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Requisiti minimi e info utili + Build notes


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Build 390 (23/1/13, Senior Manager)
Physics:
* Tyre contact patch domain sizing optimization
* Fy twist flex mode
* FB rev on tires
Tracks:
* Derby: Reduced brightness/spec on kerbs
* Moravia: Moved Pitlane assets closer to garages
* Moravia: Added missing assets, ammended collision for pitstuff
* Solitude Rennstrecke: New export

*KNOWN ISSUES:* The new Solitude export has missing collision mesh, meaning you will fall through the ground at all times. It is not testable in this build

Build 389 (22/1/13, Manager+)
Bug Fixes:
* Fix for replay mode getting stuck when viewing from a Season. Season post-race screen had changed to use the standard one, so replay was trying to return to the wrong screen
Shaders:
* Added missing brace to bodywork2_skinned.fx
* Fix for multi-face billboard shader problems with self shadowing intersecting the billboard and causing highly visible straight lines where they cut through
* Fixed character normal map not working at all when using basic_billboard shader
* Fixed merge error in shader code
Tracks:
* Derby: Added wet track materials and shadow fences
* Derby: New textures
* Milan: Improved green concretes, added normal maps on road wet surfaces, added ground cover files
* Milan: Added ground cover files
Vehicles:
* Bodywork2.fx - droplets sampler settings changed - texture will use mipmaps now (avoiding noise on distant cars), Added scale factor (selfReflection)to prevent raindrop reflections going through bodywork, thereby reducing the over-bright droplets on shadowed side of the car
* Rain droplets texture - mipmaps generated - avoiding noisy rain drops on distant cars
* Racer V8: non-forward drag values from Falcon CFD

Build 388 (21/1/13, Senior Manager)
Renderer:
* Added null pointer protection within debug line functions to prevent crash
Input:
* Groundwork for scripted controller detection/calibration
Tracks:
* Moravia: Added pit and tracklights, missing start gantry, missing start Hut, missing overtrack gantries, pitlane stuff and interiors for the rooms above garages
* Moravia: New export to add textures second try
* Sakitto: Tweaked static environment map co-ordinates
* Belgian Forest Circuit: Tweaked static environment map co-ordinates for
* Northampton: Tweaked static environment map co-ordinates
* Wisconsyn Raceway: Tweaked static environment map co-ordinates
* Lakeville Raceway: Tweaked static environment map co-ordinates
* Eifelwald: Tweaked static environment map co-ordinates
* Milan Modern & Historic: Tweaked static environment map co-ordinates
* Monterey: Tweaked static environment map co-ordinates
* Derby: Tweaked static environment map co-ordinates
* California Highway: Adding static emap co-ordinates
* Badenring modern & historic: Tweaked static environment map co-ordinates for
* Solitude Rennstrecke: New export
Vehicles:
* BMW M1: Added liveries 1/2 names
* BMW M1: new Procar livery

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Build 392 (25/1/13, Team Member+) Camera:

* Freecam speed controls modified so that the speed varies smoothly from one to another, rather than instantly snapping.

* Freecam modifications for providing "similar rotation around a pivot" to that found in chase cam, and using the same control keys.

Input:

* Scripted controller detection: Added dialog handling functionality to script interface. Added some detection dialog related entries to the text database

* ScriptCompiler: Fixed conflicts between class and namespace names when nested classes are defined in script headers

* ScriptCompiler: Fixed database dependency problems caused by nested class handling

* ScriptCompiler: Allowed non-explicit constants (e.g. constant data vars, enums) to be passed as event arguments

* ScriptCompiler: Added 'Constant Expected' error for handling unsuitable event arguments

* ScriptCompiler: Increased database version number to 0.2.5.0

* ScriptCompiler: Added parsing of const pointer types to header parser (e.g 'void * const')

* ScriptCompiler: Reworded non-fatal database error messages to prevent VS2010 from stopping compilation unnecessarily

* Scribe: Added cMessage.SendTo() to expose sending of messages to specific script instances

Physics:

* Tire.rg: revised slick tire for the GT cars and LM11

Tracks:

