Project CARS: Neues Build freigegeben, Verbesserungen von Build 655 bis 645 im Ãœberblick

Die Entwicklung des Rennspiels Project CARS von Slightly Mad Studios hat weitere Fortschritte gemacht. Ab sofort ist Build 655 für Teammitglieder+ testbar. Die Zusammenfassung verrät mehr über die Änderungen.

Project CARS: Neues Build freigegeben, Verbesserungen von Build 655 bis 645 im ÃœberblickProject CARS: Neues Build freigegeben, Verbesserungen von Build 655 bis 645 im Ãœberblick  ZoomMit Build 655 steht für alle World of Mass Development-Mitglieder die über den Status Teammitglied+ oder höher verfügen jetzt die neueste Pre-Alpha-Version von Project CARS zur Verfügung. Weitere zwei Wochen sind seit unserem letzten Überblick auf die Entwicklungsfortschritte vergangen. Seitdem haben die Entwickler der Slightly Mad Studios fleißig an ihrem Multiplattform-Rennspiel gearbeitet und nicht weniger als elf Builds freigegeben.

Dementsprechend eindrucksvoll fällt auch das alle Änderungen verzeichnende Protokoll aus. Daraus ersichtlich ist unter anderem, dass an der Fahrphysik, ebenso wie an den Autos und Strecken weitere Überarbeitungen erfolgt sind, sich aber auch am Benutzerinterface, bei der Render-Engine und dem Online- und Karrierebereich etwas getan hat. Für alle an bestimmten Dingen interessierten pCARS-Fans und -Beobachter eignen sich die einzelnen Changelogs, um gezielt nach Verbesserungen zu suchen.

Build 655 (04/02/14, Team Member+)
Render:
-DX11/WiiU: Support for per MRT pixel formats
-Adding Transmissive texture mapping to particles.
-Better tranmissive lighing setup.
-More updates for forward lighting

GUI:
-Placeholder images for Career Dashboard news stories
-Crashes and Disqualification news stories added to TextDB.
-Add "Performance Impacting" text ready for new damage option.
-First news stories have been entered into the Text Database covering Timings and Results. Crashes and Disqualifications still to come :)

Replay:
-New real world style set for Badenring GP - Take 1

Pitbox:
-Racing flags wrap around fix
-Added default to target check in Detect_RaiseFlag

AI/Physics:
-Added missing reset of simulation substep time on simulation end.
-Removed deprecated check whether internal physics time has been set.
-Removed deprecated check for amount of time passed since last update of internal physics time.
-Removed remnants of unused app time offset.
-Added pre race revving for AI
-Control for auto-gearbox players not given until reaction to start countdown complete
-Pre-race manual control is able to change gears and control vehicle
-Use Sector instead of SectorID for GetSectorStatus calls

Tracks:
-California Highway: Fixed shadow issues in first sector of the track and darkened the tunnels a bit. Need proper lightmaps though still.
-Bathurst: More ground grass soil blends added, fixes of csm-barries, added new texturemaps with fixed mipmaps

Vehicles:
-Mercedes SLS GT3: Liveries, part5
-Pagani Zonda Cinque: Cockpit changes after feedback. Different stitching color. Glossier black metal parts. Roadster logos instead of Zonda. Two different carbon fiber materials in the cockpit
Alert: The starts are now player dependant, so you can do a false start in a race and get no penalty, instead the lap wont be validated.

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

Build 654 (03/02/14, Team Member+)
x64:
-x64: Set default floating point model to 'fast' in x64 Release and Gold props
-x64: Set default instruction set to SSE2 in x64 Release and Gold props
-x64: Disabled optimisations when compiling Wheel::CalculateTrackDistance due to x64 compiler crash

Render:
-Enable Fast GPU kick offs in non Monolithic XB1/DX11. fix for Monolithic lock issue

Penalties:
-Racing flags updates: Racing flags adds track position scalar (from PaulH), send yellow and green flag events to physics, processing of flag events in trackStatus, accessors to flag events in trackStatus

