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Megérkezett 2014 első Project CARS frissítése

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013A Slightly Mad Studios gárdája egy percet sem tétlenkedik, helyette inkább elképesztő sebességgel kalapálja a 2014-ben XBOX One-ra, PS4-re, SteamOS-re, Nintendo Wii U-ra és PC-re érkező játékát a Project CARS-t.
Már megszokhattátok, hogy a srácok hetente egy-egy új frissítéssel jelentkeznek. Ezúttal a 633-as változatot publikálták a fiúk, amely minden játékos számára elérhető.

Az újdonságok listáját ezúttal is angol nyelven elolvashatjátok, míg a frissítés a már megszokott módon a Steam rendszerén keresztül lehetséges.

Build 633 (03/01/14, Junior Member+) – 460.8MB
Next-Gen:
* Fixed a couple of issues when a user isn’t logged in or no controllers connected on Xbox One.
* Added code to populate the current active user’s profile name and display name for Xbox One.
* Added required WinRT flag for Release configuration on Xbox One.
* Enabled Xbox One authentication
* Added basic initialisation of Xbox One online features and gamertag retrieval.
* PS4/XBone/DX now honour thread affinity requests from render tasks.
* Fixes PS4 orthographic projection matrix.
* Adds trace markers for PS4 audio blocks, up’s number of worker threads to 5 globally (PS4).
* Xbox One renderer ESRAM fix + PIX fix for debug
AI:
* Added a new tool called AIMetrics to produce driving data for measuring AI performance
Career:
* Scripted animation scene loading
Physics:
* Tires: flash heat transfer changes, heat model tweaks, FA r1 work (not yet enabled), Vintage r4
* Fixed tire.rg
* Lotus 98T: Changed wear of new flexi tire down to amore relaistic rate.
Animation:
* Add playback flags to MGDF export and switch playback debug texts to use new format.
* End of session physics support: Added simulated fuel and drive per vehicle, added indices to waypoints, added AutoGenerateLapTimes interface, added Tick_ProcessEndOfSession in physics manager to generate session triggers, retired vehicles after end of session, added end of session physics tick support, added trigger support for absolute trigger time
Pitstop:
* Stop the Pit sequence spamming the physics with change tyre requests (fixes an hang bug when exiting while pitting)
Render:
* Fix issue with render task scheduler locking up due to multiple atomic race conditions.
GUI:
* Track Maps: Glencairn (all variants): fixed start markers & not matching to the road layout
Tracks:
* Track Related textures for Loire and Brands Hatch
* Loire 24: First pass of tree placement for Loire24
* Oulton Park GP: First initial export for Oulton Park, very basic for Doug to make the AIW, reference map texture added, initial AIW with start position for 4 cars,track logo (NOT YET IN-GAME), added new textures for green foot bridge
* Snetterton: New texture maps, 1st commit (NOT YET IN-GAME)
* Brands Hatch: Whitelines reworked, dirtedges reworked and set up for Luis to be adapted on the san loft, made overlay stuff weather compatible
* Derby Park: Fixed Collision issue
* Badenring: Fixed puddle error
* Milan Historic: Removed trees standing in the middle of the track
* Wisconsin Raceway: Completed a whole load of large and small fixes, full CSM pass for the new tyrewalls, wet weather setup, added a custom rain / puddle map for use the kerbs, moved a loudspeaker pole that was for some reason in the middle of a sand trap, generated mips by hand for rain droplet texture, updated the grass blend map so the rest of the circuit is covered
* Azure Coast (Full/Reverse/Stage 1): Updated first section with new s1 stuff/removed rocks on uphill road/updated sel sets, fixed some gaps, mapping issues, add some variety on s1 village pave, fixed coll wall infront of 1 building, deleted start grid around the finish point
Vehicles:
* LMP RWD P30: CPIT RPM lights tweak, added HUD Motec + fixed CPIT RPM lights
* Mercedes SLS GT3: Added wheel and tire LODs
* Mercedes 300SEL AMG: UV mapping WIP1
* Improvements to bodywork and glass shaders to help with sparkling raindrops

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