VELOCIPEDE Posted September 28, 2012 Share Posted September 28, 2012 Build 311 (28/9/12, Team Member+) Online session: * Increased auto-disconnect timer to ten minutes * Moved debug functions to separate files * MP races can not be paused * When leaving an online race, the app will disconnect from the session. This is a temporary measure until proper return-to-menu flow is finished * Added new empty files * Removed obsolete files * Each node periodically sends update about participants to other nodes. Other nodes process these updates to move the participants * Session race handler creates data structure for each online participant, that holds information about some of the low-level online properties of the participant, e.g. update message timing * App protocol version attribute is set to protocol version when creating a session * Browsing ignores sessions create with a different protocol version. Only compatible builds will see each other's sessions. This filtering is disabled for now * When outside of a game session and when not bound to an active UI, an existing connection to a server will be disconnected after a short period of inactivity. This doesn't fully work yet, and will disconnect after some time spent in the sub-menus, like track select Fix for dx11 crash Quick fix for GUIList crash, better selection change coming soon 360 Reliable UDP Mesh Messaging for internal mesh messages, internal attributes and sessionstate changes updated to clients, App messages now sent across network so can enter game and race with 2 players Host and 1 Client Physics: Added consts to Decompress and Compress methods of network packets Changed the "search for session" to work with the updated API. Added example code for session filtering and requesting attributes back Extended the game browsing interface: * Added session attribute filter descriptor class. On PC and PS3 this contains attribute comparison rules, on 360 it's just the index of a preconfigured matchmaking query *Added filtering by session attributes to session browsing API * Session browsing can now return attributes of each session if requested * Implemented all above features for PC. PS3 to follow shortly Derby - tweak 2 textures for pitbuilding Wisconsin raceway - add new txt for ToiletBlock Derby - add new textures for new pitbuilding and garages Northampton. Added missing texture files BAC Mono: driver height lowered from third person view Changed default logging level of TimeSync from Debug to Info Wisconsin Raceway - add new textures for entrance Northampton. Removed/reduced textures to one singlemap New Derby exports New Eifelwald export New Northampton export Build 310 (27/9/12, Senior manager) Added applinks to enable/disable menu options based on user tier Disabled both online screens for users of below Senior Manager level Restored attribute Gui_Spawn_Y0 in vehicle statistics as Gui_Spawn_Offset_Y Fix for optimumPressure < 0 assert bug Improved MP Create screen First pass lobby screen First pass browse games screen Exported latest attribute descriptors, version attribute has been added Exported latest dedicated server constants and definitions, now with attribute filter operators Northampton. New textures/psd files Applinks updated with Multiplayer and Lobby layer-based appfuncs and Season Mode applinks Eifelwald - reduced GP_Alpha to 0 in karrousell to fix flickering groove Restored attribute Gui_Spawn_Y0 in vehicle statistics as Gui_Spawn_Offset_Y Reduced overall game volume; adjustments to balance between SFX categories and engine volumes Level adjustments based on experimental FDP settings and GAS settings Adjustments (pitch and volume behaviour) Gear change levels adjusted for new experimental settings Levels adjusted; gravel spill sfx booste3d and balanced against latest gravel sounds These FDP have experiemental load-based filtering and EQ settings Bathurst - changed texture Bathurst - New textures for the build First pass water droplets on bodywork shader Wisconsin raceway - add new textures for WhiteBarn and CrossroadsCaffe assets Server List screen added *KNOWN ISSUE* DX11 is broken and will crash on the loading screen of any session. Build 309 (26/9/12, Senior Manager) Online session: * Moved most of the app-side online code to Multiplayer namespace * Moved most of the nested types from OlineSupport_Session to the namespace * Renamed some of the classes to remove the long common prefix, now that they're all in the Multiplayer namespace * Split server code, session code, setup, load, and race handling from OnlineSupport_Session to a separate subobject Fixed CInGameSection phase sequence while loading to race Done minor code formatting updates Fix for warning as error in shadowlightsgathertask.cpp New Renderloop system. This new rendering loop code breaks up the current in-game rendering into a set of small (fairly atomic) tasks for easier maintenance and re-use Texture edit, vehicle rain droplet mask removed anti-aliasing, manually edited mips to remove aa there too, added alpha channel for spec mask, saved as argb 8888 because dxt screws up the droplet mask colours. added a 1024 and 512 mip specific psd file to the rar Universal "Please Wait" dialog added to dialogbox file New Browse Online Games screen Northampton texture updates Build 308 (25/9/12, Manager+) Updates to the rendertask , and rendertask manager to make thread safe Added in callbacks that can be fired when scenegraph queries complete Added in callbacks to dynamic emap gather that can be fired when a gather has complete Checked in fixed files for missing 'GUIList' Checked in fixed aries.vcproj Physics: Removed writing to uninit.log First pass of multiplayer create screen. Includes MP settings and creating an MP game Online sessions * When creating participants in an online race, the participant will remember the RefId of the node controlling the participant * Added event that will be used to send vehicle updates among the session members. No updates are sent or processed yet * Added flags to session members that specify whether or not each session member is a part of the loading sequence, and of the current race * Extended the load protocol to add a new first state, where the host communicates with the members about who will be loading into the race * Members in the session who are not performing load will ignore load-related messages * Added fake recipient slot IDs, addressing "all loading" or "all racing" session members. Messages directed to these fake slot IDs will be routed to the subset of members taking part in that activity * Race Sync message now contains reference time of the point when the admin creates this message. This is be used as the base for the app time in race, to ensure the app timer values do not use the (possibly large) reference time numbers * Hooked up time synchronization. App timer on all members is now synchronized * Added new empty files in preparation to split OnlineSupport_Session to multiple classes Northampton. New textures New High Stand Paddock Tent Viewer Assets added to Monterey Northampton - stand texture tweak Bathurst terrain texture