ZoomFür World of Mass Development-Mitglieder die über den Status "Junior Member+" oder höher verfügen steht nun das Build 489 zu Project CARS bereit das mit "Fort Felix" auch eine neue Strecke enthält.
Ein Blick auf das Changelog zeigt außerdem, dass die Entwickler in dieser Woche viele Verbesserungen im Audiobereich, diverse Überarbeitungen im Bereich Physik, Strecken und Fahrzeuge vorgenommen haben und an der Wii U-Version gearbeitet wurde. Ebenfalls Bestandteil der Optimierungen ist das modifizierte Ansprechverhalten des Gaspedals das nun gezielter reagiert, ein überarbeitetes Verhalten der Kupplung und die von Strecke zu Strecke leicht unterschiedliche Fahrzeugleistung die abhängig vom Luftdruck, der Höhenlage und dem Wetter variiert.
Build 489 (7/6/13, Junior Member+)
Base:
-Updated BXmlNode to provide access to arbitrary user data
-Added BDbgFatalNoReturn. Which is a version of BDbgFatal with the platform no return specifier
Console:
-WiiU CParticleMeshPrimitive/Type stubs/WIP
-WiiU RenderContext stubs
-WiiU COcclusionQuery stubs
-WiiU CMaterial implementation.
-WiiU CInstancedMeshPrimitive/Type stubs/WIP
-WiiU CLightweightMeshPrimitive/Type stubs/WIP
-WiiU implemented full primitive utility function set
-WiiU CSharedDynamicVertex and Index Buffer stubs
-WiiU CShadowControl implemented
-WiiU misc Renderer classes compile/stubs (CScreenShot/CTracker/CVideo)
-WiiU CRenderer/RenderThread base headers (stripped down from DX11)
-WiiU CGenInstancingPlatformHelper added
-WiiU CDebugProvider/CDebugMetrics added
-WiiU CDebugBatch Line/Quad/Text added. (probably should make this cross-platform at some point since the code is the same on all targets)
-WiiU Viewport class implementation
-WiiU add MEM1 allocator (derived from 360 Write Combining/PS3 VRAM allocator class)
-WIIU CCamera Class implementation (derived from PS3 version which was a good match)
-WiiU Base Renderer Abstraction Compilation Fixes/ShadowControlBase implementation
-WiiU Debug Lines/Quads/Text Primitive/PrimitiveType stubs
Race weekend:
-Session saving & restoring
-Debug menu:
-Enabled extra controls in debug menu for displaying average luminance value
Physics:
-Pass dynamic live air pressure values to physics systems
-Vehicle dynamics updates:
-Volumetric throttle modelling
-Tweakers for throttle response
-Non-gold csv export of brakemapping and torque volumetric data
-New algorithm for engine load used by audio systems
-Adjustable brake mapping and restrictor plates
-Ambient pressure considered as part of throttle response
-Per vehicle EDF updates to use new systems
-Updated switch from loading state to race to proceed physics sync immediately
Environment:
-Added controls to allow us to be able to scale the lighting on vehicles
-Added 15 percent saturation to clear 3 with new colour cube
-Clear 03 yellow sun tint reduced a touch
-Clear 02 emap boost/ambient reduced so that it can be compared to higher value in clear 05
-Clear 3 sun colour test, has more yellow hued sun in the day
-WTC updates so that sunny and medium cloud conditions have brighter sun, more tone mapping adjustment, more blue sheen at midday and several other tweaks for daytime lighting
Replays:
-Updated participant snapshot version number. Should fix EOR replays
Shaders:
-Shader changes to take into account new scalers for vehicle lighting
Audio:
-Got a lot further with the distant echo, amplitude rolloff and LPF occlusion for the the external engines, backfires, splutters and gearshift sounds of the 4 testbed cars (Caterham R500, Zonda R, Formula A and Capri Group 5). I've also done a quick pass on the engine dynamics in an attempt to create a more realistic ramp in volume and engine loads. The Capri Group 5 engine no longer has the weird popping sound like its misfiring
GUI:
-New icon for Edit HUD
Tracks:
-Northampton Classic: New road and runoff materials, reworked pit buildings and stands, added grass tufts to runoff area
-Azure Circuit: Moved first garage position to fixed damaging the car on load, added more road patches, seams, improved road textures a bit, back to high rez version of the main road texture and fixed alpha channel, darkened a bit whitelines, created new diving board+added slide and stair/rails to it
-All Track TRDs: Added Altitude data for all track TRDs
-Added new track.... Fort Felix
Vehicles:
-Mercedes SLS GT3: Added placeholder lights and mirrors
-Ford Mustang Boss: Added placeholder lights and mirrors
-Lotus 98T: New modal carcass and Flash tread. Enabled some wear and heating for public testing. Not sure amounts as I'm doing it mostly by feel. Lotus 78 - same caracass and flash changes as the 98T. also has wear and heating enabled
Build 488 (6/6/13, Senior Manager)
Common:
-Old profiling and stat systems now working again
-These are Track profiling, vehicle profiling and track stats
-Switch GraphicsEngine,RenderBridge and Renderer to use SSE2 code generation
Physics:
-64 bit waypoint pointer updates
-Updated groove debug waypoint ptrs to support 64 bit
WiiU:
-BCritical
