Project CARS: Fantastische neue Screenshots und Build 330

Zum sich gegenwärtig im Pre-Alpha-Status befindenden Rennspiel Project CARS gibt es zahlreiche fantastische neue Screenshots. World of Mass Development-Mitglieder können außerdem Build 330 testen.

Project CARS: Fantastische neue Screenshots und Build 330Project CARS: Fantastische neue Screenshots und Build 330  ZoomProject CARSBilder vom 25.10.12Die Entwickler der Slightly Mad Studios haben jetzt mit Build 330 die neueste Pre-Alpha-Version von Project CARS freigegeben. Inzwischen können fast alle zahlenden Unterstützer den Multiplayermodus nutzen und ab dem Status Teammitglied+ kann auch das neue STM-Reifenmodell getestet werden.

Was sich alles seit Build 323 getan hat, zeigt das ausführliche Changelog zu den einzelnen Versionen das wie immer am Ende des Artikels zu finden ist. Darüber hinaus gibt es noch in unserer Galerie zum Spiel für alle Rennspielfans auf über 70 Screenshots mehr Impressionen von der eindrucksvollen Grafikkulisse.

Build 330 (24/10/12, Team Member+)
Render:
-Enabled GUI background scene by default for more testing. To disable the scene use -no3DScene on the command line
-MainMenu – bridge feeding changed to avoid broken discontinuities
-Frontend now uses the in game rendertasks for rendering the 3d scene
-Code to handle releasing the default rendertarget when set in the GUI
-Code so that the default renderview camera use the aspect ratio of the renderer

Bug Fixing:
-Reseting the FE time progression to reatime
-Fix for crash on exit
-Fixed an issue with the inclusion of the SmallJobs project in specific configs
-Fixes due to changes in initalisation order of objects (Use3dscene)

Ghost System:
-Ghost system minor changes

Online:
-In-race chat, first pass
-Lose chat focus on completing text entry
-Set start key to ‘t’ for in race chat
-Clients who join a session during the Loading state (after the join has been started while still in the lobby) will communicate with the host so that they do not block the loading progress
-Console VoIP update, allowing 3+ players to chat to each other

Launcher:
-Removed old P4 bindings from solutions and projects
-Converted solution and projects to VS2010
Leaderboards:
-Fix for stat submit failing to send cached scores to the leaderboards

GUI:
-Added common time/weather applinks for the loading screen. Each mode now fills it in as necessary rather than it coming directly from incompatible profile values. Seasons value now uses an enum to make it easier to use

Tracks:
-Belgian Forest Karting Circuit: CSM fixes, terrain tweaks
-Belgian Forest Karting Circuit: New tyrewalls
-Northampton: Opacity added.
-Wisconsin Raceway: Fixed wrong kerb and floating fences
-Eifelwald: Fixed floating overlay edges, tweaked CSM at some kerbs

Cars:
-BMW z4 GT3: Moved CPIT display, performance optimizations, bugfixes
-BMW Z4 GT3: Chassis/Cockpit fully textured, UV mapping, CPIT display added, full wheel/tire setup
-BMW z4 GT3: New export

Known issues:
-Appearance of car in GUI background scene is poor, no emap, anisotropic filtering, etc
-Chat input keys can be passed to the game and cause issues, e.g. ‘p’ to pause the game

Build 329 (23/10/12, Team Member+)
Render:
-Calls to feed bridge from physics are called each frame now – even with the same time stamp – should avoid missing dynamic objects which appears after some car proximity
-SObjectData::ChooseDataSlot – overwriting of newest discontinuous slot avoided

Online:
-Removed legacy debug MP code

Ghost System:
-Changed logging to go to a separate log file, which will be created in Gold build as well
-Fixed stat submit, so that it doesn’t happen while the race is still active (as far as the ghost system is concerned). This prevents the system from asking to upload a ghost before the ghost system knows about the ghost

Tracks:
-Belgian Forest Karting Circuit: Fixed materials
-Wisconsin Raceway: New textures
-Wisconsin Raceway: Added new neon sign
-Wisconsin Raceway: Added latest assets
-Belgian Forest Karting Circuit: New textures
-Connecicut Hill: Added new textures for Skip barber building
-Wisconsin Raceway: Renamed some assets textures
-Northampton: Merged latest assets
-Derby National: New export with latest stuff
-Derby GP: New export with latest stuff
-Eifelwald: New export
-Eifelwald: Added stoneblock textures

