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C.A.R.S. Build 505 veröffentlicht + Screenshots aus der Community

28.06.2013 um 15:00 Uhr
NewsAuch am heutigen Freitag gehen Mitglieder des World of Mass Development Rennspiels Project C.A.R.S. nicht leer aus - jedenfalls alle mit mindestens Team Member Status.
Wie gewohnt hat Slightly Mad Studios mit Build 505 eine neue Version für Team Member und höher veröffentlicht.
Dazu gibt es einen Schwung neuer Bilder aus der Community.
Slightly Mad Studios hat ein neues Build für C.A.R.S. veröffentlicht, das allen World of Mass Development Mitgliedern mit mindestens Team Member Status automatisch zum Download angeboten wird. Wenn der das nächste Mal Project CARS gestartet wird, lädt der Auto-Updater Build 505 selbstständig herunter.

Sämtliche Änderungen die im Verlauf der Woche durch den Entwickler durchgeführt wurden, sind unter den ersten sechs Bildern der Community Galerie 59 aufgelistet. Alle weiteren neuen Bilder gibt es in unserer Project C.A.R.S. Screenshot Galerie.

Community Galerie 59 Community Galerie 59 Community Galerie 59 Community Galerie 59 Community Galerie 59 Community Galerie 59


Project C.A.R.S. Changelog Build 500 - 505

Build 505 (28/6/13, Team Member+)
  • Common:
    * Returned sync dump levels to normal
    * Added function to get vehicle from styling entity
    * Increased f32 key frame pool size to accomodate extra conditions being added
  • GUI:
    * Fix GUITextEntry deleting last letter
    * Fix for dropping gui objects onto a gui dialog multiple times
    * Fix SetDialogQuadInstance getting mismatched in the GUI memory context changes
  • Environment:
    * Fog tweaks to rainy 02, stormy02 and super storm 02
    * Clouds updates to several conditions, work is still WIP. Changes added to the 02 versions so that they can be compared to the 01s for feedback on optimisations made. I will copy over to the 01 slot and remove 02s if feedback is positive
    * Updated conditions - med cloud 02, heavy cloud 02 (new), rainy 02, stormy 02 (new), thunderstorm 02 (new)
    * Added some underlighting using the rim lighting tech to make clouds less flat when looking into the sun. Used mostly at sunset
    * Added some scale variation throughout the clouds so they are less repetative and popcorny
    * Reduced the overall number of quad billboards used in each cloud so that they look less repeated and for optimisation purposes
    * Changed the mapping so that the quads within each cloud are less repetative
    * Tweaks to several other settings such as fog for balancing
  • Audio:
    * New BMW Z4 GT1 incar and external engine sets. Added gear wobbles and all the latest sound events such as int/ext gearshifts, backfires/splutters and a new distant echo and occlusion curves and distant roll-offs
  • Tracks:
    * Azure Coast: Fixed placement of 3D trees
    * Derby National/GP: Lengthened kerbswhere needed -dirt areas next to kerbs added -fixedkerb types in last corner of national -csm updated to latest kerbs changes
    * Besos National/GP: Added garage interiors, reworked pitwall, temp textures to tyrewalls, CSM fixes around tyrewalls
    * Bathurst: Static scene update. Switch of 3D eucalyptus trees to the ones which use one material for all variaitons and it's LODs
    * Milan: Addition track foliage added
  • Vehicles:
    * Zakspeed Capri GR5, Lotus 78: New flash tire with heating enabled for testing
    * Formula Gulf: LODX mesh 95% finished, fixed new collision shapes for detachable parts, quick new collision shapes to fix the missing rear wing

