Jump to content

Requisiti minimi e info utili + Build notes


Guest Uff

Recommended Posts

attachment.php?attachmentid=159179&d=140


Build 792 (20/08/14, Team Member+) - 630.7 MB MB

Audio:
* RUF Flat 6 incar and external engine sets, plus an AI version. This is the foundation engine sound for the CTR3 and the R versions when they roll out, so there are many tweaks to do to get this right later on. This is better than having the Flat 8 as a placeholder. Includes tranny, gears, backfires, distant roll-offs and trajectory. Uses the LATEST distant based reverb/echo effect. This car is louder in the surround speakers as it passes by.The helicopter is quieter as requested.Turbo7 model is a tad louder.

Render:
* New colour cube for rain dusk
* DynEnvMap support for RenderInReflection flag.
* DX11: Minor perf tweak to SetCurrentWorldMatrix.
* DX11: Minor optimisations to mesh primitive - member reloading + missed inlining.
* DX11: Optimise shader setinternalparameters + fix for shader loading bug where parameters were marked as used incorrectly.
* DX11: Instancing - minor optimisation to avoid member reloading. removed a few conditionals that always return true

GUI:
* Adding GUIName for Team display used in career screens
* Fixes for gamepad changes - change icons for advacned, use corect enum values for mode
* More ingame menu updates: Renamed all monitor/spectate buttons to "TOGGLE", Moved Cycle Camera button to the bottom, aligned with the others, Converted the monitor screen timings/standings list to a new scrollable list type in code & data

Online/Multiplayer:
* Passworded sessions improvements: Accepting an invitation on Steam now checks if the target lobby is passworded, and reports the flag to the game. This allows the UI flow to ask the user for the password before joining the session.

Achievements:
* Achievements/Metrics: Enabled the metics by default. Invalidating the "Emergency Stop" achievement, if crashing during braking. Invalidating the "We Dont Need Roads" achievement, if the vehicle is in a crash-state when wheels are in air.

Cameras:
* Fix AR-2137, WMD-633, problems with cycling through cameras

Characters:
* GT driver material variations
* ART: 70`s and 80`s helmet textures uploaded
* Drivers (Kart, F1, Classic): Variations added

AI/Pitstops:
* Added compatible collidable state getter
* Allow player pitting when in simulate mode
* Fix for wrong fuel levels applied during a warmup session
* Updated DistanceToNextPath and removed unused mDistanceToNextBranch
* Edit SingleFile AI Behavior to be based on walls rather then road available + Start phasing out mAimPoint array

Career:
* Further save profile optimisations
* Added extra accessors for MotorsportTeam data
* Career Leaderboard screen now shows the team each driver is in (AR-1852)
* Resetting FormulaR motorsport teams to default settings, removed test data
* Team presets (vehicle) and team driver presets (driver name, vehicle and livery) are now read from data and applied to the races. This allows teams to be populated with preset data (required for some licenced series), random selections, or any combination of the two. Includes a fix for detecting when player is in a series, and a fix so that career player name is used throughout career.

Physics:
* Fix for thread related metrics lockup
* Tweaks to metrics setup during track profiling
* Mercedes C-Coupe DTM: Fixed missing decimal point in slow bump settings
* RWD P30 LMP1: Fuel consumption, heat & wear model, final aero, hybrid system, various setup adjustments

Vehicles:
* KART: Missing liveries added
* Rain tire #3 texture set. DDS files
* Aston Martin Vantage GT3: Lods and Cpit meshes work done.
* Palmer Jaguar: Changed the driver LOD handling to Driver2 for open top cars
* Aston Martin Vantage GT3 + Rapide Hybrid: Added custom livery support
* Aston Martin Rapide: Added alpha texture for additional mirrors logo and rear glass number plate, Added new real livery, Added official livery name

Tracks:
* Sakitto: New export
* Snetterton: New export
* Imola: Static file changes
* Dubai Autodrome: Light files
* Oschersleben: Static rails added
* Belgium Forest: AIW changed wet path in chicane
* Oulton Park: New Dynamic Brake Markers (dynamics), added lod setting for acer 3d tree [JIRA] (AR-2298), added barriers for invisible walls, more track dressing using RL references, added txt for small signs, fixed intersecting assets, removed barely visible benches, Material & vertex colour tweaks, more red bins, fixed floatong/intersecting stuff, added tyre stacks to block off invisible walls, dynamic hollow bollards

Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Speed sensitive camera option is missing from UI


Build 791 (19/08/14, Team Member+) - 193.6 MB

Audio:
* Adding WIP levelsounds to Oulton Fosters and International
* Ford Mustang Boss 302 R1 and Ford Mustang Cobra TransAm incar and external engine sets, plus an AI version. Includes tranny, gears, backfires, distant roll-offs and trajectory. Uses the LATEST distant based reverb/echo effect.

Render:
* DX11: Primitive rendering path flattening (saves around 0.8ms on XB1, 0.3ms on PC test-case)

GUI:
* Fixing the white pixel from rendering up the top left of the screen bug.
* Added new entries to controller menu for game pad presets and advanced mode
* In-game GUI HUD improvements: Added descriptive flag text for pit requested damage types. Implemented a quick-guide button for the pause menu. Made HideUI on the monitor & spectate screens, now hide everything. Fixed the monitor screen driver list not scrolling

Online/Multiplayer:
* Fix AR-1972 Seem to be able to JIP while race is loading. (Please Test)
* Fix WMD-276 - Host gets DQed ends the session for everyone. DQed player now gets locked in his garage, where he can either quit or wait for the end of the race. (Not fully implemented yet)

Gameplay:
* Remove TT assert on invalid event data that is handled correctly anyway.

Characters:
* Drivers skinning update, tweaks + materials fixes, skeleton twist solving update, meshes update + RCF disabled temporary

Animations:
* Ariel Atom 300: Reexported driver animations with Visor bone

AI/Pitstops:
* Filter hazard behaviour
* Filter special pit spots out of pit location count
* Preventst pit stops being initiated outside of a participants session.
* Do not process vehicles as hazards if they are set as non collidable + fix

Physics:
* Marek RP219D: Initial physics
* Audi R18 TDI: Heat & wear model, more tire preheat, revised default setup
* Trigger updates: Dont reset trigger state when inside a trigger, Trigger logging
* Collision behaviour updates: Added in air resistance, Enabled CCD for all vehicles, CCD enabled by default, Increased CCD to cover full chassis, 50% yplane below centre and 10% above centre, Update debug rendering to identify collidable state

Vehicles:
* Formula Gulf 1000: Minor name change
* LMP2 Marek RP 219D: Body template minor fix.
Tracks:
* Oulton: Texture updates, optimised dressing, fixed intersecting & floating assets, reduced variations

Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Speed sensitive camera option is missing from UI

Link to comment
Share on other sites

  • Replies 417
  • Created
  • Last Reply

Top Posters In This Topic

  • VELOCIPEDE

    378

  • RickyGT

    5

  • tonio

    3

  • Markantony

    2

Ma dove si visuslizzano i consumi gomma e carburante? Ho guardato nell area temperatura gomme e altezza..ma non ci sono, mi pare sia un pò debole il ffb con il thrustmaster tx

Link to comment
Share on other sites

attachment.php?attachmentid=159179&d=140


Build 793 (21/08/14, Team Member+) - 168.5 MB

Characters:
* Seatbelts rig fix
* Added 70, 80 and 90 - stock helmets + stock LODs

Animations:
* Ford Escort MK1: Cockpit animation files

AI/Pitstops:
* Tweaks to lane logic
* Tweaks to fuel calculations and logging
* Tweaks to hazard processing and AI cars drafting others
* Removed performance adjustments on simulated lap for AI
* Fix the AI speed bug when told that they cannot overtake a car
* Add PullOver behavior to get off the track in case of car troubles

Physics:
* Random factor removed from physics damage
* Tweaked sharp damage and enabled tyre wear and blown for all modes if requested

Vehicles:
* Mercedes C-Coupe DTM: Added missing Bonnet backfacing.

Tracks:
* Oulton Park: Fixed errors, videowalls added, videowall pop fix, added txt for new wire fences and small fence sign, dressing, trees, tyres optimised, flags added, latests assets merged, occluders added, LOD popping updates, statics update for Jano, fixed floating water blockers

Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Speed sensitive camera option is missing from UI



Build 792 (20/08/14, Team Member+) - 630.7 MB MB

Audio:
* RUF Flat 6 incar and external engine sets, plus an AI version. This is the foundation engine sound for the CTR3 and the R versions when they roll out, so there are many tweaks to do to get this right later on. This is better than having the Flat 8 as a placeholder. Includes tranny, gears, backfires, distant roll-offs and trajectory. Uses the LATEST distant based reverb/echo effect. This car is louder in the surround speakers as it passes by.The helicopter is quieter as requested.Turbo7 model is a tad louder.

Render:
* New colour cube for rain dusk
* DynEnvMap support for RenderInReflection flag.
* DX11: Minor perf tweak to SetCurrentWorldMatrix.
* DX11: Minor optimisations to mesh primitive - member reloading + missed inlining.
* DX11: Optimise shader setinternalparameters + fix for shader loading bug where parameters were marked as used incorrectly.
* DX11: Instancing - minor optimisation to avoid member reloading. removed a few conditionals that always return true

GUI:
* Adding GUIName for Team display used in career screens
* Fixes for gamepad changes - change icons for advacned, use corect enum values for mode
* More ingame menu updates: Renamed all monitor/spectate buttons to "TOGGLE", Moved Cycle Camera button to the bottom, aligned with the others, Converted the monitor screen timings/standings list to a new scrollable list type in code & data

Online/Multiplayer:
* Passworded sessions improvements: Accepting an invitation on Steam now checks if the target lobby is passworded, and reports the flag to the game. This allows the UI flow to ask the user for the password before joining the session.

