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 Changelog - Rigs of Rods.

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Posts : 191
Join date : 2011-07-03

PostSubject: Changelog - Rigs of Rods.    Tue Sep 27, 2011 9:05 am


Most Recent Versions (that are available for download)

0.38: http://wsync2.rigsofrods.com/0.38/win32/version.txt
(note: if the newest version is not available yet, please be patient and wait a bit more)


main renderloop improvements: simplified, window also rendering if not active
added resolution parsing log output to configurator
show console menu toggles console window now
fixed installer bug: did not detect DirectX installation properly - forcing installation again


visual beam debug improved, now moved from the TDF into the game menu (see also: http://www.rigsofrods.com/entries/139-debug-menu)
particles for terrains now working correctly: http://www.rigsofrods.com/threads/80646-particle-effects-for-terrains
improved menu: removed non-working entries for now
fixed crash when using the "get new vehicle" when no terrain is loaded
added 'none' mesh for odef: if none is specified as mesh, no mesh is loaded.
trees can have collision meshes now: http://www.rigsofrods.com/wiki/pages/Terrn_file_description#Trees
--Tdev 12:54, 8 September 2011 (UTC)


initial mouse position now in the middle of the screen: fixed menu locking bug
mouse hidden on screenshots now (mouse hides itself after 5 seconds of no movement as well)
improved configurator: added ration and resolution name to video modes, as well as sorted them
added exception handler for exceptions raised upon configurator startup
--Tdev 21:19, 6 September 2011 (UTC)


switch vehicles via menu
--Tdev 22:18, 5 September 2011 (UTC)


fixed skins, working again (http://redmine.rigsofrods.com/issues/819)
--Tdev 16:31, 5 September 2011 (UTC)


fixed serious problem when terrain loading threw an exception: RoR hung instead of showing the error dialog.
new custom LOD scheme: http://www.rigsofrods.com/wiki/pages/LevelOfDetail#custom_LOD
ingame Console working again, started added autocomplete for angelscript
updated languages
--Tdev 15:54, 5 September 2011 (UTC)


ability to save the game (very WIP, please report bugs!)
new wallpapers by fat-alfie
new replacement material if material not found. Old was strange black, new is red opaque
--Tdev 10:37, 5 September 2011 (UTC)


improved flexbodywheels (related post):
poser tires with big rims and small sidewalls working now too
lots of small and big improvements to tire weight, stability and usability
updated translations
--Tdev 04:10, 30 August 2011 (UTC)


presentation (by lifter)
--Tdev 21:30, 28 August 2011 (UTC)


fixed configurator
--Tdev 19:57, 27 August 2011 (UTC)


players are not able to block other in the spawner anymore.
--Tdev 19:30, 27 August 2011 (UTC)


improved multiplayer experience:
remote trucks will now send more info about themself (speed, pedal values, etc)
when you enter another players truck, you can see them steering it and watch the steeringwheel turn
introduced new network protocol!
--Tdev 18:56, 27 August 2011 (UTC)


fixed multiplayer flares: brake, indicator and reverse lights, etc working again in multiplayer :)
--Tdev 10:34, 27 August 2011 (UTC)


fixed multiplayer wheels rotation: http://redmine.rigsofrods.com/issues/107
--Tdev 09:41, 27 August 2011 (UTC)


fixed multiplayer flexbody distortion bug: http://redmine.rigsofrods.com/issues/362
--Tdev 00:29, 27 August 2011 (UTC)


fixed multiplayer crash: http://redmine.rigsofrods.com/issues/740
--Tdev 15:22, 26 August 2011 (UTC)


new Paged geometry : slightly faster
Languages updated
--Tdev 03:14, 25 August 2011 (UTC)


compatible with windows xp again, last version was only working on vista and up.
fixed crash on ogre startup problems (http://redmine.rigsofrods.com/projects/ror/repository/revisions/2140)
fixed crash on strange inertia values (http://redmine.rigsofrods.com/projects/ror/repository/revisions/2139)
--Tdev 14:13, 10 August 2011 (UTC)


OutGauge Protocol supported: http://www.rigsofrods.com/entries/125-OutGauge-supported
fixed Bug #782: material Flare Bindings work correctly again. (Skins need to be fixed)
--Tdev 15:27, 8 August 2011 (UTC)


added checks for missing end_
in parser
more than one skin working correctly now
2 gears support
fixed crash to desktop on no engine
fixed inverse camera mouse (in truck cam)
--Tdev 11:19, 7 July 2011 (UTC)


fixed penguinville crash: adding manual LODs after entity creation
fixed penguinville LODs: now 20m intead of 3 meters, using the sightrange for the LOD distance calculation
fixed sandstorm skybox distance and default skybox
--Tdev 22:16, 27 June 2011 (UTC)


first loading screen not translatable anymore: no languages loaded at this point.
fixed GUID parsing
fixed skin system
logical problems with meshobjects, fixes several problems
truck parser improvements, detects more problems
Skin basics working, see this thread: http://www.rigsofrods.com/threads/77823-skins-working?p=838875#post838875
--Tdev 11:24, 27 June 2011 (UTC)


added nodes2: http://www.rigsofrods.com/wiki/pages/Truck_Description_File#Nodes2
fixed parsing of flexbodies with -1 as nodes (fixes the starbus: http://www.rigsofrods.com/threads/56289-Starbus-Concept-Bus, download there: http://forumold.rigsofrods.com/index.php?action=dlattach;topic=23803.0;attach=190485)
minor improved parsing output: section will switch to end after "end"
improved i18n support for ogre overlays: now supporting special characters
fixed bug that prevented error messages to show, users could experience a Crash to Desktop (CTD)
improved loading times a lot: RoR loads much faster by reducing the amount of rendered frames during startup
removed flexbody optimizations for now (visible all time again)
--Tdev 18:10, 21 June 2011 (UTC)


fixed configurator saving problems when using other languages
--Tdev 12:52, 18 June 2011 (UTC)


fixed language resetting itself to Arabic
--Tdev 09:10, 15 June 2011 (UTC)


major internationalization improvements, see http://www.rigsofrods.com/threads/77169-internationalization-RoR-in-other-Languages
meaning: RoR is now available in more languages again!
new races.as, last one didnt compile well. API is available there: http://docs.rigsofrods.com/angelscript/
increased minimum sight-range from 1m to 10 meters.
fixed desert trails spawn point
--Tdev 00:08, 15 June 2011 (UTC)


new versioning scheme, using window version numbers now (see http://www.rigsofrods.com/entries/112-RoR-versioning-scheme-improvements)
readded beamblack material
merged angelscript patches (http://redmine.rigsofrods.com/issues/754)
added warning levels to truck parser, also improved HTML output
readded missing pdfs (keysheet and pseudo-manual)
improved configurator exception handling: will show a better error message now
--Tdev 01:03, 8 June 2011 (UTC)


improved selector window slightly: clearing search field when showing
fixed crash on no sound and ALB/TC
improved configurator "about" layout a bit
use the updater to get this update

--Tdev 23:27, 26 May 2011 (UTC)


readded camera workaround: upside-down cameras should be fixed again.
use the updater to get this update

--Tdev 05:49, 25 May 2011 (UTC)


fixed flaretrail - added missing texture
use the updater to get this update

--Tdev 11:46, 23 May 2011 (UTC)


fix: Trigger code typo error, triggers working correct again
fixed bug that folders are double loaded, and some resources wont load then (soundscripts, particles, etc)
added "particleSystem" to odef file. allows you to make chimneys (see Object_Format#particleSystem)
fixed pssm up a bit, working much better now :)
added "submesh_groundmodel" to truck config, see Truck_Description_File#submesh_groundmodel
double click in selection list is possible now to select something
added shader particle renderer from: http://www.ogre3d.org/forums/viewtopic.php?f=11&t=53795#p365562
fixed OpenGL Rendersystem in configurator: was impossible to select a valid resolution
increased default replay steps from 1 to 240 ref (http://redmine.rigsofrods.com/issues/705)
first public, stable 0.38 release