* Azure Circuit: Added more or less all road marking, left to add them along the tunnel. Started to add conc drain along the road. Reworked swimming pool kerb, added conc drain, cut the road mesh below them, remapped. Reworked anthony noghes kerb, cut the road mesh below them, fixed armco, remapped. Fixed mirabeau hairpin sidewalk and wall, grass, trees,first step it needs some more fixes. Set flags for all new objects. Merged in latest assets from JanP. Updated csm. Updated sel sets

* Heusden: Fixed further uvstretching on another hillside terrain part

* Heusden: Added pitstuff

* Heusden: Added nightskyring

* Heusden: Heusden, added wetroad effects, on roads, trackside tarmacs, kerbs, gravelbeds, added working tracklights back to track, fixed aliasing on skydome and closed minigaps

* Derby: Repostioned the 38 garage spots 1-2meters left for changed garage geometry. Car can exit without hitting right wall now. Also move start grid positions back 1 space to align with all start box graphics

* Milan: Improved outer terrain, mapped slopes, fixed garages collision, added missing wall, adjusted trees and bushes position

accordance with terrain changes

Vehicles:

* BMW M3 GT: Added 2 works liveries

* BMW M1: fixed livery names

* BMW M1: changed hands pose to more relaxed one

* BMW M1: Changed rims on some liveries

* Caterham R500: fixed typo in rear suspension geometry

* Asano LM11: non-forward drag values from CFD. collision offset hack for curb issues.

* BMW Z4 GT3: Non-forward drag values from CFD. Collision offset hack to reduce curb issues.

* Asano X4, BMW M1, JPLM, Racers: collision offset hack to reduce curb issues

Build 391 (24/1/13, Senior Manager)

Tracks:

* Eifelwald: Fixed found gaps and fixed one hard bump issue in roadCSM

* Moravia: New vertical brake markers added to dynamic bank and placed on track (export files + scene files)

* Azure circuit: New texture map

* Derby: Fixed dark colour issue on problem gravel area

* Northampton: More garage interiors added, garage doors opened, garage collisions updated, ammended collisions added

* Solitude Rennstrecke: Collision bug fixed and new export

Vehicles:

* Deleted redundant "skin" materials

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Build 393 (28/1/13, Senior Manager)

Game Modes:
* Enable first pass at qualifying

Tracks:
* Derby: Removed some branding from a texture
* Memphis: Fixed cut tracks issues in turns
* Besos National: New AIW to address changed geometry here from last AIW creation. Fixes the cut track issues too
* Badenring: Added, wet track gravel, kerbs and fixes to mapping
* Azure Circuit: Added road markings along the tunnel
* Azure circuit: New texture map
* Heusden: Added tracklight file

*KNOWN ISSUES:* The AI cars do not move in qualifying when they o not start from a pit lane. AI are terrible at all varients of Sattiko when in qualifying.

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Build 396 (31/1/13, Senior Manager)
Common:
* Removed command line option to use old tyre model
Enviroment:
* Cloud movement keyed from time speed factor
* WTC edits adding cloud fog, cloud and cloud shadow speed (per speedup factor) and gsi multiplier
* Heavy fog condition added. Early wip
Physics:
* Tire.rg: street cars now using RRF-G carcass. street_green overhauled. slick_green potential lazy slide fix. WIP slick_white changes
Tracks:
* Monterey: Remodelled kerbs to try and fix collision issues, added pit triggers, fixed export set problems
* Wisconsin Raceway: New textures for wet tracks
* Azure Circuit: Tweaked emm. map
* Azure Circuit: New textures
* Azure circuit: Updated maps into common folder
* Eifelwald: Added wetroad effect to Eiffelwald
* Moravia: Added trigger (pitin adn pitout), fixed start trigger bug
* Solitude Rennstrecke: New export
Vehicles:
* Gumpert apollo: setup tweaks to reduce oversteer
* Caterham SP300R: setup tweaks to reduce understeer
* BMW M3 E30: setup and other tweaks to stabilize rear end
* Ford Focus RS: Added first export
* Ford Focus RS: First pass at FWD physics

Build 395 (30/1/13, Senior Manager)
GUI:
* Fixed bug caused by typo
Qualifying:
* Fix for missing race sounds when qualifying. Race sounds are started when the session starts, to cover for Qualifying loading but skipping the pre-race sequence (the race sounds are normally started from that)
Tracks:
* Wisconsin Raceway: Completley new AIW to match the updated geometry. Track widths and some corner radii changed. Updated 64 car grid from the previous 3 per row to 2 per row for narrower front straight width
* Milan: New export
* Azure Circuit: New textures
* Solitude Rennstrecke: New export

