Changelog old
From Rigs of Rods Wiki
- An archive of Rigs of Rods releases is available at the RoR Museum.
Most recent changes there: Changelog
0.38.32
- 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)
0.38.31
- 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)
0.38.30
- removed SSE2 optimizations from release compilation, cars don't 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)
0.38.29
- 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)
0.38.28
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)
0.38.27
- fixed crash / hangup in multiplayer upon hiding the loading dialog
- fixed spawners in multiplayer: they didn't work well before
- fixed crash in MP upon player leaving
- fixed RoR window icon
- AngleScript: added copy constructor to AngleScript string
- AngleScript: removed non working properties from beamclass
- AngleScript: 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)
0.38.26
- 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)
0.38.25
- 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)
0.38.24
- 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 )
- 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)
0.38.23
- 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 -> http://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 -> http://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 Windows 7 now
closed beta: released for invited members and bronze donators
--Tdev 10:07, 17 April 2011 (UTC)
0.38.22
- 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)
0.38.21
- 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)
0.38.20
- 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 doesn't 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)
0.38.19
- 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 :(
- 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)
0.38.18
-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)
0.38.17
- 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)
0.38.16
- removed scriptcompiler again, more problems as it seems
--Tdev 23:55, 13 February 2011 (UTC)
0.38.15
- fixed scriptcompiler: working now, thanks to the fast support of CoreDumped
- results in faster RoR startup
--Tdev 23:50, 13 February 2011 (UTC)
0.38.14
- removed lua optimization from last version, prevented maps without .lua file to work correctly
--Tdev 23:22, 13 February 2011 (UTC)
0.38.13
- 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)
0.38.12
- 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)
0.38.11
- 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 ;)
- added DOF option to configurator
--Tdev 01:43, 3 February 2011 (UTC)
0.38.10
- 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)
0.38.9
- 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)
0.38.8
- 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)
0.38.7
- 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)
0.38.6
- cleaned up configurator, summed 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)
0.38.5
- 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)
0.38.4
- features:
- 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
- bugfixes:
- 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)
0.38.3
see above
0.38.2
see above
0.38.1
- 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)
0.37.126
- Added gabester's updates for the Accord, Burnside, and S10
--Donoteat 13:42, 30 August 2010 (UTC)
0.37.125
- fixing latest issues with steering (http://redmine.rigsofrods.org/issues/421)
--tdev 06:31, 27 August 2010 (UTC)
0.37.124
- fixed materials from last version
--tdev 09:35, 25 August 2010 (UTC)
0.37.123
- added missing material (green see-through)
--tdev 19:33, 24 August 2010 (UTC)
0.37.122
- improved scripting capabilities. See Introduction to Event Scripting for more information.
--tdev 08:26, 24 August 2010 (UTC)
0.37.121
- 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)
0.37.120
- 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)
0.37.119
- Updated Burnside version, updated S10, added Honda Accord, all by gabester.
--Donoteat 16:47, 18 August 2010 (UTC)
0.37.118
- added some LOD features, removed/fix old LOD implementation: http://wiki.rigsofrods.com/pages/LevelOfDetail
--tdev 15:09, 18 August 2010 (UTC)
0.37.117
- compiled Ogre without threading support -> more performance
- added RTShader system
--tdev 20:17, 13 August 2010 (UTC)
0.37.116
- Forgot to include the ferry slip gate. Whoops. Included.
--Donoteat 01:14, 13 August 2010 (UTC)
0.37.115
- Updated NSH to take advantage of Object Replacement objects, like the signs and the ferry slips.
--Donoteat 00:47, 13 August 2010 (UTC)
0.37.114
- added content for Object Replacement Project Phase II... the rest will come with the next version. (I should consolidate my SVN folders, I think. :|)
--Donoteat 00:47, 13 August 2010 (UTC)
0.37.113
- OpenCL tests added to RoRconfig
--tdev 20:48, 8 August 2010 (UTC)
0.37.112
- new terrain fixes, not working yet
--tdev 11:35, 27 July 2010 (UTC)
0.37.111
- 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)
0.37.110
- improved installer: new downloading backend, should be much more stable and reliable now
--tdev 03:59, 25 July 2010 (UTC)
0.37.109
- improved network protocol: now detecting slow download bandwidth
- fixed character movement in free cam mode
--tdev 23:04, 24 July 2010 (UTC)
0.37.108
- fixed several installer bugs
--tdev 09:54, 24 July 2010 (UTC)
0.37.107
- Added updated S10 to updater.