Pitbox:
-Partial fix for "Oil Warning". Added "PIT IN" text to the placeholder scheduled pit icon

Multiplayer:
-Fix for MP race running wrong race mode + logging to trap future issues

Physics:
-Tires: Longitudinal no-grip fix. FA r4
-Tires: R6 and r7 FC ; fixed the non-FP tire pressure issue
-Updated computation of vehicle metrics timestamp, to include time covered by latest simulation substep.
-Updated physics replay system to not attempt recording of vehicles while replay is in progress.
-Updated vehicle reset signal timeout to be driven by simulation time.
-Elapsed simulation time is no longer affected by replay.
-Updated computation of elapsed simulation time to avoid accumulation of floating point precision errors.
-Removed unused simulation time accumulator.

Tracks:
-New trackside vehicles: Viewer instanced assets (exports and art source files)
-Loire: Further works on outer terrain, added latest assets from Jan and Tomas, closed gaps in terrain. baked broad map, added sideroads and tinted grass, fixed intersecting trees, new texture maps, 1st commit
-Brands Hatch GP: Fix of floating trees, 3D trees added

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

Build 653 (31/01/14, Team Member+)
Next-Gen:
-XBox One: Minor fix for non Monolithic DX11 Renderer

Render:
-DX11: Enable vertex declaration optimisation (fixed up another case of CVertexDecl::Apply failing)
-Added modified overlay shader with extra mapping channels so that normal map and specular channels can be separately mapped, and distance based offset to minimise Z fighting

Cameras:
-Replay Cameras: New real-world-style set for Anhalt - first pass.

GUI:
-Fixing linkage removed between Race Weekend and MP for the variables Practice 1 duration, Practice 2 duration, Qualify duration and Warmup duration.

Multiplayer:
-Fix for multi session races not spawning player in correct location and extra logging to help track future issues

Career:
-Changed Career session skipping to handle checking backwards into previous rounds instead of just within the existing round

Physics:
-New gearbox code, gearbox changes 1b
-Vehicles: Added data for new adjustable traction control system and gearbox features

Tracks:
-Brands Hatch: Add some tirewalls, updated the Grass Exclusion in both versions
-Moravia: Materials overhaul, roads, kerbs, armco, grass, fences, terrain broad map. CSM updated, added 3D tyrestacks, static, instances, crowds updated to new art updated, groundcover foliage updated
-Bathurst: Groundcover texture map tweak, updates on groundgrass (WIP) and some tweaks on road, eucalyptus foliage replaced with animated one (wip), added basic3dfoil version instances to the pool
-Anhalt: Fixed collision issue with the red white kerbs on the first turn and the mc donalds chicane by cutting them properly into the underlaying meshes, Optimized AIW for AI behaviour. Mostly corridor funneling with some slight line changes

Vehicles:
-Formula C: Wheels dds texture; color nut updated with red color, added new liveries (setup + names), silver rims wheels dds textures, black/red stripe wheels dds texture, wheels dds texture; color nut updated with red color - initial checkin's
-Pagani Zonda R: Added damage

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

Important fixes:
-Multiplayer should be back to normal after a profile deletion. Keep your eyes open for any further issues involving the qualifying option being enabled in MP.

Build 652 (30/01/14, Team Member+)
Next-Gen:
-PS4 updates for common constant buffers.
-Xbox One: Enabled rendertarget sharing on env-maps
-Xbox One: Add support for shared ESRAM render-targets

Render:
-DX11 fix for broken ground-cover (disable compression on groundcover mesh)
-Updates for common constant buffers.

Career:
-Continued work with a now streamlined online request system for the leaderboards.
-Career qualifying sessions now set their duration properly

Multiplayer:
-Fixes for going back to the garage in qualify and practice to be compatible with MP modes and not based on the paused game state.