Build 394 (29/1/13, Manager+)
Qualifying:
* Fix incorrect track name on race overview screen
* Also added weather and time progression applinks
* HUD lap-info now updating on advance session
Shaders:
* Carbon bodywork shader - TSnormal usage corrected + rain support enhanced - droplets sampler settings changed - texture will use mipmaps now (avoiding noise on distant cars), Added scale factor (selfReflection)to prevent raindrop reflections going through bodywork, thereby reducing the over-bright droplets on shadowed side of the car
Tracks:
* Sakitto: Added trigger,pitin and pitout, (fixes qualifying bug), fixed csm, unused ammended collsions removed
* Badenring:Fixed Missing and overlapping road issues
* Heusden: Fixed overlayblend edges textures, added grass skids, added missing graveledges, fixed mapping on kerbedges, added missing trackedge parts
* Milan: Texturemap exposure adjusted
* Milan: Treewalls texture update
* Misc cut track corridor adjustments made per WMD forum feedback at the following tracks: Badenring GP, Badenring National, Belgian Forest, Besos GP, Connecticut Hill, Connecticut Hill Short, Monterey
Vehicles:
* BMW M3 GT: Fixed custom livery support

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Build 397 (1/2/13, Junior Member+)
Camera:
* Modified free camera controls as follows :
* made R and F keys move camera up and down
* made Q and E keys change speed of camera movement
* made Z and C keys roll camera left and right
* added mouse smoothing, and ctrl-M to toggle it (off by default)
* added mouse speed scaling (turn rate proportional to square root of movement speed) - off by default, toggled with num pad 0
* made numpad key actions continue working when ctrl or shift pressed
* disabled radius text display until thread safety issue can be addressed
* Stopped ctrl-pgup and ctrl-pgdn keys being applied when using free camera
Physics:
* Tire.rg: reduced grip on slick_white. new, temporary street_limegreen test tire for BAC Mono
GUI:
* Staro-Motors added to the Manufacturer Logos in-game
Tracks:
* Azure Circuit: Added conc side kerbs/drains, started to cut road under kerbs, reworked sidewalk/armco after Sainte Devote turn, merged in latest work from JanP, fixed csm, updated sel sets
* Moneterey: Fixed export sets and re-exported
* Emirates tracks (4 versions): Hand edit all the cut tracks. Because these tracks are 100% blacktop runoff everywhere the cut tracks extended way out the exits of all corners alowing liberal track cutting
* Milan: Adjusted kerbs, rumbles, fied collision issues
* Solitude Rennstrecke: New export
* Eifelwald: Changed camber at Metzgesfeld, further edited Brnnchen area, added missing visitor gate at Adenauer forst, darkened asphalt
Vehicles:
* Bumped version of all vehicles for stat reset
* BMW M3 GT: Setup tweaks
* Staro SRS: First export added to game
* Staro SRS: Very basic physics work. added collision export
* Staro SRS: Added srcdata/physics files
* Staro SRS: AI audio setup and balance
* Staro SRS: Adding engine audio set
* Staro SRS: Added missing display texture
* Staro SRS: Fixed rear wing animation

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Build 398 (4/2/13, Senior Manager)

Bug Fixes:

* Fixed a DX11 only leak - a render target which needed a resolve buffer
would leak the resolve buffer on destruction. Only known problem case
was main buffer phase 3 render target, so was in fact only ever leaking
on exit from game

* Added some safety checks to exit code - no impact on normal usage, but
helps with debugging exit code as it prevents invalid memory access via
a zeroed pointer when focus switches to and from the app

* Fixed incorrect object type in HUD data file

Camera:

* Remapped R/F keys for up/down to Y/H in order to remove conflicts with pause menu keys etc

GUI:

* MyProfile screen added to MainMenu, news ticker updated

* Improvements to Setup screen and Tuning Slots pages, background
images, text on Control Edit screen, new sprite container for Holiday
tie-ins

Tracks:

* Azure Circuit: Tweaked proportions

* Azure Circuit: Tweaked shops fronts

* Azure Circuit: Tweaked shop windows

* Azure Circuit: New texture map

Vehicles:

