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    Build 669 (24/02/14, Team Member+) - 217.6 MB
    Next-Gen:
    * PS4: Achievements. Activated trophy award layer. Trophy pack is now required.
    Career:
    * Added initial TextIDs for career teams
    * Added initial HRDF and code to define and handle career teams
    GUI:
    * Fixing result 'prev/next list item'
    * New in-game lobby design and code fixes.
    * Updated HUD shift light color, fix for driver behind not animating, new background movie from JonZ
    * Career Inbox screen updated, fix for A button on gamepad not working on some dialog boxes
    Physics:
    * Improved turbo wastegate code
    * Ford Capri Gr.5: Initial pass at wastegate and calibrated gauge
    * Lotus 98T: Calibrated boost gauges
    Pitstops:
    * FA pitstop prototype sequence (not yet implemented)
    Vehicles:
    * RUF CTR3: Fixed UV mapping issues
    * McLaren 12C: More approval fixes
    * Better distance attenuation function for spotlights. Adjusted car headlight angles.
    Tracks:
    * Oulton Park: New export, Static file updated, grass cover files
    * Loire: Added latest, further outer terrain detailing, added textures for a16 and a16 - tunnels
    * Brands Hatch: Improved roaddetail, add vertexcolors, added additional skidmarks, added dirtedges and fixed errors in trackedges, new whitelines, material tweaks on different roadsurfaces, updated pitconcrete
    * French Tracks: Fixed delac and tweaked nm, textures for French ambulance version.

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    Build 671 (26/02/14, Team Member+) - 68.2 MB
    Next-Gen:
    * PS4 sign in modifications
    * PS4 Added Sign in, Game Preence and Connection handling
    Render:
    * Clean-Up DX9/DX11 detection to use ApiName rather than D3D9 device pointer
    * Fix for DeferredRendering helper dx9/11 detection
    * Update to allow road elements to have full tangent space input.
    Bugfixes:
    * Fix for lobby crash in Aries
    * Fixed sequence restart
    * Fixed Time Acceleration un-initialised variable
    * Re-added sync time for the participant system
    * Fix for driver floating in mid-air
    Career:
    * Contract/team name tweaks to remove spaces (easier for testing)
    * Added console and debug menu functionality for contract testing
    * Removed extra header qualification causing an error
    * Added career contract accessors and functionality to accept, change and terminate them. Saving accepted contract to profile
    Leaderboards:
    * Added leaderboard capabilities structure and query, updated PC and XB1 implementations to fill the structure.
    GUI:
    * Connected vote infomation to GUI so you can now see who has voted for what (in both ingame lobby and frontend lobby)
    * Vote flag support for lobby GUI Handlers to be hooked up by WillS.
    * Traction control options in the front end is set to simply ON or OFF to make way for the per car traction slip tuning system.
    * Added the race overview screen to free practice game mode
    AI/Pitstop:
    * Work on Practice / Qualifying and pit release
    * Cleaning up pitstop obsolete data
    * Default spawn in garage for qualification
    Physics:
    * Turbos Phase 2: Fuel Use and Reliability
    * Turbo Wastegate data additions
    Tracks:
    * Loire: Tweaked texture maps, added textures for a17 - pitwall section and a1_ garage construction
    * Oulton Park: New main path, raceline and pit lane path. Editied corridors in some obvious problem areas. Fully working. Used Louis start, pit and garage positions.
    * Brands Hatch: Added overlays for stain-dirt-cracks on road, grass skids added, road broadmapping fixed, csm flattened for dented curb, gridskids added
    * US Tracks: Textures for US TV Van, textures for US Ambulance.
    * Euro Tracks: Textures for EU TV Van
    Vehicles:
    * Ginetta G55 GT3: Lods wip temp check-in

    Known issues:
    - Multiplayer - DO NOT PRESS THE LOBBY OPTION when pressing ESC during a online race.
    - Replays in MP - Not working as they should
    - Replays: Head still rotates in a scary way
    x64 Known issues:
    - x64 currently disabled

