Taking too long? Close loading screen.

Project CARS újdonságok

0

1796986_744601095570821_742926853_oKicsit elfeledkeztem az elmúlt napok nyüzsgésében a Slightly Mad Studios Project CARS játékáról. Természetesen a játék körül a múlt héten sem állt meg az élet, így az újdonságok is folyamatosan érkeztek az XBOX Onera, PS4-re, PC-re, Nintendo Wii-re és SteamOS-re érkező játékához.
A Team Members státusszal rendelkező játékosok ezeket az újdonságokat a Steam rendszerén keresztül tölthetik le, míg a changelogot angol nyelven lentebb olvashatják el.

Build 683 (14/03/14, Team Member+) – 563 MB
Next-Gen:
* XB1: Added WideLogo placeholder required for packaging.
Render:
* Removing the splashes
GUI:
* Fix for changing month disabling controller input in the calendar screen.
* You can return from a race and go back to the inbox with inbox items showing up.
* Fixed issue with SetReturnGUIScreen preventing page deactivate getting called. as a result i have been able to make career return to the correct screen
* Adding main menu applink so Will can control the MP lobby status text.
* Navigation between events on the same day is now left/right rather than bumpers
* Fix for email list not being registered when returning from race.
* Browse Online screen updated
* Adding main menu applink so Will can control the MP lobby status text.
* Re-added missing pit strategy screen text
Controllers:
* Detect Fanatec Club Sport Pedals device and CSP pedal motor vibration added.
AI/Pitstop/Penalties:
* Re-enabled fiber use for AI vehicles and wheels. When removing a physics participant, also remove it’s fiber.
* Oval updates: Added Oval flag to AIW and editor, Removed computational GetTrackType and replaced with Oval flag, Added Oval flag to Oval AIWs
* Disable wear for HD vehicle when under Ctrl-I AI control
* Fixed correct sector information for yellow flag AI driving and re-enabled sector based yellow flags
* Reduced shared pit/garages to 2 from 3, fixes issue with cars spawning in pit spot when there aren’t enough garage spots created
* Linked up dynamic flags text from the text DB, to the coloured flags
Career:
* Career helper updated to get correct team logo displaying while in career screens
* Fixed issue with dashboard standings not working after a series had been completed, by switching the end of series handling to use the new IsFinished flag instead of a final session increment and fixing up the launching process
* Contract offer and pitch text now handles motorsport text substitutions, used by FormulaR contract
* Fixed calender screen does not work when you try to enter an event using pad
* Awards a Contract Test accolade (saved in profile) and sends a Salamander FormulaC contract offer after winning the Contract_Test event, then pops up an accolade dialog after coming back to the frontend. Marks a CareerSeriesStatus object as finished when last round has been played, to make checking easier
* Profile now saves accolades that have been awarded, and the career series finish state
* Added icons for FormulaR, GT3 and GT4 to match motorsport names, so they show up in calendar events
* Fixed some characters causing a * to be displayed in contract text
* Filling in empty properties for current career teams
* Making Contract Test event a 2 race series
* Fixing the names passed through for FormulaR, Endurance and Ginetta to match the motorsport names, so that contracts can be awarded and those events can be played
* Moved accolade popup to Dashboard screen, now that it comes back to there after racing, rather than the Calendar (fixed elsewhere)
Vehicles:
* Adjusted class settings for career system
* Car breakables update. Replaced old objects with new ones.
* Added new external cockpit colour
* RUF RGT-8: Fixed gear anim
* Mercedes SLS GT3: Added deformations, cockpit animations and AO
* Mercedes 300SEL: Driver anims – alpha 2
* Ford Sierra Cosworth RS500: Added new silver/black rims textures
Tracks:
* All Tracks: Texture for WMD style TV Van, Added logos on hood and rear doors.
* US Tracks: Textures for US Fire truck.
* Fixes to dynamic street item weights for stability (Dynamics, physics)
* Loire: Slightly polish nmp and spec map, added textures for a68 – private house, new texture maps, 1st commit
* Anhalt: Started full polish pass – added new materials for roads, terrain, skybox, new placement for trees, new autograss texture & working HRDFs. updated autograss foliage texture with new high res one.
* Snetterton: First export, added AIWs, added tracklights xmls files
* Belgium Forest Kart: Texture update, lights sgx file added, static instances xml added
* Oulton Park: Added a signal, change the signs for the new
* Moravia: Fixed rear part tiling.
* Lakeville Raceway: New pit lane and extened pit spots to full lenght of pit area. 43 Pit boxes and 43 start spots.
* Besos: Re-save of the AIW’s to record the newest sector trigger changes.
* Eifelwald: Latest updates to tree/foliage layout
Known issues:
– Replays in MP: Not working as they should
– P2P Tracks: Don’t press return to pitbox
-The following tracks have some issues and require you to press Ctrl+I in order to be able to drive in free practice: Azure Circuit, Belgium Kart Forest, Belgium Historic, Concord, Harrison Pike, Heusden, Jin Ding, Memphis, Moravia, Solitude, Volusia
– x64 temporarily disabled due to steam client issues.

