Project CARS by Slightly Mad Studios

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Re: Project CARS by Slightly Mad Studios

Messaggioda MRK37 » 12 maggio 2013, 11:37

Project CARS | Build 467 disponibile per Team Member+

Immagine

Build 467 (10/5/13, Team Members+)

Base:
* BLiveEditManager: - Added memtrace to components memory pool.

Multiplayer:
* Updated multiplayer to handle scripted game modes

Physics:
* Tires: reorganized tire records and added tags for swapping.

GUI:
* Fixes to dialog list display, reduced popup timer

Audio:
* Zonda R - Revert broken wip engine sounds, add gear wobble

Tracks:
* All TRDs updated with appropriate XLastID numbers.
* Reduntant TRD File no longer in use in the project - removed as part of a data cleanup
* Bathurst Lights Converted to Viewer Assets
* Added missing emmissive controlmap texture

KNOWN ISSUE: default tyre of cetain cars is broken.

Cars where the default tire may be bugged and the correct choice.

Asano X4: GT Slick - Yellow
BMW M3 E30 Group A: Touring Car Slick - White
BMW Z4 GT3: GT Slick - Green
BMW M3 GT: GT Slick - Green
BMW M3 GT4: GT Slick - Green
Mercedes SLS AMG GT3: GT Slick - Green
Ford Mustang Boss 302R: GT Slick - Green
Caterham Seven Classic: Evon ZV3
Ford Focus RS: Evon ZV3
Mitsubishi Lancer Evo FQ400: Evon ZV3
Pirault Mega RS: Evon ZV3
Caterham R500: Evon CR500
Mercedes SLS AMG: Faretti F One
Pagani Zonda R: Pirelli P Zero Slick

Build 466 (9/5/13, Senior Manager)
3rd Party/SDK:
* add OculusRiftSDK to App.env.props
Base:
* Updates for building 64 bit configs
* Removed obsolete string support function that was causing problems in 64 bit
* Set platform exclusion correctly for BScanf.cpp
Physics:
* BMW M3 GT4: Increased steering lock to 30 degrees.
GUI:
* Fixes for lists to clear their empty data when created to avoid a screen flash. Also for dialogs to udpate in their first active tick, to alolow the list wipe to happen.
* Fixed bad alpha settings for list item textures
* fixes scaling issue with list items
* Adding text DB support to inventory
Audio:
* adding exhaust resonation wav to new Zonda R set
* Zonda R edf and csd audio changes to amplitude, idle speed and starter timings.
Tracks:
* Bathurst -removed spotlight poles and lighting assets to be moved to viewer placed assets

KNOWN ISSUES: Zonda R engine audio


Build 465 (8/5/13, Manager+)
3rd Party/SDK:
* add OculusRiftSDK 0.2.1
Bug Fixes:
* Fix for missing vehicles xml files
RaceInput:
- Added missing Thrustmaster T500 F1 wheel case to IsWheel() logic.
Physics:
* Tires: FlashTread fix, tire.rg type mismatch fix (on flash)
* Almagmated InitializeTireSystem tag label generation for tyres with the gui interfaces so the systems are aligned
* Tyre setup updates:
** Added indices access to tyre data
** Get tyre setup entries directly from SETA tyre data
** added available tire queries
* For local player get the vehicle slot from the profile, so that tyre selection is picked up when set via the physics race setup interface.
GUI:
* Use wheel info to get front/rear tyre choice in setup screen
Render:
* Fixed PS3/360 compile errors
* better verbose for mesh locators.
* add RequestOculusRift method to DX9/DX11 renderers.
* add -vr command-line option. (inform the renderer to use the Oculus SDK and the headset display if it is available)
(the app plumbing so i can test the Oculus Rift stuff, while keeping the non VR rendering the same as before)
* Add helper IsDisplayDeviceOculusRift() method to DX9/DX11 renderers
* Oculus Rift Distortion with Chromatic Aberration shader implemented.
* FogScatter shader fix + add to global shader build
Audio:
* adding exhaust resonation wav to new Zonda R set
* Added downshift multiplier for gear wobble.
* updated Capri engine - now includes WIP gear wobble and delay by distance external sounds and enhanced camera pass by
* switches on WIP gear Wobble
* BMW M3 GT2 - adding WIP gear wobble and delay by distance effects. EQ tweaks to external sounds
* delay by distance addition and EQ tweaks for externals
* Zonda R - adding new engine set; adding Greg's new Zonda R sounds
Environment:
* New setting called HDRTunnel Exposure Factor. Reworked the HDR code to account for player having a helmet on but not being in a cockpit.
* Added code to detect if a camera is in a tunnel or not. if in a tunnel it will apply HDRTunnel Exposure Factor to the hdr.
If switching betwen being in and out of of a tunnel it will reset the hdr adaptation rate.
* Fog/Scattering rendering runtime (fullscreen fog only atm)
Tracks:
* tracklight files for Bathurst
Vehicles:
* Mitsubishi Lancer:
** tweaked bonnet/roof cameras + added missing texture;
** Added CPIT windscreen, added wipers
** Various fixes, Separated LODX/LODA exports, Wing mirrors are now detachable, updated tire setup, Added CPIT engine
** New collision export
* Ruf_RGT8: Tire and wheel LODs + AO
* Mercedes SLS: fixed rearwing animation

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Re: Project CARS by Slightly Mad Studios

Messaggioda MRK37 » 12 maggio 2013, 11:43

Project CARS | Intervista con Veni Vidi Vici

Console racing games have been dominated by Gran Turismo and Forza Motorsport for generations, but all that history could be about to change. London's Slightly Mad Studios has come up with a brand new approach to developing motorsport titles.

After creating Need for Speed: Shift and Shift 2: Unleashed, the studio decided to break away from the traditional developer/ publisher business model to try something completely new. The company created the World of Mass Development, an online community where gamers can invest in a development project in exchange for regular access to new builds of the work-in-progress product. Investors can also give their feedback to the developers on every aspect of the title, leaving their mark on the game.

