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You missed some of the things that happened on WMD during the last days of January? Then make sure to catch up with the most important ones below!

Development News
Stephen Viljoen has been working on several track-camera sets lately, incorporating plenty of community feedback - Click Here
An update on the coding progress on the 64bit version of Project CARS has been posted - Click Here
Our Render Coder Kevin Boland has shown off a first look at new & improved lighting for forward rendering, allowing the correct lighting of particles such as gravel - Click Here
Our Handling Consultant Nicolas Hamilton has left some quick feedback on the McLaren MP4-12C GT3 - Click Here
Ian Bird has posted an update on the Playstation 4 multiplayer-side work - Click Here
Work on the improved gearbox physics code is making plenty of progress - Click Here
You Want More Progress Reports?
For daily progress reports from our busy development team, make sure to check out the all-new progress threads linked below!
Base Coding | Render Coding | App/Gameplay Coding | Online Coding | Tools Coding | Audio | Characters/Animation | AI | Physics | UI | Tracks | Vehicles |

Content Previews
The laser-scanned Brands Hatch track is making some stunning progress, including the addition of self-shadowing 3D trees & more - Click Here
Speaking of laser-scanned British venues, Oulton Park is making some spectacular progress as well - Click Here
Matt Clark is making lots of progress on the 2012 Mercedes AMG C Class Coupe DTM as shown in new progress reports - Click Here
Meanwhile, Daniel Karlsson has been busy working on the cockpit of the 2009 Pagani Zonda Cinque Roadster - Click Here
Loire 24 is making fantastic progress in the hands of our busy tracks team as lots of new details & features are being added to the iconic French endurance racing venue - Click Here
The Ginetta G40 Junior is progressing well, being taken care of by Ricardo Machuca - Click Here
Lots of fantastic community-painted liveries for the 2012 Mercedes Benz SLS AMG GT3 have been checked in - Click Here
The 2013 Formula C has received a full set of liveries as well, many of which have been provided by WMD members as well - Click Here
The interior of the Le Mans-winning Sauber Mercedes C9 is making excellent progress as new status reports by JF Bouchard show - Click Here
James Kett is busy polishing Silverstone with plenty of great-looking new details and other improved visuals - Click Here
Meanhwile, Jaroslav Turna is plugging away on the 1972 Ford Escort RS1600 - Click Here
Perran Truran is busy working on the LODX version of the 1994 Mclaren F1 road car - Click Here
Wheel & tire LOD work on the Ginetta G55 GT3 has been completed - Click Here
Ralph Hummerich is busy working his texturing magic on the legendary 1988 Ford Sierra RS500 Cosworth Group A - Click Here
Moravia is progressing swiftly as the Czech venue is receiving lots of new details & improvements - Click Here
Dave Flynn has been working on some new high quality low-poly trackside vehicles to be used on various tracks - Click Here
New trees & grass has been added to Bathurst - Click Here
Derby GP is being worked on as well, having received improved kerbs, road & grass materials - Click Here
A first official livery for the 1971 Mercedes Benz 300SEL 6.8 AMG has been checked in - Click Here

Fixes & Updates
Data for the adjustable traction control system and the improved gearbox code has been added for various cars - Click Here
New subtle damage deformations have been added for the 2012 Pagani Huayra - Click Here
Damage modifiers have been added to the 2012 Pagani Zonda R as well - Click Here
Improved Ford Focus RS in-car sounds and new asphalt sounds have been checked in - Click Here
Furthermore, a complete set of sounds for the 1994 Mclaren F1 including internal, external and AI sounds has been checked in - Click Here
Two humps in the first chicane of Anhalt that caused cars to flip over have been fixed - Click Here
All game crowds are being re-exported using the new Instanced shader - Click Here

Test & Report Feedback
All members are now asked to help out testing the first batch of career events - Click Here
Make sure to regularly check out the newest Car Physics Focus Testing Events and report your feedback! - Click Here

Other
Jussi Karjalainen has released a new version of his very helpful car setup tool - Click Here

