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Build 638 (10/01/14, Team Member+) - 66.8 MB
Next-Gen:
* PS4 updates for 'begin' on shaders, to allow for constant buffer monitoring.
* Fixed issues with multiple constant buffers being bound.
* Removed a large data cache stall in SetInternalParams.
* Set Xbox One TitleID and SCID in appxmanifest file. Note that the SCID is a temp value currently.
* Fixing PS4 compile error - missing switch case
AI:
* Added AI Lap time generation
Characters:
* Drivers: Oli webb initial exports and textures
* Added Oli Web materials
Physics:
* Ariel Atom V8: New engine torque curve, ride height & bump stops, other handling finalizations.
* Made Evon CR500-Flexi the default tire for Atoms and the R500
Tracks:
* Brands Hatch: Texturemap tweak to fix the pitwall-fence shadow
* Snetterton: New texture maps, 1st commit (NOT IN-GAME, YET)

Build 637 (09/01/14, Team Member+) - 51.0 MB
Next-Gen:
* Xbox One: Added first draft input set for gamepad
* Xbox One: Updated default XDK header paths in xb1 props based on latest XDK defaults
* Xbox One: Added basic gamepad support
* Xbox One: Moved some XB1 specific input files to use wrt extensions
* Xbox One: Fixed bug in temp vsscanf implementation that caused stack overflow
* Xbox One: Fixed bug in keyboad state history management that resulted in modifiers being ignored
Animation:
* Fix for Driver floating in mid-air
* Pit mechanics: Fire attendant reference animations added
* Pitstops mechanics reference animations update: Fixed positions to reflect car pit position more accurately
Career:
* New ChampionshipSessionInfo HRDF added to cover the session-specific data, accessed via a hashed lookup. Session type icons added to the new HRDF and hooked up to Career screens to match screen design
GUI:
* Correct turn indicator icons
Render:
* Individual drops texture added for wet cam. 4x4 cells
Vehicle:
* Pagani Zonda Cinque: Added seat belts, many fixes for first export, runtime updates for first export.
Tracks:
* Snetterton: New texture maps (NOT YET IN-GAME)
* Oulton Park: Added new textures for start lights and pit wall section (NOT YET IN-GAME)

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Build 640 (14/01/14, Team Member+) - 539.4 MB
Career:
* Career events can now only be entered if the player has a valid vehicle ("Enter" button will be disabled if they don't). "Select Car" menu option can be used to change car if it's invalid.
* Career Options dialog can be changed from events screen
* Added placeholder CarSelect menuOption that can be launched from Career event info, to change car when the current career one is invalid
* Get Sessions from subsequent Rounds loading in sequence (if flag is set), so Career Rounds and Sessions can be played right through
Online:
* Fixed global user id not containing the Steam user id component. This fixes local user leaderboard queries (personal bests).
* Cancel pending leaderboard jobs triggered from menus before loading into a race. Fixes crashes when starting a race too quickly after entering Free Practice/TT menus or switching vehicles.
Character:
* Driver: Oliwebb textures added and materials added to RCF
* Drivers: Fixed wrong entry in GT oponents. Added F1 nichamitlon and Oliwebb entries
Pitbox:
* AI Pit strategy logic: Added PitToRepair calculations for all repairable systems for AI with base values, added brake wear systems for AI, added fixing of wheels and brakes for AI systems, added PitStrategy::ApplyAIStrategy to apply the AI's chosen strategy to pit systems, added logging for AI pit decision making, ensure AI cars go to pit position regardless of AI control in pits flag
GUI:
* Additional code updates for tyre compound changes
Physics:
* Lotus 78: More rain tire tweaks, fixed rain tire not having any channel width, which essentially made it a slick. Also added a bit more heat.
* Tyre compound updates: Updated AI tyre choice based on conditions to use tyre type, added debug rendering for tyre choices, removed front and rear tyre compound defaults and use, added Dry and Wet default tyres to be used in a future update
* Wait dialog now blocks input during vehicle physics loading. This stops the user from submitting button clicks that end up being ignored during the physics load time.
Vehicles:
* Pagani Huayra: Added new liveries setups + names, added new black/red stripe rims color, added yellow calipers color variation
Tracks:
* Milan GP: New tyrestacks textures, textures overhaul, materials overhaul, roads, kerbs, armco, gravel, grass. CSM updated, added 3D tyrestacks.
* Milan Short: Materials overhaul, roads, kerbs, armco, gravel, grass. CSM updated, added 3D tyrestacks
* Snetterton: New texture map, startlight emmissive for snetterton added (NOT YET IN-GAME)
* Dubai Kartdrome: Logo added, new export after complete polish pass , new CSM , working start lights etc.., added all new textures required by the track polish pass, some existing textures updated also, added new files for camera boxes and audio reverb , updated instance, static and dynamic placement, fixed dodgy spotlight shadow
* Dubai (all variants): Added alpha channel for glass, added new textures for simple pit interior, added new emm texture for bb building
* General: adding tracklights xmls for tracks which do not have them yet.. some still need sceneside support