    Build 670 (25/02/14, Team Member+) - 290.1 MB
    Next-Gen:
    * PS4: Fix for Online Lobby not being navigable
    x64:
    * x64: Refactored CalculateTrackDistance code to work around a compiler crash in x64 configs
    * x64: Added 64 bit STM libs
    Render:
    * Code to allow us to attach a world flare to a dynamic actor and to turn it off when the world mesh its created with is turned off or switched off.
    * Code to allow us to use the Reflection emaps in rivers.
    * Added a definitions to the trd files to tell us if the track in question has a river.
    * Fixes to BPCEM system. This improves the road reflections alot.
    GUI:
    * New flag sprites
    * Activating Time Acceleration for all ingame systems
    * Accelerate button now enabled and working on Session Overview screen
    * Accelerate button now functional on Monitor screen
    * Track Maps: Azure Coast - new trackmaps, trgs, sf lines
    * Updated Session Overview screen
    Career:
    * Debug menu functions to help with contract handling
    * Added initial HRDF and code to define and handle career contracts (using info from latest designs, including team updates)
    * Adding initial text for career contracts and updated team names from updated design
    Multiplayer:
    * Hooked up track change vote system which forces host change track if enough votes are recieved
    * Connected vote to kick and vote to start systems to mp races. Potential fix for spawn in pit bug. Incremented protocal version to eliminate chance of old build braking MP. Added lobby flow handler.
    Physics:
    * Added new PhysicsSyncTime class which determines elapsed + delta times from 600hz physics stamped time
    * Wastegate pressure now a setup item
    * Turbos: Wastegate data and calibrated gauge for Ariel, Caterham and Ford cars
    Tracks:
    * Brands Hatch: Added overlays for stain-dirt-cracks on road, grass skids added, road broadmapping fixed, csm flattened for dented curb, gridskids added
    * Loire: New texture maps, 1st commit, tweaked colors, 3dtrees added at first turn
    * Azure Coast: Added latest things from all/new tunnel stuff added/reworked eze area/fixed csm road/walls/grass/updated sel sets, updated grid to 32 (Stage1-was 16), Stage 1 - fixed AIW line being under the track surfcace in last corner
    * Badenring: Fixed trds to match start postions . Fixed no pit spots the National circuit. Move first garage spot off pit lane and into the first ope garage
    * Oulton Park: New Export, AIW changed - starting positions - pit positions - Garage Positions - no pitlane was made due to error crossing the pit-in
    * Silverstone: Fixed panasonic logo on gantry before pitentry
    Vehicles:
    * McLaren 12C: More approval fixes
    * Formula Rookie: Camber baked into suspension animations
    * FG1000: Baked camber into suspension animations
    * Ford Mustang Boss: Taillights more glossy

    Known issues:
    - Multiplayer - DO NOT PRESS THE LOBBY OPTION when pressing ESC during a online race.
    x64 Known issues:
    - x64 currently disabled

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    Build 673 (28/02/14, Team Member+) - 59.4 MB
    Next-Gen:
    * PS4: Added save-game code
    * Exclude PS4 movie player from Xbox One configs
    * XB1: Switch presentation mode to immediate sequential (makes frame rate smoother)
    * Adds MP4 player to PS4. Adds 'renderthread' pass through to render. Fixes all PS4 renderer shutdown issues.
    * Fix thread crash exit issue in app worker. Removes benign assert from camera editor.
    * Modify PS4 mem pools. Removes camera editor from consoles.
    * Updated PS4 videos
    * Updates PS4 to use MP4 video.
    Render:
    * DX11: Optimized use of reflection data during loading / removed device flush.
    * DX11: Fixed a memory leak with common constant buffers.
    Audio:
    * Re-verb volume level fix for tunnels
    * Tunnel volume fixes
    Bugfixes:
    * Fix for AI in P2P tracks
    * Fix for pitlane crash
    * Fix double events from GUI buttons
    * Work on Practice / Qualifying and pit release ( fix pitbox option )
    Career:
    * Career Championships: Ginetta GT40 Challenge series added.
    * Career Championships: Configured first set of series specific point systems and updated relevant series.
    Multiplayer:
    * Resetting physics sync time for app timer sync (the multiplayer time synchronization)
    GUI:
    * New Monitor screen, updated Lobby screen
    Physics:
    * Engine stall behavior tweak for several cars
    * FG1000: Handling update mainly for FFB feedback
    Vehicles:
    * Tileable Carbon fiber texture. Brown variation. Initial check in.
    * Tileable cloth stitching texture. Black cloth with white stitching. Initial check in.
    * Mercedes 300SEL AMG: Switched back to original livery colors
    * Mercedes SLS GT3: WIP on LODs, LODA and LODB done
    * LMP PM06A: Updated runtime files + added ambient shadow and placeholder liveries
    * BMW Z4 GT3: Fixed offset LEDs on CPIT display
    Tracks:
    * Imola: Added collisions in the garages of the reverse track
    * Euro Tracks: Textures for new Truck and Trailer.
    * Loire: Added textures for a31 and a34 - camera pole and color hut door