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Build 657 (06/02/14, Team Member+) - 707.4 MB
Next-Gen:
* PS4: Adds support for trimmed constant buffers.
* PS4: Addition of Multiplayer files to sln.
* PS4: Temporary login flow for multiplayer
x64: (Ged will explain this shortly)
* x64: When running in 64 bit ".X64" is tagged to the end of the version string in the main menu
* x64: When running x64 gold config it will by default spawn the 32 bit exe instead and exit, unless -x64 is passed to the command line
Render:
* SSAO/HBAO Default KeyLight multiplier lowered to 0.5
Audio:
* The McLaren F1 Road Car NEW incar. Tweaks to tranny, gears, wobble & backfires, The track version of this engine sound will reappear with the GTR version, Surface sound fix, some samples were dropping out at high 1.0 (full) scaling, now moved them up to 1.0.
Online:
* Use Steam alias as the name displayed for the local user rather than WMD login name, when running in Steam mode. This change should finish "name" switchover to Steam, making names consistent again (Steam names rather than WMD names now).
* Fixed issue introduced by CL 355739, the Steam name was used as the login dialog default. Unfortunately the main GUI displays the account name and not the profile name, so it's back to the WMD name for now.
AI:
* Work on yellow flag AI behavior
* Fix AI Offroad behavior
* AI into/out pit spots, modify speed and steering ( fix a bug )
GUI:
* Making the cancel button on the in-game tuning screen NOT commit and save changes to the tuning slot.
* Removed auto-pit option from Main Menu
Physics:
* Updated computation of simulation substep duration, so it's not affected by player simulation rate changes while simulation step is in progress.
* Physics manager no longer remembers old client update time, as it not needed beyond single update call.
* Removing redundant load of tuning slot data since it can be pulled directly from in-game physics
* Modifying advanced in-game tuning so that is automatically loads your tuning configuration for the current track and car. Also, if you advanced tune a car/track combination that has no tuning slot, it will automatically create and save the setup into the correct slot if you click save.
* Appended 'front' and 'rear' to CDF default tyre options to ensure tyres with different front and rear labels are applied correctly
* Turbo changes: Phase 1 - accelerant changes
* Turbo cars: Added data for phase 1 of turbo system changes
* Traction control can now be changed in-game in the garage through the global tuning menu.
* Lotus 72D: Interim physics checkin for testing on tire selection bug
* BMW M1 Procar: Fixed asymmetric damper rebound settings
Tracks:
* Silverstone: Completed polish pass , new textures / materials , removed all old tyres & replaced with viewer placed , various fixes, added new viewer placed instance tyres , new XML files for the tyres on the 3 layouts , updated grass rules , new MTX files for Int and Nat, updated GP MTX , updated autograss texture
* Loire: New texture maps, further details added to outer terrain and added latest assets from Tomas, add textures for mmarena
* Azure Coast: Further barriers, railings, arrow signs, power boxes, and vendors, fixing LOD distances on Dynamic Azure Circuit assets
Vehicles:
* Sauber C9: Adjusted cockpit exposure
* Mercedes 300SEL: Added works liveries + names

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

x64 Known issues:
- Cant change tires in any car (using car setup)
- Loire keeps crashing (National works fine), weather/time related, haven't found the right combination of settings yet

