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Requisiti minimi e info utili + Build notes


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Build 341 (2/11/12, Junior Member+)

Physics:

* Removed all traces of old launch control code (fixes ghost collisions, and falling from the sky on TT mode)

* Fix for zero grip Zonda R

Tracks:

* Eifelwald: tweaked graffiti textures

Input:

* Removed all input code from last build (should fix Logitech issues)

Season:

* AI opponents in Seasons now also use the vehicle restrictions set in the Season data (can be different from the player)

Build 340 (2/11/12, Junior Member+)

Online:

* Remove brackets from browse list weather data

* Fixed browse list to clear display correctly on no games found

* Extended reset clear distance to 30m (may still be a little short but we'll see - feedback required please)

* Only play suspension animation if wheel node exists

* Tweaked the thresholds for resetting the car away from other vehicles in MP session

* Vehicle updates now using MP CompressedNetwork Packet and reset on track working again.Updated protocol_version to 11

* MP reset position: Enabled reset for MP sessions (Only reset when track is clear at spawn point, and Enable collisions only when clear of other vehicles)

* Fix up MP browse for new data

* Added a class representing a set of NodeRefId's. This will be used instead of obsolete masks containing participant Id's

* Car column moved next to Track column. Weather/Time separated correctly now on Multiplayer Browse screen

* Location column header renamed 'Track' on Multiplayer Browse screen

* New column data for Multiplayer Browse screen (laps, date, weather, car)

* Fix up MP browse for new data Adds new data to a session review block at the bottom of the list

Physics:

* Temporary triggering of remote vehicles through start/finish line

* Experimental first draft of car to car collision improvements. Detachable components current disabled

Render:

* Added initialization of SObjectData::m_dataBlob and SObjectData::m_updatesStart, this should get rid of crashes reported in method CBridgedStream::FindInterpolatedObject

Input:

* Add manual thread update locking control to cPlayer

* Default RaceInput behaviour is to lock thread updates on disconnection and delay unlocking until after player is reinitialised

* Implement thread update locking for direct input devices

* Catch failed attempts to set Logitech profiler properties, with retry and timeout

* Catch possible missed app deactivations and force a controller restart in these situations

* Reduce frequency of LED updates for Logitech/Fanatec wheels

Season:

* AI opponent participant info now remains the same between Season Rounds rather than being re-generated each Round

* Preliminary Season scoring. Scores for each participant are now added at the end of each season round. The UI won't show the sorted scores until Standings screen has been added

Audio:

* Softened falloff of pit lane lights

* Fix for reported transmission whine issue

* Balancing tweaks for updated engine settings

* Added vibration layer; updated with 3d distnace eq and filter; updated compression settings

* Added vibro layer to Asano X4

STM:

* Set default tyre back to low grip version to catch cars without tyre records

* Add records for every car in tyre control file. Currently using FA compound for all

Tracks:

* Lakeville Raceway GP: Fixed remaining curb terrain intersections and gaps, further smoothed and cleaned ground and road, invisible collision walls removed from inner area, collisions for tyrewall backside added

* Lakeville Raceway GP: Updated driveable ground mesh, curbs-terrain gaps fixed 50%, (new trackedges, overlay skid fix, small road tweak, additional tyrewall collision)

* Belgian Forest Circuit: Add new fences around the pit exit area

* Belgian Forest Circuit: Add missing fences for entrance tunnel

* Belgian Forest Circuit: Merge new car building

* Belgian Forest Circuit: Remap few building with new brick textures

* Belgian Forest Circuit: Add missing emmisive map for lasourcebuilding03

* Belgian Forest Circuit: Fix small issue for emmap for lasourcebuilding03

* Belgian Forest Circuit: Missing emmap for lasourcebuilding03

Vehicles:

* If AI or wipers are not assigned to a button or key the wipers turn on automatically

* GUMPERT apollo: changed wiper animation playback to looped

Build 339 (1/11/12, Team Member+)

Physics:

Fix for extra torque causing spinning in certain predicted situations. Now been damped if magnitude is above a certain level

Tracks:

Badenring Short: Added track start lights

Badenring National: Added track start lights

Badenring GP: Added track start lights

Lakeville Raceway GP: Track map added

Lakeville Raceway GP: Some cones move for a track further position

Derby GP: New security light added to static library, placed, and lighting scenes done

Derby National: New security light added to static library, placed, and lighting scenes done

Belgian Forest Circuit: Added new fences around the pit entry area, and added pit entry signs

Vehicles:

Droplet texture tweaks, uncompressed and half res to reduce dxt artefacts

Build 338 (31/10/12, Team Member+)

Physics:

* Added MP update of vehicles into AI buffers allowing drafting table to be set for MP races

Weather:

* New rain drop water level values now being used

* New rain drop water level controls for cars. We have decoupled these from the rain so we can use them for more interesting effects later (eg hazy fog leaves water drops on the car etc.. )

STM:

* Lowered FA load_stiffness_per_pressure

* Remove FB tyre for now until it is a little more refined

* Set default tyre to use FA tyre properties for now

FFB:

* Revert FFB to previous defaults following WMD feedback

Audio:

* Lotus 98T: CSD rebalanced for latest tech

* Adding vibration sample to Lotus 98t set

* Turbo levels (turbo2) boosted

* Levels of Sports1 boosted

Tracks:

* Belgian Forest Circuit: Add small pitsign texture

* Eifelwald GP: Fixed issues around the track and added night sky ring, added glowing poleslights

* Belgian Forest Karting: Track map added

* Wisconsin Raceway: Increase the intensity of the neonlamps/racecontrol building

* Wisconsin Raceway: Removed black line after the pit exit, fixed an asset lod distance and flags

* Wisconsin Raceway: Added raceline

Build 337 (31/10/12, Team Member+)

STM:

*Enabled tyre camber effect

GUI:

* Implemented automatic replication of global in-session state, similar to per-user variable replication. (To be used in the future for in-race and post-race state handling.)

Physics:

* Fix index table entries clamping for drafting

Tracks:

* Eifelwald: Added GUI/Track maps

* Eifelwald: Tweaked graffiti textures

* Eifelwald: Added graffiti textures

* Eifelwald: Tweaked road specular

* Eifelwald: Moved tree near Karussell

* Eifelwald: Fixed trees intersection with building

* Eifelwald GP: Added GUI/Track maps

* Eifelwald GP: Autograss added

* Derby National: New export with latest stuff (continue on wip terrain)

* Derby GP: New export with latest stuff (continue on wip terrain)

* Derby GP: Remove lightsolo assets (temporary)

* Wisconsin Raceway: Added a new asset, the small box after the last turn, fixed the terrain temporary around it + the lnggrass mesh,+ added the finish line + all missing grid spots

* Lakeville: New tree Placement

* Northampton: Autograss added

* Northampton: New CSM and glowing concrete fix

Vehicles:

* Zonda: Adjusted 3d settings

* BMW M1: updated engine set - more vibration layer; eq and filtering for 3D

* Formula A: updated crossfades and eq and filtering for 3D

* GUMPERT apollo:: updated 3d distance filtering and eq curves

* Asano X4: New default setup. Conservation of energy brake heating

Build 336 (30/10/12, Team Member+)

Bug fixes:

* Change to GetOnPathWetness to actually factor in the current waterlevel, fix for slippery tracks in dry

Tracks:

* Belgian Forest Circuit: Updated emmisive map

* Belgian Forest Circuit: Create LODB and optimized oldstand

* Belgian Forest Circuit: Fix materials and save counts

* Belgian Forest Circuit: For some buildings check emmap setup and slightly change

* Belgian Forest Circuit: Polishing emmisive map for house02

Build 335 (30/10/12, Team Member+)

Physics:

* Fixed spawn orientation of vehicle's PhysX actor

Online:

* Added filtering of game controls when text chat window is active

* Added device filtering functionality to BInputSet/BInputEvent

* New secondary attributes now contain the mirrored setup data

* Session browser can access the data contained in the secondary attributes

* User ping time change callback no longer displays as unknown callback in logs

* User ping time change callback uses debug log level now

Season Mode:

* Vehicle eligibility for each Season can now be enforced (Season1 is set up as Supercars-only, Season 2 is set up as GT Cars only), so vehicle selection is limited to eligible cars, and the Start Race button is disabled until an eligible car is selected

Render:

* Rain drop updates now part of the weather states

Tracks:

* Eifelwald GP: Added static viewer lights

* Northampton: Added tracklight functionality

* Belgian Forest Karting Circuit: New pitbuilding

* Belgian Forest Circuit - Polishing textures and emm map

* Lakeville: Removed tree standing in the middle of the track

* Derby: New textures addition

* Derby National: Updated track map with latest changes

* Lakeville Raceway GP: Updates on terrain slopes smoothing, bad tesselated roadmesh fixed, optimized tyrewalls from Luis merged, invisible collisions added, 50% of inner terrain mesh cleanup, outer terrain resolution increased

* First round of increasing grid sizes to max of pit support. See WMD forum for list 0f 8 tracks

Vehicles:

* Expose control over wiper animation playback mode to vehicle properties file

* BMW Z4 GT3: Interior paint for custom livery added

* Asano X4: Wiper animation added. mesh glow intensity adjusted

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Build 344 (7/11/12, Junior Member+)

Render:

* Code to disable rendering of imposter shadow casters in the reflection map

Weather:

* Setup of code to handle rain on the windscreen for different camera views

* Made raindrops use UV channel 3 for mapping

Physics:

* Enable Seta tyre model as the default

GUI:

* Fixed lazy inits in Menu and TextEntry

* Improved diagonal stripe background on startup screen

Input:

* Logitech Profiler: Add WM_COPYDATA to the windows message filter (Vista/Win7 only) so it doesn't get blocked by UIPI when UAC is on and the game exe is set to run as administrator

Sounds:

* Changing Huayra to use sounds from its own directory

Tracks:

* Eifelwald: Tweaks to texture:increased detail

* Eifelwald:Removed far distance mountains from alpha channel

* Moravia: Removed obsolete textures

* Belgian Forest: Fixed not working track HUD map by correcting the entry

Vehicles:

* BMW Z4 GT3: updated paint template with new bonnet vents

* BMW M1: Updated wheels position and dimension

* BMW M1: Tweaked light textures after testing in-game

Build 343 (6/11/12, Team Member+)

Online:

* Replaced testing protocol version in the ds/getlist call by the correct version value.