    Known issues:
    - Replays in MP: Not working as they should
    - Free practice: If you have Engine Auto Start turned OFF when you exit the pitbox the AI will turn the engine off, you need to press ignite and starter.
    -P2P Tracks: Don't press return to pitbox
    -Formula Gulf: Hold the wheel tight, it will shake a bit abruptly during straights
    x64 Known issues:
    - x64 currently disabled

    Build 672 (27/02/14, Team Member+) - 264.9 MB
    Next-Gen:
    * PS4: Implemented basic support for time trial leaderboards (only overall leaderboards supported, and only Brands Hatch Indy leaderboard has been created)
    * PS4: Movie files now sourced from MP4
    Audio:
    * Added train flyby sound for Azure
    Render:
    * Adding new explicit water shaders that use the reflection emap when rendering.
    * Switch back to UpdateSubResource from Map for constant buffers (ATI cards don't like this method)
    * PC/XB1 - DX11 implementation of common constant buffers!
    * Implemented impostor reflections using screen space 2D texture instead of cube map
    * Impostor reflection render callback removed from main menu render
    * Impostor reflections, replacing cube map approach by screen space texture approach in shaders
    * Made the screen drops a bit less irregular in shape as the reapeating unique shapes were too noticeable
    * Carbon Skinned shader fixed for common buffers
    * Fix for the green windscreen bug - caused by solid_glass shaders using forward lighting in phase3 - the behaviour of the new common buffers did not replicate the (rather lucky) fact that this shader needs to re-use the last lighting values that were setup.
    * Fix for backwards water
    * New Reflective water shader
    * Adding in shader variations for reflective_water_transulent so that it matches the lighting systems
    * Fix for transmissive colouring
    * Created version of screen drops that animate so that they change shape when moving
    Bugfixes:
    * Clamp driver character time passed to fix head rolling in replays.
    Career:
    * Code to generate an initial entry-level contract for the specified motorsport (not hooked into UI yet)
    AI/Physics:
    * Setup skeleton system for the Oval Driving behavior
    * Work on Practice / Qualifying and pit release
    Pitbox:
    * Introduced "wheels_start" and "jack_down" triggers and wait event "car_gone" (waiting for signal that car left the pitstop, mechanics can return to garage safely)
    GUI:
    * Distinguishing between dialogs that have Bink videos in them and dialogs that do not. As dialogs are always loaded, we needed to introduce a dialog type that could be discarded in-game so they it could contain Bink video in menu. This removes Bink decoding during gameplay and will ultimately improve render performance, especially on console.
    * First Career Team logos added
    * Inbox, fan talk, manager names, fan talk names added to TextDB along with placeholder fan avatars
    Tracks:
    * Loire: New texture maps, 1st commit, fixed tertre rouge curve.. collision adjusted edges and colored asphalt areas cutted in, add textures for a28 - missing emmisive map for windows
    * Imola: Added garage spots both tracks. New pit spot spacing and grid sizes. Set to 20 pits and 40 start spots, fixed floating wall after the hairpin turn and removed sub terrain building from export
    * Brands Hatch: Fix for wavy roadloft at Howthorn and Derek Minter Straight, fix for streched curb at pilgrims
    Vehicles:
    * Mercedes 300SEL: Added members' winning liveries names, added new chrome/black rims textures - initial check in
    * Caterham SP300R: Camber baked into suspension animations
    * RUF CTR3: Fixed flipped UV mapping at diffusor
    * Pagani Zonda Cinque Roadster: Wheels dds texture, misc dds texture, lights dds texture, badges dds texture, lightglass dds texture, brake disc dds texture - new texture, initial check in
    * LMP PM06A: First preAlpha export, minor collision update,
    * Initial driver animations setup for Ginetta G40 and Ford Mustang Boss 302R

    Known issues:
    - Multiplayer - DO NOT PRESS THE LOBBY OPTION when pressing ESC during a online race.
    - Replays in MP - Not working as they should
    - Pitbox sequence is broken, you will see some strange things happening.
    - P2P Tracks - The AI will be so excited it wont let you drive (Press Ctrl+I if you want to drive)
    - Engine Auto Start has some issues, either the AI takes control but doesnt start the engine (use CTRL+I) or it will trigger automatically even with that option off.
    x64 Known issues:
    - x64 currently disabled