Build 656 (05/02/14, Team Member+) - 317.4 MB
Next-Gen:
* PS4 support for multiple MRT formats.
* PS4 now uses common shared constant buffers.
* PS4 SCE titleId implemented
* Xbox One: Added TimeTrialTime event, modified Xbox One service config workbook for adding match hoppers for matchmaking.
Render:
* XB1 DX11 Monolithic pre-allocation of command buffers + update swap chain creation etc. to newer DX interfaces
* Updated to reference lighting shader parameters by unique names.
Career:
* Fixing min number of participants.
* The Driver Standings in the Dashboard screen is now generated from the event the player last played in, using a temporary ScoreTable. Also made sure SetCurrentChampionshipType was called as early as the dashboard so extracting the scores would work.
* Last played career event is now saved in CareerSave, so Standings can be generated using the current series
* Can now get a Championship directly from its tHash
Pitstop:
* Duplicate leaving garage with pit logic
* GT Pitstop mechanics animation updates + bav + asq
AI/Physics:
* Added stamped replay time so that replay doesn't affect stamped simulation time.
* Updated physics participant manager to remember whether replay is active.
* AI control in pit lane for all competitors
* Advanced tuning now available in game from the garage.
* New damage mode (Performance Impact)
* Ariel Atom V8: Added proper amount of engine braking per feedback on the CPFT thread. One note. I didn't find it affected the brake balance enough to change anything there.
Multiplayer:
* Adding an option to multiplayer settings so you can add AI participants to a MP race.
* Adding AI support to multiplayer games in Aries
Vehicles:
* Sauber C9: Added rake to the placeholder physics, placeholder collision data updated with better shapes and joints for doors, LODX chassis modeled, cockpit modeled, placeholder LODs updated, collision meshes and joints added
* Caper: Added window net animations
* Ginetta G55 GT3: Added liveries, UV mapped CPIT display, LODX meshes, added ULTRA support, Added cockpit display
* Mercedes SLS GT3: Livery12 fixes
* Caterham Classic: Reworked AO on new parts
Tracks:
* Additional white and black tyrewall instances added to pool
* Loire: Further details added to outer terrain and added latest assets from Jan and Tomas, new texture maps, alpha added, 1st commit
* Azure Coast Full, Stage 3, Westboubd: Fixed raceline in the grass a a few spots on each track, new Azure Coast dynamic objects

IMPORTANT NOTE: New "Perfomance Impacting" damage mode added. Profiles currently set to full will now become "Performance Impacting" - you will need to update your settings if you require "Full" damage mode.

Known issues:
- Azure Coast (Full/FullRev/Stage1): CTD happens when reaching the end of the track
- Derby Park/Harrison Pikes: Strange artifacts in 3 sections of the track
- When using the in-game car setup the value will be at minimum, you need to press reset first and only then change them.
- Pitbox isn't currently working more than once, after that it will get stuck in pitbox

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Build 658 (07/02/14, Junior Member+) - 965.4 MB
Next-Gen:
* PS4: Caches world matrix to stop recalc in SetInternalParams.
* PS4: Adds support for sending materials by a fixed constant buffer.
Render:
* Correction of previous change about avoiding global specular irradiance in character_basic_skinned.fx - now it works (there was specular missing at all in previous version)
Multiplayer:
* Adding a countdown timer for the post race leaderboard screen for MP mode.
GUI:
* Adding QuickMenu applinks for AndyT
* Started upgrading the Career Dashboard screen to the final UI design
* Startup, Login, Race Central, Quick Solo Weekend, Audio screens updated to the final UI design
Physics:
* Lotus 72D - New physics set. with a new flexi tire and chassis setup. Tried to match historical performance as close as possible. Tire simulated is the soft compound. All heating dialed in.
Vehicles:
* BMW Z4 GT3: Added white Nvidia livery - initial check
* Ford Capri: Updated Wiper meshes, wiper animation, mask/ rain setup. Fixed Damage deformation issues
* Ginetta G55 GT3: Liveries part3
* Mercedes C-Coupe DTM: First export
Tracks:
* Silverstone: Added barriers and tyres to block the open gaps in the new pitlane, updated the tyre stacks master scene with new tyres for Silverstone, completed polish pass , new textures / materials , removed all old tyres & replaced with viewer placed , various fixes.
* Azure Coast: Fixed various things all around the track, added latest works, fixed csm-added VT csm, fixed central res area, updated Vt static rain blockers, new racelines, quick fix spec map
* Bathurst: Finished ground dirt detailing, added dirt to whitelines, dirtedges overlays where missing, trackedge overlays around the drains, added trackseam overlays between curb and road and between curb and grass, fixed wrong AO at some walls, updated gravelblend to ground, improved racinglineskid texture and material

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

x64 Known issues:
- Cant change tires in any car (using car setup)