Build 639 (13/01/14, Team Member+) - 184.9 MB
Career:
* Added discipline value to the career event display (with new localised text)
* Added HRDF for localised career session names, and updated career data files. Fixed various displays on the calendar and dashboard screens, to handle localisation and add optional roundNum stringtokens and proper round numbering.
* New TEXTDB for Career strings. Added text for existing championships and session types
Characters:
* Character Shader: Setting diffuseReductionStrength to 1.0f in runtime shader - correcting lighting error with fresnel=1
GUI:
* Turn indicator logic improvements
Tracks:
* Azure Coast (Stage1): Reworked terrain/coast, deleted the peninsula, added new beach/fixed seabed and water mesh, added new sec road+path/ added overlays along them, added building complex, added walls/gates around it, fixed powerpoles+wires, fixed csm grass, fixed/updated Vt static/inst/crowds/dyn/light sgx, added latest from Kate/Andrew/Richard/Karl
* Oulton Park GP: Added startlights functionality and triggers added, start ligth textures for Oulton Park, tracklight functionality added, add new textures for small spectator stand (NOT YET IN-GAME)
* Eifelwald GP (all variants): Fixed road mapping on left side in latest corner and fixed popping mesh in area veffore start finish lane

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Build 643 (17/01/14, Team Member+) - 216.8 MB
Next-Gen:
* Xbox One: Basic package build batch file with mapping.
* Xbox One: Fix for XB1 hang on Car select screen.
* Adding authentication notification handling on Xbox One and a login flow at start-up. The login flow is disabled by default under a compiler switch for now.
Render:
* Updated first batch of shaders to split constants up for more efficient buffer usage.
* Support for switching between SSAO and HBAO via the F1 debug menu
* Changing dx11 check code in the graphics config data loading to work by testing the renderers API name.. Doing this as an extra test just encase the graphics config manager is not setup before trying to load data.
* Using a more robust checks DX11 and DX9 usage on PC.
Audio:
* Fix vehicle audio phase sometimes released before player is loaded resulting in missing audio.
Online:
* Cancel pending leaderboard jobs triggered from career menus before loading into a race. Fixes crashes when starting a race too quickly after entering Career or after switching vehicles.
AI:
* Re-factoring the AI Driver class
* Fix practice car being stuck
* Fix practice car being stuck ( restart bug )
Pitbox:
* Fix for Pit Stops being broken after a game reset
GUI:
* Moving the multiplayer lobby to in-game (currently development only - this is a step that brings us closer to the full in game lobby - the large task needs to be staged).
* Fix for API test crashing in graphics config.
* Moved hud hrdf to common area avoiding future conflicts
* Formula C placeholder icon
Career:
* Career Championships: Formula C British Series - pre-alpha
* Added strings for championships
* Added Formula C British Series
Physics:
* Brake torque fade range (data and code combined) Allows better control over how brakes fade with temperature
Vehicles:
* Ford Capri Group5: Added damage and updated AO, added cockpit animations, added cockpit animations
* Ford Focus RS: Misc mapping and mesh polish done to the LODA interior
* Ford GT40 MkIV: Added Cockpit animations including wipers, initial checkin.
* McLaren MP4-12C: Changed bumper side lights to white
* Lotus 72: Prepared for 1st export, added runtime/srcdata files, ambient shadow and placeholder liveries
Tracks:
* Snetterton: New texture maps, first commit (NOT YET IN-GAME)
* Brands Hatch: Removed xmas dressing from Brands
* Dynamic Haybale added
* Derby Park: Fixed hole near the barriers on the left of Melbourne Hairpin that lead into the void.
* Dubai: Polished windows for distant building + spec map


