Project CARS: Build 712 verfügbar und Infos zu den Änderungen

Für World of Mass Development-Mitglieder ist jetzt mit Build 712 die neueste Pre-Alpha-Version von Project CARS testbereit. Hier gibt es zusammengefasst alle Änderungen und Infos zu den Verbesserungen aller Builds der letzten zwei Wochen.

Project CARS: Build 712 verfügbar und Infos zu den ÄnderungenProject CARS: Build 712 verfügbar und Infos zu den Änderungen  ZoomProject CARSAlle BilderThe Ultimate Driver Journey-TrailerWas ist neu bei Project CARS und was hat sich in den letzten Tagen hinsichtlich der Entwicklung des für November 2014 angekündigten Spiels getan? Antwort auf diese Fragen gibt wie immer das ausführliche Änderungsprotokoll zu den vier in dieser Woche und den in der Vorwoche veröffentlichten Pre-Alpha-Versionen.

Rechtzeitig zum Wochenende ist jetzt das Build 712 für alle World of Mass Development-Mitglieder die mindestens den Status Team Member+ haben verfügbar. Ein kurzer Blick auf das Änderungsprotokoll der in den letzten beiden Wochen bereitgestellten Versionen zeigt weitere Fortschritte bei den Next-Gen-Konsolenfassungen, im Grafikbereich, der AI, im Online-/Multiplayerbereich und Karrieremodus. Außerdem hat das Entwicklerteam weiter an der Fahrphysik und gezielt an der Beseitigung von kleineren Fehlern und der Optimierung einzelner Autos und Strecken gearbeitet.

Build 712 (25/04/14, Team Member+)
Next-Gen:
-PS4: Force linear render target.
-PS4: Adds dumping of current MS setting.

Render:
-Cockpit render modifications for dirt -fixes loss of dirt effect on cockpit meshes due to change to order of processing meshes
-Re-factor car dirt Buildup calculation -now based on how much of session has elapsed. Maximum dirtiness is set at 20 minutes (1200 seconds), so calculate current dirt level based on how far into that maximum we are, e.g. 10 minutes into the session the car will be 50% dirty. TODO -Ideally we should factor the weather conditions (more rain = faster dirt Buildup) and the number of other cars on the track into this calculation too.

GUI:
-Time attack now uses the race date setting of the track opposed to a hard coded race date setting.

AI/Pitstops:
-Wheel mechanic animations with triggers for wheel exchange

Physics:
-Tires: GT/LMP update based on CPFT feedback. See physics releases thread for details
-FG1000: Matched torque curve to telemetry data. Little setup adjustments. Finished engine wear model
-Audi R8 LMS Ultra: Engine wear model, shift tolerances
-Mclaren GT3: Engine wear model, shift tolerances, increased fuel consumption

Vehicle:
-Oreca: Added driver animations, fixed cockpit view + 3PV adjustment to references
-Formula C: Suspension animations, fixed missing engine on Ultra detail
-Mercedes A45 AMG: Wheels textured

Tracks:
-Summerton: Latest track updates included
-Bathurst: Update of the chase curve, barriers and terrain updated, collisions updated and instance scene updated accordingly, update for the chase curve -tyrewalls instances scene

Known issues:
-Replays in MP: Not working as they should
-P2P Tracks: Don't press return to pitbox
-JIP: Stop&Go Penalty might be given during the JIP sessions
-Replays will only work with your first race. If you quit and start a new session, all participants will be stuck on the grid.
-Sierra RS500: Missing interior when using external cameras and vehicle detail Ultra.

Build 711 (24/04/14, Team Member+)
Next-Gen:
-XB1: Bink Video fixed and working
-XB1: Fix for black ghost rendering
-PS4: Clamp on EQAA settings

Audio:
-Driver tyre sounds direct from STM on all platforms.

Render:
-Fix for PP filters MSAA resolve.
-Motion Blur: Better analyses depth flags before pixel gather.

VR:
-OculusRift: Engine side support for side by side left/right view rendering.
-Bilinear sampling + textore offset/scaling shader support for Rift Distortion rendering

Effects:
-Gravel impostor initial texture
-Disabled shadows for tire smoke, until further optimizations

Cameras:
-Replay Cameras: New real-world-style set for Brands Hatch Indy & GP-First pass.
-Replay Cameras: New real-world-style set for Bologna (Imola) -First pass.