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Build 659 (10/02/14, Junior Member+) - 405.4 MB
Next-Gen:
* PS4: Adds SSAO texture size to common constant block.
* PS4: Dirty update of world matrices, also stops update of common buffer if not dirty.
x64:
* Fix for x64 crash on some tracks with grass enabled (Sakitto etc)
Render:
* Fix for SSAO texture size not being in common constant buffer.
* Better normal mapping for particles. Basically rewrote the math for the normal mapping process.
AI/Pitstop:
* AI reverse recovery logic checked after pit/garage to ensure it does not affect AI cars in pit/garage spots
* Switch off engine for car placed into garage
* Enable ignition/engine on leaving pit/garage if off
* Added InstantStartEngine for AI controlled vehicles
* Work on stuck reverse behavior
* Prototype Pitstop Sequence update. Removed old animation references (without "_r_")
Career:
* Career news now identifies session type, and picks an appropriate TextID for timed events as well as races. Fixed typo in one of the timing textIDs
* Added support for the remaining Career news string tokens - unhandled values will still display the token itself but have been added to NewsInfo. Updated timings textIDs and checked times will be formatted correctly, added NewsInfo for session type
* WIP checkin of news. First news item is now partially populated using string token replacements, from data gathered from the last race played. More tokens still to be added for string replacement, with some coming later when functionality is added (e.g teams). TextIDs added for some news variants
* Updated Career Calendar screen
Physics:
* Ariel Atom V8: Revised engine braking torque. Aprox 40% higher. Default map setting set to 6 (range of 13).
* McLaren F1: New tires, tweaked chassis, asymmetric brake fade tech applied
* RUF RGT8: New tires, tweaked chassis, asymmetric brake fade tech
* Pagani Huayra: New tires, tweaked chassis with updates from Zonda R suspension
* Ginetta G55 GT3: revised default setup from CPFT feedback
Vehicles:
* Ford Sierra Cosworth RS500: Windscreen reflections dds texture, wheels dds texture, misc dds texture, lights dds texture, lightglass dds texture, brake disc dds texture, windscreen banner dds texture, badges dds texture - initial check in
* RACER L4-RS: Added cockpit animations, fixed reported bugs
* RACER V8-RS: Added cockpit animations, fixed reported bugs
Tracks:
* Belgian Forest: Updated and added adverts for new branding texture, fixed CSM fatal errors
* Eifelwald: Feedbacks fixes, updated the adverts to use the new branding texture, more opacity
* Loire: Added latest assets from Tomas, further terrain details and sideroad details added, add textures for a2_pitbuilding
* Silverstone: Adverts swap to new branding texture
* Azure Coast: Added some new dyn arrow sign, fixed some crowd pos, updated arrow signs and barrier, updated for latest exports-fixed some barriers

Known issues:
- Azure Coast (Full/FullRev/Stage1): CTD happens when reaching the end of the track
- Derby Park/Harrison Pikes: Strange artifacts in 3 sections of the track
x64 Known issues:
- Cant change tires in any car (using car setup)

