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C.A.R.S. - Aktuelles Build 451 für das Rennspiel und alle Mitglieder mit mindestens Team Member Status oder höher

19.04.2013 um 15:00 Uhr
NewsEs ist mal wieder Freitag und das bedeutet für alle Project C.A.R.S. Mitglieder die mindestens Team Member Level haben, es gibt ein neues Build zum Download.
In den letzten Tagen gab es wieder neue Builds für Project C.A.R.S. Manager und Senior Manager, die mit dem heutigen Build 451 auch für Team Member verfügbar gemacht werden. Ein Start des pCars Launchers wird die letzten Dateien automatisch herunterladen und damit das Rennspiel von Slightly Mad Studios auf den aktuellsten Stand bringen.

Community Galerie #53 Die Updates betreffen wieder zahlreiche Gebiete des Spiels. Sowohl bei der Physik als auch den Strecken, der Grafik und der Benutzerführung wurden Verbesserungen implementiert. Eine vollständige Auflistung aller Änderungen an Project CARS gibt es im Anschluss.

Erst gestern haben wir über einhundert Bilder zu unserer Project CARS Screenshot Galerie hinzugefügt, die mehr von dem aktuellen Stand des World of Mass Development Rennspiels zeigen.

Project CARS Changelog Build 448 - 451

Build 451 (19/4/13, Team Member+)
  • Render:
    * Code to match up the dynamic and static emap lod scalers. Fixes issue with lighting in FE
  • GUI:
    * GraphicsConfig support for MaximumFrameLatency (save/load and GUI runtime hookup)
  • Environment:
    * Triangles changed to pentagons on old flare secondary elements. needed for when we have selectable flares
  • Animations:
    * Smartphone idle + action. New anims
  • Tracks:
    * Bathurst: Added concrete stripe on left of pit exit ,added missing armco ends, adjusted road and kerbs as mentioned by Gustavo to increase the specular effect on roads and decrease it on kerbs
  • Vehicles:
    * BMW M3 E30: Improvements to lights and light surrounds
    * BMW M3 E30: Added projected light onto headlight surrounds
    * BMW M1: Tweaked lights textures
    * BMW M1: Removed damage from pop-up lights in CPIT and re-enabled light control functionality in LIGHTS material
    * BMW M1: Added LODs, AO, damage and fixed bugs
    * BMW M1: Added offsets to the pop-up lights to compensate for chassis damage
    * BMW M1: Tweaked light textures slightly
    * BMW M1: Added gear shift animation for leather boot
    * Pagani Zonda R: Added approx. 35kg of fluid mass to the 1070kg dry weight
    * Ford GT40 MKIV: Wheels dds texture - initial check in

Build 450 (18/4/13, Senior Manager)
  • Render:
    * DX11 R16G16 and R32G32 float support (fixed/added). Made R32G32 EDPF/ESPF names consistent (required for Exponential Variance Shadow Mapping support)
    * Code to tell the FE to use higher res spot light shadows
    * Xbox360 variation for generating light frustums
    * Lights now create their own frustum showing their world space coverage
    * Shadows viewports are now setup based on the number of shadows allowed. On PC there is new variable to specifiy higer res shadows. (this is currently disabled)
    * New code for getting lights to render, code now uses frustum to frustum testing for better results. Shadow gather code now orders the shadows based on which is most prominant on screen. This is so we pick the best eight lights to use and also so we can use high res shadows if needed
  • * Added code to DebugRenderInterface that shows the frustums for visible lights and colours frustums for lights that are allowed cast shadows. (Accessable via TweakIT)
  • Shadows:
    * Fix for shadow transition
  • Crowd Animation:
    * Men binoculars idle + action
  • Vehicles:
    * Fixed upside down normal maps on tire treads
    * Pagani Zonda R: Motion ratios from CAD and other tweaks to work with that change. -A compound tire option added for it and the Gumpert
  • Tracks:
    * Anhalt: Static emap positions checked
    * Lakeville Raceway: Emmisive tweaks to racing school building

Build 449 (17/4/13, Senior Manager)
  • GUI:
    * Fixes to allow toggle buttons to be set via applinks
  • Render:
    * Added optional scaling of envmap based on specular texture alpha - this allows a greater range of real world materials to be emulated using a single game material
  • Camera Views:
    * Edited new position for centre camera per car. Helmet is now visible in center camera (using high-res driver mesh). Toned down head rotation movement and fixed bone names in driver.cdp
  • Animations:
    * Driver animations Formula Rookie: Alpha 2
    * Racers: modified animation according to review changes
  • Physics:
    * Lotus 98T: Changed to a 5-speed transmission for testing
    * Lotus 49: Removed camber exploit. tweaked carcass with slightly softer springrate. Adjusted Long Shape stiffness and inclination stiffness to get the mix feeling right. Some slight setup changes
    * BMW Z4 GT3: Slightly revised aero. New gearbox. Fixed tire diameters. Adjusted motion ratios to match CAD
  • Tracks:
    * Lakeville Raceway: Merged new assets, increased contrast and reduced brightness, new textures for gas station, added Lamp Posts with flares to the scene

Build 448 (16/4/13, Manager+)
  • Common:
    * Code so that we move the dynamic emap to the closest car in view when in the FE
    * Initialise Animated Ads BArray and set it to use game pool. Add critical usage when registering physics Ads as that and update occurs on separate threads
  • Environment:
    * Moving lensflares data to weather packs so they are loaded in when required. This is required as there is going to be alot more lensflare data coming
  • Shaders:
    * USE_COLOURISATION implemented in ground shaders
  • Physics:
    * Ford GT40: Removed camber exploit. Adjusted tire and chassis to suit. Created a new compound to work more convincingly with this car
    * GUMPERT apollo S: Added 160kg, revised inertia and aero again
  • Tracks:
    * Lakeville Raceway: Modified lights so junction boxes are lower
    * Lakeville Raceway: New textures rev1, changed window lights to blue, improved tiling and resized to 512x512, added spotlight emmisive to texture
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