Project CARS: Mercedes-Benz C Klasse DTM-Coupé, Entwicklungsfortschritte, neues Build 663

Die Entwicklung des Multiplattform-Rennspiels Project CARS läuft auf Hochtouren. Während WMD-Mitglieder aktuell das Build 663 und eine erste Version des C-Klasse-DTM-Coupés von Mercedes-Benz testen können, kündigen sich schon weitere Autos und Strecken an.

Project CARS: Mercedes-Benz C Klasse DTM-Coupé, Entwicklungsfortschritte, neues Build 663Project CARS: Mercedes-Benz C Klasse DTM-Coupé, Entwicklungsfortschritte, neues Build 663  ZoomSlightly Mad Studios hat zum Ende der Woche das Build 663 für alle pCARS-Tester ab Status Team Member+ bereitgestellt. Während das gesamte Team unter Hochdruck arbeitet, um den geplanten Release im Herbst 2014 zu halten, können sich die World of Mass Development-Mitglieder selbst einen Eindruck über die jüngsten Entwicklungsfortschritte verschaffen und seit Kurzem im Bereich der Fahrzeuge auch mit einer frühen Version des C-Klasse DTM-Coupés von Mercedes-Benz auf die Strecke gehen. Weitere Wagen wie der Ginetta G40 Junior, Ford Escort RS1600 (1972) und RUF CTR3 stehen ebenfalls zum Testen bereit beziehungsweise werden demnächst mit einem der kommenden Builds enthalten sein.

Wie den Änderungsprotokollen der innerhalb der letzten Tage veröffentlichten Pre-Alpha-Versionen zu entnehmen ist, haben die Entwickler im Bereich der Fahrzeuge, Fahrphysik und Strecken viele Verbesserungen und Überarbeitungen vorgenommen und mit der per Laserscanverfahren erstellten Strecke Oulton Park die Auswahl erweitert und an der Le Mans-Strecke Loire weiteren Feinschliff im Bereich der Streckenrandobjekte betrieben. Darüber hinaus wurden in den Bereichen Karrieremodus, AI, Boxenstopps, Replays, GUI und Renderengine weitere Optimierungen vorgenommen, Fehler behoben und Features implementiert oder überarbeitet. Einen ebenfalls beträchtlichen Teil der Arbeit haben die Entwickler zudem mit den Spielversionen für die beiden Next-Gen-Konsolen PlayStation 4 und Xbox One verbracht. Wie immer können die Änderungen von Build zu Build nachstehend nachvollzogen werden.

Build 663 (14/02/14, Team Member+)
Next-Gen:
-XB1: Fix for slow debug config (was caused by PIX instrumentation being super super slow in combination with the d3d debug mode)

Render:
-Fix typo in last check-in
-DX11: Debug spam fix + XB1 Dynamic VB size init fix
-DX11: Added extra reporting for mismatched vertex declarations to aid debugging

GUI:
-Missing source sprites for container
-Fixing bumper main menu selection bug. Corrects bumper selection in Profile, Race Weekend and Dashboard.
-Updated My Profile Accolades screen

Replays:
-Replay Cameras: New real-world-style set for Besos National – Take 1
-Replay Cameras: New real-world-style set for Badenring short – Take 1

Career:
-Dashboard screen polishing. Localised the session info names, and simplified some array handling in dashboard screen.
-Added the remaining text variations (with tokens) for each news story type and made news pick one randomly, along with matched (placeholder) image
-Career Championships: Added a Formula Rookie and Formula B Series to extend testing and use as a basis to implement support for series unlocking via contract offers.
-Career Championships: Formula B Euro FB – pre-alpha
-Career Championships: FormulaR EuroFR Challenge – pre-alpha

Pitbox:
-Set the number of pit progress structures to eMaxParticipants – prevents running out of structures when more than 24 players in a race.
-Fixed adhering to penalty bug- which meant you would get DQ’d even if you went in for the penalty.

Tracks:
-Azure Coast/Milan/Belgian Forest/Dubai/: Added missing textures
-Azure Coast: Fixed pop-up on Azure Coast assets
-Eifelwald: Various CSM, terrain fixes, fixed floating, intersecting and flickering objects
-Silverstone: Fixed micro gaps and holes all over the track.
-Oulton Park GP: Raceline added

Vehicles:
-Ginetta G55 GT3: Liveries part4
-Ginetta G40 Junior: Added runtime files + collision export, first export
-Ford Sierra RS500 Cosworth: Added LODX, livery alpha material changes
-RUF RGT-8: Side mirrors and Bonnet done. Working on Interior. Today Removed 20 K tris

