SPEEDMANIACS.COM - Project CARS: Build 623 für Junior Member+ und aufwärts - plus Screenshots
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Project CARS: Build 623 für Junior Member+ und aufwärts - plus Screenshots

08.12.2013

Slightly Mad Studios hat mit Build 623 für alle World of Mass Development-Mitglieder mit Status Junior Member+ oder besser eine neue Pre-Alpha-Version bereitgestellt - Zusammenfassung der Änderungen von Build 623 bis 613.

Project CARS: Build 623 für Junior Member+ und aufwärts - plus ScreenshotsProject CARS: Build 623 für Junior Member+ und aufwärts - plus Screenshots  Zoom Auch in den letzten Tagen haben die Entwickler von Slightly Mad Studios kontinuierlich an den Versionen von Project CARSfür die jeweiligen Plattformen gearbeitet. Das neueste Pre-Alpha-Build 623 ist für alle über den Status Junior Memeber+ und aufwärts verfügbar.

Was sich alles in den einzelnen Bereichen, von der Physik, über die Fahrzeuge, Strecken, grafische Benutzeroberfläche und so weiter getan hat, darüber gibt im Detail das Changelog zu den einzelnen Versionen Auskunft. So lässt sich unter anderem herauslesen, dass die Entwickler weitere Fortschritte bei den Konsolenversionen (Xbox One, PS4, Wii U) gemacht haben.

In unserer Project CARS-Galerie wartet außerdem noch ein Schwung neuer von der pCARS-Community erstellter Screenshots auf alle die sich an der Grafik nicht sattsehen können.

Build 623 (06/12/13, Junior Member+)
Controls:
-Turning off dampening by default for all non-gamepad controllers

Pitstops:
-Adding ability in pit strategy to bypass fuel refill, tyre change, and tyre pressure change
-Changed the fuel level scalar to be the target range of fuel to be put in, between 0>1, not the amount/scale of ‘tank vacancy’ to be filled
-Set default fuel level scalar to 0.5

Career:
-Removed old ChampionshipSession and updated HRDF data

Vehicles:
-Pagani Zonda R, Jaguar JPLM: New paddle animations

Tracks:
-Dubai (All Variants): New exports

Build 622 (06/12/13, Junior Member+)
Next-Gen:
-PS4: Fixed PS4 linking
-Xbox One: Added first pass keyboard support
-Xbox One: Moved resource thread to core 3
-Xbox One: Added updated version of vsscanf
-PS4: Updates for memory management. Drawlists now come from a pool, so does garlic vertex scratch. Command buffers are now cached and garlic flush scratch is per context. This removes all run time vram/onion memory allocation from the low-level renderer.
-Xbox One: Always enable PIX profiling in debug builds + fix renderthreads at 4 for now.

Wii U:
-WiiU: Added Texture invalidate public function
-WiiU primtype fix against latest compiler

Render:
-Renderer’s distance scale applied to m_farZ, fix for sun flare disappearance in the center of the screen

Weather:
-Fix for mp always being clear.
Leaderboards:
-Bumped version of all vehicles for stat reset.

Career:
-Type of scoring in Career/Seasons can now be set per-Round as an override to the series.
-Number of racers in Career/Seasons can now be set per-Round as an override to the series (for series where that number changes). Added check for max opponents over all rounds.

Pitbox:
-Instance information (participantID) added to support multiple pit sequences.
-PitSequences are tied explicitly to a single animation script, sends messages directly to it and must explicitly Kill it
-The pit engineer only responds to player pit progress messages

Physics:
-Disabled the disabling of per vehicle forces through FFB tweakers
-Removing redundant controller sensitivity toggle from controller configuration screen and inverting the default value for asymmetrical vehicle setup to avoid losing symmetrical loadouts.

