Project CARS: Build 632 mit vier neuen Wagen und Brands Hatch

Slightly Mad Studios verabschiedet sich mit der Pre-Alpha-Version Build 632 in die Feiertage und ermöglicht den WMD-Mitgliedern den ersten Test mit vier neuen Fahrzeugen - plus Zusammenfassung der Änderungen der letzten Builds.

Project CARS: Build 632 mit vier neuen Wagen und Brands HatchProject CARS: Build 632 mit vier neuen Wagen und Brands Hatch  ZoomDie bei Slightly Mad Studios an Project CARS arbeitenden Entwickler verabschieden sich in den Weihnachtsurlaub - nicht jedoch ohne eine neue Pre-Alpha-Version für die World of Mass Development-Mitglieder für das Wochenende und die kommenden Feiertage bereitzustellen.

Das nun für Junior Member+ und aufwärts verfügbare Build 632 enthält gleich vier neue Wagen - Ginetta G55 GT3, Mercedes 300SEL 6.8 AMG, Ford Sierra Cosworth RS500 Group A und Sauber C9 - in einer frühen Version und die britische Rennstrecke Brands Hatch. Auch sonst hat sich in den letzten Tagen wieder einiges getan. Die Zusammenfassung der mit den jeweiligen Versionen verbundenen Änderungen gibt allen die es genau interessiert Auskunft über die kleineren und größeren Updates in den einzelnen Bereichen des Spiels.

Build 632 (20/12/13, Junior Member+)
Animations:
-Global finger animations: tweaked animations, more natural movement, removed legs from export

Physics:
-Formula A: Suspension rework
-FFB: Turned on the slow spring for all cars to prevent oscillation when stopped.

Vehicle:
-LMP RWD P30: Cloned LODX meshes, matte carbon material
-Ford GT40 MkIV: Ultra detail level Setup initial checkin, full LODs setup done.

Tracks:
-Brands Hatch: Adjustments to wet path, adjusted dry path for issues, tweaked corridors for adjusted track width at Sheene Curve down to the bridge
-Azure Coast (Stage1): Added latest assets from Kate and Gary, fixed some mapping issues on roads and terrain, replaced the barrier system all along the s1 village, added woods armcos, remapped rocks and slopes new mat created, added dry soil areas here and there along this sections, reworked the grass csm on these area, grass, bakedclay, longgrass, slopegrass, fixed coll walls

Build 631 (19/12/13, Junior Member+)
Career:
-Stop the final session of Career series from being played again once it’s completed (Seasons still reset). Still updates profile after the race to retain the setting
-Updated RaceOverview screen with date values
-Fixed loading screen values when loading sequential Career sessions

GUI:
-Track Selection grid set to clip children for neatness, needs further work to fix though
-Fix for missing text on the Calibrate Wheel screen
Physics:
-Tires: Updates for the new cars
-Prototype RWD P30: New physics set

Vehicles:
-Ford Sierra RS500: Tweaked HUD tacho to fit new physics, removed bad collision mesh making the car an off-roader, various tweaks, initial physics, added HUD tacho, fixed pivots, added proper collision setup, Added collision meshes, replaced common_paint and fixed missing materials in CPIT
-Sauber C9: Added ambient shadow, tweaked cockpit exposure, initial physics set
-Mercedes 300SL: Proper alpha1 driver animations + initial setup, handling update. Now uses approximation of air suspension.
-Ginetta G55 GT3: Small cpit display tweak, configured various things for the first export, adjusted cockpit exposure, removed 2 pages from display, finished export setup, added lights, mirorrs, display

Environment:
-Additional track and vehicle logos, and happy holidays!
-Flag wind speed fix for vertical flags, removal of very fast/inconsistent animations (needs animations replacement)
-Treewall texturemat tweak: matched to lighting and treeinstances

Tracks:
-Wisconsin: Updated placement XML with all new tyre walls, polish pass completed on the whole track, added new viewer mesh files for the various new tyre wall stacks, updated grass exclusion to give full and proper grass coverage on the new level, updated grass texture, added all new textures required by the track revamp, updated a few existing textures also.
-Oulton Park: Added ao map for scrutineering building (not yet in-game)
-Brands Hatch (GP & Indy layout): First export, bh adjusted textures on bridges and road darkened

Known issue:
-Using DX11MT on Brands Hatch leads to a crash at Pilgrims Drop

Build 627 (13/12/13, Team Member+)
Wii U:
-Fix for WiiU unity file.