Build 504 (27/6/13, Senior Manager)
  • GUI:
    * Career Calendar, career event popup, initial implementation
  • Pit Stop Logic:
    * Apply auto pit state to AI logic
    * Debug render AI states in 2d
    * Simple release of AI vehicles from pit spots during qualifying
    * Updated Vehicle * Out functions to use HoldInPit
    * Apply HoldInPit logic correctly
    * Fixed generation of pit spot position
    * Added PitOutTriggered logic for when car drives straight through pit
    * Unfreeze AI when reacting to start - fixes bug when start reaction slider is low
    * Update AI state inputs when in pit/garage spot
  • FPS Debug:
    * Changed debug FPS print code to use ArrayLength instead of sizeof to limit the string printing to the correct size - this needed changing because of the recent switch to unichar text
  • WiiU:
    * WiiU CShader RenderMeshPrimitive (and variants) GX2 drawcalls implemented
    * WiiU warning fixes
    * WiiU fix for crash when initiating a Spark GPU capture
    * WiiU enable Rendering and also add gx2spark libs
    * GX2Init(), Main command buffer creation
    * Back buffer/Depth Buffer Creation
    * Texture/Target MEM1 allocation support
    * Frame begin syncronization/frame end presentation
    * Vertex/index buffer setting
    * Fetch shader (input assembly) creation and setting implemented
    * Support for Spark (GPU debugger) capture in non gold builds
    * Various bug-fixes - renderer now successfully clear colour cycles in BaseTest with the cross-platform API calls
  • Driver Liveries:
    * Opponents custom liveries removal + fixed IDs for player (ID=99)
    * Driver custom liveries for player/opponent
    * Custom liveries setup, separated player and opponents
  • Tracks:
    * Azure Circuit: Track Dressing Additions, yachts added, new casino/mirabeau gardens created, temp fixed right part of the casino, mirabeau side, and the caffe de paris
    * Bathurst: Re add the 3D trees, fixed AIW around the new chicane geometry (was underground slightly)
  • Vehicles:
    * Mercedes SLS: New UV mapping for glass/paint (LODX/LODA finished)
    * BMW M1 Procar: New suspension geometry, brake heating/cooling/wear, removed doors from collisions, milder engine braking curve, new gearbox

Build 503 (26/6/13, Senior Manager)
  • Common:
    * Rendertask profiling frame view
  • WiiU:
    * Enabled Unity compilation in WiiU configs
    * Added guards to PS3 specific files included in the unity files
    * Fix for GUI WiiU build errors (logging changes)
    * WiiU Renderer compilation fixes for removal of Remember/ForgetDefault pool resources
  • Render:
    * SRenderModeInfo constructor added - fixes occassional crash in CRenderer::ResolveRenderList. In Renderer CPPs - avoiding call of fakeDeferList::m_prepareSortItems (this caused the crash when rain material has not specified deferred id in technique) - it should not occure with the SRenderModeInfo fix, but just to be sure
  • Animation:
    * Driver animations for Bmw m3 gt4: fixed hand clipping through "helmet view"
  • Tracks:
    * Loire: Edited cut tracks as tight as could be done. Still difficult to trigger in the chicanes though

Build 502 (25/6/13, Manager+)
  • WiiU:
    * Enabled Unity compilation in WiiU configs to significantly speed up compile time of RaceAppCore
    * Fix for GUI WiiU build errors (logging changes)
    * WiiU Renderer compilation fixes for removal of Remember/ForgetDefault pool resources
    * Added accessor to get BUniString from BTime
    * Fixed WiiU link error due to missing _RetrieveInputIdentifier function
    * Added declaration of partial specialisation of managed object static member to fix WiiU prelink & link errors. Disallow default ctor of _cManagedObject to make sure it isn't invoked accidentally
    * WiiU CTexture class implemented (GTX texture loading, texture locking, Color/DepthBuffer GX2 structures etc)
  • Render:
    * SRenderModeInfo constructor added - fixes occassional crash in CRenderer::ResolveRenderList. In Renderer CPPs - avoiding call of fakeDeferList::m_prepareSortItems (this caused the crash when rain material has not specified deferred id in technique) - it should not occure with the SRenderModeInfo fix, but just to be sure
  • GUI:
    * Add memory context
  • Common:
    * Fixed link error caused by missing TimeLineFrame template static member definition
  • Vehicles:
    * All Caterhams and All Ariel Atoms: Decresed tyre wear to prevent easy tire flat-spotting
    * Ford GT40: New tire with more sliding grip, and better blending from stick to slide. Engine torque below 5000 rpms increased for more throttle steer. Overall chassi setup changes for a quicker chassis. Moslty increasing damper effectivness
    * Ford Focus RS: Added LODX mesh work and updated parts of LODA/B
    * Ford Focus RS: Initial Ultra detail control file
    * Gumpert Apollo: Fix for offset LODC/D in game

Build 501 (24/6/13, Senior Manager)
  • GUI:
    * Career Calendar, initial implementation using debug date.
    * Career Event Info screen added, ready to be hooked up to code
  • Tracks:
    * Bathurst: Removed 3D trees, replaced with X-form instances
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