Project CARS: Neues Build 462 mit Bugfixes und weiteren Änderungen testbereit

Zum Wochenende können sich Project CARS-Unterstützer mit dem Build 462 von den jüngsten Entwicklungsfortschritten ein Bild machen und die vorgenommenen Änderungen und Verbesserungen beurteilen - plus Changelogs.

Project CARS: Neues Build 462 mit Bugfixes und weiteren Änderungen testbereitProject CARS: Neues Build 462 mit Bugfixes und weiteren Änderungen testbereit  ZoomProject CARSBilder vom 30.04.13Pünktlich zum Wochenende kommen Project CARS-Tester mit dem Status "Junior Member+" oder besser in den Genuss eines neuen Builds des sich gegenwärtig in Pre-Alpha-Entwicklungsphase befindenden Rennspiels.

Von Bugfixes über Aktualisierung bei der Physik, Grafik, Soundausgabe über Verbesserungen bei Autos, Strecken, der API, Replays und anderen Neuerungen reicht die Liste der Änderungen. Wie immer könnt ihr die Versionsänderungen von Build zu Build im ausführlichen Changelog nachvollziehen.

Build 462 (3/5/13, Junior Member+)
Bug Fixes:
-Added protection to player flag check in MP session (Fixes MP issues)
-Moved engine sounds on/off out of the car sounds on/off so that engine, turbo, transmission and exhaust sounds toggle along with the metric for the engine being started/stopped, so sounds now work in line with the physics engine changes
-Fixed a race start issue where the exhaust sounds could bypass that and play. Also reset the car state fully on a restart to make sure the engine on/off state change was picked up properly

Vehicles:
-Mitsubishi Lancer: All exterior mapped&textured, new lights setup, some mesh updates, combined all glass materials, user flags checked/fixed etc

Build 461 (3/5/13, Junior Member+)
Physics:
-Ignition and engine start updates
-Fix for testing whether to Auto Start Engine before reading the Driver Aid settings
-Changed Auto Start to be 1 for Elite handling modes, should be 1 for all modes now
-Tweaked thresholds for IsEngineRunning metric

Base:
-Padded BDbgString when not used to keep consistent size for use by loaded classes such BHashString on all platforms/configs, including 64 bit
-Added static asserts to check expected sizes of BHashStrings and other basics types
-Various updates to change crt string calls to Base abstracts including new BStrtok

Physics:
-Added overloads to pass in dest length for use with BStrtok abstracts
-NetServices: Fixed a compile warning
-Fix HRDF 64-bit type sizes and relocations
-Added BStrtok abstracts

GUI:
-Added function register for heat haze toggle

Bug Fixes:
-Fix for not fetching valid RaceModeInfo for multiplayer
-Fixed incorrect script logic causing number of laps to always be 1

Render:
-Planar Reflections resolution is now linked to the envmap settings
-Added optional scaling of envmap based on specular texture alpha (as used on basic.fx) to basic_windows.fx

Audio:
-Added gear wobble engine modulation

Replays:
-ReplaySaveLoad: Resurrected some old debug code to aid in finding invalid track/vehicle IDs
-Replay: Added error then continue on an attempt to stop recording to an uninitialised sample buffer
-cPhysicsReplay: Clear activated flag on Cleanup()

Race Rules:
-Enable RacingFlags to be displayed
-Add display to 2d map
-Add RacingFlagSettings.hrdf which contains parameters to alter flag behaviour
-Add warning message to TextDB.btdb
-Define RACEAPPCORE_RACING_FLAGS_ENABLED for Aries
-Hookup gui code to display flag warnings
-Enable conditional compilation of RacingFlags
-Only display HUD warning when player is inside a flag section
-Only run flag detection on host in multiplayer games

Shaders:
-WIP Fog/Scattering Shader
-Fixed PS3 shader compiler error in vehicles_basic_translucent.fx

Tracks:
-Bathurst: Added leaves particle fx in some areas

Vehicles:
-Mercedes SLS AMG: Applied WIP suspension geometry from the GT3 version until we get full reference
-Ford Mustang Boss 302R: More performance balancing and applying data from Ford Racing
-BMW M3 GT4: Reduced aero drag
-Mercedes SLS GT3: Applied real numbers to gearbox
-Mitsubishi Lancer Evo X: Normals/textures updated

Build 460 (2/5/13, Senior Manager)
Scribe:
-Set Scribe IncludeRoot parameter to "$(MWL_ROOT)\Common"
-Ensure IncludeRoot argument gets passed through to the script compiler
-Add "$(MWL_ROOT)\Common" to C++ include path for all configs/platforms

Base:
-Fixed compilation on multiple platforms in order to check cross platform code
-Added constructor to create a value-only hash string