Achievements:
* Achievements/Metrics: Enabled the metics by default. Invalidating the "Emergency Stop" achievement, if crashing during braking. Invalidating the "We Dont Need Roads" achievement, if the vehicle is in a crash-state when wheels are in air.

Cameras:
* Fix AR-2137, WMD-633, problems with cycling through cameras

Characters:
* GT driver material variations
* ART: 70`s and 80`s helmet textures uploaded
* Drivers (Kart, F1, Classic): Variations added

AI/Pitstops:
* Added compatible collidable state getter
* Allow player pitting when in simulate mode
* Fix for wrong fuel levels applied during a warmup session
* Updated DistanceToNextPath and removed unused mDistanceToNextBranch
* Edit SingleFile AI Behavior to be based on walls rather then road available + Start phasing out mAimPoint array

Career:
* Further save profile optimisations
* Added extra accessors for MotorsportTeam data
* Career Leaderboard screen now shows the team each driver is in (AR-1852)
* Resetting FormulaR motorsport teams to default settings, removed test data
* Team presets (vehicle) and team driver presets (driver name, vehicle and livery) are now read from data and applied to the races. This allows teams to be populated with preset data (required for some licenced series), random selections, or any combination of the two. Includes a fix for detecting when player is in a series, and a fix so that career player name is used throughout career.

Physics:
* Fix for thread related metrics lockup
* Tweaks to metrics setup during track profiling
* Mercedes C-Coupe DTM: Fixed missing decimal point in slow bump settings
* RWD P30 LMP1: Fuel consumption, heat & wear model, final aero, hybrid system, various setup adjustments

Vehicles:
* KART: Missing liveries added
* Rain tire #3 texture set. DDS files
* Aston Martin Vantage GT3: Lods and Cpit meshes work done.
* Palmer Jaguar: Changed the driver LOD handling to Driver2 for open top cars
* Aston Martin Vantage GT3 + Rapide Hybrid: Added custom livery support
* Aston Martin Rapide: Added alpha texture for additional mirrors logo and rear glass number plate, Added new real livery, Added official livery name

Tracks:
* Sakitto: New export
* Snetterton: New export
* Imola: Static file changes
* Dubai Autodrome: Light files
* Oschersleben: Static rails added
* Belgium Forest: AIW changed wet path in chicane
* Oulton Park: New Dynamic Brake Markers (dynamics), added lod setting for acer 3d tree [JIRA] (AR-2298), added barriers for invisible walls, more track dressing using RL references, added txt for small signs, fixed intersecting assets, removed barely visible benches, Material & vertex colour tweaks, more red bins, fixed floatong/intersecting stuff, added tyre stacks to block off invisible walls, dynamic hollow bollards

Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Speed sensitive camera option is missing from UI

Link to comment
Share on other sites

Build 795 (26/08/14, Team Member+) - 634 MB
Audio:
* Fix to pitlane speech being loaded before audio system is locked
* Mix and balance tweaks to the surfaces, tyres and wind on all cars.
Next-Gen:
* PS4: Another round of CPU prefetch optimisation.
Render:
* Impostor reflections: New position&direction system for stretched reflections which works with ground slope
Weather/Effects:
* Wetness mask tweaks
* Fog with rain tweak
GUI:
* Updated EDIT CONTROLS page
* Fixed gap column abnormalities
* Add GUI handler for multiplayer search screen
* Fixed up the missing/incorrect information in the session info box, for all of the in-game screens
* Taking a line of code from Anders to fix AR-1967. This stops the time disappearing on the bottom left of the HUD.
Gameplay:
* Change dynamic dryling line calculation, add tweakables and fix replay.
Controllers:
* Updated gamepad preset for Mode 3 (Bruno)
Characters:
* Drivers: Logos textures updated to fit better on the mesh
* Added working version of modern helmet - new UV, maybe some textures missing.
Animations:
* Driver anims: Updated paddles for: Caterham SP300R
* Driver anims: Formula A - paddle anims + catabe export setup
* Driver anims: Updated visor ups for - Audi R18 TDI -Audi R8 LMS -Audi R8 V10 plus -BMW M3 GT2 2012 - -Ford GT40 MkIV
* Updated stance poses in all files, added initial mirrored GT_master_scene ( with correct timing, and props anims)
AI/Pitstops:
* Protect from a seg fault in P2P races
* Implement end of Race behavior for P2P tracks
* Forces wheels to be visible before the jack is lowered during a pit stop.
* Modify Limiting speed computation for hazard check in all behaviors and automatic throttle mode calculation
Physics:
* LMP2 Cars: Tire preheat to 90C
Vehicles:
* Palmer JPLM: LOD tweaks to reduce popping
* Radical SR3-RS: LOD tweaks to reduce popping
* Radical SR8-RX: LOD tweaks to reduce popping
* Renault Clio Cup: Added wheel colour variations
* Lotus 72D: Changed to goodyear tires, added wheel variations
* McLaren P1: Animation files with wipers initial checkin. Wiper mask texture file initial checkin.
Tracks:
* Watkins Glen: New export
* Oschersleben: Dynamic objects
* Belgium Forest: Adjusted texture brightnes, added dirt
* Oulton: Viewer placement fixes, fixed floating traffic cones on Oulton Park
* Hockenheimring: Fixed clipping adv., fixed clipping, popups, treewalls, balenced treewall with xtrees, fixed poping trees, tents, cars and adverts, fixes for popping bollards on hockenheim
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Speed sensitive camera option is missing from UI

Build 794 (22/08/14, Team Member+) - 392.8 MB
Next-Gen:
* PS4: Lots of optimisations on various functions.
* XB1: Disabled VOIP during online session based upon user account permissions/privacy check.
Render:
* Fix for reflection flag.
* DX11: World matrices now handled by renderer directly. Removed backingstore shadow from FX.
Weather/Effects:
* Clear rain blend tweaks
* hazy02 colour cube tweak
* Updates for puddle masking , build up and rain spray.
* Multiple condition and particle tweaks including balancing of vehicle bodywork in direct sun and headlight beams; balancing of rain spray and rain fall in sun light and headlights; fog distance tweaks; reduction of rain, stormy, thunder storm and overcast to just a single wtc used on all tracks for easier management of files; colour balancing in multiple conditions, most noticeable at night where the colour is a touch more bleached out under headlights; screen drops tweaks in try conditions for better blending between dry and wet; wet track and puddle buildup rates changed so that they are effected by forecast speed and not sun speedm; rain colour and alpha tweaks for better balancing of rainfall; omni lighting applied to rain fall and spray for better overall effect; puddle mask tweaks so puddles are less frequent and more spaced out; lightshint keyframe positions tweaked so that headlights of ai cars turn off sooner,needed since we brightened dawn and dusk previously; multiple other tweaks.
GUI:
* Fix - WMD-825, Hide DRS/KERS by default
* Fix - Toggling Opponents All Identical Class changes Opponents All Identical Car option instead
* Fix - Remove GUI indicators for "rank change since some time ago", we don't have this information on Steam/consoles (it was Java server only feature)
* Fix - Current left/right Track Select GUI must change to query after short time delay instead of immediately (to avoid querying every track cycled through)
Career:
* Moved career team setup code to CareerMotorsportTeamsManager
* Calendar automatic skip to next session, and flow for simulating last event on a day
* Added 3 new championship metrics: Best qualifying. Team championship wins. Laps raced
* Added session complete trigger, and update the game metrics storage profile to reset the metrics profile for consistency
* Re-enabled metrics with threading fixes: Fixed up a badly initialised ring buffer for metrics. Fixed up incorrect logic in debug warning
AI/Pitstops:
* Implement end of Race behavior for P2P tracks
* Modify Limiting speed computation for hazard check in all behaviors and automatic throttle mode calculation
Physics:
* McLaren P1: Major physics update
* Updates to LMP tires, Faretti F One and Pirelli P Zero(s)
* Marek RP339h LMP1: Fuel consumption, final aero model, heat & wear model, hybrid system added
Vehicles:
* Audi R8 V10 plus: Tweaked how the rear spoiler works
* RUF RGT-8 GT3: Added AO, added damage and cockpit animations
* LMP2 Marek RP 219D: Chassis source textures update for Alpha2.00, LODs setup done. Ultra detail setup, cockpit bones update
Tracks:
* Oschersleben: Grass Exclusion
* Oulton Park: Fixed undertrack trees & inters. tyrewalls around whole track, updated dressindgfor Island and International variations, fixed floating trees, cars, fix txt for metal cage rails
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Speed sensitive camera option is missing from UI

Link to comment
Share on other sites

PLEASE DELETE YOUR PROFILES WITH EACH BUILD!!!!!!