Known Issues:
-Ford Capri: Exhaust is misaligned
-Pitboxing with the MP4-12C leads to a crash
-HBAO is still pretty much wip, theres some visual issues (strange auras around cars)
-Dubai Kartdrome in free practice the car wont start/move.

Build 642 (16/01/14, Team Member+) - 272.8 MB
Next Gen:
* Set Xbox One SCID in appxmanifest file to the one received from Microsoft
* Fix PS4 gamepad mapping options button to both start and select causing conflict in menus
* PS4 affinity updates
* PS4 Intial scripts pak file
* Fixing the controller options access from the main menu for PS4
Render:
* Added CDX11HBAO.cpp in for x64 configs
Physics:
* Brake wear now simulates metal on metal contact. Torque falls to a percentage of max torque defined in lfBrakeMetalOnMetalTorque = 0.3
Dynamic Objects:
* New improved dynamic haybale
Physics:
* Lotus 78: More tweaks to the rain tire. This time more load sensitivity in the tread to help simulate the softer blocks of the soft rain tire, Added still some heat too. Goal is less effectivness in the dry
Tracks:
* Loire/Loire National: Updated track layout of Bugatti circuit, further detailed terrain, began mapping and texturing outer terrain
* Dubai Kartdrome: Add emm map for big stand and add lights for small huts around the track
* Dubai: Add emm map for big stand interiors and marshal huts
* Derby GP, Derby National: New pit lane paths to match the changed pit lane geometry. Fixes the way points off track error
Vehicles:
* Mercedes 300SEL: UV mapping + custom livery support

Build 641 (15/01/14, Team Member+) - 185.9 MB
Render:
* Remove replacement random inputs capped to first four options.
* DX11: Renderer support for HBAO implemented (NOT AVAILABLE YET)
* Fix for HBAO breaking x64 build.
GUI:
* Track Maps: Emirates kartdrome track maps added
Online:
* Fixed -javamp still creating sessions on Steam.
Characters:
* Drivers: Re-exported opponents selection set, and updated F1/GT RCF. Put real pilots as first variations for now
* Drivers: Re-exported F1 materials for Oli and Nic
* Drivers: Updated F1 drivers materials (Oli Webb and Nic Hamilton) + RCF
Audio:
* All new BMW M3 GT2 incar and external engine sets, plus an AI version.
* Includes other vehicle events such as transmission, gears, backfires, distant roll-offs and trajectory.
Physics:
* GT tires: Reduced grip one step, new heating model and various little carcass tweaks
* BMW M3 GT4: Minor tweaks and changes to the physics as part of finalization process
* BMW Z4 GT3: Minor tweaks and changes to the physics as part of finalization process
Tracks:
* Dubai Kartdrome: Added latest assets - fix terrain around bb buildings - fix small building on the pit - add simple interiors for bb building and small buildings

