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    Categories: PC

Heti Project CARS frissítések

A Project CARS-ról mostanában kicsit ritkábban sikerült hírt adnom nektek. Ez persze nem jelenti azt, hogy a játék fejlesztése megállt volna, sőt a srácok ha lehet még magasabb fokozatba kapcsoltak.
A héten sem maradtak el az újdonságok és frissítések, amiket igyekeztem most nektek csokorba gyűjteni. Az angol nyelvű change log fájlt érdemes átbogarásznotok, míg a frissítéshez a Steam rendszerét használnotok.

Build 726 (16/05/14, Team Member+) – 1.4 GB
Bugfixes:
* Switch vehicle render code to using participant ID indices and cap exclusion masks to valid range.
* Upped the number of timers, as they’re running short when running with > 25 participants.
Render:
* Removing mip generation from screen drops.
* Fix for screen drops rendering in helmet view.
* Improved alpha to coverage handling of basic3Dfoil shader with alphatest context enabled for DX11 – this improves the look of the trees that use this shader
* DX11: Fix an assert with validation of world matrices with instances when using multi-threaded rendering.
* Fix for flickering cockpit/full mesh view
* Fix for x64 crash.
GUI:
* Background movie scaled down to 720p, now loops correctly
* Trackmaps: Oulton Park (All variations)
* Trackmaps: Snetterton (All variations)
* Sync Anim added to the Save dialog
* Cancel dialog now fits the longer text from the Edit Controls screen
* Motec gauge now has working ABS/TCS/SBS icons
* Postrace script now works for multiple races, removed some commented out code from PostRaceGUIHandler.cpp
* Other cars are now highlighted in white/grey on the track map
Cameras:
* Force cockpit rendering mode to false while camera animations are playing
* Animated assets: Extended poles for vertical flags, added new flags
* Trigger pre-race camera sequences on race restart
* Temporary fix to make sure audio listener is updated properly during the animated camera sequences
Animations:
* Deleted character Composer modifier from GT driver
Online/Multiplayer:
* Profile Storage wip: Updated interface to allow storage downloads from other users, Implemented the API on Steam (not tested yet), Changed the number of supported storage slots on Steam from infinity to 2, because they require special stats configured on the server to allow storage sharing, Overall cleanup of storage job handling in Steam code (common parts to be unified across platforms later)
* Added personal online storage helper functions to OnlineSupport. Added storage testing functions to online debug menu. Fixed few bugs in Steam storage implementation.
Carrer:
* Career Invitationals – Added new Touring Classics (Historics) series: HGT5 Capri American Torqueriders Cup,HGT5 320 Turbo Pan Euro Cup,VGT Ford GT40 Challenge,HC1 Euro Cup,HTGA Euro Trophy.
* Career Invitationals – Updated to match Historics group scripts (points, event skip, etc).
* Career Contracts – GT5 contracts updated to match new livery names.
* Text strings for new Historic invitational events added.
* Fix for career next session stage callback functions in multi-threaded driver AI
AI/Pitstops:
* Pit Engineer tweaks: Report the „go-go-go” message every 50% of the time, Report the „race winner” message every 50% of the time, Report the „final lap” message every 50% of the time, Added more safety checks to ensure no speeches are played after race finished, Prevented some internal spamming tty of null participant script checks, during loading, Now reshuffling the Pit Speechs on restart- this was causing the pit speeches to have no randomness after a restart, Stop the motivational speech from playing once a race is over (e.g. good pace), Now reports every 5th to 6th player position change, with at least a 75 second gap between each, Now reports every 10th to 12th split time change (that is, every 10th to 12th sector, 1 lap consisting of 3 sectors), Split time reporting now has to wait a minimum time of 1 minute before reporting, Cut track warnings only say 1-in-5 times now, Added robust player participant gets to the script
* Further Pit Engineer improvements: Added debug logging to Pit Engineer, Added a „minimum time behind” of 3 seconds to trigger the motivatonal „now or never” speeches, Fixed a bug with ‘fastest lap’ which wouldn’t call it when you were leading the race, Moved the Pit Engineer Restart so it’s all funnelled correctly through script now, All split-time and change-position calls are no longer called on the first lap, The fastest-lap & split-time frequencies we’re incorrectly mapped to each others hrdf defined data
* Avoid stationary car + lots of hazard avoidance improvements
* Fixed the car in front taking too much notice of the car behind him and entering avoidance mode
* Smoother throttle setting on race start / slow speeds
* Fix two code bugs that were causing cutting
* More modifications of hazard avoidance code, smoother lats, removed the slow down on no lat available logic.