Animation:
-Animation sequence player update returns status based on any active players. Fix x64 compiler warning

Common:
-Set Warning as Error on missing configs
-Fixed various compile issues
-Set Warnings as Error on remaining lib configs that are missing it
-Fixed up a number of warnings that had crept in
-Fixed up some crt string calls to use Base abstracts

Replays:
-GameSetup: Make SetupRaceDetails() replay-aware
-AppReplay: Add race mode ID and PreRaceSessionsAllowed flag to snapshot data
-AppReplay: Increase snapshot data version number
-AppReplay: Implement conversion of previous revision of snapshot data

Render:
-Modified handling of mirror exclusions to use local player flag rather than per-participant flag - should fix the bug with opponents disappearing in the mirror when there are more than 20 or so

GUI:
-View Replay menu now placed within My Race Locker

Vehicles:
-Mercedes SLS AMG: Changed runtime file naming, vehicle names and updated vehicle list
-Mercedes SLS AMG: Added badges back in

*KNOWN ISSUE*
-Newly recorded replays will not load after being saved. (Should be fixed in the next build).

Build 459 (1/5/13, Senior Manager)
Bug Fixes:
-Fix for multiplayer games launching with single-player settings

Base:
-Fix for Live Edit components not calling their callback functors when data changed.
-Changed code in GrowBuffer so that we pass in the capacity we wish to handle
-Converted all game-mode specific code to script. Removed GameMode enum type and added game-wide support for GameMode hashes
-Updates to LiveEdit command creation and TCPBuffer management. Components are now held in a small pool and each has a Creation Method instead of using new, ctor's are protected to avoid by passing the pool. The sending of data is nw thread safe, and can optionally be setup to be non-blocking and send on a separate worker thread

GUI:
-Fix to make selection one-time-only
-Fixed compile error
-Added 'SetSelected' to GUIListItemData

Render:
-Stopped light detection from rejecting asymmetric light setups for reversing lights. Also added more internal debug reporting for use when analysing light detection errors
-Remove dead code/references to D3DDISPLAYMODE

API:
-Further fix to LiveEdit API changes

Environment:
-Fix for SSE2 implementation of the blend colour cubes being backwards

Audio:
-Support added for external gear sounds

Vehicles:
-Mercedes SLS: Added Mercedes-Benz badges back in
-Mercedes SLS GT3: WIP model added for physics testing

Build 458 (30/4/13, Manager+)
GUI:
-Added functionality to advance the calendar to the next date that contains events (and debug test code for it), and get a list of events on a given date that the player will be eligible for
-Fixes audio screen being misdirected to the new view replays screen

Bug Fixes:
-Fixed some runtime warnings for missing files

Render:
-Fix for black dots in bonnet cam reflections on metallic cars (NaNs in frame-buffer)

Vehicles:
-Mercedes SLS: Added missing cockpit display texture
-Ford Mustang Boss 302R: added approx 30kg of fluid weight
* Solitude Rennstrecke: New export



Tags: pcars, Project Cars, Rennspiel, Rennsimulation, simracing, Slightly Mad Studios, pre alpha build


News zum Thema



aktuelle News

aktuelle Screenshots

aktuelle Videos

aktuelle Downloads

Most Wanted Content

Rennspiele-Specials

Links

Sim Racing System

GTA 5 - Mehr Infos

Syndication

Für Webmaster, die unsere News auf der eigenen Website einbinden wollen, bieten wir bereits eine Reihe von technischen Möglichkeiten an. Wir liefern aber auch spielebezogene und angepasste Feeds. Sprecht uns an!




AGB und Datenschutz - Impressum - Presse - Feedback - Newsfeed - Partner werden - Weiterempfehlen

Wir verschreiben uns dem Genre Rennspiele, berichten über aktuelle Xbox One, Xbox Series S und X und PS5, PS4, PS3-Rennspiele, kostenlose Rennspiele, Rennspiele für PC, Xbox 360 und andere Plattformen, liefern frische Bilder und Videos und stellen Demos zum Download bereit.

© 2018 - Alle Rechte vorbehalten

SimRacing Deutschland e. V.

MMORPG Games

Underground-Race

Sim Racing Links

NFS-Planet.de

GameTective

DailyGame.at

P1-Gaming

SimSync

games.reveur.de - All About Synetic Racing Games

Spielemagazin.de - Wissen, was gespielt wird...

Alle Partner - Partner werden

Suchmaschinenoptimierung (SEO), Webdesign und CMS Lö¶sungen

Formel 1, Motorsport, DTM, Rallye, Motorrad, MotoGP, Superbike, Formelsport und US-Racing: News, Fotos, Videos, Ergebnisse, Statistiken und vieles mehr

*/