Itt a legújabb Project CARS build
Az elmúlt napokban sem állt meg az élet a Slightly Mad Studiosnál, akik ezúttal is ontották magukból a frissítéseket. A Team Member státusszal rendelkező játékosok már a tegnapi naptól elérhetik a Steam rendszerén keresztül a legújabb 668-as számú buildet.
Természetesen a héten ezen kívül is voltak frissítések, amelyeknek tartalmát most listába szedve olvashatjátok át angol nyelven.
Build 668 (21/02/14, Team Member+) – ~200 MB
Next-Gen:
* Fix for compiler error
* PS4: Adds support for rendering mip-maps 6 faces at once or 1 at a time
* PS4: Adds support for single face mip-map generation on cube maps. Also fixes bug on generating all faces at once and not setting the blend state correctly.
x64:
* Added 64-bit debug
Render:
* More control variables based on Feedback for the screen drops
Audio:
* New scrub and skid sounds. A new model with separate sets for both slicks and semi-slicks, shuffled event play mode so we don’t always hear the same scrub and skid sounds everytime!
GUI:
* Adding select to kick player callback to the ingame lobby players list.
* Connecting the new main menu lobby voting mechanisms for WillS to hook up.
* Backing out accidental changes to the InGame version of the lobby, to be moved to the Menu version of the lobby.
* New functionality and applinks for in-game lobby voting system to be hooked up by WillS.
* New Accolode Achieved popup added
* Fixed overlapping text on HUD
* Radical SR3/SR8: Added Radical badges and names
* Applink missing from the Resume button allows you to resume the start point of the last session you were in once again.
AI & Pitstops:
* AI can exit garage, using a feeler / raycast system to see walls and avoid hitting them
* Fixed up pit engineer final lap strings
* GT pitstop sequence re-ordered (1.Refueling, 2.Wheel maintenance)
Multiplayer:
* Added regular resync of synchronised race time and app timer in MP race.
* RestartSynchronization now remembers sync status if the node has been previously synchronized. If host then migrates to such node, it will revert back to previous timesync results, rather than completely disconnecting because the sync info has been forgotten.
* Fix for aries multiplayer crash
Physics:
* Fix to restrictor size setting and first pass at turbo wastegate
* Further multiplayer turbo fix
* BAC Mono: New brake fade tech, engine stalling, revised ARB and dampers, unique tire components for easy changes in the future
* Ginetta G40: Reduced engine braking
Vehicles:
* RUF CTR3: Preparations for first export, selection sets created, added countless features, etc.
* Sauber C9: New export with cockpit textured
* Caterham R500: Camber baked into suspension animations
* Caterham Classic: Baked in camber to suspension animations
Tracks:
* Eifelwald: Lofted missing armco, fixed various CSM issues, fixed floating cars, trees
* Loire: Added textures for a15 – small huts
* Oulton Park GP: New Export
Known issues:
– Multiplayer – DO NOT PRESS THE LOBBY OPTION when pressing ESC during a online race.
x64 Known issues:
– x64 currently disabled
Build 667 (20/02/14, Team Member+) – 201.2 MB
Next-Gen:
* PS4: Fix for shadow slope bias.
* PS4: Fix for motec displays.
Render:
* Timer updates based on Feedback from Darren.
* Fixed detection of damage meshes by extension (not currently used, but would have been broken if it was)
Cameras:
* Mouse smoothing for attached freecamera.
GUI:
* New Online Lobby design in preparation for the in-game lobby to be created
* Added new pit-engineer strings for ‘one lap to go’
Career:
* Updated textIDs for new championship data
* Fixed FormulaB having missing AIs then crashing caused by it having more than 16 racers (due to differences in the participant generation). As part of the fix, career is now using/storing localised player names rather than getting them via driverDetails
Flags & Penalties:
* Fixed bug which left false start checking enabled, even for rolling starts
Pitstops:
* FA pitstop animations (not yet ingame)
Physics:
* Ginetta G40: Fixed an oversight which caused the suspension to be somewhat overdamped, added 3.92:1 final drive for Junior spec
* Added missing tire file
* Lotus 72D: Reworked the Flexi tread to get the grip lowered. Used the smaller tire widths and changes to the load sensitivity. Changed the heating to warm up slower. Chassis: Dropped the unsprung weights to reflect the inboard barkes. This required less rebound damping and a slight softening of the springs for balance. Tire feels more like a raceday tire than a qualifier now.