Build 682 (13/03/14, Team Member+) – 409.8 MB
Next-Gen:
* XB1: Fixed some warnings
* XB1: LODsettings file for opponent cars
GUI:
* Career Calendar now shows correct eligibility for events based on current car.
* Adding live timings to the monitor panel.
* Fix damage not connected to options correctly (No visual damages fix)
* Updated green flag text from”Start” to “All Clear”
* The blue warning flag is now blue
* Fix for broken alpha on Ford logo
* Removed Oulton Park Forest replaced by Oulton Park Fosters
* Brands Hatch: Track Photos
* Flag descriptions added to TextDB
Physics:
* Join In Progress physics support: Added SpawnInProgress system. Separated CreatePhysicsParticipant to be used by both loading and in-game. Threadsafe physics participant creation. RemovePhysicsParticipant removes collision meshs and destroys vehicle memory footprint. In game call SpawnJoinInProgressVehicles to check for additional vehicles. Removed Gameplay UpdateSpawnVehiclesInGame calls no longer required. Fixed up physics systems to ensure IsLoaded is checked on physics participants before use. Split UpdatePhysicsMass into 2 functions updating mass and dampening separately
* FG1000 & Group A cars: Tire tweaks
Career:
* Fixing further pointer casting issue shown in console compilation
* Manager and Contract emails can now be deleted, and Contracts can be accepted directly from an offer email (updates car and switches motorsprot to make only eligible events playable). Type and identifiers added to the emails on setup. Contains some WIP code that Simon will update.
* Added hashed accessors for email handling. Motorsport is saved when accepting a contract (needed for new contract offers)
* Moving ContractTest event near to the FormulaC races, and set to a FormulaR event to ease testing
* Switched Silverback_Endurance event to use a valid car, to stop assert on startup
* Championships and contracts: Updated Ginetta G40 series with valid Motorsport label. Added contracts for Formula R series, Ginetta G40 series, and Endurance series. Added all GUI text strings to CareerDB to display the correct info.
* Kart Test: Event can now be entered again (fixed inconsistency with motorsport naming for it)
AI/Pitstop:
* Added some AI fixes for the end of some point to point races
* Removed some asserts for incomplete AIWs
* Fix driving in tight tracks like Azure Coast with improvements for the Wall Feeler system and the Stuck behavior (v2)
* Logging to diagnose pitstop animation failures
* Pit Mechanics: Placeholder characters
Vehicles:
* Headlights: Increased range to 175m. Helps boost brightness. May scale back when night becomes darker.
* Ford Sierra Cosworth RS500: Added new silver/black rims textures
* Pagani Zonda Cinque Roadster: Misc dds texture – Italian flag corrected
Tracks:
* Oulton Park Fosters: Added tracklights
* Eifelwald: Latest updates to tree/foliage layout
* Besos: Full polish pass, added all the missing elements such as fences , tyres , armco , plastic barriers , completely new textures , updated TRGs for sectors 2 and 3 to get them in the right places , complete new collision for track incorporating small bumps to liven it up , new collision for all tyres etc. Updated the master tyres scene with new tyres for Besos. Added new XML files for tyres for GP and NAT , also added new XML for just the variation blockers. New files for physics objects for GP and NAT , updated placement files for trees etc.. , new grass exlcusion files.
* Brands Hatch: New exports
* Loire: AIW for Steve to test pit lane creation crashing.
Known issues:
– Replays in MP: Not working as they should
– P2P Tracks: Don’t press return to pitbox
-The following tracks have some issues and require you to press Ctrl+I in order to be able to drive in free practice: Azure Circuit, Belgium Kart Forest, Belgium Historic, Concord, Harrison Pike, Heusden, Jin Ding, Memphis, Moravia, Solitude, Volusia
– x64 temporarily disabled due to steam client issues.

