{"id":16658,"date":"2013-03-16T09:38:35","date_gmt":"2013-03-16T08:38:35","guid":{"rendered":"http:\/\/www.hsw.hu\/?p=16658"},"modified":"2013-03-16T09:38:35","modified_gmt":"2013-03-16T08:38:35","slug":"megerkezett-a-427-es-szamu-project-cars-build","status":"publish","type":"post","link":"https:\/\/www.hsw.hu\/?p=16658","title":{"rendered":"Meg\u00e9rkezett a 427-es sz\u00e1m\u00fa Project CARS build"},"content":{"rendered":"<p style=\"text-align: justify;\"><a href=\"http:\/\/www.hsw.hu\/wp-content\/uploads\/2013\/03\/8541778765_c93270770d_o.jpg\" data-rel=\"lightbox-image-0\" data-imagelightbox=\"0\" data-rl_title=\"\" data-rl_caption=\"\" title=\"\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-thumbnail wp-image-16659\" style=\"margin-left: 3px; margin-right: 3px;\" alt=\"8541778765_c93270770d_o\" src=\"\/\/www.hsw.hu\/wp-content\/uploads\/2013\/03\/8541778765_c93270770d_o-100x70.jpg\" width=\"100\" height=\"70\" \/><\/a>A szok\u00e1soknak megfelel\u0151 a tegnapi napon befutott a Slightly Mad Studios fejleszt\u00e9s\u00e9nek, a Project CARS-nak a leg\u00fajabb v\u00e1ltozata. A sr\u00e1cok a h\u00e9ten sem t\u00e9tlenkedtek \u00e9s sz\u00e1mtalan jav\u00edt\u00e1st eszk\u00f6z\u00f6ltek a j\u00e1t\u00e9kon.<br \/>\nA p\u00e9nteken kiadott v\u00e1ltozatot Team Member szintt\u0151l t\u00f6lthetitek le a launcher seg\u00edts\u00e9g\u00e9vel. Term\u00e9szetesen a megszokott changelog is \u00e9rkezik t\u0151l\u00fcnk, amelyben a h\u00e9t \u00f6sszes friss\u00edt\u00e9s\u00e9t olvashatj\u00e1tok.<\/p>\n<p><span style=\"text-decoration: underline;\"><strong>Build 427\u00a0(15\/3\/13, Team Member+)<\/strong><\/span><\/p>\n<p><b>Bug Fixes:<\/b><\/p>\n<p>* Fixed the FFB being missing issue<br \/>\n* Fix for Controls screen showing the Edit page whenever you go in there<br \/>\n* Amended handling of puddles in road shader to prevent specular white-out<\/p>\n<p><b>Render:<\/b><\/p>\n<p>* CDynamic Envmap class now uses the new per face mip map level generation DX11 code<br \/>\n* DX11 Texture Class support for per Cube Face mipmap generation support, via per face ShaderResourceViews<br \/>\n* Fix for dynamic emap not getting used on the car<br \/>\n* Inverted facing direction for double sided polygons &#8211; corrects lighting be inverted<br \/>\n<b><br \/>\nShaders:<\/b><\/p>\n<p>* Re-enable MotionBlur dither<br \/>\n<b><br \/>\nBase:<\/b><\/p>\n<p>* Initial changes switching over to use the BAppSection framework. General tidy-up of the sections code<br \/>\n* Ensure that custom blocklist allocs\/free calls match up when using default new\/delete<br \/>\n<b><br \/>\nGUI:<\/b><\/p>\n<p>* Added WMD requested physics key mapping hooks (brake bias, pit speed limiter, ignition &amp; starter key, adj anti roll bars) &#8211; awaiting links to the physics so not yet functional<br \/>\n<b><br \/>\nAudio:<\/b><\/p>\n<p>* Increase in volume for AI sounds after reports that AI were difficult to hear. This will be ultimately controllable via sliders in the UI eventually<br \/>\n<b><br \/>\nTrees:<\/b><\/p>\n<p>* 3D palm tree instances &#8211; self shadowing and transmissive light effect added, textures tweaked in mips<br \/>\n<b><br \/>\nTracks:<\/b><\/p>\n<p>* Belgian Forest: Added missing emissives, adjusted emmissive levels, added viewer placed lights poles, speakers,changed kerbs color in chicane after first long straight. added emmissive night skyring<br \/>\n* Belgian Forest: Fixed wrong crowds positions<br \/>\n* Eifelwald: Added new crowds<br \/>\n* Glencairn: Added new racecontrol building+tstacks, added missing textures<br \/>\n<b><br \/>\nVehicles:<\/b><\/p>\n<p>* BMW M3 GT4: CoG raised, new ARB ranges, final drive tuning allowed<\/p>\n<p><span style=\"text-decoration: underline;\"><span id=\"te453059722\"><strong>Build 426\u00a0(14\/3\/13, Senior Manager)<\/strong><\/span><\/span><\/p>\n<p><b>Render:<\/b><br \/>\n* Shader error message given more detail<br \/>\n* Fix for lods on reflection<br \/>\n* Improved cloud env map settings for performance + setup new face offset for this map.