* Ford Focus RS: CPIT and LODA cockpits are updated and polished. All cockpit related materials updated

* Ford Focus RS: Steering wheel DDS texture - Pretty much all new texture. Updated to latest specs

* Ford Focus RS: Interior DDS texture - Updated to latest specs. Some parts on it are updated for better look and resolution

* Ford Focus RS: Cockpit DDS texture - Double size. Merged gauges onto
it. Moved a lot of parts around. Better resolution. Updated to latest
specs

* Ford Focus RS: enabled setup tuning

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Build 402 (8/2/13, Team Member+)
Debug Keys:
* Moved debug key for "toggle dirt" from being "dev only" to being available in members build
* Disabled screen grab in DX11 mode, until full fix is ready (only in race, will still crash if used in the main menu)
Render:
* Updated call to use Base abstract BStrcpy
* Render the Skydome in phase 1 of the RVM - needed for the depth faded particles (tyre smoke etc) to ZBuffer correctly against the sky
* Bonnet envmap rendering corrected for carbon skinned parts (eye vector normalization added in fragment shader); well this will slightly affect more things on skinned parts, but this one was reported
* Bonnet envmap rendering corrected for skinned parts (eye vector normalization added in fragment shader); well this will slightly affect more things on skinned parts, but this one was reported
* ShadowMap lookup upgraded to 5x5 PCF
Ghost Mode:
* Ghost Rendering Tasks and related changes - makes ghost cars render translucently
Bug Fixes:
* (probable) Fix for cars disappearing in the rear view mirror
* White Edges Bug Fixed (both DX9/DX11)
* Fix for HUD cockpit dials (solid elements) receiving SSAO
* Fixes left key pressing in main menu affecting the camera choices
* Fixed ghost imposter shader to work within deferred renderer
* Depth faded particle shader fixed to correctly honour the viewport dimensions
Crowds:
* New sitting crowds for Milan tracks
Audio:
* Balancing tweaks
* Further balancing changes to Road tyres
* Surface fdp updated for non slick tyred cars (more road roll)
GUI:
* Pirault logo added to splash screen
Tracks:
* Connecticut Hill: Added revered kerbs, fixed csm and tearing issues, added missing fence poles
* Azure Circuit: Green neon lights added
* Azure Circuit: New texture map
* Azure Circuit: Finished to rework kerbs and cut the mesh under them, reworked wrong armco and added missing ones, reworked sidewalk in front of the hotel the paris, mirabeau-fairmont, added missing conc side kerb, fixed geometry and mapped where needed, merged latest from JanP, fixed csm, fixed conc barriers positio
* Milan: Fixed wet reflection on gravel materials
* Milan: Added racing line, skids, adverts
* Eifelwald: Added viewer placed lights , added cars and tents around track, lowered and narrowed Hatzenbach kerbs, fixed microgaps in the adenauer forest s curve, added more viewer placed lights tents and cars
Vehicles:
* Updated paint colours with rain effect
* Fixed shader code which made matte paint look glossy when rain support was enabled
* BMW M3 GT: Added liveries 03/04 names
* BMW M3 GT: Added 2 fictional liveries
* Caper Monterey (road): removed wedge and left weight bias from default setup
* Pagani Huayra: Fixed carbon material not getting rain effects
* Pagani Zonda R: Wiper animation and wiper mask added
* Ford Focus RS: fixed a typo causing asymmetry in the front suspension geometry
* Ford Focus RS: accurate gear ratios, default setup from Jussi's research into stock values
* Staro SRS: Idle throttle adjusted to allow stalling, downforce from reference article
* Staro SRS: Fixed cockpit animations
* Pirault Mega SR: Basic physics setup with accurate engine, gearbox and some suspension data
* Pirault Mega SR: Added audio
* Pirault Mega SR: Added runtime files
* Pirault Mega SR: Added textures
* Pirault Mega SR: Added collision export
* Pirault Mega SR: Added srcdata/physics files
* Pirault Mega SR: Added paint colours + cockpit display
* Pirault Mega SR: Alpha2 driver animations
* Pirault Mega SR: Added first export

Known Issues: Ghost car seems to disappear in the rear view mirror. We have an issue with alt-tab in DX9 making the game crash, it crashes when used in race, and also if you do it in the menu it will crash the 2nd time you enter race.