Pitstops:
-Fix for pit crew animation load fail
-Further Pit Engineer improvements

GUI:
-Fix for missing post race screens in practice mode

Physics:
-Ginetta G55 GT3: New TC system data, revised ABS and brake heating/cooling, finished aero model, tweaked up suspension and made a new default setup.
-Ford Mustang Boss 302R: added data for new TC system, adjusted ABS and brake heating/cooling, tire contact patch sizing and default setup

Tracks:
-Loire 24: New texture maps, add textures for pit lights gate B and for pit exit gantry, 1st commit
-Loire National: New AIW for the changes to the layout around the virage garage vert area. Complete, but not optimized.
-Brands Hatch: Cones position changes

Vehicles:
-Formula C: Updated logos branding
-Pagani Huayra: Added damage

Known issues:
-Azure Coast (Full/FullRev/Stage1): CTD happens when reaching the end of the track
-Derby Park: Strange artifacts in 3 sections of the track
-Multiplayer: We have found a way to replicate the results you have been having with the pitbox spawn bug.
Test this please: Ensure no one in your lobby have Qualifying enabled in both SP and MP(Lobby), Clean profiles, report results @ MP Feedback Thread

Build 651 (29/01/14, Team Member+)
Online:
-Bumped MP protocol version.

Career:
-Moved session eligibility checking when launching a race out to common functionality, then simplified and expanded it so that eligibility can be tested using the same pathway. With that change, career calendar events are now coloured red, and enter event button is disabled if player doesn't meet the event+car eligibility checks.
-Changed test career data to proper round/session format to make sure highlighting shows up correctly

Render:
-Fix for mismatch with lighting params for dx9 forward shader specialisations
-PC/XB1/WiiU render directly to Environment map faces, without requiring a target copy.
-New system allows 1 directional light and up to 8 dynamic lights in the forward renderer (before this was only 1 directional lights)
-Removed code defining Spot , point and spot projected lights and replaced with new dynamic light spec. This allows us to be able to have better selection of lights overall.
-DX11 bug-fix for RenderTarget clear on individual cubemap faces.

Pit-Stop:
-Fix for assert in pitmanager when restarting race
-Pitstop mechanics animation update

Tracks:
-Brands Hatch: Added distance marks

Audio:
-New Ford Focus RS incar, exhaust ratio up (more instance), exhaust volume down, gear wobble now in all gear shifts, tyre/surface tweaks & this car now uses the complex wind model. Also, many tweaks to the asphalt surface sounds including better low to moderate speed transitions.

Physics:
-GT3/4 Cars: Small tweaks to tire contact patch sizing, added data for new traction control tech
-Ariel Atom V8, Caterham R500: Updated flexi tire per the feedback in the CPFT thread. Basicly a stiffer tire with better turn in, while attempting to reatin good slidabilty. Adjust the heating down some in addition to naturally less heat from the less flexible carcass.

Vehicles:
-Ginetta G55 GT3: Added wheel and tire LODs
-Pagani Zonda Cinque: LODX cockpit polished, mapped and textured, cockpit2 DDS texture, all new texture, steering wheel DDS texture, all new texture to replace placeholder one.

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

Build 650 (28/01/14, Team Member+)
Next-Gen:
-Fixed issue with PS4 build

Render:
-DX11 Mesh Vertex Attribute compression, meshes smaller than 3.5m from their centre are compressed to 16bit float positions, texture UVs are compressed from 32bit float to 16bit float, normals are compressed from 32bit float to 16bit signed normalized integers. Enabled only on non-vehicle meshes.

TweakIT:
-Added switches to allow switching one car for another in a replay, to simplify things for art department when using a replay for capturing marketing videos etc

Career:
-Championships: Formula C British Series - pre-alpa - session duration shortened to assist testing.