-Platform API SysMalloc
-Platform API DateTime
-Platform API Printf
Shared Memory:
-Changed mOrientation to use pre-modified values in hydraulic space
-Removed unused mTyreSpeed variable
GUI:
-Pause menu updated to FE style
-Logos and photos for every location in the game, new sliders on the Gameplay screen
Audio:
-More refining the mix and distance rolloff for the external backfires, splutters and gearshift sounds. I found the "inverse logarithmic scale" to be best as it's more natural sounding curve. I tested and applied these changes to the following cars: Caterham R500, Zonda R, Formula A and Capri Group 5. The Zonda R & Formula A are the best so far. I've toned down the gear wobble in the R500
Vehicles:
-Lotus 49: New Flash tread added along with an update to the Modal caracass. Ford GT40 - made changes to the flash tread and carcas based on what i just learned form the Lotus 49
Build 487 (5/6/13, Senior Manager)
Common:
-Fixed some logging tracing typos in the environment anim files
-Moved common game mode functions from Global.script into the Common.script game mode script file
-Added Common game mode script
Physics:
-Cache new drivermode changes from App based on events and process after driver mode state machine
-Update effects requires some vehicle velocity to trigger logic
-Ford GT40: New Madal carcass with a first attempt Flash tread
-Lotus 49: Updated yesterday Modal carcass with what I've learned
Race Weekend:
-Enabled & hooked in Autopilot option (for practice & warmup sessions)
-Enabled & hooked in Skip Lap option (for warmup sessions)
-Bug fix for first Race Overview Screen being inadvertenly closed
Base:
-Updates for testing and additions of async tests
-Re-enable debug visuals
-Added support to BCritical for recursive critical section
-Fixed memory block critical being unlocked twice
-Updated legacy Debug module calls to new format
-Extended HUD Scribe / Script interface to allow more control over the in game HUD via script
-Added vehicle helper methods to identify vehicles requiring servicing and current vehicle
GUI:
-Improved handling of weather and time of day icons
Audio:
-Fixed environment animation sounds (full path now required because of audio asset changes)
Tracks:
-Azure Circuit: Added some stuff from Tobac corner to rascasse, skids armco ends, diff armco colours, added missing emm to arch assets+ doors inside the swimming pool area, fixed some gaps
-Bathurst: Adding in track Altitude settings
Build 486 (4/6/13, Manager+)
Environment:
-Fix for conditions not fully cleaning up their anim pools when connected to tweakit
Graphics Engine:
-Disabling mesh locator logging
-Fix for mesh locators giving out the incorrect texcoord v value
Replays:
-Reduced compression levels for position and quaternion in _CompressedVehiclePacket used in replay systems (increases overall packet by 8 bytes from 48 to 56 bytes
Physics:
-Tires: added exaggerated wear to FB test tire
-Lotus 49: New modal carcass added, but still using older scrub tread. No luck getting this car to handle properly with the flash tread yet
-Lotus 78: First pass on new Modal Carcass/Flash tread tire for public testing
Audio:
-External gear sounds now positioned properly. Gear change logic altered to fix GearUp sound not being triggered correctly, seemingly due to a change in how neutral is passed in via metrics. Removed a gear change glitch on Reset due to stale metrics appearing after an audio reset
-New F1 incar and external backfires, splutters and gearshift sounds. Events are tagged as "Formula" for use with
all high powered high revving engines and open wheelers
-New incar and external GT and General backfires, splutters and gearshift sounds for high powered race cars
-Added gear wobble to the Caterham R500
Base:
-Destroy physics manager on exit before Base is destroyed
Build 485 (3/6/13, Senior Manager)
GUI:
-Added some ctrl-D tire info
-Add GUI volumetric throttle sliders (brakemapping & restrictor) to global tuning tab
Renderer:
-Fix for DX11 track loading crashes at Eifelwald, Sakitto, and Test Track
Base:
-Added optional inclusion of LiveEdit using preprocessor define MWL_BASE_LIVEEDIT_ENABLED
-Fix for live edit component access in BaseTest
Console:
-Now fully compiles and links with stubs in all WiiU config
-Tweaked default settings for various WiiU configs
Physics:
-Add HRDF versioning to driver files and downgrade to warnings when mismatched load
Shaders:
- Modified basic windows shader to prevent negative emissive control values causing visual bugs
Tracks:
-Azure Circuit: Added latest James asset and patches manholes crack seams from tobac to rascass
Vehicles:
-Mercedes SLS: New wheel textures
+ 08.06.2013 MK
News zum Thema
- Project CARS: Entwicklerstudio setzt auf Steam (06.06.13)
- Project CARS: Pre-Alpha-Version 484 lädt zum Test (01.06.13)
- Project CARS: Ãœber 100 Screenshots und Build 480 (24.05.13)
- Project CARS: Build 474/475 testbereit (17.05.13)
- Project CARS: Slightly Mad Studios stellt zusätzliches Build 469 bereit (14.05.13)