Build 797 (28/08/14, Team Member+) - 806.1 MB
Next-Gen:
* PS4: Reduce motion blur amount
Audio:
* All cars now have the trajectory effect.
* All Cars now have the occlusion filter based on distance.
* The EVO X has a new incar and external engine set, plus an AI version, backfires, turbo, gears etc...
* The rear and side surround sound speakers get louder as the car passes the track camera - this applies to all cars now.
* All cars now have the very latest distant based reverb/echo effect (members' choice), but lifted one notch as requested by members.
* All cars now have the gear wobble, this has yet to be refined and by no means ready for release. It's on my list and not too far away.
* All the exterior engines are now a bit louder as requested (but some cars can't go louder and need further investigation as to why not).
* The BMW M3 GT4 and the 3 Cosworth DFV based cars now have ambient distant external engine sounds and this also applies to the Ai versions.
* All engine FDP files have the correct audio compression and format for PC, Xbox One, PS4 and Wii U. Many other tweaks 'here and there' as I swept through the files.
Render:
* Ripples UV fix
* Fix for hsync/vsync timing stutter.
* AutoGrass: Adds completion detection so it doesn't block main thread.
* Moved autograss task to end of frame and can now span multiple frames.
* Off screen cloud rendering fixes. Offscreen clouds are enabled by default now.
* Code to fix Environment system so it syncs to replays. Code for dynamic racing line.
GUI:
* MP: Added password and lobby name to create menu
Cameras:
* Pre-Race update (Aries specific cams - WIP)
* Showroom Cameras addon (WIP), minor curve tweaks
Characters:
* Drivers: Updated skin files for drivers
* Added remapped modern helmet, added LODS< logo layers, initial maps and SMSOP modifier.
* Updated ALL drivers exports: fixed skin in Logos, fixed gloves Uvs, updated materials, deleted useless textures, updated seatbelt rig
Animations:
* Driver Anims: Kart 02 - paddle anims
* Driver Anims: Ford gt40 gear to update
* Driver Anims: Pagani Huayra - paddle anims, visor up pose
* Driver Anims: Mercedes SLS GT3 - paddle anims, visor up pose
* Driver Anims: Updated anims accordking to new cockpit meshes + paddles anims
* Driver Anims: Mercedes Benz SLS AMG - paddle anims, visor up pose + catabe export setup
Career:
* Career multi series flow
* Career saves split into packets
Physics:
* RUF CTR3 SMS-R: Initial physics
* Renault Megane RS: Fuel consumption, heat & wear model
* Renault Clio Cup: Fuel consumption, heat & wear, dry weather AI tuning
* Turned on aero, detached wheel, tire puncture, and engine crash damage in physicstweaker
Vehicles:
* RUF CTR3 SMS-R: Added to vehicle list
* RUF CTR3: LOD tweaks to reduce popping
* LMP RWD P30: LOD tweaks to reduce popping
* Ford Escort RS1600: Collision model update
* Aston Martin Rapide: Removed windscreen banner logo from official liveries.
* Oreca 03: Fixed a bad RCF merge, Added selection sets for Alpine A450 variation
* Aston Martin Vantage GT3: Added new Aston Martin Racing livery, adjusted cockpit exposure.
* BMW Z4 GT3: Removed windscreen banner logo from official liveries + added "thx fans" back.
* Renault Clio Cup 2014: Updated configanim, Bonnet Cpit vibration working in game now. Tweaked CPIT exposure
* Alpine A450: Added to vehicle list, fixed user flags, separated Alpine A450 from Oreca 03, added runtime/srcdata files
Tracks:
* Brands Hatch Indy: Raceline
* Oulton Park: Fixed floating/sinking instances, statics & crowds
* Hockenheimring: Removed smoothing groups on corner/brakemarkers, fixes for dynamic red bollards
* Belgian Forest: Fixed various issues, colission, reflection, added pit interior, added project specific textures
* Oschersleben: New export, trees LOD Distances changes, blending background texture changed, LOD's changes in some objects

Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Speed sensitive camera option is missing from UI
- RUF SMS-R causes a CTD
- Formula A causes a CTD

Build 796 (27/08/14, Team Member+) - 687.6 MB
Next-Gen:
* XB1: Fix for crash when returning from race on XB1
* XB1: Updated events header to latest version, enabled all achievements.
* Fix for profiler crashing with divide by zero and incorrect render target being set.
* XB1: Now sending multiplayer events as required. Added a unique play session GUID and changed all XB1 data platform events to use it.
* PS4: Cut down on number of cache flushes and invalidates. Also added vertex buffer data packing (not enabled as it offers no performance benefits)
Render:
* Added ripples support into overlay.fx and corrected puddle map usage
Effects:
* OMNIDIR LIGHTING for grass/tire/gravel smoke
* Smoke fading adjustments + omnidir lighting
GUI:
* Added "Race Time" text
* Added BEST TIME in caps
* Applinks for MP search screen
* MP Search screen hookup - WIP
* Updated track selection screen
* MP Search screen browse button
* MP Search screen new matchmaking data
* Only display one next day / event quad
* Add all the options to MP Search screen.
* MP Search screen hookup matchmaking filters.
* Adding success bik video to the content for playback.
* New post race screens - End of weekend and End of series
* Updated Layout Selection screen (highlight quad still needs attention)
* Yet another locking thread fix- this one is to fix a lock on thread exit
* Adding logic so that the timer mechanism will show in duration races (opposed to the lap counter).
* Updated leaderboard "Best Lap" column to be dynamic, changing to "Race Time" for races, and displaying unique results to races
Cameras:
* Oulton Park: initial (WIP) Pre-Race
Characters:
* Added air gun back pack and rear jackup
* Driver updated meshes from GT driver with latest changes
* Drivers: Updated materials/fixed gloves UVs/Updated new seatbelt RIG
Animations:
* Driver anims: Formula C - rev2 anims
* Driver anims: Gumpert Apollo S - paddle anims, visor up pose
* Driver anims: Formula B - paddle anims
* Driver anims: LMP RWD P30 - uploaded paddle anims, paddle anims, visor up pose
AI/Pitstops:
* Transfer suspension damage from player to AI when choosing 'Simulate'
* Increase suspension damage predicted lap impact for AI pitting and repair
* Added an option to do detailed pit stop animation sequence logging to App.log
* Work on car to car seperation and speed management for best racing while not touching each other
Career:
* Career Contracts: Formula Gulf contracts updated with new liveries.
* Career Contracts: RenaultClioCup contracts updated with new liveries.
* Career Championships: Formula B - series updated with mandatory tyre change pitstop.
* Career Championships: Formula Rookie German Challenge - First pass Opponent Skill data support added.
* Career Text Database update: Added all Motorsport Quick Guide text, tweaked Motorsport Video VO subtitles.
* Unlock pending career invitations when entering the dashboard, as GameMetrics can now unlock invitations too
* Career Championships: GT4 - All series updated with mandatory tyre change pitstop, proper session names for races (Sprint and Main Race).
* Career Championships: GT3 - All series updated with mandatory tyre change pitstop, proper session names for races (Sprint and Main Race).
* Career Championships: Formula C - All series updated to 2-race-weekend format, race sessions correctly named to Sprint Race and Main Race, Main Race starting time tweaked.
* Career Championships: Ginetta G40 Challenge - series updated, configured enforced pitstop with tyre change during main race, set up proper race session names (Sprint and Main race).
* Career Invitations can now be unlocked via GameMetrics criteria (races won, laps raced etc.), as well as earning accolades. Controlled by new EventCriteria property in CareerInvitation data
Physics:
* Radical SR3 & SR8: Aero tweaks, heat & wear
* Palmer JPLM: Finished aero model, heat & wear
* New LMP3 tire for JP-LM, SP300R and Radical cars
* Updated triggers reporting to signal vehicle-trigger intersection each simulation step (in addition to trigger enter/leave).
* Explicit vehicle pose request remains active until really processed. Vehicle properties are updated immediately after explicit vehicle request is processed. Frozen vehicle pose is kept in sync with explicit pose request.
Vehicles:
* RWD P30 LMP1: Fixed double rear tyre
* RUF RGT-8: LOD tweaks to reduce popping
* Renault Megane RS : LOD tweaks to reduce popping
* Formula Gulf: Fixed UV mapping issue, added 9 liveries
* Caterham SP300R: Fixed broken custom livery, Collision file update
* Lotus 72D: Changed back to Firestone tyres, updated liveries to match.
* Aston Martin Vantage GT3: Added AO, added damage and cockpit animations
* Marek RP219d: : Added cockpit display, added HUD Motec, custom livery support added
* Renault Clio Cup: Added livery set (DDS), added red rim textures, added data file to enable GUI LOD
* Pagani Zonda Cinque: Fixed custom liveries, finished aero, heat & wear, fuel consumption, default setup
* BMW 320 Turbo: Fixed broken custom livery, RCF setup for custom dirt on player car only, collision model update
* McLaren P1: Wiper animation/Rain Setup done. Updated damage deformation meshes. Updated Windows, Windshield and SW Alcantara materials. Minor smoothing work on Cpit Winshield frame.
* Oreca 03: Fixed broken custom livery, added real liveries names and setup, minor fresnel material fix, Added Oreca factory livery, Added new Thiriet TDS racing livery, Added additional textures for Team Thiriet TDS racing livery, RCF setup to do custom dirt on player car only
Tracks:
* Oschersleben: Static objects changes
* Besos: Added new txt for marshal huts, added small ao txt for paddock building
* Oulton Park: Updated static, instance and dynamic dressings for all Oulton Park variations
* Brands Hatch: Fixed Brands Hatch floating traffic cones and camera shake on small brake markers
* Belgium Forest: Improved grassy slopes, added dirt on tyrewall covers, fixed treewals, smoothed out angular armco geometry, terrain mapping fixes

Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Speed sensitive camera option is missing from UI