--Tdev 17:30, 22 May 2011 (UTC)


ground particles work again
you can mouse grab other trucks (http://redmine.rigsofrods.com/issues/723)
replay mode working again with ALT+mousemove
fixed some crash on cache regeneration
closed beta: released for invited members and silver donators

--Tdev 20:41, 17 May 2011 (UTC)


added loading bar for loading base resources (to prevent black screen on startup)
truckhud leaves space for menu bar now
improved loader gui: http://www.rigsofrods.com/entries/107-GUI-finetuning
improved loader search: http://www.rigsofrods.com/entries/108-Search-improved-and-explained
fixed truck categories: working again
truck sections working again
fixed gui focus on hidden controls (fixing engine power when selecting truck from truckshop)
new angelscript racing script (thanks to neorej16!)
fixed: Bug #718: External FOV settings bug
fixed Bug #719: Procedural roads are bugged
merged neorej16's angelscript patches, thanks!
closed beta: released for invited members and silver donators

--Tdev 13:54, 17 May 2011 (UTC)


removed SSE2 optimizations from release compilation, cars dont crash anymore upon spawn
removed desert trails for now to keep the beta sizes down - will be readded later when it goes public
closed beta: released for invited members and silver donators

--Tdev 11:32, 16 May 2011 (UTC)


added detailed version string to compiled game
writes the version.txt file if it should be missing
added version information in FPS screen (top right)
installer now asks if the old version should be uninstalled or not
closed beta: released for invited members and silver donators

--Tdev 11:05, 16 May 2011 (UTC)


IMPORTANT: user directory moved from "Rigs of Rods" to "Rigs of Rods 0.38"

added new Console Window: RoRLog, AngelScript and IRC, WIP!
added SSE2 to compilation options
fixed serious AngelScript floating point stack problem: beam engine exploded when using scripts
improved RoR shutdown on error: synced shutdown, improved Error display
fixed fixed gravity on Gee calculation
fixed hangup on window close
improved anglescript interface a lot, CURL functions working well again
Scripts use their own log now: AngelScript.log
installer does not uninstall old versions anymore
closed beta: released for invited members and silver donators

--Tdev 20:06, 15 May 2011 (UTC)


fixed crash / hangup in multiplayer upon hiding the loading dialog
fixed spawners in multiplayer: they didnt work well before
fixed crash in MP upon player leaving
fixed RoR window icon
Angelscript: added copy constructor to angelscript string
Angelscript: removed non working properties from beamclass
Angelscript: curl race submission working again
LUA: removed, see http://www.rigsofrods.com/entries/100-short-notice-LUA-removed
fixed character position when getting out of a truck (also fixes the bug that the menu pops up when you exit a truck)
hiding mouse and main menu when no mouse activity for more than 5 seconds
improved menu items: some parts are working now
improved menu: hiding if mouse is not in its area
closed beta: released for invited members and silver donators

--Tdev 15:40, 10 May 2011 (UTC)


Added: mouse toggle for hooknodes incluiding lockgroup support see -> http://www.rigsofrods.com/threads/75690-Manitou-Telescope?p=810487#post810487
Fix: mouse truck grabbing working again
Upgrade: Truck file Parser methods upgraded. Please report any broken trucks.
Added option to hooks section. "norope", "shortlimit", "visible" and "nodisable", see -> http://www.rigsofrods.com/wiki/pages/Truck_Description_File#Hooks
Added Section lockgroups see -> http://www.rigsofrods.com/wiki/pages/Truck_Description_File#Lockgroups
removed lockgroup support in nodes section
Added performance boost setting: lockgroup_default_nolock -> http://www.rigsofrods.com/wiki/pages/Truck_Description_File#Lockgroups
Added: lockgroup support for nodes see -> http://www.rigsofrods.com/wiki/pages/Truck_Description_File#Nodes
Added: Section hooks
Moved: All parser stuff from hookpatches into section -> http://www.rigsofrods.com/wiki/pages/Truck_Description_File#Hooks
see also -> http://www.rigsofrods.com/wiki/pages/Truck_Description_File#Triggers
Removed old hookgroups from wiki, well they never were finished and got replaced now. Hooks are still using parts of the fancy code that was original made for hookgroups.
Lockgroups working for hooks and nodes, see -> http://www.rigsofrods.com/wiki/pages/Truck_Description_File#Nodes
Performance boost for hooknodes scanning for a node to lock to
Fix: Skeleton view crash after 2 trucks were connected and released again
Added: triggeroption "H", see-> http://www.rigsofrods.com/wiki/pages/Truck_Description_File#Triggers
Enables a trigger to lock a hookgroup
Added: Hook options
hookrange: how far to scan for a node to lock to
speedcoef: pulling speed
hookforce: force limit exceed -> no lock
self-lock: can lock to my own truck
auto-lock: will lock automatically without any key pressed
hooktimer: timer to avoid autolock
group#: groups activated by triggers
Added: triggeroption "h", see -> http://www.rigsofrods.com/wiki/pages/Truck_Description_File#Triggers
Enables a trigger to unlock a hookgroup
fixed lots of angelscript things, look in this thread for more info: http://www.rigsofrods.com/threads/72228-Races-with-angelscript?p=810095&viewfull=1#post810095
closed beta: released for invited members and silver donators

--Tdev 11:05, 9 May 2011 (UTC)


fixed Bug #702 (Load spawning rotation/position is broken)
packs folder accepting directory structure again
fixed bug in installer that broke the startmenu shortcuts
installer will not overwrite certain config files
closed beta: released for invited members and silver donators

--Tdev 16:00, 3 May 2011 (UTC)


Added: Hook nodes optional settings see -> http://www.rigsofrods.com/wiki/pages/Truck_Description_File#Nodes ):
range ( scan distance for lockable nodes )
speed ( how fast to lock )
force ( if exceeded while trying to lock, locking fails )
selflock ( scan your trucks node for locking too )
Fix: hooks lock to the nearest lockable node instead locking to the first one found
Fix: Secure Load / Tie Toggle working correct again, no endless tie flip-flop anymore. No ticket related
Added: Fusedrag auto calculation, Issue ticket # 624 closed ( see -> http://redmine.rigsofrods.com/issues/624 )
Wiki: http://www.rigsofrods.com/wiki/pages/Truck_Description_File#Fusedrag
Fix: commands2 bug ( see -> http://redmine.rigsofrods.com/issues/448 )
Fix: Auto leveling suspension sticks ( see -> http://redmine.rigsofrods.com/issues/190 )
centering improved
bouncing fixed
Fix: Truck-Info beam deformation count method changed. New method skips working commands & hydros.
Fix: Commands/Commands2 description parsing ( see -> http://redmine.rigsofrods.com/issues/699 )
Fix: Ties try to lock to themselves if they are also ropable ( see -> http://redmine.rigsofrods.com/issues/630 )
Fix: random avionic radio chatter ambient sounds fixed
Fix: Ground Position Warning System - GPWS (or it's voice sound) doesn't work, ( see -> http://redmine.rigsofrods.com/issues/43 )
GPWS, Pull-Up , Minimums, AP-disconnect and stall warning: soundscripts, sounds and triggers added.
New faster pullup warning calculation method, removed some magic numbers and fixed gpws height calculation ( correct for any plane now )
Fix: Analog steering is notchy, not smooth, issue ticket #689 closed ( see -> http://redmine.rigsofrods.com/issues/689 )
Thanks to flypiper for committing this patch
Fix: truckshop collision rear wall not working
Thanks to DeGa providing the new collision.meshes
Issue ticket #422 closed
Fix: G-Meter (truck info) now displays vertical gees too Issue ticket #25 closed ( see -> http://redmine.rigsofrods.com/issues/25 )
removed some magic numbers too
Fix: truckshop material diffuse shading, issue ticket #635 closed
Fix: Parsing "enable_advanced_deformation" working again
should fix some very old trucks (pre Beamv2)
Fix: Meshwheels2, fixed a typo bug which caused a missing cross-support beam in the add_wheel generation routine
Section: Animators, short and long limit added ( see-> http://www.rigsofrods.com/wiki/pages/Truck_Description_File#Animators )
closed beta: released for invited members and silver donators