fix Bathurst - Add textures Belgian Forest: Desaturated the white woods to make them whiter Vehicles: switched to a 80% nighttime blend on the headlight flare texture for better dusk screenshots Added MPRace filter to various HUD elements, making them available in MP races as well New Bathurst export New Eifelwald export New Northampton export Build 307 (24/9/12, Senior Manager) Updated OneSock's Onscreen Debug page system Use 64-bit accumulator when computing average time difference in time sync Added stub handling of SessionTimeSync events Finished initial implementation time synchronization subsystem and integrated it with the rest of the online core Fixed a crash in OnlineSupport_Stats on PS3 when the gamer profile is yet to be loaded) Destroy AICharacters containers on manager disable Leaderboard and ghost data tech integration for Xbox 360 Skip crowds setup if no crowd instances found Add container inits/memtraces/mempool usage Time sync WIP: * Changed the PC datagram protocol so that the game can now reliably distinguish rebroadcast incoming packets from peer-to-peer packets. * Added time sync online API * Added time sync message types, hooked time sync singleton from core message handling * Implemented migration handling and time sync reset calls * Actual send/receive/process of time sync messages not implemented yet Added missing SyncPoint and ProgressPoint log levels to DevModeConfigs. Added TimeSync log level Buttons on EVENTS page now have a background (ie.. not white arrows on a transparent background) Bathurst - New textures Inner grass texturemaps colortweak at Bathurst Additional bathurst texturemaps Monterey static viewer scene - new tents added New Azure Circuit export Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted October 4, 2012 Share Posted October 4, 2012 Build 315 (4/10/12, Senior manager) Fix for postprocessing filter not being enabled Various MP fixes Build 314 (3/10/12, Senior Manager) Additional debug trace info and explicit BList Init added to debug entries list - reduces memory fragmentation due to lazy init Additional trace implementation for lightweight mesh and textures - applies content names to allow easier debugging of leaks Removed excess renderer TTY from SPUs - left in but disabled so that it can be toggled for those who need it Sisabled live edit components for PS3 Fix speech block HRDF fingerprint name typo HRDF fingerprint and new features changes Downcast for camera collisions starts a bit higher than before, to prevent the camera from sinking under the ground on tracks with high slopes Adjusted offset of geometry-clipping-prevention downcast of attached camera, so the camera below thin horizontal obstacle (e.g. bridge) is not moved above it Modified edge case handling of bridge to ensure that invalid data will never be used, by changing the minimum valid time for testing to be later than the invalid time marker of -1.0 - this should prevent first frame oddities such as incorrect car being treated as player on multi-player games Online: Online log is now enabled in all configs on PC Fixed incorrect assert in ghost save game support Only set pit flag from a snapshot once Trigger vehicles to drive out of pit lane on pit entry Set in pit flag for AI when spawning from a snapshot which does not define the spawn location Spindle/integrator changes: Clamp forces and torques for rigid bodies in vehicle during large impacts; Fix broken spindle on large crashes Restricted rolling start speed to +/- 20% difference and set default to 40ms from 200 Re-ordered CCD generation to override when offtrack Speed limiter penalty gets applied in all modes in MP Removed accidental duplicate envmap creation, fixes memory leak During MP sessions, disable ability to pause game when ALT TABing or moving the context window - prevents clients going out of sync in MP session Changed MP screens to enable for managers Tile background now normalized to a 1024 square for memory Aliasing fixed on Dialog popup Kerning and aliasing fixed on dialog popup and login screen Top text on load screen re-aligned after font change (moved up 6px) Updated HRDF data/scripts Bug fixes for MP screens * Refresh button in the game list doesn't work. * Empty slots in the lobby say "AI Opponent" (should be blank) * Liveries are not set correctly yet * If game list contains just one disabled (in-progress) game, it doesn't show * Scrolling in game list doesn't work * Start button can be clicked twice (when this happens things break badly) * Selected track doesn't display on client machines - needs game attributes transmitted Loading screen updated to match new font improvement and FE layout Background_Glow, Linen, and Title Background added to pakfile loading textures InGameMenu updated for font update Wisconsin Raceway - add new textures for DinnerShop Changed file type to non-exclusive New distance font and graphical polish for FrontEnd Temporary new background for tiles in the UI New font (although this is the old bitmap version not used any more) Missing SMS logo for splash page Bathurst - Viewer objects added in theXML Wisconsin Raceway - add new text for CafeShed and Warehouses New Bathurst export Build 313 (2/10/12, Manager+) Pause audio when minimising app in MP mode. Pause app when minimised and only getting WM_ACTIVATEAPP message. Online session: * Fixed assert in server auto-disconnect when a session is left during join. * Reworked the auto-disconnect logic so that the server manager rememebrs what reasons prevent the auto-disconnect from working, instead of just a lock count. * Fixed assert in host migration happening after the host has finished loading data needed for the race. * Switching to lobby and race state will triggrer debug output, displaying the full session information. * Documentation clarifiaction for SetVehicle(). * Maximum supported online players is now 64 (8 on consoles). The constant has been moved to Multiplayer namespace too. * Browse dialog shows number of players in the session correctly. * Added getters to game information retrieved by browsing, to access track and game mode * Debug output from session enumeration now prints track and game mode for each session Modified mip offset debug trace tags for better consistency and easier analysis within memory reports Added debug trace descriptions to specs for lightweight meshes to allow easier debugging of leaks Additional debug trace info added to lightweight mesh spec, so that it is possible to record the origins of them, rather than just have them called "lightweight mesh" all the time in debug traces Added checks for valid floats stored to cActor state transform, and stored to/obtained from render bridge by physics render cNode. Identify player when adjusting AI routing .Constifying new AI systems Added toggle to disable the reflection system. Added in code to allow us to be able to specify the pixel format of our emaps Fix for dx assert caused because we are trying to render reflection maps before the renderer is enabled Fix for detailed grass being missing First pass of the reflection rendertasks Add ValidateOpponentsMenuOption