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C.A.R.S. - 32 Screenshots in der 20. Wochenbildergalerie veröffentlicht + Build 221 veröffentlicht

26.05.2012 um 17:45 Uhr
NewsMittlerweile ist es nun fünf Monate her seit die World of Mass Development - Community jede Woche eine Menge neue Screenshots zu ihrem aktuellen Projekt C.A.R.S. veröffentlicht. Diese Woche präsentieren wir euch 32 neue Screenshots, welche wie immer mit hoher Qualität überzeugen.
Außerdem wurde das Build 221 veröffentlicht, welches wir euch mit den Changelogs der letzten vier Builds kurz vorstellen.
Jede Woche veröffentlicht die WMD - Community zu ihrem aktuellen Projekt C.A.R.S. einen großen Haufen Screenshots. Dies macht sie bereits seit genau fünf Monaten, denn heute präsentieren wir euch 32 Screenshots der 20. Wochenbildergalerie.

Diesmal zeigen die 32 Screenshots viele Strecken und Fahrzeuge aus verschiedenen Perspektiven und Lichtverhältnissen. Auf einem Screenshot kann man unter anderem auch Dreck auf einem Fahrzeug sehr detailliert erkennen.

Einige Highlights der 20. Wochengalerie haben wir euch hier eingebunden. Alle weiteren findet ihr in unserer Screenshotgalerie. Den Link dazu findet ihr unter den folgenden neun Screenshots.

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Zur Screenshotgalerie von C.A.R.S.

Gleichzeitig mit der Veröffentlichung der vielen neuen Screenshots wurde außerdem nun das Build 221 veröffentlicht.

Dieses bringt wieder viele Updates mit sich, welche wir nachfolgend in unserem Changelog für die Builds 217 - 221 zusammengestellt haben.

Changelog Build 217 - 221

Build 221 (25/5/12, Team Member+
  • Increased number of LODs allowed from 3 to 4
  • Updated processing of terrain triangle edge collision constraints, which don’t satisfy the removal condition. Such constraints have primary axis adjusted to be equal with triangle (i.e. terrain surface) normal
  • Game manager WIP:
    - Added GameManager class, responsible for creating/joining/leaving game sessions and maintaining their state + member information
    - Added GameAttributes class, keeping game session attribute state (also used when creating or searching for sessions)
    - Implemented low-level join, create and leave requests and response handling.
  • Ghost system:
    - When a stat is uploaded and a ghost is not requested from the server, the ghost system will be informed about it, so that it can remove the data from memory (which it was keeping for the case it’d be needed for upload)
    - Made Ghost manager’s physics callback a member function.
    - Recorder now remembers whether or not the recorded lap is the participant’s best track or event time, so that it can later decide what to do with it
  • Ghost system:
    - Runtime ghost format is now copyable
    - Recording buffer no longer inherits from runtime recording format, instead it encapsulates it. This makes it possible to transfer ownersip of the recorded data
    - Added functionality to save a recorded ghost to the local cache, replacing any previous (slower) version of the user’s ghost on the same track
    - Added management of in-memory ghost data, including locks that keep it in memory while other tasks need it.
  • Ghost system:
    - Added a define that I use in development to enable unfinished features (that may not function properly yet). The define is temporary and will be removed once the ghost system is in a more complete state
  • Removed experimental heating and pressure
  • Labels added to FOV and Min/Max Speeds sliders on Camera page
  • Added new Harrison HUD map
  • Added new Memphis HUD map
  • Tweaked pitlane on the HUD map for Harrison Pike
  • New Sakitto AIW’s for the new geometry changes. Updated grid sizes to 46 for the GP and East layouts, and 30 for West layout
  • BAC MONO: livery19
  • Added Delaware ‘temp’ icon for testing
  • Updated Memphis HUD map
  • Added placeholder track map for Delaware
  • Harrison Pike Raceway – add new textures for safer zone
  • New logo added for Delaware
  • Removed clutch position from CDV for specific cars, that are operated by 2 pedals during race
  • Added plms’ overcast, moved mine to heavy cloud. added cockpit exposure values back in from old wtc although they only work on helmet now
  • Ariel Atoms: engine braking adjustment to control lift-off oversteer
  • Added Loire National HUD map
  • Console specific settings for lens flare intensity
  • Stockcar90: Added red wheel variation
  • New Harrison Peak export