--Tdev 16:28, 1 May 2011 (UTC)


rotators2 section added (see http://www.rigsofrods.com/wiki/pages/Truck_Description_File#Rotators2 )
lightweight rotators possible now ( anti jitter guard )
rotation force user settable
description text working ( t-screen )
new hook node physics code -> https://www.youtube.com/watch?v=CZLbF5Xezow
soft lock
bilateral force transfer
lightweight hook-nodes possible now ( tested down to 1kg )
Fixed avionic position light skip for trucks
Fixed bug ticket #664 (http://redmine.rigsofrods.com/issues/664) , aeroengine spinning after shutoff -> https://www.youtube.com/watch?v=a7U91kKKlSw
Fixed nodes parsing (see http://www.rigsofrods.com/wiki/pages/Truck_Description_File#Nodes)
"f" flag parsed and working again (no sparks)
"p" flag does not splash/drip water anymore (no particles)
added tractioncontrol (see http://www.rigsofrods.com/wiki/pages/Truck_Description_File#TractionControl)
added anti lock brakes (see http://www.rigsofrods.com/wiki/pages/Truck_Description_File#AntiLockBrakes)
added meshwheels2 (see http://www.rigsofrods.com/wiki/pages/Truck_Description_File#Meshwheels2)
fixed slope brake slide (see http://www.rigsofrods.com/wiki/pages/Truck_Description_File#SlopeBrake)
fixed parser (detacher_group) (see http://www.rigsofrods.com/wiki/pages/Truck_Description_File#Detacher_group)
added detacher_groups/master+minor detachers
improved camera handling in free camera mode
added little gimmick to simple map
removed grid screenshots
added server binary and servergui to the installer again
password protected servers working (thanks to neorej16)
skeleton is now installed with the installer not from rorconfig anymore
improved installer: uninstalls properly under vista and windwos 7 now
closed beta: released for invited members and bronze donators

--Tdev 10:07, 17 April 2011 (UTC)


added forgotten updater.exe
updater.exe now not anymore deleting essential files upon update (uninst.exe, ...)
added terrain sounds, see http://www.rigsofrods.com/entries/80-Terrain-sounds
improved configuration startup exception handling upon incorrect config
open beta for public testing

--Tdev 21:58, 7 April 2011 (UTC)


fixed caelum sky in chrome reflections (http://redmine.rigsofrods.com/issues/672)
fixed videocameras section (http://redmine.rigsofrods.com/issues/670)
important changes to videocamera section: place the videocamera section before loading any meshes that should display the material
--Tdev 13:54, 7 April 2011 (UTC)


beware: new truck parser. We fixed a lot of bugs, but there could be still some left.
the new truck parser is now using a strict mode: it discards any unknown lines until a new section is found
no more hard crashes or exits on truck loading, look at the Log file instead if your truck doesnt load
improved caelum/sandstorm/fog integration
unlimited farclip added
new menu basics (WIP, mostly not functional atm)
new mouse behavior basics, WIP (mouse grabbing not working yet)
configurator layout changes, simplified settings, moved settings around.
added FoV settings
removed streams folder, using packs for everything now
removed credits screen and replaced with about dialog in configurator
enabled wheels2 all the time (removed old setting)
added advanced logging settings (HTML logging) (http://www.rigsofrods.com/entries/76-Improved-Logging-again)
added mumble integration: using 3D positional audio for multiplayer. Should work when mumble installed and using multiplayer.
removed caelumconfig from .terrn file format. New way how it works, look at the simple terrain
fixed hangup on window switching in windowed mode
improved selectorwindow layout: bigger preview image
fixed preview images in selectorwindow
improved configurator default settings
content: added DesertTrails
known bug: mouse functions are not working properly again (free camera mode is buggy, etc)
important: removed old camera fixup, FIX YOUR TRUCK CAMERA IF IT IS UPSIDE DOWN
--Tdev 10:17, 6 April 2011 (UTC)


more videocamera / mirror improvements (see http://www.rigsofrods.com/entries/70-Mirrors-Videocameras-Its-final-!)
fixed RoRMeshViewer, working again (fixed the working directory issue and added better exception handling), known bug atm: mouse behaves strange, unable to rotate the object Sad
added warning on missing resources
fixed error "OGRE EXCEPTION(5:ItemIdentityException): OverlayElement with name tracks/DirectionArrow/Text not found. in OverlayManager::getOverlayElementImpl at ..\..\OgreMain\src\OgreOverlayManager.cpp (line 621)" upon startup: it failed to load the resources properly.
fixed resource loading problems: tried to load from directories when zip was existing.
RoR tries to remove the render window now when showing an error message (so the user can actually read the message)
--Tdev 10:14, 5 March 2011 (UTC)


-warning: huge changes in this release, expect errors-

new simple map with white ground and custom grid
rewrote parts of the content management, WIP
new videocamera section: (http://www.rigsofrods.com/entries/69-Mirrors-and-cameras-Part-3)
fixed .odef loading errors
Support beam user limit added (http://redmine.rigsofrods.com/projects/ror/repository/revisions/1702)
added trigger beams (http://www.rigsofrods.com/wiki/pages/Truck_Description_File#Triggers)
Fix for uneven spaced torque curve points (http://redmine.rigsofrods.com/issues/40)
min fog limit removal (http://redmine.rigsofrods.com/issues/322)
ropes can be invisible now (i option added)
fixed bug #198 (Shocks / shocks2 boundary limit spring&damp values) (http://redmine.rigsofrods.com/issues/198)
removed xfire - obsolete
removed soft shadows - obsolete, was never working
known bugs: torque curve not showing in truck HUD
--Tdev 20:18, 2 March 2011 (UTC)


detacher beams by lifter, documentation: http://www.rigsofrods.com/wiki/pages/Truck_Description_File#Detacher_group
fixed crash when "No sound" was selected with airplanes
added error message on no content
fixed update button from configurator
added new inertia file by lifter
fixed dashboards usage in non 4:3 resolutions: will scale better now
improved screen resize and dashboard size: dashboard resizes well now
fixed load spawner not working correctly
--Tdev 21:39, 17 February 2011 (UTC)


removed scriptcompiler again, more problems as it seems
--Tdev 23:55, 13 February 2011 (UTC)


fixed scriptcompiler: working now, thanks to the fast support of CoreDumped
results in faster RoR startup
--Tdev 23:50, 13 February 2011 (UTC)


removed lua optimization from last version, prevented maps without .lua file to work correctly
--Tdev 23:22, 13 February 2011 (UTC)


fixed severe memory corruption problem
removed input mapping from the configurator, please edit input.map file by hand until we have a better tool
optimized lua system when not in use
improved collision debug, see: http://www.rigsofrods.com/entries/57-collision-debug-improvements
enable it via the configurator -> advanced -> collision debug
--Tdev 20:45, 13 February 2011 (UTC)