GUI:
-Added missing interface files
-Renault logo 128x128

Pit Engineer:
-Pit Engineer improvements

Pit-Stop:
-Pitstop prototype sequence

Physics:
-Mercedes SLS GT3: Finished aero model, various other physics/handling developments

Vehicles:
-Renault Megane RS: Added normal mapping to placeholder licence plates, fixed brake disc mapping

Tracks:
-Loire: Tweaked textures, new texture maps, add textures pit entryexit gates and startlights A (small version), 1st commit
-Dubai Kartdrome: New complete AIW. Setup for 22 karts. Working raceline, corridors, pits and garage spots. Updated TRD accordingly too.
-Azure Coast (Full/FullRev/Stage1): Added alternative route/new loft/new tunnel, fixed terrain, fixed csm-csmgrass-csm wall-update VT stuff, replaced some lower quality assets around s1 where needed

Known issues:
-Azure Coast (Full/FullRev/Stage1): CTD happens when reaching the end of the track
-Derby Park: Strange artifacts in 3 sections of the track
Important fixes:
-McLaren F1 and GT40 back in action

Build 649 (27/01/14, Team Member+)
Next-Gen:
-XB1 Renderer and scenegraph affinity set to Any.

Render:
-Fix for missing overlays (white road markings etc) in x64 build. also fixes broken potentially broken sorting on PS4/XB1
-Modified overlay shader to allow use of wetness-based darkening without having to have the wet surface reflections enabled - this allows cases where you would not expect it to be shiny to work better, for example wet dirt alongside the track

App:
-Re-instating unlockables and upgrade to hrdf

Physics:
-Done small cleanup in vehicle extrapolation, and multiplayer prediction computations.
-Merged multiplayer local time offset and received network packet latency, as they were representing same value.
-Merged time update methods for simulation and replay.
-Removed unused app time offset.
-Fixed simulation time delta reported to app by physics update callback.
-Fixed debug mode for processing a fraction of simulation step.

Vehicles:
-Mercedes SLS GT3: Liveries, RCF files, rim colour variations added, fixed detachables, fixed misaligned tire pivots
-McLaren 12C: Initial animations, car specific random idle hand animations
-Mercedes 300SEL 6.8: Fixed some mesh issues
-BMW M3 GT: Livery tweaks
-BMW Z4 GT3: Livery tweaks

Tracks:
-Loire: New texture maps, 1st commit
-Brands Hatch: Source data grass exclusion, static objects, new textures, viewer objects added
-Connecticut Hill Short: Corridor tweaking for AI behaviour in the runnoff areas. Blocked off the paved runnoff areas so the AI dosen't freely use them. Some funneling entering corners (especially turn 1) to keep them under control.

Known issues:
-Loire 24: Mulsanne has some issues(ground suddently disappears), mini-map presents some unindentified objects, laps are not counting. Early WIP.

Build 648 (24/01/14, Team Member+)
Next-Gen:
-PS4 package files ready for automate creation

Bugfixes:
-Allow player control when no AIW exists (Dubai Kartdrome in FP)

GUI:
-Silverstone and Imola track data and logos updated

Career:
-Scoring fix for Championships with a single round
-Fixed season name and numRounds applinks when returning from Season races
-Changed Seasons data to rounds with a single session to get scoring working
-Changed calendar detail display to show round#/session# (pending proper applinks)
-Scoring and participant saving changed to handle round/session changes and scoring re-enabled (doesn't count scores for multiple races within a round yet). Non-scoring session types are now ignored when scoring

Cameras:
-Replay Cameras: New real-world-style set for Connecticut Hill Short - take 2

AI:
-Seperate AI Boost from Driver

Physics:
-New traction control setting - physics side changes

Vehicle:
-Renault Megane RS: Updated runtime files, changed name to real name, added Renault badges, various fixes, added licence plates placeholders
-Removed both Asano cars temporarily from the game

Known issue:
-McLaren F1 has no grip, currently undriveable

Build 647 (23/01/14, Team Member+)
Physics:
-Furthered the seperation between Driver and StateDriver

Audio:
-Ford Focus RS: Tweaks to the turbo spool and a more suitable BOV, a more dynamic engine volume over RPM and load ranges, better gear shift sounds, lowered transmission whine and improved offload exhaust crackles

Tracks:
-Badenring: Fixed missing tyres behind the white barrier on the 180-corner, complete polish pass for Short/GP/National track, new textures, full CSM revamp, all tyre swapped for swapped for instances, updated groundcover for all 3 layouts, added new meshes , mats etc.. for instanced tyre walls, updated ground cover colours / brightness etc.. to match new surfaces
-Brands Hatch: New export

Vehicles:
-Mercedes 300SEL AMG: Added wheel and tire LODs
-Ginetta G55 GT3: UV mapping, Fixed unsymmetric detail, UV mapped windscreen

Known Issues:
-Brands Hatch is unfinished, no need to report obvious issues or the lack of features (includes the flying spectators)

Build 646 (22/01/14, Team Member+)
Online:
-Fixing default number of participants for MP races to be consistent with the actual total participant count (64 in total, not 65).
-Fixing the leaderboard world record holder object to contain correct filtering and to update appropriately based on leaderboard selection parameters.