Build 328 (22/10/12, Team Member+)
Solution upgraded to VS 2010
Physic:
-Reinstate grip point for BTM.
-Switched to 3 rows of seta (24 long).
-Disable all "bolt-on" FFB forces during STM development and testing.
Switch to FMOD v4.42.03 Audio libs, VS2008 Xbox360/PS3/win32 libs., VS2010 Xbox360/PS3/win32 libs. Tweaks to expose more internals for debug metrics and project file changes to suit our setup.
FMOD v4.42.03 workaround for event categories not fading when unpaused more than once.

Online:
-Fixed assert in handling UserLeft notification, if it is the local user leaving very early in the connection handler, before UserJoined is received.
-Added CR_USER_SETUP notification on the admin that would be missing if a user’s setup was changed as a result of host validation.
-Added option for enforcing identical vehicles by the admin.
-Added API to set/get the identical vehicles option.
-Modified lobby UI to set / display the identical vehicles option.

NAT handling improvements:
–Adaptive ping rate – do not send p2p pings that often when other traffic is using the direct connection anyway.
–Detect issues with the direct route. These include no traffic and no response to pings or sudden change in the port of incoming datagrams. Fall back to rebroadcasting and reattempt NAT punchthrough when issues are detected. When a connection has issues after reestablishing the direct route too often, fall back to rebroadcasting to that member for the rest of the session.
-Fixed formatting of non-ascii adapter name/description breaking the entries.

Audio:
-levels changes – especially to AI
-balancing changes to boost volumes of splutters in the light of recent changes
-balancing changes to rectify volume issues with damage.
-balancing adjustment to gravel
-balancing changes to Andy’s previous config.
-some eq and compression changes to aid audibility for pit to car comms.

Tracks:
-Northampton, added night lighting spots and statics, added trees and bushes instances, texture updates
-Fixes to dynamic objects smoothing groups
-Lakeville GP new basic AIW. main path and 43 start spots. Needs triggers added and completed from there
-Wisconsin_raceway – add new txt for wooden fences
-New Derby dynamic ad boards and corner marker changes as requested on forum
-BelgianForrestCircuit Tweaked the saturation.

Cars:
-Gumpert wiper mask texture added. contains rivulet nmp x and y in rg, rivulet threshold mask in b and the 8 by 8 wiper mask cells in the alpha channel. Currently dxt 5 2048×1024. souce files added to psd sub folder. the rar contains the max file for creating the mask and a splash texture used in the max file for the pools of water from the wiper. The rar also contains 2 psd files for creating the texture. The first contains the channel swaps for the fina texturel but the content is uncompressed and the second contains all source rivulet data before it gets non uniformly scaled down to fit the final texture res. Finally in the rar is the TexturePacker file for combining the rendered pngs into a single sheet.
-Gumpert apollo: rain drop effect enabled. cpit windscreen mapped and ready for wiper mask effect
Several other track and car exports (no CL)

Build 327 (19/10/12, Team Member+)
-Fixed the timeslice value in Vehicle::ExtrapolateDynamics
-Season weather parameters now passed through to the races
-Added cancel dialogs for MP UI screen transitions (join & create)
-Fixed lobby list flicker
-Added better detail and variety to disconnect warning dialogs (and added to text DB)
-Changes to logging to stop compile errors on console builds
-Added info-level logging when TCP connection is closed by the server
-Alt+tab capability (free resources before DX device reset) ; -CRenderer – enumeration of render targets for -RenewDefaultPoolResources corrected – iterator re-initialization
-Derby – tweak grandstand textures
-Switch to player control instantly for rolling starts
-Formula A: new suspension geometry plus setup tweaks for latest STM updates
-Improved water droplets, using per pixel fresnel and reflective boost on droplets
-Added per-pixel Fresnel support functions to allow better looking reflections on water droplets
-Wisconsin Raceway – Add new txt for SetBackCafe
-Northampton. Tweaked textures.
-Derby – fixed intersection on pitwall viewer asset with marshal bridge
-Visual polish to the HUD elements
-Eifelwald new complete AIW. New main path, raceline, etc. supports 45 players
Audio: Formula B updated to new specs including vibration layer, EQ etc
Audio: updating Formula B with latest balancing changes
New Derby exports