fixed camera controlled sounds: start/stop sounds ignored the camera settings
fixed airplane controls not appearing
removed log verbosity of some beam internals
should fix problems when trucks only work once
--Tdev 20:24, 5 February 2011 (UTC)


further improved DOF: removed billboards from depth buffer
fixed avionic flares on trucks: not displaying now
fixed spawning bug in lua, you are now able to spawn more than one car again Wink
added DOF option to configurator
--Tdev 01:43, 3 February 2011 (UTC)


improved DOF: removed Particle systems from depth buffer, fixes errors in display
fixed defaults soundscripts: were only hear-able on the outside.
--Tdev 01:24, 3 February 2011 (UTC)


fixed Depth of Field mode: set "DOF=Yes" in RoR.cfg :)
fixed grass rendering queue
fixed props not showing
--Tdev 20:30, 2 February 2011 (UTC)


added ability to disable shadows for props: http://www.rigsofrods.com/wiki/pages/Truck_Description_File#Props
added soundsources2: ability to enable/disable sounds depending on the camera view (great for interior sounds): http://www.rigsofrods.com/wiki/pages/Truck_Description_File#Soundsources2
added ability to hide / show props and flexbodies depending on the camera, working like the shadows. See links above.
--Tdev 23:44, 1 February 2011 (UTC)


improved mygui integration: better fonts, cleaned up deprecated warnings upon mygui loading
fixed preview images in mygui
merged layouts.zip into mygui.zip
added wallpaper for mygui, better than plain black
added extcamera command: http://www.rigsofrods.com/wiki/pages/Truck_Description_File#Extcamera
fixed character showing up before map loading
remove ingame console by default. You can enable it again by setting "Enable Ingame Console=Yes" in RoR.cfg
--Tdev 13:03, 1 February 2011 (UTC)


cleaned up configurator, sumed up particle settings
enabled dashboard all the time
added rtshader option in configurator (under advanced) (experimental, crashes cache sometimes)
fixed no-sound problem after cache run: it removed all default sounds as well ...
--Tdev 00:38, 1 February 2011 (UTC)


fixed wrong sha1 calculations
fixed RoRBot collision issues (thanks to aperion)
improved online script API
note: first public release of 0.38

--Tdev 10:59, 31 January 2011 (UTC)


splitted beam break debug and beam deform debug
fix for MP terrains without truckshop
improved angelscript API a lot
added decals (WIP)
new terrains now possible (WIP)
added ; as comment character for .terrn file
improved embedded mode
GUI now orange
fixed vwheels crashbug on client disconnect
new MP protocol version: fixed character stream bugs
MemoryWrapper working now: tracking deallocations as well
fixed GUI labels
fixed major FPS problem with angelscript event callbacks
camera now following cinecamera node, to be improved
fixed config.cfg: able to use self defined user folder
fixed rorconfig paths: now using settings class as well
fixed rtshader cache path
--Tdev 03:41, 31 January 2011 (UTC)


see above


see above


recompiled everything with Visual Studio 2010
CrashRpt updated to version 1.2.7_r997
Angelscript updated to version 2.20.1
OpenAL soft updated from version 1.11.753 to 1.12.854
updated wxWidgets to version 2.9.1
Ogre updated from version 1.7.1 to 1.7.2
boost version updated to 1.44
fixed some aspect ratio problems on 16:10 monitors
.scene loader added / highly incomplete / will be removed later i guess
fixed cachesystem bug with resources already loaded by ogre
Aperion: collision limit removed (http://redmine.rigsofrods.com/issues/50) and reduced cell size, reducing freezing when near complexe objects (http://redmine.rigsofrods.com/issues/203)


Added gabester's updates for the Accord, Burnside, and S10
--Donoteat 13:42, 30 August 2010 (UTC)


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PostSubject: Re: Changelog - Rigs of Rods.    Tue Sep 27, 2011 9:07 am


fixing latest issues with steering (http://redmine.rigsofrods.org/issues/421)
--tdev 06:31, 27 August 2010 (UTC)


fixed materials from last version
--tdev 09:35, 25 August 2010 (UTC)


added missing material (green see-through)
--tdev 19:33, 24 August 2010 (UTC)


improved scripting capabilities. See Introduction to Event Scripting for more information.
--tdev 08:26, 24 August 2010 (UTC)


improved installer: added file associations (.mesh only so far)
added RoRMeshViewer (screenshot: http://modclub.rigsofrods.com/thomas/.screens_pub/meshviewer.png)
tried to fix steering bug from last version: http://redmine.rigsofrods.org/issues/421 (please test)
fixed bug "Trailer/ Load reversing lights" - http://redmine.rigsofrods.org/issues/374 (thanks to flypiper)
--tdev 11:07, 22 August 2010 (UTC)


improved shadow configuration, ability to set shadow distance and enable/disable shadows when driving in first person mode
fixed bug "Remove auto-back-steer velocity" - http://redmine.rigsofrods.org/issues/366 (thanks to flypiper)
fixed bug "Deadzone for analog controllers is on the wrong end" - http://redmine.rigsofrods.org/issues/382 (thanks to flypiper)
removed lots of senseless exception warnings from the RoR.log (via http://redmine.rigsofrods.org/projects/ror/repository/revisions/1517)
improved lod naming: http://redmine.rigsofrods.org/projects/ror/repository/revisions/1516
--tdev 12:34, 19 August 2010 (UTC)


Updated Burnside version, updated S10, added Honda Accord, all by gabester.
--Donoteat 16:47, 18 August 2010 (UTC)


added some LOD features, removed/fix old LOD implementation: http://wiki.rigsofrods.com/pages/LevelOfDetail
--tdev 15:09, 18 August 2010 (UTC)


compiled Ogre without threading support -> more performance
added RTShader system
--tdev 20:17, 13 August 2010 (UTC)


Forgot to include the ferry slip gate. Whoops. Included.
--Donoteat 01:14, 13 August 2010 (UTC)


Updated NSH to take advantage of Object Replacement objects, like the signs and the ferry slips.
--Donoteat 00:47, 13 August 2010 (UTC)


added content for Object Replacement Project Phase II... the rest will come with the next version. (I should consolidate my SVN folders, I think. Neutral)
--Donoteat 00:47, 13 August 2010 (UTC)


OpenCL tests added to RoRconfig
--tdev 20:48, 8 August 2010 (UTC)


new terrain fixes, not working yet
--tdev 11:35, 27 July 2010 (UTC)


improved installer: more output on the GUI on what it is doing during the indexing run. Should resolve issues where it takes a lot of time to complete. So you can at least see what its doing.
--tdev 10:35, 27 July 2010 (UTC)


improved installer: new downloading backend, should be much more stable and reliable now
--tdev 03:59, 25 July 2010 (UTC)


improved network protocol: now detecting slow download bandwidth
fixed character movement in free cam mode
--tdev 23:04, 24 July 2010 (UTC)


fixed several installer bugs
--tdev 09:54, 24 July 2010 (UTC)


Added updated S10 to updater.
--Donoteat 05:42, 24 July 2010 (UTC)


improved installer log verbosity on file downloading errors.
--tdev 09:54, 23 July 2010 (UTC)


dust, clump, sparks, drip, splash and ripple particle effects working again. Update your ground models!
--tdev 21:54, 22 July 2010 (UTC)


Updated North St. Helens and Island to take advantage of new objects.
--Donoteat 18:44, 22 July 2010 (UTC)