The studio created this concept before the advent of services like Kickstarter and IndieGoGo, giving them complete control over the funding process. So far, the studio has raised a staggering $4.3 million from over 80,000 registered members of its community and unlike Kickstarter, Slightly Mad's investors will actually make some money back if the project is successful.

The funding process has been so successful that Slightly Mad Studios is being investigated by the UK's Financial Services Authority, which wants to make sure that the World of Mass Development is a legitimate business. Investment in the game has been temporarily paused while this takes place.

The game Slightly Mad Studios is creating using this model is Project CARS, a racing game aiming to cover every aspect of motorsport, from karting to Formula One. CARS' astonishing graphics have caught the attention of racing fans throughout the world, with the game expected to release in 2014 for the PC, Xbox 360, PlayStation 3 and Wii-U.

We spoke to Creative Director, Andy Tudor, to uncover the secrets of the title and its unusual development process.

Why did you decide to strike out on your own after shipping two successful racing games with EA?

Project CARS offers us a chance to go back to our roots and compete on our home turf in the sim racing genre with our own IP. The Need For Speed franchise is an ever-evolving entity and continues to be in great hands with the Criterion team for whom we have the greatest respect but you have to follow your heart and we believe there's an opportunity there for a multi-platform realistic racer with innovative and best-in-class features that was made in collaboration with the people that have been playing our games for years.

What was the inspiration for the idea of the World of Mass Development?

Even with our pedigree in making kickass racing games, getting the funds and green light for a project like this from a traditional publisher isn't a walk in the park when considering all the licensing costs for the cars and tracks and the development time needed to make a game that's going to be competing against Forza and GT in people's minds. So yes we explored other avenues briefly first, but a crowd-funded, crowd-powered platform for making AAA games was always in our minds because ultimately we're not alone in this situation and it can hopefully benefit other developers in the future.


With so many investors, each offering very different amounts of funding, how has this approach impacted upon your normal game development process?

We put up the original design overview back in October 2011 which listed the features we'd like in the game and since then the vision has remained pretty similar. Things have been massaged along the way like the moving of Rally to expanded content and more focus on the motorsports people would like to see represented in career mode, but no more so than would normally happen during milestone meetings with a publisher or when discussing requests from a marketing department.

Development has therefore been pretty similar - we make regular builds of the game for people to play and give feedback on and the team post up their progress on individual items like car building, handling improvements, bug fixes etc. We gradually work through that original design doc.

The biggest difference (and improvement!) is that we now have a huge focus group of players that we can get feedback from as soon as a new update to the game goes live. So it's definitely helped us get to a higher quality level more quickly because of that rapid turnaround time and it's helped indicate to us what features and items are really resonating with players and therefore what we should be spending more time on.

How is the pressure of working with fans' money different from working with a big publisher?

The pressure of working for a publisher comes from one: the game has to be released at a certain date to fit a specific window of opportunity and two: you have to complete the work each month in order to get paid, neither of which are as prevalent using our model. Whilst we are still aiming at a specific launch date, ultimately the decision over whether the game is ready or not for release is part of the community input - if they don't think it's ready then we'll listen.

But whilst those specific pressures don't exist, you're right, new ones do though. Obviously we're making the game in full public view - every community member has a backstage pass in effect to see how we make games, talk to us about it, and offer suggestions - so our approach from the outset was to be as transparent and open as possible with everything. We're in a very privileged position to have so many gamers believing in us and the project so it's our responsibility to treat them with respect, listen to their concerns, and deliver upon that initial promise of a beautiful, deep, successful racing experience.

Is it different to be working with investors who have more emotional involvement in the project as well?

There's definitely a pleasure and benefit that comes from working alongside a community of people that are just as passionate as ourselves about making the best, most authentic, fun product possible. As an example, the leaps and bounds we've been making in terms of our physics, tire model, handling, and lighting are all a testament to the great feedback that we've been getting since the start of the project. To then see that translated into trailers that the community then voluntarily create brings that process of collaboration full circle.

Have you had any problems with investors expecting more involvement in the project than you were originally willing to offer?

Well in actual fact we've tried to encourage those guys that want to go the extra mile where possible. The guys that live nearby a track location and volunteer to go and take reference shots for us, or 'a guy that knows a guy that knows a guy that works at Fanatec [a steering wheel manufacturer]', or members that are clearly gifted when it comes to taking screenshots or creating trailers, or run existing sim racing forums/websites and want to be 'community ambassadors' for the project. We've just launched our Project CARS API that allows people to get third-party hardware and devices working with the game and that's all a response to this desire from the community to get involved more.

While you've been working with the World of Mass Development, services such as Kickstarter have exploded in popularity. Do you ever regret putting so much time into your own investment system when third-party services have become so popular since?

Kickstarter and IndieGoGo are great for donations but are limited in the conversation you have with the project starters since you only really have email alerts or video updates to inform you how your money is being spent. With our model though you go behind the scenes with us and see how the game is made. You can get builds of the game right now, play it and give us feedback on it, ask us questions directly on our forum, take part in key decisions as to the direction and features in it, and generally get treated like a fellow member of the team. There are 'perks' of course just like Kickstarter that reward you based on your financial contribution, such as your name in the game, exclusive access to stuff and more, but perhaps the biggest one that other sites don't have is our 'Fee' system which will pay you back money dependent on the success of the title.

Do you think that using Kickstarter would have gotten you more media attention for the project, or more money?

Well Kickstarter was only available in the US at the time we started so that wasn't even an option for us. It was - and still is - about that two-way conversation we have with the gamers that is only possible through World of Mass Development. Sure, we could have been mentioned in articles alongside Tim Schafer and the Oculus Rift but we've been extremely fortunate with the amount of money raised so far and the extensive media coverage we've gotten so we can't complain really. We made the right decision.

How difficult has it been to licence cars, circuits and other content without the backing of a large publisher?

We've been making racing games since the early days of GTR and GT Legends so we have good relationships with manufacturers and circuits irrespective of publishers and individual game titles. So people like Pagani or BAC have been really proactive and delighted in seeing their beautiful vehicles shown off in the game and we're making steady headway with licensing more and more of the 37 tracks currently in the game. Sometimes it is more of a challenge than others but otherwise we continue to add more content to the game regularly.