    Build 220 (24/5/12, Senior Manager)
  • Implemented game session browser:
    - Create GameBrowser class which maintains and refreshes list of running game sessions
    - Added game browser query functions to Online Interface
    - Fixed the order in which in which online components are terminated. This fixes issue where the game could get stuck in infinite loop on exit
    - Fixed bug where the CSProtocol class would not handle messages incoming after the initial HELO response correctly.
    - Regenerated header+source with DS server definitions.
  • Added support functions for game browser testing
  • Fixed console compilation issue
  • The DSProtocol class will now remember state changes internally and notify all interested components from the main update tick
  • Hooked up the remaining speed sensitive FOV sliders in the camera options, so the min/max FOV (75%-115%) and min/max speeds (0-100 mph and 100-300mph) can now be tweaked (if Speed Sensitive is On). Added a workaround for the appfunc checks to avoid block nesting issues
  • Online: Added ghost present flags and ghost magic data to leaderboard query responses
  • Fix path for saving statistics file after generation
  • Rouen: New faster raceline, more accurate raceline. AI behaviour fixed in hairpin
  • Rouen and Rouen Short: Added support for 42 cars in the AIW and TRD file
  • BAC MONO: New liveries
  • Added track HUD map for Loire
  • Added track HUD map for Henrico
  • Added track HUD map for Heusden
  • Tracks, Sakitto. Tweaked textures/PSD files
  • Added new Anhalt HUD map
  • Aries:console specific textures for lens flare star and rainbows, compressed to dxt1 to save mem
  • Racer L4 & V8: fixed exploding damage, offset tires and mismatched mirror mapping in cockpit model
  • Stockcar 90: CPIT meshes WIP002
  • Added Anhalt GP HUD map
  • Re-arranged T1/T2 icons in HUD map.
  • Updated Anhalt HUD map colours
  • Added Anhalt, Heusden, Henrico, Euro24 co-ord's for HUD maps
  • New Racer exports
  • New Delaware export

Build 219 (23/5/12, Senior Manager)
  • Online: CSAPI:
    - Requests have a pointer to the owning API object. The request is used in callbacks, instead of the API object
    - Request setup API has been changed to take the request object as parameter instead of the request Id. This saves a lot of lookups and locks
    - Each certificate is only checked once
    - Certificate check results do not share a global result variable, which didn't work with parallel requests
    - Certificate errors are now included as part of the existing request result
  • Implemented the initial "hello" message exchange after connecting to the Dedicated Server, which authenticates the connecting client and ensures that the game won't get disconnected by the DS in 5 seconds
  • Online: CSAPI:
    - Added missing call to CURL cleanup
    - Multiple requests share DNS cache
  • Online: Events
    - Events are processed even outside the main menu, and even if the some GUI objects do not exist.
    - Fixed a problem formatting event properties, resulting in (null) strings in the first prize.
    - Fixed several problems with objects being passed as values through ...
    - Removed creation of temporary copies where they weren't necessary.
  • BAC MONO: new liveries checked in
  • Henrico oval - New complete AIW with raceline, pitlane, pit spots (37) and corridor editing
  • TweakIt : fixed issues with user property views causing them to refert to the main selected property value
  • Completly new AIW for Besos GP. This is due to the new geometry in the areas around the hairpin and chicanes
  • Harrison Pike Raceway - add new textures for floodlights and emmisive
  • Crowds textures, resized crowd textures and fixed some resolution issues. Updated textures in Arts folders
  • BAC Mono: adjusted some suspension tuning ranges based on WMD feedback. Defaults unchanged
  • Added Delaware track
  • Sakitto track textures- Texture resaved
  • Badenring Historic: Fixed cut track issue in second chicane. Fixed garage start position behind door post
  • Wisconsin Raceway: Fixed start positions 60-64 not lined up correctly
  • Added 48 start positions, basic waypoints and first garage and pit positions at Delaware
  • New Delaware export

Build 218 (22/5/12, Manager+)
  • Added Wisconsin Raceway HUD map
  • New HUD maps for Wisconsin raceway
  • Added Jin Ding and Wisconsin co-ord's
  • New HUD maps for Jin Ding
  • Track lod file-Added new track lod file for Sakitto East layout, first revision
  • Track lod file-Added new track lod file for Sakitto GP layout, first revision
  • Track lod file-Added new track lod file for Sakitto West layout, first revision
  • Track Textures-Added new textures for Sakitto kerbs, wip, first revision
  • Harrison Pike Raceway - add new textures for Winners Podium
  • Materials library. Updated PAINT_CPIT material to use a specular map. Some minor tweaks to carbon materials
  • Paint_CPIT specular map. Texture update for new material
  • BAC Mono: suspension animations, Ultra detail setup, brake heating tweaked to reflect disc size/material vs. vehicle weight, engine braking adjustment
  • Collision updates for dynamic prop objects (new pit lane cone) - physics system .xml files
  • New dynamic objects - logo triangles,traffic cones, pit lane cones
  • New dynamic object scene for Harrison Pike Raceway (.xml)
  • Textures for Harrison Pike initial versions
  • Added new Anhalt HUD map
  • Added hud tacho files to IGPhaseHUD to fix crash issue
  • New BAC Mono export
  • New Sakitto exports

Build 217 (21/5/12, Team Member+)
  • PS3/360 compilation fix
  • Fixed problem with submitting stats for events
  • Updating the fastest lap time in the profile will return a combination of flags specifying whether or not a track and/or event record for the player has been achieved
  • Updated Monterey HUD map
  • Added upto date Milan HUD maps
  • Updated the Moravia Maps
  • Added Moravia and Monterey co-ord's
  • New Jin Ding HUD map
  • Fix for server disconnect/timeout
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 (0)    (1)
Die Grafik ist eine Sensation!
Da können Blockbuster-hypes wie Battlefield 3 oder Crysis 2 gleich mal wieder einpacken.
Beitrag zitieren
Bearbeitet durch Ferruccio Lamborghini (27.05.2012 um 15:26 Uhr)
 (0)    (0)
...und vorallem eine realistische Grafik und nicht mit Effekten vollgestopft
Beitrag zitieren

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