Project CARS: Weitere Entwicklungsfortschritte, Build 567 testbereit

Slightly Mad Studios stellt WMD-Mitgliedern mit Status Team Member+ oder höher das Build 567 zum Testen bereit und hat in den vergangenen Tagen in verschiedenen Bereichen des 2014 erscheinenden Project CARS weitere Verbesserungen erzielt.

Project CARS: Weitere Entwicklungsfortschritte, Build 567 testbereitProject CARS: Weitere Entwicklungsfortschritte, Build 567 testbereit  ZoomProject CARSBilder vom 15.09.13Zum Ende der 38. Kalenderwoche hat das Team hinter dem Rennspiel Project CARS für die World of Mass Development-Mitglieder die mindestens über den Status Team Member+ verfügen die neue Pre-Alpha-Version Build 567 herausgegeben.

Ein Blick in das von Slightly Mad Studios bereitgestellte Changelog zu den in dieser Woche freigegebenen Builds zeugt von weiteren Fortschritten im Bereich der Fahrphysik, bei den Strecken, der WiiU-Version sowie dem Wetter- und Flaggensystem.

Build 567 (20/9/13, Team Member+)
Physics:
-Ariel Atom 3 and the Evon CR500 tire. Tried make this tire more camber sensive and believable with the tire heating temperature spreads with camber adjustement. In doing so some of the tire stiffness feel was lost so there was a sidewall stiffness increase (using bow stiffness) adjustement to compensate and it all works rather nicely. These changes also affect the Caterham Classic and Caterham R500
-Added temperature mode = layer to the Evon 500 tire

Environment:
-Puddles buil-up/drying rates altered
-Puddle and wet track buildup edits
-Wet road texture saved as ARGB to remove the blocky puddle edges. other channels also tweaked to reduce the ott wet road

Steam-based multiplayer WIP:
-Implemented join timeout. If a joining client never receives refid and stable index details, they leave the session. This can happen when the client attempts to join during host migration
-Fixed join timeout from CL 317154. Do not apply the timeout to non-steam Sessions

WiiU:
-WiiU: Fixed input manager initialisation issues
-BootFlow: Set boot loading phase order to be the same on all platforms. If platform specifics changes are required for TRCs they can be moved later
-Input: Set the focus device to be the first gamepad during splash screen phase on consoles
-WiiU: Added input sets and identifiers for Pro Controller
-WiiU: Fixed ProController button order for A & B buttons
-WiiU: Included Input WiiU namesapce in header chain as it is referenced by some common code

GUI:
-Accolades placeholder screen with dummy data all connected and accessible through career profile from the dashboard

Racing Flags:
-Large collisions trigger yellow flag
-Added position tracking & warning for double yellow flag
-Fixed chequered flag bug, where it would appear when driving backwards on a 1 lap race
-Fixed the Flag HUD icon showing when the HUD is cycled to off
-Added 'reason' feedback for yellow flag issues
-Updated the yellow flags & the pit engineer to provide & comminicate the reasons for a yellow flag
-Added new pit engineer strings to reflect the various yellow flag reasons

Tracks:
-California Highway: Merge latest assets, fix levitate objects, add new tunnels with ao map
-Northampton: New exports
-Northampton: Added Stowe (TT falls through the floor, and have some bad pop ups on the corner markers)
-Azure Coast: Added missing emm map for more buildings, polished asstets, merged all latest

Vehicles:
-Mercedes SLS GT3: LODX WIP1
-Formula C: Adjusted ride height range and bumpstops. Made a few default setup changes to lessen the turn-in oversteer

Build 566 (19/9/13, Team Member+)
WiiU:
-Fix for permanently locked VB causing GX2 assert on WiiU (Damage Renderable)
-WiiU support for HiZ. Also Fixed handling of Mem1 allocations (was leaking some post targets on round-tripping)

Render:
-DX11 HDR/DOF cleartarget optimisations (remove un-necessary clears - not required because of SLI profile/AFR Friendly)

