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Speed Dreams is a Motorsport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism. Initially forked from TORCS, it has now reached a clearly higher realism level in visual and physics simulation, thanks to its active development team and growing community. It mainly aims to implement exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player, while constantly pushing forward visual and physics realism. It is also intended for any research, study or teaching activity, around physics and AI, thanks to its GPL V2+ license, and the clear and modular architecture of its C/C++ code base.

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Speed Dreams 2.0 is Out (Games : Speed Dreams : Forum : Racing Briefing : Speed Dreams 2.0 is Out) Locked
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Apr 10 2012 Anchor

Hi all,
We're happy to announce that Speed Dreams 2.0 is out. A listing of what's new is attached below.

We've uploaded the stand-alone installers (which are awaiting virus scanning) and aim to get some Desura packages up soon. If anyone wants to help out with the Desura packages please drop us a note at our developers mailing list (speed-dreams-devel@lists.sourceforge.net)

If you really can't wait you can get the stand-alone installers from our Source Forge page:

Happy Racing,
The Speed Dreams Team.

Main changes since 1.4.0 (overall sum-up)
* New "shinning" menu style with blurry backgrounds and button animations
* More user-friendly menu system, through improved labels, tips and control behavior
* Improved options menus (mostly graphics and display)
* New Garage menu to get preview and technical data about the chosen car
* Reworked / enhanced Driver Select menu with preview image for all cars / liveries
* Many fixes / improvements to the various race results menus

Graphics :
* Realistic dynamic sky dome (with background landscape) and rain rendering
* Improved world reflexions on car bodies
* New skinning system for all car components (body, driver, wheels, ...) and pit door
* Added glance left / right commands / views
* Added support for ultra-wide screen configurations (dual/triple panel)
* Reworked graphics and Open GL capability detection, with crash recovery
* Added support for JPEG textures (when relevant, for reducing package size)

Input control
* Improved throttle and clutch management when shifting
* WIP optimum auto-shift engine speeds
* Allow gear shifts to override auto-gearbox
* Fixed speed-correction so that is does not alter when car is spinning (easier recovery)
* Added e-brake command (might get useful for RS cars ;-)
* Fixed non-symetrical joystick calibration
* Added support for button/pad grid shifting
* Added support for gamepads with pressure sensitive buttons
* Added support for Mouse Wheel and extra buttons
* Fixed Mouse calibration lost in Ready-Set-Go stage

* USR, Simplix : Reworked setups for LS1 and 36GP cars
* Kilo2008 : New robot driving TRB1 Taipan and Cavallo
* USR : Improved avoidance, Situation-aware headlights
* Simplix : Better skilling and faster opponents for the Career mode
* Simplix : Optimized loading time
* Simplix : Added support for wet track (but no change supported during the race)

* Simu V2.1 : a better Simu V2
* added emergency brake
* added gyroscopic forces
* added bump and rebound limit velocities to dampers
* improved engine brake calculation
* fix the downforce calculation for the rear wing
* fix the handling of gear and differential efficiencies
* fix the cars roll on highly banked tracks

* Reworked sounds by Audio Berlin profesionals
(but all LS1, 36GP and half of Supercars engine sounds left untouched :-)
* Pause sound when pausing a race, however
* Open AL back-end : Simulate low-pass filter for engine sound by
simply lowering the gain when releasing the throttle

Race engine
* New career racing mode (limided contents for the moment)
* New TRB1, LS1, 36GP and MP5 championship, and LS1, 36GP and MP5 single-event race modes,
* Added support for real life championship race session layouts
* Dual-threading support for improved frame rates when many opponents
* Added support for saving, loading and resuming a race / race mode to / from a file
* On-screen "wrong way" notification
* Not released : network racing mode (does not work correctly)

* From scratch rework of LS1 and 36GP car physics, for more realism
* Slightly Updated physics for TRB1 (Simu V2.1 compatibility)
* Supercars physics left untouched (Simu V2.1 compatible)
* New MP5 car set (kind of Formula Ford) with 3 models and realistic physics
* Many new / reworked HQ liveries for LS1, Supercars and MP5 cars
* Improved 3D models for LS1
* New WIP LS-GT2 car set (WIP physics and USR robot setups)
* New WIP RS car set (Rally Series, WIP physics and Simplix robot setups)
* New WIP TRB1 Vieringe 5 RB (WIP physics, copy of Silber RBLK)

* New tracks :
* Road : Salty,
* Circuit : Brondehach, Goldstone Sand
* Speedway : Arizona Mile Speedway, Long Pond Superspeedway, Caddo Speedway,
Sunshine State Superspeedway
* HQ texture rework for most tracks (a huge work !)
* Gave better and fictive names and locations to many tracks
* Reworked preview images for all HQ tracks
* Added support for no-building / low-wall pit "building"
* Fixed too high friction coefficients in many tracks (towards realism)

Build system / Packaging
* Moved to CMake-based build system
* Multi-package deployement scheme, contents based
* New Windows binary multi-package system :
* the small base package is enough for trying the game (kind of demo)
* it can download and installation the other packages, for much more contents
* Fixed non GPL 2+ compatible bundled code
+ other steps towards official packaging by 100%-OSS Linux distros.

* New command line options for straight starting of a given race, with or without a GUI
(suitable for headless computers, for robots tuning, as an ex.).
* Improved overall code modularity (separating the race engine and the user interface,
making the user interface a loadable module)
* New C++ API for loadable module system (only robots left untouched)
* New tgfdata library for isolating the menu code from the XML files
* Replaced GLUT library by SDL
* Moved Windows build to modern DLL interface (no more .def files)

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