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Build 644 (20/01/14, Team Member+) - 482.6 MB
Render:
* Stretched reflections: Implementation, app-side initialization
* Fixed issues with dynamic objects not rendering their shadows
* More updates for constant buffers.
* Fix for newly introduced initial boot-up resolution bug (graphics config)
Physics:
* McLaren MP4-12C GT3: Finished aero model, improved suspension model stability
* Vehicles: Set up default tire compound for wet and dry. Applied asymmetric brake fade tech to a few example cars.
* Brake torque fix
Vehicles:
* Ginetta G55 GT3: Added windscreen reflections dds texture, wheels dds texture, misc dds texture, lights dds texture, brakedisc dds texture, badges dds texture - new texture, chassis + cockpit fully textured, bugfixing
* Formula C: Interior DDS texture. All new texture. Initial check in.
* LMP RWD P30: Removed yellow stripes from tires
* Ford GT40 MkIV: ConfigAnim initial checkin, Body damage deformations. Full AO set up. CPIT animations. Wiper animation, mask/ rain setup, wiper mask texture file initial checkin.
* Ford Capri Group5: Fixed missaligned body mesh and added CPIT deformations
* Formula Gulf: Added damage modifiers
Tracks:
* Dubai Kartdrome: Added latest assets, fix some emmisive map for buildings, added new missing building, added new missing distant buildings
* Azure Coast (Full,Full Rev,Stage1): Works around s1 village, added new carpark with walls/gate, reworked roads/added a new sec road, reworked terrain, fixed grass csm/csm/csm barriers, deleted all old stuff, updated armcos/woodarmco and poles, works around the finish area, new road loft, new terrain, new trackedges+whitelines, new woodarmco+poles, created new depot, walls+wirefences+poles, new gates,2types, new small retwalls, moved finish gate/line, moved finish trg, new csm/csmgrass/csmwalls, deleted old stuff, moved some old stuff in the right position like powerpoles+wires, huts, new longgrass/slopegrass hrdf, merged in and fixed latest works from other guys, updated sel sets for stage1 and full/full rev tested
* Loire National: Smoothed virage garage vert to remove bumps
* Eifelwald (Full,Stage1): Tweaked night setup, fixed mapping & flickering issues

Known Issues:
- Dubai Kartdrome: Car wont move in FP, it will crash in TT

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Build 645 (21/01/14, Team Member+) - 495.7 MB
Next-Gen:
* XB1 Compilation fixes for IRM
Career:
* Updated missing "Todays Date" applink on the Calendar screen as it was piggybacking from the Dashboard applink and so not getting updated when coming back from a career race
* Updated reset on complete to true
* Updated calendar placement so all test events are in June
Render:
* Initial Light scattering code. This is using brute force ray marching and is setup at max levels. To see use -testlightscattering in the commandline.
Pitbox:
* Fixing Pit Engineer nonsensical sayings
Physics:
* Tires: r4/r5 FC, r4 FA, temp lock, graining, sidewall loading
Tracks:
* Azure Coast (Full,Full Rev,Stage1): Added latest s1 stuff, added latest stuff from Andrew/Kate/Karl, fixed mapping,ch2, on kerbs/pave, stage1, fixed some bad stuff found here and there, deleted bad low quality bg building, added new ones, fixed sone mat settings/textures, updated sel sets
* Oulton Park: Added textures for spectator hut (NOT YET IN-GAME)
* Eifelwald (all): Removed GP stuff unseen from the track, replaced overbright tents, tweaked night setup, fixed mapping & flickering issues
Vehicles:
* Formula C: Added damage, new interior textures
* Ginetta G55 GT3: Prepared new export with textures, updated collision meshes, bugfixing, chassis + cockpit fully textured
* Formula Gulf FG1000: Added damage modifiers

Known Issues:
- Dubai Kartdrome: Car wont move in FP, it will crash in TT
 

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Build 648 (24/01/14, Team Member+) - 937.2 MB
Next-Gen:
* PS4 package files ready for automate creation
Bugfixes:
* Allow player control when no AIW exists (Dubai Kartdrome in FP)
GUI:
* Silverstone and Imola track data and logos updated
Career:
* Scoring fix for Championships with a single round
* Fixed season name and numRounds applinks when returning from Season races
* Changed Seasons data to rounds with a single session to get scoring working
* Changed calendar detail display to show round#/session# (pending proper applinks)
* Scoring and participant saving changed to handle round/session changes and scoring re-enabled (doesn't count scores for multiple races within a round yet). Non-scoring session types are now ignored when scoring
Cameras:
* Replay Cameras: New real-world-style set for Connecticut Hill Short - take 2
AI:
* Seperate AI Boost from Driver
Physics:
* New traction control setting - physics side changes
Vehicle:
* Renault Megane RS: Updated runtime files, changed name to real name, added Renault badges, various fixes, added licence plates placeholders
* Removed both Asano cars temporarily from the game