Project CARS has gotten lots of attention in the wider gaming community because of its stunning graphics and regular community galleries. How did this desire to push the visuals come about and how much of the money you've received is dedicated to the graphics?

When you look at Forza and GT and the sim racing genre as a whole, realism is king. Whether that's in the laser-scanned accuracy of the tracks, the individual recording of each engine growl, the CAD-sculpted craftsmanship in the cars, the 600Hz physics and handling, the features available in tuning setups etc. Being the most accurate representation of the real-life thing is the criteria that will give you an edge upon your competitors and put you one step closer to perfection.

When you see a car in real life you want to get up close to it and appreciate the smooth lines and reflections, the attention to detail in the panel work and interior stitching, the mechanical intricacy under the hood etc... and there's a 1:1 relationship with wanting to see that in the game also. We're at a stage graphically where we've passed the 'uncanny valley' in terms of momentarily believing a car is real in a racing games, so now the kind of things that keep our art and code teams up at night, especially with the next-gen of consoles launching, are the same techniques and features that are used in movie CGI - tone mapping, global specular irradiance, volumetric clouds and so on.

It's difficult to break the [funding] percentage down on a pie chart but we live in a visually-driven world so it's important for us that our screenshots and videos look stunning and it's nice to see that the game is already getting buzz as the most beautiful racing game ever.

Both NFS Shift games were criticised by the simulation racing community for poor car handling and controls. What have you changed in the approach to CARS to improve in these areas?

So with the Shift titles we were obviously moving iteratively towards a more 'sim' style title. Shift 1 was the introduction of circuit racing to the previously illegal action/arcade titles from previous years. Shift 2 then introduced the 'Superman versions' of road cars with GT3, GT1 and other forms of real motorsport with Drift, Drag, Time Attack, and Endurance. Each step of the way we were also adding more depth to the physics, handling, controls, options, and general realism whilst still maintaining that core experience of 'what it really feels like out on the track'.

Compared to existing sim racing titles at the time though we still had a number of steps to go in terms of audience expectation on what they believed were key differentiators between the Shift titles and what they were used to and we appreciated those and have taken them on board wholeheartedly for Project CARS.

The steering wheel input lag issues [with Shift] for example were major, so we spent a good deal of time at the start of Project CARS making sure the new system was perfect and that it wouldn't be tainting the feel of any other developments we were planning for the physics system. The force feedback system was redesigned from the ground up too. It now allows us the freedom to adjust the input of all tire, suspension and G-forces to control the effect that the player feels at the steering wheel and is all exposed per-car to the player so it can be tuned to their equipment and personal liking. This has been a huge step up from the broader approach used on the Shift games where a limited and fixed set of inputs were used and the only control dial the player had was for overall strength.

We're also overhauling the tire model which is fully dynamic. The Seta Tire Model really is a generation beyond the steady-state models used in the past and it has forced us to step up our game in other areas as well, ensuring that every aspect of each car - aerodynamics, suspension and so on works up to the potential of the tire model. The perfect tire model is no good if those other parts aren't all working in concert. As a generalization, the design of the Shift games required a huge amount of time balancing a large field of varied cars with multiple upgrade paths. For Project CARS, we are spending that time researching the details of each and every car to get the driving characteristics as correct as possible.

There has also been community criticism of the pace of CARS' development. For example, some builds have caused problems with previous content, even if they added new content and fixed other bugs. Has it been difficult to get people who are never normally involved in game development to understand the process?

Again, it's mixed. There are people that get super-excited about the smallest addition to the game and people that have concerns about something that previously they thought was final and has since become broken, so there's definitely an education there that even ourselves are learning from since it makes us evaluate processes that we've traditionally used, but then get questioned by the community that are experiencing it for the first time. Ultimately though, people have been very understanding and curious about how games are made and love being part of this unified community.

We know Project CARS is coming to PC and current generation consoles. Are you also considering next generation platforms, or would that require additional investment?

So we're looking at release for next-gen consoles after the current-gen and it would require additional money but we have strong hope that the community sees the potential and decides to fund it.

Project CARS will be released for PC, Xbox 360, PlayStation 3 and Wii-U in 2014. You can follow the progress of the development at http://www.wmdportal.com/projects/cars/.


http://www.teamvvv.com/en/news/comments/Project-CARS-The-community-developed-rival-to-Forza-and-GT
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Re: Project CARS by Slightly Mad Studios

Messaggioda Simone » 15 maggio 2013, 15:16

Project CARS | Build 469 disponibile per Team Member+

Immagine

Build 469 (14/5/13, Team Member+)
Physics:
* Ruf RGT-8 & Mercedes SLS: Unlocked all setup options.
* Tweaked the default tyre name search and removed compound tag search to increase tyre options
* Set default tyre index to -1
* Present tyre name rather than tags to the createTire SETA system for default tyres
* Adjusted player only slipstream effect back to 1.0 from 4.0
* Tires: improvement of speed of tagging calls, anti-LSS options
Base/Tools:
* BLiveEditManager/LiveEditTools Camera Editor updates standard gizmos in and camera object manipulation
AppCore:
* Collect light instances post track load and register with environment animation system. Enable environment animations for locatable instances.
* Render tasks to allow visualisation of editing cameras point of view..
* Restore switch from PostAdvanceSession to InGame state
Audio:
* Fix for missing environment sounds. When RaceAppCore changes were made, an Init call had been missed out and so handles weren’t getting updated
Scripting:
* Updated game mode scripts, so now all game mode queries are obtained from GameSetup.
GUI:
* Fixes for list scrolling in edge cases
* Patch to avoid crash on bad mFrame2
* Fix for GUIQuad::SetColour so that it uses GUIQUADFLAG_CloneHasOwnRGB and GUIQUADFLAG_CloneHasOwnAlpha instead of GUITEXTFLAG_CloneHasOwnRGB and GUITEXTFLAG_CloneHasOwnAlpha.
Vehicles:
* Caterham SP300R: Fixed cockpit exposure value.