GUI:
-Adding ‘render on top’ to quads
-Hooked up ‘Gamepad Sensitivity Slider’ dampening from FE menu, to physics
-Track locations added as dropdown selection
-Setting track location targets camera and sets origin for animation
-Fixed bug with mouse wheel on the object list window with no scrollbar
-Hit test placement of actor on floor when playing anim
-Time based formatting of script optional via checkbox

Vehicle:
-BMW Z4 GT3: Removed Panasonic livery/logos
-Formula A: Added Panasonic livery
-Mercedes SLS GT3: Brighter cockpit exposure for new model
-Racer V8/Racer L4: New paddle-shifter driver animations
-LMP RWD P30: Fixed manufacturer name and shape
-Asano LM11: Changed shape to Prototype

Tracks:
-Oulton Park: Tweaked textures, added details (not yet in-game)
-Multiple Tracks: Racelines from several circuits missing.
-Belgian Forest Karting Circuit: Raceline exported to replace the old that was in Reverse
-Dubai (all): Dynamic Objects change
-Badenring (Short, National, GP): Added green carpets on outer kerbs after turn 1 , Mobil turn, and S?dkurve, Fixed wrong kerb type at exit of turn 11, fixed grenn asphalt area in front of Mercedes tribune, fixed gantry standing on track, added second smaller kerb at exit of hairpin, recolored trackedge, recolorerd graveledges, added round kerbs on outside before last turn and left after hairpin corner.

Build 621 (05/12/13, Team Member+)
GUI:
-Adding gamepad sensitivity slider to the controller options screen. Not yet functioning. Paul to hook up to system now.
-Tidied up handling of unicode strings with the pit engineer script & interface
-Fixing font data for bad path names
-Mainmenu, OptionsScreen, Audio, Online, Splash Page, SetupScreen, Login screen all updated in preparation for UI upgrade

Pitbox:
-AI pit strategy: Added PitStrategy reset function, Added SetPitStrategy to send AI Strategy events from AI to the pit manager, AI processes LivePitStrategy at checkpoint 2, LivePitStrategy processes pit strategy for AI (only fuel decisions so far)
-Instance information (participantID) added to support multiple pit sequences.
-Added a class to associate pit progress with a participant

Physics:
-Allowing vehicle setup to be asymmetric. Ghost data will be destroyed by this change. Physics still to be updated.
-FFB: Un-disabled the slow speed steering spring on today’s new tweakers
-FFB: First batch of cars updated to use new topology
-BAC Mono: Revised setup based on Oliver Webb’s feedback.
-Caterham Classic, Caterham R500: New Evon flexi tire carcass for WMD testing. No changes to car setups.

Tracks:
-Dubai: Added distance marks, added signs in viewer

Vehicles:
-Formula Gulf 1000: Reduced mirror vibration, revised FFB on Gulfsport feedback
-Formula C: Ultra detail mvhf added, fully textured, all LODs made
-BMW Z4 GT3: Added Panasonic livery

Known issues:
-Camera speed sensitivity slider wont show values after deleting the profile, once you save the profile and restart it will be fine.

Build 620 (04/12/13, Team Member+)
Next-Gen:
-PS4: Compile error fixes

Wii U:
-Wii U: Moved resource thread to core 2 on WiiU

Physics:
-Rolling back asymmetrical car setup changes temporarily

Career:
-Removing PreRaceSessionsAllowed for championship data as it handles them itself. Fix for how replay gets at the mode for Championships

Render:
-Sun flare visibility corrected for low GFX settings

GUI:
-Turned off HUD rendering in the post race screen.

Weather:
-Per-Round weather and Time changed to inline, with HRDF fixup (more background work)

Tracks:
-Azure Coast (Full,Reverse,Stage1) : Common export/azure coast rev/added new road marking along the boulevard, reworked sidewalks/pave where needed,added cobblestone around ped crossing areas,reworked walls/rails where needed, reworked trackedges where needed, deleted/fixed old stuff, fixed csm+ grass csm, removed mountain from islands+conformed trees, removed mountain from the skyring, updated sel sets
-Dubai: Change viewer objects position due to the new heights in the 3rd sector, new texture map

Build 617 (29/11/13, Team Member+)
Next-Gen:
-Build compilation fixes for PS4 & XB1
-Initial checkin for PS4 bbot

Wii U:
-WiiU: Enabled Phase1 threaded rendering + fix ThreadSetup.
-WiiU: Fix for Linear texture corruption on loading.
-WiiU: Compile/link fixes
-WiiU: Volume texture Unlock invalidation fix..
-WiiU: Fixes (shader path error, phase 1 threading disabled)
-WiiU: Minor compilation fix

GUI:
-Driver outfit selection (more backend work)
-Adding a drop down to track selection so you can now select the country of the track from a drop down to filter results.

