Project CARS: Viele Verbesserungen und faszinierende Screenshots

WMD-Mitglieder können derzeit das Build 541 zum Rennspiel Project CARS von Slightly Mad Studios und einen neuen DTM-Rennwagen ausprobieren - viele Optimierungen in allen Bereichen und noch mehr faszinierende Bilder.

Project CARS: Viele Verbesserungen und faszinierende ScreenshotsProject CARS: Viele Verbesserungen und faszinierende Screenshots  ZoomProject CARSBilder vom 18.08.13Bilder vom 10.08.13Zum Ende der Woche haben die Entwickler der Slightly Mad Studios das Build 541 zu Project CARS für alle Unterstützer mit Status Team Member+ oder besser freigegeben. Mit dem Mercedes 190E Evo2 historical DTM car ist neben diversen Überarbeitungen von der Grafik über die Strecken, Autos und Soundausgabe auch eine frühe Version eines weiteren DTM-Fahrzeuges fahrbar.

Während die Zusammenfassung der mit den einzelnen Builds verbundenen Änderungen etwas genauer beschreibt was angepasst oder korrigiert wurde, gibt es in unser Screenshotgalerie zu Project CARS über 180 neue Bilder die von der pCARS-Community erstellt worden sind und die Fahrzeuge, Strecken und besonderen Stimmungen die durch die Umweltbedingungen entstehen zeigen.

Build 541 (16/8/13, Team Member+)
Steam-based multiplayer WIP:
-Game session manager can now work in “JavaDS” or “Steam” mode. Steam functionality not implemented yet

Shaders:
-Added skinning support to Engine shader (used for drawing objects with over-rides, e.g. for debugging performance issues)
-New bodywork shaders with base layer support, to give artists more flexibility with liveries

Tracks:
-Volusia: Add nmp and spec txt for panels and add ao textures for second stand, polish dif txt

Vehicles:
-Mitsubishi Lancer: Fixed CPIT carbon material, Added AO and cockpit animations
-Ford MkIV: Added Liveries 5/6

Build 540 (15/8/13, Team Member+)
Pit Engineer:
-Pit Engineer determine when tyre change or tyre inflation is deemed necessary

X64:
-Fixes for driver AI and physics tweaker HRDF files. Now load in place. This fixes 64 bit issues when loading these files
-Fixed VS2010 miscompiling 64-bit ints casted to 32-bit being still passed as 8 bytes in vararg

Online:
-Fixed issues with connecting to online games

Render:
-Changes to stop windows versions of generic primitives compiling on other platforms
-dx9 and dx11 rendering implementations for GenericPrimitives

Shaders:
-Added double sided translucent technique to basic_translucent runtime shader
-Lighting shader amendments required for spotlight to work with shadows disabled

Audio:
-A new Zakspeed Capri Turbo incar engine set. So you still prefer the old one…well this one is in stereo, and from a higher quality recording. The sound is more detailed and less saturated – but – I wanted to match the ferocity of the set that may people liked. There is a new WIP layer of exhaust/chassis vibration that kicks in around 5000RPM and out 6000 and back in at 9000. Some very subtle offload exhaust rumbles as well around 7000 downwards. NOW…read this carefully…the turbo is still broken so I’ve done the old trick of hanging a dump sound at the beginning of the highest offload sample just for a bit of fun. Note, Fmod works differently to the ISI based system; so to get it to dump you have to hit the offhigh sample coming in from another, so either the limiter sample from above it or the sample below it. As I said this is just for a bit of fun until the turbo logic is in better shape and then I’ll replace the offhigh sample with the correct one. I’ve eazed up on the distance occlusion (so less muffled) and opened the exit of the trajectory a tad more. This car remains a testbed in the distance stuff. It has zero distance dsp echo or reverb as I’m getting ready to test another approach to this

Tracks:
-Volusia: Add new textures for second stands and extend platform

Vehicles:
-Ford MkIV: Added correct GoodYear tires
-Lotus 98T: Added a new tire as default to test a more realistic grip level
-Mercedes 190E Evo2: Fixed cockpit center camera

Build 539 (14/8/13, Team Member+)
GUI:
-Added name entry & warning dialogs to the Pit Strategy screens. Fixed a couple of issues in the GUI dialogs, and made the active strategy always top of the list

X64:
-Fixes for x64 compile and link

Render:
-Base implementation for Generic Prim types
-Added in code to the renderer to allow us to be able to add references to materials and generic buffers

Tracks:
-Volusia: Add new textures for floodlights, update ao map and volusia logo (for volusia track), new textures
-Dubai: New exports