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Re: Project CARS by Slightly Mad Studios

Messaggioda MRK37 » 26 maggio 2013, 10:42

Project CARS | Build 480 disponibile per Team Member+

Immagine

Build 480 (24/5/13, Team Member+)
Audio:
Set AI volume to zero to temp cure audio corruption issue until Stuart can trouble shoot
Shaders:
Disabled motion blur for drivers materials
Tracks:
Northampton Classic: Fixed nasty pop up of track/terrain part
Northampton Classic: Added track Hud map
Northampton Classic: Added raceline
Northampton Classic: Added autograss and tracklights
Vehicles:
Pagani Zonda R: Stiffer roll bars on Ben's feedback, tuned engine and brake heating/wear, temporary increase in tire pressure until an STM heating model is done
Formula Gulf FG1000: Revised setup on petrolhd's initial feedback
KNOWN ISSUES: We have disabled the AI sound to make it bearable to do races with more than 7 AI.

⇑ Click Here for full week update list.
Build 479 (23/5/13, SM)
Audio:

* The GameAudioSettings now provide us with more volume headroom to allow a greater dynamic range.
* Implement Zonda R engine set with new dynamic amplitude, new _Ext gear shift and distance based filter (occulsion) and reverb and added more bass to lower RPM range and fattened up the thin sounding exterior high rpm samples.
* Remix ALL cars and every sonic event in the CSD files to suit new dynamic.
* Create new external gear shift sounds in a new category called Gt1, which requires further code support to get it working correctly.
* Added the Zonda R Ai engine and remixed the Ai engine volume globally.
* Further tweak of the thin sounding Zonda R exterior onhigh sample.
AppSupport:
* Moved 'fill loadout ' functions to GUI helper to share with loading screen
* Added 'slotType' to filter data
Render:
* Build Script changes to create separate ShadersDX9.bff and ShadersDX11.bff pakfiles. Game App now loads ShadersDX11.bff or ShadersDX9.bff dependent on the DirectX version. (saves around 70MB of memory! also improves boot-time)
* remove ATI_SHADOWS from shader compiler combinations
GUI:
* Small fixes for list item update
* Adds callback ability to list item 'fill' calls
Tracks:
* Bathurst -fixed texture seam -fixed exclusion map which had issues rendering grass in later part of the track -fixed collision issue at end of the track on right side of the track as reported on forum
* fixed grassocclusion at Bathurst
* rebranded adverts around track with temp textures at Northampton classic
Build 0478 skipped
Build 477 (22/5/13, SM)
Base:
* Fixed a bug that caused stale threads to still collect messages sent to its queue, resulting in memory leak/fragmentation
Physics:
* AIW file for Northampton classic first revision
Render:
* Removed legacy shadow depth format support - saves approximately 20MB of memory with the appropriating shader combinations change
GUI:
* northampton classic related GUI files
Tools:
* TranslateIt
1.Basic importing of trasnlations.
2. Improvements to UI Lists to allow expandable items to any depth and to visually show an item as items to expand.
Tracks:
* northampton classic related trackfiles; added the track to teh game
* fixed material errors lod distances skyring fixed added track related stuff to p4
Build 476 (21/5/13, M+)
Physics:
* BMW M3 GT4: Repositioned tires to correct track width. Tests on both brake and engine wear. Revised front suspension geometry.
* Tires: heat model, although not completely connected to hdvehicle yet
GUI:
* Added accessors for in-place modification of list contents
Audio:
* adding Greg's new external WIP gear change sounds for testing
* GameAudioSettings.xml unlocked for Greg's updates
Tools:
* TweakIt - Added new mouse cursors
Vehicles:
* BMW_M3_GT4: Narrowed tires and repositioned for correct track width
* BMW M3 E30: fixed selection sets, separated LODX/LODA/CPIT meshes, started CPIT mesh reduction, various fixes

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Re: Project CARS by Slightly Mad Studios

Messaggioda MRK37 » 1 giugno 2013, 10:07

Project CARS | Build 484 disponibile per Team Member+

Immagine

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) behaviour

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


New Bugs Found in this build:

Tracks crashing in DX11
Eifelwald
Saikitto
Test Track

Please use DX9 to race on these tracks


Azure Circuit. Spawn point set to low when entering the grid. Esc and select Restart.


Please read the following before reporting bugs in the game.

All STM feedback & bugs to be reported in Link to STM (-seta) Status Overview and Known Issues List

Multiplayer feedback & bugs to be reported in Multiplayer Test Feedback (Full-Member+)

Note: Should the game crash to desktop during a MP session with an 'assertion dialog box' please take a screenshot of this box and post it along with your crash logs.

Link to Multiplayer Known Issues & Non Implemented Features List

Link to Multiplayer Behaviour Guide For Everyone


Wheel Controller Note:

"Every time you login to Windows OS, then apply the power to your wheel and depressed all the pedals fully before running pCARS"

once you get into that habit you will never have calibration problems or initial 100% accelerator/brake at the start of a game.

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

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Re: Project CARS by Slightly Mad Studios

Messaggioda MRK37 » 6 giugno 2013, 17:32

Project CARS su Steam!