Object replacement project phase 1: Updated marina, road textures, hangar, runways, etc.
--Donoteat 18:38, 22 July 2010 (UTC)


fixed chat send bug: wont enter/exit vehicle now when sending a chat message
fixed trucks using sections in multiplayer. Supports up to 10 sections now
improved player list updating. Only updates when required now. -> performance
improved multiplayer remote vehicle spawning point. from 0,0,0 moved to 1000000,1000000,1000000 -> out of sigh range -> faster loading
fixed two multiplayer protocol memory problems
improved truck stream icons on no trucks loaded, also improved logic: working more reliable now
new server binaries (matching protocol)
fixed truck dashboard (parking bracke lights, etc)
removed old player list from overview
fixed mygui strings
--tdev 02:56, 22 July 2010 (UTC)


updated burnside by gabester
screwed up scheduled 0.37.101 release. said release is now 0.37.102.
--donoteat 03:06, 22 July 2010 (UTC)


(first binary game update since 5th of May)

updated from Ogre 1.7.0 to 1.7.1
added background loading support, but crashing due to the fact that zziplib is not thread-safe
fixed set_beam_defaults_scale again
fixed big bad crash on player/truck leaving in MP
optimization: when "no sound" selected, sound engine is not loaded and no .soundscripts are parsed
optimization on loading: caelum, hydrax and vegetation only loaded when selected in the configurator -> faster loading times
decreased verbosity of torquecurve
fixed waterplane size and scale factor: only scaling when map is smaller than 1,5km (should fix wave problems)
faster loader at startup (no smooth fade-in)
removed obsolete effects (ASCII and Night vision)
Improved static friction patch + bug fix for a case where transition from static to dynamic friction created abnormally large forces (http://redmine.rigsofrods.org/projects/ror/repository/revisions/1373)
moved skidmarks.cfg to config folder where it belongs (was in textures.zip before)
new resources for the compiled version: splitted up to reduce loading time
combined all materials to one file to improve speed
repacked with no compression mode -> faster loading times
removed obsolete layour editor resources
Changed support beams to break when extended at 4 times their length. (http://redmine.rigsofrods.org/projects/ror/repository/revisions/1394)
ogre log of configurator changed to a different filename, so it wont overwrite ror.log from the game
added ogre log verbosity changes via setting (http://redmine.rigsofrods.org/projects/ror/repository/revisions/1427/diff/trunk/source/main/RigsOfRods.cpp)
added "get token" button to configurator
Restore previous time advancement functionality, added a display to show what the tiem was changed to. (http://redmine.rigsofrods.org/projects/ror/repository/revisions/1431)
fixed multiplayer mode, inputengine skipped stream creation of the character
added stream registration results: the remote users will now tell when they cannot see you (via an icon)
added new Multiplayer GUI: more infos and explanation: http://forum.rigsofrods.com/index.php?topic=35525.msg343698#msg343698
fixed runtime condition crash in multiplayer when it tried to the beamfactory before its initialization
new RoRnet Protocol version "RoRnet_2.33"
--tdev 08:52, 20 July 2010 (UTC)


Fixed Penguinville
Fixed Twin Otter
Fixed Flxible Metro D
--donoteat 22:05, 30 June 2010 (UTC)


adding missing inertia_models.cfg file
--tdev 06:27, 4 May 2010 (UTC)


fixed crash in multiplayer when a truck of a player is removed.
--tdev 00:07, 3 May 2010 (UTC)


new rorconfig logger (background only, not visible for the end user)
fixed set_beam_defaults_scale, should work now
--tdev 15:22, 2 May 2010 (UTC)


fixed ground models of nhelens map
--tdev 15:19, 2 May 2010 (UTC)


fixed set_beam_defaults_scale: was not working before.
--tdev 22:36, 1 May 2010 (UTC)


code cleanup, possibility that some things are not working as expected (although i tested all changes)
new TDF formats:
all managedmaterials are SINGLE SIDED again, unless you specify it with Set_managedmaterials_options!
fixed: "Crash in multiplayer on geforce4" (http://redmine.rigsofrods.org/issues/242)
Angelscript working again!
new scripts directory usable in user directory
angelscript bindings updated.
angelscript bytecode saving basics added (.rs will be compiled to cache folder)
--tdev 08:38, 1 May 2010 (UTC)


trying to fix the resetting issue by reverting patches (see http://redmine.rigsofrods.org/issues/235)
--tdev 05:35, 20 April 2010 (UTC)


fixed error "exception handling registration problem: Missing Language file or wrong language file version". Caused by using an old crashrpt_lang.ini file. Updated.


re-added crash reporting tool. Please use it! :)


added simple search for the selection window. Feedback/Comments/Screens: http://forum.rigsofrods.com/index.php?topic=33306.msg315856#msg315856


removed double truck: atego wrecker (http://redmine.rigsofrods.org/issues/202)


new installer: fixed changelog link and other minor display problems


fixed custom ground models and landuse maps: all maps with custom ground models/lanuse maps crashed beforehand due to typo in the code. Mudfest and other maps should work again :)


fixed ground model name in mudfest map


merged estama's friction patch: http://forum.rigsofrods.com/index.php?topic=24985.msg315237#msg315237


updated bundled DirectX web setup: now installs DX10


fixed crash on old mesh version (ogre bug: http://www.ogre3d.org/forums/viewtopic.php?f=4&t=56961)
fixed crash on prop usage
improved the installer a little bit: added link to changelog


fixed invisible terrain problem


removed some old, unused files


fixed RoRconfig crashes upon invalid entry in ogre.cfg


added simple map to default stream


new RoR.exe with new features:
new caelum sky: to use it, see Terrn_file_description#Caelum_Sky
truck reloading on the fly. Example usage:
load simple.terrn with your wished truck in windowed mode
make changes to the .truck file in any text editor
hit "SHIFT+CTRL+R" in RoR to reload the .truck file
fixed the crash-on-exit error finally that was existing for a long time.
fixed up rorconfig: fixed error where the configurator was not showing the rendersystems
fixed console bug that was slowing down and crashing ROR

0.36.3 (Portland), released on 28th January 2010


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PostSubject: Re: Changelog - Rigs of Rods.    Tue Sep 27, 2011 9:08 am

changes to 0.36.2:

content changes:

new stream concept: you can subscribe to streams that feature a certain type of content. Running the installer will update the streams and the game at the same time.

new features / improvements:

new installation method: online installer that also acts as an update service. Benefit: no need to download big releases anymore. Just download the differences required to update.
new network code: character support and load support for multiplayer!
configurable differentials
new ground models, new ground behavior. More configurable and supporting basic fluid dynamics. Also supports custom ground types.
new slow-motion replay function that shows whats happening at 1/2000 of a second
new friction GUI: open via main menu
new main menu: open with ALT+M
new overview map using mygui, WIP!
LOD's for objects and flexbodies
positionstorage feature added: save and load truck positions
improved AngelScript Interface (currently disfunctional)
camera improvements for detachable parts
new beam break debug in log
support for mesh terrains: disable switch for mesh terrains: add "disable=1" to the terrains.cfg file to hide the complete terrain
Force feedback for steering wheels. G25/27 now completely supports (G27 with LEDs) (also: H-Shift error fixes and slider fixes)
repair on spot - feature: backspace key
new particle system that works together with the new ground models: splash still broken, WIP!
new character animations: driving (sitting behind the steering wheel)
new beam deformation improvements: better crash deformations
Slidenodes: tank tracks! :)
Depth of Field: experimental, not used by default, WIP!
slight speedup by optimizing core code
updated to Ogre 1.6
possibility to use DX10, experimental, disabled by default!
glow effect for lights (look at docu)
multiplayer colour mode: player is uniquely identified by a colour when joining a server.
new loader type: allbeam
added crashrpt to project: decent crash reporting for windows users
POVs and sliders are now fully supported ingame and in the configurator.

