Taking too long? Close loading screen.

Itt a legújabb Project CARS build

0

8577490713_ae5704f2eb_oAhogy azt már megszokhatták a Project CARS játékosok, ezen a pénteken is megérkezett a Team Member státusszal rendelkezők számára a legújabb frissítés. A 438-as számú build természetesen ezúttal is számtalan újdonságot tartalmaz, amelyeket a heti összes frissítés changelogjával együtt közlünk angol nyelven.
A frissítés a jól megszokott launcher segítségével lehetséges most is.

Build 438 (28/3/13, Team Member+)

Audio:

  • Doppler settings and dynamics of fly by refined
  • Exhaust now responds to distance based echo (this is experimental)
  • Experimental delay/reverb by distance settings for trackside cams. Effect is slightly exaggerated to assist audibility for testing

Environment:

  • Clear 5 wtc updated with recent weather edits including hortizon sky/emap boost, cloud fade and sun emap intensity
  • Multiple changes to wtc files. Addition of emap sun multiplier to clear/cloudy settings to add more contrast to reflections. Addition of lower sky brightness boost to add more contrast and sheen to reflections and to add brightness and bloom on the horizon. Cloud distance fade added in multiple conditions to replace or aid cloud fog. Additional tweaks to balance the above. Addition of a new Rainy2 setting which is based on the recent Overcast2. All settings bar foggy, heavy fog, overcast and clear5 have been edited

GUI:

  • Happy Easter everybody!
  • Linen background upgraded and all screens that reference it updated, news ticker now runs along the bottom edge, saving in Options/Online now returns you to the previous page, Remove Ghost button moved to left-hand tile panel, new disabled state for text so it’s easier to read, Steam Community button added to top link bar, other minor visual improvements and bug fixes

Physics:

  • Many tire and setup changes to the BAC Mono, SP300R, JP-LM, Racer L4 and V8, Mustang Boss 302R and BMW M3 GT4. See Physics Releases post #53 for details
  • Tracks:
  • Bathurst: Fixed shader technique on winebushes to avoid normal issue in Bathurst
  • Bathurst: Adding possible missing textures for Bathurst
  • Bathurst: Fixed 2 trackoft issues pointed out by users on Bathurst
  • Heusden: Moved trees closer to track and added large tree to right of start straight approach

Vehicles: 

  • Mitsubishi Lancer: Body Exterior LODX modelling done. Chassis/Interior gaps fixed on front windows

KNOWN ISSUE: We have issues when running SLI producing black shadows, as a workaround disable SLI.

Build 437 (28/3/13, Senior Manager)

Physics:
* Fixed buffer length bug with BSprintf in AI Database calls
* Changed Lotus 49, Ford GT40, Ariel Atoms recent 3 tire models to follow AJ’s latest pressure distribution change
Environment:
* New Code for seperate envmap horizon tinting
Render:
* Code to update the phase rendertargets for „owned” emaps at the start of each renderloops
Bug Fixes:
* Fix for ghosting rendertargets not getting setup (fixes ghost mode)
GUI:
* Added reflections env map settings to graphics settings
Shaders:
* Basic shader double sided system changed to make it easier to have same lighting on both sides – need for low cost foliage
Crowds:
* Added photographer animations, XML bindings, animation project, photographer meshes and textures
* Renamed press characters, added photographers export scene, added photographer animations
Tracks:
* Bathurst: Fixing the slope textures which did not update with the last updated export
* Heusden: Added light poles and tents, repositioned and removed trees to match with refs, added tyrestacks around track

KNOWN ISSUE: „All” filter in the car select is currently showing no cars.

Build 436 (27/3/13, Senior Manager)

Render:
* Code to insure the small RT is big enough to handle all emap rendering
* Reflection map rendering now uses its own new graphics config setting
* Refector to the creation of Dymaic Emap and Shared Renderdata so we can reuse rendertasks more effectivly. This is achieved by making said classes be using additional spec structures
HUD:
* Editible HUD upgrade
– LT/RT (object cycling) functionality removed
– Added a (placeholder) question mark icon, to indicate that a HUD object is hidden at this anchor
– Using a slightly prettier selection box (although still not quite there in quality yet)
– The selection box is now coloured differently when an object is picked up
– Bug fixed – camera cycling
– Bug fixed – Selction box size not changing when toggling
* Added ‘reflection envmap quality’ applinks and data
Physics:
* Edited most carcasses to effectively be a revert to the previous build’s pressure distribution.
Base:
* Changed some more CRT string function calls to use Base safe abstract equivalents
Helmet View:
* Obsolete textures removal
* Dust and scratches visibility tweaks + obsolete data cleanup
Tracks:
* Bathurst: Added track seams and crack overlays
* Heusden: Added light poles
Vehicles:
* Ford Focus RS: Polished surface reflections

KNOWN ISSUE: The game is crashing when loading a ghost in Time Trial mode (will be fixed for the next build).

Build 435 (25/3/13, Team Member+)

GUI:
* RPM/Gear Display on Wheel menu option
* Added new drag drop component to GUI lib
Render:
* Fix for 360 errors in rendering tasks
* Exposing Far render clip plane value
* Fix for DOF bug I introduced while still fixing the warnings the original fix was intended to address
Environment:
* New cloud fading and horizon tinting code
* Additional 3D bush instances added
* Static instances of indian laurel 3D tree variations
Shared Memory:
* Restore gSharedMemoryManager.Update call
* Shared memory fix
Base:
* Changed CRT string functions to use Base safe abstract equivalents
* Changed to calls from sscanf to Base abstract equivalent BSscanf
* Updated BSscanf abstract to prevent potential security/stability issues
Shaders:
* Checked in modified vehicles_basic_translucent shader to ensure that when it is not in glassy mode it doesn’t darken the material as the alpha falls, e.g. with a mesh going into distance
* Modified specular calculation – stops the keySpec from being scaled by the specular strength (which is intended for varying the GSI strength) – this will improve reflections on wheels and a number of other car parts
Crowds:
* Added missing cameraman animation
* Added textures for camera
* Added cameraman animations, XML bindings, animation project, cameraman meshes
* Animations for crowd cameraman
Tracks:
* Solitude Rennstrecke: New AIW with dry line
* Heusden: Armco, fences, and missing assets added, removed red border
* Heusden: Repositioned trees to not fix intersecting with new white wall

Vélemény, hozzászólás?

Az e-mail címet nem tesszük közzé. A kötelező mezőket * karakterrel jelöltük