Link to comment
Share on other sites

Build 798 (29/08/14, Team Member+) - 586.2 MB
Next-Gen:
* XB1: MSAA resolve now uses ESRAM
* XB1: Fix for blocky shadows/night lighting.
* Modified to cut down spot light usage on consoles, also removes diffuse.
* XB1: Fix various corruption/flicker issues. optimized particle rendering VB handling.
* Camera drops removed diffuse. PS4/XB1 now use quads (this fixes a PS4 issue with quads reading back from dest).
* XB1: Changed the matchmaking code to use the new search filters for its matching tickets. Small fixes in the multiplayer search menu for Xbox One.
Render:
* Performance work on cloud shader
* Cloud rendering. Merged some lighting variables + enabled the 1/4 sized rendering
Weather:
* New keyframes added at neg 30 sun elevation for all conditions making 'middle of the night' much darker. This change will be noticeable mainly during winter nights when the nights are longer and the sun elevation reaches these lower negative elevations.
GUI:
* Adding a welcome bink video for signing a new contract.
* Adding congratulations videos to the end of a successful championship run.
Online/Multiplayer:
* MP Search for lobby by name
Characters:
* Initial files for legends helmet view.
* Drivers: Renault clio - Cockpit view bit down to see leds
* Driver textuers: Helmet normal and specular textures improved
* Added `70 helmet lods, added headsock, added SMSOP meshes presets to LEGENDS helmet, headsock...
AI/Pitstops:
* Optimized predicted lap phase
* Low Skill AI will now go significantly slower
* Don't switch to AI control when no pits exist + logging
Career:
* Career flow for invitationals
* Data changes for menu and change color of Career day indicator
* Added per-championship settings and accessors for trophy win videos, and hooked it up with the UI code (not triggering atm due to when scoring is calculated). FormulaGulf is the only video available atm, moved into sub-folder to keep trophy videos together
Physics:
* Caper Monterey: Physics update
* McLaren F1: Setup and tire tweaks
* RUF CTR3 SMS-R: Added missing tire file
* 125cc shifter kart: Updated a few statistic numbers
Vehicles:
* RUF CTR3 SMS-R: Added ambient shadow
* Ford Escort Mk1: Tweaked CPIT exposure
* SuperKart: New LODs, lots of fixes, added ambient shadow
* McLaren 12C GT3: Fixed tire skinning issues, collision model update
* Aston Martin Vantage GT3: Added AO, added damage and cockpit animations
* Kart 125cc: New LODs, lots of fixes, updated liveries, added ambient shadow
* RUF RGT8 GT3: Small material fixes, Collision export tweaks, LOD tweaks, user flag fixes, material tweaks
* Renault Clio Cup 14: Updated wipers meshes. Wiper animation/Rain Setup done. Fixed Cpit Windshield UV3 mapping. Fixed Bonnet_Cpit vibration.
Tracks:
* Eifelwald: Added animating texture swap (video wall)
* Dubai Autodrome: Viewer objects lod distance optimization
* Oulton Park: Removed unnecess. map, new texture, 1st commit, RL material structure, pit area barriers, Pit area detailing
* Besos: Sitting crowds for Besos, add latest missing assets, fix levitate objects around the pit lane, added new txt for container building and add some missing txt, fix position for some assets around the pitlane

Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Speed sensitive camera option is missing from UI
- Formula A causes a CTD

Link to comment
Share on other sites

Build 799 (01/09/14, Team Member+) - 1.2 GB
Next-Gen:
* XB1: FMOD uses Core3/4
* PS4: Enables live edit.
* XB1: Updated loading screen
* XB1: Fix for Bink corruption.
* PS4: More discard optimisations
* XB1: Move socket thread to core3
* XB1: Godray rendering uses ESRAM.
* XB1: Fix for Raindrops being black
* PS4: Remove redundant save/restore.
* XB1: Fix camera drop scene input srgbness
* XB1: Fix instance rendering (incorrect limit)
* XB1: Increased Anisotropic filtering quality.
* XB1: Use previously missing Window Size base functionality on renderer init.
* XB1: Fix for ESRAM leak, caused by "surface provided" textures not populating the texture object ESRAM fields.
Audio:
* New bug splats.
* Adding env sounds for Dubai International
* Radical SR3 fix to engine RPM capping out too early.
* Fix corrupt engine FDP for the Formula A. Total FDP rebuild required.
* Resaved engine sound and removed reverbdefs used by FormulaA's engine sound to potentially fix a crash
Render:
* Force hard shadows on particles.
* Skyring rendering moved after clouds render
* DX11: Fix for memory leak with FXAA and SMAA.
* Best line mip tweaks for near fading reverted.
* DX11: Fix missing lensflare with MT rendering (PC&XB1)
* Post twilight sky glow reduction for clear07 (dry/desert climate)
* Force hard shadows on particles. More discard optimisations for PS4.
* Driving line texture tweak and wtc tweaks for it's brightness in clear07 (dry/desert)
* Best line texture tweak, first mip removed, second mip at full opacity so it gets solid sooner
Effects:
* RWD P30 & Marek RP339h: Disabled blue flame effect when hybrid system is active
Weather:
* Hazy: -20 degree sky texture tweaked, now silimar look to other -20 skies but without the stars. As a result texture size reduced saving a chunk of mem.
Characters:
* Initial files of headsock textures
* Added 70s and 80s head/helmet set up for exporting tests
Animation:
* Pitstop preview animations
* Fix animation actors holding on to binding reference.
GUI:
* Updated track photos
* Converting menu-lists to lists
* Fixes for various vehicle lists
* Updated Achievement descriptions
* Hints & Tips: Now added to TextDB
* Minor text and layout improvements
* Adding 'invite' handling to dialogs
* Adding bink dialog for full screen videos.
* Minor update to text on Driver Network Profile page
* Adding intro video for signing a new motorsport contract.
* Trackmaps: Pit lane added, loading maps updated, Updated with high res
* Fixing layout for vehicle and location selection, fixing 'all' filter in class selection
* Changing Gui Handler screens that keep session time to adapt to times greater than 60 minutes
* Fix for flow in post race screens - end of series dialog now only apears at the end of a series.
* Driving line changed to arrows so that we don't have the blocky edges when the line goes round corners.
Cameras:
* Added preview cameras
* Pre/post race camera scene
* Fixed camera clipping through the track
* Replay Cameras: Full replay camera set, covering main track, off-track areas, and pitlane.
* Replay Cameras: Dubai International - Full replay camera set, covering main track, off-track areas, and pitlane.
Controllers:
* Set gamepad preset Mode 3 as default
* Gamepad preset logic for new profile / loading setup
* Fix for gamepad profile not being applied after a clean profile load
Online/Multiplayer:
* Disable damaged lights in MP until crash is fixed.
* Updated achievement texts and pushed the changes to Steam.
Gameplay:
* Add automatic headlight control for player when input event not assigned.
* Fix WMD-1094 - Point to point races can no longer be finished by backtracking on circuit. The player is required to pass the start and enter finish from sector2.
AI/Pitstops:
* "0" AI Overrall challenge is now much slower
* Increase driving line generation raycast length
* Re-enabled optional refuelling according to pit strategy logic
* Code review and fix many issues involving the hazard avoidance system + fix
* The AI are now more planted to the environment and balanced better with the player car incar and out. All AI are now using the latest distance rolloffs and occlusion effects. The rear and side surround sound speakers get louder as the AI car passes the track camera. The AI now have the optimised audio format for PC, Xbox One, PS4 and Wii U.
Career:
* Career Contracts: Kart One (Entry Kart) contracts updated with new liveries.
* Added accessor for career trophy icons (to be hooked into end of series screen)
* Career Championships: Completed adding all Career contracts and invitational related text to the career Text DB (CareerDB).
* Added per-motorsport settings and accessors for career intro videos (still to be hooked up with the UI code). Moved test prototype2 movie into subfolder to keep intro videos together
Physics:
* RWD P30: Opened up the differential, default setup tweaks, statistics updated
* Physics Tweaker: Reverted test values on sharp object damage (cause of so many AI tire punctures)
Vehicles:
* Tweaked headlight settings
* Oreca 03: Materials polishing
* Kart 125cc: Collision mesh update
* Marek RP339h: custom dirt DDS file
* Alpine A450 LMP2: Materials polishing
* Ford Focus RS: Collision model update
* Sauber C9: LOD tweaks to reduce popping
* Ford Sierra RS500: Collision model update
* Adjusted vehicle cockpit exposure settings
* McLaren P1: Fixed lights mesh missalignment
* McLaren MP4-12C: LOD tweaks to reduce popping
* More headlight angle & attenuation adjustment
* Ford Escort Mk1: LOD tweaks to reduce popping
* BMW M3 E30: UV mapping fix, custom dirt layer DDS file
* Aston Martin Vantage GT3: Minor tweaks on LODA/B UV3 mapping
* LMP cars: Set center cockpit camera position, brighter headlights
* Ford Mustange Boss 302R: Light flare adjustments, collision model update
* McLaren MP4-12C GT3: LOD tweaks to reduce popping, added rear wing damage
* RWD P20: Added wmd winning liveries, added liveries names and material setup
* Formula B: Fixed non-detachable front wing and cockpit shadow holes, collisions optimized
* RWD P30: Collision model update, Livery tweaks, collision update, light flare adjustments
* Ginetta G55 GT4: Template, lods almost completed, temp checkin, lodx added to previous export
* RUF RGT-8 GT3: Updated wipers meshes. wipers animation/rain setup done. Minor smoothing on Cpit Windshield frame line. Minor Damage deformation update.
* McLaren F1: Fixed tyre rotation, fixed rear license plate, fixed RR tyre, fixed shadow gaps, other fixes, Fix for WMD-1072 , lowered position of center camera.
Environment:
* New Low-LOD background lamp-posts textures
* Removed global diffuse multiplier on road_dbv and overlay
* Fixes for dynamic cones drawing too far - now tracklod controlled
* Swapped out trees to prevent blobbyness and also culled some far distance ones
* Stripped back dynamics and excessive static placements from areas of Emirates Raceway
Tracks:
* Azure Circuit: Textures for F1 Monument.
* Oulton Park: Fixed visible tiling, holes aligned, dirt added, fixed floating/sinking trees
* Besos: Added more missing building, fix lod popping. fix trees position around the missing building and assets, exports for Besos sitting crowds + initial placement, added new txt for transistor building
* Dubai Autodrome: AIW change, tyrewalls added, Dynamic objects optimized,optimisation pass #1 - removed kart track + accessories , removed freeway lamps , added occluders , remapped the outer pitwall to use the existing high-res wall texture , brightened up the dark crazy-paving stone wall. optimisation pass #2 - complete new ground CSM to hopefully fix kerb landmines , fixed wall CSM to correct some inaccuracies and also fix a few holes , skybox leaning buildings fix , 1st pass of new freeway lights added. turn off shadow casting for crowds at grandstands, reduced sitting crowds at grandstands, updated LOD distances, reverted to version 4 and cleaned up last 2 corners path and corridors, flare changes and updates to Emirates Raceway, optimisation pass #3 - skybox black outlines fixed, set to translucent to work with Kev's new cloud render order. tyre wall blockers to replace the lines of cones from MJ. fixed a big dip in the ground after turn #2. floating white line above pits fixed. LOD Bs added for the large grandstands at the end of the s/f straight. floating blend in pits fixed. petrol pumps next to pits optimized. fences around petrol pumps optimized. 3 buildings to left of turn #1 reduced to 2 , open windows removed , reposition a bit for better coverage. garage interiors had do not cull ticked, despite being over 100k tris in total - flag is removed now.
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Speed sensitive camera option is missing from UI