Vehicles:
* Ruf CTR3: Added Ruf CTR3, added support for custom liveries, added runtime files + collision export, texture fixes for 1st export (LIGHTS and WHEEL) – First export
* Ford Mustang Boss: Fixed cockpit texture typo
* Mercedes SLS GT3: WIP on LODs
* Ford GT40 MkIV: Rollback ULTRA file
* Sauber C9: Cockcpit DDS texture. Initial check in.
Tracks:
* Loire: Fixed mixing fencepoles around track, new texture maps, 1st commit, tweaked spec map, added textures for a11 – tribune set
* Belgium Forest: Changed grids objects to overlay shaders as requested required by Robert, added fences all areound track added latest assets from Jan and Tomas
* German Tracks: Textures for bigger ambulance for German tracks, fixed color on decals.
* Moravia: Textures for bigger Ambulance, new decals.
* Bathurst: Fix of missing trackedge segment, fix of jira issue
* Oulton Park: New Export
Known issues:
– Multiplayer – DO NOT PRESS THE LOBBY OPTION when pressing ESC during a online race.
x64 Known issues:
– x64 currently disabled
Build DCLXVI (19/02/14, Team Member+) – 60.3 MB
Next-Gen:
* Added Debug Pool on PS4/Xbox One
* PS4: Fix for lazy init on PS4 shader dictionary.
* PS4: Fix for PS4 autograss. Also fixes a bug where if the camera moved a greater distance than the active grid, the grid would not reset. This could happen on track cams or if you restarted a race from some distance away from the start line. Also fixes massive fps drop on race restart caused by bad ray cast positions from grass.
* PS4: Sets PS4 autograss to 100M.
* PS4: Sanity check on PS4 for using lightweight dynamic prims.
* PS4: Fix for PS4 visor effect
* PS4: Added copy of PS4 trophy files
* PS4: Added PS4 trophy pack to data
* PS4: Moved trophy file to a nicer place
* XB1: Added Xbox One helper files for grabbing dbgSession logs from the devkit
Render:
* Increase -WindowSize limits to allow 8k
Flags:
* Working behavior for Black and Blue flags
AI:
* Fix the restart AI stuck bug
GUI:
* Updated splash and ‘return to frontend’ loading screen
Online:
* Implemented cancellation of stat and leaderboard queries when the stat component shut downs while some queries are in progress
Multiplayer:
* Lobby voting mechanisms for MP in the Main Menu – to be hooked up by WillS
Physics:
* Ginetta G40: Initial physics set
Vehicles:
* Sauber C9: Added alpha 2 animations
* Ginetta G55 GT3: Cockpit2, alpha, DDS texture. Fixed spelling on a sticker
* Formula A: Driver animation: fixed in 3PV animation: elbow no longer cuts through side of the car
* Pagani Zonda Cinque: Fixed 1PV naming on the bank animation
Tracks:
* German Tracks: German texture version for Ambulance
* Brands Hatch: Fix of many mesh issues
* Oulton Park GP: Added static objects, ded dynamic objects, grass exclusion
Known issues:
– Multiplayer – DO NOT PRESS THE LOBBY OPTION when pressing ESC during a online race.
x64 Known issues:
– x64 currently disabled
Build 665 (18/02/14, Team Member+) – 148.7 MB
Next-Gen:
* Corrected handling of session ending for PS4
* PS4: Build correction for unused vars
* XB1: MSAA is now enabled as the default AA mode
* XB1: Stats & leaderboards work in progress – Implementing sending of TimeTrialTime events, which drive all TT stats and leaderboards,Implemented ranged and user leaderboard queries to overall TT leaderboards. Queries do not return all leaderboard details yet.
* XB1: Texture handling fixes for MSAA (don’t use EQAA for the moment – since the non-standard sample pattern requires custom shaders to resolve)
* Fix for Scene Graph crash on XB1
* Implemented XB1 leaderboard secondary column stat queries. Overall track leaderboards now work and display correctly.
* Enabled LeaderboardsGUIHandler on consoles
TweakIT:
* Added in live edit tweakers for the Freecamera scalers based on Eds feedback.