Physics:
* Physics onscreen timer code
* Ford GT40: Overdrive, shift tolerances
* Ginetta G55 GT3: Set up LSD to more accurate spec
* McLaren P1: Initial pass at physics
* RUF RGT8: More anti-dive in front suspension
* Synchronise metrics generation alongside physics callback
* LMP1 cars: Updated fuel tank size, low speed TC, shift tolerance, tire warmers
* Ford Escort RS1600: new suspension geometry and setup
* Enable updated tick system for all platforms
* Callback and metrics at PhysX frequency
* Inflated basic collision mesh
Vehicles:
* BMW 1M: Full lod set added and Ultra detail setup.. LODA suspension skinned for animation, optimized the cockpit, merged doors to body
* Ford Mustang Boss 302R: Fixed body damage on all LODs
* Ford Escort Mk1: LODA details reduced, headlights added
* Ginetta G40: Added wmd members winning liveries and names
* Ginetta G55 GT3: Optimized the cockpit
* Renault Megane RS: Added custom livery support
* Mercedes SLS GT3: Source textures. Minor update.
* Mercedes C-Coupé DTM: LODA WIP
* Mercedes A45 AMG: Windscreen dds texture, misc dds texture, lights dds texture, lightsglass dds texture, brake disc dds texture, badges dds texture, textures + UV finished, lots of tweaks and fixes, added custom livery support, added HUD tacho, new collision export
* Pagani Zonda Cinque: Added „Created with Art and Passion” to Badges and dark grey interior for LODA. Ultra detail setup, update for LODA interior color switching (red or dark grey), added LODA dark grey interior texture, all LODs and CPIT meshes done. Several fixes after WMD forum posts.
* RUF CTR3: Wiper mask texture file initial checkin, added wiper animation. Wiper/Rain Setup done. All new LODA/B wiper meshes. Fixed LODC UV3 Glass mapping.
Environment:
* Reduced texture sizes of trackside adverts to save memory, placed new flags, fixed flickering issue on d panel near end of lap
* Added new optimised cars with correct mte setting. Added pitstands.
* New low resolution tyre wall version for behind advertising boards
Tracks:
* Azure Coast: Fixed seabed, fixed ocean-skyring values, moved mountain near the S3- Full finish area
* Brands Hatch: Speaker pole fixes to environment mapping and smoothing wierdness, fixed Indy start straight LOD pop on video wall, fix of two loft issues at graham hill found by Jonth, added in fence advertising panels to Brands Hatch dressing, fix of marshal booth lod bug, videotruck trailer removed for new instanced one, emabnkmant material bug inside of 1st corner fixed, further maps optimizations, New advert board placements around Brands Hatch Indy with manager logos, – indy – new jk indy kerbs merged, fixed t-junctions at end of kerbs some kerbs, fixed druids gaps at kerb, new driveable ground watertight welded. added all the new textures that are required by the new kerbs. fix of druids bend exit issue dip in road. Matched accurate to scan and updated all overlays around.
* California Highway: Updated crowds around s1 finish gantry
* Connecticut Hill: Inner and outer terrain revamped, new broad maps and mapping, new grass cover texture, added missing kerbs edges
* Oschersleben: Updated hotel asset
Known issues:
– Replays in MP: Working but you can’t watch saved replays
– P2P Tracks: Don’t press return to pitbox
– JIP: Stop&Go Penalty might be given during the JIP sessions
– Player loses control of the car after accessing the Setup and Strategy.
– Garage scene will go black and not display cars
– Shake effects and Speed Sensitivity enabled in all profiles

Build 725 (15/05/14, Team Member+) – 1.2 GB
Next-Gen:
* XB1: Physics threads moved to core 4/5
* XB1: Awards implementation
Render:
* Move Forward Post Blur command task back to it’s original (pre Rift check-in) point.
Effects:
* Screen drops on by default.
* Command line -screendropsoff added to disable scren drops until such a time as a UI option is created.
* Rain screen drops
GUI:
* Trackmaps: New trackmaps for Cadwell Park (All variations)
Online/Multiplayer:
* Added wing position (used for DRS) into network packets
Cameras:
* Brands Hatch: Pre-Race switch – BH:Indy 4sec. BH:GP 9sec.