This post has been promoted to an article
Link to comment
Share on other sites

Build 803 (05/09/14, Junior Member+) -1.9 GB
VR:
* Added Oculus 0.4.2 SDK
Next-Gen:
* PS4: Adds EOP write back fence.
* XB1: Fix motion-blur ESRAM setting.
* PS4: Removed shadow flag on PS4 env maps.
* PS4: Add's extra scene param for msaa type (ps4 only).
* PS4: Autograss - now uses fences to prevent buffer overwrite, also decreases latency.
* PS4: Copy particle vertex data as it can mess with submitted data leading to an odd glitch.
* XB1: Improved matchmaking filtering, fixed multiplayer search menu on XB1 to pass in correct filters when "Any"/"Don't care" is selected by the user.
Audio:
* Adding remaining tutorial audio
* Adding blue flag calls to pit to car
* Replacing career guidnace call info
* Adding career 10 steps tutorial files
* Adding all car description voice overs
* Adding updated career guidance calls
* Adding all car description audio to FMOD
* Switches on Env sound at Silverstone GP
Render:
* Updated for non-msaa discard.
* Add's blur masking for helmet.
* DX11: -DX11MT is now x64 only.
* Pass in phase 3 flag to auto grass.
* DX11: Fix for misaligned PostPro copy-crash
* Fix for rogue timing assert in sampling manager.
* DX11: Removal of dynamic allocation from texture locking
* DX11: Minor fix for primitive type using wrong PIX debug name
* Fix for random weather not being random when you restart a race.
* DX11: Removed -DX11ST (it is now back to being the default on x64).
* DX11: Tracking reset optimised + shader parameter setting optimisations
* DX11: Increased game pool for x64 to fix loading with high numbers of AI.
* Stretched reflections on dry road, impostor reflections are still disabled
* Added support to vehicle renderer to allow automatic removal of stale pointers to Mesh Primitive Types, using a flag and callback mechanism to keep performance impact minimal
* Impostor reflections on dry road, connected profile settings (on/off stretched reflections) with impostor reflections manager (but overrided by command line, so settings has no effect on it for now)
GUI:
* Updated Pit Strategy Quick Menu
* Career posters: New posters & icons
* Fixing up end of race screen buttons
* Team logos: New team logos, 1st commit
* Fix AR-2446, Caster angle setting fixed
* MP: Hide chat box after five second timeout
* Disabled year wrapping for the career calender
* Added career text for the dynamic advance button
* Quick Guide is now directly on the Help & Options screen
* FIX AR-2442, Changes Pascals to Bars in ingame setup menu
* Stopped asserting if no videos present - (safely continuing)
* Updated Pedal & Calibration button access, minor other updates
* FIX WMD-1141, Switching between classes in Leaderboards corrected
* Silverstone race date tweaked a week later plus 2015 rather than 12.
* FIX AR-2466, Remove Restart Session option from MP non-race sessions
* Added dynamic text for the continue buttons & fixed the quit session dialog box
* Fix WMD-799, P2P races do not have need for Formation lap option, so was disabled
* FIX AR-2441, AR 2447, and other changes not previously propagated from tuning screen to ingame setup
* WMD-68, Corrected layout and set a special variable for each telemetry temperature and height wheel setting
* Fixing hang on PC app exit caused by _BGamepadXInputPC being destroyed during _BGamepadXInputPC::_ThreadReadState()
* All the bugs from here (http://forum.wmdportal.com/showthrea...l=1#post758485) addressed
* Moved the screen pause timing around to where the race overview screen is activated. This prevents a lockup when physics can't tell App that it's ready-sync'd
* Fixes for all kinds of voting: AR-2379 Matchmaking - Track voting process, AR-2381 Matchmaking - Lobby - Game starts when sufficient Ready votes received, AR-2419 Lobby/In-Game - Vote to Kick option, WMD-5 Online - Host lobby not showing everyones "thumbs up"
Cameras:
* Fix for pit camera sometimes incorrectly triggering
* Replay Cameras: Silverstone GP - Fully reworked camera set, pass 1.
Gameplay:
* Added physics sync before moving on after loading.
Multiplayer/Online:
* AR-1066 (WIP): Removing dependencies on the obsolete Java server. Updated JavaDS protocol to pass Java user id and Steam id. Bumped JavaDS and multiplayer protocol versions, the changes break mp game compatibility. Bumped ghost file format version, old ghosts are no longer compatible. Disabled -javalb command-line option, Java-based leaderboard are officially gone (JavaMP will still be supported for a while).
* FIX AR-2493. Verify session attributes for joining members: Added m_FilterByAttribute to arguments passed to JoinGame. When true, the structure's attributes are compared against the session's attributes and the join fails if there is a mismatch (Steam only so far). The game uses this feature to check game protocol version and fail join to sessions with different version, even when joined via an invitation.
* Crash fixes and gamesetup sync fix
Characters:
* Drivers: Obsolete files deletion
* Crowds: Optimized crowds for Silverstone GP
* Driver Art: Resized medium all rigs correctly
* Character props: Updated skin for airgun backpack
* Added debug visualisation for hit testing of meshes
* Modern helmet: Materials, textures and presets updated
* Partially working fix for aligning pitcrew to the floor
* Drivers: Uploaded new textures for new helmet UV layout
* Pitcrew Art: Added new variations and composer liveries
* Drivers: Color mask revorked to fit new UV layout, logos removed
* Driver Textures: Beard/ eyebrows resized and turned black difuse
* Classic Drivers: Updated exports with new meshes, classic helmets and enabled materials/meshes swaps
* Pitcrew: Chief mechanic, airjack mech, wheelman01;02, wheel attendant 01;02 : changed start pose, transitions, action timing
Animations:
* Driver anims: RUF CTR3 - alpha 2 anims
* Driver anims: RUF CTR3 SMSR - alpha 2 anims
* Anim assets: Fixed anim bindings for old national flags
* Pitstop Crew: Wheel mechanic : added missing triggers to animations
* Driver anims Alpha2: Oreca, Alpina, Marek, Ginetta GT3 GT40 and G40jr
AI/Pitstops:
* Wet weather modifier for AI
* Remove pitting teleportation
* Tweaks to driver start reactions
* Update of preview pitstop cameras
* Pitstop fixed events and adjusted cameras
* Pitcrew Male: Composer added eyes meshes to 01C
* Race reactions: Updated with skill based penalty
* Fix the issue of AI turning too early on race start
* Fix ai passing decision making in the few circomstances where passing is discouraged
* Race reactions: Tweaked timings for AI. Disabled reaction times for player. Randomised seed for physics
* AI brake to corner if above threshold of predicted ability speed to help bring speed down for corner control
* Pitstop animation scripts now do refuel only, tyre change only, both or neither depending on pit strategy settings
* Accelerated pit spots: Increased threshold for AI to find pit spot in accelerated mode. Set AI to hold in pit spot whilst crew work in accelerated mode. Fix pit not allowed if refuelling not allowed bug
* Refactor branching in waypoints. Drivers can now project over multiple branches when looking ahead, connections are handled better. New NavInfo structure to regroup way point information and removal of duplicate code referring to current waypoints.
Career:
* Career Invitationals: Le Mans Endurance event remapped to correct calendar dates, session starting time tweaks, and round format standardized.
* Individual series can specify a section of the CareerMotorsportTeam data to setup teams with, rather than using defaults applied to the motorsport
* Career Invitationals: All Kart class events remapped to correct calendar dates, session starting time tweaks, participants count updated, and round format standardized.
* Career Invitationals: All Road class events remapped to correct calendar dates, session starting time tweaks, participants count updated, and round format standardized.
* Career Invitationals: All Prototypes class events remapped to correct calendar dates, session starting time tweaks, participants count updated, and round format standardized.
Physics:
* Maths optimisations
* Formula Rookie: Safer bump stops
* RWD P20 LMP2: Fixed AI turbo issues
* GT3 cars: Default setup adjustments
* FG1000: Small changes to default setup
* Increased sampling of predicted weather
* Aston Martin Vantage GT3: Physics update
* Init fuel strategy for player when setup used
* FIX WMD-1207, Reset no longer recovers lost wheels
* Palmer JPLM: Default setup adjustments for gamepad
* RWD P30 LMP: Default setup adjustments for gamepad
* Caterham SP300R: Default setup adjustments for gamepad
* Player fuel levels automatic option, currently enabled
* GT3 tires: Added longitudinal tread compliance and bite.
Vehicles:
* BAC Mono: Added 1 manager livery
* Alpine A450 LMP2: Fixed team name
* BMW M3 GT4: Added 1 manager livery
* Oreca 03: Added 2 manager liveries
* Radical SR8: Added 1 manager livery
* BMW M1 Procar: Custom dirt DDS file
* Formula A: Added 2 manager liveries
* BMW M3 GT2: Added 3 manager liveries
* RUF RGT-8 GT3: Added 2 manager liveries
* Mercedes 190E Evo2: Custom dirt DDS file
* Renault Clio Cup: Added manager liveries
* Mercedes SLS GT3: Added 2 manager liveries
* Karts: LOD Polishing and CPIT mesh updates
* Pagani Zonda R + Zonda Cinque displays resaved
* GT3 cars: Headlight color and brightness adjustments
* Audi R8 LMS Ultra: LODA/C polish, custom dirt DDS file
* Caper Stockcar: Added 1 manager livery, custom dirt DDS file
* Marek RP339: Further LOD tweaks, LOD tweaks to reduce popping
* Ford Capri Group5: Added 2 manager liveries, Custom dirt DDS file
* BMW Z4 GT3: Added manager liveries, Added 2 more manager liveries
* Ginetta G55 GT3: Separated gearstick mesh, added gearstick animation
* RUF-RGT8: Windscreen reflections dds texture, updated to latest specs
* Audi R8 V10+: Windscreen reflections dds texture - updated to latest specs
* Aston Martin Rapide Hybrid: Added LODA-D and CPIT meshes, ULTRA detail setup
* McLaren MP4-12C GT3: Windscreen reflections dds texture, updated to latest specs
* McLaren P1: Windscreen dds texture - reduced reflections brightness and dirt level
* Ginetta G55 GT4: Further lod work. Added sequential shifter motion, added Ultra setting
* Marek RP219D: Matched headlight color to flare effect, CPIT animations fixes, including gearshift.
* Mercedes C-Coupe DTM 2013: Windscreen reflections dds texture - updated to latest specs, LOD tweaks to reduce popping
* Aston Martin Vantage GT3: Minor material updates. Cpit Banner Uv3 mapping updated. Added winning liveries names and material setup. center cockpit cam adjustment, brighter headlights with correct color. Tweaked collision meshes to get the ride height a bit lower. Minor Damage deformation update. Minor tweak on Headlights placement. Uploaded new export.
Tracks:
* Besos: Added txt for missing assets
* Hockenheimring: 2 updated textures, startline & edge
* Glencairn East: Fixed cut track issue where line touched grass. Fixes JIRA WMD 227
* Oulton Park: Edit corridors around the barrel objects to help with AI collisions there.
* Belgian Forest: Added missing barriers, fixed various issues, colission, reflection, added more pit interior
* Dubai Club: Resaved AIW to drop waypoints back onto track. At some point the track elevation was changed causing this. Fixes JIRA WMD 503
* Dubai Autodrome: Carried over all the polish fixes from the Int layout's last few revisions, fixed more issues - bad mapping on pit garages , redid white lines , fixed sunken overlays in pits , new skidmarks , faded racing line , removed spec from racing line
* Eifelwald: Updated rules file for 3 sub layouts , updated placement XMLs , updated TRDs to point to the new autograss and tree overrides. added new textures for polish pass, tree texture balancing, added new textures for polish pass, added new textures for polish pass, added new textures for polish pass, added new textures for polish pass, added new textures for polish pass, updated groundcover texture to use the new mesh layout, updated bush texture
* Silverstone: Edited corridors for better AI behaviour, added TRD string to alow control of puddle reflections per asset for optimisation work, LOD pop fixes, added (Dynamic) runoff adverts, pop-up fixes,fixed missing puddles, blocked old pit entry with tyres, night lights - adjusted ranges and optimized, fixed floating ones, reduced intersection amount, fixed cut track problem caused by previous corridor edits. Old pit lane area blocked off with specific instanced tyrewalls, tree reflection flagging (wet weather), Updated correct Track lengths and number of Lap info for the track loading screen (all variations), optimized scene, added correct Becketts curb and gravel, gravel edges color match, fixed colission, welded vertices, fixed gaps, added occluder into pitbuilding, optimized puddles reflection, added correct Maggots curb
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Speed sensitive camera option is missing from UI
- Don't use X64 and MT.

