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Requisiti minimi e info utili + Build notes


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Build 547 (22/8/13, Team Member+)
GUI:
* Added missed delete of camera sphere area
* Updated MainMenu UI and sprites
* Fix for livery name in vehicle model select screen
Tracks:
* Azure Circuit: New textures
* Volusia: Add textures for nascar media building and interior

*KNOWN ISSUES* The new UI isn't great on 3 screen set ups yet. But the game works, so rough with the smooth?.

Build 546 (22/8/13, Team Member+)
Physics:
* Tires: hooked up memery tracking hook
X64:
* Added x64 script loading from sep dir. Added loading of 64bit sg's from pakfiles
Steam-based multiplayer WIP:
* Fixed Steam includes
* Steam-based sessions now set their name to a Steam lobby attribute
* Implemented session browser. No filtering yet
* Host no longer sets Steam's "lobby not joinable flag". Marking lobbies as not joinable makes them disappear from Steam browse lists, which we do not want during development. But it also means that Steam will now let players join logically unjoinable lobbies via its overlay, so this change will need to be reverted closer to release
Render:
* Implemented missing DX11 line draw
Common:
* Various memory leak/trace fixes
GUI:
* New source sprites and background images used by the updated UI
Audio:
* A new Racer V8-RS incar and external engine sets, plus an AI version. The incar is from the same source as the old one but a wider array, greater details and more dynamic. The external engine set is from trackside recordings and I'm very happy with the results - I hope you like them. Update also includes the latest sound events such as int/ext gearshifts, backfires/splutters and distant based effects. The trajectory and roll-offs are copied from the Capri and are working very well!
Career:
* Changed names of placeholder Career data to make it easier to distinguish them from Season data
* Refactored ChampionshipManager to handle multiple sets of data for Career as well as Seasons, and mode setting. Career events can now be launched soon (only launches first in sequence for now, will be working shortly)
Tracks:
* Azure Circuit: New textures
* Volusia: New terrain mapping and textures, new road lines and trackedges, vertex painting applied, dirt overlay added, seams overlay added, another type for asphalt, CSM tweaks, merged latest stuff from JanP and TomasT,add textures for spectator area
* Eifelwald: New export
Vehicles:
* Mitsubishi Lancer: Animation files. Changed wipers animation speed. Fixed LODX Door Glass not getting glass effect. * New Wiper animation and mask. Updated Windows and Windshield materials
* BMW M3 E30 Group A: More tuning of default setup and applied lots of info from the spare parts catalog and homologation papers
* Ford MkIV: Added Liveries 15+16
* Ford MkIV: Added Liveries 11-14

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Build 547(rebuild) (23/8/13, Team Member+)
GUI:
* Reverted leaderboard row count increase
* Back out changelist 310857
Tracks:
* Azure Circuit: New texures
* Volusia: Add textures for nascar media building and interior

Build 547 (23/8/13, Team Member+)
GUI:
* Added missed delete of camera sphere area
* Updated MainMenu UI and sprites
* Fix for livery name in vehicle model select screen
Tracks:
* Azure Circuit: New textures
* Volusia: Add textures for nascar media building and interior

*KNOWN ISSUES* The new UI isn't great on 3 screen set ups yet. But the game works, so rough with the smooth?.

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Build 549 (27/8/13, Team Member+)
Render:
* Fix for bad coords
* Fix for missing return.
* Fix for missing brace on DX9 triangle draw.
* Additional new pixel definition variable
* Added in new index buffer tyep to handle point lists
* Added in functions to get Cuda handlers for the generic prims
Environment:
* New setup for weather system loading
* Split up the environment data into 4 section which we can load and unload separately therefore allowing us to be able to control the systems data more. The sections are, Base Render data (rendertargets etc..) , Weather condition data , Level Data (skyrings etc) and Lighting Data. All render and weather data is now loaded as a boot phase and kept as persistent throughout the entire game. This will help load times to track and also reduce memory fragmentation when loading and unload textures
Career:
* Career Calendar updates, fix to map not displaying, linked up record panel (wip).
Audio:
* All new BMW M1 Procar incar and external engine sets, plus an AI version. Update also includes the latest sound events such as int/ext gearshifts, backfires/splutters and distant rolloffs and trajectory. Listen for the carburetor opening up and hear the air getting sucked in
Tracks:
* Dubai: National and Club new AIW’s for changes in the track geometry. All 4 layououts added new pit lane paths (previously missing), expanded grid sizes from 16 to 36 and pit area to 18
* Volusia: Add textures for bistro
Vehicles:
* BMW M3 E30 Group A: Adjustable weight distribution and setup tweaks for the revised tire