* Send DS protocol version to MS when fetching the list of running DS's. The server will now return only DS's with this version.

Input:

* Implement thread update locking for direct input devices

* Catch failed attempts to set Logitech profiler properties, with retry and timeout

* Catch possible missed app deactivations and force a controller restart in these situations

* Reduce frequency of LED updates for Logitech/Fanatec wheels

* Add manual thread update locking control to cPlayer

* Default RaceInput behaviour is to lock thread updates on disconnection and delay unlocking until after player is reinitialised

Weather:

* New glass shader with new uv control and using new weather params

* Updates in wtc file for the paintwork and winscreen droplet effects. droplet texture update so that it doesn't look like loads of individial droplet, but gives the impression of more merged ones, even though they are technically all individual still. mapping changes to bodywork may be needed as the droplet size has increased

Tracks:

* Milan Short: New export with repath textures and fix selection sets for exports and for road use road_dbv shader

* Milan GP: New export with repath textures and fix selection sets for exports and for road use road_dbv shader

* Milan: Add new road textures

* Milan: Add new topmap texture

* Monterey: Optimised media centre

* Lakeville Raceway GP: Close to track terrain mesh refined, smoothed, corrected in height and additional outer roads added, fixed tribunes ground overdraws and gaps

* Azure Circuit: Fixed textures path, add missing ao texture

* Azure Circuit: Add missing texture

* Eifelwald: Tweaked Window section

* Eifelwald: Tweaked Window section and increased res

* Eifelwald GP: Add new textures for Toilets

Vehicles:

* BMW M1: brake disc texture psd file, initial check in

* BMW M1: new badges texture psd file, replacing placeholder file

* BMW M1: new lights texture psd file, replacing placeholder file

* BMW M1: new lightsglass texture psd file, replacing placeholder file

* BMW M1: new misc texture psd file, replacing placeholder file

* BMW M1: new wheels texture psd file, replacing placeholder file

Build 342 (5/11/12, Team Member+)

Weather:

* Runtime code to handle new set of rain drop control varibles. All mainly to seperate windscreen and body work

* New set of control variables for rain drops

MaxRainDropsOnWindScreen,

MaxRainDropDryingRate,

MaxRainDropBuildUpRate,

RainDropLevelOnCar,

RainDropLevelOnWindScreen,

RainDropCycleRate,

RainDropEmapFactor,

RainDropEmapFactorOnWindScreen,

RainDropCyclePos

Online:

* Updated OneSock to support new Dedicated Server features:

Parse DS configuration when connected and use it to override local defaults

Leave and Kick commands can now specify the reason

Added few new leave reasons

Added support for logging to the DS. Various connection issues are now logged server-side

* Extracted latest Dedicated Server protocol structures and constants from Java sources

Physics:

* Removed auto-reset of vehicles on wheel loss

Tracks:

* Eifelwald: Added more graffiti

* Eifelwald: add new textures for pittribune

Vehicles:

Proper fix for Huayra zero grip (also moved default tyre back to low grip to catch broken cars more quickly)

Build 341 (2/11/12, Junior Member+)

Physics:

* Removed all traces of old launch control code (fixes ghost collisions, and falling from the sky on TT mode)

* Fix for zero grip Zonda R

Tracks:

* Eifelwald: tweaked graffiti textures

Input:

* Removed all input code from last build (should fix Logitech issues)

Season:

* AI opponents in Seasons now also use the vehicle restrictions set in the Season data (can be different from the player)

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Build 347 (13/11/12, Manager+)

Online:

* Do not try to upload stats to server until initial profile cleanup is done

* Pass game session info to "game manager state change" callback when the session is fully joined. Copy the information into events that are sent to the Application layers. This allows Sabre+App to log, display and remember session details, then optionally use them later for invitations and so on

Renderer:

* Shader build script modified to prevent warnings for missing shader combinations on consoles

* modified ground transition shader to use anisotropic filtering on the blend mask, to fix noticeable blurring seen on very oblique viewing angles

* dx11 if a texture has a staging version of itself , use this texture when locking and releasing data. A staging version basically means that the texture is setup to be readable from the cpu.

* Added logging for failure cases which could cause a crash

* Fixed missing S32 param type code in DX11 code (GUMPERT Windscreen now working)

GUI:

* Tyre Force config slider range bug fix (now extends to 200 as intended)

FFB:

* FFB adjustmentss.

Audio:

* Only allow one scrape with the same material at a time to match update/stop logic.

* Set sound event group and index when changing audio events. Extend audio logging info.