Pitstop:
-Wrapped macro guards around the pit stop system
-Pit_gasman_01: data for testing, includes update of animations and CATABE (not yet in-game)

Weather:
-Validation check for weather settings.
-New climate tech changes: Ability to force to fixed time of days for weather system while allowing forecast to proceed, ability to force to fixed start times, ability to overload long and lat and timezone based on climate settings, ability to overload wtc based on climate settings, ability to overload weather system time based on start time of day, ability to overload weather long lat and timezone based on start time, ability to overload wtc based on start time and climate, ability to overload track roation offsets (true north) based on start time.
-Fix for lighting edit paths it is now going to profile folder

Vehicles:
-LMP RWD P30: tire dds texture – new texture, windscreen reflections dds texture – new texture, wheels dds texture – new texture, misc dds texture – new texture, lights dds texture – new texture, windscreen banner dds texture – new texture (placeholder), badges dds texture – new texture. (initial check in work)
-Ford GT40 MKIV: Interior DDS texture. All new. Initial check in.
-Lotus 49 windscreen textures minor color tweak, removed not needed texture.

Tracks:
-Dubai (all): New Dynamic objects for Emirates Raceway

Known Issues:
-Game will crash on exit
-Track country filter isn’t fully sorted
-Formula A: MP Host car is bugged, wheels don’t move and they keep releasing smoke.

Build 616 (28/11/13, Team Member+)
Next-Gen:
-Fix for recursive singleton on PS4.

Render:
-Enabled phase 1 and static env map MT on PC,
-Adds phase 1 MT, adds static emap MT. Combines messages and command buffers for env maps. Fixes issue with env map flicker on phase 3.
-Updated env maps to create lighting using the correct intensity.
-Updated all platforms to support a different light intensity for emaps, this fixes an issue with multi-threading of env maps.
-Fix for Battle hardened windscreen continual clears.
Environment:
-Emap intensity is now stored as a separate light param.

Physics:
-Disabled car to car collisions for ghost vehicles
-Use physics memory pool for new functions
-Added memtrace to new functions
-BAC Mono: New FFB topology

Vehicles:
-Formula C: WIP LODA complete starting on LODB
-Lotus 49: Added gauges texture, fixed wrong number in oil temp gauge. Added gearstick vibrations, reduced mirrors vibrations a bit, fixes on windshield, windshield textures update
-McLaren MP4-12C: new car specific, driver paddle animation

Tracks:
-Dubai (all): Add small textures for background buildings, fixed intersecting and floating statics

Known Issues:
-Formula A: MP Host car is bugged, wheels don’t move and they keep releasing smoke.

Build 615 (27/11/13, Team Member+)
Next-Gen/Render:
-DX11 / Xbox One: Unused shader parameter setting optimisations
-DX11 / Xbox One: Vertex Shader unused parameter optimisations
-DX11 / Xbox One: internal StretchRect no longer needs a constant buffer
-Xbox One: use write combined memory for dynamic geometry
-PS4: compilation fixes

Physics:
-Fix for marking triggers in waypoints
-Added NULL pointer protection during pre-race fuel calcs for P2P tracks
-Fixed non-spindle torque translation case
-FFB: New topology FFB tweaker for McLaren F1 only. Default will switch when all cars are balanced to the new system
-Pagani Zonda R: Softer minimum damper settings (same as 12C GT3), now using default FFB tweaker
-McLaren MP4-12C: Applied physics data from McLaren. Using GT3 suspension geometry temporarily
-McLaren F1: Updated setup with official McLaren data. Added F1 LM suspension settings
-McLaren MP4-12C GT3: New suspension geometry from CAD, added heave spring to rear, revised other setup and aero data to match specs from McLaren
-FG1000: New FFB using pure rack method and no softclip, reduced mirror vibration in cockpit view

AI:
-Test Clearway true when in pre-race, enabling collisions for all vehicles

Penalties:
-Penalties applied (drive through and stop/go) actioned in the AI systems

GUI:
-Adding the track sprites to the Quick Race, Free Practice, Create Online and Time Trial main menu panels
-Added flag for organic overlays

Vehicles:
-Mercedes SLS GT3: LODA interior and steering wheel modelled, mapped and textured
-Caterham Classic: Updated ULTRA settings

Tracks:
-Azure Coast: Added latest assets, fixed some issues found on them like mapping/flags/lod dist, added new VT 3d trees, deleted some bad trees, reworked some sections of central reservation, added new rails+posts, added 2 new carparks, added new fountain, added new small lake, moved casino, fixed terrain, path, sidewalks, terrain, armcos, csm, grasscsm, temp fixed VT stuff where needed. tested
-Eifelwald: Changed the track type back to Circuit from P2P for the full route
-Dubai Kartdrome: Added small huts around the track, fix coll mesh for some parts, add whitebox placeholder for bg buildings, add slightly more trees around background building

Known issues:
-Ghost car has collisions
-Dubai GP has issues in FP mode, where the 1st 2 laps are not counted at all.

