Project CARS by Slightly Mad Studios

Le news di tutti gli altri simulatori/arcade che non trovano casa in questo forum.

Re: Project CARS by Slightly Mad Studios

Messaggioda MRK37 » 5 settembre 2013, 11:18

Project CARS | All'IFA di Berlino sui TV UHD 4K di Panasonic!



Immagine Immagine
Avatar utente
MRK37

37
Admin
Ricerca e Sviluppo Fisica e Modellazione
Pubbliche Relazioni
 
Messaggi: 14084
Iscritto il: 28 dicembre 2008, 13:46

Re: Project CARS by Slightly Mad Studios

Messaggioda MRK37 » 22 settembre 2013, 17:50

Project CARS | Water on the Tracks



Rain water on the tracks evaporating (time was increased so you don't have to watch for an hour to see the evaporation).

Water in Project CARS not only behaves like this, it also removed rubber from the tracks decreasing traction.

Project CARS is in pre-alpha and will be launched on PC, then console. It is developed by Slightly Mad Studios - an award-winning developer known most recently for its work on Electronic Arts' Need For Speed franchise with the successful SHIFT series.

http://www.wmdportal.com/projects/cars/
Avatar utente
MRK37

37
Admin
Ricerca e Sviluppo Fisica e Modellazione
Pubbliche Relazioni
 
Messaggi: 14084
Iscritto il: 28 dicembre 2008, 13:46

Re: Project CARS by Slightly Mad Studios

Messaggioda MRK37 » 5 aprile 2014, 10:46

Project CARS | Presentato il sito ufficiale



http://www.projectcarsgame.com/
Avatar utente
MRK37

37
Admin
Ricerca e Sviluppo Fisica e Modellazione
Pubbliche Relazioni
 
Messaggi: 14084
Iscritto il: 28 dicembre 2008, 13:46

Re: Project CARS by Slightly Mad Studios

Messaggioda Simone » 13 maggio 2014, 14:38

Project CARS | Comparazione PC vs. PS4 e Nuovo Video Trailer

PC High Resolution
Immagine

PS4
Immagine

Avatar utente
Simone

99
Admin
Coordinatore F1 Swiss
Pilota GTC
 
Messaggi: 13884
Iscritto il: 20 agosto 2009, 16:28
Località: Perugia - Umbertide

Re: Project CARS by Slightly Mad Studios

Messaggioda oliva18 » 13 maggio 2014, 19:49

Sul Gameplay non mi sbilancio non avendolo provato, ma in quanto a grafica, mette davvero paura :clapping:
Visto sul tubo in qualità FullHD sembrano vere.. impressionato... speriamo che la giocabilità sia anche solo la metà della grafica e viene fuori un giocone
Immagine
Avatar utente
oliva18

82
Staff
Coordinatore Assetto Corsa
Coordinatore GTC
Media
 
Messaggi: 2359
Iscritto il: 29 maggio 2013, 11:52
Località: Roma

Re: Project CARS by Slightly Mad Studios

Messaggioda Guglya » 13 maggio 2014, 23:46

:fear2:
Immagine
Avatar utente
Guglya

5
Pilota F1 Entry Level
Pilota GTC
Pilota Assetto Corsa
Pubbliche Relazioni
 
Messaggi: 1751
Iscritto il: 28 gennaio 2013, 1:36
Località: Midland

Re: Project CARS by Slightly Mad Studios

Messaggioda Michele D'Alessandro » 3 luglio 2014, 13:47

Michele D'Alessandro

 
Messaggi: 378
Iscritto il: 4 febbraio 2014, 14:36

Re: Project CARS by Slightly Mad Studios

Messaggioda E. Bracciani » 5 luglio 2014, 11:31

minkia speriamo mantenga le promesse :eek:
Immagine
Non sai che ci vuole scienza, ci vuol costanza, ad invecchiare senza maturità.
Avatar utente
E. Bracciani

3
Pilota GTC
 
Messaggi: 1448
Iscritto il: 22 marzo 2013, 9:44
Località: Palestrina

Re: Project CARS by Slightly Mad Studios

Messaggioda MRK37 » 5 settembre 2014, 16:46

Project CARS by Slightly Mad Studios | Disponibile in Europa dal 21 Novembre 2014

Slightly Mad Studios hanno comunicato che la versione finale di Project CARS sarà rilasciato in Europa il 21 Novembre 2014 mentre in USA il 18 dello stesso mese. E' già possibile preordinare la LIMITED EDITION qui http://www.projectcarsgame.com/preorder.html
Avatar utente
MRK37

37
Admin
Ricerca e Sviluppo Fisica e Modellazione
Pubbliche Relazioni
 
Messaggi: 14084
Iscritto il: 28 dicembre 2008, 13:46

Re: Project CARS by Slightly Mad Studios

Messaggioda Michele D'Alessandro » 5 settembre 2014, 21:44

qualcuno lo prende?
Michele D'Alessandro

 
Messaggi: 378
Iscritto il: 4 febbraio 2014, 14:36

Re: Project CARS by Slightly Mad Studios

Messaggioda Guglya » 5 settembre 2014, 22:31

Michele D'Alessandro ha scritto:qualcuno lo prende?