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Build 551 (29/8/13, Team Member+)
Physics:
* Moved common double buffer template to SupportPhysics
* Updated double buffering and locking in debug render
* Updated sand, gravel and dirt friction for updated friction model
* Group A Slick: Increased peak slip angle location a bit
WiiU:
* Instance renderering CPU submission optimised
* WiiU - remove alphatest state setting - not required now shader alphatest is aligned with DX11
* WiiU specific versions of background textures @ dxt1, 720, no mips
Render:
* Updates for Cuda management with Generic Prims
* Removed overriding stuff from techniques that was causing all sorts of render state issues
* Changes debug triangles to use no z test
Career:
* Calendar races now select the round properly when launching, and updates the current date. Series resuming disabled until Career/Seasons are separated in scripting
* Adding placeholder RaceModeInfo for championship races. Fixes bug with the pause and EOR menus not appearing in Seasons and Career, but has some debug asserts that will need looked into
Tracks:
* Volusia: new ground cover added, broad texture and material tweaked accordingly, wet road added, initial outer terrain, overlay lofts to better match Luis's road changes, CSM tweaks, fixed gaps between roads and terrain, merged latest stuff from JanP and TomasT, ground cover added, add textures for emergency garage, add textures for outbuilding
Vehicles:
* BMW M3 E30 Group A: One last default setup to try for the CPFT
* BMW M3 E30 Group A: Added ambient occlusion to LODs, added shift boot animation, optimized polycounts of all LODs
* BMW M3 E30 Group A: Added bones data for shift gaiter animation
* Formula Gulf: new dampers and revised default setup. Recommend using F3 Slick - Flash tire for now
* Lotus 98T: New tire based off my original. Basiclly reduced grip (with a change of the grip mix %'s) with some shear modulus changes to the carcass for better feedback feel. This is now the defualt with Casey's last tread set as option "A". Setup adjusted for new tire
* Ford MkIV: Added Liveries 17-20
* Ford MkIV: Added gold rim variation

Build 550 (28/8/13, Team Member+)
WiiU:
* WiiU: Increased memory pool sizes (temp sizes until memory usage is balanced)
* WiiU: Added default version of controller input sets until full controller support is added
* WiiU: Disable logs as default due to slow performance/spam content during w-i-p
* WiiU: Implemented BFileAsync Write support
* BLog: Ensure all log writes are done via a properly aligned buffer
* WiiU: Update Keyboard handler to maintain state history properly
* WiiU: Added handling of keyboard overflow state from OS
Camera:
* Added an experimental track cam delay for Stephen to tweak. This causes a delayed lerp in listener position when changing cameras
Render:
* Fixes for DX11 quads, lines and triangles
* Added thread tests. Updated render init
Tracks:
* Dubai: Colour match pass, layout matched to latest ref pics, opened pit garages, added pit exit chevrons, updated csms, removed trucks and tents from backstraight and added cones in the areas where the tyres were before to seperate the various layouts of Dubai
* Eifelwald: New export
Vehicles:
* Mercedes 190E: Put tire sizes back to 63cm all around after more research

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Build 552 (30/8/13, Team Member+)
Render:
* Intrinsic SSE version of TransformBounds, now compatible with X64
* Moves primitive type set (more of a tidy)
WiiU:
* WiiU - fixup renderthreads for RVM and Envmap threaded threading
* WiiU SelectLod uses square root estimate fast-path
* WiiU: Changed error code in stubbed SaveGameManager code to prevent fatal whilst it's w-i-p
Base:
* Debug: Updated BDbgAssert macro to create more optimised code in release
* Debug: Made ~BDbgMacroHelper inline to make sure it optimises out
* Maths: Faster version of the vanilla BMtx4f::Invert4x4 function
* Maths: Faster version of the vanilla BMtx4f::Transpose4x4
Physics:
* Group A Slick: Revised carcass using MFV-G as a guide. Most important change is a drop in longitudinal stiffness
* Fix for near camera debug triangle rendering
* Added support for triangle debug rendering
* Added new debug mode to render CSM in triangle mesh
Tracks:
* Volusia: Exclusion mapd and grass exclusion added
* Dubai: Fixed elevation issue in pitgarages, began replacing trees with proper style and position
Vehicles:
* Mercedes SLS AMG: New Wipers animation and mask done. Added Cockpit vibrations. Updated Cpit/LODA/B wipers meshes

