Jump to content

Requisiti minimi e info utili + Build notes


Guest Uff

Recommended Posts

Build 367 (11/12/12, Manager+)
Input:
* BInputAxis: corrected inverse sensitivity function
* VehicleInput: Implement low-lock steering compensation
* On-screen steering wheel is now displayed using the new linear steering metric (not affected by sensitivity)
* Dev Menu: Added 'Effects Strength' to 'Input/Force Settings' menu, and 'Low-Lock Steering Sens' to 'Deadzone/Sensitivity' menu
Weather:
* Set the default race time to 16:00
Online:
* Removed previous workaround for always sending full set of attributes
* Added password protection to Aries MP Browse and Create screens
Tracks:
* Milan: Add new textures for mz_stands09
* Milan Short/GP: Add latest assets from TomT. Fix bad lod popping for advert costructions. Remove not exist advert boards by RL. Add one missing bridge. Fix shader setting for oval
* Emirates Raceway GP/Int/Club/Nat: Adjusted/lowered fixed camber on the most extreme curves
* Heudsen: New texture maps
Vehicles:
* Added 3 cockpit display readouts. LapsTotal, FuelLastLap, FuelAverageLap
* Motec LCD colour & light switching using headlight toggle. Including display cycle using new input
* Palmer JPLM: added lighting and pages to cockpit display
* BMW Z4 GT3: tweaked eyepoint offset
* BMW Z4 GT3: Collision shape adjustment to reduce invisible wall issue on some curbs
* BMW Z4 GT3: Updated headlight flares to latest specs, raindrop effect for paint, prepared cockpit display for light switch, full QA check
* New CPIT display for both Racer cars

Build 366 (10/12/12, Senior Manager)
Tracks:
Wisconsin Raceway: Modelled in and optimised all kerbs to help resolve collision issues. Also tidied up off-track surface edges
Heudsen: New texture maps
Vehicles:
Racer V8-RS: Updated headlight flares to latest specs, raindrop effect for paint, prepared cockpit display for light switch
Racer L4-RS: Updated headlight flares to latest specs, raindrop effect for paint, prepared cockpit display for light switch
Fixed Motec HUD display font
Added sprite sets for CPIT display pages
Vehicle CPIT displays: Updated Motec font with more characters

Build 365 (7/12/12, Team Member+)
Online:
* XSession is now created around single player Xbox 360 games (required for stat submit
* Implemented hiding of cars which have quit from multiplayer
Input:
* Fixed problems relating to setting Logitech active wheel range in combination with calibration.
Bug Fixes:
* Fixed 'edit controls' screen not showing screen flow correctly
Tracks:
* Heusden: Added some assets, buildings, bridges
* Moravia: New mesh and interior for the main tower, baked lightmap for garage interiors + UV fixes
* Moravia: Textures update
* Milan: Fix some text ads on the textures
* Milan Short: Add latest assets from TomT and checked lod popping
* Milan GP: Add bridge6006 and stands03 and checked lod popping [P4Utils.PerforceEdit v1.0.0.0]
* Milan: Added new textures for mz_bridge6006_loda
* Harrison Pike Raceway: Updated LOD distances definition for crowds
* Connecticut Hill: Updated LOD distances definition for crowds
* Harrison Pike Raceway: Placed flag wavers at grandstands
* Connecticut Hill: Placed flag wavers
* Derby National: Fixed csm and open ends on barriers/tyrestacks/armcos
* Derby GP: Fixed csm and open ends on barriers/tyrestacks/armcos
Vehicles:
* BMW M1: fixed inverted ride height sliders
* BMW Z4 GT3: added contest winning liveries
* Motec LCD colour & light switching using headlight toggle. Including display cycle using new input (no cars yet checked in)