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Build 660 (11/02/14, Team Member+) - 528.1 MB
Next-Gen:
* PS4: Fix for start race glitch caused by bad distortion texture. Also fixes time update in global constant buffer.
* XB1: Fix F1 debug menu rendering
x64:
* x64 compile fix
Render:
* DX11: World matrix caching optimisations
* Disable the rain drop stats from the screen.
* Latest updates to the screen drop effect.
* Avoiding car-related special effects (like exhaust smoke, heat haze particles) ramain on screen when participant leaves the session (when DisableAllRendering for participant is called). KillParticipantEffects method added to classes which did not have this functionality. Otherwise ResetParticipant is used.
Audio:
* RUF RGT-8: New in-car and external engine sets, plus an AI version, tweaks to tranny, gears, wobble & backfires, distant roll-offs and trajectory.
* Tweaks to tyre rolling surface sounds. More realistic transitions from low to higher speeds. Less stone sounds at lower speeds.
* Brake Failure sounds.
Multiplayer:
* Adding UI mechanism for MP voting system.
* Added host name as session name for game browsing as a temporary fix
* MP race to returns to lobby instead of main menu, First pass vote to skip logic implemented
* Ingame lobby fixes: Voting and countdown timers now functioning as expected, hooks created for MP code. (Not Implemented yet)
Cameras:
* Code to allow us to use a Free camera type setup for adjusting/tweaking attached camera positions and orientations.
GUI:
* Fixing crash bug in the quick menu dialog.
* More text added to InboxSocial TextDB category
* Italic and Small Black fonts added to the pakfile list
* Adding traction control to the main menu car tuning global panel, as it is in-game
* New shortcut menu to quickly access Profile, Garage, Options
Career:
* Per-Session timings can now be saved for career participants (only session types using timings are counted). ChampionSessionInfo modifed so sessions can set whether they're timed or scoring. Career progress will be reset to avoid it using potentially invalid data.
Penalties:
* Re-enabled false start, and changed penalty from DQ, to a Pit "stop-go" Penalty.
Physics:
* Tire setup loading fix/optimization
* Making volumetric torque generic
* Added event to notify app once player vehicle remodding/setup changes are complete
* Formula A: Added some static camber to the suspension animations
Vehicles:
* Ford Sierra RS500 Cosworth: Prepared for export with all textures
Tracks:
* Derby Park: Material overhaul, new kerbs, road, grass, gravel, walls, soild, dirt, trackedges and 3D tyrestacks added, fixed CSM issues, fixed that odd artifact thing
* Azure Coast: Fixed alpha channel, fixed some barriers, fixed some more stuff, fixed some more things all around the track, fixed csm, fixed bugs, updated static/inst/crowds/dyn, adding flare locators to lamps, blocked alt route add static conc barriers
* Eifelwald GP (all variants): Updated the adverts to use the new branding texture, updated the adverts to better proportions
* Silverstone: Slightly changed advert texture for LED screen above pits with Daves latest modifications, added fixed advert on hotel at Silverstones modern
* Badenring: New AIW's to adress the narrower front straight. This fixes the AI running out on the grass. Oth tweaks include some corridor funneling, and moving the grid to match the start boxes painted on the road surface at all three tracks.
* Wisconson Raceway: Moved corridors onto all the curbing keeping the AI from freely using them (especially the exit curbs). Some funneling of the corners to help race starts. Disabled roling starts in the TRD as it just wasn't working correctly (cars crashing and off in the grass etc).

Known issues:
- Azure Coast (Full/FullRev/Stage1): CTD happens when reaching the end of the track
- When returning to a lobby you cannot leave it unless if you use the X to close the game
x64 Known issues:
- Cant change tires in any car (using car setup)
- x64 still using BTM

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Build 661 (12/02/14, Team Member+) - 251.8 MB
x64:
* 64 bit FE (untested) : andreww
Multiplayer:
* Fix to getting stuck in the lobby when returning from an MP race. Fixes AR-1471.
Rules & Penalties:
* Added vehicle class-specific rules capability - and added pit-penalty-missed-laps-count.
Cameras:
* Updates to the free camera based on feedback
GUI:
* Updated Results tab of the Dashboard screen
Career:
* Changes to map the Round/Session structure to the Career scoring, scoring now working fully for FormulaC format (as well as the other series), and best lap times are now being saved (needed for News). ScoreTable use moved out of progression and generated when needed instead, as its fixed round-only was clashing with the scoring changes (UI screens fixed up to match) - also simplifies the resuming. Fixed a bug that could cause portions of a series to be locked incorrectly, and an issue with the new series detection when skipping.
Physics:
* Player simulation rate is not changed while simulation step is in progress.
* Formula A: Tweaked torque curve, new diffuser model, new brake tech
Vehicles:
* RUF RGT-8: More LODA work. Suspension/ Chassis done. Today removed 27 K tris
Tracks:
* Derby Park: Added missing 3D tyrestacks, removed old ones, fix to overlays, concrete walls update - just moved some to fix intersecting with other stuff, tyrestacks updated
* Belgian Forest: Fix for zfighting in previous export - adverts for Panasonic and Nvidia updated
* Badenring: Fixed small gaps all over the track fixed bush pop ups behind Mercedes tribune