Career:
-Extended CareerSeriesStatus to save Round and Session so that Career series can be resumed properly from any round as well as any session.
-Disabled career scoring temporarily as it fails with the multiple races in a round that the new FormulaC races use. Note: Resets Career progress in profile.
-Changed sessions starting time to later in the day to help with visibility during testing

AI:
-Moved pit code, AIDriverDecision, AIState into their own classes

Cameras:
-Replay Cameras: New real-world-style set for Connecticut Hill GP - first pass.

GUI:
-Fixed the Pit Strategy Screen not having any text

Audio:
-Ford Focus RS: New incar and external engine sets, plus an AI version. Includes other vehicle events such as tranny, gears, backfires, distant roll-offs and trajectory.

Physics:
-Tires: Wear reporting and wear multiplier
-Accelerated Tyre wear and Fuel use modifiers
-Tyre Compound Updates: Added 6 tyre choices (hard, medium, soft, inters, wets and extreme wets) to tyre strategy, added player best tyre choice based on weather at race start if none selected in setup, added Ctrl-D debug print of player tyre option, fixed potential crash in getting matched tyre choice and index out of range, pit Strategy uses full compliment of tyre choices internally
-Ariel Atom V8, Caterham R500: New tire. Made a CR500 specific carcass to stiffen up the feel of these two. No change to the tread or grip numbers. Some small changes to the setup to optimize (camber and tire pressures).
-FG1000: Steering geometry changes to increase buildup of FFB with downforce. Added asymmetric brake fade tech
-Lotus 72D: initial physics set

Vehicles:
-Ginetta G55 GT3: Added support for custom liveries

Tracks:
-Brands Hatch: New AIW's for the new layout. Has main path, racing line, groove, 16 start spots and pit lanes. Onlt 1 pit spot until garage area is finished.

Known Issues:
-Brands Hatch is unfinished, no need to report obvious issues or the lack of features (includes the flying spectators)

Build 645 (21/01/14, Team Member+)
Next-Gen:
-XB1 Compilation fixes for IRM

Career:
-Updated missing "Todays Date" applink on the Calendar screen as it was piggybacking from the Dashboard applink and so not getting updated when coming back from a career race
-Updated reset on complete to true
-Updated calendar placement so all test events are in June

Render:
-Initial Light scattering code. This is using brute force ray marching and is setup at max levels. To see use -testlightscattering in the commandline.

Pitbox:
-Fixing Pit Engineer nonsensical sayings

Physics:
-Tires: r4/r5 FC, r4 FA, temp lock, graining, sidewall loading

Tracks:
-Azure Coast (Full,Full Rev,Stage1): Added latest s1 stuff, added latest stuff from Andrew/Kate/Karl, fixed mapping,ch2, on kerbs/pave, stage1, fixed some bad stuff found here and there, deleted bad low quality bg building, added new ones, fixed sone mat settings/textures, updated sel sets
-Oulton Park: Added textures for spectator hut (NOT YET IN-GAME)
-Eifelwald (all): Removed GP stuff unseen from the track, replaced overbright tents, tweaked night setup, fixed mapping & flickering issues

Vehicles:
-Formula C: Added damage, new interior textures
-Ginetta G55 GT3: Prepared new export with textures, updated collision meshes, bugfixing, chassis + cockpit fully textured
-Formula Gulf FG1000: Added damage modifiers

Known Issues:
-Dubai Kartdrome: Car wont move in FP, it will crash in TT



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


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