functionality to limit AIs in TT AI debug rendering enabled via Ctrl-A Car flicker correction - PhysicsUpdateCallback - ensuring there is 50ms interval in bridged stream 5 samples Car flicker correction - Shift time -35ms in bridge interpolation, m_safeUpdateTime set to current frame instead of last frame time. Passing gExecTimer value to PhysicsCallback call Made track and vehicle name lower case for driving line tweakers to ensure PS3 picks up driving line overrides Apply aero damage only when driving mode full damage enabled Reduce front and rear downforce when front and rear wing flapping / detached Fixed row setting for formation driving when in single file Add gear event when AI takes control in pit lane to notify app of gear change Changes to pit speed limiter logic Auto reset cars pointing in wrong direction when driving into pit lane Push AI vehicle location to HD vehicle at race start Gearbox damage from an event should not rely on players gameplay flags If fuel levels come from a snapshot, do not override fuel levels on restart Bathurst - New AO texture Bathurst - New textures First pass of the reflection rendertasks Pagani Zonda R cockpit textures. Minor rollcage metal color update Northampton. Merged several textures into one, removed duplicated. Updated AO maps Wisconsin Raceway - add new text for LargeWhiteHut New Pagani Zonda R export Build 312 (1/10/12, Senior Manager) Pass Audio Handle to the online libs for use by the VoIP system Added basic VoIP support (Consoles only) Wet Vehicle additions - sets global parameter for controlling water droplets on cars in rain Fixed part of the GUI cleanup code to prevent accessing of the end of an array Remove asserts used for testing Disabled adjustment of vehicle PhysX actor during switch of vehicle control to AI Added possibility to read state of vehicle detachable components identified by name on startup Fix for assert on scrolling text Improvements to GUIListData building Animation and some other memory changes (pool selection, memtraces etc) New AI systems WIP: * Spline based pathing for AI * Spline based pathing prediction for player * AI inputs generation system * Avoidance / overtaking logic * Braking / aligning speeds logic * Debug rendering of spline and passing data * Internal driver AI tick rate of 50hz * Track overview system removed * Tweened data from AIW systems * Support systems * Lots of logging and WIP code AnimationName changes Add more control over memory usage and change to use hash strings for names Fixes for scrolling and selection in GUILists Change to max shader so we can mark road items that can reflect Disabled 'quick random' button for user tier < SM New Pause and Round Results screen Move files from the boot persistent pakfile that doesn't need to be there to free up memory Music track added: Quies atne tempestatem from the Halcyon Trailer. Runtime bodywork shader with raindrop system added - first pass version, plus improvement for Max shader with better linearity for droplet density map and removing test params from material export Additional global parameter added to shaders to allow shared control values for rain droplet behaviour on multiple bodywork shaders Derby - add new textures for garages floor Derby - Textures new addition Added VoIP logging level to DevModeConfig Moved the weather data out of boot persistent into the WeatherTextures pak New Derby exports New Eifelwald export New Northampton export Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted October 8, 2012 Share Posted October 8, 2012 Build 318 Discussion (8/10/12 - Junior Member+) Build 318 (8/10/12, Junior Member+) Moved all MP UI strings to string database, added token descriptors Online: UI uses server-side configuration to enable/disable access to multiplayer Fixed more missing container initiailsations. Container/memory updates: * Removed all known occurences of lazy container initialisations * Improved Init/Cleanup flow for several systems * Updated per-frame memory alloc tracking system * BList memtraces now take BDbgString instead of BString as name param * BAllocTable.Init now takes the number of custom entries as a param, and default parameters removed * Added Log2, Log2_32 and Log2_64 maths functions * Removed lazy container inits from Input and LiveEdit modules Added test for invalid user setup Added support for final build logging to help eliminate possibility of a crash deep inside DX11 render code MP UI improvements: * Display session status in browse screen * Display vehicle name in lobby (needs UI layout change) * Use generic applink to enalbe/disable MP screens based on server call * Improve sending of User data to online to reduce system spam Multiplayer cut track rules fix for speed limiter activation when rejoining track Fix vehicle anim filename formatting Moved all MP UI strings to string database, added token descriptors Modified tree shaders to take into account the key light brightness when computing transmisive light (fixes glowing trees at night) New font throughout game, new Main Menu, Create button added to Browse screen, can now move left/right through liveries Eifelwald GP - Track added to the tracklist for the build Eifelwald GP - added tracklod file to help popping issues Eifelwald texture update Eifelwald GP - Added initial tree placement for the track Added another config option to the devmode config so that we can get final build logging from the renderer Updated rules data for the MP cut track / speed limit tech Northampton. New textures/psd files Screened loo area created with viewer assets Art source textures for new portaloo screen asset New Bathurst export Build 317 (8/10/12, Senior Manager) Removed list test code from browse menu Changes to account for GUIListItem changed interface Fixes colouring of list items which do not have a colour set in code Fixed exit flow for host & client to both revert to main menu SetupRaceDate now only called after track has been set (different for each mode). Could fall back to the profile default rather than the track default on first run if the date was coming from the track (more obvious for some tracks than others) Reset AI sort ID's when cleaning up and round tripping physics systems Online sessions: * Added new empty files * Removed obsolete files Fixes for MP lobby: To return to main menu after race and to unbind online session GUI callbacks correctly Increased Records leaderboard page size from 8 to 15 to match latest GUI Disable AI toggle key in final config MP mode Adding new Season UI screens. Includes a fix for a problem with the seasons not working after completing and coming back to the frontend (possibly timing-related) Removal of legacy ghost data size passed into app-side ghost call Reordered post-race stats and ghost data upload to occur prior to transition. Fix for thread hang when waiting for ghost upload to complete Added PS3 leaderboard and storage systems. Removed CRC checks from console leaderboard data downloads. Xbox 360 code updated for recent interface changes Fix for PS3 userid and username cache not being updated correctly when the connection state