* Audio memory context and change interface to use handles for assets and load unique audio files per AI participant ready for vehicle slots

* GUI audio changes

* Latest FMOD v4.42.03 VS2010 libs

* FMOD v4.42.03 memory context additions and loading changes to retain filenames when loading from memory (for project/soundbank matching) and name appendices to allow loading multiple instances of the same project (for participant memory slots)

* Zakspeed Capri set CSD

* Zakspeed Capri sound set

* Adding vibration, rattles and exhaust res to second capri set

* Adding Capri2 set

* Integrate music event group changes

* Adding Capri AI. Will need further balancing

* Adding vibration sample

* Adding Capri FDP

* Adding Capri soundset

Input:

* Added global just-on activation prevention functionality.

* Added 'Custom Wheel (Low Fidelity)' preset

* Added 'Microsoft SideWinder Force Feedback Wheel' preset

* Created default SideWinder UI navigation and vehicle control sets

* Added automatic detection and selection of MS SideWinder wheel

* Fixed bug in UI navigation control set for Logitech G25

* Added peek iteration and element overwrite functionality to BOperationQueue/BRingBufferVariable

* Modified eForceOp_SetParameters instruction in _BForceQueuePC_DirectInput to allow overwrites of older but still unprocessed instructions, rather than pushing a new instruction to the queue

* Added basic Microsoft SideWinder FFB wheel support

Tracks:

* Derby National: Re-exported with the kerb fixed which had a fall through issue before

* Heudsen: Tweaked some AO parts

* Derby GP: Re-exported with the kerb fixed which had a fall through issue before

* Azure Circuit: Polished texture maps

* Azure Circuit: Add emmisive map

* Azure Circuit: Polsihing textures

* Lakeville Raceway GP: Lakeville track exported without static tyrestacks in the last curve to be replaced by dynamic ones by Dave

* Eifelwald: Added more graffiti, fixed pop-up armco

* Milan: Add new textures for GrandStands

UI

* Chat window - Prevent any game controls from instantly activating upon entering a line of text in the chat window (e.g. reset car).

Vehicles:

* Ford Capri + BMW M1: default livery changed to white (properly)

* Ford Capri + BMW M1: fix for unsynced RCF files

Build 346 (9/11/12, Junior Member+)

Enviroment:

* Fix for cloud shadows bug which caused sparkly rain

Physics:

* Reverted change made to BNew.hpp that was added initially to fix Physics linking with PhysX 3. This is better handled by making sure that all projects that use the Base Game Kernel include the game kernel headers correctly, doing so then prevents <new> from being included

EOR Screens:

* Fixes for the missing score display

* Championship scoring now comes from data rather than being hard-coded, and can be set per-Championship. Scoring and Championship data added so the current ones demonstrate different scoring for larger groups and head-to-head

Tracks:

* Moravia: AIW's and TRD's updated to support 36 car grids

* Monterey: AIW's and TRD's updated to support 36 car grids

* Summerton: AIW's and TRD's updated to support 36 car grids

* Eifelwald: Tweaked graffiti textures

* Eifelwald: Added graffiti textures

Vehicles:

* Correct fix for SP300R tyre widths

Build 345 (9/11/12, Junior Member+)

Online:

* Added sender's NodeRefId to participant finished events

* Changed Timings' remote results not to rely on sender's local player participant Ids, and changes it to use the sender's node id

* Fixed some asserts in NodeRefIfSet

* Removed driver duel legacy messages

* Fixed invalid format string for curl errors

Enviroment:

* Special effects now using acessors instead of direct variables for the weather state

* Tidy up of env systems to make all weather state member variables protected out side of the enviroment lib

Bug Fixing:

* Fix for leaderboard post-race crash

Input:

* Recreate menu set for device upon device reinitialisation

* Automatic wheel preset selection will now prefer combined pedal presets if the controller indicates it is operating in combined mode

EOR Screens:

* Adding post race standings screen

* Updating post race leaderboards screen

* Fixes for post race screens - correct track name, and round number

Physics:

* Updated conversions from 4x4 matrix to PhysX transform to always normalise resulting quaternion

* Physics system files for the dynamic tyre objects placed on belgian forest kart track

SETA:

* Updated parameter set for FA tyre

GUI:

* Kerning on load screen font fixed, background now in lobby screen rather than just empty blackness

* Weird white pixels removed from background image

Tracks:

* Milan: Add seats textures

* Eifelwald GP: New static lights

* Heudsen: New texture maps

* Derby National: New road, inner terrain, barriers, kerbs etc from Schwantz to new Esses

* Derby GP: New road, inner terrain, barriers, kerbs etc from Schwantz to new Esses

* Derby: New textures addition

* Belgian Forest Karting Circuit: Dynamic tyres added

* Florence Short: Thrustmaster Event Dressing (tyre wall logos), tyre wall fixes

* Azure Circuit: Placeholder textures added

* Wisconsin Raceway: Added big garage/t14 building assets, new road with width

Vehicles:

* Ford Capri Group5: Added vehicle

* Ford Capri Group5: Fixed tacho calibration

* Ford Capri Group5: Added turbo sound effects

* Ford Capri Group5: Fixed missing front fenders in cockpit view

* Ford Capri Group5: set CPIT exposure + tweaked eyepoint offset

* Ford Capri Group5: Initial pass at physics

* SP300R: Corrected tyre widths

* Caterham Classic: Fixed lights glow texture

* BMW M1: Chassis textures finished, re-organized meshes, various fixes

* BMW M1: merged in new wheelset, reorganized meshes, added CPIT clones, added ambient shadow, fixed various bugs

* BMW M1: Adjusted the ride height

* BMW M1: Adjusted light textures a bit more

* BMW Z4 GT3: Added Thrustmaster livery + red interior

* GUMPERT apollo: Windscreen raindrop effect added to CPIT and LODA

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Build 348 (14/11/12, Senior Manager)

Render:

* DX11,code to deffer detroying newly created ID3D11Texture2D objects. This is to work around nVidia card issues with releasing newly creates textures when changing thier properties

* Change to dx11 texture code so that we do not have to have to create a second texture which copy to when loading generic textures from file

Online:

* Removed unnecessary variable accesses in the setup handler

* Added vehicle setups and related API to online game setup

Ghost System:

* Added more logging about reasons leading to failed compression due to decreasing timestamps

* Increased level needed to log participant teleporting. Cars are teleporting very often in MP races

Code:

* Remove audio lib warnings

* Make sure old audio event is cached before change occurs for debug texts

Physics:

* Adjusted rest and contact offsets of PhysX convex mesh shapes to compensate for inflation by skin width during mesh cooking

Tracks:

* Derby: Added initial sitting crowds

* Derby GP: Re-exported with the flying adverts in 2 areas fixed

* Derby National: Re-exported with the flying adverts in 2 areas fixed

* Derby: Added LOD distances definition for crowds 258598 [Cygnus] Art- crowds - Derby crowds SFB/MFB versions setup (synced with Cygnus)

* Milan: Add nmp map for poles

* Milan: Add more metal parts on alpha txt

* Azure circuit: Tweaked texture maps

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Build 349 (15/11/12, Senior Manager)

Input:

* Added Base::BIDevice.IsPlayingForceEffects()

* Added RaceInput::cVehicleInput.HaveSteeringForcesBeenDestroyed()

* Delay menu force creation until vehicle forces have been destroyed

Seasons:

* ScoreTables used by Seasons now handle ties for points and displays it properly e.g. two drivers with identical highest points will show as 1st, and the next one will be 3rd. Added helper code to display the score table and test the logic

Tracks:

* Azure Circuit: Added latest works from DavidB, JanP, MichalJ,MichalB, fixed some more gaps, some more work around the harbour and rascasse, fixed textures path, deleted some obsolete stuff, fixed flags

* Milan: Fix tree crossection

* Azure Circuit: Tweaked texture maps

* Azure Circuit: Texture improvements

* Azure Circuit: Improved casino textures

* Milan: Add new textures for wood parts for Gs

* Milan: Remove some trees

* Derby: Object intersection fixes

* Eifelwald: Object intersection fixes

* Heusden: Updated ao mapath, first step of monaco fixing. [P4Utils.PerforceEdit v1.0.0.0]

* Lakeville Raceway: Dynamic tyres added to first hairpin

Vehicles:

* Racer: fixed wrong livery material

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Build 353 (21/11/12, Senior Manager)

Bug Fixes:

* Fix up for applinks for displaying weather data

* Fix so we can wrap the weather conditions

* Fix for random crash bug due to weather system changes

* Fix crash on using deleted chat list after HUD is closed

Input:

* Manually calibrated wheel lock should override automatic range calculation

* Ensure wheel lock is correctly set even for uncalibrated wheels where the wheel range is known

* Re-enable in-game UI centering spring

* Ensure that previous forces have been completely destroyed before creating the new set upon reinitialisation or transition

* BOperationQueue: Added more operation/queue control flags

* Added 'SetEffectsGain' and 'Wait' operations to DirectInput force queue implementation

* Fixed a couple of obscure bugs in DirectInput force effect processing

* Reworked implementation of applying global device gain to avoid driver bugs

* Added exposure of SpringCoefficientScalar to allow spring effect strength to be correctly adjusted when applied to a steering axis of restricted range

Weather:

* Added a Wrapper class around the weather cycles. This means we do not have to prealocate the memory for the cycles upfront. Also added in code so that tweakit dynamically builds up the conditions used

* New wtc files for the weather system

Online:

* Added logging of hurry up timer in MP

* Better logging of arbitration messages

* When the first participant finishes the race, the hurry-up timer starts

* Removed legacy MP code

* Increased protocol version

* Split time isn't displayed on the post-race screen for participants that didn't finish

Physics:

* Adjusted vehicle-to-vehicle collisions to get more controlled impact on vehicles

Tracks:

* Memphis: Placed sitting 2d crowds at upper stands

* Milan: Increase texture resolution

* Milan Short: Add new export, fixed road shader (include improve concrete pitlane road) , add improved pit garages