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Build 553 (2/9/13, Team Member+)
Physics:
* Updated swap of debug render buffers
* Updated code around cleanups of double-buffered data
* Updated ToolsPhysics to use common double buffer template
Common:
* Added autofocus and autozoom camera params for LiveEdit modification
* Removed some clashing defines of UNUSED as they don't seem to be needed
WiiU:
* WiiU Transform Bounds implemented in assembly
Audio:
* Ariel V8 has independant incar and external engine sets (based on the same Hayabusa engine in the V8-RS), plus an AI version. Update also includes the latest sound events such as int/ext gearshifts, wobbles backfires/splutters and distant rolloffs and my latest trajectory values. I also added this new trajectory to the Racer V8-RS. The BMW M1 AI are quieter from the M1 cockpit (as requested) but the same amplitude from trackside. The Ariel V8 and Racer V8-RS have a better limiter sound and onset.
Tracks:
* Dubai: Additional textures for scenery and assets
* Volusia: New textures
Vehicles:
* Pirault Mega SR: Animation files. Faster wipers animation
* Ford Forcus RS: Animation files. Faster Wipers animations. Minor Fix on Wipers Loda mapping

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Build 556 (5/9/13, Team Member+)
Physics:
* Tires: FC w/ F3 matched tires, cold tire bug possible fix
WiiU:
* Full implementation of Tonemapping with Colour Cube correction and Bloom.
* Renderer support for Vertex texture/samplers
* Fixed SRGB input to FXAA pass
* Fix for warning CCastleManager
* FXAA uses tonemapped luma in alpha channel instead of green channel
Steam-based multiplayer WIP:
* Implemented session joining, and chat-based protocol between the new member, host and other members (used to synchronize additional user details)
* Handle players leaving the session
* Handle host migration
Common:
* Adding extra metric stat strings
* Removing Spurious assert
* Fix for shutdown assert with scengraphs
* New scene graph code to allow the ability to chain graphs together
Render:
* Fix for bad LUT for pixel formats
* DX11 - minor fix for constructor init missing some textures
* Fix for broken pixel formats enum
* Fix for DX9/DX11 2D lines being upside down
Formation Lap:
* This is an extra session before the main race, cars start on grid & drive 1 lap in formation. (formation AI still to be done)
* Enabled via a Quick Race menu option
* Also included a few code tidy-ups surrounding Pit Manger & Pit Engineer
Tracks:
* Connecticut Hill: Fixed various uv stretching, retextures concrete stripes, kerbs , concrete stripes , fixed floating assets and other discrepancies between ingame and RL
* Dubai: Add textures for additional building and blockers
Vehicles:
* Ford Capri Gr.5: New collision shapes
* BAC Mono: New collision shapes with multi-part main chassis for better representation of the car's shape
* BMW M3 E30 Group A: windscreen banner entries added
* BMW M3 E30 Group A: Added liveries
* BMW M3 E30 Group A: Added rim/interior colour variations
* Formula Gulf FG1000: Fixed CPIT steering wheel LCD mapping
* Caterham Classic, Caterham R500: New tires bringing them up to the current thinking on grip mixes. Heating enabeled, and new CTC (tread to road collison detection) added

Build 555 (4/9/13, Team Member+)
WiiU:
* Enable FXAA on WiiU
* Implement FXAA support
* Implement distortion rendering support/ Bonnet capture
* HDRControl WIP
* Fixup cached shader loading
Tracks:
* Volusia: Updated texture maps with more details
Vehicles:
* BMW M3 E30 Group A: windscreen reflections dds texture - new texture replacing placeholder texture (not yet in game)
* BMW M3 E30 Group A: Fixed materials, added CPIT paint material to LODA-C chassis
* BMW M3 E30 Group A: Material fixes
* Caper: Buildscript update to fix missing files from vehicle pak files if they are shared between vehicles. (Fixes missing Stock-Car-Oval driver)
* Formula C: check-in including very rough bodywork sketch for Ivo to continue work
* Lotus 98T: Dropped tack grip. Added some of the new CTC to the tread model. Better inflation shape numbers to fit the fully heated tire pressures. added some rear sway bar to default setup to remove understeer
* Formula Gulf FG1000: Cockpit texturing complete (bug on the steering wheel display)