Known issue:
-McLaren F1 has no grip, currently undriveable

Build 647 (23/01/14, Team Member+) - 352.6 MB
Physics:
* Furthered the seperation between Driver and StateDriver
Audio:
* Ford Focus RS: Tweaks to the turbo spool and a more suitable BOV, a more dynamic engine volume over RPM and load ranges, better gear shift sounds, lowered transmission whine and improved offload exhaust crackles
Tracks:
* Badenring: Fixed missing tyres behind the white barrier on the 180-corner, complete polish pass for Short/GP/National track, new textures, full CSM revamp, all tyre swapped for swapped for instances, updated groundcover for all 3 layouts, added new meshes , mats etc.. for instanced tyre walls, updated ground cover colours / brightness etc.. to match new surfaces
* Brands Hatch: New export
Vehicles:
* Mercedes 300SEL AMG: Added wheel and tire LODs
* Ginetta G55 GT3: UV mapping, Fixed unsymmetric detail, UV mapped windscreen

Known Issues:
- Brands Hatch is unfinished, no need to report obvious issues or the lack of features (includes the flying spectators)

Build 646 (22/01/14, Team Member+) - 208.1 MB
Online:
* Fixing default number of participants for MP races to be consistent with the actual total participant count (64 in total, not 65).
* Fixing the leaderboard world record holder object to contain correct filtering and to update appropriately based on leaderboard selection parameters.
Career:
* Extended CareerSeriesStatus to save Round and Session so that Career series can be resumed properly from any round as well as any session.
* Disabled career scoring temporarily as it fails with the multiple races in a round that the new FormulaC races use. Note: Resets Career progress in profile.
* Changed sessions starting time to later in the day to help with visibility during testing
AI:
* Moved pit code, AIDriverDecision, AIState into their own classes
Cameras:
* Replay Cameras: New real-world-style set for Connecticut Hill GP - first pass.
GUI:
* Fixed the Pit Strategy Screen not having any text
Audio:
* Ford Focus RS: New incar and external engine sets, plus an AI version. Includes other vehicle events such as tranny, gears, backfires, distant roll-offs and trajectory.
Physics:
* Tires: Wear reporting and wear multiplier
* Accelerated Tyre wear and Fuel use modifiers
* Tyre Compound Updates: Added 6 tyre choices (hard, medium, soft, inters, wets and extreme wets) to tyre strategy, added player best tyre choice based on weather at race start if none selected in setup, added Ctrl-D debug print of player tyre option, fixed potential crash in getting matched tyre choice and index out of range, pit Strategy uses full compliment of tyre choices internally
* Ariel Atom V8, Caterham R500: New tire. Made a CR500 specific carcass to stiffen up the feel of these two. No change to the tread or grip numbers. Some small changes to the setup to optimize (camber and tire pressures).
* FG1000: Steering geometry changes to increase buildup of FFB with downforce. Added asymmetric brake fade tech
* Lotus 72D: initial physics set
Vehicles:
* Ginetta G55 GT3: Added support for custom liveries
Tracks:
* Brands Hatch: New AIW's for the new layout. Has main path, racing line, groove, 16 start spots and pit lanes. Onlt 1 pit spot until garage area is finished.

Known Issues:
- Brands Hatch is unfinished, no need to report obvious issues or the lack of features (includes the flying spectators)

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Build 650 (28/01/14, Team Member+) - 104.7 MB
Next-Gen:
* Fixed issue with PS4 build
Render:
* DX11 Mesh Vertex Attribute compression, meshes smaller than 3.5m from their centre are compressed to 16bit float positions, texture UVs are compressed from 32bit float to 16bit float, normals are compressed from 32bit float to 16bit signed normalized integers. Enabled only on non-vehicle meshes.
TweakIT:
* Added switches to allow switching one car for another in a replay, to simplify things for art department when using a replay for capturing marketing videos etc
Career:
* Championships: Formula C British Series - pre-alpa - session duration shortened to assist testing.
GUI:
* Added missing interface files
* Renault logo 128x128
Pit Engineer:
* Pit Engineer improvements
Pit-Stop:
* Pitstop prototype sequence
Physics:
* Mercedes SLS GT3: Finished aero model, various other physics/handling developments
Vehicles:
* Renault Megane RS: Added normal mapping to placeholder licence plates, fixed brake disc mapping
Tracks:
* Loire: Tweaked textures, new texture maps, add textures pit entryexit gates and startlights A (small version), 1st commit
* Dubai Kartdrome: New complete AIW. Setup for 22 karts. Working raceline, corridors, pits and garage spots. Updated TRD accordingly too.
* Azure Coast (Full/FullRev/Stage1): Added alternative route/new loft/new tunnel, fixed terrain, fixed csm-csmgrass-csm wall-update VT stuff, replaced some lower quality assets around s1 where needed