is initially Connecting then advancing to Connected state. Also tick cellSysutilCheckCallback so that the listener triggers the callback Changed NodeUserId == operator to compare only the handle. ( 'opt' part should not be used by the application as there is a disconnect between sceNpId api lookups compared to stat ownership as retrieved from leaderboards) Wisconsin Raceway - add new txt for SazsCatering Derby - new textures addition Derby - add new end improve existing textures New static corner distance markers on Belgian Forest Eifelwald:New textures-first pass Livery selection fixed after accidental break Updated Records screen layout Calling missing app func to build the Season Rounds on page activation Placeholder Seasons now using appropriate tracks, names and icons New Derby exports New Eifelwald export Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted October 10, 2012 Share Posted October 10, 2012 Build 320 (10/10/12, Junior Member+) Disabled vehicle physics damage in MP mode. Made the waypoint code in GetClosestWayPointBehind handle missing next waypoint cleanly instead of crashing Reinstated code which disables crumple damage when in multiplayer mode Corrected "Synchronising..." text Added check for 'custom livery' when using 'random livery' Fixed bug where the game could crash if the user has many local IPv4 interfaces + sends direct p2p pings/pongs from multiple address+port combinations Added safety clamp to index while accessing Route::mPoint array Fixes for MP Lobby screen: * Fixes a potential crash for bad vehicle data * Avoids clearing chat on entering the vehicle select screens * Avoids unecessary message on leaving lobby voluntarily Online sessions: * Added logging of user name when someone leaves the session * When host migration happens in the lobby, the new host revalidates all users' setups. This prevents an invalid vehicle being used in a certain situation * Added a devmodeconfig value allowing to restrict sessions that can be browsed. This will be useful for creating testing sessionis that should only be joinable by a certain set of people * Added the following to logs: sending chat messages, creating and joining sessions * When preparing the final load setup message, the host will validate the setup once more, and will assert when a change had to be made * Added asserts to detect invalid user setup being sent from the admin * Added empty implementation of the handler that will eventually calculate authoritative race results in M Restricted Content icon updated Added 'driver labels' setting to gameplay options screen Derby -add new textures - pitwall Added 'disabled' state to MP browse refresh button Added 'cancel' to loading dialog, which will exit the player fromt he loading game and return them to their previous screen Eifelwald GP - Changed the Logo for the version with the correct spelling Eifelwald - incorrect file name with incorrect logo spelling Minor update to spacing of text on login screen LOD Distance Increased on Monterey Dynamic Brake Markers Caterham SP300R: suspension geometry file added for real this time (car crash fix) Increased online protocol version number (to ensure older builds can't connect to build 320 or later) Fix for dynamics objects popping Fix for Caterham crash introduced after Caterham fix Pagani Huayra: Adjusted gearing, conservation of energy brake heating, replaced a bit of Zonda R placeholder aero. New setup is required with this change New Northampton export Build 319 (9/10/12, Junior Member+) Online: Fixed reversed logic for displaying/not displaying car setup changes. Changes initiated by the player would be hidden, default changes made by admin would be visible MP UI fixes for allowing UI events post load, handling vehicle selection messages, showing 'MenuReturn' message * Adds better error handling to game create screen * Add anti-spam to browse refresh button, and prevents it being used before game sare available Fixed Lazy Init when adding a NetDebug page while debug output is disabled Added disable applinks for GUIButtons CharacterAnimationManager: - Removed the error return conditions from Activate() TokenString will initialize the format string to a specific debug string. This is to catch instances of using the uninitialized token strings elsewhere Enabled lazy container init reporting Added exception info to PC crash dump file and log. Crash log now includes the calling thread ID in the filename to avoid overwrites from multiple exceptions Wisconsin Raceway - add new textures for MarshalZone Northampton. New textures Bathurst viewer lights toned back in intensity as requested Eifelwald GP moved garage spot 1 out onto pit lane temporarily untill last 3 garages are opened and floors fixed to avoid falling through Connecticut Hill Night - changed grid to 46 Northamption - New textures for the building Caterham R500: engine cooling set up as a % range, brake cooling tweak, zero shift delay for H-pattern cars Caterham SP300/R: Applied new suspension geometry to physics, spring rate changes to fit, conservation of energy brake heating, brake and engine ducting set up at % ranges. New setup is required with this change New Eifelwald export KNOWN ISSUE: Using Caterham SP 300/R will crash the game, so please avoid for now Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted October 11, 2012 Share Posted October 11, 2012 Build 321 Discussion (11/10/12, Junior Member+) Build 321 (11/10/12, Junior Member+) Untested attempt to fix one of several potential reasons for an issue where some people do not receive guaranteed message ACKs GUIList functionality improvements, fixing indexing methods to prevent misuse of data vs item indexes. MP: set time to 3pm. progression to 30x, forecast to clear 5 and light cloud, just for a change pending host settings implementation MP: Force rolling starts on for those tracks that require it Skips 'HDR Mode Linear' in graphics options, default remains 'Photographic' Fix for slow emap updates Eifelwald - changed track logo on the banner Eifelwald - updated trees/bushes Eifelwald - new hotel texture Wisconsin Raceway - new textures Adding interior rattles. Tweaks to dsp curves Adding rattle samples for interior ambience Update to latest filter and eq tech Updated for latest tech Eifelwald GP increased grid to 30 Switching to an independent SP300 set (based on the R500) in case this fixes the AI issue Derby - textures first addition Derby - textures - adding details Derby - improvements, adding details Derby - add Ao map for pitwall Derby - updated textures - pitwall Eifelwald GP - new textures Caterham SP300R: WIP addition of suspension animations and AO New Caterham SP300R export New Belgian Forest export New Derby exports New Eifelwald export New Eifelwald GP export New Wisconsin Raceway export Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted October 12, 2012 Share Posted October 12, 2012 Build 322 (12/10/12, Team Member+) Fixes to menu list array sizing, and to the lobby assigned menu list size Quick fixes to prevent array overruns in lists Disable 3D scene updating and rendering (car preview and