Build 554 (3/9/13, Team Member+)
Weather System:
* Change to code so the decompression buffer uses what ever space is left in the main buffer
Steam-based multiplayer WIP:
* Implemented session browser filters
* Sessions that are not in lobbies are no longer closed for join, because Steam hides closed sessions from browsing. Game logic still won't allow players to join them though. This is temporary dev-only change
Common:
* Clear optimisions enabled on PC - SLI still clears colour as well as depth (RVM/Envmaps and Phase1)
* Deferred Rendering Helper - add seperate toggle for shadow update. This allows the lit particles to use shadow but not repeat the phase2 fullscreen - saves about 5% GPU time
WiiU:
* WiiU clear target optimisations + target resolution optimisations
GUI:
* Added formation lap session name text to the DB
Tracks:
* Volusia: Reworked ground cover, tweaked terrain, more trackedges lofted, reworked lake area, merged latest stuff of TomT and JanP
* Anhalt: Added backgroundmap
Vehicles:
* Formula Gulf FG1000: Steering wheel DDS texture. Changed "FG" and "Formular Gulf" stickers from black to white (not exported yet)

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Note: THE LAUNCHER IS DEAD. LONG LIVE STEAM

UNTIL FURTHER NOTICE, ALL BUILDS ARE TM+ DUE TO ONGOING PHYSICS TESTING.

Build 557 (6/9/13, Junior Member+)
Render:
* Add Oculus Rift bits to sample projects so renderer builds.
Steam-based multiplayer WIP:
* Host migration improvements/fixes
* Steam-based multiplayer can now be enabled on the command-line, option -steammp.
* P2P networking fixes
* Fixed several session join issues
* Fixed warnings
* Peer to peer networking
WiiU:
* WiiU fixed up offsets issue with motionblur3 shader
GUI:
* Fix for unregistering applinks, then not reregistering them on career calendar
* Update to career event panel, adding record stats, changed the way the events are cycled, added dashboard gui handlers
Tracks:
* Connecticut Hill: Adding highres backdroptexture with latest imagery from google, fixed various uv stretching, retextures concrete stripes, kerbs , concrete stripes , fixed floating assets and other discrepancies between ingame and RL
Vehicles:
* BMW M3 E30: Animation files. Animation Files with wipers initial Checkin
* BMW M3 E30: Minor update on Wiper Cpit/LODA/B/X meshes. Wiper animation and mask done Updated Windscreen and windows materials. Windscreen banner added. Reuploading after a connection problem
* BMW Z4 GT3: new sway bars and dampers for the CPFT test. Updates to GT3 slick and Group A tires
* Ford Capri Group5: Windscreen setup done, windscreen reflections added, windscreen banner added
* Caterham R500, Ariel Atom 3: Heating tweaks to the carcass and trad to balnce between these to cars. Basiclly reduced crcass heating and increased trad heating. Some setup changes to adpat for slight balance changes once the tires warm up



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Sink junior member, perchè non riesco a correre online? É normale. Cmq dopo un anno che non lo provavo, devo dire che a livello di fisica\ff è diventato molto piacevole e coincolgente

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Build 558 (9/9/13, Team Member+)
Steam-based multiplayer WIP:
* Implemented admin call: kick session member
Audio:
* All new Pagani Huayra incar and external engine sets, plus an AI version. Update includes extra layers of hard-offloaded exhaust crackles a and unique pully whine. Includes the lastest distant rolloffs and trajectory. Please Note: The int/ext backfires and gearshifts require bespoke sounds. I'll add these over the next couple of days. Please take the time to listen to the lower RPM details - especially from trackside - short shifting and crusing around slowly is a lot of fun THEN hit the gas and hang on!
Tracks:
* Azure Coast: Add emm texture for riv_carlhotel
* Connecticut Hill: Add textures for timer tower and sunoco sign
* Volusia Circuit: In field perimeter fencing, merged latest, terrain fixes near lake, cut terrain near garages, fixed popping assets, In field perimeter fencing, merged latest, terrain fixes near lake, cut terrain near garages
Vehicles:
* BMW M3 E30 GroupA: Reuploading after a connection problem

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