Build 802 (04/09/14, Team Member+) - 1.1 GB
Audio:
* Adding radio issue pit to car calls
* Adding career specific Pit to car calls
* Adding Championship specific pit to car calls
* Adding lates round of pit to car calls to FMOD
* Adding quali results specific pit to car calls
* Adding jump start penalty and DQ pit to car calls
* Adding mandatory pit stop and pit cancelled calls
* Adding more variations for race win pit to car calls
* Adding career and championship specific pit to car calls
Render:
* Cloud fog bug fixes
* Fix for shadow bug from distant buildings
* Masks out rain drops from helmet in open top cars. (Removes fish tank)
* Corrected wetness modification by vertex alpha mask (correcting change in CL 453064)
Effects:
* Screen drop material name fix
* New helmet material for rain drops.
* Increased screen drop blur 20 percent
* Material tweaks for helmet screendrops blurring tests
GUI:
* Exit button fixes
* Changing Save & Exit text to Exit
* Fixing up end of race screen buttons
* Updated Championship Standings screen
* Added 6 new motorsport signing videos
* CLOSE item added to Player Interact dialog
* Fixed up end of career/round GUI screen flow
* Updated Pit Strategy screen and other in-game menu tidy ups
* Fix AR-2481, Added settings for stretched headlight reflections and stretched lammpost reflections in the visual section of Options + created applinks and profile variables.
Characters:
* Wheel attendant 01: New start pose, added wait idles
* Pitcrew: Updated helmet materials and textuers paths
* Pitcrew: Updated path for pitcrew under the main folder
* Drivers textures: Updated headsock difuse to be able to colour mask it
* Classic Drivers: Updated new composition using latest helmets for classic
* Drivers helmet textures: Updated specularity on the helmet. FIxed reflective issue
* Pitcrew ART: Created first liveries for test. Updated headsock presets names and params
* Pitcrew - ART: Updated compositions, skin and more material tweaks. Updated SMSmodifiers with new preses to fit on racesuit
Career:
* Career Contracts: Structure clean-up, removing redundant data fields.
* Career Invitationals: All Historic class events remapped to correct calendar dates.
* Career Championships: Endurance - Branch update with reworked vehicle eligibility and series progression
* Career Championships: GT3 Motorsport branch update: Calendar remapping for better series flow and session start times.
* Career Championships: GT4 Motorsport branch update: Calendar remapping for better series flow and session start times.
* Career Championships: Kart 1 Motorsport branch update: Calendar remapping for better series flow and session start times.
Physics:
* Tweaks to vehicle logging
* Car to car clear contact status
* LMP Cars: Default setup adjustments
* Dampening disabled for car to wall for more realisitic behaviour
* Contact improvements: Yaw dampening adjusted on contact speed for car to car better contact and control
Vehicles:
* BMW Z4 GT3: Further LOD tweaks
* Sauber C9: Custom dirt DDS file
* Ford Mk.IV: Custom dirt DDS file
* Karts: Quick pass at AI tire model
* BMW M3 E30 Gr.A: Custom dirt DDS file
* Ford Sierra RS500: Custom dirt DDS file
* RUF CTR3 SMSR: Lodx added + Ralphs latest work
* RUF RGT-8 GT3: Fixed exhaust backfire, windscreen reflections added
* Aston Martin V12 Vantage GT3: Animation files with wipers initial checkin. Wiper mask texture file initial checkin.
Tracks:
* Besos: Slightly more change color
* Dubai Autodrome: Fixed more issues - bad mapping on pit garages , redid white lines , fixed sunken overlays in pits , new skidmarks , faded racing line , removed spec from racing line, updated white & yellow lines to be newer & cleaner, updated solid and dotted blends to match, darkened the embankment, viewer scene updates + tracklod fixes
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Speed sensitive camera option is missing from UI
- DON'T USE -X64 it's causing CTD's on Race Weekends (use -x64 -dx11st or others as an alternative)

