Project CARS: Build 704 testbereit, Details zu Entwicklungsfortschritten

Slightly Mad Studios stellt mit Build 704 eine neue Pre-Alpha-Version von Project CARS bereit. Hier könnt ihr euch informieren was sich in den letzten 14 Tagen von der aktuellen Version bis zu Build 695 getan hat.

Project CARS: Build 704 testbereit, Details zu EntwicklungsfortschrittenProject CARS: Build 704 testbereit, Details zu Entwicklungsfortschritten  ZoomFür Teilnehmer des World of Mass Development-Projektes Project CARS die mindestens den Status Team Member+ haben ist jetzt das Pre-Alpha-Build 704 verfügbar. In den vergangenen zwei Wochen haben die Entwickler wieder so ziemlich in allen Bereichen an der Verbesserung geschraubt.

Highlight der Entwicklungsarbeiten in der Vorwoche war dabei einerseits das Build 698, welches auch für Junior Member+ angeboten wurde, sowie der erstmals fahrbare BMW 320 Turbo Group 5. Während ein Schwerpunkt in den kommenden Wochen auf der Verbesserung der AI liegen wird, hat sich in dieser Woche von den Detailüberarbeitungen bei Fahrzeugen und Strecken abgesehen auch einiges im Bereich Karrieremodus getan.

Getüftelt wurde aber auch an der Fahrphysik und hierbei hervorzuheben an dem Fahrverhalten mit bestimmten Reifen als auch an den Next-Gen-Konsolenversionen. Wie immer können alle Änderungen der jeweiligen Builds mit den nachstehenden Changelogs zu den einzelnen Versionen im Detail nachverfolgt werden.

Build 704 (11/04/14, Team Member+)
Next-Gen:
-PS4: Authentication handling of sign out, patch update and age restriction events
-PS4: Added support for ErrorDialog messages : ianb
-Disable accelerated movement when car in engine off state
-Added initial XB1 Rich Presence strings for testing.

Render:
-Missed files from shared index/vertex buffer fix
-Shared Vertex/Index new Lock/Unlock renderthread params added
-Shared Vertex/Index buffer Lock/Unlock made multi-threading safe/capable.
-Correction of DX11 CRenderTarget::CopyToTexture -passing sRGB parameter into GetShaderResourceView -this corrects GaussianBlur DX11 error -sampling of black color from default render target
-Fix for DX11MT "Cannot find free command buffer" fatal with some track/weather combinations

GUI:
-Intro video is now skippable by mouse click and ESC press.
-Preset popup dialog now launches on first run (fresh profile) on top of the main menu. Player must select a preset to continue. The preset can be changed after the popup inside the gamplay options.
-Pause screen options temporarily disabled until Save Changes applink works mid-game
-Gaussian Blur background added to Presets dialog
-Updated Gameplay Options screen
-Started updating the Control Options screen (not finished, so be patient WMD!)

Physics:
-Formula C: Adjusted AI suspension model

Cameras:
-Addition of all missing live edit variables for cameras
-Adding code to fixup the camera tunnel zones on load time. this fixes the random crashes on reloading of datasets.

AI/Pitstops:
-Modified wall raycasts for better wall avoidance and better debugging (part 2)

Career:
-Added console command to unlock unlockable Invitations without having to race
-Added placeholder Invitation to UnlockableItems and tagged type as interesting for JustUnlocked
-Accolade unlocking moved and made generic so it can be shared by the career systems
-Invitations are now unlocked after race wins if number of accolade won is sufficient (there's only 1 placeholder invitation atm), and will be displayed on the popup (with placeholder text) when entering the dashboard (may need to re-enter to see it). Invitation emails are also generated but are not hooked up yet, so can't be viewed
-Career Invitationals: Trackday Madness25H Panorama, first draft.
-Career Invitationals: Trackday Madness25H Green Hell, first draft.
-Career Invitationals: Trackday Brands Showdown, first draft.
-Career Invitationals: Supercar Ardennes Clubday, first draft.
-Career Invitationals: Road Touring Class 2 US Cup, first draft.
-Career Invitationals: Caterham Academy, first draft.
-Career Invitationals: Historic Class2 UK Trophy, first draft.
-Career Invitationals: Historic GT5 UK Trophy, first draft.
-Career Invitationals -Historic GT -M1 Procar Challenge, first draft.