GUI:
-Supressing Presets selector if there are not enough presets.
-OK Dialog message height increased.
-Invite Friend button added to In-game Lobby
-Race Locker screen updated

AI/Pitstops:
-Prevent pit crew animation sequence being triggered by an invalid participant ID
-Added reaction time and smoothness to the future lat as well as attempting to get better driving
-Pitstop mechanic: Variation (RCF) data (materials, textures) update

Physics:
-Ariel Atoms: Set fuel capacity to 40L
-FG1000: Gearshift tolerances. Throttle lift now required for upshift when using manual clutch.
-Caper Monterey: Set up oval physics switch. Separate road and oval cars no longer needed.

Tracks:
-Belgian Forest: New pit lane path to fix the AI driving out the exit and off the track. Merge happens farther down the hill now and exit turn is sharper with some slow down markers placed at those waypoints.
-Cadwell: Textures changes
-Bathurst: Update of pitground, startskids, tarmac-seam added, pit Building bricks refined, right side of start updated to 2014 reference (armco removed, new concrete barrier lofted and safety fence added), statics and instance scene updated accordingly
-Loire: New texture map, 1st commit, added missing 3dtyres around loire national
-Eifelwald: Added occluders to tracks of Eifelwald.. did a see in envmap tick and lod check, lods checked

Known issues:
-Replays in MP: Not working as they should
-P2P Tracks: Don't press return to pitbox
-JIP: Stop&Go Penalty might be given during the JIP sessions
-Replays will only work with your first race. If you quit and start a new session, all participants will be stuck on the grid.
-Sierra RS500: Missing interior when using external cameras and vehicle detail Ultra.

Build 710 (23/04/14, Team Member+)
Next-Gen:
-Adds small render target with alpha for ghost rendering.
-PS4: Uses small RT with alpha for ghosts on PS4
-XB1: Ghosts tweaks, Respect dataSize set by the App layer when downloading ghosts rather than using local constant for the buffer size (cleanup), Set internal states correctly ghost upload/download is in progress (affects only some logging).
-Time Trial screen for consoles created

Audio:
-Mercedes A45 AMG: New incar and external engine sets, plus an AI version. Tweaks to tranny, gears, wobble & backfires, distant roll-offs and trajectory. New Turbo model and samples.

Effects:
-Vehicle water effect: Front/Rear wheel separated, improved velocity/frequency dependencies on speed, textures tweaks
Online/Leaderboards:
-Implemented workaround for issue where Steam would sometimes return leaderboard results before retrieving persona names of all entries. If that happens, request the names again and keep retrying for 2 seconds.

GUI:
-Previous loading spinner movie changed to a sync anim

Cameras:
-New real-world-style set for Belgian Forest Circuit, Fixer-upper first pass.
-New real-world-style set for Heusden, initial Fixer-upper.

Characters:
-Added triggers into animations
-Updated pitstop presets of the cars (still prototype)

Physics:
-Traction control slip
-Tires: Physical popping, but sound event not hooked up to it yet. FC r14 base, A, B, C, D, E, T, W, N tires. uprated brakes, chassis adjustments
-FC: Default setup changes, expanded CG range, RH range, and wing ranges. R14G tire enabled.
-Ariel Atoms: Set up gearbox shifting tolerances and damage, low-speec TC data, finished engine wear model
-Gumpert Apollo: Little handling revisions

AI/Pitstops:
-Fix Race start cars rushing into the center line right away
-Fixed cars from offroad driving

Vehicles:
-Ford Sierra RS500: Fixed Needles/gauges Cpit clipping on long tracks, further LOD optimalization and DAMAGE added
-Pagani Huayra: Fixed tyres AO. Fixed mirrored badges on wheels.
-LMP RWD P30: Wiper animation/rain setup done

Tracks:
-Loire: Added house wall txt for a74 market set, added containers txt for a73 market Building, added txt for a73 market Building
-Connecticut Hill & Short: Set the pit area up to support the 43 spot Nascar setup. Previously was 23 pit x 2 cars and now is 43 x 1 cars. TRDs updated to match. With no garage area, this is the best way to go.
-Eifelwald: Temporary removed bumps from Karusell as requested
-Cadwell: Tirewalls changes
-California Highway: Tweaked reflector overlay texture, dif, spec and blend

Known issues:
-Replays in MP: Not working as they should
-P2P Tracks: Don't press return to pitbox
-Race Weekend: Do not use in-race Setup Edit when using Automatic Gears (Keyboard/Gamepad)
-JIP: Stop&Go Penalty might be given during the JIP sessions
-Replays will only work with your first race. If you quit and start a new session, all participants will be stuck on the grid.
-Sierra RS500, has flickering in the gas tank mesh, only if you use Vehicle Detail: Ultra.