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    Build 676 (05/03/14, Team Member+) - 124.1 MB
    Next-Gen:
    * Moves constant lighting to scene buffer. Scene and lighting are now set directly to garlic (removing copy), bones are now set directly to garlic (removing copy).
    * Updated PS4 to move constant lighting into scene buffer.
    Render:
    * More updates to screen drops. Added in animation , radial movement, blur etc..
    * Animation now applies to the normal mapping. Also removed the second diffuse texture input.
    * Impostor reflection distortion parametrized in shaders
    GUI:
    * Refactored the HUD flags to use the new layout
    * Adding GUI Page Handler and AppLink support for Review Contract page. This is March milestone work.
    * MUTE option added to Lobby driver quick menu, Load Career screen added, fix for dialog box not highlighting on Xbox One, P and L identifiers on HUD now
    Penalties:
    * Racing Flags: Added white flag for final lap (Oval), Slow car (FA). Added black flag, for stop/go (oval), for disqualification (FA). Added black & white flag for repeated offenses. Added black with orange circle flag for damaged vehicle, pit in.
    AI/Pitbox:
    * Do not force script pit holding for AI on garage/pit spawning as scripts will never release them
    Career:
    * Contract offer emails now using string substitution to fill in most of the player, team and contract details
    * Adding extra career team properties required for UI display
    * Career contract offers parsed to generate Inbox emails in dashboard screen. Using placeholder textIDs for now (requires string substitutions)
    * CareerSeriesStatus array made private and accessor added
    * Test contract pitch TextID changed to one that fits within StringToken limits (will be fixed)
    * Career Championships - GT4 European Championship - First release
    * Career Championships - GT3 European Championship - First release
    * Career Championships - GT3 and GT4 European Championships added
    Physics:
    * Tires: FC r8 A/B/C
    * Additional wings for aerodynamics
    * Vehicles: Engine stall, clutch tweaks and new brake fade tech on remaining Fords, FA and FB
    * BMW & Caterham: Engine stalling, bump start and clutch behavior tweaks. New brake fade tech where it was missing.
    Vehicles:
    * LMP PM06a: Changed name, initial driver animations (alpha1)
    * Mercedes C-Coupe DTM: Initial driver animations + setup
    * Ford Mustang Boss 302F: Added windscreen banners
    Tracks:
    * Brands Hatch: Wavy loftissue fixed at Hailwood Hill and edges updated, wet-effect dryline applied to both layouts, forced tangent normals activated for road and curbs...
    * Oulton Park: Adding all files for variations
    Known issues:
    - Replays in MP: Not working as they should
    - P2P Tracks: Don't press return to pitbox
    -The following tracks have some issues and require you to press Ctrl+I in order to be able to drive in free practice: Azure Circuit, Belgium Kart Forest, Belgium Historic, Concord, Harrison Pike, Heusden, Jin Ding, Memphis, Moravia, Solitude, Volusia
    -Brands Hatch: Similar to the above but only with cars with a low ride height (ex: Z4)
    x64 Known issues:
    - x64 currently disabled

    Build 675 (04/03/14, Team Member+) - 88.4 MB
    Next-Gen:
    * PS4, de-tiles CPU read textures.
    Render:
    * Moves HUD render task, so it runs in parallel with other phases. (Only effects PS4/XBone/DX11MT).
    * Code to explicitly allow us to disable compression on UV vertex data.
    GUI:
    * Fix driver names on monitor screen (SP and MP)
    * Fixing "in game lobby" to share chat system properly with HUD
    * Implemented Lobby countdown timer
    * TextDB updated with string substitutions for some of the Inbox strings
    * Fixed activation page for inbox appfunc, as it was pointing to a removed page
    * Added help text to each updated screen and DLC notification area
    * Updated Loading screen
    Career:
    * Career contract offers can now be generated at the end of a race series (using a test contract and placeholder awarding criteria). Offer are saved in the profile and can be added or removed.
    * Removing VehicleUpgradeSpec from SeriesParticipant saving as part of optimisations, and changing ms_MaxPerSessionInfo to handle all FormulaC sessions
    * Added a test career contract, event and textID, used to test contract generation at the end of a series
    Physics:
    * Aerodynamics refactor
    AI/Pitbox:
    * Tweaks to holdinpits checks during DriverManagerPitRelease to ensure AI cars release in qualifying session
    * Enable player engine when leaving garage
    * Do not force script pit holding for AI on garage/pit spawning as scripts will never release them
    Vehicles:
    * LMP RWD P30: Removed Fenix text
    * Lotus 49: Camber baked into suspension animations
    Tracks:
    * Brands Hatch: Placement fix for event trucks for GP and Indy, all garages added,opened for Doug, and collisions updated
    Known issues:
    - Replays in MP: Not working as they should
    - P2P Tracks: Don't press return to pitbox
    - If your build does NOT update leave steam client beta! (There's an issue with the latest Steam Client Beta)
    x64 Known issues:
    - x64 currently disabled

