now included in misc.rbz and scripts.rbz. > > * Modding DLL (A readme document will be released soon.) > > <snip> > > ^^ This should get the attention of the modders out there.... =)
Is the 1.02 patch cumulative? In other words does it contain the changes for 1.01 as well, or do I need to track down 1.01 before I install 1.02?
RBR is now officially out of beta state in my opinion. 1.02 solved my bugs/glitches and it runs so much more smoothly overall. The rest of the problems are poor interface (console port) design and a few other things that likely won't get resolved. Marc "Steve Simpson" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (10 lines)> http://www.sci.co.uk/games/downloads/patch/RBR_v102.zip > > <snip> > * All scripts are now included in misc.rbz and scripts.rbz. > * Modding DLL (A readme document will be released soon.) > <snip> > > ^^ This should get the attention of the modders out there.... =) > >
>> * Option to invert steering axis (Set the desired axis to change to true >> in >> the input.ini file). There's nothing in the inpu.ini that can help?
> RBR is now officially out of beta state in my opinion. 1.02 solved my > bugs/glitches and it runs so much more smoothly overall. The rest of the > problems are poor interface (console port) design and a few other things > that likely won't get resolved. Hehe....for me this patch is an anti climax - everything it fixed I wasn't having a problem with amyway. :-\
hmm.... Hadn't thought of that. I'll take a look and report back. Thanks! Steve Simpson wrote: > >> * Option to invert steering axis (Set the desired axis to change to true > >> in > >> the input.ini file). > > There's nothing in the inpu.ini that can help?
bhoeni 28 Oct 2004 23:51 UTC#532089
hmm.... Hadn't thought of that. I'll take a look and report back. Thanks! > >> * Option to invert steering axis (Set the desired axis to change to true > >> in > >> the input.ini file). > There's nothing in the inpu.ini that can help?
OK, I made a bit of progress. By changing the value for the brake axis from 'false' to 'true', the brake is now "uninverted". However, the brake range still only goes from halfway applied to fully applied. It's nevre totally off. Some value somewhere probably has to be tweaked, but I can't find where. BTW -- the brake peds are TSW (original, not TSW2). If I get this last problem solved, I'll be all set. Any ideas would be appreciated. Thanks. Steve Simpson wrote: > >> * Option to invert steering axis (Set the desired axis to change to true > >> in > >> the input.ini file). > > There's nothing in the inpu.ini that can help?
bhoeni 29 Oct 2004 00:05 UTC#532090
OK, I made a bit of progress. By changing the value for the brake axis from 'false' to 'true', the brake is now "uninverted". However, the brake range still only goes from halfway applied to fully applied. It's nevre totally off. Some value somewhere probably has to be tweaked, but I can't find where. BTW -- the brake peds are TSW (original, not TSW2). If I get this last problem solved, I'll be all set. Any ideas would be appreciated. Thanks. > >> * Option to invert steering axis (Set the desired axis to change to true > >> in > >> the input.ini file). > There's nothing in the inpu.ini that can help?
> BTW -- the brake peds are TSW (original, not TSW2). If I get this last > problem > solved, I'll be all set. Any ideas would be appreciated. One of the TSW guys posted a fix in the TSW forum over at RSC. Unforntunately it involves swapping some wires but at least he said it will fix problems with all future sims.
Yeah -- I know about that one. It involves soldering, which I'm not ready to attempt. Thanks. Steve Simpson wrote:
Quoted text (7 lines)> > BTW -- the brake peds are TSW (original, not TSW2). If I get this last > > problem > > solved, I'll be all set. Any ideas would be appreciated. > > One of the TSW guys posted a fix in the TSW forum over at RSC. > Unforntunately it involves swapping some wires but at least he said it will > fix problems with all future sims.
bhoeni 29 Oct 2004 01:21 UTC#532091
Yeah -- I know about that one. It involves soldering, which I'm not ready to attempt. Thanks.
Quoted text (7 lines)> > BTW -- the brake peds are TSW (original, not TSW2). If I get this last > > problem > > solved, I'll be all set. Any ideas would be appreciated. > One of the TSW guys posted a fix in the TSW forum over at RSC. > Unforntunately it involves swapping some wires but at least he said it will > fix problems with all future sims.
"Steve Simpson" <[email hidden]> wrote in message news:<[email hidden]>... > http://www.sci.co.uk/games/downloads/patch/RBR_v102.zip > > <snip> (late to the party, I know) Talking about the forced on aniso/AA bit causing "cracks" in the road... I will try setting these options to "application preference" to solve it, but I do not recall any options to enable this in the game itself? As an aside - is this sim BRUTAL or what? Although I've never been a hotshoe, I've got around 8 years simming under my belt. I'm gold in all basic/advanced school lessons except the final stage where I need another second and a half, but this is SUCH a different type of challenge compared to your standard auto racing environment. You've *really* got to curb your exuberance. Even when I think I'm taking it easy I'm all over the shop. Still great fun, tho... Regards, Mark at v8thunder dot com

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