Project CARS: 50 Screenshots plus Build 499 mit vielen Bugfixes und Updates

Slightly Mad Studios hat in den vergangenen Tagen wieder viele Verbesserungen an Project CARS vorgenommen und jetzt das Build 499 bereitgestellt. Hier lest ihr, an was gearbeitet wurde und könnt die neuesten Screenshots anschauen.

Project CARS: 50 Screenshots plus Build 499 mit vielen Bugfixes und UpdatesProject CARS: 50 Screenshots plus Build 499 mit vielen Bugfixes und Updates  ZoomProject CARSBilder vom 21.06.13Mit Build 499 stellen die Slightly Mad Studios den Unterstützern von Project CARS mit Status "Team Member+" oder höher jetzt eine neue Version zum Testen bereit die diverse Korrekturen und Verbesserungen enthält.

Ein Blick in das detaillierte Changelog verrät nicht nur, dass in dieser Woche intensiv an der WiiU-Version gearbeitet wurde, sondern sich in nahezu allen Bereichen von der grafischen Benutzeroberfläche, über die Fahrphysik, Autos und Strecken, bis zur Audioausgabe einiges getan hat.

Hinschauen lohnt sich aber nicht nur bei den detailliert aufgelisteten Änderungseinträgen zu den jeweiligen Builds, sondern auch bei den neuesten Screenshots zu Project CARS die wie immer in unserer Galerie zum Spiel angesehen werden können.

Build 499 (21/6/13, Team Member+)
WiiU:
-Set SDK to 2.08.13
-Fixed up all vsprops includes
-wip updates to link paths/libs
-Fixed PCH usage for majority of projects
-WiiU RenderTarget Implementation
-WiiU fix m_RTTI link errors in Driver/Team/Track/Vehicle lists
-Added stubbed version of WiiU Input module

Physics:
-Unfreeze AI vehicles when moving from on grid to reacting to start of race

Replays:
-Update instant replay menu option regardless of state

GUI:
-Separated Calendar event data from the Seasons event data (new placeholder Calendar data added), so they’re now loaded/handled independently, with ChampionshipManager load/unload made generic to handle both types. RaceCalendar extracted from ChampionshipManager and can now be accessed from app directly
-Fixed incorrect session name title for Time Trial games
-All manufacturer and track logos refined, missing ones added to splash screen
-Fort Felix track logo removed from splash screen
-Bannochbrae logo added to the game along with placeholder track map
-Save Replay button now has the correct ‘Save Available’ applink attached to it

Render:
-Re-wrote a block of debug string output to ensure that it doesn’t produce spurious warnings with overly paranoid compilers
-Reduced angle that directional light has to move before the shadow projection direction gets updated – this gives much smoother updates, so that even at 240x real time the movement is smooth

Race Weekend:
-Return vehicle to garage on pressing (Return to Pit), and keep game unpaused
-Fixed no full-screen mouse when entering Race Overview screen for the first time
-Fixed session timer being reset upon clicking ‘Drive’
-Tweaks to car into garage to set gearing, and freeze the pose of the vehicle

Career:
-Separated Calendar event data from the Seasons event data (new placeholder Calendar data added), so they’re now loaded/handled independently, with ChampionshipManager load/unload made generic to handle both types. RaceCalendar extracted from ChampionshipManager and can now be accessed from app directly
-Updated the career calendar gui data with more applinks/appfuncs
-Calendar menus changed to List format in preparation for data to be auto-entered into it

Driver Liveries:
-Driver liveries GT 2010: Added material to export and MAT file
-Driver character liveries: Updated selection set
-Drivers RCF outfits: Fixed bug for outfit index
-Fixed number of livery options in driver replacement files, to prevent AI from selecting custom livery

Tracks:
-Derby: Fixed cameras, fixed csm issue in pit with tyrestacks, fixed draw distance issue, color adjusted kerbs
-Northampton Classic: New tyrebridge mesh and materials, new fences textures and position fixes, stiching and mapping fixes
-Bathurst: Fixed further small gaps and uvstretching on walls and terrain. Fixed small gaps in wall and fixed collision issue at last chicane on the right wall

Vehicles:
-Mercedes SLS: Assigned the default car paint to the car
-Pagani Huayra: revised, but not final, brake heating/cooling and other small changes to improve handling issues

Build 498 (20/6/13, Senior Manager)
GUI:
-RaceCalendar functionality added for UI hookup – getting all events in a month, if any events exist on a given date, and player eligibility checking. Added debug code to verify the code/data, and show usage format for UI
-Save and SaveReplay buttons separated in functionality for PaulH

Render:
-Fixed a couple of pre-processor commands so that it is possible to enable mesh visualisation techniques in GOLD builds when required

Bug Fixes:
-Moved tyre indices setting up to per participant, fixes the changing tyres, then changing cars crash bug

WiiU:
-WiiU fix for SmallJobs external job declaration macro set not producing the correct name
-WiiU add missing CGameApp_WiiU.cpp
-Add Presence::Update() for WiiU
-WiiU fix for bad use of sqrt instead of sqrtf (Vehicle Dynamics link error)
-Fix recent graphics config changes causing a WiiU/console build error
-WiiU fix one sock linker errors
-WiiU fix some GraphicsEngine linker errors
-WiiU fix various Renderer linking issues