background) while lobby is active Fixed lazy inits on Events screen Increased progresspoint timeouts to help track issues causing progresspoint disconnects in build 321 Lower MP time progression to 10x (from 30x) Changed bridge feeding policy (not every sample is stored to new slot to get longer interval in given number of samples) Physics/bridge timing - gExecTimer used only for bridge, Notify callbacks use incoming execTimerSynchronisedTime value. Bridge interpolation uses time near to last complete physics frame. Bridge holds some new timing data (like last completed physics frame time stamp, last stamp time,...) Engine.cpp - assert removed Added extra logging to datagram protocol Online sessions: * Added more asserts to vehicle validation to catch invalid values coming from outside the online session system * Increased protocol version * Changed the message containing user setup to allow more than one user setup per message * Changed code sending user updates to pack more than one user setup to a single message when possible * Added sequence numbers to request messages sent to host. The host can drop duplicate messages before sending duplicate responses, which would then be dropped anyway. This decreases traffic in low-ping situations * Number of laps for online races are set according to the requested setup * Removed some obsolete MP code Formula A: revised default setup to work better on STM Adds num of players to lobby screen Wisconsin Raceway - add new txt for Ministand and SmallWhiteHut Audio: adding vibration and rattle samples to Z4GT3 set Audio: stockcar mupdated with latest load curves, filtering, eq, rattles and vibration layers Audio: updated stock car level balance Modified position of T1 cones based on forum feedback Audio: adding rattles and vibration samples to Stockcar engine set Added lobby players number applink Pressure model fix and pdb file Audio: updated V8-RS engine set checked in with latest eq and filter curves, vibration layers and rattles Audio: fix for transmission whine pitch issue at high engine speeds New brake markers on eifelwald gp Audio: adding vibration layer sound to V8-RS engine set Audio: adding rattle samples to V8-RS engine set Bathurst:Resaved to fix corrupt texture EifelWald: New Textures Adjusted GUI offset on all cars for best appearance in menu garage scene. Added missing statistics files Wisconsin Raceway - add new textures for Adverts and TshirtShop New Eifelwald export Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted October 17, 2012 Share Posted October 17, 2012 Build 325 (17/10/12, Team Member+) Logic change to rolling start flags to allow full throttle control to player instantly Added lobby version of game data for MP matches Fixed max participant issues Fixed a few minor UI issues Correct message for game join failure Fixing out-of-bounds issue in GUIList Modified code to distinguish between the initial section allocation (_CreateSection) and subsequent section allocations (_AddSection) in the memory dumps to aid in debugging container expansions. Added safety checks around mChatList calls as this isn't initialised on the consoles. (No console text chat, only Voice chat) BLog updates * Changed the naming of session folders to make them easier to organise and navigate. Example: 'dbgSession\Dbg 2012-10-16 @ 12.18.20' * Crash dump files are now written to the session folder instead of the project root. On PC this is in the user document folder under <project name>\dbgSession * Log files are now written to the dbgSession folder * UTC is added to PC logs * Fixed millisec printf width in logs * Added command line switch to prefix session folder names. This is useful when running multiple instances in the same folder (such as thin clients) -sessionprefix <prefix> * Fixed bug in PC BDir:Create where creation result flag was incorrect in some cases * Fixed some log calls to remove \n or fix formatting Removing detail specular map as fresnel multiplier in road dbv shader Derby - textures update Eifelwald GP texture updates Fixes colouring of first three entries in browse list Added lobby version of game data for MP matches Fixed max participant issues Fixed a few minor UI issues Correct message for game join failure Fixed master.txt and post race AI assert New Monterey crowds New Bologna crowds Vehicles: Updated cockpit animation HRDF files to use full node names Vehicles: removed shift delay from the remaining H-pattern cars New Badenring exports New Eifelwald GP export New Sakitto exports Build 324 (16/10/12, Team Member+) Proper logic fix for water level build up Fixed unused variable warnings Online: * Split GetUserAPI() to two - one that will return the default setup assigned by admin as a fallback, and one that will return nothing if only the default fallback setup is known * Changed lobby UI to ignore the default fallback setup in most places; this no longer requires explicit test for the FLAG_ASSIGNED_BY_ADMIN in the UI code * Fixed an assert firing when sending a message while leaving the session Code to allow us to build up the track water levels Added in ultra reflection setting for it to generate emap of 1024 Add fresnel to the reflections Improved handling of guaranteed messages (WIP). When the message pool gets empty, log contents of all message lists and disconnect from the session Removed old hard coded dev control for key L to turn off photo mode, which also toggled pause Wet track reflection drying line amount fixed temporarily at 75% until it can be linked with the physics drying line Don't skip the start engine phase if ignition is off Drying line set to 50% Online UI: Changed apptimer to exectimer in the lobby select screen, to fix the button not being re-enabled when the application does not have focus Reset animation entry flags when acquiring them from entry list (and some general tidying of their management) Enabled impact pieces effects Updates to TextDB and tool to remove the use of unsafe unicode case insensitive compare and some tidying of the sln and projects to bring in line with latest libs Export Manager - All latest updates and common tools updates Added logging of all DS protocol buffer issues New wtc values set up for rain build up speed and track wetness. detached from physics inputs now. set up for light rain, rainy, stormy and thunder storm Added instance file for Belgian Forest Karting Circuit, currently an exact copy of the full track so inefficient, but a good starting point and better than nothing Badenring - missing reported textures added Belgian Forest Karting Circuit - New textures for the build Disable wrong way penalties in SP. Change MP wrong way penalty to a force reset after 10 seconds Add Belgian Forest kart track Cam box added for Sakitto underpass area so that reflection is visible when you drive below, but does not draw when driving the section above. GP and west New Dynamic Brakemarkers placed (physics scene & system files) Sakitto - Missing textures files flagged in the export uploade copied over Sakitto - temp fix, uploading textures to fix export upload reported missing textures Eifelwald GP. Tweaked