Immagine

Dopo Assetto Corsa ed iRacing anche Project CARS sbarcherà sulla famosa piattaforma Steam.
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Re: Project CARS by Slightly Mad Studios

Messaggioda Simone » 11 giugno 2013, 16:43

Project CARS | Build 489 disponibile per Junior Member+



Build 489 (7/6/13, Junior Member+)
Base:
* Updated BXmlNode to provide access to arbitrary user data
* Added BDbgFatalNoReturn. Which is a version of BDbgFatal with the platform no return specifier
Console:
* WiiU CParticleMeshPrimitive/Type stubs/WIP
* WiiU RenderContext stubs
* WiiU COcclusionQuery stubs
* WiiU CMaterial implementation.
* WiiU CInstancedMeshPrimitive/Type stubs/WIP
* WiiU CLightweightMeshPrimitive/Type stubs/WIP
* WiiU implemented full primitive utility function set
* WiiU CSharedDynamicVertex and Index Buffer stubs
* WiiU CShadowControl implemented
* WiiU misc Renderer classes compile/stubs (CScreenShot/CTracker/CVideo)
* WiiU CRenderer/RenderThread base headers (stripped down from DX11)
* WiiU CGenInstancingPlatformHelper added
* WiiU CDebugProvider/CDebugMetrics added
* WiiU CDebugBatch Line/Quad/Text added. (probably should make this cross-platform at some point since the code is the same on all targets)
* WiiU Viewport class implementation
* WiiU add MEM1 allocator (derived from 360 Write Combining/PS3 VRAM allocator class)
* WIIU CCamera Class implementation (derived from PS3 version which was a good match)
* WiiU Base Renderer Abstraction Compilation Fixes/ShadowControlBase implementation
* WiiU Debug Lines/Quads/Text Primitive/PrimitiveType stubs
Race weekend:
* Session saving & restoring
Debug menu:
* Enabled extra controls in debug menu for displaying average luminance value
Physics:
* Pass dynamic live air pressure values to physics systems
* Vehicle dynamics updates:
* Volumetric throttle modelling
* Tweakers for throttle response
* Non-gold csv export of brakemapping and torque volumetric data
* New algorithm for engine load used by audio systems
* Adjustable brake mapping and restrictor plates
* Ambient pressure considered as part of throttle response
* Per vehicle EDF updates to use new systems
* Updated switch from loading state to race to proceed physics sync immediately
Environment:
* Added controls to allow us to be able to scale the lighting on vehicles
* Added 15 percent saturation to clear 3 with new colour cube
* Clear 03 yellow sun tint reduced a touch
* Clear 02 emap boost/ambient reduced so that it can be compared to higher value in clear 05
* Clear 3 sun colour test, has more yellow hued sun in the day
* WTC updates so that sunny and medium cloud conditions have brighter sun, more tone mapping adjustment, more blue sheen at midday and several other tweaks for daytime lighting
Replays:
* Updated participant snapshot version number. Should fix EOR replays
Shaders:
* Shader changes to take into account new scalers for vehicle lighting
Audio:
* Got a lot further with the distant echo, amplitude rolloff and LPF occlusion for the the external engines, backfires, splutters and gearshift sounds of the 4 testbed cars (Caterham R500, Zonda R, Formula A and Capri Group 5). I’ve also done a quick pass on the engine dynamics in an attempt to create a more realistic ramp in volume and engine loads. The Capri Group 5 engine no longer has the weird popping sound like its misfiring
GUI:
* New icon for Edit HUD
Tracks:
* Northampton Classic: New road and runoff materials, reworked pit buildings and stands, added grass tufts to runoff area
* Azure Circuit: Moved first garage position to fixed damaging the car on load, added more road patches, seams, improved road textures a bit, back to high rez version of the main road texture and fixed alpha channel, darkened a bit whitelines, created new diving board+added slide and stair/rails to it
* All Track TRDs: Added Altitude data for all track TRDs
* Added new track…. Fort Felix
Vehicles:
* Mercedes SLS GT3: Added placeholder lights and mirrors
* Ford Mustang Boss: Added placeholder lights and mirrors
* Lotus 98T: New modal carcass and Flash tread. Enabled some wear and heating for public testing. Not sure amounts as I’m doing it mostly by feel. Lotus 78 – same caracass and flash changes as the 98T. also has wear and heating enabled

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Re: Project CARS by Slightly Mad Studios

Messaggioda Simone » 18 giugno 2013, 14:50

Project CARS | Build 494 disponibile per Team Member+

Immagine

Build 494 (14/6/13, Team Member+)
Cameras:
* Changing default values for look to apex etc
* Adding in dof effect for helmet camera when moving at speed and going into apex
Race Weekend:
* Implemented global session timer for practice, qualification, and warmup races
* Fixed black background screen when going into the race overview screen for the first time
* Implemented Autopilot throughout the game, except for the Online menu option where it can be disabled
* Implemented variable session durations (changable via a FE menu option) for practice1&2, qualification and warmup
* Turned the Save button on for all sessions, but specifically disabling it for the final session in sequence
* Fixed scripting bug which meant the sessions wouldn’t save if being played from Practice1
Physics:
* Moved ResetGarage systems earlier so not to overwrite user changes
* Reset setup and gear numbers to default on vehicle initialisation
* Default final gearing set correctly when no setup created
* Write gear ratios (left/right) as well as fraction to GetCurrentDisplayValue if requested
* Added GetCurrentDisplayValue left and right outputs for gear ratio reading
* Fixes using final drive to limit other gears
* Tires: New modal+flash GT tires and many optional tires added for other cars
Audio:
* Looping sounds can now be keyed off
* EXTERNAL GEARSHIFTS – New batches of external gear shift sounds and events for the categories Race and GTRace
* Rationalising current Backfires/Splutter content for the exhaust events. The aim is to make these sound more like they are part of the engine – and – work well with the new external gear shift sounds
WiiU:
* WiiU Net OneSock compilation fixes/rough and ready socket implementation
* Updated BString/BDbgString vsnprintf usage to a safer cross platform handling of the va_list
* WiiU: w-i-p updates to File Module
* WiiU: Added Application Data device handler
* WiiU: Added internal manager support for device clients and centralised file operation command block support
* WiiU fix for Environment Timeline pre-linker errors
* Updated default props for WiiU configs. Added solution name to PCH default folder. Set Linker ‘Link Once Template Instantiation” to default On
* Added support for WiiU to HRDF Compiler
* Increased command line length limit to 8191 from 256
* WiiU Main project now builds!
* WiiU VideoCapture Library compilation fixes.
* WiiU RaceInput library compilation fixes/stubs
GUI:
* All-new in-game telemetry
Tracks:
* Bathurst: Optimisation improvements – adding LODs, occluders, and optimising existing objects
* Azure Circuit: Deleted sea mesh under the ground, updated csm, added 2more 3d armco ends
* Northampton Classic: Reworked all tribunes and grandstands, reworked area around the bridge so the dip is removed, fixed CSM issues,
Vehicles:
* BAC Mono: revised engine braking for new throttle system
* M3 GT4, M3 GT, Z4 GT3, Boss 302R, SLS GT3: setup tweaks, restrictor size limited, engine braking tuned for new throttle system