skidmark fixes
fixed propulsed wheels bug
fixed several axle explosion bugs
fixed torque miscalculations
Sound improvements: ability to select sound output device now
lots of minor crashes fixed (too much to write down here)
lots of configurator crash fixes
fixed several truck deletion bugs
several beam stability patches
fixed resource loading from folders
some stats:

674 revisions in 214 days = 3.14 changes per day :)
authors that contributed to this release:

pricorde (fixes, Force feedback support)
estama (core beam physics)
aperion (locking diffs)
lifter (several beam features)
petern (several fixes, spot-on repair mode)
knied (macosx fixes)
nagyimre (non used opensteer code)
altren (GUI / MyGUI fixes)
tdev[thomas] the glue inbetween Wink

0.36.2, 28 June 2009

Some changes:

improved paged geometry
added density maps for trees
added version argument (so users can see what version they use)
added angelscript
added Landuse
removed old etm things
fixed hard crash when beyond map borders
fixed hydro invisible bug (thanks to lifter)
added console script mode
added ogreconsole
fixed chat console
fixed chat colour bug
fixed resource loading in the middle of the game: gui was still active in the background ...
removed old network distance label
refactoring of the client info for MP
new network now sending out the welcome messages correctly (not tested yet)
updated new network server to match the updated protocol
MP server delete propagated
sano's manual->automatic small fix
MP server now script-able
merged patch by AMDmi3 for uninitialized variable (thanks)
removed trailing spaces
removed -mssse3 from linux compilation flags
sha1 patches
merged x86_64 sound bug fix by piotr, thanks!
fixed vehicle recycling: working now
network client slot reusing improved (modified patch)
merged FS#268 - Torquecurve feature
extended debug: FPS graph :)
added ability to specify the beam diameter for commands and commands2
merged piotr's patch that resets the beam structure upon explosion (thanks for this awesome patch!)
added ability to use openGL for windows users
rewritten configurator: added support for any rendersystem, removed all hardcoded things
added new sounds: reverse beep and turn signal
added no creak sound option to configurator
updater working (update.exe)
FOV change-able ingame
added limited MP collision
fixed big bad cache bug: paths tend to get case sensitive which caused massive re-reruns of the cache.
configurator improvements:
- on changing netbook pane html page load
- improved community page (now functional)
- simplified MP enable
- added regen cache button
merged FS#269 - Improved Braking equation
improved FPS stats
added network traffic stats graph
fixed graph implementation
refactored cmdline interface: steer RoR (useful from browser, etc)
auto-downloader for MP
command inertia
fixed RoR close segfault on running download
added warning to RoR.log about non-mono sounds
angelscript script compiler added
input system improvements: faster input handling, more key presses per frame, per key delay
removed ingame editor completely
merged estama's optimization patches
merged estama's new ground traction patches
exchanged old fonts with bitstream cyberbit in order to support more UNICODE ranges
fixed default tie strenght
fixed preselected sections
merged aperions differential patch
merged clutch force patch by 88Toyota
shocks2 improvements by lifter
multiple joystick support! better joystick slider support. full G25 support!
new commandline argument: -enter
skidmarks improved, WIP!
new post screen effects: HDR, SSAO (not working currently), soft shadows and some others
merged RoR#133 - Manual Clutch Bug
merged RoR#140 - Motion platform extension
MP server can send game commands now
Some stats:

327 changes on the source code in 126 days, ~2.6 changes per day
4264 total file changes

0.35, 25 March 2008


vehicles added, vehicles removed (to save place)
added night maps
added high contrast font for MP nick names
added large 100x100km terrain (Grenoble)
added saving of best lap times
possible to use different meshes as checkpoint mesh in the lua file now
new person as player character (thanks kevinmce!)
packs folder split into internal packs folder and mods packs folder. Packs from the data/packs folder will always be loaded. Packs from the mod folder will only be loaded if it is required.
fixed some truck warnings (due to wrong material files etc)
added new monospace font for Truck HUD
added 3d cockpit to 3d cockpit an-12 test version
complete change from .png to .dds for all possible files. This results in a much lower graphics card memory usage.
added monorail in nhelens
added monorail-station


added boat depth meter. It shows the range below the deepest point of the boat to the sea ground.
smoother wheels
added crash report utility to RoR and the configurator in order to be able to track hard crashes under windows.
slightly angled front light (so it will illuminate the ground better)
turbojets physics
heat-haze effect for turboprops and turbojets
added stabilizers for planes
added cabin light when switching on front light
added Rigidifier structure
truck loader caching added. The Loader will only load from Cache now. If it detects a new or deleted Truck then it will regenerate the Cache.
new character animations (swim, run, ...)
removed most of the shaking issues users were experiencing.
slightly improved Truck HUD : new health value calculation, added real truck mass, added wheel node count
camera improvements
auto-pitching truck camera
slightly improved exhaust from turboprops
horizontal wheels now possible. just create a wheel between two vertical nodes
added monorail road type
simplified configurator
added support for animated mesh files
redone light options.
added Special Props
added node mass debug
improved MP client: now able to receive game commands from the server.
mesh rim wheels


fixed handling of corrupt zip archives (print error and continue)
fixed sha1 usage
fixed new skeleton cab fading in several ways
fixed boat steering joystick error
fixed buffer overflow in Input System
fixed buffer overrun in special airplane constellation
fixed timeout for connecting clients
fixed "resource reloading" warning in RoR.log. Now showing a different text.
lots of minor bugfixes which could arise in special situations
fixed crash on missing truck material
Improved collision detection on large terrains

0.34, 13 Janurary 2008


added smallisland terrain
updated crane, volvos and trailmashers
updated roads in nhelens
added gooseneck trailer
added information sign (see coldwater in nhelens)
automatic landing gear on the an-12
added sea bouys to island (thanks to dieselfuelonly)
added tank trailer
fixed too big texture on monster truck


added BeamType "Machine": like trucks, but without engine and truck specific commands. They can only use pure hydro commands. Usage: Drawbridge, crane (see crane in aspen.terrn)
new Console with coloured text. (press ~ and CTRL#~)
more airplane keys:
none/full flaps CTRL#1/2
toggle engines: CTRL#HOME
no throttle/full throttle: CTRL#PageUp/PageDown
added lua interface version information function
ported configurator to wxWidgets 2.8.6
using Ogre 1.4.5
autopilot for planes
Tropospheric model added to the atmosphere
Airspeed is now in IAS (Indicated Air Speed), not ground speed.
added linux user directory configuration support. (located in ~/.rigsofrods/)
Updated turboprop model (multi-element blades), with beta-range, works better.
added Editable Terrain Scene Manager (alpha, start RoR with -etm)
functionnal ADI (artificial horizon) and altimeter
autoland, a vertical localizer antenna model
added two more caelum keys (now slow and fast use SHIFT# [#/-] )
working HSI, ILS
Input System completely rewritten
MacOS Port
Dual Exhausts
now unlimited beams per command
added Flaresmode to configurator and Game: this enables the user to disable parts of the Flares (requsted by user) so users can set to "current truck only" in MP games, or disable them completely
added No Water Option
added VegetationMode Option
added 'boat' keyword for .terrn files, so you can easily filter out boats for no-water maps.
Commands2 section
little flares improvement: added camera angle independency flare ability
added Nodes option to be able to set a load-node's mass explicitly
added dynamic draw on texture to enable basic signs
added 'setMeshMaterial ' to odef file, to be able to exchange a meshs material at runtime.
improved skeleton mode: cab fading, props are wireframe now.
added screenshot Option
added Set_skeleton_settings
improved Multiplayer code:
upgraded protocol to RoRNet 2.1
banning possible
first connecting to server, then choosing the vehicle
password protected servers possible
no more terrain cheating on non-sandbox server
added sandbox servers (servers with 'any' as terrain name)
fixed timeouts
merge header and content together -> less change to desync (famous -1 error)
added different starting positions for all vehicle types in MP
added shift to neutral gear in manual mode - key : default: d
Beam limit increased from 4000 to 5000 Beams
Remote Console features (RCon)
invisible Clients will now be shown, including the missing truck file.
removed wheel speed limitation
smaller GPU memory footprint, since more buildings are now using the master texture
increased wing limit from 20 to 40
added turboprop's piston sounds
new Map (completely rewritten)
custom icons now very easily possible, just drop a file named "icon_.png" into data/maps
toggle Map with TAB - key
toggle Map translucency with CTRL#TAB
boat support for multiplayer (only when water is enabled in the configurator)
no waves yet, will be available later.
allowed all characters in MP-Chat. Language selection to be written
upon terrain loading, missing .odef files are ignored now, an error is printed to the Logfile
improved road laying: hold shhift to increase speed, press CTRL#T to switch between types
improved configurator: added event descriptions (thx for corrections @ mcreed)
added light and heavy mouse picking
light = normale left click
heavy = CTRL # left click (old mode)
added particle generator to network