BugFixes:
* Fixed game entry crash when > 24 players
Render:
* Adding in a new world lensflare on DaveF request.
* Screen Rain drop feedback changes.
Multiplayer/Online:
* Fix for issue when leaving MP races sometimes causes assert in voting system
* Fixed local ghost cache file name parsing.
* Fixing null dereference from career options.
GUI:
* Connecting the fuel use and tire wear gameplay options from the front end into the physics system.
* Updating career options applinks to move away form the modal dialog system. This fixes the missing AppLinks in Aries Realism->Authenticity options menu.
* Background track image now fades on to cover the load of the applink
* Updated Pause screen and Loading screen and Invitations screen, plus Please Wait holder
* Edit HUD button fixed on pause screen
* Profile Invitations screen updated
* Fixing missing TextDB app enum entry
* Career Options removed from the CareerDetail screen
Flags/Penalties:
* Driver side handling of flags such as the blue and black flag
Pitbox:
* GT pitstop mechanics animations
Physics:
* BMW Z4 GT3: AI suspension and tire model changes to try and improve stability
Vehicles:
* LMP RWD P30: Minor logos fix
* Lotus 72D: Added alpha 2 animations
* Ford Mustang Boss: Prepared for exporting, updated runtime files + data, texture updates, added new CPIT display variation, added missing LODC meshes, fully textured chassis/cpit with all LODs
* Pagani Zonda: Animatins exports alpha 2
* Ford GT40 MkIV: Fixed Ultra setup file
Tracks:
* Loire: New texture maps, 1st commit
* Eifelwald GP: Grass cover texture, brightness and colour tweaks
* Moravia: Textures for new czech ambulance trackside vehicle
Known issues:
– Multiplayer – DO NOT PRESS THE LOBBY OPTION when pressing ESC during a online race.
– Ginetta G40 Junior: Ride height is too high (issue of the placeholder physics)
– Zonda Cinque: Animations are not working
x64 Known issues:
– x64 currently disabled
Build 664 (17/02/14, Team Member+) – 451.7 MB
Next-Gen:
* Fix for AppLoader using incorrect 32BIT Game Pool Size on 64BIT Console platforms. (the difference made PS4 have 180MB more memory than XB1 available)
* Fixed assert during multiplayer match joining on Xbox One.
Render:
* New System for mapping physics material to Particles Effects.
* GaussianBlur: Corrected warning treated as error; disabled creation of own render targets
* GaussianBlur class implemented for applying 2 pass blur on current render target
GUI:
* Updated CareerDetails screen (still in progress) and updated Career Accolades screen (Invitation screen still in progress)
* Fix for bumper navigation on Dashboard, Quick Solo, and Profile screens
Penalties & Flags:
* Blue flags also now contain info of participant index of person lapping
* Moved flag event sending to physics from raise to send event so that both flag raise and lower are processed
* Added support for processing participant flags (blue and black) in physics and prepped code to send to AI systems
* Tidied flag event code
Physics:
* Turbo changes phase 1: Calculate boost pressure from turbine rpm and ambient conditions
* Turbos: Added data for next round of turbo code changes
* Fix the AI Assert firing too often + prep work on black flags and blue flags
Vehicles:
* LMP RWD P30: Minor logos fix, fixed number plate issue, added winning liveries, added new silver rims, black wheels switched as default rims, added new livery, initial check-in
* Ginetta G40: Prepared for 1st export, lots of feature setup, added placeholder LODs
* Mclaren 12C: Approval fixes, updated CPIT display
* BMW Z4 GT3: Added Panasonic new livery
Tracks:
* Fix null pointer exception in Oulton Park in Free Practice
* Old skool style lamp flares removed from Silverstone
* Eifelwald: Fixed flickering groove in Karrousell by setting alpha to zero for those waypoints, fixed CSM kicking out the car
* Oulton Park GP: New export
* California Highway: Updated various tunnels to add vertex darkening, updated light brightnesses in 2 tunnels.
* Loire: Add textures for a12(small building) and a13(big hall)
Known issues:
– Multiplayer – DO NOT PRESS THE LOBBY OPTION when pressing ESC during a online race.
– Ginetta G40 Junior: Ride height is too high (issue of the placeholder physics)
x64 Known issues:
– x64 currently disabled