textures New Derby Brake Markers Rain fall particle tweak. texture tweak and keyed values such as size and density tweaked so that rain isn't so monsoon like in less heavy rainy conditions. lean to camera increased slightly as well Badenring crowds - fixed wrong positions, fixed cutting crowds Badenring - updated LOD distances Wrong way DQ time set to 10 seconds Fixed SP300 AI sounds, one of the samples was in the wrong soundbank Number of drivers in lobby number fixed, Create Season button added Build script update to re-instate missing xmlf files from vehicles\physics Wisconsin Raceway - add new textures for LapBoard, Restroom and TribuneShed Logitech G25 added to Controller images New Badenring exports New Bologna exports New Sakitto exports Build 323 (15/10/12, Team Member+) Known issues: when manual control for TT starts throttle input is broken. Can be fixed with session restart. Online: * Weather is initialized based on the host data. * Online UI will set weather on admin. * Added logging of green-light related events. * Increased protocol version due to the data format changes. * Weather is synchronized. * Added API to set weather from the admin. * Added code to support syncing of participant app-side data, in addition to physics packets. * Added headlight synchronization. * Added a bit of logging to a few places. * Added extra logging when leaving/disconnecting from DS or session. * Added new category for GameManager's networking logs and moved several log messages to this new category. * Added synchronizing of race date and time. * Added API to set race date and time for the host. * Changed regular ping log level to Debug, reverted ping frequency from 5s back to 2s. * Implemented wrong way penalties - currently DQ after 5 seconds of wrong wayness in MP. Renderer/GFX: * Removed aserts from DX9 parameter setting code, and replaced with returning error codes to allow useful error reporting * fix for set max range on emap not actually doing anything. * Added Array Init for temporary impact pieces array which was causing crash for Doug * Fixed memory leaks caused by loss of deferred removal updates on track exit. * Code and shader changes to allow drying lines and puddles. * Code to setup underpass flags. * Camera bounding box test to tell game what reflection elements to render. * Reflections now render , crowds , pitt crews , pit girls etc.. * wet track textures optimised with dxt and lower res * edits to the track wetness mask adding puddles in green channel and main mask in red. * moving drying line and reflection noise textures from weather to track textures for easier path setup in max and becuase they won't build from the weather dir. TextDB : Updated call to BStricmpUnsafe Base: * Removed case insensitive functions from BUniString * Renamed wide versions of BStricmp/BStristr to signify Unsafe * Fixed a project config error in 360 Gold where Unicode was set incorrectly * Removed wide versions of BStrupr BStrlwr * First draft of cmd line support class * Added CompareNoCase to BUniString (already in BString) * Added BuniString overload to BUniString::Compare * Added extra getters to player profile to access time progression enumeration. * Added extra getter to track details to return race day. * Switch to player control instantly in TT. Rolling starts can now switch to player control instantly. * Added GameManagerNetworking logging category. Physics: * Corrected SP300R width (should be full tyre width and not just tread). * New Caterham SP300 specific tyre with correct tread widths (.225, .232 CM). * Add correct tyre width for front and rear tyres to all cars. GUI - New Controls screen, menus aligned to center screen when using a multi-monitor setup, Hide button on main menu properly hides objects now, correct kerning on large fonts Audio: * balance updates * updated LM11 TDX set with vibration, rattles and eq/filter cuves * updating Formula A sound set with latest tech: eq curves, vibration etc. * balancing changes for updated Formula A sounds * balancing changes; adding vibration and rattle layer * poss fix for reported lack of teanny whine for Racer V8 * balance adjustments and slight tune of tranny pitch * BMW M1 updated for latest vibration and rattles * adding vibration and rattle samples to various cars Eifelwald_GP. New texture maps, Tweaked textures. Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted October 19, 2012 Share Posted October 19, 2012 Build 327 (19/10/12, Team Member+) Fixed the timeslice value in Vehicle::ExtrapolateDynamics Season weather parameters now passed through to the races Added cancel dialogs for MP UI screen transitions (join & create) Fixed lobby list flicker Added better detail and variety to disconnect warning dialogs (and added to text DB) Changes to logging to stop compile errors on console builds Added info-level logging when TCP connection is closed by the server Alt+tab capability (free resources before DX device reset) ; CRenderer - enumeration of render targets for RenewDefaultPoolResources corrected - iterator re-initialization Derby - tweak grandstand textures Switch to player control instantly for rolling starts Formula A: new suspension geometry plus setup tweaks for latest STM updates Improved water droplets, using per pixel fresnel and reflective boost on droplets Added per-pixel Fresnel support functions to allow better looking reflections on water droplets Wisconsin Raceway - Add new txt for SetBackCafe Northampton. Tweaked textures. Derby - fixed intersection on pitwall viewer asset with marshal bridge Visual polish to the HUD elements Eifelwald new complete AIW. New main path, raceline, etc. supports 45 players Audio: Formula B updated to new specs including vibration layer, EQ etc Audio: updating Formula B with latest balancing changes New Derby exports Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted October 26, 2012 Share Posted October 26, 2012 Build 332 (26/10/12, Team Member+) KNOWN ISSUES: Some cars not showing LOD-X models. Will be fixed in 333 GUI: Setting up localisation for time progression settings Fix for return to FE issue with autofocus on shadows Fix for debug menus appear in the FE Fix for dynamic emaps not rendering in the FE Do not render dynamic emap untill the enviroment system is ready Added Round number accessor for the UI Online: Handle "ping to member" events.. For now the ping stats are just passed to GameHandler which ignores them. Later these will be pushed to participants and GUI Maintain ping to all members of joined session. Pings are using whatever route the OneSock layer prefers for those members, so they reflect pings of actualy gameplay messages Cleaned up all OneSock config exclusions, and moved platform files into appropriate folders within the solution explorer Delay initial ping so that we do not attemp to ping members who are not fully connected yet Fixed flickering dislay in background of lobby screen - now correctly shows a black screen Fix for MP specific participants HRDF file not being loaded (side effect being ping display now works in MP, albeit currently always zero until the ping data itself