.. o meglio , chi non l'ha ancora presoooo !!! :nod:
Immagine
Avatar utente
Guglya

5
Pilota F1 Entry Level
Pilota GTC
Pilota Assetto Corsa
Pubbliche Relazioni
 
Messaggi: 1751
Iscritto il: 28 gennaio 2013, 1:36
Località: Midland

Re: Project CARS by Slightly Mad Studios

Messaggioda Rossano Peschiera » 11 settembre 2014, 7:59

Build 805 (10/09/14, Team Member+) - 1.2 GB
Next-Gen:
* XB1: Fix for voice chat stopping to work after the title PLMs (WMD-1228)
Audio:
* Minor fix to Bannoch tracks
* Adding env sounds for Besos
* Adding env sounds for Bathurst
* Adding Bannoch 2 & 3 env sounds
* Adding env sounds to Oschersleben
* Adding Azure circuit tunnel reverbs
* Adding env sounds toi Badenring Historic
* Adding env sounds and reverb to Bannoch 1
* Adjusting positioning of some crowd sounds at Besos GP
* Updated env sounds for Azure Coast group, plus reverb volume fix
* Adding temp env audio to Spa Historic - awaiting further crowd art for final placements
Render:
* DX11: Clamp MB lerp factor
* Gaussian blur enabled only on PC
* DX11: MB uses R8 mask on write and read
* DX11: Fix for various samplerstate tracking bugs
* DX11: MB mask format optimised. Added support for R8 render-targets
GUI:
* Changed around tutorial audio samples
* Career welcome messages from engineers setup from data
* Fix for single quad shader parameter setting performance.
* FIX WMD-50, Added missing telemetry string to a visuals menu
* FIX WMD-1266, The track map no longer disappears between sessions in race event
* Added text to be used with dynamic continue buttons in career ingame screen flows
* Introducing DefaultSettings files and load, cutting back and changing Presets settings
* Added more dynamically changing text, this time for the session results screen to signal Practice2, Qualification, Race1 for the continue buttons
* Fixed uninitialised variable causing screen freezing when the ingame menu hadn't been initialised. Fixed incorrect usage of advancedsession variable, causing all kinds of issues when called from external handlers
Multiplayer/Online:
* Implement MP restart race from race results screen, fixes WMD-1251 PC - Gameplay - ONLINE - Client is unable to race until host exits after restarting an online session.
Characters:
* Drivers: Deleted useless textures
* Drivers: GT overall updated exports. Deleted drivers useless textures
* Pitcrew exports: Corrected names for all meshes and setted LODs for all. Fixed material names and updated parameters. Updated composition with 01a, 01b, 01c. Fixed skin issues on the pelvis and shoulders
Animations:
* Driver anims: Ginetta G55 GT3 art file updated with new gear to anim
AI/Pitstops:
* Fix a bug where an AI car could sometimes stay stuck on the grid
* New AI Behavior EXITGARAGE and new DriverMode OUT_OF_GARAGE to drive straight for a bit before falling back into the default pit behavior on GARAGE EXITS. Behavior is reliant on mGarageDepth being set in AIW for data driven design
Career:
* Support for dummy teams added to allow driver/vehicle presets even when teams aren't required for the series, SetParticipantTeams updated to handle both types
Physics:
* McLaren P1: Default setup adjustment
* Audi R8 V10+: Default setup adjustment
* New grip mix for R compound street tires.
* Hooked up pre-heated tyres and brakes to data driven profile settings
* FG1000: Collision model update and fixed rear pushrod intersecting bodywork
* Added more pre-heat for presets, added preheat to the default settings as well.
* Fixed edge case when no fuel used and divide by zero fuel load is requested for AI
Vehicles:
* BMW M3 GT4: Minor Cpit Shadow fix.
* Formula Rookie: Custom dirt DDS file
* BMW 1M: LOD tweaks to reduce popping
* BAC Mono: LOD tweaks to reduce popping
* BMW M3 GT2: Added 1 more manager livery
* Audi R8 V10+: LOD tweaks to reduce popping
* BMW M1 Procar: Further LOD tweaks to minimize popping. User flags fixed on few meshes
* AM Vantage GT4: Added winning liveries names and materials setup, Added 3 manager liveries + banners
* Audi R8 LMS Ultra: LODC optimized, minor UV fixes, LODs adjusted to minimize popping, added animation helpers, plus LOD tweaks to reduce popping, minor UV adjustments
Environment:
* Lampost flare colours set to correct value for each id
* Moon glow added into moon texture, increased quad size and texture size to make space for glow. Overall moon size is slightly smaller than before as well.
Tracks:
* Bathurst: Fix for metalfence placement
* Azure Circuit: New texture for William basement.
* Dubai Autodrome: Wet weather setup and proper drying line mapping.
* Hockenheimring: Fix for nightlighting bugs, redundant light files removed
* Monza: New textures, texture change, grass exclusion, added pit stuff, objects changes addons, Pitstand on separate XML for both Milan tracks, pitstuff removed kept the pitstands
* Oulton Park: New pits and garage spaces to align all the AI cars properley when laeaving the pits. Fixes JIRA WMD-1281. fixed garage postion angled to garage opening. fixed obstacle issue, esso sign, merged latest, moved stand, fixed crowds, hut, statics, tyres, trees, lights
* Eifelwald: Removed the 2 trees blocking the view at Breitscheid, updated concrete wall colours to match latest ref, second stage polish pass - fixed tyre wall glitches, reconformed all edges, removed broken graffit from tyre walls , fixed pits drain gaps , moved tyrewall CSM, added dynamic leaves
* Besos: Added breakmarkers, polishing bridge01 and 02, fix mapping for fence poles around the pitbuilding, update terrain, added some metal parts and resize txt 2k to 1k, add new txt for besos bridge (other var.) and for breakmarkers, Added breakmarkers, polishing bridge01 and 02, fix mapping for fence poles around the pitbuilding, update terrain
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Speed sensitive camera option is missing from UI
- Presets defaults are not properly configured, check the Gameplay options and also the Controllers in case you use automatic gears.