Build 614 (26/11/13, Team Member+)
Next-Gen:
-Xbox One: Updates for gold config. Moved call to set main thread affinity to earlier so that it gets picked up when the main thread is renamed.
-Xbox One: Set correct thread names
-Xbox One: Force main thread onto Core 0
-Xbox One: Fix release linker error with reflection guid
-Xbox One: Updates for release config
-Xbox One: Shader loading switched to non persistent for the time being (saves memory, speeds up loading)
-Xbox One: Use MONOLITHIC fast constant setting and fast sampler setting API’s
-Xbox One: Use Write combined command buffers + fast GPU kicks
-Xbox One: PIX Profiling now on a define.
-PS4: Fixes for compile errors.

Render:
-Fix for dynamic env map flicker on multi-threading.

GUI:
-Change texture Find/Get and handle ref counting inside GUIRenderer
-Updated to use GUI ‘DoesTextureExist’ for better ref handling
-Fix GUITextureHelper::GetCountryFlag to recignise flags loaded using the async loader
-Reinstate GUIRenderer::FindTexture so the race app core GUITextureHelper can use it. Next I will fix up the ref counting to localise it in that function.
-Adding the world record holders to the Quick Race, Time Trail, Multiplayer Create, and Free Practice main menu panels.

Cameras:
-Camera info debug view: Horizontal fov computation corrected, camera orientation corrected to match 3DS MAX angles

Pitbox:
-Added pit crew animation script framework, integrated with existing PitSequence. Updated script animation system with vehicle rendering control. Wheels are hidden/shown as they are changed.

Physics:
-Protection to accessing spindles
-Tires: New FFB topology as an accurate rack, but deconstructable
-Pre-race fuel simulation calculations for each vehicle
-Added triggers to waypoints
-Internal tracking timers in physics uses ms
-Added auto tick frequency multiplier
-Added metrics support for live fuel consumption and fuel left
-Fuel consumption uses same system for AI and player and sample rate increased
-Dynamically update fuel consumption and use
-Added trigger support during accelerated time
-Disable vehicle to vehicle collisions when in pit lane (temporary)
-Added accelerated versions of vehicle and AI update
-PhysX materials use average friction combine mode
-AI race/qualifying pre-race fuel strategy
-AI basic strategy/support for fuel calculations during race
-Minimum physics tick upped to 300 hz
-Split AI system files

Tracks:
-Anhalt (all): Moves grid back behind new start triggers, fixes the count on the 1st lap when racing on it.
-Florence: Backgroundmap updated
-Dubai: Added AO map and concrete wall for apartman02 background building

Vehicles:
-Mercedes SLS GT3: Added cockpit display
-RUF RGT8: Added cockpit display + fixed shift pattern

Known issues:
-FG1000 is not driveable at the moment, it will be fixed soon.
-Ghost car has collisions

Build 613 (25/11/13, Team Member+)
Next-Gen:
-Fix for PS4 debug build.
-Fix for PS4 compile error.
-Fix for missing PS4 render file.

GUI:
-New F1 menu item for adaptation type, which was accidentally missed from previous check in

Weather:
-New texture referencing system, allows for only the texture in use to be loaded. (backend work)
-New climate system , allows for unique condition overrides based on location. (backend work)

Physics:
-BAC Mono: Testing the F3 r3 carcass with street tire tread. Softer anti-roll bars.
-Mitsubishi Lancer EVO X FQ-400: Applied Nic’s setup as default
-Pagani Zonda R: default setup tweaks. reduced FFB strength a bit

Vehicle:
-Mitsubishi Lancer EVO X FQ-400: Fixed missing LODX grilles
-RUF RGT8: Various optimizations + prepared for LODs, calibrated gauges, various optimizations
-LMP RWD P30: Driver animations

Tracks:
-Dubai Kartdrome: Fixed collision mesh, remove from selection some tyres and add dynamic tyres in viewtool around the floodlights, added dynamic tyres around the floodlights


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