Build 709 (22/04/14, Team Member+)
Next-Gen:
-PS4: Implemented ghost storage API for PS4, using leaderboard data attachments. On PS4 only top 30 ranks will have ghosts. Reduced maximum valid ghost file size from 128kB to 32kB.

Render:
-3D tree005 harvest shading issue fix

GUI:
-Updated Player Tailoring screen

Physics:
-Gearbox damage

Vehicles:
-Ford Sierra RS500: LODX wheel LF fixed, added LODX runtime data

Known issues:
-Replays in MP: Not working as they should
-P2P Tracks: Don't press return to pitbox
-Race Weekend: Do not use in-race Setup Edit when using Automatic Gears (Keyboard/Gamepad)
-JIP: Stop&Go Penalty might be given during the JIP sessions
-Replays will only work with your first race. If you quit and start a new session, all participants will be stuck on the grid.
-Sierra RS500, has flickering in the gas tank mesh, only if you use Vehicle Detail: Ultra.

Build 708 (18/04/14, Team Member+)
Next-Gen:
-Update for PS4 render metrics.

VR:
-BVRSteam: Added GetProjectionRaw interface

Vehicles:
-Ford Sierra Cosworth: All LODs nearly done

Track:
-Eifelwald: Added service vehicles to the track
-Loire: New texture maps, 1st commit, tweaked nmp, removed intersecting trees, placed few cars

Known issues:
-Replays in MP: Not working as they should
-P2P Tracks: Don't press return to pitbox
-Race Weekend: Do not use in-race Setup Edit when using Automatic Gears (Keyboard/Gamepad)
-JIP: Stop&Go Penalty might be given during the JIP sessions
-Replays will only work with your first race. If you quit and start a new session, all participants will be stuck on the grid.

Build 707 (17/04/14, Team Member+)
Bugfixing:
-Fix participants double lock when using shared memory.
-Limit the participants tick array lock to section destroying/updating active participants.
-Fix to make ghosts not crash in timetrial mode.
-Reverting control table mappings to match what was there before the boolean traction control change.

Render:
-OculusRift rendering WIP -distortion render updated to use SteamVR API/Method
-Oculus Distortion Shader updated to SteamVR method
-Fix for car lights.
-Fix to shadows drawing out on very large objects (like stands) due to pancaking

Audio:
-FMOD v4.44.32 updated x64 libs to bypass an issue with incorrectly generated optimised code when an inner loop is unrolled

Effects:
-Effect Definitions added for new front wheel player water spray effects
-Specific water spray particle sytems for front wheels

Weather:
-Weather Service: Added event to tell other systems when weather data becomes available
-New web based real-time weather service

Cameras:
-Code to allow us to disable post look at yaw pitch and roll on static cameras.
Multiplayer/Online:
-JIP physics support: Added support to parse all physics participant slots and process only active entries, Interfaces in map App ID in to physics ID, Added MaxParticipants in physics participant manager, removed NumVehicles, Track mNumParticipants ingame

GUI:
-Adding track and vehicle filtering to MP browse screen.
-Adding new screens for forcing class and forcing identical vehicles in MP matches.
-Differentiating between forcing the same vehicle and forcing the same vehicle class for MP filtering.
-Updated Calendar screen with a DAY VIEW
-Matching user interface applinks with the code definitions.
-Cadwell GP: Track photo resolution changed
-Removing the driving aids for LOW and HIGH traction control. Traction control is now either ON or OFF as the new per car HD traction control slip system allows the user much finer control over the traction control system on per automobile basis.
-Adding code to populate the invitations screen from the career section of the driver network.
-Oulton Park: LOGO change
-Snetterton: Track photos changed

Physics:
-Active aero damage bugfix
-Tires: FC diffuser tweak, FC R11N tire (Ben requested forced extra front grip)
-RUF CTR3: New suspension & aero model
-Audi R8 V10+: Rear motion ratio accurate to real car and revised suspension. Recalibrated (stupid non-linear) speedo in cockpit for a better match over the whole range.