Build 804 (08/09/14, Junior Member+) - 732.1 MB
Next-Gen:
* PS4: Verify session attributes for joining members
* XB1: Fixed matchmaking session not re-registering itself after session attributes changed.
Audio:
* Fixes report car and AI issue and set as per Friday check in
* Redirect all persistent FMOD allocations to default audio pool overriding memory context.
* The AM Vantage GT3 incar eq'd and fattened up with more of a V12 bark and polish. Also fix a potential issue to the AM Vantage GT3 engine sound files where the Ai bank files were doubled up between the Zonda R and the AMGT3.Tweaks to all the tranny whine sonic models, they now tail out at low diff speeds without the annoying lurching muddiness.
Render:
* DX11: HDRControl module parameter setting optimisation
GUI:
* Fixed up the continue to Race 2 button
* Updates from new Pedal Calibration screen
* Fixes player display in all in game screens
* Fixes bonus points display in End Of Weekend screen
* Trackmaps: Lakeville_Raceway - updated with latest (all var.)
* Fixed text entry to correctly activate entries in 'next menu option'
* Fixes all entries in career new profile screen, except the nationality entry
* Fixed array bounds check for invalid race position text, with error messages more apparent
* Implemented a 'nationality' selection dialog. Added nationality selection to the career 'new' screen
* Updated Pedal Calibration screen, updated weather selection menu, tidied Multiplayer Create menu items
* Big update to menu_mainmenu. GUI Tool to textD work. Some final smaller bits to tidy up early next week.
* FIX WMD-561, During simulation players car should be correctly shown onTrack/In garrage based on the current position and not always in garage
* Starting session overview screen unpaused for non-race sessions. Implemented a 3-way Exit dialog popup to Save, Not Save, or Cancel. Added functionality for the ingamesection autosave to be disabled. Fixed the QRace session resume at the correct point in using the 3 way menu with Save = yes.
Gameplay:
* Prevent participant resolving by ID from locking participant array for now.
Multiplayer/Online:
* FIX AR-2250, Possible for the host to press Start while others are still returning from the race
Characters:
* Drivers: Resolution pass
* Drivers: Logo textures for helmets created
* Character props: Updated airgun / wrench mesh
* Modern helmet materials, textures and presets updated, logo layer textures added
* Pitcrew Chief Mechanic R: Initial chm_R_BOA_processStopIdle_01 + updated animation transitions
Animations:
* Driver anims: Gineta G55 GT3 and GT4 gear to animation updated
AI/Pitstops:
* Tweaks to AI spread based on grid
* Better pathing in pits ( avoids walls better )
* Sliding around the pit spot to fit the animation sequence
* Fix car taking pit lane when entering pits via player control
* AI take the pit exit paths itill the end instead of side swiping into the main
* Pit sequence tweaking: Pit sequence begins before pit configuration menu. Started the team engineer entry earlier. Pit camera is now deleted - fixes AnimationCamera leak
* Lower the Side by Side avoidance priority to under the offroad avoidance priority to keep cars on the road during passing events. Increase the desired side buffer from 0.5m to 1m.
* Accelerated AI updates: Fix pathing for AI so they don't get stuck whilist lapping in accelerated mode. Apply ability modifiers to accelerated AI. Apply session grip modifiers to accelerated AI. Fixed granularity of accelerated lap times for AI
Career:
* Updated career news headlines
* Career posters: Updated with latest
* Fixes so team name is displayed properly in career mode, and is cleared outside career mode, in the EOR screens. Added method to get at seriesParticipant team data from the race participants. Also fixes WMD-800.
Physics:
* GT3: AI tire balancing
* LMP1: AI tire balancing
* LMP2: AI tire balancing
* Marek RP219d: Fixed AI turbo issues
* Ford Sierra RS500: Fixed rear toe-in bug
* Simplify Single File AI BHV and remove a potential steering jump
* End session calculates more accurate final lap times to finalise session
Vehicles:
* BMW M1: Added 1 manager livery
* BMW Z4 GT3: Custom dirt DDS file
* Sauber C9: Added manager 1 livery
* Marek RP219D: Custom dirt DDS file
* Karts: Fixed seat clipping problem
* Ford Focus RS: Added 1 manager livery
* BMW 320 Group5: Added manager liveries
* Formula Gulf 1000: Custom dirt DDS file
* Marek RP339H LMP1: Added manager liveries
* BMW 1M: Source textures for materials update
* Mercedes SLS GT3: Added more manager liveries
* Ford Capri Group5: Added 1 more manager livery
* Formula A: Added 2 more manager liveries, fixed other manager livery, added Panasonic team mate
* AM Vantage GT3: Added driver name, LOD tweaks optimization and minimizing popping, misc dds texture - added color swatch for LODded carbon
Tracks:
* Azure Circuit: Added concrete detail.
* Silverstone: Reflection tagging/ vehicle placement/ new tents
* Snetterton 100: Turned off race weekend/ Allow quick race only (no pits).
* Le Mans: LOD values added/tweaked to all objects, occluders tweaked, splitted up objects for better occluding, joined object groups to reduce drawcalls
* Eifelwald: Main polish pass as per v2.78 for full track. complete new polish pass stage 1 done , new textures , new mats , new CSM , global mesh weld etc.. New AIW's for changes Karrousel areas.
* Besos: Added missing gantrys, added details on starting gate, added orange walls end and fix color for kerb and drain, added adverts, fix whitelines, fix lightpoles and emm setup, fix color for seats on tribunes and fix mapping, add some other missing assets, trees position, add some truck and tents, added new txt for besos bridge
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Speed sensitive camera option is missing from UI
- Don't use X64 combined with MT. (ex: -x64 -dx11mt)