Build 801 (03/09/14, Team Member+) - 811.9 MB
Next-Gen:
* Added XB1 specific default input events.
Audio:
* Merc AMG road car now louder with more bass.
Render:
* Modification for dark edges on clouds - switching to pre-multiplied alpha blending
Weather:
* Fog reworked at dry/desert clear
* Haze tweaks in dry desert med cloud and light cloud. Also fixed bug with other light clouds where high fog causes clouds to go black in areas.
GUI:
* Added new motorsport signing videos
* Missing and improved manufacturer logos added
* Updated Pit Strategy screen and correct text entry dialog navigation
* High-res manufacturer logos, re-exported Track Photos without mipmaps
* FIX - AR-2447, Both trackbar sliders were enabled and connected to Applinks
* FIX - AR-2441, Right weight shift slidebar enabled and connected to applink
* FIX - AR-2442: Wastegate pressure now shows in bars divided by 100000 and with two decimal places
* Fixed HUD display for races with a timed countdown (last part of AR-1967). Added new TimedRace session type and updated scripting logic so that timed races like Endurance work properly. END_GT_Starlight_Glen_6H fixed, others will need data updates
Gameplay:
* Only auto-enable wipers/headlights when no manual toggling done.
* Lightshint tweaks making ai headlights turn on/off earlier/later in the morning/evening for optimisation purposes. All conditions tweaked bar stormy, super storm, fog and heavy fog where they stay on slightly laterdgue to overall darkness of those conditions.
Characters:
* Crowds: Besos, Dubai - placement updates
* Pitcrew: Updated LODs and materials names, skins, fixed presets names + added preset variations - headsock_logos_off
AI/Pitstops:
* Rest of the time, lat change speed has been lowered to 80% of what it was
* New First straight behavior where drivers would rather keep their lat then join the best line until the first corner
* While racing normally, if the road is unobstructed the lat change is much slower for smother joining into the best line
Career:
* Fixed DidWinRace to handle Career & Normal racing
* Career Championships: Formula C Motorsport branch update: Calendar remapping for better series flow and session start times.
* Career Championships: Prototypes Motorsport branches update: Calendar remapping for better series flow and session start times.
* Career Championships: Formula Rookie Motorsport branch update: Calendar remapping for better series flow and session start times.
* Career Championships: Endurance Motorsport - Full branch update: Calendar remapping, Race sessions forced to time-based for HUD system.
Physics:
* Fix for missing default tire on Formula A
* Reduced drag coefficient for all vehicles in the air
* Tidier approach to referencing player/AI torque tables
Vehicles:
* Ginetta G55 GT4: Custom livery support
* Ford Mustang Trans-Am: Custom dirt DDS file
Tracks:
* Oschersleben: Incresed cut track sensitivity on left side of chicane. Fixes JIRA bug WMD-1034
* Lakeville Short: Fixed cut tracks not detected in last corner loop area allowing cutting across without penaly. Fixes Jira bug WMD-1076
* Monterey: Narrowed right side corridors to edge of pit lane in an attempt to prevent AI from merging to main track early. Didn't work. Jira bug sent to Chris F.
* Dubai Autodrome: Skyring angle adjusted, emissives fix , nasty bld fix, added all latest placements, change to include foliage as sub-scene, desertgrass - material tweaks - diffuse multiplier value lowered to reduce bleech effect and increase amb.mul. for brightening up the shadowed side, fix for popping lightshadows of mainstand and tweaked some light intensities
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Speed sensitive camera option is missing from UI

Link to comment
Share on other sites

Build 804 (08/09/14, Junior Member+) - 732.1 MB
Next-Gen:
* PS4: Verify session attributes for joining members
* XB1: Fixed matchmaking session not re-registering itself after session attributes changed.
Audio:
* Fixes report car and AI issue and set as per Friday check in
* Redirect all persistent FMOD allocations to default audio pool overriding memory context.
* The AM Vantage GT3 incar eq'd and fattened up with more of a V12 bark and polish. Also fix a potential issue to the AM Vantage GT3 engine sound files where the Ai bank files were doubled up between the Zonda R and the AMGT3.Tweaks to all the tranny whine sonic models, they now tail out at low diff speeds without the annoying lurching muddiness.
Render:
* DX11: HDRControl module parameter setting optimisation
GUI:
* Fixed up the continue to Race 2 button
* Updates from new Pedal Calibration screen
* Fixes player display in all in game screens
* Fixes bonus points display in End Of Weekend screen
* Trackmaps: Lakeville_Raceway - updated with latest (all var.)
* Fixed text entry to correctly activate entries in 'next menu option'
* Fixes all entries in career new profile screen, except the nationality entry
* Fixed array bounds check for invalid race position text, with error messages more apparent
* Implemented a 'nationality' selection dialog. Added nationality selection to the career 'new' screen
* Updated Pedal Calibration screen, updated weather selection menu, tidied Multiplayer Create menu items
* Big update to menu_mainmenu. GUI Tool to textD work. Some final smaller bits to tidy up early next week.
* FIX WMD-561, During simulation players car should be correctly shown onTrack/In garrage based on the current position and not always in garage
* Starting session overview screen unpaused for non-race sessions. Implemented a 3-way Exit dialog popup to Save, Not Save, or Cancel. Added functionality for the ingamesection autosave to be disabled. Fixed the QRace session resume at the correct point in using the 3 way menu with Save = yes.
Gameplay:
* Prevent participant resolving by ID from locking participant array for now.
Multiplayer/Online:
* FIX AR-2250, Possible for the host to press Start while others are still returning from the race
Characters:
* Drivers: Resolution pass
* Drivers: Logo textures for helmets created
* Character props: Updated airgun / wrench mesh
* Modern helmet materials, textures and presets updated, logo layer textures added
* Pitcrew Chief Mechanic R: Initial chm_R_BOA_processStopIdle_01 + updated animation transitions
Animations:
* Driver anims: Gineta G55 GT3 and GT4 gear to animation updated
AI/Pitstops:
* Tweaks to AI spread based on grid
* Better pathing in pits ( avoids walls better )
* Sliding around the pit spot to fit the animation sequence
* Fix car taking pit lane when entering pits via player control
* AI take the pit exit paths itill the end instead of side swiping into the main
* Pit sequence tweaking: Pit sequence begins before pit configuration menu. Started the team engineer entry earlier. Pit camera is now deleted - fixes AnimationCamera leak
* Lower the Side by Side avoidance priority to under the offroad avoidance priority to keep cars on the road during passing events. Increase the desired side buffer from 0.5m to 1m.
* Accelerated AI updates: Fix pathing for AI so they don't get stuck whilist lapping in accelerated mode. Apply ability modifiers to accelerated AI. Apply session grip modifiers to accelerated AI. Fixed granularity of accelerated lap times for AI
Career:
* Updated career news headlines
* Career posters: Updated with latest
* Fixes so team name is displayed properly in career mode, and is cleared outside career mode, in the EOR screens. Added method to get at seriesParticipant team data from the race participants. Also fixes WMD-800.
Physics:
* GT3: AI tire balancing
* LMP1: AI tire balancing
* LMP2: AI tire balancing
* Marek RP219d: Fixed AI turbo issues
* Ford Sierra RS500: Fixed rear toe-in bug
* Simplify Single File AI BHV and remove a potential steering jump
* End session calculates more accurate final lap times to finalise session
Vehicles:
* BMW M1: Added 1 manager livery
* BMW Z4 GT3: Custom dirt DDS file
* Sauber C9: Added manager 1 livery
* Marek RP219D: Custom dirt DDS file
* Karts: Fixed seat clipping problem
* Ford Focus RS: Added 1 manager livery
* BMW 320 Group5: Added manager liveries
* Formula Gulf 1000: Custom dirt DDS file
* Marek RP339H LMP1: Added manager liveries
* BMW 1M: Source textures for materials update
* Mercedes SLS GT3: Added more manager liveries
* Ford Capri Group5: Added 1 more manager livery
* Formula A: Added 2 more manager liveries, fixed other manager livery, added Panasonic team mate
* AM Vantage GT3: Added driver name, LOD tweaks optimization and minimizing popping, misc dds texture - added color swatch for LODded carbon
Tracks:
* Azure Circuit: Added concrete detail.
* Silverstone: Reflection tagging/ vehicle placement/ new tents
* Snetterton 100: Turned off race weekend/ Allow quick race only (no pits).
* Le Mans: LOD values added/tweaked to all objects, occluders tweaked, splitted up objects for better occluding, joined object groups to reduce drawcalls
* Eifelwald: Main polish pass as per v2.78 for full track. complete new polish pass stage 1 done , new textures , new mats , new CSM , global mesh weld etc.. New AIW's for changes Karrousel areas.
* Besos: Added missing gantrys, added details on starting gate, added orange walls end and fix color for kerb and drain, added adverts, fix whitelines, fix lightpoles and emm setup, fix color for seats on tribunes and fix mapping, add some other missing assets, trees position, add some truck and tents, added new txt for besos bridge
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Speed sensitive camera option is missing from UI
- Don't use X64 combined with MT. (ex: -x64 -dx11mt)

Link to comment
Share on other sites

Build 807 (12/09/14, Team Member+) - 175 MB
Audio:
* Adding Monza env sounds
* Adding Sakitto env sounds
* Adding Lakeville env sounds
* Adding Oulton Park env sounds
* Adding Silverstone env sounds
* Adding env sounds for Moravia
* Adding env sounds for Monterey
Render:
* Corrected saving of impostors variables into wtc
* Impostor reflections: Implemented dry reflection strength as input parameter
* Impostor reflections strength defaulted to 20, Dry road reflection strength parametrized, ifdef switching of wtc/global impostor strength control
GUI:
* Updated loading screen back to the game
* Updated Browse screen and related Filter dialog
* Updated material names and added presets for all helmets, tweaked materials
* FIX AR-1596, Text colour for chat is set correctly, moved from multiplayer lobby to main menu for timing issues
* FIX of 1358 - the autopilot settings show correctly + engine part of the FIX WMD - 1142, track layout shows correctly values needed instead of tmp text
Characters:
* Pitcrew: New beard textures added
* Fixed logos maping. Stock and 70s helmet.
* Minor update to helmet material names and presets
* Added hairline, added SMOP to body, eyes, seatbelts. Added remapped LEGENDS helmet.
Career:
* Added career data check for invitation accolades, to catch invitations that could be unlocked accidentally
Vehicles:
* Ginetta G55 GT4: UV mapping fixes and material fixes
Tracks:
* Eifelwald GP: Optimized crowds
* Besos: Slightly remove visible tailing
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Speed sensitive camera option is missing from UI
- Presets defaults are not properly configured, check the Gameplay options and also the Controllers in case you use automatic gears.
- Preset screen will keep appearing if you choose Pro, it doesn't alter the changes you made, just a minor annoyance

