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C.A.R.S. - Build 461 veröffentlicht + Offizielles Junior Member Build + Riesige Ladung mit 144 neuen Screenshots der Community

04.05.2013 um 11:15 Uhr
NewsEin neuer Monat bedeutet auch ein neues Build für alle Junior Member des WMD Rennspiels Project CARS. So verhielt es sich auch am gestrigen Freitag mit der Veröffentlichung von Build 461.
Dazu gibt es mehr als 140 neue Screenshots die Rennen, Natur, Autos und Unfälle in den Mittelpunkt stellen.
Am Mittwoch begann ein neuer Monat und das bedeutet für Mitglieder des World of Mass Development Rennspiels Project CARS die den Status Junior Member inne haben, dass es am Freitag ein neues Build gab, das alle Änderungen des Monats April beinhaltet.

So war es auch. Slightly Mad Studios hat Build 461 für CARS veröffentlicht, dass allen Mitgliedern zum Download angeboten wird und wieder unzählige Neuerungen und Verbesserungen mitbringt. Unter anderem sind jetzt erstmals als echte Mercedes-Benz Fahrzeuge enthalten. Zuvor war beispielsweise noch nicht der markante Stern vorhanden, was jetzt der Vergangenheit angehört.

Wer kein WMD Mitglied ist, darf sich hingegen an mehr als 140 neuen Screenshots aus der Community erfreuen. Diese zeigen erneut Landschaft, Rennen, Unfälle und die atemberaubende Grafik des Rennspiels von Slightly Mad.

Community Galerie #54 Community Galerie #54 Community Galerie #54 Community Galerie #54 Community Galerie #54 Community Galerie #54

Alle Bilder der Community Galerie 54 findet ihr in unserer aktuellen Project CARS Screenshot Übersicht.

Project CARS Changelog Build 457 - 461

Build 461 (3/5/13, Junior Member+)
  • Physics:
    * Ignition and engine start updates
    * Fix for testing whether to Auto Start Engine before reading the Driver Aid settings
    * Changed Auto Start to be 1 for Elite handling modes, should be 1 for all modes now
    * Tweaked thresholds for IsEngineRunning metric
  • Base:
    * Padded BDbgString when not used to keep consistent size for use by loaded classes such BHashString on all platforms/configs, including 64 bit
    * Added static asserts to check expected sizes of BHashStrings and other basics types
    * Various updates to change crt string calls to Base abstracts including new BStrtok
    * Physics: Added overloads to pass in dest length for use with BStrtok abstracts
    * NetServices: Fixed a compile warning
    * Fix HRDF 64-bit type sizes and relocations
    * Added BStrtok abstracts
  • GUI:
    * Added function register for heat haze toggle
  • Bug Fixes:
    * Fix for not fetching valid RaceModeInfo for multiplayer
    * Fixed incorrect script logic causing number of laps to always be 1
  • Render:
    * Planar Reflections resolution is now linked to the envmap settings
    * Added optional scaling of envmap based on specular texture alpha (as used on basic.fx) to basic_windows.fx
  • Audio:
    * Added gear wobble engine modulation
  • Replays:
    * ReplaySaveLoad: Resurrected some old debug code to aid in finding invalid track/vehicle IDs
    * Replay: Added error then continue on an attempt to stop recording to an uninitialised sample buffer
    * cPhysicsReplay: Clear activated flag on Cleanup()
  • Race Rules:
    * Enable RacingFlags to be displayed
    * Add display to 2d map
    * Add RacingFlagSettings.hrdf which contains parameters to alter flag behaviour
    * Add warning message to TextDB.btdb
    * Define RACEAPPCORE_RACING_FLAGS_ENABLED for Aries
    * Hookup gui code to display flag warnings
    * Enable conditional compilation of RacingFlags
    * Only display HUD warning when player is inside a flag section
    * Only run flag detection on host in multiplayer games
  • Shaders:
    * WIP Fog/Scattering Shader
    * Fixed PS3 shader compiler error in vehicles_basic_translucent.fx
  • Tracks:
    * Bathurst: Added leaves particle fx in some areas
  • Vehicles:
    * Mercedes SLS AMG: Applied WIP suspension geometry from the GT3 version until we get full reference
    * Ford Mustang Boss 302R: More performance balancing and applying data from Ford Racing
    * BMW M3 GT4: Reduced aero drag
    * Mercedes SLS GT3: Applied real numbers to gearbox
    * Mitsubishi Lancer Evo X: Normals/textures updated