Build 803 (05/09/14, Junior Member+) - 1.9 GB
VR:
* Added Oculus 0.4.2 SDK
Next-Gen:
* PS4: Adds EOP write back fence.
* XB1: Fix motion-blur ESRAM setting.
* PS4: Removed shadow flag on PS4 env maps.
* PS4: Add's extra scene param for msaa type (ps4 only).
* PS4: Autograss - now uses fences to prevent buffer overwrite, also decreases latency.
* PS4: Copy particle vertex data as it can mess with submitted data leading to an odd glitch.
* XB1: Improved matchmaking filtering, fixed multiplayer search menu on XB1 to pass in correct filters when "Any"/"Don't care" is selected by the user.
Audio:
* Adding remaining tutorial audio
* Adding blue flag calls to pit to car
* Replacing career guidnace call info
* Adding career 10 steps tutorial files
* Adding all car description voice overs
* Adding updated career guidance calls
* Adding all car description audio to FMOD
* Switches on Env sound at Silverstone GP
Render:
* Updated for non-msaa discard.
* Add's blur masking for helmet.
* DX11: -DX11MT is now x64 only.
* Pass in phase 3 flag to auto grass.
* DX11: Fix for misaligned PostPro copy-crash
* Fix for rogue timing assert in sampling manager.
* DX11: Removal of dynamic allocation from texture locking
* DX11: Minor fix for primitive type using wrong PIX debug name
* Fix for random weather not being random when you restart a race.
* DX11: Removed -DX11ST (it is now back to being the default on x64).
* DX11: Tracking reset optimised + shader parameter setting optimisations
* DX11: Increased game pool for x64 to fix loading with high numbers of AI.
* Stretched reflections on dry road, impostor reflections are still disabled
* Added support to vehicle renderer to allow automatic removal of stale pointers to Mesh Primitive Types, using a flag and callback mechanism to keep performance impact minimal
* Impostor reflections on dry road, connected profile settings (on/off stretched reflections) with impostor reflections manager (but overrided by command line, so settings has no effect on it for now)
GUI:
* Updated Pit Strategy Quick Menu
* Career posters: New posters & icons
* Fixing up end of race screen buttons
* Team logos: New team logos, 1st commit
* Fix AR-2446, Caster angle setting fixed
* MP: Hide chat box after five second timeout
* Disabled year wrapping for the career calender
* Added career text for the dynamic advance button
* Quick Guide is now directly on the Help & Options screen
* FIX AR-2442, Changes Pascals to Bars in ingame setup menu
* Stopped asserting if no videos present - (safely continuing)
* Updated Pedal & Calibration button access, minor other updates
* FIX WMD-1141, Switching between classes in Leaderboards corrected
* Silverstone race date tweaked a week later plus 2015 rather than 12.
* FIX AR-2466, Remove Restart Session option from MP non-race sessions
* Added dynamic text for the continue buttons & fixed the quit session dialog box
* Fix WMD-799, P2P races do not have need for Formation lap option, so was disabled
* FIX AR-2441, AR 2447, and other changes not previously propagated from tuning screen to ingame setup
* WMD-68, Corrected layout and set a special variable for each telemetry temperature and height wheel setting
* Fixing hang on PC app exit caused by _BGamepadXInputPC being destroyed during _BGamepadXInputPC::_ThreadReadState()
* All the bugs from here (http://forum.wmdportal.com/showthrea...l=1#post758485) addressed
* Moved the screen pause timing around to where the race overview screen is activated. This prevents a lockup when physics can't tell App that it's ready-sync'd
* Fixes for all kinds of voting: AR-2379 Matchmaking - Track voting process, AR-2381 Matchmaking - Lobby - Game starts when sufficient Ready votes received, AR-2419 Lobby/In-Game - Vote to Kick option, WMD-5 Online - Host lobby not showing everyones "thumbs up"
Cameras:
* Fix for pit camera sometimes incorrectly triggering
* Replay Cameras: Silverstone GP - Fully reworked camera set, pass 1.
Gameplay:
* Added physics sync before moving on after loading.
Multiplayer/Online:
* AR-1066 (WIP): Removing dependencies on the obsolete Java server. Updated JavaDS protocol to pass Java user id and Steam id. Bumped JavaDS and multiplayer protocol versions, the changes break mp game compatibility. Bumped ghost file format version, old ghosts are no longer compatible. Disabled -javalb command-line option, Java-based leaderboard are officially gone (JavaMP will still be supported for a while).
* FIX AR-2493. Verify session attributes for joining members: Added m_FilterByAttribute to arguments passed to JoinGame. When true, the structure's attributes are compared against the session's attributes and the join fails if there is a mismatch (Steam only so far). The game uses this feature to check game protocol version and fail join to sessions with different version, even when joined via an invitation.
* Crash fixes and gamesetup sync fix
Characters:
* Drivers: Obsolete files deletion
* Crowds: Optimized crowds for Silverstone GP
* Driver Art: Resized medium all rigs correctly
* Character props: Updated skin for airgun backpack
* Added debug visualisation for hit testing of meshes
* Modern helmet: Materials, textures and presets updated
* Partially working fix for aligning pitcrew to the floor
* Drivers: Uploaded new textures for new helmet UV layout
* Pitcrew Art: Added new variations and composer liveries
* Drivers: Color mask revorked to fit new UV layout, logos removed
* Driver Textures: Beard/ eyebrows resized and turned black difuse
* Classic Drivers: Updated exports with new meshes, classic helmets and enabled materials/meshes swaps
* Pitcrew: Chief mechanic, airjack mech, wheelman01;02, wheel attendant 01;02 : changed start pose, transitions, action timing
Animations:
* Driver anims: RUF CTR3 - alpha 2 anims
* Driver anims: RUF CTR3 SMSR - alpha 2 anims
* Anim assets: Fixed anim bindings for old national flags
* Pitstop Crew: Wheel mechanic : added missing triggers to animations
* Driver anims Alpha2: Oreca, Alpina, Marek, Ginetta GT3 GT40 and G40jr
AI/Pitstops:
* Wet weather modifier for AI
* Remove pitting teleportation
* Tweaks to driver start reactions
* Update of preview pitstop cameras
* Pitstop fixed events and adjusted cameras
* Pitcrew Male: Composer added eyes meshes to 01C
* Race reactions: Updated with skill based penalty
* Fix the issue of AI turning too early on race start
* Fix ai passing decision making in the few circomstances where passing is discouraged