Known issues:
- Azure Coast (Full/FullRev/Stage1): CTD happens when reaching the end of the track
- Derby Park: Strange artifacts in 3 sections of the track
Important fixes:
- McLaren F1 and GT40 back in action

Build 649 (27/01/14, Team Member+) - 162.3 MB
Next-Gen:
* XB1 Renderer and scenegraph affinity set to Any.
Render:
* Fix for missing overlays (white road markings etc) in x64 build. also fixes broken potentially broken sorting on PS4/XB1
* Modified overlay shader to allow use of wetness-based darkening without having to have the wet surface reflections enabled - this allows cases where you would not expect it to be shiny to work better, for example wet dirt alongside the track
App:
* Re-instating unlockables and upgrade to hrdf
Physics:
* Done small cleanup in vehicle extrapolation, and multiplayer prediction computations.
* Merged multiplayer local time offset and received network packet latency, as they were representing same value.
* Merged time update methods for simulation and replay.
* Removed unused app time offset.
* Fixed simulation time delta reported to app by physics update callback.
* Fixed debug mode for processing a fraction of simulation step.
Vehicles:
* Mercedes SLS GT3: Liveries, RCF files, rim colour variations added, fixed detachables, fixed misaligned tire pivots
* McLaren 12C: Initial animations, car specific random idle hand animations
* Mercedes 300SEL 6.8: Fixed some mesh issues
* BMW M3 GT: Livery tweaks
* BMW Z4 GT3: Livery tweaks
Tracks:
* Loire: New texture maps, 1st commit
* Brands Hatch: Source data grass exclusion, static objects, new textures, viewer objects added
* Connecticut Hill Short: Corridor tweaking for AI behaviour in the runnoff areas. Blocked off the paved runnoff areas so the AI dosen't freely use them. Some funneling entering corners (especially turn 1) to keep them under control.

Known issues:
- Loire 24: Mulsanne has some issues(ground suddently disappears), mini-map presents some unindentified objects, laps are not counting. Early WIP.

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Build 653 (31/01/14, Team Member+) - 410.6 MB
Next-Gen:
* XBox One: Minor fix for non Monolithic DX11 Renderer
Render:
* DX11: Enable vertex declaration optimisation (fixed up another case of CVertexDecl::Apply failing)
* Added modified overlay shader with extra mapping channels so that normal map and specular channels can be separately mapped, and distance based offset to minimise Z fighting
Cameras:
* Replay Cameras: New real-world-style set for Anhalt - first pass.
GUI:
* Fixing linkage removed between Race Weekend and MP for the variables Practice 1 duration, Practice 2 duration, Qualify duration and Warmup duration.
Multiplayer:
* Fix for multi session races not spawning player in correct location and extra logging to help track future issues
Career:
* Changed Career session skipping to handle checking backwards into previous rounds instead of just within the existing round
Physics:
* New gearbox code, gearbox changes 1b
* Vehicles: Added data for new adjustable traction control system and gearbox features
Tracks:
* Brands Hatch: Add some tirewalls, updated the Grass Exclusion in both versions
* Moravia: Materials overhaul, roads, kerbs, armco, grass, fences, terrain broad map. CSM updated, added 3D tyrestacks, static, instances, crowds updated to new art updated, groundcover foliage updated
* Bathurst: Groundcover texture map tweak, updates on groundgrass (WIP) and some tweaks on road, eucalyptus foliage replaced with animated one (wip), added basic3dfoil version instances to the pool
* Anhalt: Fixed collision issue with the red white kerbs on the first turn and the mc donalds chicane by cutting them properly into the underlaying meshes, Optimized AIW for AI behaviour. Mostly corridor funneling with some slight line changes
Vehicles:
* Formula C: Wheels dds texture; color nut updated with red color, added new liveries (setup + names), silver rims wheels dds textures, black/red stripe wheels dds texture, wheels dds texture; color nut updated with red color - initial checkin's
* Pagani Zonda R: Added damage

Known issues:
- Azure Coast (Full/FullRev/Stage1): CTD happens when reaching the end of the track
- Derby Park: Strange artifacts in 3 sections of the track

Important fixes:
- Multiplayer should be back to normal after a profile deletion. Keep your eyes open for any further issues involving the qualifying option being enabled in MP.

