@@ -5,7 +5,7 @@ Latest builds can be found under the releases section: https://github.com/emoose
55
66### Features
77** Bugfixes:**
8- - UI can now scale to different aspect ratios properly without stretching (requires ` UIScalingMode = 2 ` in INI)
8+ - UI can now scale to different aspect ratios properly without stretching (requires ` UIScalingMode = 1 ` in INI)
99- Prevents save corruption bug when remapping controls with many dinput devices connected
1010- Fixed C2C ranking scoreboards not updating on Steam and other releases due to faulty anti-piracy checks
1111- Pegasus animation's clopping sound effect will now end correctly
@@ -50,20 +50,11 @@ To set it up:
5050Steam Deck/Linux users may need to run the game with ` WINEDLLOVERRIDES="dinput8=n,b" %command% ` launch parameters for the mod to load in.
5151
5252### Building
53- Building requires Visual Studio 2022, CMake & git to be installed, with those setup just clone this repo and then run ` build_2022 .bat` .
53+ Building requires Visual Studio 2022, CMake & git to be installed, with those setup just clone this repo and then run ` generate_2022 .bat` .
5454
5555If the batch script succeeds you should see a ` build\outrun2006tweaks-proj.sln ` solution file, just open that in VS and build it.
5656
5757(if you have issues building with this setup please let me know)
5858
59- ### TODO
60- - even with LODs & culling disabled some distant cars still pop into view, can distance of them loading in be increased?
61- - likewise certain parts of the stage have pop-in, usually happens when some part is obscured by some other geometry, occlusion culling maybe?
62- - car shadow improvements? seems player car uses different shadowing to other cars, could that be added to those too?
63- - (the existing car shadows also seem to disappear after some distance, could it be increased?)
64- - input deadzone improvements?
65- - fix broken car horn (haven't seen any code for it yet though...)
66- - game retiming? probably a pipe dream - seems game is meant for 60.2Hz tickrate, lots of things coded for that & using 0.0166112... frametimes
67-
6859### Thanks
6960Thanks to [ debugging.games] ( http://debugging.games ) for hosting debug symbols for OutRun 2 SP (Lindburgh), very useful for looking into Outrun2006.
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