* Milan GP: Add new export, fixed road shader (include improve concrete pitlane road) , add improved pit garages

* Milan: Add new textures for SF gantry and lights

* Milan: Add new textures for MarshalHut

* Milan: Update textures for TrackTower

* California Hwy Stage 3: Increase grid size to 36

* California Hwy Stage 2: Increase grid size to 36

* California hwy Reverse: Increased grid size to 32

* California HWY and California Hwy Stage1: Increase grid size to max of 40 both tracks

* Heudsen: New texture map

Vehicles:

* BMW M1: texture tweaks

* BMW M1: UV mapping for glass/paint

Build 352 (20/11/12, Manager+)

Online:

* Added variable to the global block, holding information about race state (in-race or post-race). This variable is used to control when post-race screen appears

* Added logging about race finished events

* Increased protocol version

Tracks:

* Milan: Add new textures for SFTower

* Milan Short: Inside roads changes, kerbs, other stuff and assets

* Milan GP: Inside roads changes, kerbs, other stuff and assets

* Milan Short: Changed the triggers

* California Highway Stage3: Updated with starting area enhanced csmwise

* California Highway Stage2: Updated with starting area enhanced csmwise

* California Highway Stage1: Updated with starting area enhanced csmwise

* California Highway Stage Reverse: Updated with starting area enhanced csmwise

* California Highway: Updated with starting area enhanced csmwise

* Heudsen: New textures, 1st commit

* Heusden: Added pitbuilding 1/3

* Badenring National: Changed CSM

* Badenring GP: Changed CSM

Vehicles:

* BMW Z4 GT3: Updated CPIT files

Build 351 (16/11/12, Team Member+)

Online:

* Added support for password-protected sessions. All application-side code is ready except for GUI (nearly there guys)

* Updated Dedicated Server protocol definitions from latest Java sources

* Sector crossed events for local participants are sent to all nodes in MP

* Participant finished events for local participants areare sent to all nodes in MP

* Disqualified events for local participants will be sent to all nodes in MP

* Disqualified events for non-local participants will not be generated

* Increased protocol version

Render:

* Default GSI off as it looks worse after emap fix

* Fixes on dx11 to allow us to be able to correctly lock textures to read cpu side

* Added new routines to hdr to allow us to create the postprocessing texture for memory

Enviroment:

* Added controls so that we can generate the postprocessing colour cube based on the weather condition and time of day

Tracks:

* Wisconsin Raceway: New crowds

* Sakitto: New crowds

* Monterey: New crowds

* Eifelwald GP: New crowds

* Bathurst crowds: New crowds

* Badenring crowds: New crowds

* Wisconsin Raceway: Added LOD distances definition for crowds

* Eifelwald GP: Added LOD distances definition for crowds

* Bathurst crowds: Added LOD distances definition for crowds

* Heudsen: New textures

* Azure Circuit: Improved casino textures

* Azure Circuit: Tweaked casino textures

Vehicles:

* BMW M1: Alpha 2 animations

* BMW Z4: Alpha 2 animations

Build 350 (16/11/12, Team Member+)

Render:

* Fix for emap rendering not using the correct render targets

* Safe decrement of m_numParticles. I think problem was with RemoveParticleBegin/End methods on separate thread and ClearAllParticles called from main thread, but I changed other decrements of m_numParticles too

Physics:

* Added debug visuals for terrain grip

* New tires for GT and road cars

* Applying some new default setups entries from the competition thread. Alphabetical through Caterham Classic

Tools:

* Fixed dating issue affecting exe's post-injection not being copied

* Fix for exe modified date not being changed on injection

Leaderboards/Ghost:

* Fix for Time Trial empty leaderboards / ghost listing after changing track

Online:

* Removed server overrides from Sabre headers, changed the Login call to take a single argument with all relevant connection details. These can now include server overrides specified App-side

Tracks:

* Azure Coast Stage 3: Increased grid size to max of 36

* Azure Coast Stage 2: Increased grid size to max of 32

* Moravia: Added missing Moravia textures

* Azure Coast Stage1: Increased grid size to max of 32

* Azure Coast Reverse: Increased grid size to max of 34

* Azure Coast: Increased grid size to 32. Max of current geometry

* Azure Circuit: Improve textures (higher resolution)

* Azure Circuit: First quick pass of azure circuit trees and bushes instances

* Milan Short: Add new tribunes around the track and fix trees

* Milan GP: Add new tribunes around the track and fix trees

Vehicles:

* BMW Z4: Corrected rear tyre diameter

* BMW Z4: Updated graphical offset

* BMW Z4: Added LODX option

* BMW Z4: Added LODA,B,C,D

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Build 355 (23/11/12, Team Member+)

Bug Fixes:

* Fix for array out of bounds crash.