Build 364 (6/12/12, Senior Manager)
Online:
* Changed the way attribute and state changes are handled on PS3. Now the online layer guarantees that there is never more than one attribute change call in progress and batches attribute change requests done within one request tick or while another change is in progress. This fixes problems with attribute change ordering and mismatched combinations of old and new attributes when packing them into single binary NP Matching attribute
Input:
* Fixed Logitech wheel initialisation issue when running without the Profiler
Season Mode:
* Season progress is now saved in the profile (round info, participants and scores) and will be able to be resumed using the Resume Previous option once that's added. Progress is reset when completing a Season, and resetting is handled. The saved participant info is now used to persist across rounds. Note that further UI is needed before this becomes operational
Tracks:
* Azure Circuit: Merged in latest stuff from MJ, added new nibox building with just grey diffuse/ao mao, some works on portier turn, fixed csm issues, fixed some small things around the track, fixed some duplicate mat names, deleted some obsolete obj around the portier area
* Azure Circuit: New textures
* Heudsen: New texture maps
* Test Track: Test Track updated with previous triggers positions (won't affect as track is playable in practice mode only currently)
* Added Test Track Hillclimb to grp and tracklist
* Test Track Hillclimb: TRD checked in enabling the track in racemode
* Test Track Hillclimb: Raceline checked in
* Test Track hillclimb: Trackmap for menu
* Test Track Hillclimb: Test Track Hilclimb updated with Physics updated
* Test Track Hillclimb: Grassmaterial for test track hillclimb
* Test Track Hillclimb: Groundcover files for Test track hillclimb variation
Vehicles:
* Kart: suspension adjustment to get jacking working

Link to comment
Share on other sites

  • Replies 417
  • Created
  • Last Reply

Top Posters In This Topic

  • VELOCIPEDE

    378

  • RickyGT

    5

  • tonio

    3

  • 2slow4u

    2

Build 370 (13/12/12, Team Member+)
Input:
* BInputId: Added ApplyDeviceRemapping()
* cControlSet: Reinstated device remapping process on Read()
Enviroment:
* Code for Dave out the correct enum content menu strings
Tracks:
* Moravia: Texture updates
* Moravia: Added new version of main tower, grandstands, restaurant, gass station
* Milan Short: Add latest assets from TomT
* Milan GP: Add latest assets from TomT
* Milan: Add new textures for mz_gstands02_loda
* Heusden: Added assets, buildings, temporary garage interior, fixed kerbs collision
* Heudsen: New texture maps
* Derby: Resized texture
* Derby National: Added factory, and new tribune assets. updated castle position
* Derby GP: New textures for tribune assets
* Derby: Tweaked crowd placement for new tribune
* Emirates Raceway Nat: Further fixes of smaller issues like hovering seams and whitelines
* Emirates Raceway Int: Further fixes of smaller issues like hovering seams and whitelines
* Emirates Raceway GP: Further fixes of smaller issues like hovering seams and whitelines
* Emirates Raceway Club: Further fixes of smaller issues like hovering seams and whitelines
* Emirates Raceway Nat: Further adjustments to cambers in last turn.. added deformable armcos, increased res and position of Skyring
* Emirates Raceway Club: Further adjustments to cambers in last turn.. added deformable armcos, increased res and position of Skyring
* Emirates Raceway Int: Further adjustments to cambers in last turn.. added deformable armcos, increased res and position of Skyring
* Emirates Raceway GP: Further adjustments to cambers in last turn.. added deformable armcos, increased res and position of Skyring
* Azure Circuit: Added latest stuff from MichalB
* Azure Circuit: Re-baked AO texture
* Azure Circuit: New works around the portier roundabout, rue de portier, av.princesse Grace, japanese gradens, moved a bit some of our library assets to fit better around the reworked area, deleted also some obsolete objects
Vehicles:
* BMW Z4 GT3: Tire and physics changes. Revised street and small prototype tires, plus default setup changes where required to the affected cars

Build 369 (13/12/12, Senior Manager)
Enviroment:
* Fix for crash on saving condition specific files
* Adding in timeline controls for diffuseColourScale
Render:
* Adding code to allow hook up for variable diffuseColourScale to the shaders
Input:
* Decoupled the display angle of the vehicle's front wheels from the display angle of the steering wheel
* Moved steering calculations into common input code
Speech:
* Pit Speech is now reset properly when restarting and quitting
GUI:
* Manual buttons added to Record holders on Race and Time Attack screens allowing players to navigate between these
* Resume Previous button added to Season screen
* Messages updated on news ticker
* Dialog boxes updated to FE visual style
* Session Overview page added to InGameMenu
* Kerning fixed on InGameMenu fonts
* Additional track logos added to splash page
* Splash page re-organized to make way for the above
Tracks:
* Heudsen: New texture maps
* Derby: New textures
Vehicles:
* Corrected naming confusion in Motec Display- to only find objects of type gui text
* BMW Z4 GT3: 2012 24H BMW works livery