is populated Physics: Removed PhysX 2.8.4 runtime DLL-s Render: Extend RVM LOD scaling to keep cars in view for longer Small tweaks to player labels (smaller size, turn off screen edge clipping) Audio: Updated engine set checked in - this now points to new rookie specific set with latest tech New Rookie engine set (based on the R500 sounds). Has latest vibration and eq, filters etc Updated AI to include rookie set SDK's: Updated props to use Fanatec SDK v0.12.387 and LiveMotion SDK v1.0.4666.0 Added Fanatec SDK v0.12.387 Tracks: Lakeville Raceway: Adding textures Lakeville Raceway: Remove Lakefile camera file (which broke FOV adjustment) Lakeville Raceway: Replaced popping in bollards with cones in Lakevile Lakeville Raceway: Fix for Lakeville being set as a forced rolling start Azure Coast (all variants): Set max AI to 15 (was 12) Azure Coast (all variants): Removed hud maps Azure Coast Reverse: Added 8 grid spots + fixed wrong sign + resolved illegal character Azure Coast Stage3: Added 8 grid spots + resolved illegal character Azure Coast Stage2: Added 8 grid spots + extended csm behind the latest grid spot + fixed wrong sign+ resolved illegal character Azure Coast Stage1: Added 16 grid spots + extended csm behind the latest grid spot + resolved illegal character Azure Coast: Added 16 grid spots + extended csm behind the latest grid spot + fixed wrong sign + resolved illegal character Eifelwald GP: New textures Belgian Forest Karting: Removed obsolete instanced trees from full BF track Belgian Forest Karting: New tyrewall Blods and added autograss Cars: GUMPERT apollo: Wiper mask saved uncompressed to remove dxt compression issues. Half ressed to keep the same footprint GUMPERT apollo: Fixed pixel jump error in a couple of the wiper mask frames. removing old dir version BMW M1: New wheels dds texture - replacing placeholder texture Build 331 (25/10/12, Team Member+) KNOWN ISSUES: Car shading is still broken in the front end, but it sorts itself out on return to FE after a race Bug Fixing: Fixes for some crash dumps reported 1. BattleHardenedManager do not set itself to be unloaded when shut down so can end up using rubbish data 2. DestroyTasks in rendertaskmanager is not clear all the renderlists GUI: Weather applinks changed to use localised values (SP and MP as well as Seasons), and added a helper to get the weather name for the generated Seasons per-Round weather (now working in UI) Pushing out start fog distance for the garage slightly Online: Prevent 'p' key handle passing through chat window App-side calls for friends stat/leaderboard filter support Physics: Updated CSM baking tool, View tool, and Exporter plugin to use PhysX 3.2.1 Updated project to use PhysX 3.2.1 Updated common Physics library to use PhysX 3.2.1 Render: Fixes for static and dynamic emap rendering. Also disabling dof in the FE Physics: Update drafting table entries for all vehicles Updated PhysX runtime DLL-s to 3.2.1 Audio: AI level fix (down) Boost for speech in stereo and centre speaker (awaiting decision on 5.1 array distribution) Workaround for the wind sound disappearing. Certain added values aren't working accurately to fill the range to 100% in the latest FMOD Designer Console: Fix to console implementations of ConnectionMonitor to ensure it always updates its copy of the signed-in player name/id before Online can query these cached details Moving GameManagerHelper into GameManager_360 Adjusted stack size of Controller #1 thread so application runs with PhysX 3.2.1 on consoles Updated Base library for use with PhysX 3.2.1 on PS3 platform Tracks: Lakeville Raceway: Temporary cameraconfig Lakeville Raceway: Adjusted trees in the backstraight area to have bushes instead of trees Lakeville Raceway: Moved/added cones to block other track variations visually Lakeville Raceway: Additional textures Lakeville Raceway: Texture updates and small fixes on kerbs and lods popup fixings Lakeville Raceway: Track.lod file against trees popping up at Lakeville in distance Lakeville Raceway: Fix for Lakeville being set as a forced rolling start Lakeville Raceway: Replaced popping in bollards with cones Wisconsin Raceway: Added new textures Wisconsin Raceway: Added RA center asset Northampton: Fixed mapping, AO added [P4Utils.PerforceEdit v1.0.0.0] Northampton: New texture maps Belgian Forest Karting Track: Added placeholder GUI files "Under Construction" and reused the BFC Photo for now Eifelwald: Added graffiti textures Cars: Caterham SP300R: Suspension animations and finished ambient occlusion Formula A: collision shape adjustment to hopefully fix the sticky underbody collision issue BMW Z4 GT3: added custom livery textures Build 330 (24/10/12, Team Member+) Render: * Enabled GUI background scene by default for more testing. To disable the scene use -no3DScene on the command line * MainMenu - bridge feeding changed to avoid broken discontinuities * Frontend now uses the in game rendertasks for rendering the 3d scene * Code to handle releasing the default rendertarget when set in the GUI * Code so that the default renderview camera use the aspect ratio of the renderer Bug Fixing: * Reseting the FE time progression to reatime * Fix for crash on exit * Fixed an issue with the inclusion of the SmallJobs project in specific configs * Fixes due to changes in initalisation order of objects (Use3dscene) Ghost System: * Ghost system minor changes Online: * In-race chat, first pass * Lose chat focus on completing text entry * Set start key to 't' for in race chat * Clients who join a session during the Loading state (after the join has been started while still in the lobby) will communicate with the host so that they do not block the loading progress * Console VoIP update, allowing 3+ players to chat to each other Launcher: * Removed old P4 bindings from solutions and projects * Converted solution and projects to VS2010 Leaderboards: * Fix for stat submit failing to send cached scores to the leaderboards GUI: * Added common time/weather applinks for the loading screen. Each mode now fills it in as necessary rather than it coming directly from incompatible profile values. Seasons value now uses an enum to make it easier to use Tracks: * Belgian Forest Karting Circuit: CSM fixes, terrain tweaks * Belgian Forest Karting Circuit: New tyrewalls * Northampton: Opacity added. * Wisconsin Raceway: Fixed wrong kerb and floating fences * Eifelwald: Fixed floating overlay edges, tweaked CSM at some kerbs Cars: * BMW z4 GT3: Moved CPIT display, performance optimizations, bugfixes * BMW Z4 GT3: Chassis/Cockpit fully textured, UV mapping, CPIT display added, full wheel/tire setup * BMW z4 GT3: New export Known issues: * Appearance of car in GUI background scene is poor, no emap, anisotropic filtering, etc * Chat input keys can be passed to the game and cause issues, e.g. 