Known issues:
- Azure Coast (Full/FullRev/Stage1): CTD happens when reaching the end of the track
x64 Known issues:
- Cant change tires in any car (using car setup)
- x64 still using BTM

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Build 663 (14/02/14, Team Member+) - 348.4 MB
Next-Gen:
* XB1: Fix for slow debug config (was caused by PIX instrumentation being super super slow in combination with the d3d debug mode)
Render:
* Fix typo in last check-in
* DX11: Debug spam fix + XB1 Dynamic VB size init fix
* DX11: Added extra reporting for mismatched vertex declarations to aid debugging
GUI:
* Missing source sprites for container
* Fixing bumper main menu selection bug. Corrects bumper selection in Profile, Race Weekend and Dashboard.
* Updated My Profile Accolades screen
Replays:
* Replay Cameras: New real-world-style set for Besos National - Take 1
* Replay Cameras: New real-world-style set for Badenring short - Take 1
Career:
* Dashboard screen polishing. Localised the session info names, and simplified some array handling in dashboard screen.
* Added the remaining text variations (with tokens) for each news story type and made news pick one randomly, along with matched (placeholder) image
* Career Championships: Added a Formula Rookie and Formula B Series to extend testing and use as a basis to implement support for series unlocking via contract offers.
* Career Championships: Formula B Euro FB - pre-alpha
* Career Championships: FormulaR EuroFR Challenge - pre-alpha
Pitbox:
* Set the number of pit progress structures to eMaxParticipants - prevents running out of structures when more than 24 players in a race.
* Fixed adhering to penalty bug- which meant you would get DQ'd even if you went in for the penalty.
Tracks:
* Azure Coast/Milan/Belgian Forest/Dubai/: Added missing textures
* Azure Coast: Fixed pop-up on Azure Coast assets
* Eifelwald: Various CSM, terrain fixes, fixed floating, intersecting and flickering objects
* Silverstone: Fixed micro gaps and holes all over the track.
* Oulton Park GP: Raceline added
Vehicles:
* Ginetta G55 GT3: Liveries part4
* Ginetta G40 Junior: Added runtime files + collision export, first export
* Ford Sierra RS500 Cosworth: Added LODX, livery alpha material changes
* RUF RGT-8: Side mirrors and Bonnet done. Working on Interior. Today Removed 20 K tris

Known issues:
- Oulton Park - The track will crash in practice mode, and if you enable qualifying. Only working so far in race and TT.
- Multiplayer - DO NOT PRESS THE LOBBY OPTION when pressing ESC during a online race.
- Ginetta G40 Junior: No placeholder LODs yet, Ride height is too high (issue of the placeholder physics)
x64 Known issues:
- x64 currently disabled