* Race reactions: Tweaked timings for AI. Disabled reaction times for player. Randomised seed for physics
* AI brake to corner if above threshold of predicted ability speed to help bring speed down for corner control
* Pitstop animation scripts now do refuel only, tyre change only, both or neither depending on pit strategy settings
* Accelerated pit spots: Increased threshold for AI to find pit spot in accelerated mode. Set AI to hold in pit spot whilst crew work in accelerated mode. Fix pit not allowed if refuelling not allowed bug
* Refactor branching in waypoints. Drivers can now project over multiple branches when looking ahead, connections are handled better. New NavInfo structure to regroup way point information and removal of duplicate code referring to current waypoints.
Career:
* Career Invitationals: Le Mans Endurance event remapped to correct calendar dates, session starting time tweaks, and round format standardized.
* Individual series can specify a section of the CareerMotorsportTeam data to setup teams with, rather than using defaults applied to the motorsport
* Career Invitationals: All Kart class events remapped to correct calendar dates, session starting time tweaks, participants count updated, and round format standardized.
* Career Invitationals: All Road class events remapped to correct calendar dates, session starting time tweaks, participants count updated, and round format standardized.
* Career Invitationals: All Prototypes class events remapped to correct calendar dates, session starting time tweaks, participants count updated, and round format standardized.
Physics:
* Maths optimisations
* Formula Rookie: Safer bump stops
* RWD P20 LMP2: Fixed AI turbo issues
* GT3 cars: Default setup adjustments
* FG1000: Small changes to default setup
* Increased sampling of predicted weather
* Aston Martin Vantage GT3: Physics update
* Init fuel strategy for player when setup used
* FIX WMD-1207, Reset no longer recovers lost wheels
* Palmer JPLM: Default setup adjustments for gamepad
* RWD P30 LMP: Default setup adjustments for gamepad
* Caterham SP300R: Default setup adjustments for gamepad
* Player fuel levels automatic option, currently enabled
* GT3 tires: Added longitudinal tread compliance and bite.
Vehicles:
* BAC Mono: Added 1 manager livery
* Alpine A450 LMP2: Fixed team name
* BMW M3 GT4: Added 1 manager livery
* Oreca 03: Added 2 manager liveries
* Radical SR8: Added 1 manager livery
* BMW M1 Procar: Custom dirt DDS file
* Formula A: Added 2 manager liveries
* BMW M3 GT2: Added 3 manager liveries
* RUF RGT-8 GT3: Added 2 manager liveries
* Mercedes 190E Evo2: Custom dirt DDS file
* Renault Clio Cup: Added manager liveries
* Mercedes SLS GT3: Added 2 manager liveries
* Karts: LOD Polishing and CPIT mesh updates
* Pagani Zonda R + Zonda Cinque displays resaved
* GT3 cars: Headlight color and brightness adjustments
* Audi R8 LMS Ultra: LODA/C polish, custom dirt DDS file
* Caper Stockcar: Added 1 manager livery, custom dirt DDS file
* Marek RP339: Further LOD tweaks, LOD tweaks to reduce popping
* Ford Capri Group5: Added 2 manager liveries, Custom dirt DDS file
* BMW Z4 GT3: Added manager liveries, Added 2 more manager liveries
* Ginetta G55 GT3: Separated gearstick mesh, added gearstick animation
* RUF-RGT8: Windscreen reflections dds texture, updated to latest specs
* Audi R8 V10+: Windscreen reflections dds texture - updated to latest specs
* Aston Martin Rapide Hybrid: Added LODA-D and CPIT meshes, ULTRA detail setup
* McLaren MP4-12C GT3: Windscreen reflections dds texture, updated to latest specs
* McLaren P1: Windscreen dds texture - reduced reflections brightness and dirt level
* Ginetta G55 GT4: Further lod work. Added sequential shifter motion, added Ultra setting
* Marek RP219D: Matched headlight color to flare effect, CPIT animations fixes, including gearshift.
* Mercedes C-Coupe DTM 2013: Windscreen reflections dds texture - updated to latest specs, LOD tweaks to reduce popping
* Aston Martin Vantage GT3: Minor material updates. Cpit Banner Uv3 mapping updated. Added winning liveries names and material setup. center cockpit cam adjustment, brighter headlights with correct color. Tweaked collision meshes to get the ride height a bit lower. Minor Damage deformation update. Minor tweak on Headlights placement. Uploaded new export.
Tracks:
* Besos: Added txt for missing assets
* Hockenheimring: 2 updated textures, startline & edge
* Glencairn East: Fixed cut track issue where line touched grass. Fixes JIRA WMD 227
* Oulton Park: Edit corridors around the barrel objects to help with AI collisions there.
* Belgian Forest: Added missing barriers, fixed various issues, colission, reflection, added more pit interior
* Dubai Club: Resaved AIW to drop waypoints back onto track. At some point the track elevation was changed causing this. Fixes JIRA WMD 503
* Dubai Autodrome: Carried over all the polish fixes from the Int layout's last few revisions, fixed more issues - bad mapping on pit garages , redid white lines , fixed sunken overlays in pits , new skidmarks , faded racing line , removed spec from racing line
* Eifelwald: Updated rules file for 3 sub layouts , updated placement XMLs , updated TRDs to point to the new autograss and tree overrides. added new textures for polish pass, tree texture balancing, added new textures for polish pass, added new textures for polish pass, added new textures for polish pass, added new textures for polish pass, added new textures for polish pass, updated groundcover texture to use the new mesh layout, updated bush texture
* Silverstone: Edited corridors for better AI behaviour, added TRD string to alow control of puddle reflections per asset for optimisation work, LOD pop fixes, added (Dynamic) runoff adverts, pop-up fixes,fixed missing puddles, blocked old pit entry with tyres, night lights - adjusted ranges and optimized, fixed floating ones, reduced intersection amount, fixed cut track problem caused by previous corridor edits. Old pit lane area blocked off with specific instanced tyrewalls, tree reflection flagging (wet weather), Updated correct Track lengths and number of Lap info for the track loading screen (all variations), optimized scene, added correct Becketts curb and gravel, gravel edges color match, fixed colission, welded vertices, fixed gaps, added occluder into pitbuilding, optimized puddles reflection, added correct Maggots curb
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Speed sensitive camera option is missing from UI
- Don't use X64 and MT.