Build 326 (18/10/12, Team Member+)
-Changed logging level of frame tick to "debug"
-Tweaked Lap Info hud element colours
-Added extra logging to render tasks to detect invalid pointers
-Added two more categories to renderer logging
-Fixed ‘CInGameSectionLoad’ call to ‘SetSpecularIrradianceEnabled’ to use profile settings
-Added Global Specualr Irradiance option to graphics options screen
-Fix for mistake in waterlevel logic
-Integration of initial Pit2Car speech, with initial phrases for fastest lap, cutting the track and occasionally when being overtaken. -Note that this includes volume changes to get speech audible properly within the mix, so in-race volume has been reduced from what it was
Fixed bug when host migrates to node that is not time-synchronized yet. Now the node correctly disconnects from the session with "migration failed" error and triggers another migration
Enable AI control during end of race GUI
Add explicit call to deactivate track camera manager during race exit to release the objects being held on to by the camera editor
Post-race screen in multiplayer will use the MP flow to return from race
-Added missing memtraces in cReplay::Init()
-Initialised input sets with correct maximums, where known
-Added NULL guard in Detect_WithdrawFlag() to prevent crash in replay
-Change so wet track is real time
-Derby – fix flags position for grandstand (new improved version)
-Derby – add new and improve textures – pitwall and grandstand
-Added logging controls for two new types of renderer log data
-Derby – logo update
-Derby – new textures addition
-Audio: adding vibration layer to Formula B
-Eifelwald – grass texture, updated source psd file
-Eifelwald – new concrete strip texture
-Removed RA logo from the Lshape building sign/ Wisconsin raceway
-Missing fonts added to Loading screen pakfile
-Gumpert Apollo textures, metals update
-Added new textures for Wisconsin raceway
-Moved some trees from the area near the Lshape building/Wisconsin raceway
-Speech volume slider added in Audio menu
-Back panels improved on Position and Lap HUD indicators
-Vehicles: reverted H-pattern cars back to previous shift delay values
Removed old Block Gothic font from HUD panels, updated to new distance font and polished
-Minor updates to Multiplayer Lobby messages to reduce their string length
-Fix audio balance issues
-Derby GP + National scene dressing
-Added textual name of the MPRace game mode
-Northampton. Tweaked textures
-Black removed from reflection mask texture so no parts of the track are completely dry. also upped the reflection level in a couple of the conditions
-Northampton. Matched colors to the RL
-Belgian Forest Circuit – New textures
-Derby – add new texture – pitwall stuff
-Wisconsin Raceway – add new textures for CartTruckHuts
-Records are now navigable on the Load screen, minor kerning fix on -Login screen
-Throttle calibration fixed on Controls screen, improved scroll bar in Lobby, Time Progression now shown, Load screens now consistent with FrontEnd
-Road dbv change to move fog after reflections. Wtc edits to increase the reflection values and tweaks to build up time
-New Asano X4 export
-New Derby exports
-New Eifelwald export
-New Eifelwald GP export
-New Wisconsin Raceway export

Build 325 (17/10/12, Team Member+)
-Logic change to rolling start flags to allow full throttle control to player instantly
-Added lobby version of game data for MP matches
-Fixed max participant issues
-Fixed a few minor UI issues
-Correct message for game join failure
-Fixing out-of-bounds issue in GUIList
Modified code to distinguish between the initial section allocation (_CreateSection) and subsequent section allocations (_AddSection) in the memory dumps to aid in debugging container expansions.
-Added safety checks around mChatList calls as this isn’t initialised on the consoles. (No console text chat, only Voice chat)