<br \/>\n* Reduce cloud env map resolution &#8211; it&#8217;s only ever convolved so 128&#215;128 is way more than enough for low to high reflections<br \/>\n* Fix a performance issue with Envmaps when MSAA was enabled (this incorrectly cleared the phase 3 depth) but since the envmap never uses MSAA the depth can be shared (provides a 1.5-2.5% overall speedup)<br \/>\n* Fix clearing of the convolve render-target &#8211; the convolve renders to the whole quad and the clear is no longer needed for SLI\/XF<br \/>\n* Add &#8216;face offset&#8217; support to the CDynamicEnvmap class &#8211; allows each envmap to have a unique face offset so they aren&#8217;t all rendering the same faces each frame which causes peaking loading<br \/>\n<b>Enviroment:<\/b><br \/>\n* Added AddKeyLight and RemoveKeyLight methods to EnvironmentManager for main menu usage<br \/>\n* Add cloudenvmap place holder setting for when the viewsettings are re-enabled again<br \/>\n<b>HUD:<\/b><br \/>\n* Fix for HUD &#8216;lite&#8217; not working<br \/>\n* RUF logo added to splash screen and Happy St Patrick&#8217;s Day everyone!<br \/>\n<b>Shaders:\u00a0<\/b><br \/>\n* Changed the variable-range glossiness control to use mip-biasing on the envmap lookup, as well as blending to the specular convolution, this removing the odd looking pin-sharp reflections on semi matte surfaces<br \/>\n* Fix for basic translucent shadow-gen missing shader discard! it previously relied upon alpha coverage to work at all!<br \/>\n<b>Tracks:<\/b><br \/>\n* Solitude Rennstrecke: New export<br \/>\n* Solitude Rennstrecke: New AIW<br \/>\n* Moravia: Exported sitting crowds + crowds placement<br \/>\n<b>Vehicles:<\/b><br \/>\n* Pagani Huayra: Alpha2 driver anims<\/p>\n<p><span style=\"text-decoration: underline;\"><strong>Build 425\u00a0(13\/3\/13, Senior Manager)<\/strong><\/span><\/p>\n<p><b>Base:<\/b><br \/>\n* Fixed input related leaks<br \/>\n* Fixed PS3 unity compile<br \/>\n* Added dump on exit if leaks detected in main pools on PC (debug and release only currently)<br \/>\n<b>Render:<\/b><br \/>\n* Setup code to increase number of spotlights based on weather we are wishing to render at high quality or not<br \/>\n* Fix for bad exclusion flag in Rear View Mirror rendering (probable cause of disappearing vehicles in online)<br \/>\n* Viewsettings for Static envionment map optimised. (saves around 50k triangles (4%) in a typical scene<br \/>\n* Enable Anisotropic filtering on Foliage (including instanced Foliage) shaders and shadow map generation<br \/>\n<b>Shaders:<\/b><br \/>\n* Fixed missing use of specular strength in wheel shader (this resulted in over-bright wheels on shaded side of car)<br \/>\n* Converted light glow billboard shader to be drawn in post blur phase &#8211; this fixes a problem with glow billboards sorting incorrectly with headlight glass on certain cars<br \/>\n<b>Tracks:<\/b><br \/>\n* Heusden: Tightend up cut tracks further through chicanes 1 and 2. Adjusted the AI line through Chicane 2 so they run wide off the exit onto the grass<br \/>\n* Heusden: Added missing fences, sign posts, adverts and 100 markers<br \/>\n<b>Vehicles:<\/b><br \/>\n* Ford Capri: Updated AO and added wheel LOD&#8217;s<br \/>\n* Ariel Atom 300: smoothed torque curve similar to Hondata reference<br \/>\n* BMW M3 E30: Fixed UV mapping<\/p>\n<p><span style=\"text-decoration: underline;\"><strong>Build 424\u00a0(12\/3\/13, Manager+)<\/strong><\/span><\/p>\n<p style=\"text-align: justify;\"><b>Common:<\/b><br \/>\n* New GUIName entries<br \/>\n* Added main PhysX header to main header of Support Physics library, to allow more convenient use of PhysX SDK<br \/>\n* Updated include paths of all common library projects that use Support Physics (directly or indirectly), so PhysX headers are visible to them.<br \/>\n* Removed unnecessary includes of main PhysX header from .cpp files of Support Physics library<br \/>\n<b>Base:<\/b><br \/>\n* Ensure that msg queue alloc goes to the correct new overload<br \/>\n<b>TweakIt:<\/b><br \/>\n* Change so FOV is updated from Tweakit<br \/>\n<b>Animations:<\/b><br \/>\n* Tidy up vehicle anims code and switch to mix or play animations to avoid replacement of existing animations in some cases (such as wipers replacing suspension ones)<br \/>\n<b>Render:<\/b><br \/>\n* Implement Shadow LOD scaling and size culling + fix identification of non player vehicles in vehicle meshes<br \/>\n* DX11 Fix Alpha to Coverage setting &#8211; sorts out crappy looking foliage\/transparencies on ATI cards in all AA modes without MSAA. MSAA modes are correct as is<br \/>\n* App Side hookup main menu and new renderer downsampling scales.