Build 662 (13/02/14, Team Member+) - 281.9 MB
Next-Gen:
* PS4: Fix for common buffers using incorrect thread in scene for shared global vectors.
* PS4: Fix for lights in rear view mirror.
* XB1: Enable Forward rendered threading / threadsetup perf tweaks
* XB1: Reset Shadow Setting Quality on TrackLoad (discrepancy with -skipmenu)
* Addition of PS4 login flow preprocessor for auto sign-in
* Minor OneSock changes for PS4 multiplayer
* PS4: Fixes shadow best cascade.
* Xbox One multiplayer implementation first pass.This enables basic multiplayer functionality on Xbox One. For the time being all users need to be in a party before creating a match. Matchmaking support is not yet implemented.
* XB1: Fix some shadow rendering issues (now correctly aligned with PC)
* Added better fps reporting on PS4
* Moved reflection code again to a better position. Enabled threading for it on PS4
* XB1 DebugMenu fix some debug only D3D11 asserts
Render:
* Fix for multi-threading reflections, this stops the glitching on PS4/XB1/DX11MT when running in wet weather.
* DX11 / XB1 optimisations: LightWeight Primitives use our self-managed double buffered dynamic vertex buffer ( instead of being driver managed ). Placement buffers with 'streaming' for Constant buffer setting on XB1
* DX11 - fix for instance vertex buffer over-runs.
* Select correct main game (not FE!) shadow settings index on race load.
AI & Pit-Stop:
* Updates to AI pit strategy debug logging
* AI fuel strategy debug logging
* AI damage strategy updates for practice/qualify
* Extra AI tyre choices based on track temperatures
* Increased range of pit stop choices for AI
* Tidying up driver code
* Tweaks to suspension forces for AI including unloaded tyres, ground detection and tyre compression
Career:
* Added a career helper to convert position number into a display string (1 to "1st" etc.), and updated career news to use it for the standings text
* Info is now stored in the profile for the last 5 Career sessions played, and all career news slots are now being populated from this session history (as it builds up).
* Scoring news now displays names of drivers finishing 1st/2nd/3rd in a session, and the winner's rank in the overall standings.
* Scoretable generation extended so it can get scoring for a single session, as well as totals
* Career news ticker now displaying short versions of the news messages. Added applink for it and made headlines type-specific
* Finishing position now passed down from Timings to the per-session info, and moved all per-session info into a new profile struct to make them simpler to process. Got news displaying driver names, positions and lap times, and the appropriate image for the timed session types. Historical standings from when the news was generated are now used rather than the current standings (so news doesn't change).
* Fixed a bug with resetting when switching series. (NOTE: Career progress has been reset to avoid invalid session information producing bug reports)
* Standings screen fix: Instead of having 10 racers in first place when no points are scored on the standings screen, we have 10 races in "-" place as ranking does not apply until points are on the board.
Physics:
* Traction control slip fix
* RUF RGT8: Tweak to engine behavior when bump starting the car.
GUI:
* Adding UI support for the new Traction Control Slip tuning options. Car CDFs are still being updated to handle this value although the setting does work on the Ariel Atom Mugen.
* Start of My Profile update
* Bug fixes for the quick menu. Added a delay on the menu appearing to get around click event duplication issues. Will look for a permanent solution to this after the milestone. Also fixed the options applink on the quick menu screen.
* Endorsement tab added, My Garage screen updated to latest style
Tracks:
* Loire: Added missing texture for a1_pitbuilding and garage interiors, added textures for extend garages
* Silverstone: Aspect ratio adjusted for the panasonic banners
* Wisconsin Raceway: Barroed corridors at the "kink" also slowed the AI 10% at the apex. Keeps them from running wide there.
* Oulton Park GP: Tracklist update, AIW Updates, viewer objects
* Sakkitto GP: Fixed pit spots not displaying and working. Had to reset the special waypoints in the AIW file to fix.
* Azure Coast: Reworked first small roundabout, removed wall, and made it drivable, fixed csm + grass csm, totally reworked the area in front of the marina, reworked the terrain, added base for all buildings, added 2 new buildings, created path for all of them+ added hedges/walls to sep properties, added small kerbs around all base+path, remapped, created 2 new gantries/ reworked from Kate, reworked csm wall + grass csm around these new stuff, fixed all VT static/inst/crowds/dyn/lights
Vehicles:
* Ford Sierra RS500 Cosworth: Complete UV mapping, finished wheels/brakes, added custom livery support, lots of fixes
* Lotus 72D: LODX cockpit polished, mapped and textured. LODA interior and steering wheel modelled, mapped and textured.
* Ariel Atoms: Added static camber to the animations
* BAC Mono: Baked in camber to suspension animations
* BMW Z4 GT3: Added ADL livery
* Ginetta G40 JR: Initial checkin, added placeholder liveries (NOT YET IN-GAME)

Known issues:
- Azure Coast (Full/FullRev/Stage1): CTD happens when reaching the end of the track
- Oulton Park - Not yet available, it will be unlocked tomorrow after some last minute fixes are made.
- Oulton Park - The track will crash in practice mode, and if you enable qualifying. Only working so far in race and TT.
- Multiplayer - DO NOT PRESS THE LOBBY OPTION when pressing ESC during a online race.
x64 Known issues:
- x64 currently disabled



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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

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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

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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



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