    Build 674 (03/03/14, Team Member+) - 275.9 MB
    Next-Gen:
    * PS4: Fix for duplicate thread handle causing a crash in base.
    * PS4: Adds remote play lib
    Render:
    * Overlay.fx added technique for solid objects (SolidOverlay)
    Online:
    * Events/time trial improvements (WIP): Updated events database schema, added multiple vehicle hash ids (choice from up to 15 vehicle per event), event discipline, console leaderboard id, and "automatic TT event" flag, Updated helper debug code to emit vehicle disciplines (based on mShape for now), changed vehicle list script to use this new value to set correct vehicle disciplines, re-exported latest vehicle list, Added support for new event properties to the events management web, updated event list export scripts
    AI:
    * Prevent player driving off while in pit menus
    Career:
    * Career save size reductions to match current usage
    GUI:
    * Removing all support to play Bink video in-game and in-loading screens. The Bink video still exists in the splash screen and the main menu, but it is impossible to play Bink video during gameplay or during game load.
    * RacingQuote added to loading screen
    * Manufacturer logo added
    Vehicles:
    * Ford RS500: Initial driver animations (alpha1)
    * RUF CTR3: Tweaked grill textures
    * LMP PM06A: Calipers clipping through bonnet and body fixed, changed name
    * Pagani Zonda Cinque: Gauge cluster flickering fixed
    * Mercedes C-Coupe DTM: LODX cockpit checked, fixed, polished, mapped and textured. Cloned to LODA as placeholder
    Tracks:
    * Eifelwald GP(all): Organic overhaul for materials and textures, wet weather setup for kerbs, added 3D tyrestacks, new road, grass, gravel, tyrewalls etc materials, UV fixes, materials and textures fixes, textures update, added rules to ground cover, removed mrdf files, deleted bmt file, new tyrestacks variations, new grasscover, removed concrete blockers
    * Loire: Added textures for a31 and a30 - bridge
    * Brands Hatch: Pits set to 16, garage spots set to 32 and start spots set to 32. New corrodors for pit and barrier changes. More to come once Sven is done with the loft changes

    Known issues:
    - Replays in MP: Not working as they should
    - Free practice: If you have Engine Auto Start turned OFF when you exit the pitbox the AI will turn the engine off, you need to press ignite and starter.
    - P2P Tracks: Don't press return to pitbox
    - AI Doesn't move in Qualify
    x64 Known issues:
    - x64 currently disabled