Build 460 (2/5/13, Senior Manager)
  • Scribe:
    * Set Scribe IncludeRoot parameter to "$(MWL_ROOT)Common"
    * Ensure IncludeRoot argument gets passed through to the script compiler
    * Add "$(MWL_ROOT)Common" to C++ include path for all configs/platforms
  • Base:
    * Fixed compilation on multiple platforms in order to check cross platform code
    * Added constructor to create a value-only hash string
  • Animation:
    * Animation sequence player update returns status based on any active players. Fix x64 compiler warning
  • Common:
    * Set Warning as Error on missing configs
    * Fixed various compile issues
    * Set Warnings as Error on remaining lib configs that are missing it
    * Fixed up a number of warnings that had crept in
    * Fixed up some crt string calls to use Base abstracts
  • Replays:
    * GameSetup: Make SetupRaceDetails() replay-aware
    * AppReplay: Add race mode ID and PreRaceSessionsAllowed flag to snapshot data
    * AppReplay: Increase snapshot data version number
    * AppReplay: Implement conversion of previous revision of snapshot data
  • Render:
    * Modified handling of mirror exclusions to use local player flag rather than per-participant flag - should fix the bug with opponents disappearing in the mirror when there are more than 20 or so
  • GUI:
    * View Replay menu now placed within My Race Locker
  • Vehicles:
    * Mercedes SLS AMG: Changed runtime file naming, vehicle names and updated vehicle list
    * Mercedes SLS AMG: Added badges back in

*KNOWN ISSUE*
* Newly recorded replays will not load after being saved. (Should be fixed in the next build).


Build 459 (1/5/13, Senior Manager)
  • Bug Fixes:
    * Fix for multiplayer games launching with single-player settings
  • Base:
    * Fix for Live Edit components not calling their callback functors when data changed.
    * Changed code in GrowBuffer so that we pass in the capacity we wish to handle
    * Converted all game-mode specific code to script. Removed GameMode enum type and added game-wide support for GameMode hashes
    * Updates to LiveEdit command creation and TCPBuffer management. Components are now held in a small pool and each has a Creation Method instead of using new, ctor's are protected to avoid by passing the pool. The sending of data is nw thread safe, and can optionally be setup to be non-blocking and send on a separate worker thread
  • GUI:
    * Fix to make selection one-time-only
    * Fixed compile error
    * Added 'SetSelected' to GUIListItemData
  • Render:
    * Stopped light detection from rejecting asymmetric light setups for reversing lights. Also added more internal debug reporting for use when analysing light detection errors
    * Remove dead code/references to D3DDISPLAYMODE
  • API:
    * Further fix to LiveEdit API changes
  • Environment:
    * Fix for SSE2 implementation of the blend colour cubes being backwards
  • Audio:
    * Support added for external gear sounds
  • Vehicles:
    * Mercedes SLS: Added Mercedes-Benz badges back in
    * Mercedes SLS GT3: WIP model added for physics testing

Build 458 (30/4/13, Manager+)
  • GUI:
    * Added functionality to advance the calendar to the next date that contains events (and debug test code for it), and get a list of events on a given date that the player will be eligible for
    * Fixes audio screen being misdirected to the new view replays screen
  • Bug Fixes:
    * Fixed some runtime warnings for missing files
  • Render:
    * Fix for black dots in bonnet cam reflections on metallic cars (NaNs in frame-buffer)
  • Vehicles:
    * Mercedes SLS: Added missing cockpit display texture
    * Ford Mustang Boss 302R: added approx 30kg of fluid weight

Build 457 (29/4/13, Team Member+)
  • GUI:
    * Add default tyre as a valid option when toggling through them
    * Added weather icons to loading/ingame screens
    * Adding new 'view replays' screen - requries an art pass, but is fully functional
    * Added 'save replay' to post race screen
    * Setup screen fixed - mouse can now be used once again on sliders
    * GUI element added for flag notifications
    * Adjusted sizes to match for new bumper and trigger buttons on pc
  • Render:
    * Fixed error in new reflection mapping shader setup which resulted in compile error on one particular combination of options
    * Moved track surface reflection code to shared header, and created new road dbv shader for proper normal mapping use
    * New mountain shader - for use on mountain skyrings where needed
  • Vehicles:
    * Ford Capri Group5: Some livery corrections/changes
  • Tracks:
    * Solitude Rennstrecke: New export
Mehr Rennspiel News gibt es im News-Archiv. Dort findest Du alle Neuigkeiten zu Rennspielen.
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Ein Pflichtkauf.

Aber was ist mit der Schneestrecke, die hier mal vor einem Jahr gezeigt wurde?
Hat die noch keinen Weg ins Spiel gefunden?

Und wie siehts mit mehr Automarken aus, Lamborghini z.B.? Oder auch ein paat ältere Klassiker wie der Porsche 356, ich würde mir sehr wünschen, dass das Spiel noch mit mehr Strecken und Autos aufgefüllt wird.
Beitrag zitieren
 
 
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