Build 802 (04/09/14, Team Member+) - 1.1 GB
Audio:
* Adding radio issue pit to car calls
* Adding career specific Pit to car calls
* Adding Championship specific pit to car calls
* Adding lates round of pit to car calls to FMOD
* Adding quali results specific pit to car calls
* Adding jump start penalty and DQ pit to car calls
* Adding mandatory pit stop and pit cancelled calls
* Adding more variations for race win pit to car calls
* Adding career and championship specific pit to car calls
Render:
* Cloud fog bug fixes
* Fix for shadow bug from distant buildings
* Masks out rain drops from helmet in open top cars. (Removes fish tank)
* Corrected wetness modification by vertex alpha mask (correcting change in CL 453064)
Effects:
* Screen drop material name fix
* New helmet material for rain drops.
* Increased screen drop blur 20 percent
* Material tweaks for helmet screendrops blurring tests
GUI:
* Exit button fixes
* Changing Save & Exit text to Exit
* Fixing up end of race screen buttons
* Updated Championship Standings screen
* Added 6 new motorsport signing videos
* CLOSE item added to Player Interact dialog
* Fixed up end of career/round GUI screen flow
* Updated Pit Strategy screen and other in-game menu tidy ups
* Fix AR-2481, Added settings for stretched headlight reflections and stretched lammpost reflections in the visual section of Options + created applinks and profile variables.
Characters:
* Wheel attendant 01: New start pose, added wait idles
* Pitcrew: Updated helmet materials and textuers paths
* Pitcrew: Updated path for pitcrew under the main folder
* Drivers textures: Updated headsock difuse to be able to colour mask it
* Classic Drivers: Updated new composition using latest helmets for classic
* Drivers helmet textures: Updated specularity on the helmet. FIxed reflective issue
* Pitcrew ART: Created first liveries for test. Updated headsock presets names and params
* Pitcrew - ART: Updated compositions, skin and more material tweaks. Updated SMSmodifiers with new preses to fit on racesuit
Career:
* Career Contracts: Structure clean-up, removing redundant data fields.
* Career Invitationals: All Historic class events remapped to correct calendar dates.
* Career Championships: Endurance - Branch update with reworked vehicle eligibility and series progression
* Career Championships: GT3 Motorsport branch update: Calendar remapping for better series flow and session start times.
* Career Championships: GT4 Motorsport branch update: Calendar remapping for better series flow and session start times.
* Career Championships: Kart 1 Motorsport branch update: Calendar remapping for better series flow and session start times.
Physics:
* Tweaks to vehicle logging
* Car to car clear contact status
* LMP Cars: Default setup adjustments
* Dampening disabled for car to wall for more realisitic behaviour
* Contact improvements: Yaw dampening adjusted on contact speed for car to car better contact and control
Vehicles:
* BMW Z4 GT3: Further LOD tweaks
* Sauber C9: Custom dirt DDS file
* Ford Mk.IV: Custom dirt DDS file
* Karts: Quick pass at AI tire model
* BMW M3 E30 Gr.A: Custom dirt DDS file
* Ford Sierra RS500: Custom dirt DDS file
* RUF CTR3 SMSR: Lodx added + Ralphs latest work
* RUF RGT-8 GT3: Fixed exhaust backfire, windscreen reflections added
* Aston Martin V12 Vantage GT3: Animation files with wipers initial checkin. Wiper mask texture file initial checkin.
Tracks:
* Besos: Slightly more change color
* Dubai Autodrome: Fixed more issues - bad mapping on pit garages , redid white lines , fixed sunken overlays in pits , new skidmarks , faded racing line , removed spec from racing line, updated white & yellow lines to be newer & cleaner, updated solid and dotted blends to match, darkened the embankment, viewer scene updates + tracklod fixes
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Speed sensitive camera option is missing from UI
- DON'T USE -X64 it's causing CTD's on Race Weekends (use -x64 -dx11st or others as an alternative)