Vehicles:
-Caterham Classic : Added new black/chrome rims variation -initial check
-Mercedes 300SEL: Cockpit specular DDS texture. Interior DDS file, Resaved with correct DXT5 format.
-Renault Megane RS: Body template texture with new UVs.
-Sauber C9: Reduced LODB wheel polycount, made LODA and B calipers and discs
-Mercedes A45 AMG: LODX cockpit is mapped, polished and textured. Cloned to LODA as placeholder.

Tracks:
-Euro Tracks: Fixed roof detail from TV Van, fixed borders and brightness, added fixed Renault M?gane RS 2014, thumbnails for Renault Megane RS 2014.
-Californinan foliage instances -LODA X-tree version added, to be used as background instances only
-Oschersleben: Speaker poles
-Besos: Fixed lods on grandstands and pit roof, merged in missing assets, added skids and fixed flag settings
-Eifelwald: Fixed collisions, fixed flickering, fences sorted, dummy shadows, grass tweaked, tweaked textures, colors balanced

Known issues:
-Replays in MP: Not working as they should
-P2P Tracks: Don't press return to pitbox
-Press Enter/Space to skip the video.
-Race Weekend: Do not use in-race Setup Edit when using Automatic Gears (Keyboard/Gamepad)

Build 703 (10/04/14, Team Member+)
Career:
-Initial HRDF and code framework/interface for unlockable career invitations
-Invitation emails added to the profile. NOTE: Career saves will be reset
-Added date to career string substitution token list, needed by the invitation emails

Online/Multiplayer:
-Fixed a bug in the Friends list Clear method
-Fixes for x64 lobby crash

GUI:
-Creating the dialog for the presets selection popup that will occur on first boot.

Cameras:
-Front end Camera updates.
-Addition of new helper classes to allow for car relative camera files.
-Addition Camera App interface for the FE so that we can move the car around and have the cameras track it.
-Fix for camera editor and reloading track cameras.

Physics:
-Tires FC r13. r13A, r13B
-Oval track core support
-BMW 320 Turbo: New suspension geometry from laser scanned car.

AI/Pitstops:
-Finished the Hazard debugging screen

Vehicles:
-Mercedes A45 AMG: Cockpit DDS texture. Small color tweak, steering wheel DDS texture. Initial check in. Common, tileable, black leather with red stitching texture. Initial check in.
-Mercedes SLS GT3: Wiper animation and rain effects done.
-Pagani Zonda Cinque: Reduced LODA wheel and caliper polycounts
-Ginetta G40: Small tire skin and LODB wheel fixes
-Caterham Classic: Added gearshift animation.
-Marek RP 339H: Added wheel textures + added custom livery support

Tracks:
-Euro Tracks: Textures for EU Van trackside vehicle. Fixed side top detail to look more generic.
-Italian Tracks: Thumbnail for Italian ambulance, texture for Italian ambulance.
-French Tracks: Fixed side top detail to look more generic.
-Lakeville Raceway: Fixed low grip issues on the non gp layout roads
-Moravia: Tree placement tweak, better pit equip. placing -no collision when car entrering to the track.
-Besos: Added marbles, removed leaves
-Loire: Added ao and emm txt for a126 building set

Known issues:
-Replays in MP: Not working as they should
-P2P Tracks: Don't press return to pitbox
-Press Enter/Space to skip the video.

Build 702 (09/04/14, Team Member+)
Next-Gen:
-PS4: Functional Voip added
-Added Xbox One-only internal message to better notify multiplayer peers of state or attribute changes. This improves the way session attribute changes are sent across on Xbox One.
-Added STM support to Xbox One. By default it is disabled pending more testing

GUI:
-Addition of UI glue to connect the career system to the endorsements section of the player profile.
-Driver Network Profile comparison screen now accessible in-game
-Adding list registration AppFunc for endorsements.