Physics:
-Tires: next round of FC for CPFT
-Tires: Damping tweaks to GT3 Slick and Group A Slick. New modal carcass and flash tread for Faretti F One summer sports car tire

GUI:
-Layers and pages for the new accolades screen. Not accessible at this point in time

Tracks:
-California Highway: Add missing spec, nmp and emm map for buildings and bakled ao for one tunnel
-Eifelwald Stage 1, Stage 2, Stage 3: New complete AIW's. Point to point with raceline and 36 start spots
-Azure Coast: New ao and lm added for tunnels
-Northampton: Racelines exported for variations

Vehicles:
-Mercedes SLS GT3: New suspension geometry and other changes to work with that
-Ruf RGT-8: Wider selection of springs. New rear suspension geometry
-Ruf RGT-8: New dampers and some other setup tweaks
-Formula Gulf: Tweaked driver animation: less crossed arms during steering
-Formula Gulf: Steering animation tweaked, right hand leaves the wheel sooner

Known Issues: We have some issues with the new AIW for Eifelwald 1,2, and 3. In Free Practice no times are started for any of them. In Time Trial you fall through the floor by the rollercoaster in all of them. In race, the lap becomes invalid as soon as you start your lap.

Build 565 (18/9/13, Team Member+)
Weather System:
-Dynamic puddles size implementation, drying and water build-up rates
-Dynamic puddles size support, puddles soft edges

Base:
-BDbgString: Fixed a recurive critical lock relating to debug strings
-BLog: Added support to modify the output behaviour of log files via App side calls during bootup
-BLog: gDebug.SetLogOutputState can be passed a combination of flags
-Debug: gDebug.SetDbgSessionFolderCB provides an App side callback that can be used to modify the name of the debug session folder i.e. dbgSession\CustomNameHere
-Debug: Moved initialisation order of the dbgSession folder creations to allow time for App side callback to trigger
-Debug: Removed SetPrintfToLog/GetPrintfToLog, replaced by the eLogOutputPrintfToLog option
-Misc: Fixed warnings in some platform configs
-Debug: Changed code that handles the "-sessionprefix" cmd line switch to use generic gCmdLine so it is now processed on all platforms

WiiU:
-WiiU - fix depth-buffer alpha blur generation level (switch off SRGB target)

Flags:
-Added double-yellow overtaking warning to the text db (not yet in game)

Tracks:
-California Highway: Add missing spec, nmp and emm map for buildings
-Azure Coast: Added missing emm map for more buildings, polished asstets, merged all latest, tweaked & polished textures

Build 564 (17/9/13, Team Member+)
GUI:
-Setup gui data for career dashboard, dummy data used

WiiU:
-Fix for broken DOF in helmet-cam (crash, then subsequent black screen issue)
-Handle missing lighting parameters (for shaders that use lighting but disable shadows)
-WiiU fixed GOLD build (scribe post-build fix from Ged)

Tracks:
-Northampton: New exports for Nat and Int
-California Highway: Add missing spec, nmp and emm map textures for buildings
-Azure Coast: Add new and fix older spec map, temp removed all streetlights

Vehicles:
-Racer L4: Applied lessons learned from the V8 to this one. (physics)

Build 563 (16/9/13, Team Member+)
WiiU:
-WiiU fix for LightWeightMeshPrimitives causing GPU blocking

Flags:
-Remove HUD flags when HUD is turned off
-Green flag (using placeholder square)
-Chequered flag (using placeholder chequered flag icon)
-Code to send RacingFlag event over network

Audio:
-All new Caper StockCar incar and external engine sets, plus an AI version. Includes the latest distant rolloffs and trajectory

Tracks:
-Azure Coast: Add missing textures for buildings, add missing emmisive map,spec and nmp for buildings, tweaked spec map, merged all latest
-Northampton: Added National and International (AIW is wrong in International, and free practice is broken in National)
Vehicles:
-Racer V8: New gearbox data, better spring and damper combos, tweaked aero and other setup items



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


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