Build 401 (7/2/13, Senior Manager)
Bug Fixes:
* Fixed multiple dialogs appearing when using car setup 'reset' button
* Added protection and logging to deal with situations where a NULL texture or surface pointer could cause a crash (including DX9 screenshots)
Shaders:
* Carbon shaders rain support corrected - rain texture used bad UV channel (1 instead of 3)
* Carbon bodywork skinned shader - flat clearcoat corrected - now it works like non-skinned version
* Paint materials rain effects update
GUI:
* Superbowl splash items removed
* Solitude-Rennstrecke logo updated
Tracks:
* Belgian Forest: Fixed bad cut tracks between turns 8-10 (pohun area). Also edit the busstop chicane and some exits that were too liberal
* Memphis: Move inner cut track as far in as they would go past wall so it about impossible to get a cut track
* Badenring: Fixed cut tracks running wide in the last corner before Mobil1 all three. Misc other cut track tweaks while i was in there. ie running wide on the fast sweeper at the GP track
* Eifelwald: Added emmissives maps, fixed collision issues in gp. Nords junction pit, fixed bump in inside of Aremberg curve, fixed bumps at fuchsrohre, narrowed and lowered kerbs there, Narrowed Wipperman kerbs, increased concrete area, added mini "pit" next to kerb, increased camber in first curve of wipperman
Vehicles:
* BMW M1: new Procar livery - added boot M1 badge sticker + black bumper
* BMW M3 GT: Added 2 works liveries - roof cam texture fix
* BMW M3 GT: Set class to GT3 so it will race against the Z4
* Focus RS: Updated LODA, added AO, fixed chassis material
* Pagani Huayra: Wiper mask working. Minor fixes on headlights. Minor drawcall reduction on LODs A/B

Build 400 (6/2/13, Senior Manager)
Input:
* Scripted controller detection (work in progress)
* Created 'Input' class to expose input system interface to scripts
* Created 'Input.Device' managed object class
GUI:
* Changes for vehicle/livery auto selection in vehicle model screen
* Adds new static cameras to the garage view, with buttons to cycle through cameras
* Adds a 'UI visible' button to make main menu view invisible
Bug Fixes:
* Fixed assert on TimeTrial screen entry for menu not being mem-initted
* Improved logging for leaks detected on shutdown
Characters:
* Crowds: Added new LOD distances definitions for crowds
* Crowds: Updated version of sitting crowds (SFB) - new textures, new materials
* Crowds: Updated version of standing crowds (SFB) - new textures, new materials
Tracks:
* Azure Circuit: New textures
* Azure Circuit: Tweaked emm. map
* Wisconsin Raceway: Nnew textures for wet tracks
Vehicles:
* Focus RS: moderate reduction of lift-off oversteer on default setup
* Caper Monterey: new tire and setup tweaks to go with it. Non-forward drag numbers from CFD
* BMW M3 E30: All exterior mapped&textures, wheels cloned around, brake discs cloned around, CPIT chassis updated, lights etup updated, materials updated
* BMW M3 E30: Fix on CPIT engine; BMW M Power sticker added

Build 399 (5/2/13, Manager+)
Graphics:
* Default GSI on for new profiles
* Fix for unitialised lighting data. (left half of the screen being bright at night bug)
* Fix for DX9 overridable sampler states being ignored
Sound:
* Sound API to tires
* Longitudinal flex mode for RigidCarcass
* Kart usage of longitudinal flex
* FB usage of longitudinal flex
Bug Fixes:
* Fix for potential leak when default shadow material was created twice without removing the first copy - only occurred when non-default shadow settings were used, and only effected one small object, so nothing major, just ensures that we have a clean exit. Code tested on all platforms
* Fix for DX11 white edges bug
* Fix skyrings receiving dynamic lights
Tracks:
* Cut track adjustments per forum feedback: Derby (both), Sakitto GP, Eifelwald GP
* Eifelwald: Tracklights file added
* Eifelwald: Added Brunnchen area, moved trees in the new Brunnchen area, increased Cambers on Adenauer forest S curve, begann adding emmissives on assets
* Eifelwald: First lights placed on Eifelwald
* Monterey: Further collision fixes and optimisations on kerbs and surrounding meshes, modified collision on pitlane, fixed missing assets
Vehicles:
* Focus RS: Disabled backfire flames
* Staro SRS: Disabled backfire flames