Race Weekend:
-Added interfaces and logic to teleport vehicle to pits / garage as well as hand control back and leave pits / garage
Characters:
-Driver: Added 4th entry livery variation in RCF and uploaded Textures

Physics:
-Ariel Atoms: tuned heating/cooling/wear of engine and brakes
-Lotus 98T, Lotus 78, Ford Capri, Ford GT40. All got new tire tweaks, rolling resitance/damping with top speed drag and gearing adjustemnts and chassis/aero balancing in the setups. Ford GT 40 added 9 final drives to cover all the track variations

Tracks:
-Bathurst: Tweaked kerbs along the whole track as suggested by Wmd members

Vehicles:
-Ford GT40: All exterior mapped&textured, new lights setup, lightglow billboards updated, some meshwork. CPIT chassis, LODC and LODD updated, temp LODA for export created etc
-Mercedes SLS: Added LODX, updated other LODs, fixed bugs, minor polishing
-Mercedes SLS: Updated textures for LODX

Build 497 (19/6/13, Senior Manager)
WiiU:
-Added eAlignDefaultBytes to all platforms that specifies default alignment in bytes rather than a tAlign enum value. This is useful for calls such as __basealign(eAlignDefaultBytes)
-WiiU: Added remaining sync file implementations (OpenRW/Write/Flush/Exists/Delete)
-WiiU: Implemented BDir module
-WiiU: Fixed buffer alignment issues in BLog
-WiiU: Removed debug breaks from save game module until implementation is done
-WiiU: Set default props to use -no-rtti in all configs
-Wii U minor fix for GUI not compiling
-WiiU full implementation of CRenderContext (renderstate setting)
-Add SMS Tools Helper injection process to post build process in

WiiU configs:
-Updated WiiU file ops to use FS_RET_ALL_ERROR return handling
-Fixed bug in WiiU Thread code where thread tId wasn’t being set
-Set main thread to (normal priority + 1) so that normal pri threads get cpu time as WiiU threads don’t time slice. This is a temp solution until proper thread balancing and core affinity is set
-Implemented WiiU BTimer module, BTimerMilli and BtimerMicro
-Updated legacy debug calls to new format in timer module

Render:
-Fix for missing DX9 particles
-Minor fix to allow 4k windowed rendering -WindowSize 3840,2160

Audio:
-ALL 3 Caterhams now have gear wobble, assigned int/ext gearshifts, backfires/splutters and a new distant echo curve
-The SP300 has a better engine rev range/pitch and sequential shift sounds
-The Formula A now has a high frequency gear wobble, a tweaked distant echo curve and occlusion filter curve

GUI:
-HUD messages and Replay Screen tidied slightly
-G forces and clutch pedal returned to the Telemetry screen, end of multiplayer race screen updated, minor tweaks to logo quality

Physics:
-Tires: Modal+Flash tire for Asano LM11, BAC Mono. Modal carcass for Caper Monterey. Reduced rotational damping on MRF-G

Tracks:
-New export of Bannochbrae varients

Vehicles:
-Gumpert Apollo: Damage deformations and cockpit animations added. Fixed wiper mask animation materials. Glass UV3 fixes

Build 496 (18/6/13, Manager+)
AI:
-Added basic support for AI telemetry

Options:
-Adding an option for helmet blur.. by default dof is on

Physics:
-Lotus 78, Lotus 98T, Cqapri GR5. New tires based off the curb fix casey dicovered. Not using as much and blendin more conservatively with the other stick factors. Definitley works better overall. Better throttle steer on all three cars. Also all three cars got some top speed/gearing tweaks along with some aero/chassis balance changes. The 78 got a downforce reduction along with pitching the main underbody downforce forward for a more nimble on the edge feel

Audio:
-Dropped all car category volumes by 30% to see if that fixes the distortion some members are getting with their soundcards

Shaders:
-Modified new_ground shaders to improve handling of normal mapping – this allows the artist to select a new option “Detail UVs from UV1?” which ensures that the normal map direction is correct in cases which previously were using another channel. Further work remains to be done on the transition version

Build 495 (17/6/13, Senior Manager)
Ignition:
-Added engine off when ignition off with new volumetric throttle system

Physics:
-Physics material update to sort out index problem with material pool materials

GUI:
-Added gui handler for career calendar, applinks, appfuncs and updated main menu gui file

WiiU:
-Mapped some WiiU FS error codes to Base types
-Added basic file loading support. Currently sync only and not all code paths but main Load works
-Added BFile WiiU specific helpers for managing FSCmdBlocks between multiple file ops
-Added support for platform specific sub-calls from BFile ctor/dtor
-Updated legacy debug calls to current BDbg macros
-Set default memory alignment on WiiU to be 64 bytes due to FS_IO_BUFFER_ALIGN requirement

Damage:
-Updated support for reset of damaged vehicle components:
--on reset of damaged vehicle components, mounting back demounted components is optional
--when single wheel is repaired, it is reattached in vehicle physics along with vehicle visuals
--impact pieces are not spawned for component, which has been reattached immediately after detach
--reattach of flapping component does not require the component to be completely detached first

Render:
-DX11 fix for darkened rendering when SSAO is turned off
-Fix DX9 debug metrics primitive count
-DX9 early Pre-Resolve primitive submission optimisation

Tracks:
-Bannochbrae: New exports



Tags: pcars, Project Cars, Rennspiel, Rennsimulation, simracing, Slightly Mad Studios, pre alpha build


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