truck HUD only update every 300ms -> no more flickering
added pause to server startup scripts
fixed LUA#zip bug, now able to load .terrn.lua out of a .zip
fixed custom flare activation bug
fixed several non-UTF8 convertible errors
set lower range for steering rate --> high velocity trucks can now steer
fixed crash upon zero gear diff
fixed grass renderqueue problem. Grass is now behind dust.
fixed water ambient color bug (now water fades nicely with the daylight color)
disable Fog now really disables the fog
fixed command description bug
fixed loader titles
removed horn in Multiplayer
turboprop animation now working in Multiplayer (simplified)
removed mapsize section (auto detected now)
fixed fatal crash with non-available material in global section
fixed several loader bugs
water plane positioning on small terrains
fixed truck indicator bug (try to blink with the person selected)
fixed crash on showing and hiding the skeleton at the same time.
mostly reduced Beam spazz, now the beam will rotate instead of vary its size.
missing trucks will be ignored upon terrain loading (loading will continue, only error will be printed in the logfile)
fixed keyboard bug after RoR close under Linux (OIS was not properly destroyed) (this will still happen, if RoR crashes!)
under 3 gears engine will crash RoR, and is not supported. Added warning message.
fixed overlapping side texture of too high roads
fixed parking brake on truck reset (now released upon reset)
stripped EXPL from command list
fixed category description "aircraft" (thx to dfo)
fixed chat background (position and black line)
no more autopilot for other player's planes
bugfixed full axis # reverse
fixed junkyard position
fixed disconnect of invisible clients


Linux-specific bugfixes


Variable pressure tires


Multiplayer bugfixes


New installer package
Smooth roads
Tons of new vehicles, sorted by category, thanks to all the contributors!
Different spawn points for trucks, airplanes, boats, and loads
Experimental vegetation, thanks to Thomas
Upgraded objects model, LUA scripting, and mission support capability
Update to Ogre 1.4.3
Many other features and bugfix


A small wahoo.
A Class 1 speedboat contributed by cdquicksilver.
A very large high sea tug, the Smit Rotterdam, that has a rollable platform.
A new terrain, called "island", that is still under construction but that will soon replace the two classic RoR terrains, because they are not realistic islands.
Infinite sea with waves. Take the Smit and sail far from the island: you will encounter high swells offshore. You can even configure the wave fields.
A separate configurator program. Now you must start the RoRconfig program first, to choose your configuration options, save them, then start RoR. This configurator adds more joystick configuration options.
An experimental shift stick mode that uses a force feedback joystick to simulate the grid of the gearbox.
Serious bugfixing: camera shaking has been dramatically reduced, and the "crash on plane crash" problem is mostly eliminated.
Addition of the Challenger car contributed by hemicuda.


RoRconfig bug fixed


Ultra realistic sky: thanks to the Caelum plugin, you can see the sky color changing depending on the time of the day, see sunsets and even try a new night mode (Select the Caelum sky effect at startup and use the "+" and "-" keys of your keypad to change the time of the day). Requires a good videocard.
Gorgeous water effects: splashing, ripples and dripping effects!
Mouse interaction with the trucks: click on a truck and drag him around. Useful to put an overturned truck on its wheels.
True turntable actuators for cranes: no more unwanted swinging.
Better physics: faster, more stable, and more light car-friendly (you can adjust the strength of groups of beam).
A new small car contributed by c--b, good for doing doughnuts and drifting.
Various fixes.


5 new trucks:
An Agora S bus.
A huge Liebherr crane.
A port crane.
A police car.
The Caliber contributed by mcreed.
Performance improvements (but no more replay mode)
Improvement of the airplane aerodynamics, that has a smoother handling at lower power setting. Also retractable gear (F3/F4) and automatic differential braking to help taxiing.
Special effects on the airplane (press M to see the light show)
Enhanced fixed camera view for airplane, and the possibility to have multiple cameras aboard a vehicle (currently on the Liebherr crane you can sit in the driving cab or the crane cab, and also in the Agora L you can sit in the back of the bus and drive! Press C multiple time to switch between cameras)
Joystick configuration bonanza: you can simultaneously use a wheel for the trucks and a joystick for the plane.
Fully manual clutch mode: press Q two times, and prepare to stall! Note that you must depress clutch to shift, as in real life. You can use an analog joystick for clutch control.
Lots of bug fixes and enhancements
Upgrade of Ogre version from 1.2.0 to 1.2.3.


Slow shadow-stencil mode fixed


Sound-bug fixed.
An accurate ground contact: no more strange behavior on steep cliffs, and more life-like sidings, drifting, wheel lock-ups.
An updated sound library, that should give better hardware mode sound, and less program crashes.
Better airplane maniability.
Performance boost for water effects, especially for the Reflection+Refraction mode.
More informative error messages in Ogre.log when RoR fails to parse a truck file.
Also this is the first version ever to come out for Linux.


A flyable Antonov 12. The flight physics Pricorde used are state of the art in flight simulation (better than Microsoft Flight Simulator, and almost similar to X-Plane, which I highly recommend).
Flying forces (lift, drag and moment) are computed for each wing segments according to actual airfoil characteristics measured in wind tunnels. The interaction of these forces and the aircraft frame determine the aircraft trajectory and attitude. There are no cheating, no cooking, only decentralized aerodynamics!
Prop wash (the effect of accelerated air behind props on wings) is taken into account.
Induced drag accross full wingspans is taken into account.
Accurate simulation of variable pitch, constant speed turboprops.
New truck added: Volvo FL6 from Aimee Walton
Some bug fixes


Flashing lights on some trucks! Use the key 'M' to switch them on. (on AZERTY keyboards, use the key at the right of the 'N' key)
Seats in the trucks, and other accessories (air intake, spare wheels)
New bridges. They are fragile, if you overload them, they will break down!
The big ship in Helens has been upgraded, now you can board in it.
Now you can select among more than 12 trucks
Editor improvements, with rods edition capabilities. You can also load the loads (sic). Not finished yet, lots of work to do to finish it.
Cool rock crawling course and vehicle contributed by theafro are included. The course and vehicle are preliminary, and will be certainly improved. Test your nerves and try to go as high as possible with the Rockeater vehicle on the artificial trial course in the Aspen terrain.