Known issues:
-Oulton Park – The track will crash in practice mode, and if you enable qualifying. Only working so far in race and TT.
-Multiplayer – DO NOT PRESS THE LOBBY OPTION when pressing ESC during a online race.
-Ginetta G40 Junior: No placeholder LODs yet, Ride height is too high (issue of the placeholder physics)
x64 Known issues:
-x64 currently disabled

Build 662 (13/02/14, Team Member+)
Next-Gen:
-PS4: Fix for common buffers using incorrect thread in scene for shared global vectors.
-PS4: Fix for lights in rear view mirror.
-XB1: Enable Forward rendered threading / threadsetup perf tweaks
-XB1: Reset Shadow Setting Quality on TrackLoad (discrepancy with -skipmenu)
-Addition of PS4 login flow preprocessor for auto sign-in
-Minor OneSock changes for PS4 multiplayer
-PS4: Fixes shadow best cascade.
-Xbox One multiplayer implementation first pass.This enables basic multiplayer functionality on Xbox One. For the time being all users need to be in a party before creating a match. Matchmaking support is not yet implemented.
-XB1: Fix some shadow rendering issues (now correctly aligned with PC)
-Added better fps reporting on PS4
-Moved reflection code again to a better position. Enabled threading for it on PS4
-XB1 DebugMenu fix some debug only D3D11 asserts

Render:
-Fix for multi-threading reflections, this stops the glitching on PS4/XB1/DX11MT when running in wet weather.
-DX11 / XB1 optimisations: LightWeight Primitives use our self-managed double buffered dynamic vertex buffer ( instead of being driver managed ). Placement buffers with ‘streaming’ for Constant buffer setting on XB1
-DX11 – fix for instance vertex buffer over-runs.
-Select correct main game (not FE!) shadow settings index on race load.

AI & Pit-Stop:
-Updates to AI pit strategy debug logging
-AI fuel strategy debug logging
-AI damage strategy updates for practice/qualify
-Extra AI tyre choices based on track temperatures
-Increased range of pit stop choices for AI
-Tidying up driver code
-Tweaks to suspension forces for AI including unloaded tyres, ground detection and tyre compression

Career:
-Added a career helper to convert position number into a display string (1 to “1st” etc.), and updated career news to use it for the standings text
-Info is now stored in the profile for the last 5 Career sessions played, and all career news slots are now being populated from this session history (as it builds up).
-Scoring news now displays names of drivers finishing 1st/2nd/3rd in a session, and the winner’s rank in the overall standings.
-Scoretable generation extended so it can get scoring for a single session, as well as totals
-Career news ticker now displaying short versions of the news messages. Added applink for it and made headlines type-specific
-Finishing position now passed down from Timings to the per-session info, and moved all per-session info into a new profile struct to make them simpler to process. Got news displaying driver names, positions and lap times, and the appropriate image for the timed session types. Historical standings from when the news was generated are now used rather than the current standings (so news doesn’t change).
-Fixed a bug with resetting when switching series. (NOTE: Career progress has been reset to avoid invalid session information producing bug reports)
-Standings screen fix: Instead of having 10 racers in first place when no points are scored on the standings screen, we have 10 races in “-” place as ranking does not apply until points are on the board.

Physics:
-Traction control slip fix
-RUF RGT8: Tweak to engine behavior when bump starting the car.

GUI:
-Adding UI support for the new Traction Control Slip tuning options. Car CDFs are still being updated to handle this value although the setting does work on the Ariel Atom Mugen.
-Start of My Profile update
-Bug fixes for the quick menu. Added a delay on the menu appearing to get around click event duplication issues. Will look for a permanent solution to this after the milestone. Also fixed the options applink on the quick menu screen.
-Endorsement tab added, My Garage screen updated to latest style

Tracks:
-Loire: Added missing texture for a1_pitbuilding and garage interiors, added textures for extend garages
-Silverstone: Aspect ratio adjusted for the panasonic banners
-Wisconsin Raceway: Barroed corridors at the “kink” also slowed the AI 10% at the apex. Keeps them from running wide there.
-Oulton Park GP: Tracklist update, AIW Updates, viewer objects
-Sakkitto GP: Fixed pit spots not displaying and working. Had to reset the special waypoints in the AIW file to fix.
-Azure Coast: Reworked first small roundabout, removed wall, and made it drivable, fixed csm + grass csm, totally reworked the area in front of the marina, reworked the terrain, added base for all buildings, added 2 new buildings, created path for all of them+ added hedges/walls to sep properties, added small kerbs around all base+path, remapped, created 2 new gantries/ reworked from Kate, reworked csm wall + grass csm around these new stuff, fixed all VT static/inst/crowds/dyn/lights