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Re: Project CARS by Slightly Mad Studios

Messaggioda MRK37 » 22 giugno 2013, 10:55

Project CARS | Build 499 disponibile per Team Member+

Immagine

Build 499 (21/6/13, Team Member+)
WiiU:
* Set SDK to 2.08.13
* Fixed up all vsprops includes
* wip updates to link paths/libs
* Fixed PCH usage for majority of projects
* WiiU RenderTarget Implementation
* WiiU fix m_RTTI link errors in Driver/Team/Track/Vehicle lists
* Added stubbed version of WiiU Input module
Physics:
* Unfreeze AI vehicles when moving from on grid to reacting to start of race
Replays:
* Update instant replay menu option regardless of state
GUI:
* Separated Calendar event data from the Seasons event data (new placeholder Calendar data added), so they’re now loaded/handled independently, with ChampionshipManager load/unload made generic to handle both types. RaceCalendar extracted from ChampionshipManager and can now be accessed from app directly
* Fixed incorrect session name title for Time Trial games
* All manufacturer and track logos refined, missing ones added to splash screen
* Fort Felix track logo removed from splash screen
* Bannochbrae logo added to the game along with placeholder track map
* Save Replay button now has the correct ‘Save Available’ applink attached to it
Render:
* Re-wrote a block of debug string output to ensure that it doesn’t produce spurious warnings with overly paranoid compilers
* Reduced angle that directional light has to move before the shadow projection direction gets updated – this gives much smoother updates, so that even at 240x real time the movement is smooth
Race Weekend:
* Return vehicle to garage on pressing (Return to Pit), and keep game unpaused
* Fixed no full-screen mouse when entering Race Overview screen for the first time
* Fixed session timer being reset upon clicking ‘Drive’
* Tweaks to car into garage to set gearing, and freeze the pose of the vehicle
Career:
* Separated Calendar event data from the Seasons event data (new placeholder Calendar data added), so they’re now loaded/handled independently, with ChampionshipManager load/unload made generic to handle both types. RaceCalendar extracted from ChampionshipManager and can now be accessed from app directly
* Updated the career calendar gui data with more applinks/appfuncs
* Calendar menus changed to List format in preparation for data to be auto-entered into it
Driver Liveries:
* Driver liveries GT 2010: Added material to export and MAT file
* Driver character liveries: Updated selection set
* Drivers RCF outfits: Fixed bug for outfit index
* Fixed number of livery options in driver replacement files, to prevent AI from selecting custom livery
Tracks:
* Derby: Fixed cameras, fixed csm issue in pit with tyrestacks, fixed draw distance issue, color adjusted kerbs
* Northampton Classic: New tyrebridge mesh and materials, new fences textures and position fixes, stiching and mapping fixes
* Bathurst: Fixed further small gaps and uvstretching on walls and terrain. Fixed small gaps in wall and fixed collision issue at last chicane on the right wall
Vehicles:
* Mercedes SLS: Assigned the default car paint to the car
* Pagani Huayra: revised, but not final, brake heating/cooling and other small changes to improve handling issues

Build 498 (20/6/13, Senior Manager)
GUI:
* RaceCalendar functionality added for UI hookup – getting all events in a month, if any events exist on a given date, and player eligibility checking. Added debug code to verify the code/data, and show usage format for UI
* Save and SaveReplay buttons separated in functionality for PaulH
Render:
* Fixed a couple of pre-processor commands so that it is possible to enable mesh visualisation techniques in GOLD builds when required
Bug Fixes:
* Moved tyre indices setting up to per participant, fixes the changing tyres, then changing cars crash bug
WiiU:
* WiiU fix for SmallJobs external job declaration macro set not producing the correct name
* WiiU add missing CGameApp_WiiU.cpp
* Add Presence::Update() for WiiU
* WiiU fix for bad use of sqrt instead of sqrtf (Vehicle Dynamics link error)
* Fix recent graphics config changes causing a WiiU/console build error
* WiiU fix one sock linker errors
* WiiU fix some GraphicsEngine linker errors
* WiiU fix various Renderer linking issues
Race Weekend:
* Added interfaces and logic to teleport vehicle to pits / garage as well as hand control back and leave pits / garage
Characters:
* Driver: Added 4th entry livery variation in RCF and uploaded Textures
Physics:
* Ariel Atoms: tuned heating/cooling/wear of engine and brakes
* Lotus 98T, Lotus 78, Ford Capri, Ford GT40. All got new tire tweaks, rolling resitance/damping with top speed drag and gearing adjustemnts and chassis/aero balancing in the setups. Ford GT 40 added 9 final drives to cover all the track variations
Tracks:
* Bathurst: Tweaked kerbs along the whole track as suggested by Wmd members
Vehicles:
* Ford GT40: All exterior mapped&textured, new lights setup, lightglow billboards updated, some meshwork. CPIT chassis, LODC and LODD updated, temp LODA for export created etc
* Mercedes SLS: Added LODX, updated other LODs, fixed bugs, minor polishing
* Mercedes SLS: Updated textures for LODX