Animations:
* Pitstops: chief mechanic, fuel mechanic(canister) , fuel mechanic(hose) : fbx exports + renamed animations to match naming convention
Career:
* Career Invitationals – Added new Touring Classics (Historics) series: HTC2 Euro Classic 300,HTC2 Escort Classic Trophy,HTGA RS500 Drivers Classic,HTGA Evo2 Drivers Classic,HTGA E30 Drivers Classic.
* EOR team standings now display team scores (for motorsports with team data)
* Team total scores are now calculated and shown in the Dashboard along with the driver scores (for motorsports with team data)
* Driver Standings now displays the team names for each player in the Career Dashboard (for the motorsports set up with team data, currently FormulaR and Kart)
* Career participants are now randomly assigned Teams (player’s team is defined by their contract). Added CareerMotorsportTeams parameters to control default numbers of teams and drivers per-motorsport, and accessors to get at the required team info/data and player’s contracted team. Class renamed for clarification
AI/Pitstops:
* Change in grip loss handling : set throttle/brake inputs to 0 instead of just lowering the inputs. It seems to help with grip loss recovery
* Add ability to disable pitstop resource loading.
* Fix issue of being able to set total of AI and opponents to greater than 64 (causing crash)
* Added a slow speed behavior where cars prefer to keep their lats rather then try to reach 0 lat right away ( helps with the race start being smoother )
* Added more pit engineer implementataions & fixes including: Motivational – plays on final lap, once, Motivational In 2nd Position – plays once when player is on final lap and running in 2nd place, Running Outside Top Ten – played sparingly when the player is in 11th or 12th place, Motivational Good Pace – plays once if player has lapped without going off (clean lap) and within 5 secs of previous best lap, CoolBrakes – played when brakes are getting hot > 800C
Physics:
* Disable BTM tyre wear / blown tyre when STM is running
* New quad tree for downcasts / raycasts (currently turned off)
* Physics tick optimisations: Alter frequency of metrics generation, additional profile tags, enable tick safe mode once tick is fully running, early out of safe mode for large ticks, physics callback for metrics harvesting runs at 100hz, minimum physics tick raised to 400hz
* Audi R8 LMS Ultra: Increased rev limiter sound to 8500rpm, testing some different aero and suspension numbers for Rene
* Ginetta G55 GT3: Physics model updated with data from Ginetta
Vehicles:
* Ford Escort Mk1: Fixed CPIT mirrors
* Mercedes C-Coupe DTM: LODA interior only – Polished, mapped and textured. Ready to be merged into the main file. Interior DDS texture. Intitial check in.
Tracks:
* Brands Hatch: Fixed of groundtransition to gorund bug, reduced some more texturemaps (atm 128MB), rechecked all materials, hw instance scene optimized (base count reduced from 37 to 25), texturemaps size optimization pass, Indy: removed all GEN_PITLANETENT*, fix of duplicate csm walls layers armco and tyrewalls, csm reduced by 280KB, removed some more unneeded objects from INDY, reduced polycount on distant GProads, unneeded gplayout occluders removed, fixed badly snapped occluder, driveable ground merged watertight, updated grass exclusion to prevent grass growing on road, replaced tyre wall tyres on Brands Hatch with more optimal LOD versions, fixes to pop-ups on Brands Hatch
* Connecticut: Inner and outer terrain revamped, new broad maps and mapping, new grass cover texture, added missing kerbs edges, grass cover texture update
* Cadwell: Marshall huts, toilets, offices textures
* Dubai Autodrome: Exported with all latest from James and Pit/Startlight funcionality
* Oulton: Broad texture tweaked, added treewalls, outer terrain
* Oschersleben: New startlights and pitlights lod tweaks, fixed glowtest positions for Anhalt track variations trackstartlights, event dressing tweaks, video walls added
Known issues:
– Replays in MP: Working but you can’t watch saved replays
– P2P Tracks: Don’t press return to pitbox
– JIP: Stop&Go Penalty might be given during the JIP sessions
– Player loses control of the car after accessing the Setup and Strategy.
– Garage scene will go black and not display cars
– Shake effects and Speed Sensitivity enabled in all profiles
– Game will CTD if you try to use Freecam in x64 with Screen Drops enabled.
– AI won’t move in certain conditions or will take a long time to do so (will be fixed tomorrow)

Build 724 (14/05/14, Team Member+) – 718.2 MB
Next-Gen:
* XB1: Fixed accidental missing namespace resolution.
* XB1: Added handling of cancellation of async tasks for multiplayer, party, user controller and rich presence code.