Render:
-Code to all World flares. Added new lamp post flares as a test. They will be visible on Azure Coast

Career:
-Added HRDF and textDB data and code interface for HistoricGoal accolades. Added them to the debug display for UI hookup (no in-game triggers for them yet), and extended it to show all accolade types in sections.

Vehicles:
-Marek RP 339H: UV mapping for paint/glass/carbon
-Caterham Classic: Wiper mask texture updated.
-RUF CTR3: Fixed small entry mistake

Tracks:
-Californian foliage instances -added LODBs
-Eifelwad Stage1, Stage2, stage3: Fixed time trial dropping the car in the middle of nowhere at the start. New Timetrial HRDF files correct the the drop distance so as to not drop you behind the AIW beginning point.
-Silverstone National: Fixed garage/pit spots not matching latest garage area. Increased start spots to 32 (was 16).

Known issues:
-Replays in MP: Not working as they should
-P2P Tracks: Don't press return to pitbox
-Do NOT play MP using x64, the game will crash if the host exists the lobby.
-Press Enter/Space to skip the video.

Build 701 (08/04/14, Team Member+)
Next-Gen:
-PS4: Fix for bool material handling.
-Updated console button prompts for PS4 and Xbox One

Effects:
-New front and back wheel arch smoke systems & front and back short tyre smoke systems added for Lukas' polish work

GUI:
-Adding the driver network compare dialog for AndyT so he can bring the dialog up thorugh applinks. Created a class for the dialog so I can add to it when it gets more complicated.
-Changes to button notification to allow setting from list items, adding 'turned on' as a list data entry item, allows progress bar applinks to produce text
-UI support for race tracks with no pre race options. These tracks have all pre races turned off and the UI for these options disabled.
-Updated loading screen
-Driver Network Comparison screen finished
-Boot trailer darkness fixed
-First batch of updated track loading screen images now in

Physics:
-Tires: FC r12
-Lotus 98T: Turbo tweaks and engine lifetime model done.

AI/Pitstop:
-Small edits on lat and throttle calculation
-Fix for broken pit sequences. Sets a pit stop type for debug player requested pit stops. Lists event triggers with tick count as they occur in the script.

Vehicles:
-Ginetta G40: Wheel lods and tire skinning
-Ford Mustang Boss: Fixed wrong texture on livery
-RUF CTR3: Added new liveries names, added new road liveries -initial check, fixed calipers materials to standards settings, added new glossy black rims -initial check
-Pagani Zonda R: Fixed wrong alpha (inverted settings)
-Caterham Classic: Wiper animation and rain effects done. Animation file initial checkin. Wiper mask texture file initial checkin.
-RUF RGT-8: Fixed missaligned damage meshes

Tracks:
-Decreased bump amplitude of grass terrains.
-Besos: Added marbles and leaves to track
-Lakeville: Fixed collision issue with tunnel at the chute

Known issues:
-Replays in MP: Not working as they should
-P2P Tracks: Don't press return to pitbox
-Do NOT play MP using x64, the game will crash if the host exists the lobby.
-Press Enter/Space to skip the video.

Build 700 (07/04/14, Team Member+)
Next-Gen:
-Added STM support to PS4. By default it is disabled pending more testing
-Moved EXT_DYNAMIC_TIRE define handling to Aries BaseAppConfig
-XB1: Updated events structures and code to reset ghosts with each stat upload.

Effects:
-Heavier gravel smoke + fixed fading

Online:
-Steam achievements: Switched ON steam achievements

GUI:
-Temporarily remove gaussian blur rendering until DX11 bug is fixed.