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    Build 678 (07/03/14, Junior Member+) - 466.6 MB
    Next-Gen:
    * XB1: Fix car windscreen corruption when in cockpit/helmet views : marting
    * XB1: Flush write combining buffers before constant setting : marting
    * XB1: Fix some compile errors on old XDK : marting
    * PS4: Update to SDK1.610. Adds lwconstantupdate engine, replaces LCUE beta.
    * Excluded new PS4 files for XboxOne
    Render:
    * Fix ambient shadow and projected texture (lighting) shaders
    * Fix for potential camera fade compile error spotted
    Bugfixes:
    * Test "fix" for Fences flickering.
    * Fixed race overview screen to update lap times correctly
    AI/Pitbox:
    * Added checks for missing pit out trigger, pit out trigger not on track, pit spots missing, pit path missing and don't switch to AI control in pit lane if any test fails
    GUI:
    * Adding the GUI Handler and selection mechanisms for Review First Contract screen where you can select a discipline.
    Online:
    * Events system rework (WIP): Changed events/competitions API so it's easier to extend with more properties in the future. The App layers are now notified when the events list is complete. Events that should not be available in this build are now correctly removed from the list. Added new event properties (not supported by the GUI fully yet): everlasting events, auto TT events, version-limited events. Changed all stats & events sources to compile only when building Aries.
    Multiplayer:
    * Host can now change track and bypass the voting system in the main menu.
    Career:
    * Motorsport is now selected (and saved) after selecting one from the AcceptFirstOffer screen then signing a contract (only shown if an entry-level contract exists). Note that only FormulaC and Kart have entry-level contracts to allow signing for now, the others throw you back to the selection screen for now. Updated some of the team/contract info for better display : stuart
    * ReviewContract screen now generates and allows the player to accept an entry-level contract (test one for now). UI objects updated with team and contract info (pitch text needs string substitutions)
    * Career teams updated with location info. Bellflex team updated for contract display testing
    * Career TextDB updated with pitch, signoff and country textIDs for career contract display
    * Career Contracts: Entry contracts for GT4 and GT3 added.
    * Career Championships: GT4 UK Trophy - First release, series added to Calendar and TextDB. GUI strings updated to show GT disciplines for GT events.
    Physics:
    * FA graining test tire
    * Engine stall/bump start and clutch and turbo tweaks, new brake fade tech on several cars.
    Vehicles:
    * Yirotires Racing: Updated white lettering and fixed minor materials bugs
    * BMW 1M: First export, tweaked orange paint colour, added DDS textures, added srcdata/runtime files
    * BAC Mono: Removed missing material temporarily from RCF files, added standard solid paint colors, license plate and removed 'Mono' text from GUI icon, added license plate and factory paint colors, added missing new paint and carbon materials
    * RUF RGT8: Ultra file initial checkin, LODA/B/C/D and CPIT meshes done
    * Ford GT40 MkIV: Ultra file fixed
    * Ford Mustang Boss: Fixed BBS badge on wheels, changed tire wall textures, changed tirewall textures, fixed BBS badges on rims
    * Sauber C9: No changes, just adding placeholder X export to avoid build problems.
    * Mercedes SLS GT3: WIP on LODs, LODC and D done, WIP CPIT
    Tracks:
    * US Tracks: Textures for US Fire tanker.
    * Track specific gravel texture added
    * Loire: Adjusted collision walls, merged in latest from Tomas and Jan, started fixing issues on tarmac colors, track marking lines in pit and adding missing colored tarmac areas, once Tomas has opened all the garages Doug should be able to redo the AIW and by this avoiding the cut track warning and proper pit garage, once Tomas has opened all the garages Doug should be able to redo the AIW and by this avoiding the cut track warning and proper pit garage
    Known issues:
    - Replays in MP: Not working as they should
    - P2P Tracks: Don't press return to pitbox
    -The following tracks have some issues and require you to press Ctrl+I in order to be able to drive in free practice: Azure Circuit, Belgium Kart Forest, Belgium Historic, Concord, Harrison Pike, Heusden, Jin Ding, Memphis, Moravia, Solitude, Volusia

    Build 677 (06/03/14, Team Member+) - 62.7 MB
    Next-Gen:
    * PS4: Updated SDK. Adds lwconstantupdate engine, replaces LCUE beta.
    * PS4: Fix for PS4 compile error.
    * XB1: Improvements to Xbox One multiplayer session creation and join, secure socket fixes.
    Career:
    * ReviewContract screen now generates and allows the player to accept an entry-level contract (test one for now). UI objects updated with team and contract info (pitch text needs string substitutions)
    * Career teams updated with location info. Bellflex team updated for contract display testing
    * Career TextDB updated with pitch, signoff and country textIDs for career contract display
    * Test Contract updated to use a team with displayable info
    GUI:
    * Adding the GUI Handler and selection mechanisms for Review First Contract screen where you can select a discipline.
    Bugfixes:
    * Fix for disabled penalties bug
    * Fixed race overview screen to update lap times correctly
    Environment:
    * Fplants instances added which can receive shadows (converted from foliage fx version to basic3dfoil and tweaked mesh normals)
    Tracks:
    * Florence: New exports
    * Loire: Added textures for a48 - restaurant, new texture maps, 1st commit
    * Brands Hatch: Fix for AI garage spot 1
    * Grids: Eifelwald (32) , Eifelwald GP (30), Eifewald Sprint (30), Eifelwald Short (30), Muellenbach(36), All 6 versions or Glencairn Karting (16), Dubai Karting (20). All these grids set and matched in the TRD's. Garage spaces all sorted except the Glencairn Karting where this no pit areas.
    Known issues:
    - Replays in MP: Not working as they should
    - P2P Tracks: Don't press return to pitbox
    -The following tracks have some issues and require you to press Ctrl+I in order to be able to drive in free practice: Azure Circuit, Belgium Kart Forest, Belgium Historic, Concord, Harrison Pike, Heusden, Jin Ding, Memphis, Moravia, Solitude, Volusia

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    Guest Playmax69

    Ad ogni update mi funziona sempre meno... Con l'altro praticamente saltato il FFB e adesso un errore SAFARI....credo legato a qualche file DX11 ed al programma Aries che smette di funzionare. Crasha tutto appena si prova free practice o free race, che poi sono le uniche cose che potrei usare  :asd: Se continuano così  agevolano la mia scarsissima propensione al risparmio.