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Build 407 (15/2/13, Team Member+)
Bug Fixes:
* Added protection against camera thread being asked to update cameras by the physics thread before there are any cameras to update (had caused a one off start up crash)
Scripting:
* Fixed namespace in generated DispatchLinker.cpp file
* Fixed dispatcher database dependency bug encountered when moving class definitions between different source files
* Increased database version number to force recreation of existing databases
Speech:
* Pit2Car speech now only plays "cut track" speech if they actually cut the track (and a message is shown), so it's only spoken for the more severe cuts
Physics:
* Kart clutch tweak
* Next round of FB test tires
* tire.rg: revised slick_green, slick_white, slick_blue and corresponding carcasses to try and fight lazy spin syndrome
Render:
* Down Sampling App side code for DS2X and DS4X. (Griff's)
* Deferred Rendering support for down-sampling AA modes
* DX9/DX11 support for down-sampling. RestoreDepth can correctly populate the depth-buffer from a linear deferred depth + various other HDR fixes
HUD:
* Permanent fix for HUD case-sensitive hashing issue
* Data fix for missing HUD mirror in cockpit & missing map
GUI:
* MainMenu Applinks - added DS2X and DS4X anti-aliasing options to the GUI
Tracks:
* Azure Circuit: New texture map
* Azure Circuit: New AIW for latest changes. adds support for pit lane too. grid size changed to 26 for the 13 pits spots
* Azure Circuit: Removed railings from maps
* Eifelwald: Further changes to the Hatzenbach curve and further detailing to the Visitor ringtaxi area
Vehicles:
* Palmer JPLM: revised default setup
* Caper Monterey (road): new setup and tweaks to work well at road courses
* Asano LM11: reduced turbo lag and various other updates to go along with new tire to try and eliminate lazy spins
* BMW M3 GT: Added 2 fictional liveries
* BMW M3 GT: Added liveries 09/10 names
* BMW M3 GT: Added 2 fictional liveries
* BMW M3 GT: revised default setup, fixed weight to include driver
* BMW Z4 GT3: revised default setup for new tire

Build 406 (14/2/13, Senior Manager)
Bug Fixes:
* Fixed Ghost rendering causing alt-tab crash in DX9
Physics:
* Fixed an AIW issue when best waypoint in a P2P track chooses the last possible waypoint
GUI:
* Background stretching issue on load screens sorted
* Love is in the air
HUD:
* Fix for misaligned tacho needle on 4:3
* Added Motec Layout
Tracks:
* Azure Circuit: Added all tyrewalls+plastic barriers, used 2012 gp as ref, created textures and models. Totally reworked the barrier on the sainte devote. Refixed a bit the sidewalk after the hotel de paris, reworked around the new Mj asset. Fixed armco in front of the casino roundabout. Added armco end cover, created textures and model. Added some more road markings, between piscine and after the anthony noghes. Fixed geometry and mapped where needed, fixed stretched mapped on the road found here and there. Fixed a bit asphalt colour. Updated vt static conc barriers. Merged in latest from JanP. Updated csm. Updated sel sets. Added detail on the texture, nibox building complex. Fixed conc barriers position
* Eifelwald: Smoothed bump before Hocheichen bridge, moved "jump" in Fuchsrohre, smoothed wrong bump in Hatzenbach curve, added bumps after rumble, added bumps in Karussel, added bumps at Breidscheid bridge, added small "drop" at Exmohle began correcting visitor are dimensions and details
* Badenring GP: Abit of a test moving the corridors for the last corner even further in on the outside of the last corner run wide area. They are only now on the black top and exclude the curbing
Vehicles:
* BMW M1: fixed fuel needle, separated LODA/LODX meshes
* BMW M3 GroupA: UV mapping, various fixes, separated LODA/LODX body meshes
* BMW M3 GroupA: Added custom livery support
* BMW M3 GroupA: tweaked headlight textures
* BMW M3 GroupA: tweaked taillights textures
* BMW M3 GT: Fixed missing CPIT windows, fixed interior paint material
* BMW M3 GT: Added option to paint interior for custom liveries
* BMW M3 GT: Added liveries 05/06 and 07/08 names
* BMW M3 GT: Added 2 fictional liveries
* Caper Monterey: spring rate for tire deformation adjusted