Physics:
-Real world driving aids physics support

Career:
-Increased MaxSeriesParticipants for FormulaGulf events, and added assert to catch increases during event authoring
-Added type checking to accolade interface, to get endorsement numbers, info and state for UI hookup. Fixed up existing accolade checking code
-Added initial Silver and Bronze accolades to make sure UI displays are working (no way to win these events via career yet)

Tracks:
-Dubai: Ammendments to Trackside logo textures
-Spa Karting: New AIW with better corridor funneling and reduced AI corner speeds to try to help keep the AI on track. Still not happy, but much better.
-Summerton Kart track: New AIW for new , more inticate layout. Complete.
-Oschersleben: Completed the 2nd part of the polish pass, lots of minor stuff -skidmarks , tidied pitlane entry , worn edges , dirt , marbles , sandsprays , start line , grid boxes , modified gantry and removed chicane tyres , new gantry on back straight , rebalanced grass , updated terrain mats. updated main placement XMLs, updated foliage to match grass , updated tyrestacks to be darker blue.updated a load of textures during the 2nd part of the polish pass.
-Lakeville: Updated distant textures to get colouring / brightnesses correct.

Known issues:
-Replays in MP: Not working as they should
-P2P Tracks: Don't press return to pitbox
-Do NOT play MP using x64, the game will crash if the host exists the lobby.
-Press Enter to skip the video.

Build 699 (07/04/14, Team Member+)
Next-Gen:
-PS4: Fix for save button on Tuning screen

Render:
-Removed DX11 external swap chain used for the old capture method, no longer needed
-Fix for disapearing shadows on large tracks
-Adds dynamic env map lighting environment.
-Adds lighting environment for dynamic environment maps as they use a different intensity value.
-DX11: Fix for lighting address not being cleared on new frame
-Fix for ctrl+s fps display.

GUI:
-Set -ve character spacing
-Gauss blur added to GUI
-Lakeville Raceway variations gui related files (placeholders) checked in

Physics:
-Tires: FC r11
-Audi R8 LMS: Small change to rear motion ratio, tweaks based on Rene's feedback
-Pagani Huayra: Added phase 2 active aerodynamic inputs.

Career:
-Added Endorsement accolades (2 placeholders for now), with requirements on how they're won (number of gold accolades awarded). Once requirements are met, endorsements are unlocked and notified on the popup. All popups are now shown rather than it only showing the first one and clearing the rest, as endorsements wouldn't be seen otherwise (always happen with event win popups), but until the queueing system is in place these extra popups won't be seen until next entering the dashboard.
-JustUnlocked items can now be removed from the list individually, so they can be processed in turn

Vehicles:
-Mitsubishi Lancer EvoX FQ400: Fixed missing LODX intercooler.
-Sauber C9: Fixed misplaced tyres

Tracks:
-Crowds: Updated 2d crowds, updated placement, updated standing crowds-new textures, new materials / instanced shader, created new groups od spectators
-Lakeville: Added viewer placed lights, removed dynamic objects in the way of the layout variation, added lakeville national and short variation to the tracklist.. updated small trackmaps for the gui, added adverts -new textures, updates
-Dubai: Improved pitbuilding mesh and textures (include viewer lighting -all layouts) and fixed pit garages assets and few floating assets (only GP layout), repositioned armco (end part of pitbuilding) + updated collisions, fixed/updated emmissive settings for all buildings
-Moravia: Fixed first sector trees placement.
-Azure Coast: Reduced s1 jump, fixed crowds around s1 jump-azure coast

Known issues:
-Replays in MP: Not working as they should
-P2P Tracks: Don't press return to pitbox
-Do NOT use x64, currently unstable in both MP and SP
-Press Enter to skip the video.

Build 698 (04/04/14, Junior Member+)
Next-Gen:
-PS4: Fixed PSSL array handling. Re-written material code to split data into two buffers, onion / garlic for fast processing via gpu. Fixes array stride handling.
-PS4: Now has same audio settings as PC
-STM (WIP update for PS4 compilation): PS4 config updates, Added PS4 version of config.h, Removed unused FE config defines (FE_FORGE_CXX etc) to simplify things, Added FE_PS4 OS type, Added FE_CLANG compiler type, Updated feAsmSwapIncr to use Base atomic, Fixed some warnings/errors specific to clang, Defined FE_DISABLE_THREAD_SAFE in all configs, Added work arounds to allow compilation of Base and PS4 std headers together.