Vehicles:
-Ford Sierra RS500 Cosworth: Complete UV mapping, finished wheels/brakes, added custom livery support, lots of fixes
-Lotus 72D: LODX cockpit polished, mapped and textured. LODA interior and steering wheel modelled, mapped and textured.
-Ariel Atoms: Added static camber to the animations
-BAC Mono: Baked in camber to suspension animations
-BMW Z4 GT3: Added ADL livery
-Ginetta G40 JR: Initial checkin, added placeholder liveries (NOT YET IN-GAME)

Known issues:
-Azure Coast (Full/FullRev/Stage1): CTD happens when reaching the end of the track
-Oulton Park – Not yet available, it will be unlocked tomorrow after some last minute fixes are made.
-Oulton Park – The track will crash in practice mode, and if you enable qualifying. Only working so far in race and TT.
-Multiplayer – DO NOT PRESS THE LOBBY OPTION when pressing ESC during a online race.
x64 Known issues:
-x64 currently disabled

Build 661 (12/02/14, Team Member+)
x64:
-64 bit FE (untested) : andreww

Multiplayer:
-Fix to getting stuck in the lobby when returning from an MP race. Fixes AR-1471.

Rules & Penalties:
-Added vehicle class-specific rules capability – and added pit-penalty-missed-laps-count.

Cameras:
-Updates to the free camera based on feedback

GUI:
-Updated Results tab of the Dashboard screen

Career:
-Changes to map the Round/Session structure to the Career scoring, scoring now working fully for FormulaC format (as well as the other series), and best lap times are now being saved (needed for News). ScoreTable use moved out of progression and generated when needed instead, as its fixed round-only was clashing with the scoring changes (UI screens fixed up to match) – also simplifies the resuming. Fixed a bug that could cause portions of a series to be locked incorrectly, and an issue with the new series detection when skipping.

Physics:
-Player simulation rate is not changed while simulation step is in progress.
-Formula A: Tweaked torque curve, new diffuser model, new brake tech

Vehicles:
-RUF RGT-8: More LODA work. Suspension/ Chassis done. Today removed 27 K tris

Tracks:
-Derby Park: Added missing 3D tyrestacks, removed old ones, fix to overlays, concrete walls update – just moved some to fix intersecting with other stuff, tyrestacks updated
-Belgian Forest: Fix for zfighting in previous export – adverts for Panasonic and Nvidia updated
-Badenring: Fixed small gaps all over the track fixed bush pop ups behind Mercedes tribune

Known issues:
-Azure Coast (Full/FullRev/Stage1): CTD happens when reaching the end of the track

x64 Known issues:
-Cant change tires in any car (using car setup)
- x64 still using BTM

Build 660 (11/02/14, Team Member+)
Next-Gen:
-PS4: Fix for start race glitch caused by bad distortion texture. Also fixes time update in global constant buffer.
-XB1: Fix F1 debug menu rendering

x64:
-x64 compile fix

Render:
-DX11: World matrix caching optimisations
-Disable the rain drop stats from the screen.
-Latest updates to the screen drop effect.
-Avoiding car-related special effects (like exhaust smoke, heat haze particles) ramain on screen when participant leaves the session (when DisableAllRendering for participant is called). KillParticipantEffects method added to classes which did not have this functionality. Otherwise ResetParticipant is used.

Audio:
-RUF RGT-8: New in-car and external engine sets, plus an AI version, tweaks to tranny, gears, wobble & backfires, distant roll-offs and trajectory.
-Tweaks to tyre rolling surface sounds. More realistic transitions from low to higher speeds. Less stone sounds at lower speeds.
-Brake Failure sounds.

Multiplayer:
-Adding UI mechanism for MP voting system.
-Added host name as session name for game browsing as a temporary fix
-MP race to returns to lobby instead of main menu, First pass vote to skip logic implemented
-Ingame lobby fixes: Voting and countdown timers now functioning as expected, hooks created for MP code. (Not Implemented yet)

Cameras:
-Code to allow us to use a Free camera type setup for adjusting/tweaking attached camera positions and orientations.

GUI:
-Fixing crash bug in the quick menu dialog.
-More text added to InboxSocial TextDB category
-Italic and Small Black fonts added to the pakfile list
-Adding traction control to the main menu car tuning global panel, as it is in-game
-New shortcut menu to quickly access Profile, Garage, Options

Career:
-Per-Session timings can now be saved for career participants (only session types using timings are counted). ChampionSessionInfo modifed so sessions can set whether they’re timed or scoring. Career progress will be reset to avoid it using potentially invalid data.

Penalties:
-Re-enabled false start, and changed penalty from DQ, to a Pit “stop-go” Penalty.