<br \/>\n* Render Task re-ordering for HDR Motion Blur &#8211; moves ForwardPostBlur rendering which incorporates both MB and Windscreens directly after the Forward rendering task<br \/>\n* DX9\/DX11 Renderer support for HDR motion blur in the Post Processing control module<br \/>\n* Add DX9\/DX11 Renderer helpers for downscaling width and height scaling<br \/>\n* Added new double-sided render contexts in preparation for use in plants etc<br \/>\n<b>Shaders:<\/b><br \/>\n* MotionBlur shader &#8211; fixed for HDR support + fixed for fringe bug in all modes except MSAA<br \/>\n* Windscreen and Visor ForwardPostBlur shaders adjusted to work in HDR<br \/>\n<b>Bug Fixing:<\/b><br \/>\n* Fixed memory leaks and missing file\/line &amp; trace info for a number of allocs<br \/>\n* Fixed memory leaks and missing file\/line &amp; trace info for a number of allocs. Added leak dump on exit in all configs (assert currently disabled)<br \/>\n<b>HUD Editor:<\/b><br \/>\n* Better quad selection now based on Mesh bounding box and projected screen coordinates<br \/>\n* Fixup the Editor HUD view cycling to use the new control method<br \/>\n<b>Tracks:<\/b><br \/>\n* Heusden: Darkened some textures<br \/>\n* Bathurst: Turn 12 and last corner inside cut tracks tightened up one curb width<br \/>\n* Eifelwald: New sitting crowds<br \/>\n<b>Vehicles:<\/b><br \/>\n* BMW M3 E30: Fixed car colour. No more just red BMW&#8217;s<br \/>\n* BMW M3 E30: Fixed UV mapping<\/p>\n","protected":false},"excerpt":{"rendered":"<p>A szok\u00e1soknak megfelel\u0151 a tegnapi napon befutott a Slightly Mad Studios fejleszt\u00e9s\u00e9nek, a Project CARS-nak&#8230;<\/p>\n","protected":false},"author":1,"featured_media":16659,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3],"tags":[99,40,16,49,152,15,50,200,46,100],"class_list":["post-16658","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-pc-hirek","tag-c-a-r-s","tag-dlc","tag-download","tag-game","tag-jatek","tag-letoltes-2","tag-pc","tag-project-cars","tag-racing","tag-slightly-mad-studios"],"featured_image_urls":{"full":["https:\/\/www.hsw.hu\/wp-content\/uploads\/2013\/03\/8541778765_c93270770d_o.jpg",1600,900,false],"thumbnail":["https:\/\/www.hsw.hu\/wp-content\/uploads\/2013\/03\/8541778765_c93270770d_o-100x70.jpg",100,70,true],"medium":["https:\/\/www.hsw.hu\/wp-content\/uploads\/2013\/03\/8541778765_c93270770d_o-300x168.jpg",300,168,true],"medium_large":["https:\/\/www.hsw.hu\/wp-content\/uploads\/2013\/03\/8541778765_c93270770d_o.jpg",640,360,false],"large":["https:\/\/www.hsw.hu\/wp-content\/uploads\/2013\/03\/8541778765_c93270770d_o-1024x576.jpg",640,360,true],"1536x1536":["https:\/\/www.hsw.hu\/wp-content\/uploads\/2013\/03\/8541778765_c93270770d_o.jpg",1536,864,false],"2048x2048":["https:\/\/www.hsw.hu\/wp-content\/uploads\/2013\/03\/8541778765_c93270770d_o.jpg",1600,900,false],"covernews-featured":["https:\/\/www.hsw.hu\/wp-content\/uploads\/2013\/03\/8541778765_c93270770d_o.jpg",1024,576,false],"covernews-medium":["https:\/\/www.hsw.hu\/wp-content\/uploads\/2013\/03\/8541778765_c93270770d_o.jpg",540,304,false]},"author_info":{"display_name":"Toya","author_link":"https:\/\/www.hsw.hu\/?author=1"},"category_info":"<a href=\"https:\/\/www.hsw.hu\/?cat=3\" rel=\"category\">PC<\/a>","tag_info":"PC","comment_count":"0","_links":{"self":[{"href":"https:\/\/www.hsw.hu\/index.php?rest_route=\/wp\/v2\/posts\/16658","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.hsw.hu\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.hsw.hu\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.hsw.hu\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.hsw.hu\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=16658"}],"version-history":[{"count":1,"href":"https:\/\/www.hsw.hu\/index.php?rest_route=\/wp\/v2\/posts\/16658\/revisions"}],"predecessor-version":[{"id":16660,"href":"https:\/\/www.hsw.hu\/index.php?rest_route=\/wp\/v2\/posts\/16658\/revisions\/16660"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.hsw.hu\/index.php?rest_route=\/wp\/v2\/media\/16659"}],"wp:attachment":[{"href":"https:\/\/www.hsw.hu\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=16658"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.hsw.hu\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=16658"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.hsw.hu\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=16658"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}