Build 652 (30/01/14, Team Member+) - 151.3 MB
Next-Gen:
* PS4 updates for common constant buffers.
* Xbox One: Enabled rendertarget sharing on env-maps
* Xbox One: Add support for shared ESRAM render-targets
Render:
* DX11 fix for broken ground-cover (disable compression on groundcover mesh)
* Updates for common constant buffers.
Career:
* Continued work with a now streamlined online request system for the leaderboards.
* Career qualifying sessions now set their duration properly
Multiplayer:
* Fixes for going back to the garage in qualify and practice to be compatible with MP modes and not based on the paused game state.
Pitstops:
* Fix for pit crew animation load fail
* Further Pit Engineer improvements
GUI:
* Fix for missing post race screens in practice mode
Physics:
* Ginetta G55 GT3: New TC system data, revised ABS and brake heating/cooling, finished aero model, tweaked up suspension and made a new default setup.
* Ford Mustang Boss 302R: added data for new TC system, adjusted ABS and brake heating/cooling, tire contact patch sizing and default setup
Tracks:
* Loire 24: New texture maps, add textures for pit lights gate B and for pit exit gantry, 1st commit
* Loire National: New AIW for the changes to the layout around the virage garage vert area. Complete, but not optimized.
* Brands Hatch: Cones position changes
Vehicles:
* Formula C: Updated logos branding
* Pagani Huayra: Added damage

Known issues:
- Azure Coast (Full/FullRev/Stage1): CTD happens when reaching the end of the track
- Derby Park: Strange artifacts in 3 sections of the track
- Multiplayer: We have found a way to replicate the results you have been having with the pitbox spawn bug.
Test this please: Ensure no one in your lobby have Qualifying enabled in both SP and MP(Lobby), Clean profiles, report results @ MP Feedback Thread

Build 651 (29/01/14, Team Member+) - 160.2 MB
Online:
* Bumped MP protocol version.
Career:
* Moved session eligibility checking when launching a race out to common functionality, then simplified and expanded it so that eligibility can be tested using the same pathway. With that change, career calendar events are now coloured red, and enter event button is disabled if player doesn't meet the event+car eligibility checks.
* Changed test career data to proper round/session format to make sure highlighting shows up correctly
Render:
* Fix for mismatch with lighting params for dx9 forward shader specialisations
* PC/XB1/WiiU render directly to Environment map faces, without requiring a target copy.
* New system allows 1 directional light and up to 8 dynamic lights in the forward renderer (before this was only 1 directional lights)
* Removed code defining Spot , point and spot projected lights and replaced with new dynamic light spec. This allows us to be able to have better selection of lights overall.
* DX11 bug-fix for RenderTarget clear on individual cubemap faces.
Pit-Stop:
* Fix for assert in pitmanager when restarting race
* Pitstop mechanics animation update
Tracks:
* Brands Hatch: Added distance marks
Audio:
* New Ford Focus RS incar, exhaust ratio up (more instance), exhaust volume down, gear wobble now in all gear shifts, tyre/surface tweaks & this car now uses the complex wind model. Also, many tweaks to the asphalt surface sounds including better low to moderate speed transitions.
Physics:
* GT3/4 Cars: Small tweaks to tire contact patch sizing, added data for new traction control tech
* Ariel Atom V8, Caterham R500: Updated flexi tire per the feedback in the CPFT thread. Basicly a stiffer tire with better turn in, while attempting to reatin good slidabilty. Adjust the heating down some in addition to naturally less heat from the less flexible carcass.
Vehicles:
* Ginetta G55 GT3: Added wheel and tire LODs
* Pagani Zonda Cinque: LODX cockpit polished, mapped and textured, cockpit2 DDS texture, all new texture, steering wheel DDS texture, all new texture to replace placeholder one.