Build 368 (12/12/12 (eeeeeeeeeeeeeek), Senior Manager)
Speech:
* Pit Speech is now reset properly when restarting and quitting.
Tracks:
* Derby: Texture size reduction
* Derby: New Textures
Vehicles:
* Corrected naming confusion in Motec Display- to only find objects of type gui text.
* BMW Z4 GT3: Set cockpit exposure value to 60%
* BMW M1: Applied miagi's setup as default

Link to comment
Share on other sites

Build 373 (20/12/12, Senior Manager)
Audio:
Adding exhaust res, subwave and vibration effects to GT40 set
Tracks:
Northampton: Fixed various issues in the maxfile, added latest assets
Milan: New texture maps, 1st commit
Emirates Raceway: Closed minis gaps, bumps, fixed dip in last turn. fixed outer road tarmac irregularities. fixed run of armco , walls, fences.added trackside assets
Emirates Raceway: Added dynamic objects
Emirates Raceway: Tweaked lighting, removed a bunch of obsolete lights and added light for the outer highway roads
Emirates Raceway: Added trackside assets for emirates raceways
Vehicles:
Added Ford GT40 MkIV (1st export)
Ford MkIV: Added ambient shadow source
Ford MkIV: Checked runtime files, setup classes, added ambient shadow, etc
Ford MkIV : Alpha1 driver setup
Ford MkIV: Initial physics
Ford MkIV : Initial driver animation (alpha1) limited steering
BMW Z4 GT3: Small default setup changes for rear end stability
BMW Z4 GT3: Fixed typos in RCF files
BMW Z4 GT3: Some contest livery fixes
BMW Z4 GT3: Dunlop tires + black rims for BMW works liveries
BAC Mono: Engine matched to Cosworth dyno. Aero matched to BAC numbers. Minor setup tweaks
Pagani Huayra: Steering ratio, differential, and roll bar changes
Caterham Classic & R500: Fixed rear suspension to have more accurate anti-squat
Ariel Atoms: Lowered default steering ratio to 12.0:1

Build 372 (19/12/12, Senior Manager)
Input UI
* Tweaked UI centering spring setup
GUI:
* Fix for GUIDialogManager::Update crash
* HUD: fixed missing positions in SP races
Tracks:
* Milan Short: Add latest assets from TomT
* Milan GP: Add latest assets from TomT [P4Utils.PerforceEdit v1.0.0.0]
* Milan: Add new textures and Ao for bridge01
* Milan: Add some dirts for txt for bridge01
* Milan: Add new textures for sfpodium
* Heusden: Resized/new texture maps
* Derby: Update crowds, trees and static assets for updated terrain
* Derby National: Add updated outer terrain, exhibition center, fix few popping issues, updated advert board by 2012 references
* Derby GP: Add updated outer terrain, exhibition center, fix few popping issues, updated advert board by 2012 references
* Derby: Add new textures
* Azure circuit: Add missing textures
Vehicles:
* Increased car door damage threshold

Build 371 (18/12/12, Manager+)
Enviroment:
* Change to diffuse colourscale max value
Online:
* Avoid clearing the password set until the user goes back from the MPCreate screen, and not if they change screens moving forwards into location or vehicle select
Tracks:
* Emirates Raceway: Track maps added
* Milan: Update text