     

    PS: Prima che lo scriva qualcuno ho già fatto il controllo integrità file ed è tutto a posto. Non mi metto a cercare soluzioni perchè il problema si verifica su un PC che dire perfetto è persino riduttivo. 

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    Ho appena provato e a me funge tutto,solo qualche crash sporadico,  quando modifico gli asseti. Non so se lo fai ma è consigliato eliminare i file direcxt11 e profile in documenti/ Cars ,e riavviare, dopo ogni aggiornamento.

    Edited by dobion
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    Guest Playmax69

     

     

    Ho appena provato e a me funge tutto,solo qualche crash sporadico,  quando modifico gli asseti. Non so se lo fai ma è consigliato eliminare i file direcxt11 e profile in documenti/ Cars ,e riavviare, dopo ogni aggiornamento.

     

    Consiglio interessante...lo farò al prossimo update,tanto con questo FFB non lo uso.

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    Ho appena provato e a me funge tutto,solo qualche crash sporadico,  quando modifico gli asseti. Non so se lo fai ma è consigliato eliminare i file direcxt11 e profile in documenti/ Cars ,e riavviare, dopo ogni aggiornamento.

     

    Consiglio interessante...lo farò al prossimo update,tanto con questo FFB non lo uso.

     

    Ti consiglio di provare, se non lo hai mai fatto probabilmente il gioco ti cambierà parecchio. L' ffb è ancora molto wip,  e diverse sue parti non sono attive, qualcosa si può attivare tramite il menù F1  mentre giochi. incominceranno a lavorarci quando la fisica sarà ad un livello più avanzato.

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    Build 680 (11/03/14, Team Member+) - 152.2 MB

    Next-Gen:
    * XB1: Use write combining placement vertex buffer for instance and lightweight mesh data
    * XB1: Work around loading crash
    Render:
    * Fix to DX11 debug text rendering + fix to bounding volume debug view + added individual shadow cascades to debug menu
    * Rendertasks now use a custom array handling solution (fixes x64 performance issue)
    * Revert PC dynamic vb size change
    * Upping the spec power slider , adding ambient lightng
    Online/Multiplayer:
    * Fixed OnlineSupport to correctly update session details from join data. Fixed lobby joined via invitation not working correctly, because the game did not know the lobby's max size.
    * Multiplayer invitations (WIP): Internally Steam invites work, but sessions joined by invites are not configured properly. Do not use yet.
    GUI:
    * Hooking up authenticity options (and implementing them where missing), removes legacy "CareerOptions" data
    * Fixing dialogue buttons so they work with joypad, Dialog box navigation changed from buttons to menus
    * Adding info about players being "in garage" or "on track" to race over view screen
    * Tidied CareerInitialInfo screen
    * New Contract offer text added
    * Manager signatures for Contract Offers added
    * Placeholder team logos for March milestone
    * Team names updated along with logos
    * Updated New Career screens
    Physics:
    * Per participant physics memory pools
    * Added average field to session grip buildup and tweaked params
    * Use GetAverageTrackWetness to determine precipitation
    * RUF RGT8: Lower diff preload. minor side aero tweaks
    * BMW 1M: Fixed rear damper motion ratio
    Career:
    * Added property to Championship data to set the motorsport (has a further accessor to get at the discipline), and fixed up UI usage. Relevant career championship files updated with appropriate Motorsport setting
    * Adding CareerMotorsport HRDF and manager so that motorsports can be distinguished and contain properties like TextIDs and discipline they belong to
    * Updated motorsport and team names (temporarily from current contract) in career news to fill in missing text
    * Dashboard Inbox now displays email messages (with appropriate string substitutions) from the team manager
    * Accepting a new Career contract generates a welcome email from the manager (saved to the profile). Added new CareerContract TextID for manager greetings
    * Emails sent from the team manager are stored in the profile, and can be added/removed
    * Added hashed accessor for CareerTeam
    AI/Pitstop:
    * Team AI logic
    * Oval Driving prototype
    * GT Pistops: Updated to reflect Align Actor to Actor feature
    Vehicles:
    * Vehicles: Increased and balanced headlight brightness across all cars
    * Formula B: Camber baked in to suspension animation
    * Ford Mustang Boss: Added new liveries and names - initial check, added generic WMD banner for liveries, changed body color, orange to green, added new liveries - initial check
    * Ginetta G40: UV mapping, added custom livery support, wheels textured, body UV mapped
    Environment:
    * New instances added for gen3dbush, ao shadow and sf-soil
    Track:
    * US Tracks: Tweaked chrome etc
    * Loire: Fixed gravelbed shapes around track.. fixed wrong whitelines in pitlanes.. added colored asphalt areas around track.. pitwall entry part added, added textures for a51 - road sign visible from track, fixed collision issues at tetra rouge, loft changes on first 5 turns complete.. opened up garages, added new pitexit lane, fixed whitelines, fixed csm issues, added more track, gravel edges, grid spot markings added
    Known issues:
    - Replays in MP: Not working as they should
    - P2P Tracks: Don't press return to pitbox
    -The following tracks have some issues and require you to press Ctrl+I in order to be able to drive in free practice: Azure Circuit, Belgium Kart Forest, Belgium Historic, Concord, Harrison Pike, Heusden, Jin Ding, Memphis, Moravia, Solitude, Volusia