Known issues:
- Azure Coast (Full/FullRev/Stage1): CTD happens when reaching the end of the track
- Derby Park: Strange artifacts in 3 sections of the track



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Build 654 (03/02/14, Team Member+) – 295.5 MB
x64:
* x64: Set default floating point model to ‘fast’ in x64 Release and Gold props
* x64: Set default instruction set to SSE2 in x64 Release and Gold props
* x64: Disabled optimisations when compiling Wheel::CalculateTrackDistance due to x64 compiler crash
Render:
* Enable Fast GPU kick offs in non Monolithic XB1/DX11. fix for Monolithic lock issue
Penalties:
* Racing flags updates: Racing flags adds track position scalar (from PaulH), send yellow and green flag events to physics, processing of flag events in trackStatus, accessors to flag events in trackStatus
Pitbox:
* Partial fix for “Oil Warning”. Added “PIT IN” text to the placeholder scheduled pit icon
Multiplayer:
* Fix for MP race running wrong race mode + logging to trap future issues
Physics:
* Tires: Longitudinal no-grip fix. FA r4
* Tires: R6 and r7 FC ; fixed the non-FP tire pressure issue
* Updated computation of vehicle metrics timestamp, to include time covered by latest simulation substep.
* Updated physics replay system to not attempt recording of vehicles while replay is in progress.
* Updated vehicle reset signal timeout to be driven by simulation time.
* Elapsed simulation time is no longer affected by replay.
* Updated computation of elapsed simulation time to avoid accumulation of floating point precision errors.
* Removed unused simulation time accumulator.
Tracks:
* New trackside vehicles: Viewer instanced assets (exports and art source files)
* Loire: Further works on outer terrain, added latest assets from Jan and Tomas, closed gaps in terrain. baked broad map, added sideroads and tinted grass, fixed intersecting trees, new texture maps, 1st commit
* Brands Hatch GP: Fix of floating trees, 3D trees added

Known issues:
- Azure Coast (Full/FullRev/Stage1): CTD happens when reaching the end of the track
- Derby Park: Strange artifacts in 3 sections of the track

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Build 655 (04/02/14, Team Member+) - 354.7 MB
Render:
* DX11/WiiU: Support for per MRT pixel formats
* Adding Transmissive texture mapping to particles.
* Better tranmissive lighing setup.
* More updates for forward lighting
GUI:
* Placeholder images for Career Dashboard news stories
* Crashes and Disqualification news stories added to TextDB.
* Add "Performance Impacting" text ready for new damage option.
* First news stories have been entered into the Text Database covering Timings and Results. Crashes and Disqualifications still to come :-)
Replay:
* New real world style set for Badenring GP - Take 1
Pitbox:
* Racing flags wrap around fix
* Added default to target check in Detect_RaiseFlag
AI/Physics:
* Added missing reset of simulation substep time on simulation end.
* Removed deprecated check whether internal physics time has been set.
* Removed deprecated check for amount of time passed since last update of internal physics time.
* Removed remnants of unused app time offset.
* Added pre race revving for AI
* Control for auto-gearbox players not given until reaction to start countdown complete
* Pre-race manual control is able to change gears and control vehicle
* Use Sector instead of SectorID for GetSectorStatus calls
Tracks:
* California Highway: Fixed shadow issues in first sector of the track and darkened the tunnels a bit. Need proper lightmaps though still.
* Bathurst: More ground grass soil blends added, fixes of csm-barries, added new texturemaps with fixed mipmaps
Vehicles:
* Mercedes SLS GT3: Liveries, part5
* Pagani Zonda Cinque: Cockpit changes after feedback. Different stitching color. Glossier black metal parts. Roadster logos instead of Zonda. Two different carbon fiber materials in the cockpit
Alert: The starts are now player dependant, so you can do a false start in a race and get no penalty, instead the lap wont be validated.

Known issues:
- Azure Coast (Full/FullRev/Stage1): CTD happens when reaching the end of the track
- Derby Park: Strange artifacts in 3 sections of the track

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