BLog updates
-Changed the naming of session folders to make them easier to organise and navigate. Example: ‘dbgSession\Dbg 2012-10-16 @ 12.18.20′
-Crash dump files are now written to the session folder instead of the project root. On PC this is in the user document folder under \dbgSession
-Log files are now written to the dbgSession folder
-UTC is added to PC logs
-Fixed millisec printf width in logs
-Added command line switch to prefix session folder names. This is useful when running multiple instances in the same folder (such as thin clients)
-sessionprefix
-Fixed bug in PC BDir:Create where creation result flag was incorrect in some cases
-Fixed some log calls to remove \n or fix formatting
-Removing detail specular map as fresnel multiplier in road dbv shader
-Derby – textures update
-Eifelwald GP texture updates
-Fixes colouring of first three entries in browse list
-Added lobby version of game data for MP matches
-Fixed max participant issues
-Fixed a few minor UI issues
-Correct message for game join failure
-Fixed master.txt and post race AI assert
-New Monterey crowds
-New Bologna crowds
-Vehicles: Updated cockpit animation HRDF files to use full node names
-Vehicles: removed shift delay from the remaining H-pattern cars
-New Badenring exports
-New Eifelwald GP export
-New Sakitto exports

Build 324 (16/10/12, Team Member+)
-Proper logic fix for water level build up
-Fixed unused variable warnings
Online:
-Split GetUserAPI() to two – one that will return the default setup assigned by admin as a fallback, and one that will return nothing if only the default fallback setup is known
-Changed lobby UI to ignore the default fallback setup in most places; this no longer requires explicit test for the FLAG_ASSIGNED_BY_ADMIN in the UI code
-Fixed an assert firing when sending a message while leaving the session
-Code to allow us to build up the track water levels
-Added in ultra reflection setting for it to generate emap of 1024
-Add fresnel to the reflections
-Improved handling of guaranteed messages (WIP). When the message pool gets empty, log contents of all message lists and disconnect from the session
-Removed old hard coded dev control for key L to turn off photo mode, which also toggled pause
-Wet track reflection drying line amount fixed temporarily at 75% until it can be linked with the physics drying line
-Don’t skip the start engine phase if ignition is off
-Drying line set to 50%
-Online UI: Changed apptimer to exectimer in the lobby select screen, to fix the button not being re-enabled when the application does not have focus
-Reset animation entry flags when acquiring them from entry list (and some general tidying of their management)
-Enabled impact pieces effects
-Updates to TextDB and tool to remove the use of unsafe unicode case insensitive compare and some tidying of the sln and projects to bring in line with latest libs
-Export Manager – All latest updates and common tools updates
-Added logging of all DS protocol buffer issues
-New wtc values set up for rain build up speed and track wetness. detached from physics inputs now. set up for light rain, rainy, stormy and thunder storm
-Added instance file for Belgian Forest Karting Circuit, currently an exact copy of the full track so inefficient, but a good starting point and better than nothing
-Badenring – missing reported textures added
-Belgian Forest Karting Circuit – New textures for the build
-Disable wrong way penalties in SP. Change MP wrong way penalty to a force reset after 10 seconds
-Add Belgian Forest kart track
-Cam box added for Sakitto underpass area so that reflection is visible when you drive below, but does not draw when driving the section above. GP and west
-New Dynamic Brakemarkers placed (physics scene & system files)
-Sakitto – Missing textures files flagged in the export uploade copied over
-Sakitto – temp fix, uploading textures to fix export upload reported missing textures
-Eifelwald GP. Tweaked textures
-New Derby Brake Markers
-Rain fall particle tweak. texture tweak and keyed values such as size and density tweaked so that rain isn’t so monsoon like in less heavy rainy conditions. lean to camera increased slightly as well
-Badenring crowds – fixed wrong positions, fixed cutting crowds
-Badenring – updated LOD distances
-Wrong way DQ time set to 10 seconds
-Fixed SP300 AI sounds, one of the samples was in the wrong soundbank
-Number of drivers in lobby number fixed, Create Season button added
-Build script update to re-instate missing xmlf files from vehicles\physics
-Wisconsin Raceway – add new textures for LapBoard, Restroom and -TribuneShed
-Logitech G25 added to Controller images
-New Badenring exports
-New Bologna exports
-New Sakitto exports



Tags: Project CARS, pCARS, Slightly Mad Studios, Rennsimulation, simracing


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