Build 801 (03/09/14, Team Member+) - 811.9 MB
Next-Gen:
* Added XB1 specific default input events.
Audio:
* Merc AMG road car now louder with more bass.
Render:
* Modification for dark edges on clouds - switching to pre-multiplied alpha blending
Weather:
* Fog reworked at dry/desert clear
* Haze tweaks in dry desert med cloud and light cloud. Also fixed bug with other light clouds where high fog causes clouds to go black in areas.
GUI:
* Added new motorsport signing videos
* Missing and improved manufacturer logos added
* Updated Pit Strategy screen and correct text entry dialog navigation
* High-res manufacturer logos, re-exported Track Photos without mipmaps
* FIX - AR-2447, Both trackbar sliders were enabled and connected to Applinks
* FIX - AR-2441, Right weight shift slidebar enabled and connected to applink
* FIX - AR-2442: Wastegate pressure now shows in bars divided by 100000 and with two decimal places
* Fixed HUD display for races with a timed countdown (last part of AR-1967). Added new TimedRace session type and updated scripting logic so that timed races like Endurance work properly. END_GT_Starlight_Glen_6H fixed, others will need data updates
Gameplay:
* Only auto-enable wipers/headlights when no manual toggling done.
* Lightshint tweaks making ai headlights turn on/off earlier/later in the morning/evening for optimisation purposes. All conditions tweaked bar stormy, super storm, fog and heavy fog where they stay on slightly laterdgue to overall darkness of those conditions.
Characters:
* Crowds: Besos, Dubai - placement updates
* Pitcrew: Updated LODs and materials names, skins, fixed presets names + added preset variations - headsock_logos_off
AI/Pitstops:
* Rest of the time, lat change speed has been lowered to 80% of what it was
* New First straight behavior where drivers would rather keep their lat then join the best line until the first corner
* While racing normally, if the road is unobstructed the lat change is much slower for smother joining into the best line
Career:
* Fixed DidWinRace to handle Career & Normal racing
* Career Championships: Formula C Motorsport branch update: Calendar remapping for better series flow and session start times.
* Career Championships: Prototypes Motorsport branches update: Calendar remapping for better series flow and session start times.
* Career Championships: Formula Rookie Motorsport branch update: Calendar remapping for better series flow and session start times.
* Career Championships: Endurance Motorsport - Full branch update: Calendar remapping, Race sessions forced to time-based for HUD system.
Physics:
* Fix for missing default tire on Formula A
* Reduced drag coefficient for all vehicles in the air
* Tidier approach to referencing player/AI torque tables
Vehicles:
* Ginetta G55 GT4: Custom livery support
* Ford Mustang Trans-Am: Custom dirt DDS file
Tracks:
* Oschersleben: Incresed cut track sensitivity on left side of chicane. Fixes JIRA bug WMD-1034
* Lakeville Short: Fixed cut tracks not detected in last corner loop area allowing cutting across without penaly. Fixes Jira bug WMD-1076
* Monterey: Narrowed right side corridors to edge of pit lane in an attempt to prevent AI from merging to main track early. Didn't work. Jira bug sent to Chris F.
* Dubai Autodrome: Skyring angle adjusted, emissives fix , nasty bld fix, added all latest placements, change to include foliage as sub-scene, desertgrass - material tweaks - diffuse multiplier value lowered to reduce bleech effect and increase amb.mul. for brightening up the shadowed side, fix for popping lightshadows of mainstand and tweaked some light intensities
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Speed sensitive camera option is missing from UI
Immagine
Rossano Peschiera