Render:
* Fix for shadows not being clamped on animated meshes (helicopters + large animated meshes)
* Texturemap optimization pass 1 – reduced oversized texturemaps
* Fix for in-game race restart camera glitches
Weather:
* Wtc tweaks for raindrop blends and addition of driving line keyframe so that it’s not so bright at night or in overcast conditions.
Audio:
* FMOD controller speaker DSP unified compile file setup.
* Add FMOD DSP support for controller speakers.
Online/Multiplayer:
* Fix crash in multiplayer when user leaves while you are monitoring them
AI/Pitstops:
* Fix lapped car behavior
* Trying to make AI cars more aware of their closest obstacle
Animations:
* Fuel mechanic: Canister and hose versions initial files
Career:
* Career Invitationals – remaining of Road invitationals hooked up: RSC Atom Blaster Supercup,RSC Azure PointMan Trophy,RSC California PointMan Trophy,RSC FreeFall 24H Panorama,RSC German SC Challenge,RSC McLaren Club day at Brands Hatch,RSC Pagani Club day at Monza,RSC American Clubsport Trophy,RTC1 California 3-Point Trophy,RTD Atom Blaster Trophy,RTD Azure 3-Point Trophy,RTD British Track Challenge,RTD Caterham League500,RTD German Track Challenge,RTD McLaren F1 Track Masters 3H Trophy,RTD Mono Redliners Trophy,RTD WMD Euro Trackday Trophy,RTD WMD UK Trackday Trophy,RTD WMD US Trackday Trophy.
* Career Invitationals – RSC Ardennes Club day participants set to 30, further balancing tweaks.
* Career Invitationals – Adjusted opponent count to 29 for select events.
Physics:
* Added metric for brake optimal temperature
Environment:
* New video walls for viewer placement
Vehicles:
* McLaren P1: First export, added to the list
* Mercedes C-Coupé DTM: Cocpit LODA WIP
* Caterham SP300R: Optimized LODC, Uv fixes
* Ford Sierra RS500: Wiper/Rain Setup done. Minor update on wipers meshes. Fixed Windscreen Glassblack. Fixed Gass LODC UV3 Mapping. Added wiper animation.
* RUF RGT8 GT3: Added srcdata/runtime files, collision export + placeholder liveries
Tracks:
* Cadwell: Textures change, grass cover files added, grass exclusion changes
* Oschersleben: Tweaked marbles
* Summerton: Startlights added, static placement update
* Oulton: Autograss texture update, kerb updates, material polish
* Brands Hatch Indy: Sequence shots/tempo tweaks, randomize cameras (camera group definitions) for each shot, preRace Cameras update, optimizations for oversized maps – found and removed identic texturemaps, tweaked vertexcolors of road to match reference, texturemap tweak will follow
* Connecticut Hill: Tracklight related files, startlight textures
* Loire: Added other variant for hedges
Known issues:
– Replays in MP: Working but you can’t watch saved replays
– P2P Tracks: Don’t press return to pitbox
– JIP: Stop&Go Penalty might be given during the JIP sessions
– Player loses control of the car after accessing the Setup and Strategy.
– Garage scene will go black and not display cars
– Shake effects and Speed Sensitivity enabled in all profiles

Build 723 (13/05/14, Team Member+) – 300.4 MB
Next-Gen:
* Add PS4 input set.
Render:
* Cockpit set to false in bumper cam as it’s not needed and change was requested by render team. Also tweaks to screendrop wip
* Glass: New method for windscreen reflections
* Screen drops: wip for screen drop textures
* New postprocessing filters CUTSCENE_FADE and FECAMERABLUR
* First pass at overlay-emmissive shader for use on gantry signs
* Fix for motec glass display not updating on certain external views
* Added in blur effect to screen drops.
* Fix unintended cloud rendering removal from envmaps
VR:
* Oculus Rift support!
Online/Multiplayer:
* Profile storage (WIP): Added interface to upload and download files to/from online storage, with no-op/failure default implementation. Updated Steam ghost storage code to match consoles more closely / general cleanup to simplify future addition of generic file storage code.
GUI:
* Adding button mapping for DRS
Weather:
* WTC edits for new windscreen reflection method
AI/Pitstops:
* Added new speech events to the Pit Engineer: Player split time including position, Race Winner, Fastest Lap, Warning cut track, Final lap, FinalLapNotLeading, Green Flag, No affecting RelayFrequency if audio fails to play (ie. frequency now takes into account the fact that some pit engineer speeches don’t play audio, and doesn’t count them), Debugged the 3 seconds to hold overtake threshold (ended up increasing it to 4 seconds to give more time to level out)
* Added gradual lateral safe distance between car lats relative to forward distance to avoid hard steering when registering a new obstacle car and smoothing avoidance behavior
* Improvements on passing as well as cornering speed
Career:
* Career Invitationals – RTC Euro Championship, first release.
