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Megérkezett a legújabb Project CARS build

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8817022726_0b4060fd12_oItt van a szokásos heti Project CARS build a Slightly Mad Studios gárdájától. A tagság már megszokhatta, hogy a csapat minden pénteken új frissítéssel áll elő, ami általában számtalan újdonságot tartalmaz.
Ezúttal a Junior előfizetéssel rendelkező játékosoknak is érdemes izzítaniuk a launchert, mert a legújabb verzió az ő számukra is elérhető. Természetesen a heti összesített frissítési listát ezúttal is közöljük angol nyelven.

Build 489 (7/6/13, Junior Member+)

Base:

  • Updated BXmlNode to provide access to arbitrary user data
  • Added BDbgFatalNoReturn. Which is a version of BDbgFatal with the platform no return specifier

Console:

  • WiiU CParticleMeshPrimitive/Type stubs/WIP
  • WiiU RenderContext stubs
  • WiiU COcclusionQuery stubs
  • WiiU CMaterial implementation.
  • WiiU CInstancedMeshPrimitive/Type stubs/WIP
  • WiiU CLightweightMeshPrimitive/Type stubs/WIP
  • WiiU implemented full primitive utility function set
  • WiiU CSharedDynamicVertex and Index Buffer stubs
  • WiiU CShadowControl implemented
  • WiiU misc Renderer classes compile/stubs (CScreenShot/CTracker/CVideo)
  • WiiU CRenderer/RenderThread base headers (stripped down from DX11)
  • WiiU CGenInstancingPlatformHelper added
  • WiiU CDebugProvider/CDebugMetrics added
  • WiiU CDebugBatch Line/Quad/Text added. (probably should make this cross-platform at some point since the code is the same on all targets)
  • WiiU Viewport class implementation
  • WiiU add MEM1 allocator (derived from 360 Write Combining/PS3 VRAM allocator class)
  • WIIU CCamera Class implementation (derived from PS3 version which was a good match)
  • WiiU Base Renderer Abstraction Compilation Fixes/ShadowControlBase implementation
  • WiiU Debug Lines/Quads/Text Primitive/PrimitiveType stubs

Race weekend:

  •  Session saving & restoring
  • Debug menu:
  •  Enabled extra controls in debug menu for displaying average luminance value

Physics:

  • Pass dynamic live air pressure values to physics systems
  • Vehicle dynamics updates:
  • Volumetric throttle modelling
  • Tweakers for throttle response
  • Non-gold csv export of brakemapping and torque volumetric data
  • New algorithm for engine load used by audio systems
  • Adjustable brake mapping and restrictor plates
  • Ambient pressure considered as part of throttle response
  • Per vehicle EDF updates to use new systems
  • Updated switch from loading state to race to proceed physics sync immediately

Environment:

  • Added controls to allow us to be able to scale the lighting on vehicles
  • Added 15 percent saturation to clear 3 with new colour cube
  • Clear 03 yellow sun tint reduced a touch
  • Clear 02 emap boost/ambient reduced so that it can be compared to higher value in clear 05
  • Clear 3 sun colour test, has more yellow hued sun in the day
  • WTC updates so that sunny and medium cloud conditions have brighter sun, more tone mapping adjustment, more blue sheen at midday and several other tweaks for daytime lighting

Replays:

  • Updated participant snapshot version number. Should fix EOR replays

Shaders:

  • Shader changes to take into account new scalers for vehicle lighting

Audio:

  • Got a lot further with the distant echo, amplitude rolloff and LPF occlusion for the the external engines, backfires, splutters and gearshift sounds of the 4 testbed cars (Caterham R500, Zonda R, Formula A and Capri Group 5). I’ve also done a quick pass on the engine dynamics in an attempt to create a more realistic ramp in volume and engine loads. The Capri Group 5 engine no longer has the weird popping sound like its misfiring

GUI:

* New icon for Edit HUD

Tracks:

  • Northampton Classic: New road and runoff materials, reworked pit buildings and stands, added grass tufts to runoff area
  • Azure Circuit: Moved first garage position to fixed damaging the car on load, added more road patches, seams, improved road textures a bit, back to high rez version of the main road texture and fixed alpha channel, darkened a bit whitelines, created new diving board+added slide and stair/rails to it
  • All Track TRDs: Added Altitude data for all track TRDs
  • Added new track…. Fort Felix 

Vehicles:

  • Mercedes SLS GT3: Added placeholder lights and mirrors
  • Ford Mustang Boss: Added placeholder lights and mirrors
  • Lotus 98T: New modal carcass and Flash tread. Enabled some wear and heating for public testing. Not sure amounts as I’m doing it mostly by feel. Lotus 78 – same caracass and flash changes as the 98T. also has wear and heating enabled

Build 488 (6/6/13, Senior Manager)

Common:

* Old profiling and stat systems now working again
* These are Track profiling, vehicle profiling and track stats
* Switch GraphicsEngine,RenderBridge and Renderer to use SSE2 code generation

Physics:

* 64 bit waypoint pointer updates
* Updated groove debug waypoint ptrs to support 64 bit

WiiU:

* BCritical
* Platform API SysMalloc
* Platform API DateTime
* Platform API Printf

Shared Memory:

* Changed mOrientation to use pre-modified values in hydraulic space
* Removed unused mTyreSpeed variable
GUI:
* Pause menu updated to FE style
* Logos and photos for every location in the game, new sliders on the Gameplay screen
Audio:
* More refining the mix and distance rolloff for the external backfires, splutters and gearshift sounds. I found the „inverse logarithmic scale” to be best as it’s more natural sounding curve. I tested and applied these changes to the following cars: Caterham R500, Zonda R, Formula A and Capri Group 5. The Zonda R & Formula A are the best so far. I’ve toned down the gear wobble in the R500
Vehicles:
* Lotus 49: New Flash tread added along with an update to the Modal caracass. Ford GT40 – made changes to the flash tread and carcas based on what i just learned form the Lotus 49

Build 487 (5/6/13, Senior Manager)

Common:

* Fixed some logging tracing typos in the environment anim files
* Moved common game mode functions from Global.script into the Common.script game mode script file
* Added Common game mode script

Physics:

* Cache new drivermode changes from App based on events and process after driver mode state machine
* Update effects requires some vehicle velocity to trigger logic
* Ford GT40: New Madal carcass with a first attempt Flash tread 
* Lotus 49: Updated yesterday Modal carcass with what I’ve learned
Race Weekend: 
* Enabled & hooked in Autopilot option (for practice & warmup sessions)
* Enabled & hooked in Skip Lap option (for warmup sessions)
* Bug fix for first Race Overview Screen being inadvertenly closed

Base: 

* Updates for testing and additions of async tests
* Re-enable debug visuals
* Added support to BCritical for recursive critical section
* Fixed memory block critical being unlocked twice
* Updated legacy Debug module calls to new format
* Extended HUD Scribe / Script interface to allow more control over the in game HUD via script
* Added vehicle helper methods to identify vehicles requiring servicing and current vehicle

GUI: 

* Improved handling of weather and time of day icons
Audio:
* Fixed environment animation sounds (full path now required because of audio asset changes)

Tracks:

* Azure Circuit: Added some stuff from Tobac corner to rascasse, skids armco ends, diff armco colours, added missing emm to arch assets+ doors inside the swimming pool area, fixed some gaps
* Bathurst: Adding in track Altitude settings

Build 486 (4/6/13, Manager+)

Environment: 

* Fix for conditions not fully cleaning up their anim pools when connected to tweakit
Graphics Engine:
* Disabling mesh locator logging
* Fix for mesh locators giving out the incorrect texcoord v value

Replays:

* Reduced compression levels for position and quaternion in _CompressedVehiclePacket used in replay systems (increases overall packet by 8 bytes from 48 to 56 bytes

Physics:

* Tires: added exaggerated wear to FB test tire
* Lotus 49: New modal carcass added, but still using older scrub tread. No luck getting this car to handle properly with the flash tread yet
* Lotus 78: First pass on new Modal Carcass/Flash tread tire for public testing

Audio:

* External gear sounds now positioned properly. Gear change logic altered to fix GearUp sound not being triggered correctly, seemingly due to a change in how neutral is passed in via metrics. Removed a gear change glitch on Reset due to stale metrics appearing after an audio reset
* New F1 incar and external backfires, splutters and gearshift sounds. Events are tagged as „Formula” for use with
all high powered high revving engines and open wheelers
* New incar and external GT and General backfires, splutters and gearshift sounds for high powered race cars
* Added gear wobble to the Caterham R500

Base:

* Destroy physics manager on exit before Base is destroyed

Build 485 (3/6/13, Senior Manager)

 

GUI:

* Added some ctrl-D tire info
* Add GUI volumetric throttle sliders (brakemapping & restrictor) to global tuning tab
Renderer:
* Fix for DX11 track loading crashes at Eifelwald, Sakitto, and Test Track

Base:

* Added optional inclusion of LiveEdit using preprocessor define MWL_BASE_LIVEEDIT_ENABLED
* Fix for live edit component access in BaseTest
Console:
* Now fully compiles and links with stubs in all WiiU config
* Tweaked default settings for various WiiU configs

Physics:

* Add HRDF versioning to driver files and downgrade to warnings when mismatched load
Shaders:
* Modified basic windows shader to prevent negative emissive control values causing visual bugs

Tracks:

* Azure Circuit: Added latest James asset and patches manholes crack seams from tobac to rascass
Vehicles:
* Mercedes SLS: New wheel textures

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