AI/Pitstops:
-Recalculate corner speed to attempt fixing the 'slingshot' AI problem -not fully fixed but improved
-Cleaned up AI abilites code and removed obsolete AI HDRF files
-Fix for iterating participants when debug rendering physics and AI details
-Fixed AI difficulties doing turns at normal speeds

Career:
-Allow entry to invitation events from the calendar and event dialog if they're unlocked. Simplified eligibility checks while adding invitation checking.
-RaceCalendar updated so that it can ignore and skip invalid events internally. Invitation events are handled using this, so are now hidden in the calendar (and ignored in the career event panel) until they're unlocked
-Career Championships: Proto 3 Euro Rookie Championship AI filter updated to allow all entry level LMP3 models.
-Career Championships: LMP3 Proto3 US Rookie Cup, first draft.
-Career Championships: LMP3 Proto3 Euro Rookie Championship, first draft.
-Appfunc and list registration for career invitations screen.
-Popup text updated for endorsements, new token added for numAccolades
-Popup text updated for WonEvent accolades
-Added DMC value to unlock invitations
-Invitation popup using appropriate textID, with team string substitution
-Invitations use car/livery values that can now be specified in the data. The player is effectively loaned that car, with their career contract car unaffected. TextIDs added for display purposes.
-Invitation emails updated with text for the car that's used

Vehicles:
-Caterham R500: Updated road liveries names, Updated textures with new road liveries, Added new rims color variation
-Ford Mustang Cobra TransAm: New export
-Formula C: Many optimizations and fixes, new CPIT display
-Renault Megane RS: Body template texture. UVs fixes and updates. LODX added, CPIT mostly done, including new body, bonnet, mirrors and engine. Placeholder LODs. Animations update for new 2014 car.
-LMP RWD P30: Reuploading, connection problems, Removed plain carbon livery from RCF
-Mercedes C-Coupé DTM: Fixed wheel issue, fixed brakelight glow
-Mercedes A45 AMG: Added placeholder LODs to fix disappearing cars in the distance
-Mercedes 300SEL AMG: Added LODs, added CPIT mesh, fixed minor bugs
-Marek RP 339H LMP1: Added wheel and tire LODs
-Sauber C9: Added CPIT display, fixed user flags

Tracks:
-Euro Tracks: Textures for generic vehicle.
-Belgium Forest: Updated Belgian Forest viewer lamp posts to have new flare nodes
-California Highway: New tarmac textures, road vertex coloring, added overlay dirt, stains, patches, cracks (wip), 3D harvest instances -trees and bushes -optimization pass
-Brands Hatch: Fixed misplaced sounds, fixed misplaced lights on Brands Hatch, fixed cameras for both variations, reduced/optimized trees for 3dtrees aand xtrees, new crowds placement at Brands Hatch, tree instance variation added, texturemap for ground added, fixed specular effect on distant roads, splitted up meshes in smaller sets for better occluding, fixed misplaced nightlightings, marbles rain blockers, moved cameras to correct places (needs fixing still) , adjusted lod values and checked over see in envmap settings
-Cadwel Park: New complete AIW. Has a pit lanne but a very small pit area with no garages so i set only 6 garage spots. Set TRD to disable pre-race so quick race only. Set grid to 32. Various changes.
-Chesterfield: New tirewalls textures added, Tarmac, terrain, grass trackedges overhaul. New 3D dirty tyrestacks, added leaves and marbles.
-Eifelwald: Latest updates to tree/foliage layout
-Lakeville: Updated Lakeville spotlight rigs to use new corona/flare locators, New AIW's. Complete. New pit lane to make full use of the Nascar pit size of 42 pit spots. Sloves the AI crashing that was still using the old pit lane exit. Scene fixes, new overlays
-Loire: Added txt for a72 Building
-Oschersleben: Adboards and marshall huts textures

Known issues:
-Replays in MP: Not working as they should
-P2P Tracks: Don't press return to pitbox
-Race Weekend: Do not use in-race Setup Edit when using Automatic Gears (Keyboard/Gamepad)
-JIP: Stop&Go Penalty might be given during the JIP sessions
-Replays will only work with your first race. If you quit and start a new session, all participants will be stuck on the grid.

Build 706 (15/04/14, Team Member+)
Next-Gen:
-XB1: Implemented ghost upload/download API for XB1, When posting new personal best, reset ghost magic and delete ghost associated with the previous stat, and pass new ghost magic to App, When downloading leaderboard stats, also fetch the ghost magic and notify App of ghosts atteched to all leaderboard entries, Updated calls to and from the ghosts system to support AutoTT events correctly (ghosts are still track-based, Online APIs use events, OnlineSupport is used to translate the identification)
-PS4: Host Migration implemented
-PS4: Adds MSAA & EQAA to renderer. Also adds CMASK/FMASK/HTILE.
-Voip Mute/Unmute and GetVoipTalkerDetails interface and PS4 implementation. Lobby now displays speaker icon when players are talking. Stubbed on other platforms.
-PS4: Updates for alpha to coverage and motion blur.
-Fixed BaseAppConfig so that SetaTyreModel lib is only enabled on PS4 by default until futher testing on other platforms.

