Project CARS: Pre-Alpha-Version 526 für WMD-Mitglieder

World of Mass Development-Mitglieder können jetzt das Build 526 des sich in der Pre-Alpha-Phase befindenden Rennspiels mit dem Arbeitstitel Project CARS von Slightly Mad Studios ausprobieren.

Project CARS: Pre-Alpha-Version 526 für WMD-MitgliederProject CARS: Pre-Alpha-Version 526 für WMD-Mitglieder  ZoomProject CARSAlle BilderEntwickler Slightly Mad Studios hat für World of Mass Development-Mitglieder die mindestens den Status Team Member+ besitzen eine neue Version von Project CARS bereitgestellt.

Die Informationen zu Build 526 und den vorangegangenen Pre-Alpha-Versionen dokumentieren neben umfangreichen Fortschritten bei der WiiU-Fassung auch kleinere und größere Verbesserungen in den Bereichen Strecken, Fahrzeuge, GUI, Audio, Grafik und Physik. Wie immer können mit dem Changelog die Änderungen von Build zu Build genauer nachvollzogen werden.

Build 526 (26/7/13, Team Member+)
Render:
-DX11 Dynamic Envmap prefers 32bit HDR format (11.11.10). Deferred small rendertargets used for envmaps and RVM now attempt to use 11.11.10 for HDR phase if available
-DX11 add DestPixel format supported implementation (needed for HDR optimisation)

Tweak It:
-Change to replay file formats so tweakit can handle the strings.

Shaders:
-Darkening wet surfaces diffuse color according to water level value

Tracks:
-Derby National/GP: Merged Tomas latest fences, started working over kerb and grass textures, started on adding kerbedges between road and kerb, continued working and fixing service roads texture and materials which are not all tarmacs
-Dubai: Official Dubai Aerodrome logo added, minor typo corrected on Pit Strategy screen

Vehicles:
-Pagani Zonda R: New default FFB tweaker
-Pagani Zonda R: Changed cockpit exposure value to 0.75
-Lotus 98T: Increased twist stiffness per AJ's latest. Slight decrease in tack for feel. removed all optional tires

Build 525 (25/7/13, Team Member+)
Base:
-Reduced Physics and FMOD pool sizes to release 60MB to system
-64 bit: Fixed bug in small pool alloctaor that prevented blocks from being freed properly
-BDebug: Fixed bug that caused a lock during a fatal if called during pool creation
-BDebug: Enabled BDbgFatal in Gold config (doesn't apply to server exes)
-Allocate game pool early in the init phase. This prevents startup crashes when the game pool might fail to allocate because the virtual address space is too fragmented at that point

WiiU:
-WiiU SRGB handling fixed up. GUI and Renderer Colour levels now match PC
-WiiU F1 Debug Menu Rendering - direct to texture colour value fixes
-WiiU - Int shader parameter support. (fixes problem with glass shader/wipers)

GUI:
-PvP tracks show %age complete instead of laps

Tracks:
-Dubai: Placeholder Track GUI logos and naming change for the menu (national & international)
-Derby National/GP: Merged in new fences from Jan, fixed hard edges on terrain, started on proper kerb textures

Vehicles:
-Pagani Zonda R: removed alternate tires for duration of the CPFT test
-Pagani Zonda R: Revised physics/setup to start CPFT test
-BMW Z4 GT3: fixed vibration of rear wheels when on the brakes at standstill

Build 524 (24/7/13, Team Member+)
Base:
-Fixes to input and registry handling:
-Changed all input code that was "Vista or Win7" to "Vista and above", registry cleanup and message filtering should now happen on Win8 as well
-Modified Logitech registry cleanup code to modify only HKCU, not all users (which would fail anyway for all but HKCU)
-Test if registry key deletion succeeded, preventing infinite loop on access right problems
-PC: Set default PC memory alignment to 16 bytes. This was initially done for x64 configs only but is also being set on 32 bit too to maintain consistency between both versions and also give a potential boost to 32 bit optimisations

WiiU:
-WiiU: First pass of keyboard support
-WiiU deferred helper - use 11.11.10 HDR formats for phase3 targets and also place in MEM1
-WiiU CPU profiler support + moved injection to be in the pre post link step on the elf (not the rpx, as was previously the case)
-WiiU - implement shared RenderTarget/Texture support. Also fixed up support for Volume textures

GUI:
-New Pit Strategy screen added, available (but non-functional) from the Session Overview screen
-Start lights now updated 1080p resolution