'p' to pause the game Build 329 (23/10/12, Team Member+) Render: * Calls to feed bridge from physics are called each frame now - even with the same time stamp - should avoid missing dynamic objects which appears after some car proximity * SObjectData::ChooseDataSlot - overwriting of newest discontinuous slot avoided Online: * Removed legacy debug MP code Ghost System: * Changed logging to go to a separate log file, which will be created in Gold build as well * Fixed stat submit, so that it doesn't happen while the race is still active (as far as the ghost system is concerned). This prevents the system from asking to upload a ghost before the ghost system knows about the ghost Tracks: * Belgian Forest Karting Circuit: Fixed materials * Wisconsin Raceway: New textures * Wisconsin Raceway: Added new neon sign * Wisconsin Raceway: Added latest assets * Belgian Forest Karting Circuit: New textures * Connecicut Hill: Added new textures for Skip barber building * Wisconsin Raceway: Renamed some assets textures * Northampton: Merged latest assets * Derby National: New export with latest stuff * Derby GP: New export with latest stuff * Eifelwald: New export * Eifelwald: Added stoneblock textures Build 328 (22/10/12, Team Member+) Solution upgraded to VS 2010 Physic: *Reinstate grip point for BTM. *Switched to 3 rows of seta (24 long). *Disable all "bolt-on" FFB forces during STM development and testing. Switch to FMOD v4.42.03 Audio libs, VS2008 Xbox360/PS3/win32 libs., VS2010 Xbox360/PS3/win32 libs. Tweaks to expose more internals for debug metrics and project file changes to suit our setup. FMOD v4.42.03 workaround for event categories not fading when unpaused more than once. Online: * Fixed assert in handling UserLeft notification, if it is the local user leaving very early in the connection handler, before UserJoined is received. * Added CR_USER_SETUP notification on the admin that would be missing if a user's setup was changed as a result of host validation. * Added option for enforcing identical vehicles by the admin. * Added API to set/get the identical vehicles option. * Modified lobby UI to set / display the identical vehicles option. NAT handling improvements: - Adaptive ping rate - do not send p2p pings that often when other traffic is using the direct connection anyway. - Detect issues with the direct route. These include no traffic and no response to pings or sudden change in the port of incoming datagrams. Fall back to rebroadcasting and reattempt NAT punchthrough when issues are detected. When a connection has issues after reestablishing the direct route too often, fall back to rebroadcasting to that member for the rest of the session. * Fixed formatting of non-ascii adapter name/description breaking the entries. Audio: * levels changes - especially to AI * balancing changes to boost volumes of splutters in the light of recent changes * balancing changes to rectify volume issues with damage. * balancing adjustment to gravel * balancing changes to Andy's previous config. * some eq and compression changes to aid audibility for pit to car comms. Tracks: * Northampton, added night lighting spots and statics, added trees and bushes instances, texture updates * Fixes to dynamic objects smoothing groups * Lakeville GP new basic AIW. main path and 43 start spots. Needs triggers added and completed from there * Wisconsin_raceway - add new txt for wooden fences * New Derby dynamic ad boards and corner marker changes as requested on forum * BelgianForrestCircuit Tweaked the saturation. Cars: * Gumpert wiper mask texture added. contains rivulet nmp x and y in rg, rivulet threshold mask in b and the 8 by 8 wiper mask cells in the alpha channel. Currently dxt 5 2048x1024. souce files added to psd sub folder. the rar contains the max file for creating the mask and a splash texture used in the max file for the pools of water from the wiper. The rar also contains 2 psd files for creating the texture. The first contains the channel swaps for the fina texturel but the content is uncompressed and the second contains all source rivulet data before it gets non uniformly scaled down to fit the final texture res. Finally in the rar is the TexturePacker file for combining the rendered pngs into a single sheet. * Gumpert apollo: rain drop effect enabled. cpit windscreen mapped and ready for wiper mask effect Several other track and car exports (no CL) Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted October 29, 2012 Share Posted October 29, 2012 Build 334 (29/10/12, Team Member+) Physics: * Increased draft aero effect for player * Fixed wrap around issue with drafting table and vehicles behind player * Updated FFB defaults (details in WMD forum). Tools: * Updated handling of transforms of dynamic objects in Tools library. * Updated handling for ignoring failed injection * Viewer updates for new dlls and some config changes Online: * Disallow manual reset in MP mode (pending host option). * Updated attribute descriptor to match latest server sources - added attributes for: - Id of identical vehicle forced by the session, if any. - Race date - Race time + weather - Race length [OneSock] Updated DS protocol defs from latest server sources: - Optional BYE message type added. Tracks: Wisconsin_Raceway - added a new asset, the gearbox food stand, and fixed the terrain around it. Fixed also the lng grass mesh new textures for wisconsin raceway, first revision, wip Lakeville - changed textures, added New textures; texturemap for terrain; terrain texturemap; Replace and recollocate some trees. Northampton - Tweaked textures; Pit buildings complex - part2 Vehicles: bmw_z4_gt3 - * Various fixes, detachable doors, tyres fixed * better reflections for CPIT display, fixed tyre rotation, lots of other fixes * Updated Z4 cockpit exposure now it has a proper cockpit. Audio: * upated Gumpoert engine set * pdated Gumpert engine set plus experimental 3d settings * adding vibration and rattle layers Build 333 (26/10/12, Team Member+) Online: * Session remembers recent ping time for each session member * Ping time is available to the participant for formatting in player labels * Changed race length setup value to u16 * The session game handler keeps a cached copy of the current secondary game attributes * Added support for some parts of the race setup to be mirrored in the game or user attributes as non-authoritative information. (No actual values are mirrored yet.) * Monitor connection to each member. When failing to ping, deliver messages or ACK guaranteed messages, first tell OneSock to reattempt NAT punchthrough to that member. If communication fails even after that, either kick the member (if we are the host) or leave the session (if we are not the host). Host uses shorter timeouts to ensure that non-responsive members get kicked before other members start leaving because of them * Extended GameManager API to allow higher layers to tell OneSock to reattempt NAT punchthrough when they detect direct connection issues * Moved platform Specific files into platform folders to match the Solution explorer tree. Fixed up all related include paths * Changed the Kick call to make it possible to call it from functions that have the OneSockLock locked Tracks: * Heusden: Increased grid size to 40 (was 16) Cars: * LODX fixed for cars Link to comment Share on other sites More sharing options...
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