Link to comment
Share on other sites

Build 374 (21/12/12, Team Member+)
Online:
* Fix for ghosts not loading on consoles
* Don't wait for stat submit if not signed in
Stats:
* Bumped version of all vehicles for Friday's stat reset
Tracks:
* Milan Short/GP: Add latest assets from TomT, add latest assets from JanP, fixed podium model, remaping some parts, add spec map for monastery, add concrete textures for bridge parts
* Heusden: Added assets, garage interiors, updated pitlane collisions, added emissive maps for pitlane buildings
* Milan Update textures and nmp map
* Belgian Forest Circuit: Added wetroad effects
* Bathurst: Wet track and racingline added to road, kerbs, gravel, drain. Gaps found at wall fixed
* Bathurst: Additional texturemaps
* Moravia: Textures update
* Moravia: Added new version grandstands, gas station, reworked back side of garages
* Azure Circuit: More work on the portier area, added new stuff, new textures, better fixed old buidlings, reworked mirabeau walls, added latest nibox stuff under the mirabeau, replaced/added trees/bushes around this area
* Monterey: Added wet road effects
* Common: Tweaked wet road effect textures of drain and astroturf
Vehicles:
* BMW Z4 GT3: 2012 24H BMW works livery - added THX FANS to car 19
* Ford GT40 MkIV: Small aero tweak
* Ford GT40 MkIV: Added LODD and used it as placeholder for LODs B and C. Many fixes from testing in game. Collision updated, detachables working, joints fixed
* Ford GT40 MkIV: Adding GT40 AI audio
* Ford GT40 MkIV: Updating GT40 sound set with latest load curves, filtering, EQ and compression. Plus subwave, vibration and exhaust res
* Racers: Revised physics using as much real world data as possible
* Palmer Jag: Fixed ride height detection points

Link to comment
Share on other sites

  • 2 weeks later...

Build 376 (3/1/13, Senior Manager)
Input:
Fix for FWD FFB Issues.
Fix divide by zero bug in FFB
Bug Fixes:
Dynamic objects fix for hitting brake markers assert
Tracks:
Azure Circuit: Updated ao map for nibox building
Milan: New texture map
Milan: Added viewer placed lights for milan tracks
Milan: Added flares and trackside assets to Milan tracks
Milan: Fixed tree postions intersecting with tribunes
Northampton: More grassedge blends added, skidoverlay flicker fixed, breakmarkers added, fixed more T-junction gaps on road
Belgian Forest Kart Circuit: test adding micro-undulations to road surface
Vehicles:
Ariel Atoms: Re-export of suspension animation data
Ford GT40 MkIV: Body template initial check in
Ford GT40 MkIV: Slight shape update, lower nose
BMW Z4 GT3: Fix for recent crash reports. left door had zero mass

Build 375 (24/12/12, Junior Member+)
Physics:
* First pass on Kart 01
Tracks:
* Moravia: Removed truck lights
* Moravia: AO and emmissive fixed on some assets, added static and physic objects (cars, tents, cones, trucks), added floodlights, fixed pit spot spawning points
* Moravia: New textures addition
* Moravia: More lights in the occupied areas
* Moravia: First pass of night lighting
* Moravia: Added more static objects around start area, also added floodlights
* Heusden: Fixed gaps, added missing bridges, tweaked garages
* Heusden: Night lighting added, also dynamic objects
* Belgian Forest: Added marbles
* Belgian Forest: Wetroad effects effects tweaked to fix visible joins between different tarmacs
* Bathurst: Marble effects added
Vehicles:
* Ford GT40 MkIV: Collision updates. Minor body shape update
* Ford GT40 MkIV: Minor fixes on doors shape
* Ford GT40 MkIV: Added lightglows and placeholder lights setup

Link to comment
Share on other sites

Build 377 (4/1/13, Junior Member+)
Bug Fixes:
Uppercase to lowercase bug of texturemap name fixed
Tracks:
Azure Circuit: New textures for nibox building
Azure Circuit: Remapped nibox building complex, optimized mesh, added windows frames where needed and some more details, first textures pass, rebaked ao