* Career Invitationals – RTC1 UK Cup, first release.
* Career Invitationals – RTC2 Lakeville Focus Challenge, first release.
* Career Invitationals – RTC1 A45 Hockenheim Club Trophy, first release.
* Career Invitationals – RTC1 Lancer Club Sakitto Showdown, first release.
* Career Invitationals – RTC1 BMW 1M Eifelwald Club day, first release.
* Career Invitationals – TourClub US Cup updated with new round layout and locations.
* Career Invitationals – Madness25H Green Hell, tweaked start time of practice, set opponents to 29.
* Career Invitationals – Madness25H Panorama, tweaked start time of practice, set opponents to 29.
* Added teamName property to saved SeriesParticipants
* Relevant text messages updated to indicate the actual series name in the newstickers, invitationals, etc, and not just the broad motorsports name.
* Accolade popup and stats, news and invitation emails now use EVENTNAME tagging (with new string substitution) with MOTORSPORT just used in Contract text. Fixed bug with some accolade stats not displaying properly if career hasn’t been set up. Some text will display „invalid” temporarily until the relevant textIDs have been updated
* Fixing duplicate championships from being displayed in the calendar tiles.
* Support for the calendar to display motorsport diciplines and not session type in the calendar days.
* Fixing the calendar so the icons for the motorport discipline show up in the calendar day and not the session type.
Environment:
* Crowds bindings: Fixed billboard paths with new bank animations and skeleton paths. Fixed issue were billboards didnt appear
* Additional 3D tree cluster instance added
* LODB for 3D treecluster added
* Animated assets: Extended poles for vertical flags
Physics:
* Added a small fraction of static and dynamic friction to vehicle body material
* FC r15 tire, FC default setup tweaks, terrain tweaks
* Core support systems for multi-threaded physics
* Multi-threaded physics usage: Added multi-threaded functions for Seta, tyre model, driver AI & PhysX, Initialise worker thread system, Optimised wheel pointer in metrics, Optimised metrics generation during mid-phase, Added critical for GetPoly, Added critical for random functions, Added command line override to physics thread use, Removed fiber & small job functions
* Added average micro-second physics tick output to Ctrl-S debug details
Vehicles:
* Ford Escort Mk1: Chassis fully textured, added LODX export, tweaked cpit exposure, added ULTRA support
* Sauber C9: Ultra file tweaks, added data to enable LODX in GUI, added full LOD chain, optimized cockpit, fixed bugs
* Ginetta G40: Added new black wheel textures
* Ford Sierra Cosworth RS500: Fixed Windshield Glassblack. Minor update on wipers meshes. Wiper animation done.
* Renault Megane RS: Updated AO because of the new facelifting changes, flipped windscreen normals
* Mercedes SLS GT3: Windscreen mesh and texture configured for new reflection method in glass
Tracks:
* Connecticut Hill: 3D tyrestacks placement
* Brands Hatch: Updated the sizes of a few textures , updated existing road and pit marks, polish pass almost completed, kerbs left to do – added new armco , new embankments , tarmac polish , new painted road surfaces , new plastic blocks, updated rock cages, new overlays, updates to Brands Hatch Indy Dressing, more tweaks on statics scene for Brandshatch Indy and additional instance cluster added
* California Highway: New AIW’s for the changes to the start area of Full and stage one, then the finsh area of stage1 and start of stage 2. New main paths, racing lines, corner markers etc.
* Oschersleben: Latest track work-new gantry, material tweaks and emmisive setups
* Cadwell: Dynamics objects change, viewer objects change
* Loire: New texture map, 1st commit, removed intersecting trees, added ao txt for a113 building
Known issues:
– Replays in MP: Working but you can’t watch saved replays
– P2P Tracks: Don’t press return to pitbox
– JIP: Stop&Go Penalty might be given during the JIP sessions
– Player loses control of the car after accessing the Setup and Strategy.
– Garage scene will go black and not display cars
– Shake effects and Speed Sensitivity enabled in all profiles

Toya: Szimulátorozás, régi játékok gyűjtése és egy állandó kiállítás létrehozásának álma. http://www.hsw.hu http://jatekmuzeum.blog.hu
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