Tracks:
-Derby: Tweaked fences texture maps

Build 523 (23/7/13, Team Member+)
WiiU:
-WiiU remove MessageBox.cpp from Unity build (was removed from project)
-Added WiiU keyboard lib to linker inputs
-WiiU fix for new compile error with latest
-Optimisation on the rendertask processing. (big help on WIIU)

Render:
-Fix for shared render data being deleted before the render tasks

GUI:
-Enable ghost selection layer for events page

Vehicles:
-Lotus 98T: Changes to tire heating using Casey's heating model, added some tack and tweaked the adhesive,tear and base grip along with it. Moved aero CoP back 100mm for turn-in feel. Reduced wing setting to 6/6 for the Florence CPFT test as it suits that track better

Build 522 (23/7/13, Team Member+)
Steering:
-Interim version of mouse steering implementation (not yet functional)

Physics:
-Tires: further soft twist handling. Tweak to slide reporting

WiiU:
-Input: Added stubbed version of input for use when MWL_BASE_INPUT_ENABLED is not defined. Currently only a few calls are stubbed
-Added w-i-p update of BKeyboard support for WiiU
-BDbgAssert: Updated macro to avoid a function call each time it is invoked
-WiiU - fixed environment map setup to render all dynamic envmap faces every frame
-WiiU various thread assignment fixes (moving to Core 0 or 2 to offload work from the main core). Physics thread/controller - add missing setup and set various PC define paths

Tracks:
-Derby National/GP: Fixed up disappeared pitwall fences, added more drains found on the left beofre last chicane, fixed up various floating edges around track, fixed gap in terrain at mcleans, started working up and polishing textures for kerbs and grass textures for inner terrain

Vehicles:
-BMW Z4 GT3: default setup update, better heat retention in tires and fixed tire carcass heating

Build 521 (22/7/13, Team Member+)
Events:
-Event weather changed to clear 4

FFB:
-Updated FFB strength and tyre force defaults for various wheels

HUD:
-Disable center position for editable HUD

Physics:
-Tires: fixed ModalCarcass heating, rolling resistance work on FlexiCarcass, side-slide fix for ModalCarcass

Render:
-Fix for set lazy BArray and BList Initialisations
-Also fixed a render leak with skyrings

Audio:
-Temporary settings for the new tyre model - awaiting code support for 'slide' parameter. There is a bug - possibly related to engine torque settings which causes skid sound to play when car is stopped after a skid

GUI:
-Fixed incorrect units in the tuning screen

Tracks:
-Eifelwald: New textures and export
-Derby National/GP: Dirt areas fixed in size and proportion, fixed flying fencepole issue, added concrete side kerbs and drains around the track

Vehicles:
-Mitsubishi Lancer: Fixed doors positions

Build 520 (19/7/13, Team Member+)
Audio:
-Drive tyre surface sounds from STM "slide" parameter

Base:
-Added Timer Test
-Added Input test

WiiU:
-WiiU: Fixed bugs in first pass timer code
-WiiU: w-i-p update to keyboard support
-WiiU Disable specular irradiance on WiiU.
-Misc other missing platform defs for WiiU
-WiiU fixup 11.11.10 HDR format support
-WiiU don't use linear textures for diffuse irradiance map
-WiiU Envmap uses 32bit HDR. Small deferred rendertargets are now in EDRAM
-WiiU FXCompilerWiiu pass '-m' to SLConvertor for Column major support.
-WiiU support for double speed Z only rendering
-WiiU GUI Text RenderTarget now uses EDRAM
-WiiU various minor renderer fixes (spot shadow size, release texture compile fix, rendertarget coherency)
-WiiU - Fix Primitive Culling (wasn't incorpoating translation)
-Updates to release/gold WiiU configs. Set warnings as errors
-WiiU half pixel offset shader fixes

Physics:
-Added support for loading of vehicle-specific default force feedback tweaker config files
-Updated path to default force feedback tweaker config files, to reflect changes in data.
-Override chain for FFB tweaker values is now:
-1. user's vehicle-specific file [User's Documents]\[Project]\FFB\FFBTweakers_[Vehicle].xml
-2. user's defaults file [User's Documents]\[Project]\FFB\FFBTweakers.xml
-3. vehicle-specific file [Project].srcdata\Vehicles\Physics\FFB\FFBTweakers_[Vehicle].xml
-4. defaults file [Project].srcdata\Vehicles\Physics\FFB\FFBTweakers.xml
-Tires: added arm and gut to FFB options. Updates for kart test
-Added AJ's latest kart FFB tweaker file
-Moved default force feedback tweaker config files to separate folder