Build 497 (19/6/13, Senior Manager)
WiiU:
* Added eAlignDefaultBytes to all platforms that specifies default alignment in bytes rather than a tAlign enum value. This is useful for calls such as __basealign(eAlignDefaultBytes)
* WiiU: Added remaining sync file implementations (OpenRW/Write/Flush/Exists/Delete)
* WiiU: Implemented BDir module
* WiiU: Fixed buffer alignment issues in BLog
* WiiU: Removed debug breaks from save game module until implementation is done
* WiiU: Set default props to use -no-rtti in all configs
* Wii U minor fix for GUI not compiling
* WiiU full implementation of CRenderContext (renderstate setting)
* Add SMS Tools Helper injection process to post build process in WiiU configs
* Updated WiiU file ops to use FS_RET_ALL_ERROR return handling
* Fixed bug in WiiU Thread code where thread tId wasn’t being set
* Set main thread to (normal priority + 1) so that normal pri threads get cpu time as WiiU threads don’t time slice. This is a temp solution until proper thread balancing and core affinity is set
* Implemented WiiU BTimer module, BTimerMilli and BtimerMicro
* Updated legacy debug calls to new format in timer module
Render:
* Fix for missing DX9 particles
* Minor fix to allow 4k windowed rendering -WindowSize 3840,2160
Audio:
* ALL 3 Caterhams now have gear wobble, assigned int/ext gearshifts, backfires/splutters and a new distant echo curve
* The SP300 has a better engine rev range/pitch and sequential shift sounds
* The Formula A now has a high frequency gear wobble, a tweaked distant echo curve and occlusion filter curve
GUI:
* HUD messages and Replay Screen tidied slightly
* G forces and clutch pedal returned to the Telemetry screen, end of multiplayer race screen updated, minor tweaks to logo quality
Physics:
* Tires: Modal+Flash tire for Asano LM11, BAC Mono. Modal carcass for Caper Monterey. Reduced rotational damping on MRF-G
Tracks:
* New export of Bannochbrae varients
Vehicles:
* Gumpert Apollo: Damage deformations and cockpit animations added. Fixed wiper mask animation materials. Glass UV3 fixes

Build 496 (18/6/13, Manager+)
AI:
* Added basic support for AI telemetry
Options:
* Adding an option for helmet blur.. by default dof is on
Physics:
* Lotus 78, Lotus 98T, Cqapri GR5. New tires based off the curb fix casey dicoveed. Not using as much and blendin more conservatively with the other stick factors. Definitley works better overall. Better throttle steer on all three cars. Also all three cars got some top speed/gearing tweaks along with some aero/chassis balance changes. The 78 got a downforce reduction along with pitching the main underbody downforce forward for a more nimble on the edge feel
Audio:
* Dropped all car category volumes by 30% to see if that fixes the distortion some members are getting with their soundcards
Shaders:
* Modified new_ground shaders to improve handling of normal mapping – this allows the artist to select a new option “Detail UVs from UV1?” which ensures that the normal map direction is correct in cases which previously were using another channel. Further work remains to be done on the transition version

Build 495 (17/6/13, Senior Manager)
Ignition:
* Added engine off when ignition off with new volumetric throttle system
Physics:
* Physics material update to sort out index problem with material pool materials
GUI:
* Added gui handler for career calendar, applinks, appfuncs and updated main menu gui file
WiiU:
* Mapped some WiiU FS error codes to Base types
* Added basic file loading support. Currently sync only and not all code paths but main Load works
* Added BFile WiiU specific helpers for managing FSCmdBlocks between multiple file ops
* Added support for platform specific sub-calls from BFile ctor/dtor
* Updated legacy debug calls to current BDbg macros
* Set default memory alignment on WiiU to be 64 bytes due to FS_IO_BUFFER_ALIGN requirement
Damage:
* Updated support for reset of damaged vehicle components:
* on reset of damaged vehicle components, mounting back demounted components is optional
* when single wheel is repaired, it is reattached in vehicle physics along with vehicle visuals
* impact pieces are not spawned for component, which has been reattached immediately after detach
* reattach of flapping component does not require the component to be completely detached first
Render:
* DX11 fix for darkened rendering when SSAO is turned off
* Fix DX9 debug metrics primitive count
* DX9 early Pre-Resolve primitive submission optimisation
Tracks:
* Bannochbrae: New exports

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Re: Project CARS by Slightly Mad Studios

Messaggioda Simone » 15 luglio 2013, 9:45

Project CARS | Build 515 disponibile per Team Member+

Immagine

Build 515 (12/7/13, Team Member+)
WiiU:
* WiiU – implemented CTexture::GenerateMipMaps, CRenderer::StretchRect and CRendertarget::CopyToTexture (required for Envmap rendering)
* WiiU: Moved thread affinity call from thread func as it can’t be made whilst the thread is running
* WiiU: Implemented BMutex
* WiiU Set SceneGraphQuery process to be high priority
* WiiU – fix missing file from instanced rendering support
* WiiU fix Scenegraph thread affinity
Base:
* Allowing textures to load immediately instead of waiting, to assist with ongoing reduction of peak memory load
* Disabled memory fragmentation test in order to stop it trashing pool peak use data
* Added mutex test
Online:
* Reduce MP stop race countdown to 30s
Particles:
* Code to stop us skipping mips on particle texture
Physics:
* Added dyanmic flag to disable use of fibers on platforms that don’t benefit from them or if DEBUG_DISABLE_FIBERS is set
Tracks:
* Bathurst: Slowed down the AI in the blind down hill esses to keep them on the track
Vehicles:
* Ford GT40: Added wheel LODs

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Re: Project CARS by Slightly Mad Studios

Messaggioda Simone » 22 luglio 2013, 9:02

Project CARS | Licenza ORECA 03 LMP2

Immagine

Slightly Mad Studios annuncia una nuova licenza per il progetto pCARS, grazie alla partnership con Oreca, il team porterà la Oreca 03 LMP2 sul loro simulatore.
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Re: Project CARS by Slightly Mad Studios

Messaggioda Simone » 26 luglio 2013, 16:56

Project CARS | Licenza Dubai Autodrome

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Re: Project CARS by Slightly Mad Studios

Messaggioda MRK37 » 27 luglio 2013, 18:00

Project CARS | Build 522 disponibile per Team Member+

Immagine

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
* WiiU: 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

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Re: Project CARS by Slightly Mad Studios