Render:
-Adds chunking to draw list execute. Allows splitting of render lists. Also adds support for a couple of access functions for render modes. (All platforms.)
-DX11MT: Fix for bad environment map setting in MT.
-DX11: Fix for deferred context constant shadowing issues

Career:
-Championships can now contain multiple Rounds, each containing multiple Sessions, so the various Career types can be defined properly.
-Championship and RaceCalendar updated to handle rounds (scoring only works within the same round for now), with UI code fixed where necessary to get at the data in the new format. Career data files updated.

GUI:
-Allowing copied menus to select the default option for gamepads, specifically adressing the Aries bug where the options dialog had no default option selected.
-Defaulting ‘Tyre Force’ to 100% for all controllers

Environment:
-Static instances of 3dpalms and 3dpinesV2 added

Physics:
-Added basic simulation of air drag applied to dynamic objects.
-BMW Z4 GT3: Fixed inadvertant asymmetry in default setup

Vehicles:
-FG1000: Suspension animations added
-Pagani Huayra: Added ambient shadow render source, removed the BGUI file causing the CTD with this car
-Formula C: Fixed RCF typos, added missing runtime files, added placeholder liveries + custom livery support
-Mitsubishi Lancer Evo X: Minor typo fix
-Pagani Zonda Cinque: Placeholder runtime files. Initial check in for Jan. (not yet in-game)
-Sauber C9: Added runtime/srcdata files, ambient shadow and placeholder liveries (not yet in-game)
-Mercedes 300SEL: Cockpit DDS file, steering wheel DDS file, added placeholder collision export,added ambient shadow source. Initial check in. (not yet in-game)
-Ford Sierra Cosworth: Added runtime/srcdata files, ambient shadow and placeholder liveries (not yet in-game)

Tracks:
-Brands Hatch: Texturemap switch from base to autumn look (not yet in-game)
-Azure Coast: Improved pinewalls texturemap, updated light around new marina, updated static around new marina, updated instance around new marina, update effect around new marina, updated crowds around the new marina

Build 626 (12/12/13, Team Member+)
GUI:
-Hooking up the HUD layout manager to tweakit
-Grid Positions applink fixed. Save button is now on B (will become standard across all Options pages as they are updated)
-Ensured the track regions were all set appropriately for AndyT

Wii U:
-WiiU enable RVM on a thread (works without bugs now with the last fix)
-WiiU – Shader param internal cache optimisation, unused param setting optimisation. Fix for Global Texture Ptr internal params thread binding

Physics:
-Tires: Second revision of flexi GT tires. Setup changes to some cars to suit.

Vehicles:
-Mitsubishi Lancer Evo X: Minor livery name change, minor logo change, added 19 liveries names, added new rims – initial check
-Mercedes 300SEL AMG: Added runtime/srcdata files, ambient shadow and placeholder liveries

Known issues:
-Trying to play with the Pagani Huayra leads to CTD

Build 625 (11/12/13, Junior Member+)
Career:
-Moving ChampionshipRound to ChampionSession, in preparation for multiple Rounds being able to contain multiple Sessions in career
-Career sessions can now be marked as skippable e.g. so the player can ignore practice and/or qualifying and jump straight to a race. Skipping also works when resuming a series and skipping to a later round. Kart test series on 17th Jan updated with skippable rounds, and fixed opponent criteria
-Championship script now using correct track information

Render:
Fix for broken normal mapping on basic_instanced shader materials – will improve the visuals on a number of instanced objects, and allow the art team to make wider use of the shader