New funny roads to explore
Race against the clock on circuits! They are tricky, and you need to have the right mix of speed and caution to finish with a good time.
First person view in character mode. Very neat. Now you can play entirely in first person mode (press C two times)
Working truck dealer, and truck repair garage. Walk into the offices to buy or repair a truck. You can have as many trucks as you want on the level.
Beginning of the truck editor. Enter the truck design lab building to launch it. Not complete but you can easily modify existing trucks.
Optional manual transmission. Press Q to toggle auto/manual mode, and A and Z to shift in manual. For the moment, the clutch is automatic, but there will be more...
Various fixes (roads less sticky to the chassis, rear view mirror and dashboard can be disabled for slow configs, etc.)
If the long download don't work for you, you can try the multipart download.


RoR now uses the new Ogre 1.2 library, allowing Pricorde to put new cool effects.
New special effects: Sunburn (light overexposure), Bloom (wet eye effect) and a way more faster Motion Blur.
Functional rear view mirrors in cockpit mode. You can even adjust them with the Ins, Del, Home and End keys. Now you can try to lock a trailer from the inside of the cabin.
Functional indicators in the 3D dashboard.
An enhanced city, still under contruction, with streets and curbs.
A new animated character, under construction (not textured yet), to replace the robot, thanks to SLander.
Now there is an ignition switch on the trucks. Press X to toggle it.
The yellow RVI crane truck has been converted to a fully featured terrain editor. You can use it to place roads and objects in the scenery. I will document in the Wiki how to use it.
The wrecker hook has been slightly modified to ease turning while hooking.
Roads have more grip.


Only a bugfix. No real new features added.


3D cockpit! With a 3D dashboard and wheel. Right now, only the wheel is functional, no dashboard needles. Pricorde is working on that. In internal cam mode, you can turn the head with the usual camera controls.
External rear view mirrors. The mirrors are not functional yet, but this makes the trucks looking better.
Transparent windows. Now the transparent windows are easier to design and artefact-free. So all the trucks have transparent windows now.
Lights on all the trucks.
Serious optimization that will give better framerate for slow 3D cards and in advanced water modes.


3D sound! Pricorde changed the audio library from Audiere to OpenAL. The sound of each truck is positionned in space, and you can hear distance attenuation and Doppler effect (the sound is picked at the camera). Works even better with a 5.1 sound system.
Water for everybody: now there is three water rendering option. Basic has almost no overhead, Reflection is 2x slower to render, and Reflection+Refraction is 3x slower (but better if you can afford it).
A port and a new road in the North st Helens terrain, with a boat. Also in the distance a very large ship, which is a work in progress.
Several bug fixes.
Also, note that from now the trucks have their engine stopped by default (except the user-chosen truck), so you need to start them the first time you use them (press 'S').


Lights! Several trucks now have functional lights. Press "N" to activate. No night mode yet, but nice anyway...
A new interesting truck: a Scania truck carrier. With this one you can do the same thing as the carrier trailer, but with a better framerate. Use F1/F2 for the ramp. There is also a winch with "O".
Several bug fixes: the character can walk on the roads, etc. Press "space" to make him jump over obstacles.


Two new very interesting trucks:
A wrecker truck, and the beginning of a Rescue mission: when you are stuck, press "R" and you are teleported to the nearest wrecker truck
A truck carrier trailer. Funny, but it requires a lot of CPU power to operate with a truck on it.
Some bugs corrected
the camera mode has been changed a bit.


Now you can have several trucks simultaneously in the scenery. The loads have been "detached" from their truck, and can be manipulated by any truck. Trucks and loads are declared in the terrain file, and the user chooses one extra truck at startup.
To go from truck to truck, an animated character has been added (as in Grand Theft Auto). A typical trucker character is under construction, but is not yet ready, so I had to resolve to use a scary robot that is given with Ogre3D as an interim character.
Major 3D optimizations has been made. Framerate should be up! (but if several trucks are interacting, the physics simulation is slower)
Hyper realist water, with reflection, refraction and fresnel effect. The same technique as in Half Life 2! Requires a recent video card. The water physics is also implemented, see the trucks sinking or floating, and watch out for engine stalling.
Easyest and more reliable locking.
Beware: this version requires DirectX 9c so if it does not start, update your DirectX.


A new semi-truck, in a classic european configuration (2x4 plus 6 wheels trailer).
Plastic deformations: in case of a crash, the chassis structure deforms.
Stencil shadows done right! Pricorde solved most of the bugs that made this shadow mode unusable. Give it a try, they are gorgeous! But they requires a lot of power from the CPU.
Optimized collision system. Now the green crane truck is faster.
A better internal camera. In internal view you are placed at the driver's position, and on some trucks (the blue and the yellow) you can even see the beginning of what will be a 3D cockpit.
And last but not the least, a multithreaded mode that makes a 30% performance gain on a Hyperthreading CPU (like a P4 HT) and possibly doubles the performances of a dual-core CPU!!!


Diesel engines are now equipped with an audible intercooled turbocharger
Engine sounds are completely reworked and greatly improved
Two new self-loading trucks:
Multibennes: a loading system commonly used in europe, in which two pivoting arms moves a chained container. With this one you pull a 10 tons load!
Ampliroll: another popular loading system, very smart balancing. With this one you can pull a 15 tons container with a 15 tons truck without legs!
Automatic load strapping : just press 'O' to secure the load
Hydrolic power coupled to the engine
New indicators on the dashboard, plus more keyboard help


A beginning of a self-collision system.
Transition to Ogre 1.0.5 (some bugfixes)
Needles are now correctly displayed whatever the display and camera mode


Full Joystick support (via Direct Input). If your joystick has a "Chinese Hat" button you can also use it to turn the camera.
Force Feedback support!!! The force function is basic, but effective: you feel the movements as if you were inside the truck.
A cool new camera mode (use 'C' to change camera mode).
A new crane truck (work in progress).
More sound effects (starter, horn, parking brake, ...).
Minor enhancements in the transmission, hydraulics, trucks and road system.


Performance: some textures have been resized to decrease VRAM requirements, and a more efficient collision detection engine.
Roads! It is easiest to drive on roads with some vehicles (like the bus), but it is not the shortest path, and it may be dangerous to cross at high speed offroad.
A new truck. A Paris Dakar legend: the DAF Turbotwin. The original had two 500hp engines and was fast enough to compete with cars!


A gorgeous dust effect: the wheels and other truck parts kicks dust realistically! But it steals some frames per seconds, so use this effect only if RoR runs fast on your computer.
Better collision handling and buildings reshaping. Also in one scenery you have a stairs stand to play with.
A terrain map! Press TAB.
Better handling: the direction is smoother and self-centers, there is a real shifter with Rear, Neutral, Drive, 2 and 1.
You can see the pedals!


This release runs about 2x faster than the previous one!
At startup more rendering options are available to fine-tune performances to your video card.
Shadow techniques: None/Texture/Stencil. Texture shadows is the best compromise. Stencil shadows are slower, and are still buggy.
Texture filtering: None/Bilinear/Trilinear/Anisotropic. Anisotropic are really the best looking, and the performance is good on recent cards.
Motion Blur: This is just for fun. Motion blur is... well... blurry!


Shadows! Texture shadows works relatively well now, so Pricorde included them in this release. There are still some visual glitches, and the VRAM use is up. Pricorde is still looking to make stencil shadows work! In a future version there will be a way to choose the shadow technique.
Collisions! Now you can crash in some objects of the scene. This physics engine is full of surprises: its soft-body nature makes robust collisions easy.
Better Scenery: Pricorde has placed buildings all around the two scenes. Drive around and find them. Soon there will be a map. This is the beginning of a game logic.


First version ever to go public.


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