GUI:

* Quick fixes for dialog cleanup

* Close dialogs in key assign screen

* Added 'CloseAllDialogs' to dialog manager

* Do not add dialogs from the add list if they are already set to close

* New GUIDialog and GUIDialogManager system

Physics:

* Clamp the index of app ID applied to physics participant to prevent participant being spawned with invalid info / id

* Disable dynamic track element updates in track overview (not required currently and in old AI codebase)

* Added missing trackOverview cleanup code from reinstated AI systems

* Added rolling start driver mode fix to old AI system

* Default setup changes and small tire updates based on 350+351 feedback. Affects Ariel Atoms, Asano X4 & LM11, Z4 GT3, Gumpert, Caterham Classic

Tracks:

* Azure Circuit: Added latest works from MJ, refixed tunnel near the rascasse, deleted some objects around the MJ area and added a temp wall along a sec road

* Azure Circuit: Common art/new texture for azure circuit

* Azure Circuit: Added latest works from MJ,DavidB,DavidR. Some more works from my side round the tobac saintdevote, harbour/docks, seabed/sea, materials, textures

* Wisconsin: XML files crowds and trees

* Milan : Add new textures for Bridge01

* Milan: Add some little detail on textures for the toilets

* Heusden: Added new assets

* Heudsen: New texture map, 1st commit

* Moravia: New textures for garage interior

Vehicles:

* RCF files and build script updated with "autoskin" naming

* Modified glass shader so that extra wiper layer is optional, this fixes an issue with headlights not lighting up correctly on certain car models due to conflicting UV channel usage

* Fixed shader compile error which occurred when there was rain but no crumple damage

* Added alphatest support to vehicles_basic_translucent.fx runtime shader

* BMW M1 Procar: Cockpit2(alpha) DDS texture. All new texture

* BMW M1 Procar: Cockpit2(alpha) DDS texture. Resaved with correct(DXT5) format

* BMW M1 Procar: Steering wheel PSD textures. All new textures to replace placeholder ones

* BMW M1 Procar: Cockpit DDS texture. All new glow textur

* GUMPERT apollo: Fixed rain windscreen (added wiper flag to material)

Build 354 (22/11/12, Senior Manager)

Physics:

* Reintegrated previous driver AI system

Enviroment:

* Code to set enviroment system project folder

* Code to allow being able to save each condition on its own

* File saved out now save to project specific folder

* Fixed bad naming of medium cloud in UI and removed sunshower as it was an old setup

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Build 357 (27/11/12, Team Member+)

Online:

* Fixed code storing the remote round results from participant finsihed events, which, if combined with large sessions and high latencies, eventually resulted in depletion of the whole array and a crash

* Player participants from disconnected nodes are removed from the race. (Work in progress.)

* Post-race screen will no longer display a zero-time hurry up timer

Physics:

* Updated collecting of contact points to obtain more exact results for wheel-to-wheel and vehicle-to-vehicle processing

* Updated processing of wheel-to-wheel contacts.

GUI:

* Cleared leaking textures from dialog manager

Tracks:

* Heusden: Fix for mis-applied test material on grandstand seats

* Milan Short: Add pitwall, update collissions, improve concrete pitlane road texture and merge latest TomT stuff

* Milan GP: Add pitwall, update collissions, improve concrete pitlane road texture and merge latest TomT stuff

* Milan: Update textures

* Milan: Add new textures (pitwall)

* New dynamic brake markers for US tracks

* Eifelwald GP: Scene updates (statics and lights placed)

* Wisconsin Raceway: Textures for the build

* Blimp: Removed said logo smile.png

Build 356 (26/11/12, Senior Manager)

Render:

* Removed excess carriage return from logging calls to improve log file formatting

Tools:

* Added basic keyboard shortcut implementation for zoom to selection

Tracks:

* Derby: New Dynamic Advert Panels + fix for Thrustmaster panel - Export files and.xml scene files, .dds textures, .mtx material files, .vhf .xml .meb _dep.xml

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Build 360 (3014:43 30/11/2012/11/12, Junior+)
Common:
* Player reset "track clear" distance set at 150m (was 30m).
Online:
* Fix for 360 attributes changed callbacks not working correctly
* 360 Host Migration work, Host Migration now working. Roundtrip work, can now enter and leave games and roundtrip to different lobbies etc without crashing
* Xbox 360 stat submit fix
* Fixed stat flag to correctly contain information about non-default setup in multiplayer races.
* Labels for disconnected participants will not be painted.
Audio:
* Possible fix for reported tranny whine issues with Ariel Atom
Tracks:
* Milan Short: Add radiotower into master scene
* Milan GP: Add radiotower into master scene
* Milan Short: Add wip big glass grandstand and merge latest TomT stuff
* Milan GP: Add wip big glass grandstand and merge latest TomT stuff
* Milan: Add new textures
* Moravia: Texture update for the tower
* Moravia: Reworked whole pit building, added emmissive
* Moravia: New textures addition
* Heusden: Fixed shadow issues, added part back side of podium building, fixed gaps
* Heusden: Added pitbuildings, assets, bridges
* Azure Circuit: Reworked the whole part below the pitarea, red asphalt, so tobac corner area-piscine-rascasse
* Azure Circuit: Added new textures
* Static Objects: Reduced count of aerial assets
Vehicles:
* BMW Z4 GT3: boosted FFB tyre force multiplier. Default setup change for less corner-exit oversteer