Render:
-Amendment to Alt-K FPS display to reverse switching of vsync, so that it is off when Alt-K enabled
-Changed material parameter clearing code in order to fix glowing brake disks
-Fixed the wrong LODs being used in the shadow rendering that would result in building shadows popping in and out.
-Fix for DX11 not picking up default items from backing store.
-Remove code to toggle VSYNC when alt-K is pressed.
-Fix for material shader texture params having duff pointers on setup.

Fx:
-Gravel and Grass systems update + materials with improved lighting
-Grass effect update (less smoke, more dirt)

Cameras:
-Core change to the track and FE camera system and how it treats data.
-Fix for attached camera configuration tweakers
-Fix for return to Frontend Crash.

GUI:
-Adding sync animations to dialogs.
-Adds a new GUICondition, ‘On Dialog Activated’, used to start dialog anims
-Also fixes GUILayer flag setting for GUIConsole
-Added interface for UI to retrieve accolades and states, and testing functionality
-Track Menu name update back to some temporoy names while we confirm licensing
-Added more track names to get rid of underscores in the track location menu
-MADNESS Engine logo updated
-Submitting 16 new applinks and 3 new appfuncs in preparation for the new career accolades and accolade overview screens.
-Added Test Track and BF to the text database where underscores were appearing in the Menu
-Accolades are now connected to the Aries UI. Platinum Accolades are connected to the Driver Network->Career->Historic Goals and the Gold, Silver and Bronze can be found in Driver Network->Career->Accolades (although there are no Silver or Bronze accolades yet). Platinum AppLinks and AppFuncs are in but not yet connected to career systems.

Physics:
-Further active aero inputs
-BMW 320 Turbo: Initial physics
-GT3 tires: Further revised heating model
-RUF RGT-8: New setup more in line with typical 991 suspension settings
-Zakspeed Capri Gr.5: Narrower tires, gearbox/LSD update
-Mercedes A45 AMG: Initial physics
-Boost changes to support hud

Career:
-Motorsports now unlocking via number of accolades (per-type) won, as well as from winning specific events. Added console command to unlock specific accolades for testing
-Career Invitationals: Road Entry Club first draft.
-Career Championships: Formula A World Championship first draft.
-Career Contracts: Rank 1, 2, 3 contracts added for Formula B, Formula A, and Road Entry Club. Text strings added and hooked up.
-RookieTouring renamed RenaultUKClio to match contract/motorsport changes
-Career Championships: Renault UK Clio Cup placeholder championship added, using Megane until Clio is complete.

AI/Pitstops:
-Fix for car specific pit sequence animation failure. Added more tracing and error checking for Sequence events.
-Create Lane desirability system for new way of calculating AI Lat + Redo throttle calculation system
-Brake system has been simplified and revamped
-AI decisions have been removed and replaced with Hazard decision making
-Lat calculation has been simplified and revamped using a new lane desirability mecanic, Cars now experience much less collision problems
-Pitstops F1 Lollipop mechanic Master animation scene + catabe XML

Online/Leaderboards:
-Bumped global leaderboards version for Friday’s global stat reset.
-Time trial console leaderboard support: Enabled “access track/vehicle leaderboards via autoTT events” capability and disabled “supports overall leaderboards for all tracks” capability on consoles. Fixed transforming submit to track/vehicle into event submit not setting vehicle id correctly. Fixed stat submits that failed immediately never tagging the stat as “failed to submit”, which caused the to never return back to FE when retiring from a time trial race on track/vehicle combination that had no event defined. Increased retry timer for failed stat submits.
-Updated the events file with testing autoTT event (Brands Hatch Indy / any BMW vehicle)

Vehicles:
-BMW 320 Turbo: Created LODX clones, prepared to re-submit for LODs
-Sauber C9: UV mapping finished, added wheel LODs, added support for custom liveries
-Oreca 03: Fixed CPIT carbon, prepared to re-submit for LODs
-Audi R8 LMS Ultra: Updated to 2013 Aero Kit, Exhaust fix
-RUF RGT-8: Added windshield reflections to cpit model, added AO, cockpit animations and damage deformations
-Lotus 98T: Camber added to suspension animations
-Audi R8 V10+: Wheels user flags fix
-LMP RWD P30: LODA/B/C/D and cockpit meshes done. New Ultra file uploaded. Ultra LODS initial checkin.