Vehicles:
-BMW M3 E30 Gr.A: Major physics update to get everything more accurate. New flash+modal tire to go with it.
-Ford Focus RS: Added support for custom liveries, minor bug fixes
-BMW M3 GT4: Livery fixes

Build 538 (13/8/13, Team Member+)
WiiU:
-WiiU RVM uses small deferred rendertargets
-WiiU – support for loading textures as linear, non-swizzled : required for CPU readable colourcubes
-ColourCube loading and blending fixed for WiiU
-Fix HDR motion-blur and lit particles for WiiU
-WiiU: Moved assert break to after print whilst it is w-i-p to show assert string in TTY

Controls:
-Added new controller set “PC Keyboard”
-Removed co-existance of keyboard & mouse steering

Render:
-Fixed another missing renderthread parameter in the RVM rendering
-Fix for Visibility Sampling not honouring the render-thread (caused crash on track load with DX11MT)
FFB:
-Disabled adaptive FFB in default tweaker until we get it working better (i.e. varying less during a session)

Leaderboards:
-Increased version of Kart_01
-Dropped Kart_01 stats

Shaders:
-Remove unused motionblurmap from hudglass

Audio:
-A new Zakspeed Capri Turbo external engine set, plus an AI version. The incar version is next and “may” be finished by the end of the week. This external engine set is from trackside recordings and has good structure and character throughout the whole RPM range using many samples. Also includes the latest sound events such as int/ext gearshifts, backfires/splutters and distant based effects, trajectory and roll-offs. There is a new set of turbo sounds but the whole turbo logic is not well (putting it kindly) and needs looking at by the code and physics crews. The external gear shifts and backfires now have a better distance roll-off and occlusion effects. This car is a bit of a testbed in many areas (trajectory, distance roll-offs, turbo etc)

Tracks:
-Derby National/GP: Further fixes and updates on inner terrain, new exclusion map added to avoid grass growing on kerbs, added Jans latest, added track edges on side roads edited tyrewall textures to look less flat
-Volusia: New textures
-Memphis: Fixed nmp issue
-Azure Circuit: New textures

Vehicles:
-Ford Focus: All new Wipers LODX/A/B/CPIT. New Wipers animations and mask. Updated Windows and Windshield materials. Fixed UV4 Glass mapping. – LODC Windows (black glass) Boot was using misc material. Changed to Windows and remapped

Build 537 (12/8/13, Team Member+)
Audio:
-Fix for transmission audio load not being set

Career:
-Debug menu command added to reset the current calendar date
-Framework added for saving career progress (date saving will be available once UI supports it), with support for multiple savegames

GUI:
-Hooked up Pit Strategy screens to be functional
-Added controller text

WiiU:
-WiiU minor fix – remove lit particles target from Mem1

Base:
-Updated string tests and add BUniString versions
-64 bit: Added ConvertUtf8toBUnichar and ConvertBUnichartoUtf8 to handle differences in wchar_t size across platforms
* 64 bit: Updated BUniString To/From Utf8 helpers to use new conversion functions to fix bug when wchar_t is 4 bytes

Physics:
-Tires: adjusted Kart default setup
-Tires and Kart: FlexiCarcass details, another round of Kart updates

Tracks:
-Derby National/GP: Fixed grass exclusions to avoid having grass growing on curbs
-Volusia: New textures and export

Build 536 (10/8/13, Team Member+)
Render:
-Changed matrix number from char to s8 to ensure code compiles correctly regardless of the default setting of signed or unsigned chars in the various platform compilers

WiiU:
-WiiU shader/fx handler fix for mismatched lighting data when missing shadows
-WiiU streaming buffer tweaks for main load sequence
-WiiU culling cpu optimisation + fix for Modifiable lockbuffer return code.
-WiiU bug fix for incorrect texcoord input name for instanced rendering
-WiiU: Set 'char' to default as signed for consistency across platforms
-Billboard shader fix for WiiU (second attempt!)

Audio:
-Some tweaks to transmission wobble
-Completed trajectory filter. Added transmission wobble
-WIP for Trajectory filter, now added to AI and chase cam's.

Enviroment:
-SimApp corrected (excluding lit particles cpp files from build)
-Rain and snow particles lighting
-WTC and texture edits for rain particle lighting tech additions
-Lighting shaders adapted for lit particles rendering - using/omitting normal vs light-dir diffuse level

Physics:
-Mercedes SLS GT3: Physics and setup changes for CPFT week 4. GT Slick - Greenflash gets a new experimental grip mix
-Pagani Zonda R: Yet another default setup adjustment

GUI:
-'Personal Best' renamed 'Session Best' on telemetry screen
Pit Stategy:
-Added Pit Strategy strings

Tracks:
-Volusia: New export

Vehicles:
-Ford MkIV: Added 4 real liveries



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


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