Build 806 (11/09/14, Team Member+) - 846.7 MB
Next-Gen:
* PS4: Animated signs are now threaded. Moved motec update out of miscprerender, added to labelcommand.
Audio:
* Adding Dubai env sounds
* Adding Heusden env sounds
* Adding Le Mans env sounds
* Adding Florence env sounds
* Adding Lakeville env sounds
* Adding Eifelwald env sounds
* Fix for crash in last check-in
* Adding env sounds for Jin Ding
* Adding Glencairn variants env sounds
* Additional audio functions are deferred on to audio thread. Possible fix for exit race crashes.
Achievements:
* Renamed "Champagne Steps" to "Pentapodia"
Multiplayer/Online:
* Disable viewing replay in MP race results screen. Hide Vote buttons in Demo mode.
Cameras:
* Garage depth setting up updates
* Vehicles: Updated camera positions to fix clipping
GUI:
* Steam icons added
* Missing track logos added
* First chunk of Pit 2 car text into textDB
* Updated track logos and default avatar sprites
* Updated track names and fixed reported Menu Bugs
* Disabled state added to Vote Location Change button
* Disabled the "Select Car" tab from the career screens
* Fixed up the session results screen, incorrect heading information
Characters:
* Driver Classic: Updated 80s helmet pivot + updated including all LODs
* Drivers LODs distances: Tested new LODs for new exports for close/open cars
AI/Pitstops:
* ENABLE_GARAGE_EXIT_AI is defined
* Fix a possible NULL PTR exception on race start
* Fixing AI Stuck Behavior not resetting properly
* Adding ENABLE_GARAGE_EXIT_AI around garage Exit code
* Force a minimum speed in predictions to prevent cases where waypoints could have negative speeds and stop cars mid track
* If ENABLE_GARAGE_EXIT_AI garage exits more smoothly and lasts longer ( go straight for mGarageDepth, then advance at half pitspeed until turning into the pit lane, then fall into pitlane AI behavior
* Pit improvements: Pit sequence begins for AI as soon as DRIVERMODE_INLAP is set, Pit Strategy updates forces the script to reparse the strategy and show/hide approprate pit actors, Replacements for all actors are now loaded if present (was only first actor), Removed dependencies on pit schedule type
Career:
* Cleaned out redundant motorsports data files
* Career Contract Teams: All contract teams completed and hooked up.
* Career: All Accolades finalized, configured, and hooked up to system.
* Career Invitationals: All Invitationals meta-data config files completed.
* Career Invitational: Benz A45 Club event updated with correct vehicle settings.
* Career Invitationals: All invitationals in place, system files hooked up, relevant accolades configured.
* Career Championships: Endurance branch events reworked, Classes reconfigured, motorsport labels unified.
* Career Championships: Superkarts events reworked to use 'proper' racer tracks so that these beasts can stretch their legs.
* Career Contracts: Career wide contract reworked for all motorsport series. All new contracts added across the whole of career, along with new contract offers, welcomes, engineer mails, etc.
Physics:
* Ariel Atoms: AI tire balancing
* Ford Mustang Trans-Am: AI tire balancing
* Tire updates for Ariel Atom, BAC Mono, Caper Monterey and others
* Caper Monterey: AI tire balancing, fixed weight jacker and better front brake cooling
Vehicles:
* Formula A: Custom dirt DDS file
* Radical SR8: Custom dirt DDS file
* Radical SR3: Custom dirt DDS file
* Palmer JPLM: Custom dirt DDS file
* RWD P30 LMP2: Custom dirt DDS file
* Oreca 03: Changed dirt texture format
* Ginetta G55 GT4: LOD tweaks to minimize popping
* BMW 320 Turbo: Changed custom dirt texture format
* Ford Capri Group5: LOD tweaks to minimize popping
* Caterham SP300R: Changed custom dirt texture format
* Ginetta G55 GT3: Added windscreen banner for liveries, fixed CPIT windscreen banner UVs
* Aston Martin Vantage GT3: Texture file. Updated Specular (tow belt), minor Misc texture fix and cockpit gaps filled, fixed CPIT windscreen UVs
Tracks:
* Azure Circuit: Textures for Luis armco/fence work
* Imola: Fix for WMD-92, fix for wrong shader locator
* Oulton Park: New textures, first commit, fixed intersecting statics & instances
* Le Mans: Added textstring in front of Pitentries, fixed collision issues on Bugatti and main circuit
* Besos: Tyrewall tweaks, added metal barriers to block off invisible walls, moved crowd members behind barriers to accommodate new csm
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Speed sensitive camera option is missing from UI
- Presets defaults are not properly configured, check the Gameplay options and also the Controllers in case you use automatic gears.
- Preset screen will keep appearing if you choose Pro, it doesn't alter the changes you made, just a minor annoyance

Build 805 (10/09/14, Team Member+) - 1.2 GB
Next-Gen:
* XB1: Fix for voice chat stopping to work after the title PLMs (WMD-1228)
Audio:
* Minor fix to Bannoch tracks
* Adding env sounds for Besos
* Adding env sounds for Bathurst
* Adding Bannoch 2 & 3 env sounds
* Adding env sounds to Oschersleben
* Adding Azure circuit tunnel reverbs
* Adding env sounds toi Badenring Historic
* Adding env sounds and reverb to Bannoch 1
* Adjusting positioning of some crowd sounds at Besos GP
* Updated env sounds for Azure Coast group, plus reverb volume fix
* Adding temp env audio to Spa Historic - awaiting further crowd art for final placements
Render:
* DX11: Clamp MB lerp factor
* Gaussian blur enabled only on PC
* DX11: MB uses R8 mask on write and read
* DX11: Fix for various samplerstate tracking bugs
* DX11: MB mask format optimised. Added support for R8 render-targets
GUI:
* Changed around tutorial audio samples
* Career welcome messages from engineers setup from data
* Fix for single quad shader parameter setting performance.
* FIX WMD-50, Added missing telemetry string to a visuals menu
* FIX WMD-1266, The track map no longer disappears between sessions in race event
* Added text to be used with dynamic continue buttons in career ingame screen flows
* Introducing DefaultSettings files and load, cutting back and changing Presets settings
* Added more dynamically changing text, this time for the session results screen to signal Practice2, Qualification, Race1 for the continue buttons
* Fixed uninitialised variable causing screen freezing when the ingame menu hadn't been initialised. Fixed incorrect usage of advancedsession variable, causing all kinds of issues when called from external handlers
Multiplayer/Online:
* Implement MP restart race from race results screen, fixes WMD-1251 PC - Gameplay - ONLINE - Client is unable to race until host exits after restarting an online session.
Characters:
* Drivers: Deleted useless textures
* Drivers: GT overall updated exports. Deleted drivers useless textures
* Pitcrew exports: Corrected names for all meshes and setted LODs for all. Fixed material names and updated parameters. Updated composition with 01a, 01b, 01c. Fixed skin issues on the pelvis and shoulders
Animations:
* Driver anims: Ginetta G55 GT3 art file updated with new gear to anim
AI/Pitstops:
* Fix a bug where an AI car could sometimes stay stuck on the grid
* New AI Behavior EXITGARAGE and new DriverMode OUT_OF_GARAGE to drive straight for a bit before falling back into the default pit behavior on GARAGE EXITS. Behavior is reliant on mGarageDepth being set in AIW for data driven design
Career:
* Support for dummy teams added to allow driver/vehicle presets even when teams aren't required for the series, SetParticipantTeams updated to handle both types
Physics:
* McLaren P1: Default setup adjustment
* Audi R8 V10+: Default setup adjustment
* New grip mix for R compound street tires.
* Hooked up pre-heated tyres and brakes to data driven profile settings
* FG1000: Collision model update and fixed rear pushrod intersecting bodywork
* Added more pre-heat for presets, added preheat to the default settings as well.
* Fixed edge case when no fuel used and divide by zero fuel load is requested for AI
Vehicles:
* BMW M3 GT4: Minor Cpit Shadow fix.
* Formula Rookie: Custom dirt DDS file
* BMW 1M: LOD tweaks to reduce popping
* BAC Mono: LOD tweaks to reduce popping
* BMW M3 GT2: Added 1 more manager livery
* Audi R8 V10+: LOD tweaks to reduce popping
* BMW M1 Procar: Further LOD tweaks to minimize popping. User flags fixed on few meshes
* AM Vantage GT4: Added winning liveries names and materials setup, Added 3 manager liveries + banners
* Audi R8 LMS Ultra: LODC optimized, minor UV fixes, LODs adjusted to minimize popping, added animation helpers, plus LOD tweaks to reduce popping, minor UV adjustments
Environment:
* Lampost flare colours set to correct value for each id
* Moon glow added into moon texture, increased quad size and texture size to make space for glow. Overall moon size is slightly smaller than before as well.
Tracks:
* Bathurst: Fix for metalfence placement
* Azure Circuit: New texture for William basement.
* Dubai Autodrome: Wet weather setup and proper drying line mapping.
* Hockenheimring: Fix for nightlighting bugs, redundant light files removed
* Monza: New textures, texture change, grass exclusion, added pit stuff, objects changes addons, Pitstand on separate XML for both Milan tracks, pitstuff removed kept the pitstands
* Oulton Park: New pits and garage spaces to align all the AI cars properley when laeaving the pits. Fixes JIRA WMD-1281. fixed garage postion angled to garage opening. fixed obstacle issue, esso sign, merged latest, moved stand, fixed crowds, hut, statics, tyres, trees, lights
* Eifelwald: Removed the 2 trees blocking the view at Breitscheid, updated concrete wall colours to match latest ref, second stage polish pass - fixed tyre wall glitches, reconformed all edges, removed broken graffit from tyre walls , fixed pits drain gaps , moved tyrewall CSM, added dynamic leaves
* Besos: Added breakmarkers, polishing bridge01 and 02, fix mapping for fence poles around the pitbuilding, update terrain, added some metal parts and resize txt 2k to 1k, add new txt for besos bridge (other var.) and for breakmarkers, Added breakmarkers, polishing bridge01 and 02, fix mapping for fence poles around the pitbuilding, update terrain
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Speed sensitive camera option is missing from UI
- Presets defaults are not properly configured, check the Gameplay options and also the Controllers in case you use automatic gears.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.