Tracks:
-Added high res trees and placement fixes.
-Eifelwald GP: Added trees and foliage, tents and foliage
-Azure Coast: Removed big jump from s2 section, updated csm around Vt barriers/reorganized all xmls with childs
-Loire: New texture map, 1st commit, added missing ao and emm for a123 miss building, added last set of track edges.. whitelines moved closer to kerbs and track edges -continued material fixes and issues fixing on meshes.. added latest from Jan and Tomas, added missing small ao txt for a124 building set
-Milan GP: Additional updates to tree and bush placement. Added more dressing objects to pit wall and various emergency vehicles around the track. Also added some pedestrian vehicles to the car park and made some changes to the paddock area.New corridor funneleing for chicanes 1 and 2 to help race starts mayhem.
-Brands Hatch: Removed fuel rigs, placement update (vehicles, event areas. pitlane)
-California Highway: Foliage instances for California Highway, basicfx version, 1st pass, Californian highway foliage instances- switched the shader and enabled animation, tweaks on hdpines
-Lakeville: Startlights and pitlane exit lights textures added, added startlight funcionality, fixed shader paths and doubled textures coming form various places
-Moravia: Added new vehicles, tents, umbrellas, added toilets, new cars, added tents, marshals umbrelas, cars, fixed flying crowds, added lod distances for tents -fixed later lod poping, fixed overlaped tyres in some places. Pitlane assets placed, trees placing.
-Badenring: Trackside object placement and pitlane stuff, Added trackside vehicles and objects, also adusted the static env map position
-Connecticut Hill: Exported with reported hole on kerbs fixed, replacing trackside 2d trees with 3d variants, added 3d foliage & temp .xml’s
-Silverstone: Logos fixed, armco issues,3d armco
-Snetterton: Tweaked kerb textures, improved textures/materials for kerbs, grass, soil, fixed gaps and mapping errors, added correct collision for soil areas, fixed wrong pitwall collision
-Derby Park: Fixed scene treewall placement to go with new tree object placement, fixed some off track ground mesh holes, updated tree placement around circuit to better match RL ref, added emergency vehicles, swapped out old vehicle placement for new vehicle objects, added modern ad texture, but with non official branding

Known issues:
-Replays in MP: Not working as they should
-P2P Tracks: Don’t press return to pitbox
-Do NOT play MP using x64, the game will crash if the host exists the lbbby.
-Press Enter to skip the video.

Build 697 (03/04/14, Team Member+)
Next-Gen:
-Time Trial console leaderboard support (WIP): Implemented online query wrappers that automatically translate submits/queries targeting track+vehicle leaderboards to corresponding “autoTT” event boards on platforms that do not support individual per-track per-vehicle leaderboards (consoles). Changed all leaderboard queries and submits to use the wrappers instead of calling online API directly. Fixed GUI code that ignored errors returned by leaderboard queries.
-XB1: Matchmaking improvements: Created new game manager states and moved off matchmaking code to better segregate and control the flow. Fixed issue with attempting to create a multiplayer communication socket while one was already available. Fixed issues with cancelling a matchmaking ticket. Added support for the invitation accepted event.
-XB1: Dynamic envmap and reflections thread split-up optimisations enabled

x64:
-DX11MT is default in x64 – added -DX11ST option to force single threading in x64

Render:
-DX11: Unset shader resources when unsetting rendertargets – vastly reduces the amount of D3D debug spam when running debug configs
-Shadow changes. Removes CPU hit from calculating object bounds. Uses scene bounds instead. Fixes bug in huge tracks where distant shadows may not show.
-Fix for reflection render not waiting for reflection command list being built.
-Small change to cascade calculations to go with latest code update

GUI:
-Fix for phanton back clicking, also now clearing fields when starting a new career and entering initial info, also added page progression logic for user input validation on initial info page.
-Increasing calendar event size for current data
-Added all track names and setup outputs without underscores to tidy location Menu
-Updated some of the incorrect Track names, and modified the menu ordering in the TRDs to tidy up the location menus
-New maps for Nords