Build 405 (13/2/13, Senior Manager)
Bug Fixes:
* Fixed gold link error caused by missing codecs in the config manager
Replays:
* Inital groundwork on YouTube capture/upload
Render:
* Fixed FXAA causing softening/blurring. Much sharper now!
HUD:
* Additional fix for HUD hashing issue on camera modes
* Updated HUD data version
* Bug fix for mis-aligned tacho needle & missing HUD on round trip in game
Tracks:
* Azure circuit: Texture maps tweaked

Build 404 (12/2/13, Manager+)
Tracks:
* Besos GP: Fixed overly strict cut track on leftside of first turn esses per forum feedback
* Bologna Reverse: Fixed cut track at any corner entrance where the forward direction provided legal runoff areas that in reverse added to width of corner entrance
* Badenring Short: Fixed cut tracks at hairpin per forum feedback
* Besos National: Turn 2 outside. Extended cut tracks out onto sand trap to avoid cut track if you land there
* Monterey: Fine tuned cut tracks
Vehicles:
* Pirault Mega SR: Fixed LODB skirts
* BMW M3 GT: Added 2 fictional liveries

Known Issues: We have a lot of issues with the HUD in this build, needles are mis-alligned, and going into a 2nd race the HUD with disappear from chase cam altogether.

Build 403 (11/2/13, Senior Manager)
Bug Fixes:
* Fixed crash on returning from race fix static cams set
* White edge artefacts when global specular irradiance is enabled, reduced by 70%
Input:
* Split include file to expose selected input definitions to scripts
Render:
* Removed unused viewport from dynamic envmap - to help avoid confusion when maintaining and comparing code
Debug Keys:
* Added debug key (ctrl+shift+L) to toggle driving line (must be enabled in gameplay options first of course)
Crowds:
* Placed new standing and sitting billboard crowds
GUI:
* Groundwork checked in for Customisable HUD
Tracks:
* Eifelwald: Added tarmac seams at Doettinger Hohe, added/fixed loft issues between Hatzenbach and Hocheichen as per requested in WMD forum
* Solitude Rennstrrecke: New AIW
* Solitude Rennstrrecke: Changed texture
* Solitude Rennstrrecke: New export
* Northampton: Adjusted cut track to exclude most paved areas just beyond the grass strips lining the track
Vehicles:
* Pagani Huayra: Front bumper grille UV fixed
* Pirault Mega: unlocked setup options
* Pirault Mega: removed wrong logo on gauges
* Pirault Mega: Updated LODA, added AO
* Fixed common tire tread direction

Edited by VELOCIPEDE
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Build 409 (19/2/13, Manager+)

Render:

* Sharpen FXAA a little more

* Fix SLI/Crossfire convergence (dark cockputs/strobing bugs)

* Fix for horrible flickering in Crossfire/SLI due to partial envmap rendering

* Fix for DX11 green/yellow corruption screen bug when down-sampling is enabled

* Various shadow-map lookup bugs fixed, included the infamous mother-ship shadow bug

Screenshots:

* Improved screenshot handling - filenames now have 0 instead of spaces,
main menu accepts control key to get jpeg image. Screenshots now work
for DX11 as well as DX9

* New screenshot support - creates DX11 or DX9 screenshot interface dependiong on active renderer

GUI:

* Valentine's banner removed until Cupid returns once again next year!

Tracks:

* Eifelwald: Further loft changes at Brunnchen entry and exit -sawtooth
kerb added -end of kerb concrete added - "drop addd at brunnchen entry -
drop added at brunnchen exit -raised kerb at entry and narrowed fixed
loft curve at entry

* Heusden: Fixed whitelines, remove barriers around pitexit, remove cones around pit entrance and exit

* Bologna, Heusden, Lakeville: Cut track tweaking per WMD forum feed back

Vehicles:

* Ford Focus RS: Fixed tyre setup



Build 408 (18/2/13, Senior Manager)

Bug Fixes:

* Fixed non-PC compile errors

Render:

* Fix for bodywork not reflecting when rain support enabled and no rain
is falling, also includes a change to improve raindrop fade (making it
the same as windscreen)

* Fix for DX11 black/grey/white dots on all car bodywork types (normal and carbon)