Messaggioda MRK37 » 2 agosto 2013, 17:20

Project CARS | Build 531 disponibile per Junior Member+ solo via Steam

Immagine

Build 531 (2/8/13, Junior Member+)
Render:
* DX9/DX11 various 64bit Rendering fixes
* DX11 fixup Threadsetup params for envmap, forward rendering etc
* GraphicsConfig – turn off auto texture resolution reduction with low OS memory in Aries
WiiU:
* WiiU CommandBuffer(displaylist) support implemented (required for multi-threaded rendering)
* Add GX2Invalidate queueing for command-buffers
* WiiU fixed R8 textures to broadcast red to blue and green channels to work with shaders expecting L8 style inputs
Controls:
* Mouse Steering added
* Also added mouse L&R button-swap detection
GUI:
* Re-saved the HUD_Messages.xml with Subtitles page layer turned off (fixes rouge messages (just for you Doc ))
Tracks:
* Derby: Continued inner terrain modelling, 1st grid marking fixed, width of gate close to starting area fixed,added Janos assets, applied dirts and skids to all of the kerbs, fixed gaps in terrain, continued texturing and modifyfying the inner and outer terrain as per latest references
* Bathurst: Added metal barriers and moved them to match new updated csm, added trees at area left of the track after elbow
Vehicles:
* Z4 GT3, M3 GT, Zonda R: Added data for filtering realistic driving aids
* FG1000: CPIT display: changed default units to metric
* FG1000: Fixed cockpit display RPM lights
* FG1000: Added missing display data file
* FG1000: Added cockpit display + fixed exhaust backfire position

Ecco la procedura per installare e aggiornare pCARS da Steam http://forum.wmdportal.com/showthread.p ... -available
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Re: Project CARS by Slightly Mad Studios

Messaggioda Simone » 3 settembre 2013, 14:27

Project CARS | Build 552 disponibile per Team Member+



Build 552 (30/8/13, Team Member+)
Render:
* Intrinsic SSE version of TransformBounds, now compatible with X64
* Moves primitive type set (more of a tidy)
WiiU:
* WiiU – fixup renderthreads for RVM and Envmap threaded threading
* WiiU SelectLod uses square root estimate fast-path
* WiiU: Changed error code in stubbed SaveGameManager code to prevent fatal whilst it’s w-i-p
Base:
* Debug: Updated BDbgAssert macro to create more optimised code in release
* Debug: Made ~BDbgMacroHelper inline to make sure it optimises out
* Maths: Faster version of the vanilla BMtx4f::Invert4x4 function
* Maths: Faster version of the vanilla BMtx4f::Transpose4x4
Physics:
* Group A Slick: Revised carcass using MFV-G as a guide. Most important change is a drop in longitudinal stiffness
* Fix for near camera debug triangle rendering
* Added support for triangle debug rendering
* Added new debug mode to render CSM in triangle mesh
Tracks:
* Volusia: Exclusion mapd and grass exclusion added
* Dubai: Fixed elevation issue in pitgarages, began replacing trees with proper style and position
Vehicles:
* Mercedes SLS AMG: New Wipers animation and mask done. Added Cockpit vibrations. Updated Cpit/LODA/B wipers meshes

Build 551 (29/8/13, Team Member+)
Physics:
* Moved common double buffer template to SupportPhysics
* Updated double buffering and locking in debug render
* Updated sand, gravel and dirt friction for updated friction model
* Group A Slick: Increased peak slip angle location a bit
WiiU:
* Instance renderering CPU submission optimised
* WiiU – remove alphatest state setting – not required now shader alphatest is aligned with DX11
* WiiU specific versions of background textures @ dxt1, 720, no mips
Render:
* Updates for Cuda management with Generic Prims
* Removed overriding stuff from techniques that was causing all sorts of render state issues
* Changes debug triangles to use no z test
Career:
* Calendar races now select the round properly when launching, and updates the current date. Series resuming disabled until Career/Seasons are separated in scripting
* Adding placeholder RaceModeInfo for championship races. Fixes bug with the pause and EOR menus not appearing in Seasons and Career, but has some debug asserts that will need looked into
Tracks:
* Volusia: new ground cover added, broad texture and material tweaked accordingly, wet road added, initial outer terrain, overlay lofts to better match Luis’s road changes, CSM tweaks, fixed gaps between roads and terrain, merged latest stuff from JanP and TomasT, ground cover added, add textures for emergency garage, add textures for outbuilding
Vehicles:
* BMW M3 E30 Group A: One last default setup to try for the CPFT
* BMW M3 E30 Group A: Added ambient occlusion to LODs, added shift boot animation, optimized polycounts of all LODs
* BMW M3 E30 Group A: Added bones data for shift gaiter animation
* Formula Gulf: new dampers and revised default setup. Recommend using F3 Slick – Flash tire for now
* Lotus 98T: New tire based off my original. Basiclly reduced grip (with a change of the grip mix %’s) with some shear modulus changes to the carcass for better feedback feel. This is now the defualt with Casey’s last tread set as option “A”. Setup adjusted for new tire
* Ford MkIV: Added Liveries 17-20
* Ford MkIV: Added gold rim variation

Build 550 (28/8/13, Team Member+)
WiiU:
* WiiU: Increased memory pool sizes (temp sizes until memory usage is balanced)
* WiiU: Added default version of controller input sets until full controller support is added
* WiiU: Disable logs as default due to slow performance/spam content during w-i-p
* WiiU: Implemented BFileAsync Write support
* BLog: Ensure all log writes are done via a properly aligned buffer
* WiiU: Update Keyboard handler to maintain state history properly
* WiiU: Added handling of keyboard overflow state from OS
Camera:
* Added an experimental track cam delay for Stephen to tweak. This causes a delayed lerp in listener position when changing cameras
Render:
* Fixes for DX11 quads, lines and triangles
* Added thread tests. Updated render init
Tracks:
* Dubai: Colour match pass, layout matched to latest ref pics, opened pit garages, added pit exit chevrons, updated csms, removed trucks and tents from backstraight and added cones in the areas where the tyres were before to seperate the various layouts of Dubai
* Eifelwald: New export
Vehicles:
* Mercedes 190E: Put tire sizes back to 63cm all around after more research

Ecco la procedura per installare e aggiornare pCARS da Steam http://forum.wmdportal.com/showthread.p ... -available
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