Physics:
-Tire setup loading fix/optimization
-Making volumetric torque generic
-Added event to notify app once player vehicle remodding/setup changes are complete
-Formula A: Added some static camber to the suspension animations

Vehicles:
-Ford Sierra RS500 Cosworth: Prepared for export with all textures

Tracks:
-Derby Park: Material overhaul, new kerbs, road, grass, gravel, walls, soild, dirt, trackedges and 3D tyrestacks added, fixed CSM issues, fixed that odd artifact thing
-Azure Coast: Fixed alpha channel, fixed some barriers, fixed some more stuff, fixed some more things all around the track, fixed csm, fixed bugs, updated static/inst/crowds/dyn, adding flare locators to lamps, blocked alt route add static conc barriers
-Eifelwald GP (all variants): Updated the adverts to use the new branding texture, updated the adverts to better proportions
-Silverstone: Slightly changed advert texture for LED screen above pits with Daves latest modifications, added fixed advert on hotel at Silverstones modern
-Badenring: New AIW’s to adress the narrower front straight. This fixes the AI running out on the grass. Oth tweaks include some corridor funneling, and moving the grid to match the start boxes painted on the road surface at all three tracks.
-Wisconson Raceway: Moved corridors onto all the curbing keeping the AI from freely using them (especially the exit curbs). Some funneling of the corners to help race starts. Disabled roling starts in the TRD as it just wasn’t working correctly (cars crashing and off in the grass etc).

Known issues:
-Azure Coast (Full/FullRev/Stage1): CTD happens when reaching the end of the track
-When returning to a lobby you cannot leave it unless if you use the X to close the game

x64 Known issues:
-Cant change tires in any car (using car setup)
-x64 still using BTM

Build 659 (10/02/14, Junior Member+)
Next-Gen:
-PS4: Adds SSAO texture size to common constant block.
-PS4: Dirty update of world matrices, also stops update of common buffer if not dirty.

x64:
-Fix for x64 crash on some tracks with grass enabled (Sakitto etc)

Render:
-Fix for SSAO texture size not being in common constant buffer.
-Better normal mapping for particles. Basically rewrote the math for the normal mapping process.

AI/Pitstop:
-AI reverse recovery logic checked after pit/garage to ensure it does not affect AI cars in pit/garage spots
-Switch off engine for car placed into garage
-Enable ignition/engine on leaving pit/garage if off
-Added InstantStartEngine for AI controlled vehicles
-Work on stuck reverse behavior
-Prototype Pitstop Sequence update. Removed old animation references (without “_r_”)

Career:
-Career news now identifies session type, and picks an appropriate TextID for timed events as well as races. Fixed typo in one of the timing textIDs
-Added support for the remaining Career news string tokens – unhandled values will still display the token itself but have been added to NewsInfo. Updated timings textIDs and checked times will be formatted correctly, added NewsInfo for session type
-WIP checkin of news. First news item is now partially populated using string token replacements, from data gathered from the last race played. More tokens still to be added for string replacement, with some coming later when functionality is added (e.g teams). TextIDs added for some news variants
-Updated Career Calendar screen

Physics:
-Ariel Atom V8: Revised engine braking torque. Aprox 40% higher. Default map setting set to 6 (range of 13).
-McLaren F1: New tires, tweaked chassis, asymmetric brake fade tech applied
-RUF RGT8: New tires, tweaked chassis, asymmetric brake fade tech
-Pagani Huayra: New tires, tweaked chassis with updates from Zonda R suspension
-Ginetta G55 GT3: revised default setup from CPFT feedback

Vehicles:
-Ford Sierra Cosworth RS500: Windscreen reflections dds texture, wheels dds texture, misc dds texture, lights dds texture, lightglass dds texture, brake disc dds texture, windscreen banner dds texture, badges dds texture – initial check in
-RACER L4-RS: Added cockpit animations, fixed reported bugs
-RACER V8-RS: Added cockpit animations, fixed reported bugs

Tracks:
-Belgian Forest: Updated and added adverts for new branding texture, fixed CSM fatal errors
-Eifelwald: Feedbacks fixes, updated the adverts to use the new branding texture, more opacity
-Loire: Added latest assets from Tomas, further terrain details and sideroad details added, add textures for a2_pitbuilding
-Silverstone: Adverts swap to new branding texture
-Azure Coast: Added some new dyn arrow sign, fixed some crowd pos, updated arrow signs and barrier, updated for latest exports-fixed some barriers

Known issues:
-Azure Coast (Full/FullRev/Stage1): CTD happens when reaching the end of the track
-Derby Park/Harrison Pikes: Strange artifacts in 3 sections of the track

x64 Known issues:
-Cant change tires in any car (using car setup)



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


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