 
Messaggi: 225
Iscritto il: 19 gennaio 2011, 7:50
Località: Brescia

Re: Project CARS by Slightly Mad Studios

Messaggioda Simone » 20 gennaio 2015, 11:02

Project CARS by Slightly Mad Studios | Start Your Engines Video Trailer



Project CARS Features

• A huge variety of motorsports and reflected car culture with relevant rules and formats
• The largest track roster of any recent racing game
• A freeform career mode that allows you to choose your own path with Historic Goals to earn, Accolades to win, Endorsements to sign, and Invitations to receive
• Competitive online with features such as ‘join in progress’ and invite-only sessions
• Fully-dynamic weather and time of day
• Race weekends including warmup sessions, practices, qualifying, and two-race format
• Pit stops and pit strategy creation for different scenarios and events (eg.. endurance)
• Deep tuning setup creation
• Asynchronous play via the Driver Network – Time Trial mode with downloadable ghosts and regularly-scheduled Community Events
• Save and share your proudest moments with photos and replays
• Player tailoring and accessibility features – dial the game to your own particular skill and comfort level
• Playable either at a cinematic 12K resolution or on a more intimate scale with Oculus Rift. Project Morpheus, or nVidia Shield
• Support for over 40 different wheels and peripherals
• Second screen support via apps created by the community through the Project CARS API
Avatar utente
Simone

99
Admin
Coordinatore F1 Swiss
Pilota GTC
 
Messaggi: 13884
Iscritto il: 20 agosto 2009, 16:28
Località: Perugia - Umbertide

Re: Project CARS by Slightly Mad Studios

Messaggioda Simone » 12 marzo 2015, 16:31

Project CARS by Slightly Mad Studios | Rinviato rilascio a Maggio 2015

“Despite our long heritage and pedigree in making critically-acclaimed racing games, Project CARS is by far the grandest and most intricately detailed of them all. Despite therefore the game being 99.9% complete, the remaining 0.1% attending to small issues and bugs has been tricky to anticipate. We’re absolutely dedicated to delivering a ground-breaking experience and by targeting mid-May fans can be assured that’s what they’ll receive”, Head of Studio Ian Bell explained.

“Again, we want to thank our fans for their support and patience on this matter. There’s a high expectancy from racing fans around the world that Project CARS is going to be an exciting new contender in the simulation racing space and we firmly believe gamers deserve it to be in its most complete and polished state when they come to play it on day one. And since the gaming community is our primary focus and has always been at the heart of the project during development, we would like to offer some free content to all players as compensation for this short delay and as acknowledgement of how grateful we are. This gift, that we’re sure is going to excite fans, will be available from day one and revealed shortly. Keep an eye on our website for more info, ” Bell continued.
Avatar utente
Simone

99
Admin
Coordinatore F1 Swiss
Pilota GTC
 
Messaggi: 13884
Iscritto il: 20 agosto 2009, 16:28
Località: Perugia - Umbertide

Re: Project CARS by Slightly Mad Studios

Messaggioda Cubaleo » 12 marzo 2015, 16:39

altro rinvio ?
e dopo questa notizia Mario respira ancora :asd:
Nel mondo ci sono tre tipi di persone: quelli che fanno succedere le cose, quelli che guardano le cose accadere e quelli che si chiedono che cosa è successo.
Avatar utente
Cubaleo

73
Admin
Coordinatore F1 Swiss
Pilota GTC
Pubbliche Relazioni
 
Messaggi: 12010
Iscritto il: 12 giugno 2008, 15:16
Località: Casteldaccia (Palermo)

PrecedenteProssimo

Torna a Novità

 


  • Argomenti correlati
    Risposte
    Visite
    Ultimo messaggio

Chi c’è in linea

Visitano il forum: Nessuno e 1 ospite