Build 681 (12/03/14, Team Member+) – 190.0 MB
Next-Gen:
* GroundCover XB1 is selectable from options again
* Support for Dynamic Usage in lightweight primitives. Last part of fix for XB1 ground-cover + also fixes grass in DX11MT/PC
* XB1: Ground Cover Appsupport + grass system fixes
* XB1: Back buffer present optimisation
* PS4: Upon post race flow, unlock sample award for the milestone
* XB1: Fix for broken depth of field (was causing black screen flashing in Helmet Cam)
* XB1: Fix for incorrect glass/forward rendering bug
Render:
* Distortion shader common buffers fix
* Missing common_buffers include in heathaze
GUI:
* Addition of the Accolades popup dialog. This submit also a contains a bug fix for trying to spawn a bink dialog while in game.
* Moved HUD draw detection to before forced reset of extenal camera flag. Allows HUD to be correctly disabled in pre-race camera sequences on tracks with no trackside cameras.
* Adding dialog links XML for dialog AppLinks, and making the accolades dialog box use these AppLinks.
* Fix for overlapping email text, updated Motorsport icons
* Updated Team Contract page, fixed team logos
* Brand-new player labels above cars
* Updated manufacturer and track logos
* Hooked lobby “invite” applink.
Physics:
* Tires: Hooked up session grip, FC r9, FA G grip reduction
* Renault Megane RS265: Physics update with data from Renault
Multiplayer:
* Invitations (WIP): More work on invitation interface cleanup, invitations GUI is now handled by the session manager, accepting invites is platform-specific. Implemented “display invite GUI” for Steam/PC.
* Implemented boot-time Steam invitations. Accepting an invite while not playing the game will launch it and attempt to join the session once in the main menu.
Bugfixing:
* Fixing dev keys filtering where certain defines are not visible. (CTRL+F = OK)
Career:
* Added counter for maximum number of sessions in a championship
* Incremented ms_MaxPerSessionInfo to match new GT3 events
* Don’t try to generate an contract if the motorsport hasn’t been set
* Signature graphics and signoff variations added to the ReviewContract screen. Career contracts now picking from a selection of pitch textIDs
* Resetting career saves to avoid invalid contract/vehicle data, now that career is locked until player selects a contract (and is given a car) and contract eligibility is being forced
* The career Continue menu option is now disabled if the player doesn’t have a valid contract, so they’re forced into New career to select a contract and be given a car.
* The vehicle selection is now forced to the contract car when re-entering career or accepting a new contract
* Career calendar display and event starting eligibility now checking the motorsport (from the signed contract) is correct too
* Temporary solution to reset career when a New career is selected (proper solution will be added when career load screens are added)
* Fixed bug with FormulaB not generating an entry contract, due to UI trying to change page before it had call the appfunc to set the motorsport
* Career Championships – World Endurance Championship – First release.
* Career Championships – Endurance motorsport added (Motorsport definition, points system, text strings, and initial championship name).
* Fixing team/contracts name to match new designs, and updated to point to new logo icons
AI/Pitstop:
* Throttle gets affected by grip loss to prevent total loss of control
Vehicles:
* BAC Mono: Added new Kumho Ecsta V700 tires textures
* Mercedes SLS GT3: LODs done
* Gumpert: Camber baked into suspension animations
Tracks:
* New trackside vehicle instanced assets – ambulances, fire tanker, moog, tv vans
* Loire: Reduced overall material count on driveable areas and started transferring over polished up materials from other tracks, added textures for a50 – building complex near restaurant
* Lakeville: Removed dynamic object markers from enhanced pit exit area, enhanced the pit-area as requested by Doug to enable more garage spots
Known issues:
– Replays in MP: Not working as they should
– P2P Tracks: Don’t press return to pitbox
-The following tracks have some issues and require you to press Ctrl+I in order to be able to drive in free practice: Azure Circuit, Belgium Kart Forest, Belgium Historic, Concord, Harrison Pike, Heusden, Jin Ding, Memphis, Moravia, Solitude, Volusia