Build 359 (29/11/12, Senior Manager)
GUI:
* Fixes for dialog instance quad deletion
* Fixed list item colour issues
* Fixed weather text not working in browse screen, incorrect return from a changed GUICareerHelper function
* Updated screenshot code to save to the project documents folder on PC (F12)
Online:
* PS3 and Xbox 360 Invitation functionality added. Supported are: accept invite when in-menus, driving, from active and inactive controllers (on 360), join via party (360 only), join via game in progress (360 only), and cross-game boot invite on PS3
* Disconnected participants will be removed from the track
Weather:
* Code to show the current rain drop levels in tweakit
Physics:
* Fixed vehicle Ids sent to physics as part of retire/DQ notifications
* New small prototype tire. Street tire design change - similar to the small prototype tyre with some 'street'ification.
Tracks:
* Wisconsin: Missing viewer static files for night lighting
* Wisconsin: New Dressing + Night Lighting
* Wisconsin: Lightrig Lamp Orange Material file, for wisconsyn night lamps
* Wisconsin: Dressing changes
* Heusden: New texture maps
Vehicles:
* Bodywork_carbon runtime shader - adding rain support
* BMW M1: added windscreen banner
* BMW M1: Added custom livery support
* BMW M1: Merged in UV mapped body meshes, updated CPIT body meshes
* JPLM: Adjusted FFB weight (made heavier)

Build 358 (28/11/12, Senior Manager)
Online:
* Fixed incorrect login error codes and messages for various login situations
Physics:
* PhysX objects updates - export files + physics system files
Tracks:
* Derby: Ground Cover files
* Azure Circuit: Textures update
* Wisconsin Raceway: Updated crowds placement
* Wisconsin Raceway: New sitting crowds for stands 8 and 9
* Heudsen: New texture maps
* Milan: Added textures for warehouses and building02

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Build 363 (5/12/12, Senior Manager)

Online:
* Added priority calculations to recipients of vehicle update packets in race. This should pripritize packets sent to players physically close to the sender's when outgoing bandwidth is not enough to send everything through direct channels
* Disconnected player participants will only be removed once from the race
* Fixed sorting of peers when deciding which messages to send directly and which via rebroadcaster, based on recipient priorities (the game now sets priorities based on vehicle distances, and the sorting code was not handling this correctly)
* HUD: added position readout for MP races

Render:
* Added in RenderContexts and hooks for shader techniques setting up the correct render contexts
* Changed basic_translucent shader to make the alpha pre-multiplication happen after all the extra layers (envmap, specular, fog) so that we don't get a strange over-application of effect in the far distance when the mipped down alpha is kicking in. This fixes an issue with fog on distant fences looking over-bright

Input:
* Reworked and re-enabled steering lock spring
* Added setting of active wheel range (soft-stop) for Logitech wheels
* Disconnection handling updates
* Implemented force operation merging
* Added more device-specific default wheel range values
* Ensure force effects are released on game exit

Weather:
* Change to Access levels for edit data
* Adding in project settings to exclude WeatherStringEnum.cpp from all PS3 build configurations

TweakIt:
* Updates for enum context menu display to allow lots of items to display in a friendly way

Physics:
* Updated cleanup of participant manager to reset spawn location info used during change of race mode
* Updated to use new STM lib. Removed duplicate linkage of the lib from GamePhysics to fix link time missing PDB warnings in Release and Gold. Warnings still exist in Debug due to problems with the fex lib itself

Tracks:
* Heudsen: tweaked texture map
* Emirates Raceway: Removing not needed track logos

Vehicles:
* BMW Z4 GT3: quick collision detection point tweak



Build 362 (4/12/12, Manager+)

Weather:
* Adding in project settings to exclude WeatherStringEnum.cpp from all PS3 build configurations
* Change for ps3 compile to use unitly cpp
* New Setup so texture files names are now kept in String Lists

Common:
* Updated cleanup of participant manager to reset spawn location info used during change of race mode

Base:
* Code so Live Edit Components do not need to keep a copy of their infomation strings

Tracks:
* Eifelwald: Fixed (removed) Logo on Curved Tribune



Build 361 (3/12/12, Senior Manager)

Physics:
* Converted all STM DLLs to a single LIB (fexCathedralUber)
* Added multi-rg file loading support

Online:
* Work around for partial attribute sets: The admin will always request all attributes to be changed, even when the intention is to change a subset

Tracks:
* Heusden: Tweaked texture map
* Milan Short: Add final pit area buildings (add missing lodB's)
* Milan Short: Updated occluders and remove treewalls behind pitbuildings (back parts pitbuildings are now visible from road)
* Milan GP: Add final pit area buildings (add missing lodB's)
* Milan GP: Updated occluders and remove treewalls behind pitbuildings (back parts pitbuildings are now visible from road) [P4Utils.PerforceEdit v1.0.0.0]
* Milan: New textures and new textures for the ad banners

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