--Donoteat 05:42, 24 July 2010 (UTC)
0.37.106
- improved installer log verbosity on file downloading errors.
--tdev 09:54, 23 July 2010 (UTC)
0.37.105
- dust, clump, sparks, drip, splash and ripple particle effects working again. Update your ground models!
--tdev 21:54, 22 July 2010 (UTC)
0.37.104
- Updated North St. Helens and Island to take advantage of new objects.
--Donoteat 18:44, 22 July 2010 (UTC)
0.37.103
- Object replacement project phase 1: Updated marina, road textures, hangar, runways, etc.
--Donoteat 18:38, 22 July 2010 (UTC)
0.37.102
- 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)
0.37.101
- 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)
0.37.100
(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)
0.37.99
- Fixed Penguinville
- Fixed Twin Otter
- Fixed Flxible Metro D
--donoteat 22:05, 30 June 2010 (UTC)
0.37.97
- adding missing inertia_models.cfg file
--tdev 06:27, 4 May 2010 (UTC)
0.37.96
- fixed crash in multiplayer when a truck of a player is removed.
--tdev 00:07, 3 May 2010 (UTC)
0.37.95
- 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)
0.37.94
- fixed ground models of nhelens map
--tdev 15:19, 2 May 2010 (UTC)
0.37.93
- fixed set_beam_defaults_scale: was not working before.
--tdev 22:36, 1 May 2010 (UTC)
0.37.92
- 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)
- Scripting:
- 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)
0.37.91
- trying to fix the resetting issue by reverting patches (see http://redmine.rigsofrods.org/issues/235)
--tdev 05:35, 20 April 2010 (UTC)
0.37.90
- fixed error "exception handling registration problem: Missing Language file or wrong language file version". Caused by using an old crashrpt_lang.ini file. Updated.
0.37.89
- re-added crash reporting tool. Please use it! :)
0.37.88
- added simple search for the selection window. Feedback/Comments/Screens: http://forum.rigsofrods.com/index.php?topic=33306.msg315856#msg315856
0.37.87
- removed double truck: atego wrecker (http://redmine.rigsofrods.org/issues/202)
0.37.86
- new installer: fixed changelog link and other minor display problems
0.37.85
- 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 :)
0.37.84
- fixed ground model name in mudfest map
0.37.83
- merged estama's friction patch: http://forum.rigsofrods.com/index.php?topic=24985.msg315237#msg315237
0.37.82
- updated bundled DirectX web setup: now installs DX10
0.37.81
- 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
0.37.77
- fixed invisible terrain problem
0.37.76
- removed some old, unused files
0.37.75
- fixed RoRconfig crashes upon invalid entry in ogre.cfg
0.37.74
- added simple map to default stream
0.37.73
- 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
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.
bugfixes:
- 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 ;)
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
Content
- 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
Features
- 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
Fixes
- 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
Content
- 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
Features
- 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 <materialName>' 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_<objectname>.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
Fixes
- 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
0.34a
- Linux-specific bugfixes
0.33
- Multiplayer!
- Variable pressure tires
0.33a-d
- Multiplayer bugfixes
0.32
- 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
0.31
- Boats!
- 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.
0.31a
RoRconfig bug fixed
0.30
- 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.
0.29
- 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.
0.29a
Slow shadow-stencil mode fixed
0.29b
- 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.
0.28
- 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 across 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
0.27
- 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.
0.26
- 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.
0.25
- 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.
- Roadsigns!
- 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.
0.25a
Only a bugfix. No real new features added.
0.24
- 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.
0.23
- 3D sound! Pricorde changed the audio library from Audiere to OpenAL. The sound of each truck is positioned 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').
0.22
- 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.
0.21
- 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.
0.20
- 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.
0.19
- 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!!!
0.18
- 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
0.17
- 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
0.16
- 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.
0.15
- 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!
0.14
- 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!
0.13
- 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!
0.12
- 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.
0.11
First version ever to go public.


(gold)
(silver)
(bronze)