Career:
-Updated HRDF array structure for CareerAccolades so it’ll be easier to manage data from different files
-Number of awarded Accolades (per-type) can be counted, as well as totals (needed for UI display). Debug code added to display accolade info for testing. Added platinum level for accolades.
-Changed Career FirstOffer name to match contract data (RookieTouring) so it generates a contract

Physics:
-Gearbox changes to support sequential mode

Tracks:
-New WMD media van trackside instanced asset
-Nurburgring GP: Fixed some static asset possitions, added cars
-Loire: Added txt a68 Building – roof, added txt for a123 Buildings set
-Brands Hatch: Fixed incorrect Long/Lat co-ordinated for both Brands Hatch TRD files
-Connecticut Hill: Moved pit in trigger in even further a bit to avoid having the car being controlled by AI when scratching along the pitwall from the outside
-Moravia: Fixed some crowds overlaps etc, new vehicles, helicopters etc. placed -finished, deleted old cars and replaced with new ones -finished.
-Silverstone: Tree placement on the main route
Vehicles:
-Ford Escort Mk1: Fixed steeringwheel pivot, small material change
-Ginetta G40: LODX cockpit polished, mapped and textured. LODA interior model finished, mapped and textured. Cockpit related issues fixed.
-Ford GT40 MkIV: Windscreen setup, windscreen reflections added

Known issues:
- Replays in MP: Not working as they should
- P2P Tracks: Don’t press return to pitbox
- Garage Scene: Some cars have brake discs glowing and taillights broken

Build 696 (02/04/14, Team Member+)
Next-Gen:
-PS4: Updated VS project with proper set of PhysX libraries

Render:
-DX11 fix for Missing Headlight glows, white grass on Brands and broken Tyre Rotation bugs when enabling global constant buffers. Global Constant Buffers are now enabled again.
-Updated render tasks so the drawing gets completed in the correct place. (This can cause an issue if multiple settings are used for threading.)
-DX11 fix for weird Lights bug (renderlights issue with global constant buffers … hopefully the last)
-PC DX11MT enable Envmap/Reflection thread splitting optimisations enabled.

GUI:
-Race weekend adjustments; to allow formation lap & race 2 for non pre-race session tracks
-Changes to make menus mouse-wheel scroll by distance rather than by item, and to make scroll bar clicking work for menus correctly.
-Fixed the time acceleration menu item so that left/right increases/decreases time progression
-Updated the Track names for the following tracks: Oschersleben, Hockenheim, Donington, Nurburgring/Nordscleife, Spa Francorchamps now we have the licenses agreed.
-Fixed the quick solo menu to work correctly with new menu scrolling code

Controllers:
-Updated to use latest Fanatec SDK v2014.02.18
Physics:
-KERS guages
-Tires: Fix for missing Oreca 03 tire record. Also includes WIP heat model work on the GT3 tires.
-Audi R8 V10+: Fixed a mistake with engine torque at very low rpm
AI/Pitboxes:
-Memphis: New pit path added on the correct side.

Career:
-Career Championships: Series sets added for Formula Gulf, Prototypes LMP3, LMP2, and LMP1.
-Career Contracts and Motorsports – All Prototype motorsports added. Formula Gulf sport added. Rank 1, 2, and 3 contracts added for all Prototypes and Formula Gulf sports, text strings added to database for all the contracts.
-Added text strings for accolade display

Vehicles:
-RUF CTR3: New LODA/CPIT export
-BMW 320 Turbo: First export
-Audi R8 V10+: New Wheels, wheels dds texture – new texture replacing placeholer texture
-Mercedes A45 AMG: Fixed bugs, reduced drawcalls, LODX chassis modeled, cockpit modeled, placeholder LODs created, Fixed exhaust position, turned off exhaust flames
-Ford GT40 MkIV: Windscreen reflections texture – new texture, initial check in
-Ford Escort Mk1: First export, added srcdata/runtime files, added collision export + placeholder liveries, quickie initial physics
-RUF RGT-8: Windscreen reflections dds texture – new texture, initial check in