GUI:
-Career calendar event updates, prev/next

Pit Stops:
-Removed teleport to pit box when entering pit lane. AI now attempts to drives into box

Steam:
-Updated Steam build scripts to exclude steam_appid.txt from Steam builds. It's not needed as the id is baked into Steam DRM that is applied to pCARS.exe

Build 519 (18/7/13, Team Member+)
Base:
-Improved locking in GamePad DirectInput to prevent more potential corruption issues when the device is restarted
-Discard mouse device data when re-aquiring it to stop mouse button being reported as pressed
-Added critical lock to GamePad DirectInput thread function to prevent potential NULL ptr deref
-Fix for invalid memory acccess crash reported by Michal

Hot Lap:
-Preset hot lap events to fixed date, time and weather conditions (eventually to be replaced by those configured by the event organizer)

Career:
-Filling in more data for the Career Calendar Event Panel, maps, logos, laps, ai, rounds etc

Render:
-Fix for bad MEM1 ifdef breaking build

Cameras:
-Scale the head-look and head-lean by the steering amount at speed
-Adjust HeadLookSteeringWeight variable to increase the effect of steering on look to apex (and therefore decrease the amount of "auto look")

WiiU:
-WiiU - disable SSAO in Main Menu for now until this get implemented
-WiiU light primitive rendered now works correctly.
-WiiU fix Vertex Colour D3D format conversion
-WiiU Samplers now use high precision
-WiiU - phase1 rendertargets now in MEM1 + fix forceMSAA setting.
-WiiU - various clear and rendertarget setup fixes
-WiiU - add platform specific shadowing shader path
-WiiU another fix for centroid texcoords causing vertex/pixel shader binding failures

Tracks:
-Eifelwald: New export
-Derby National/GP: Fixed reported collision issue in old hairpin area started working on detailing dirt areas on kerbs starting from turn1 to following up .. added concrete and crate meshes

Vehicles:
-Mitsubishi Lancer: Re-exported with proper shaders, I used an experimental shader in Beta1.00. Shouldn't cause problems but just in case. Ultra detail mvhf file update. LODs setup. Ultra detail setup. Interior LODA and B updates from Daniel
-BMW Z4 GT3: Setup, physics and tire changes for CPFT Week 1 event

Build 518 (17/7/13, Senior Manager)
Pit Stops:
-Initial Pit Stop system infrastructure
-Pit stop support WIP
-Updated physics in pitstop event to cover more repair systems
-Added ability to change tyre pressure
-Updated interfaces
-Drive through penalty AI support

Base:
-Fixed possible dereference of stale BArray member var. This could happen if a destroyed array then had a new array assigned to it via copy constructor

WiiU:
-Updates for WiiU texture loading in menu loading phases
-WiiU fix for missing Clear/Copy paths in DynamicEnvmap code
-WiiU - temp Tonemap - just do plain LDR texture copy for now.
-WiiU fix memory budgets for car preview loading and audio
-WiiU Splash Screen handler - skip login/press start
-WiiU Renderer Fixes
-GX2UT Buffer Zero Init throughout
-Shadow texture lighting property fix
-RenderTarget mask fix for deferred targets
-GX2 allocs now go through CRenderer methods

Audio:
-Atom Mugen incar and external engine sets. Plus an AI version of this engine. I've added the usual gear wobbles and all the latest sound events such as int/ext gearshifts, backfires/splutters and distant based effects and roll-offs. Note the transmission whine, tyre and surface sounds are placeholders and these are on the list to be replaced. I'm also not 100% happy with the exteriors. They work well, but just lack a bit of trackside space
-Mercedes SLS AMG drivetrain wobble tweaked to better suit a seven-speed dual-clutch

Vehicles:
-Mitsubishi Lancer: Orange small square added for LODC lights
-Mitsubishi Lancer: Misc Source texture LODC update
-Mercedes SLS: Fixed paintable rims
-Mercedes SLS: fixed wrong custom wheel textures
-Pagani Zonda R: reduced engine torque at idle

