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There have been requests about having a new official release. Some distros seem to even have used the test builds.

So I'd like to avoid further delays due to pending or wip work and push out what there is so far asap (this weekend eventually).

I'd love to hear some feedback on what tracks and cars should be included. Any suggestions or personal preferences?
I translate rather than play, so no special request from me. Good luck with building the release!

Do you plan to create a Windows installer? Which package are you using? I might have an unofficial translation for you.
(09-19-2014, 08:01 AM)GunChleoc Wrote: [ -> ]I translate rather than play, so no special request from me. Good luck with building the release!

Do you plan to create a Windows installer? Which package are you using? I might have an unofficial translation for you.

NSIS is used for the Windows installer: https://github.com/VDrift/vdrift-win/blo...vdrift.nsi

Adding multiple languges should be as simple as listing them like in the example here I guess? http://nsis.sourceforge.net/Examples/Mod...nguage.nsi
From their example in http://nsis.sourceforge.net/Examples/Mod...nguage.nsi, it looks as if they added my translation to it as ScotsGaelic. I submitted it a while ago but never knew what became of it.

An explicit language choice menu would be great, because I expect most speakers of ScotsGaelic have en_GB as their system locale.

ETA: I double-checked, ScotsGaelic is included in NSIS 3.0b0.

If it should cause any trouble to upgrade, let me know and I'll try downgrading my translation to NSIS 2.46 and attach a file.
Okay, the release 2014-09-22 is ready. Uploading will take some hours though.
Linux tarball and Windows build are up:

Linux: http://sourceforge.net/projects/vdrift/f...2/download
Windows: http://sourceforge.net/projects/vdrift/f...e/download


Included cars and tracks:

[cars]
350Z
360
ATT
CO
CS
F1-02
LE
M3
M7
SV
TC6
TL2
XS

[tracks]
bahrain
dirt-3
jerez88
lemans
monaco88
monza88
paulricard88
rouen
ruudskogen
weekend
Congrats on the release !
I've tested a bit, everything works good.

I had a small issue with cars which I got earlier using update, they weren't showing. Removing cars from my user's dir solved it.
To be honest sounds are really quiet. Only hood and driver cameras have normal volume. But any camera outside cars is for me barely hearable.
Just gave it a whirl, seems to be working fine. Congratulations on the release!
(09-22-2014, 07:41 AM)CrystalH Wrote: [ -> ]Congrats on the release !
I've tested a bit, everything works good.

I had a small issue with cars which I got earlier using update, they weren't showing. Removing cars from my user's dir solved it.
To be honest sounds are really quiet. Only hood and driver cameras have normal volume. But any camera outside cars is for me barely hearable.

Yes, the updates have to be removed manually, ideally the game should be able to handle it itself.

What are your sound volume settings? I've changed sound attenuation model because it felt too loud for me (currently playing at 50% volume).
Hmm sound volume is already at 100%.
I got my music player at 40% volume. Can't hear cars in game from outside cameras.
IMO it's too strong attenuation with distance. Sounds good from driver car camera, but outside it's already like 4x quieter.
(09-22-2014, 05:51 PM)CrystalH Wrote: [ -> ]Hmm sound volume is already at 100%.
I got my music player at 40% volume. Can't hear cars in game from outside cameras.
IMO it's too strong attenuation with distance. Sounds good from driver car camera, but outside it's already like 4x quieter.

On the other side, the old model has been way too loud, especially when you have like 8 cars at start.

Currently used one is correct for a point source in empty space. But yeah, not exactly realistic as there is always acoustic (back)scatttering, which can be very dominant depending on the environment.

I would tend to make it tweakable frome outside, as an attenuation spline maybe. This would allow to go from constant to linear, logarithmic or inverse, whatever feels right.


Edit(crazy ideas):
One maybe should be able to place attenuation probes along the track, and the game would interpolate between them as you are driving. This would allow for some really interesting effects, due to walls, tunnels, open areas.
The cars seem to tend to go to the left for some reason.i tested different cars from the build and some of my own and the same result.
The tire model is the problem?
also in this build the cars and tracks cannot be seen as squares,i have to scroll trough them.
(09-25-2014, 03:28 PM)slickx Wrote: [ -> ]The cars seem to tend to go to the left for some reason.i tested different cars from the build and some of my own and the same result.
The tire model is the problem?

Interesting, I didn't touch the sim code. There was a change to the collision shape, but it should not affect the handling in any way.

(09-26-2014, 12:39 PM)slickx Wrote: [ -> ]also in this build the cars and tracks cannot be seen as squares,i have to scroll trough them.

I've disabled it due to missing car preview images. Confused




I've just checked CS. And its center of mass is off by 5mm to the right which causes it to pull to the right when braking. I thought I had actually fixed this. Because the simulation doesn't simulate steering self-centering, it is very sensitive to mass distribution.

I've uloaded a modified exe which will log center of mass x coordinate in C:\Users\<user>\AppData\Roaming\VDrift\log.txt

Like this:
ERROR: cars/CS center of mass x = 0.0050842

If the value is not 0, the car will pull to one side.

http://sourceforge.net/projects/vdrift/f...z/download
@slickx

I've fixed mass balance of 4 cars: http://sourceforge.net/p/vdrift/code/1337/

Could you post which cars pull to the left form your testing? Are any of them in the above list?
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