Project CARS: Pre-Alpha-Version 484 lädt zum Test

Zum Ende der Woche gibt es wieder fr Project CARS-Untersttzer ein neues Build dessen Verbesserungen darauf warten ausfhrluch getestet zu werden. Hier gibt es die Details zu den Entwicklungsfortschritten der vergangenen Tage.

Project CARS: Pre-Alpha-Version 484 lädt zum TestProject CARS: Pre-Alpha-Version 484 lädt zum Test  ZoomDie Slightly Mad Studios-Entwickler sind auch in den vergangenen Tagen nicht unttig gewesen und haben in gewohnter Art und Weise konsequent an Project CARS geschraubt und dabei Fehler verbessert und natrlich auch die eine oder andere Anpassung vorgenommen.

Vorlufiger Hhepunkt der Bemhungen ist das jetzt verfgbare Build 484 das alle World of Mass Development-Mitglieder die mindestens den Status "Team Member+" haben herunterladen und testen drfen. Die nderungen der einzelnen Builds findet ihr im nachfolgenden Changelog.

Build 484 (31/5/13, Team Member+)
Render:
-x64 configurations now compiles cleanly
-DX11 fix for depricated 16bit texture formats loading bug
-Fixed 64 bit pointer warnings and depracated string warnings
-Enabled 64 bit config. Excluded OculusRift cpp from PS3 configs
-Fixed Oculus Rift VS props so that it displays properly in the Property Manager

Bug Fixes:
-Fix for online being stuck in a restart loop when pressing "Advance"
-Fixed the problem with the distorting AI engine sounds (now re-enabled) by changing how it recycles the instances (distance rather than volume-based), and fixed an issue with glitching during transitions

GUI:
-Fixed quad visibility applink

Base:
-Added PCH support
-Fixed options/settings
-Fixed warnings/errors reported by WiiU compiler
-Added ResetTickEvent to gManager
-Call ResetTickEvent automatically when either AutoDeactivateManagers, EnterGameMode or LeaveGameMode is called
-OculusRift removed from 64 bit config

Environment:
-Code to generate air pressure (pa) and altitude base air temp based on altitude of the track. Also added hooks so we can provide the altitude of a track via its trd

Game Modes:
-Race weekend enabled in Front-End
-Basically, now all the Quick Race game mode menu options are now working
-Quick race mode, is now Race Weekend mode.
-Re-enabled the TwoRaceFormat menu option
-Fixed a bug in the Custom Race GUI handler, so now the correct game mode options are enabled on first-time into the menu
-Fixed a bug in the number of laps being overridden by the previous sessions
-Fixed a round-tripping bug where the current session index wasn't being reset across seperate games

Physics:
-Tires: Adjustments to both FlashTread and ModalCarcass improving inclination (camber) behavior

Replays:
-Missing file from previous replay-fix added

Tracks:
-Azure Circuit: Added new Andreas sea/water,added bg mountain/remapped and retextured the terrain above the rascasse/saintdevote, added new cruiseship+new building from James, fixed few things here and there
-Azure Circuit: Initial trackside cameras and raceline added

Vehicles:
-BAC Mono: fixed up center camera position
-Ford Mustang Boss 302R: fixed steering sync on temporary driver anims
-Pirault Mega: Minor fix on CPIT body meshes
-Pirault Mega: Added LODA roof/windscreen to CPIT body, fixed minor issues
-RUF RGT: Fixing legacy issues in AI engine sound to put it in the correct sound category and misc settings
-Gumpert Apollo: Fixed LODs A and B wheel nuts colors (different left and right)
-Gumpert Apollo: LODC update. Some basic detailing added
-Pagani Huayra: Minor collision joints update
-Pagani Huayra: Needles instruments calibrated

Build 483 (30/5/13, Senior Manager)
Oculus Rift:
-Fixed Oculus Rift VS props so that it displays properly in the Property Manager
-Add IPD (interpupillary distance) setting to low level OculusRift initialisation
-Add OculusRift helper class to GraphicsEngine vcxproj/filters/include
* Add OculusRift SDK 0.2.2

Base:
-Removed warnings as errors option from Test app due to it being test code, some of which checks that warnings are reported correctly
-Made BThreadCurrID visible to critical module for use by re-entrant crit
-Fixed Base Test PC configs. Added Oculus Rift paths

Replays:
-Increased file size limit to 1Gb
-Fix for incorrectly adjusted from/to timestamps on event buffers
-Increased capacity of central event buffer
-Prevent event and sample meta-buffers from attempting to advance the look-ahead buffer head past the end of the recorded stream
-Fixed a couple of debug text buffer overruns

Physics:
-Loose Objects: Increase capacity of event data replay buffer

Render:
-Renderer fix (OCR exclusions) to fix Xbox 360 compilation

Environment:
-WTC file updates including low layer cloud fade out for conditions that don't use these types of cloud and keyframes for the water emap and spec factors so that it doesn't glow so much at night
-Ocean and sky ring shaders using new tweakers

Build 482 (29/5/13, Senior Manager)
GUI:
-Added 'time of day' icons and text applinks for loading and in-race screens (not yet in game)
-TimeOfDay quad added to relevant screens ready for new icon to appear (needs applink)
-Updated weather icons and new time of day icons
-Updated console button icons

Base:
-Fix for unintentional removal of live update data being sent out to TweakIt
-Fix for SimApp / apps not using Input caused by LiveEdit, also adds PS3 Unity files for latest editor code
-Fix LiveEditTool vcproj file so that DirectX includes are added
-Camera Editor, LiveEdit updates and TweakIt code updates
-Added creation tools for all camera object types
-Added auto live update for selected single objects to give better feedback
-Sorted out editing of spline nodes in the tool UI
-Added support for proper key code values back to game and added delete functionality for selected objects
-Added reference assignment/removal using reference selection via a new dialog to make editing easier

Environment:
-Particles respawning improvements for better view-fill capability mostly needed for snow support due to snow lower fall speed. This CL needs latest Effects/Particles/Textures/Weather/raindrop.dds

Renderer:
-Oculus Rift WIP (more low level plumbing)
-New DX11 texture loader - this is to fix the long standing purple texture/cracked glass bug and also reduces the current peak system memory usage caused by a workaround to defer the release of intermediate d3d textures
-Don't render the Landscape in the dummy environment map - because the landscape rendering would then use itself(!) since it uses an envmap (This caused occasional reflection corruption on Azure Circuit)
-Add DUMMY ENVMAP visualisation to F1 debug menu
-Modified thin client mip-skipping option to make it more useful

Shaders:
-Improved Water shaders (sea/riverbed transmission, fixed reflections plus global light level scaling)

Tracks:
-Northampton Classic: Interior textures, added viewer spotlights, added new skyring added wetroad fx to kerbs added night spotlights

Build 481 (28/5/13, Manager+)
GUI Tool:
-Added 'select next/prev list option' result
-Fixed new GUITool compile errors

Environment:
-Enviroment system now uses custom object pools for the weather cycle timeline components.. this reduces the number of allocs required by the enviroment system alot

Tracks:
-Northampton Classic: Textures update
-Northampton Classic: Adding cameras /marbles tweaked grass settings/ added skids/ fixed lod popups / added wetroad fx to main road at Northampton classic



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


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