    Build 679 (10/03/14, Team Member+) - 364.3 MB
    Render:
    * DX11: Move some temporary allocations to the stack - may reduce fragmentation
    * DX11: Run-time side for shader common constants (fog moved into scene buffer + ordering optimization)
    * DX11: Common buffer constants - fog in Scene + ordering optimization.
    * Screen drop lighting pass.
    * Excluded crowd billboards from static envmap!
    * Upping the spec power slider , adding ambient lighting
    * Night starry sky texture darkened for darker ambient and sky at night.
    GUI:
    * Getting rid of hard coded text coloring in the calendar. Replaced with enabled/disabled elements.
    * Fixing calendar to jump to the current day and not the next day, fixing applinks for the upcoming events panel. Removing 0 event text when there are no events on that day.
    * Tracklists: Deleted Oulton Park GP and added International;Island; Forest
    Physics:
    * Dynamic session grip: Dynamic session grip modifier system, Apply session grip to player vehicle, Apply session grip and wetness grip to AI, Apply session grip modifier dynamically to groove, Update groove visually when grip modifier meets a threshold, Update racing line for AI dynamically as weather changes, Pass rain density to physics, Notify physics if race mode change is restart or advance session, Adjusted PhysX friction for rumble strips, Added weather and session grip to debug screens, Removed mass and COG modifiers, Move COG by graphical offset and set above chassis center
    * Tires: New revision of P Zero Corsa, P Zero and McLaren F1 tire with rollover issue fixes and improved tread stability.
    * Vehicles: Engine stall/bump start, turbo and clutch behavior tweaks and new brake fade tech applied to various cars
    Career:
    * Switching career new temporarily to fix compile error on console
    * Debug console command to offer a named contract
    * Career news and email converted to use new CareerReplacementText (picking up some new substitutions). Entry-level contracts now using the new system for the pitch text
    * Career string substitution now in a common function so it can be shared by the various systems needing it
    AI/Pitstop:
    * Added Getters in Interface to know if cars are in the Garage or In the Pits
    Vehicles:
    * Ford Mustang Boss: Added new liveries - initial check
    Tracks:
    * EU Tracks: Textures for environment vehicles.
    * Loire: Loft changes on first 5 turns complete.. opened up garages, added new pit-exit lane, fixed white-lines, fixed csm issues, added more track, gravel edges, grid spot markings added, new texture maps, 1st commit
    * Oulton Park: New Dynamic Brake Markers (dynamic asset's), trackLogos change, track maps for GUI, added track-lights, race-lines, instances, track logo, New AIW's Complete for intitial release of track. Has working pit lane and garages. Raceline etc. Might need fine tuning for multicar AI racing still.
    * Snetterton: TrackLogos change, track maps for GUI (Not yet in-game)
    * Brands Hatch: Tree instances update according to GP version, further terrain detailing remaining grass-slopes textured, individual skids for GP added, tangent normals and detail for gravel checked, fix for Brands Hatch Pit Lane Water Blockers collision oddities (Dynamic objects)
    * Florence: Added 40 garage spots (previously none) after Luis opened all garage doors.. Set grid to 40 in TRD
    Known issues:
    - Replays in MP: Not working as they should
    - P2P Tracks: Don't press return to pitbox
    -The following tracks have some issues and require you to press Ctrl+I in order to be able to drive in free practice: Azure Circuit, Belgium Kart Forest, Belgium Historic, Concord, Harrison Pike, Heusden, Jin Ding, Memphis, Moravia, Solitude, Volusia

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