GUI:
-Ensure chat filter GUI switch is properly applied.
-Fixing the new flow for changing vehicle while in the tuning screen, also fixing the missing numbers and broken sliders when entering the advanced setup before racing.
-RoundWeather changed to ChampionshipWeather as part of Round->Session restructuring (no longer tied to the Round)
-Adding ‘close on click off’ to dialogs
-Removing support for the build fix made this morning for missing GUI handler classes.
-Moving the new quick race options screen to a dialog, and fixing the opponent counter from getting locked out.
-Physics defaults garage limits for all wheel entries in setup screen
-Fix for QuikSoloSettings losing its DataAdapter with the new design from AndyT.
-Set as default the online profanity filter to be ON in new profiles.
-Profanity database updated with parsing improvements
-Track Select filter button tidied
-Updated Track & Location Select screens
-Save button on QuickSoloSettings page looks correct now
-Correct Weather applink assigned on QuickRaceSettings screen
-Adding profanity filter option to the online options screen.
-Updated login screen
-Fixing broken applink for the button state of modifying an existing loadout (and fix for small error written into dep file from AndyTs machine).
-Updated Setup image tiles based off WMD screenshots
-New bolder design for Main Menu and Quick Solo screens
-You can now change car in the Tuning Main screen (renamed My Garage)
-Memory reduction by ~30 Mb
-New Wii U/Xbox One/PS4 controller icons
-RWD manufacturer icon added
-Improved vehicle class logos
-Highlight now appears over the My Profile button

AI:
-Remove some old race event tests from driver ai + Remove AI Mistakes related code
-Grudge removal with data changes and no modification of drivers2 class

Camera/Replay:
-Support for different lens flares visuals when helmet is on
-Replay Cameras: New real-world-style set for Besos GP – Take 2 – reworked start cameras, added a test helicam, tweaked slomo activation for further testing.

Physics:
-Caterham Classic, Caterham R500, Ariel Atom: Stiffened the Flexi Carcass sidwall in 3 directions by aprox 30%. Carcass tread stiffness alone, but stiffent the rubber blocks in the flash tread area. Also a very small * increase in base grip to retian slidability.
-FFB: Final batch of cars updated to use new topology and fixed issues caused by the change
-Added channel thickness previously missing from vintage cars with treaded tires, also Caterhams and Ariel atoms with treaded tires. Should help rain performance.

Tracks:
-Eifelwald Muellenbach,Lakeville, Roen, Northampton(All), Florence GP, Eifelwald(All), Chesterfield, Solitude Rennstrecke, Emirates(All): Raceline updated
-Azure Coast(Full,Reverse,Stage1): Reworked the area between the first small roundabout and the big second one, designed the new area, created a new marina, added a new beach, reworked side walls, added manholes, added new bus + bus stop overlays, fixed seabed+ water mesh, deleted old stuff, fixed everything around it, updated VT static/crowds/inst/effects/lights, created 33 textures, fixed csm+ grass csm, stage1, full and full rev, updated sel sets stage1 full full rev + csm

Known issues:
-Trying to play with the Pagani Huayra leads to CTD

Build 624 (09/12/13, Junior Member+)
Wii U:
-WiiU: SetGlobalVector/Matrix per thread
-WiiU: Disable optimisation in WiiU release/gold – there is a compiler bug causing bad code generation which breaks the RVM (which incorporates some head tracking derived from this system)
-WiiU: Precautionary invalidate for RVM texture + threadsetup performance tweaking
-WiiU: Fix for SSAO Contrast/Brightness
-WiiU: Enable additional optimisations GSHCompile options – stick with no fastmath for now, since that can cause NaNs. Fixup compiler for new Base asserts.

Render:
-Don’t call zero sized command-buffers – can happen during loading.
-Sun flare visibility correction: ICamera – added method for obtaining frustum without distance scale; VisibilitySampling – reverted use of distance scaling; LensFlare – use of distance scale reverted, unscaled frustum used instead

GUI:
-Updated disabling of force feedback effects by FFB tweakers to be applied only for a wheel controller.
-Done cleanup of usage of FFB tweakers value getters.

Replays:
-Replay Cameras: New real-world-style set for Besos GP – first pass.

Environment:
-Autumn 3D tree instances added
-Flowers and small bushes HW instances added

Physics:
-GT3 tires: First pass at a flexi carcass.
-FFB: Second batch of cars moved to new topology

Vehicles:
-Formula C: Added AO and cockpit animations

Tracks:
-Racelines – Racelines missing from several tracks



Tags: pCARS, Project Cars, Slightly Mad Studios, pre alpha build, changelog


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