Render:
-Post Processing control sets a linear scene texture input for use in updated Nitrous effect
-Removed -vr_ipd command-line and renderer interface (now handlded by Oculus config utility/SteamVR)
-Dynamic Player Car Envmap is now multi-threaded when using DX11MT (this envmap is the extra one rendered when using Ultra EnvMap settings, that contains the opponent cars)
-Impostor reflections -braking intensity hangling changed
-Moved BVRinput creation to earlier in the boot phase so that it's ready for use by the renderer init

Audio:
-Updated to use FMOD SDK 4.44.32

GUI:
-Adding applinks for the browse filter dialog (not yet available in game).
-Speaker icon renamed for MikeL
-Adding vehicle classes to the text DB.
-Gaussian Blur shader attached to Vehicle Model select screen and background of Session Overview screen

Online/Multiplayer:
-Vehicle class network game filtering attribute
-Adding the browse filter dialog -it is now available but not all filters are yet connected. Submitting for testing purposes -this dialog will not be finalized until tomorrow morning.

Physics:
-Improved manual clutch
-Statistics updates for vehicles
-Physics system updates for generating vehicle statistics offline
-Tires: New GT and LMP tire sets with grip balance moved to more adhesion and less tack.
-GT3 & GT4 cars: Better default traction control for the tires, revised setups, fixed bugs
-Pagani Zonda R: Finished heat and wear model, revised damper ranges
-Oreca 03: New suspension geometry, finished heating&wear, improved default setup

AI/Pitstops:
-All tracks: Adjusted all TRD's for the correct rolling starts true/false. Removed duplicate lines and added these where missing.
-Fixed the broken AI

Career:
-Championship Type made generic with a new accessor
-Changed folder structure of invitation data to match career invitation events
-Invitation events updated to use the new Type for tagging
-Championship Type made generic with a new accessor
-Addition of 2 new weather conditions requested by Stephen for the career. First pass of 'Fog with Rain' and' Heavy Fog with Rain'
-Renaming car in replacement text as it'll be shared by invitations, and not specific to teams

Characters:
-Character props adjustments
-GT pitstops chief mechanic -initial animations
-Crowds: Deleted old *.meb files, Updated casual crowds using new colour features, updated new crowd masking texture for billboards
Vehicles:
-Ginetta G55 GT3: Ckecked and fixed LODA/LODB meshes, started CPIT reduction
-Audi R18: Updated CPIT display
-LMP RWD P30: Added damage, cockpit animations, and updated AO, Fixed Brake discs UV2 mapping, New cockpit display.
-Ford GT40 MkIV: Fixed UV2 Brake discs mapping.
-Caterham Classic: Fixed Windsheld LODX not showing in game.
-Mercedes C-Coupe DTM: All exterior mapped&textured, lights setup, windscreen setup, brakedisc setup, CPIT chassis updated, temp LODs updated, mesh work, etc....
-Mitsubishi Lancer Evo X FQ400: Darl LODB wheels and taillights bugs fixed.
-RUF RGT-8: Wiper animation and rain effects, Wiper mask texture file, Animation files with wipers intial checkin.
-Ford Sierra Cosworth RS500: Interior DDS texture. Initial check in.

Tracks:
-New pCars logo trackside flag designs (static animated asset textures)
-US Tracks: Files for US Ambulance trackside vehicle.
-Belgium Forest: 3D tyres placement WIP, texture updates, material polish, wet setup, 3d tyrewalls, autograss tweaks
-Loire: New texture maps, 1st commit, first pass on Loires resizing of textures to improve the memory situation on these tracks, added txt a127 Building set, added txt for a71 Building
-Oschersleben: Merged in latest track work and removed mud overlays from the red kerbs, grandstand textures
-Dubai: Old school lamp flares replaced with new dynamic corona locators

Known issues:
-Replays in MP: Not working as they should
-P2P Tracks: Don't press return to pitbox
-Race Weekend: Do not use in-race Setup Edit when using Automatic Gears (Keyboard/Gamepad)
-X64: Don't press ESC while in a external camera (including freecam) it will CTD..



Tags: pCARS, Project Cars, Slightly Mad Studios, pre alpha build, changelog, build 7


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