Build 517 (16/7/13, Manager+)
WiiU:
-Switch FMOD debug output to report only Warnings or Errors
-WiiU - switch Lightweight primitive types use drawindeximmediate (saves the need for implementing special handling for dynamic meshes)
-WiiU: Set Debug config optimisation strategy to 'moredebug'
-Updated file tests
-WiiU: Updates for linking
-WiiU: Set stack size to 256K
-Fixed missed quote in rc file
-WiiU: Set Debug config optimisation strategy to 'moredebug'
-Changed WiiU debug config optimisation level to 'moredebug'
-WiiU: Implemented BFileAsync class (except for Write funcs)
-WiiU: Fixed bug in BEvent where wrong value was passed to event init
-WiiU: Added eFileErrorInvalidArg to map to WiiU FS error code
-WiiU: Set Debug config optimisation strategy to 'moredebug'
-WiiU: Set thread name for main thread to help identify in debugger
-WiiU: Add thread ID to thread name for easy ID in debugger
-nsMaths: Updated fabs abstract to safer cross platform version
-WiiU: Added stale thread context cleanup
-WiiU - create a sentinel texture for missing textures + fixed a bug in GenerateMipMaps/CopyToTexture using the wrong GX2Surface.
-WiiU Carpreview,Guiasyncload and effectsmanager stream buffer sized correctly
-WiiU fix Gamma (until I work out the best SRGB flow post deferred)
-WiiU Fix RenderContext triangle wind order (to CCW)
-WiiU - Appconfig GamePool setup properly(~160MB)
-WiiU implement creation of small deferred rendertargets (for envmap/rvm)
-WiiU - fix LightingInterface shadow texture name lookup
-WiiU - main menu stream buffer size increased
-WiiU - fix for bug in Binary Mesh Loader vertex locking copy
-WiiU fix for missing soft shadows setting
-WiiU Fix for SamplerState group matching bug
-WiiU fix for bootphase audio running out of memory
-WiiU fix for OneSock initialisation failing

Steam:
-Moved Steam API initialization code to run before the renderer starts. Fixes bug where Steam Overlay fails to work when pCARS.exe is run directly. Might improve issues with black screen on startup, or make them worse

Render:
-Code to ensure that any texture which has m_possibleReadByCPU has its usage flag setup to be dynamic, this is to ensure it will be able to lock the texture for cpu reading

Physics:
-Tires: camber behavior on FlexiCarcass improved, FlexiCarcass damping work, plumbed Mz direct to FFB (instead of inferring from pneumatic trail)

Oculus Rift:
-Added OculusRift SDK 0.2.3

Vehicles:
-Lotus 49: Added some tack and heating changes to the tire. various littel changes to to keep it all balances. Easier to drift again
-Mitsubishi Lancer: All new interior glow DDS texture. Intitial check in
-Mitsubishi Lancer: Interior DDS textures. All new to replace the placeholder ones

Build 516 (15/7/13, Senior Manager)
WiiU:
-Fixed compile error on WiiU due to attempting to access PC specific graphics config
-WiiU fix mesh version check + loose texture loading dbgbreak
-WiiU Fix for GX2 assert rendering to targets that have no depth buffer (GUI text rendering)
-WiiU move Physics thread controller to Core 0
-WiiU fix for missing platform path in GetBaseGUITextureExtension
-WiiU fix physics thread priority
-WiiU bug fixes for creation of cubemap rendertargets.
-WiiU fix for Renderables processor thread priority and affinity
-WiiU fix for GTX texture loading, not substituting DDS file extension, and texture alignment GFD issue
-WiiU fix for DRC Rendertarget name assert
-WiiU fix for ThreadsSetup using PC settings
-WiiU fix for shader loading/registration
-WiiU implemented support for DRC rendering
-WiiU exclude UnityLinux.cpp from Cafe configs + fix for timings.cpp no longer compiling

GUI:
-Added DX9 and DX11 to build version string shown on main menu

Render:
-Switched default render mode from DX9 to DX11
-Implemented support for clean failure of DX11 renderer creation and automatic fallback to DX9 renderer

Audio:
-Brand new Mercedes SLS AMG incar and external engine sets. Plus an AI version of the engine. I've added gear wobbles (WIP) and all the latest sound events such as int/ext gearshifts, backfires/splutters and distant based effects and roll-offs

Tracks:
-Derby National/GP: Added skidmarks on kerbs -added tyrewall covers tweaked and remapped outer terrain colors and textures -adjusted outer terrain heights left of old hairpin curve which was too high before -started adding missing edges along outer side roads very close to track, adding color tweaked and adjusted textures
-Bathurst: Further tweak on HUD map because new AIW changes
-Eifelwald: Fixed unepected slowdown to a stop on the back straight. Also tweaked AI speed around the carrousell

Vehicles:
-Mitsubishii Lancer: CPIT polycount reduction. No big progress today, started working on cockpit materials polishing



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


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