Link to comment
Share on other sites

Build 382 (11/1/13, Team Member+)
Tracks:
Derby: Repositioned objects so as not to intersect with fences
Derby: Repositioned red bins so as not to intersect with fences
Derby: New export containing wirefences and fence poles
Derby: New fence textures
Solitude Rennstrecke: Added track to the game
Solitude Rennstrecke: Renamed Solitude to correct name
Solitude Rennstrecke: Tracklist name updated
Solitude Rennstrecke: Track logos updated
Solitude Rennstrecke: Changed the trd track name
Solitude Rennstrecke: Deleted wrongly named track
Solitude Rennstrecke: New baisc AIW with main path, corridors, and 15 start spots
Solitude Rennstrecke: Updated TRD to fix naming and menu position. Also increased the Max AI to 15 to go with the new temp AIW from Doug
Azure Circuit: Duplicate object deleted
Azure Circuit: New textures addition
Azure Circuit: Added some more things to the nibox stuff, rails, gates and some more minor stuff+fix mapping where needed and added new textures. Started to create road markings, using as ref latest 2012 gp. Created needed textures, splines, lofting, mapping and conforming to the road surface
Azure Circuit: Added some more road markings, added latest MichalB works, tunnel
Milan: Add latest assets from JanP, add latest assets from TomT, fix tribunes position
Milan: Fix levitate trees
Milan: Add new textures for stands00_loda
Northampton: Some materials adjusted
Vehicles:
Ford Capri Group 5: AI audio fix
Ford Capri Group 5: Fixed clipping doors
Ford Capri Group 5: Exported with chassis textures, fixed various issues
BMW M1: Fixed RCF typo
BMW M1: Added wheel variations
BMW M1: Added contest winning livery PSD files
BMW M1: Added contest winning liveries to the game
Asano LM11: Partial fix for broken suspension animation/floating tire bug

Build 381 (10/1/13, Senior Manager)
Memory:
CMemoryPools parameter - const added (CMemoryPools* const)
Per participant memory pools selection implemented but bypased - using Game pool for all participants as before
Support for memory pools parameter pass through into renderer methods. Default value is used for pool parameters
Enviroment:
Cloud wind speed now set at bigger increments. New cloud fogging setup
Shader added which is required for cloud fog
Tracks:
Azure circuit: Track map updated
Northampton: Vertexcolorugs fixed on some ground meshes, bug on gravel material fixed, slight optimization pass for ground meshes
Heusden: Tweaked and optimized lighting
Heusden: Added pitlane bariers, fences, road signs. added grass cover files [P4Utils.PerforceEdit v1.0.0.0]
Heusden: Pitlane, added missing barriers and tyres
Milan: Added marbles and leaves
Vehicles:
Asano X4: Tire diameter matched to physics values. Part of a fix for the floating tire/broken suspension animations
Asano X4: Full fix for broken suspension animation and floating tires

Build 380 (9/1/13, Senior Manager)
GUI:
* Fixed tech hang in setup save screens. Also fixes layout issues in setup slots screen
WTC:
* General maintenance of files and some minor tweaks
- edited all wtc configs so that they use the correct menu settings now
- added colour cube keys for each condition.Currently just set to default but set up so that I can easily add more
- foggy condition near fog pulled closer
- window, street lights and AI headlights on constantly now in foggy, rainy, stormy and super storm
- light rain cloud changed for the more fluffy clouds from the med cloud setting. old light rain (with rain turned off) added as an alternate medium cloud (medium cloud 2)
Tracks:
* Heusden: Added bushes near pitlane
* Heusden: Added ground cover files
* Heusden: Addtional trackside dressing
* Northampton: Driveable materials converted to road dbv, wet surfaces add and dry-racingline added
* Northampton: New added dbv texturemaps
* Milan: Added latest assets. Added startlights. Polished assets (huts, mini walls, restrooms)

Build 379 (8/1/13, Manager+)
Bug Fixes:
* Replaced the previously crashing 200m brakemarker signs with the fixed re-exported ones
Tracks:
* Harrison Pike: Added 64 start spots, 32 pit spots, 64 garage spots. Updated pit lane path and corridors to new geometry since last AIW edits
* Test Track Hill Climb: Added race line (previously was just the main path) . Added corridor funneling edits to help turn 1 start
* Milan: Add emm map and fences txt
* Milan: Slightly update txt and sharpen
* Milan: Update rail alpha txt
* Milan: Add small AO map for hut
* Milan: Update alpha textures for huts
* Milan: Startlights emmissives textures
* Northampton: Animated videoboard, dynamic object bug fix, track startlight fix, driveable ground material cleaned up and optimized/prepared to start with wet surface, tribune lights fix