Build 680 (11/03/14, Team Member+) – 152.2 MB
Next-Gen:
* XB1: Use write combining placement vertex buffer for instance and lightweight mesh data
* XB1: Work around loading crash
Render:
* Fix to DX11 debug text rendering + fix to bounding volume debug view + added individual shadow cascades to debug menu
* Rendertasks now use a custom array handling solution (fixes x64 performance issue)
* Revert PC dynamic vb size change
* Upping the spec power slider , adding ambient lightng
Online/Multiplayer:
* Fixed OnlineSupport to correctly update session details from join data. Fixed lobby joined via invitation not working correctly, because the game did not know the lobby’s max size.
* Multiplayer invitations (WIP): Internally Steam invites work, but sessions joined by invites are not configured properly. Do not use yet.
GUI:
* Hooking up authenticity options (and implementing them where missing), removes legacy “CareerOptions” data
* Fixing dialogue buttons so they work with joypad, Dialog box navigation changed from buttons to menus
* Adding info about players being “in garage” or “on track” to race over view screen
* Tidied CareerInitialInfo screen
* New Contract offer text added
* Manager signatures for Contract Offers added
* Placeholder team logos for March milestone
* Team names updated along with logos
* Updated New Career screens
Physics:
* Per participant physics memory pools
* Added average field to session grip buildup and tweaked params
* Use GetAverageTrackWetness to determine precipitation
* RUF RGT8: Lower diff preload. minor side aero tweaks
* BMW 1M: Fixed rear damper motion ratio
Career:
* Added property to Championship data to set the motorsport (has a further accessor to get at the discipline), and fixed up UI usage. Relevant career championship files updated with appropriate Motorsport setting
* Adding CareerMotorsport HRDF and manager so that motorsports can be distinguished and contain properties like TextIDs and discipline they belong to
* Updated motorsport and team names (temporarily from current contract) in career news to fill in missing text
* Dashboard Inbox now displays email messages (with appropriate string substitutions) from the team manager
* Accepting a new Career contract generates a welcome email from the manager (saved to the profile). Added new CareerContract TextID for manager greetings
* Emails sent from the team manager are stored in the profile, and can be added/removed
* Added hashed accessor for CareerTeam
AI/Pitstop:
* Team AI logic
* Oval Driving prototype
* GT Pistops: Updated to reflect Align Actor to Actor feature
Vehicles:
* Vehicles: Increased and balanced headlight brightness across all cars
* Formula B: Camber baked in to suspension animation
* Ford Mustang Boss: Added new liveries and names – initial check, added generic WMD banner for liveries, changed body color, orange to green, added new liveries – initial check
* Ginetta G40: UV mapping, added custom livery support, wheels textured, body UV mapped
Environment:
* New instances added for gen3dbush, ao shadow and sf-soil
Track:
* US Tracks: Tweaked chrome etc
* Loire: Fixed gravelbed shapes around track.. fixed wrong whitelines in pitlanes.. added colored asphalt areas around track.. pitwall entry part added, added textures for a51 – road sign visible from track, fixed collision issues at tetra rouge, loft changes on first 5 turns complete.. opened up garages, added new pitexit lane, fixed whitelines, fixed csm issues, added more track, gravel edges, grid spot markings added
Known issues:
– Replays in MP: Not working as they should
– P2P Tracks: Don’t press return to pitbox
-The following tracks have some issues and require you to press Ctrl+I in order to be able to drive in free practice: Azure Circuit, Belgium Kart Forest, Belgium Historic, Concord, Harrison Pike, Heusden, Jin Ding, Memphis, Moravia, Solitude, Volusia