Cameras:

* Adding camera lists for internal and external

* Adding 'center' cam

Common:

* Changes to support multiple in-race camera states

Input:

* Added assignable key for 'change in-race camera set'

Physics:

* Kart A/B/C test set: a study in tread resolution

Tracks:

* Connecticut Hill: Added wet settings, materials

* Heusden: Deleted some cones around pitstart and pitexit area

* Azure circuit: Tweaked maps, added details

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Build 413 (22/2/13, Team Member+)

GUI:

* Remove extra dialogue helper (fixes assign control bug)

Audio:

* Added filtering for distance and experimental reverb settings

* Changes to pitch behaviour at low RPM speeds

Tracks:

* Bathurst: Replacement/update for foliage

* Bathurst: New 3D trees/bushes with selfshadowing for leaves, trunk,
branches, volumetric shaded leavesclusters, transmissive effect added,
new meshes, updated leaves texturemap, replaced bug-shader of billboard
version, new LODB baked

Vehicles:

* Ford Focus RS: fixed ID

* BMW M3 GT: Added 9 of the 10 remaining liveries + added black rims

* BMW M3 E30: Fixed clipping interior element

* BMW M3 GT: Changed tire textures to fictional ones + minor UV fixes



*Known Issue* Alt tabbing in a lobby will cause a crash once the race has been launched.



Build 412 (22/2/13, Team Member+)

Render:

* Fixed scrambled rendering when ghost was used in time trial

* Fix DEFAULT_MEMORY_POOLS compiler warning

* Fix for DX11 black dots on glass bug

Shaders:

* Fix for tyres/wheel shader causing frame-buffer NaNs (yet more black dots)

Command Lines:

* Modified -skipcrowds option to prevent it also skipping other animations

* Additional change to go with -skipcrowds switch, to fix assert when running second race

Physics:

* BMW M1 Procar and Ford Capri: switched over to RBA-G tire carcass. Revised slick_purple to keep similar grip level

Tracks:

* Azure Circuit: New rascasse restaurant textures

* Azure Circuit: Reworked building 17 maps

* Azure Circuit: Moved blue17 maps to common

* Azure Circuit: Added lights near Rascasse

* Sakitto GP: Fine tuned the cut tracks futher in Spoon and 130R. Mostly made running wide in both corners more punishing



Build 411 (21/2/13, Senior Manager)

Command Line:

* Added -skipcrowds command line to allow people with lower performance machines to handle the tracks which have lots of crowds

Render:

* Fix for phase3 envmap shared target, missing clear.

* Fix for Rear View Mirror flickering bug (affected modes without MSAAA and also DS2X/DS4X)

* Avoiding BONNETCAM_ENVMAP specialisation param to be used when ShaderSpecModFlags::SkipBonnetCamEnvmap() is true

* ShaderSpecModFlags implemented, added into CShaderSpec - used for bonnetcam envmap / std. envmap switching

* Fix for another shadow-map issue that caused motherships on steep hills in the far cascade

Cameras:

* Fixes erroneus telemetry display on one of the cinematic camera views

Shaders:

* Converted vehicles_basic_translucent.fx shader to use pre-multiplied
alpha (thereby allowing better combination of diffuse light and
reflections on translucent parts such as light covers) and implemented
dynamic opacity to better handle the visual effects necessary when light
levels vary

Tracks:

* Azure Circuit: Tweaked outline edges, updated sidewalk around new JanP
resized assets, fixed gaps, fixed issues with duplicate texturemaps,
merged in latest JanP assets, marine centre.rar, updated sel sets

Vehicles:

* BMW M3 E30: Light fixes

* BMW M3 E30: Fixed tyre rotation, new taillights



Build 410 (20/2/13, Senior Manager)

Enviroment:

* Overcast fog fixed back to how it was previously

Tracks:

* Azure Circuit: Created new missing sec road "avenue de la Costa",
added sidewalk, terracing wall,added missing public garage, new textures
created, added ao, added dedicated trees/bushes, merged in latest
reworked assets from Janp, deleted some old stuff around my new reworked
part, there are some big gaps that will be fixed when we will have new
buildings in place

* Azure Circuit: New textures for sainte devote garage, wip first revision

* Azure circuit: New texture map

Vehicles:

* Common tread specular texture updated to latest specs

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