Build 378 (7/1/13, Senior Manager)
Tracks:
* Removed old 200 meter brake marker which causes crashes due to expecting breakable parts which no longer exist
* Northampton: Added flying objects
* Northampton: Added skyrings, added tribune lights, fixed emmissive issues with transparency on old pitbuilding
* Milan: New textures

Link to comment
Share on other sites

Build 384 (15/1/13, Manager+)
Tracks:
Milan: Improved grass textures, added latest assets, wet road
Milan: Track edge texture tweak
Milan: Add new textures for small electric box
Derby: New textures First pass
Northampton: Dryline added, scene selection set bugs fixed
Vehicles:
Caterham SP300R: Collision adjustment to help prevent curb grabbing
Racer L4 and V8: Collision shape adjustment to help prevent curb grabbing

Build 383 (14/1/13, Senior Manager)
Physics:
Disabled inflation of convex meshes for vehicle collisions
Tracks:
Milan: New textures
Milan: Spotlights created with flares, and placed as viewer objects
Eifelwald GP: pit collisions fixed, optimized materials count, unused stuff removed from scene, reflective ground materials converted to roaddbv and wet added effect added
Northampton: Tribune seats updated
Vehicles:
Tires: slight increase in damping to RSC-G and RSE-G to prevent uncontrolled oscillations

*KNOWN ISSUES:* The camera in the front end is fixed and doesn't rotate around the car

Link to comment
Share on other sites

Build 385 (16/1/13, Senior Manager)
Graphics Engine:
Fix for sgx light loading. Light tweakable setting was incorrectly setting up casting shadows information
GUI:
Fixes for race leaderboard screen (correct car names shown at end of race)
Vehicles:
BMW M3 E30: Prepared for first export
BMW M3 E30: initial physics
BMW M3 E30: Added placeholder liveries
BMW M3 E30: Added runtime files + ambient shadow
BMW M3 E30: Added and setup srcdata files
BMW M3 E30: Added car to the game
BMW M1: Added Livery PSD 17
BMW M1: Added Livery PSDs 13-20
BMW M1: Added liveries 13-20
Tracks:
Azure circuit: New texture map
Azure circuit: Tweaked texture maps
Derby: New textures
Moravia: Wet surface and dryline added
Milan: New texture map

Link to comment
Share on other sites

Build 387 (18/1/13, Team Member+)
Bug Fixes:
* Fix for an alt tab crash. The crash was caused by not updating the emap rendertargets
Physics:
* Slick_white tread modified. New drag figures for Racer L4. Setup tweaks and suspension fix for BMW M3 E30
Tracks:
* Milan: Fixed road and terrain geometry, and collisions, improved gravels, added wet surfaces for concrete and kerbs, merged latest assets
* Azure Circuit: Added sainte devote twall, fixed csm, merged in latest assets from JanP, updated sel sets
* Azure Circuit: Added some more road marking, fixed sainte devote area/barriers, deleted/rescaled old wrong stuff, fixed csm,replaced trees/bushes
* Azure Circuit: New textures
Vehicles:
* BMW M3 GT2: Alpha2 driver animations
* BMW M1: Disabled damage vector for pop up headlights
* BMW M3 E30: Fixed windscreen textures


Build 386 (17/1/13, Senior Manager)
GUI:
* Added qualifying and practice selection handlers for custom race screen. Not yet working.
Enviroment:
* Code to allow you to be able to change the amount of GSI applied via the wtc
Vehicles:
* BMW M3 E30 GroupA : Aplha1 driver animations
* BMW M3 GT2: fixed remaining bugs and added to vehicle list
* BMW M3 GT2: Added cockpit display
* BMW M3 GT2: Added runtime files + collision export
* BMW M3 GT2: Added srcdata/physics files
* BMW M3 GT2: Added DDS textures
* BMW M3 GT2: First export added
Tracks:
* Moravia: Added marshal huts and polished up emmisvies on pitbuilding
* Moravia: Added lights for marshal huts
* Solitude Rennstrecke: New export

Link to comment
Share on other sites

Create an account or sign in to comment

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

Create an account

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

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now



×
×
  • Create New...

Important Information

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