Build 679 (10/03/14, Team Member+) – 364.3 MB
Render:
* DX11: Move some temporary allocations to the stack – may reduce fragmentation
* DX11: Run-time side for shader common constants (fog moved into scene buffer + ordering optimization)
* DX11: Common buffer constants – fog in Scene + ordering optimization.
* Screen drop lighting pass.
* Excluded crowd billboards from static envmap!
* Upping the spec power slider , adding ambient lighting
* Night starry sky texture darkened for darker ambient and sky at night.
GUI:
* Getting rid of hard coded text coloring in the calendar. Replaced with enabled/disabled elements.
* Fixing calendar to jump to the current day and not the next day, fixing applinks for the upcoming events panel. Removing 0 event text when there are no events on that day.
* Tracklists: Deleted Oulton Park GP and added International;Island; Forest
Physics:
* Dynamic session grip: Dynamic session grip modifier system, Apply session grip to player vehicle, Apply session grip and wetness grip to AI, Apply session grip modifier dynamically to groove, Update groove visually when grip modifier meets a threshold, Update racing line for AI dynamically as weather changes, Pass rain density to physics, Notify physics if race mode change is restart or advance session, Adjusted PhysX friction for rumble strips, Added weather and session grip to debug screens, Removed mass and COG modifiers, Move COG by graphical offset and set above chassis center
* Tires: New revision of P Zero Corsa, P Zero and McLaren F1 tire with rollover issue fixes and improved tread stability.
* Vehicles: Engine stall/bump start, turbo and clutch behavior tweaks and new brake fade tech applied to various cars
Career:
* Switching career new temporarily to fix compile error on console
* Debug console command to offer a named contract
* Career news and email converted to use new CareerReplacementText (picking up some new substitutions). Entry-level contracts now using the new system for the pitch text
* Career string substitution now in a common function so it can be shared by the various systems needing it
AI/Pitstop:
* Added Getters in Interface to know if cars are in the Garage or In the Pits
Vehicles:
* Ford Mustang Boss: Added new liveries – initial check
Tracks:
* EU Tracks: Textures for environment vehicles.
* Loire: Loft changes on first 5 turns complete.. opened up garages, added new pit-exit lane, fixed white-lines, fixed csm issues, added more track, gravel edges, grid spot markings added, new texture maps, 1st commit
* Oulton Park: New Dynamic Brake Markers (dynamic asset’s), trackLogos change, track maps for GUI, added track-lights, race-lines, instances, track logo, New AIW’s Complete for intitial release of track. Has working pit lane and garages. Raceline etc. Might need fine tuning for multicar AI racing still.
* Snetterton: TrackLogos change, track maps for GUI (Not yet in-game)
* Brands Hatch: Tree instances update according to GP version, further terrain detailing remaining grass-slopes textured, individual skids for GP added, tangent normals and detail for gravel checked, fix for Brands Hatch Pit Lane Water Blockers collision oddities (Dynamic objects)
* Florence: Added 40 garage spots (previously none) after Luis opened all garage doors.. Set grid to 40 in TRD
Known issues:
– Replays in MP: Not working as they should
– P2P Tracks: Don’t press return to pitbox
-The following tracks have some issues and require you to press Ctrl+I in order to be able to drive in free practice: Azure Circuit, Belgium Kart Forest, Belgium Historic, Concord, Harrison Pike, Heusden, Jin Ding, Memphis, Moravia, Solitude, Volusia

Vélemény, hozzászólás?

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