Tracks:
-Summerton: Autograss files & instanced tyres added, trd file update
-Moravia: Placed new trackside service cars and civil cars around the track.
-Lakeville Raceway GP: Completed the polish pass, new CSM, new tyrestacks, complete material / texture pass, new marbles, new fences, new wall decals, added new placement XML for the tyres only, updated tree placement all around the track to be more accurate, added updated hrdf files for autograss, updated the foliage texture to match ground.
-Spa Karting Circuit: CSM issue fixed
-Summerton: Track updates – texture/material polish

Known issues:
-Replays in MP: Not working as they should
-P2P Tracks: Don’t press return to pitbox
-x64 temporarily disabled due to steam client issues.
-There is a mix up with some logos at track select

Build 695 (One/Four/Fourteen, Team Member+)
Next-Gen:
-PS4: Increases number of command buffers and also the size of the deferred render list.
-PS4: Splits up reflections and dynamic environment maps across threads. (This is only enabled on PS4 at the moment.)

Render:
-Vehicle basic translucent shaders – reinstated alpha test in shadow processing (just for these shaders) to fix problem with transparent overlays casting shadows onto the surface below them (specifically badges casting large shadows on bodywork)

Audio:
-Reduced volume in rev limit zone for exhaust resonation.

GUI:
-Updated logos for Spa, Oschersleben, Hockenheim, Donington, and Nordschleife
-Started the Driver Network Profile Comparison dialog box, Inbox notifier now bounces, added a left/right list to the Review Contract screen so that you can now choose from multiple contracts when creating a New Career
-Brands Hatch Indy: Track Photo

Online:
-Time trial console leaderboard support (WIP): Added support for events tagged as “automatic time trial”, AutoTT events are sorted into separate lists (do not appear in the events GUI) and allow multiple vehicles defined for each event, Naming convention cleanup

Physics:
-Further KERS code
-Formula A: Added new KERS features. Must be over 100kph to use it and have the engine on.
-Tires: Contact patch cooling change, FC r10
-Audi R8 V10+: Using hybrid system to approximate AWD system torque split
-Ginetta G40: Small correction to rear motion ratio
Pit-Stops:
-Belgian Forest Historic: Added pitin and pitout trigger, redirected texture and shader paths
-Jin Ding: Added pitin and pitout trigger, redirected texture and shader paths
-Volusia: Moved pitout trigger to match to already placed pit positions, redirected texture and shader paths
-Harrison Pike: Moved pitout trigger to end of pitlane, redirected texture and shader paths
-Concord: Moved pitout trigger to end of pitlane, redirected texture and shader paths
-Heusden: Grounded Pitout trigger to ground (was floating before and therefore not drivethroughable), redirected texture and shader paths

Career:
-Fixed various displays of driver names in career (contracts, news, emails and standings), so that player now uses the name they chose when starting a new career, and AIs use their localised strings. Player surname is also displayed when required.
-Added CareerPlayerInfo data to the profile, to store the values the player can set in the CareerStart screen. Fixed up the New career so it reset the old save properly including non-profile vars like the calendar date.
-Passing through different UI values for Career New and Continue so they can be handled differently

Tracks:
-Moravia: Deleted trackside truck near the track.
-Nürburgring: Guardrail position fixed, trees update around tweaked terrain
-Jin Ding: Reset special waypoints and resave to get the pit spots to appear.
-Azure Circuit: Updated to support 36 car grid size, New pit lane path, 18 pit spots, 36 garage/grid support
-Conecticut Hill: Moved pitin trigger further out so that touching the wall will not let hand over to AI
-Heusden: Fixed pit in out trigger issues reported

Vehicles:
-Mercedes Sauber C9: New driver anims
-Ford Mustang Cobra Transam: New driver anims
-Ginetta G55 GT3: LODs WIP temp checkin

Known issues:
-Replays in MP: Not working as they should
-P2P Tracks: Don’t press return to pitbox
-x64 temporarily disabled due to steam client issues.



Tags: pCARS, Project Cars, Slightly Mad Studios, pre alpha build, changelog, build 704


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