changes to 0.36.2:
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!
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.
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
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
0.36.2, 28 June 2009
improved paged geometry
added density maps for trees
added version argument (so users can see what version they use)
removed old etm things
fixed hard crash when beyond map borders
fixed hydro invisible bug (thanks to lifter)
added console script mode
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
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.
- 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
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
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 boat depth meter. It shows the range below the deepest point of the boat to the sea ground.
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)
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
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
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
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.
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
improved Multiplayer code:
upgraded protocol to RoRNet 2.1
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)
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
Variable pressure tires
New installer package
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.
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
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.