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Build 683 (14/03/14, Team Member+) – 563 MB
Next-Gen:
* XB1: Added WideLogo placeholder required for packaging.
Render:
* Removing the splashes
GUI:
* Fix for changing month disabling controller input in the calendar screen.
* You can return from a race and go back to the inbox with inbox items showing up.
* Fixed issue with SetReturnGUIScreen preventing page deactivate getting called. as a result i have been able to make career return to the correct screen
* Adding main menu applink so Will can control the MP lobby status text.
* Navigation between events on the same day is now left/right rather than bumpers
* Fix for email list not being registered when returning from race.
* Browse Online screen updated
* Adding main menu applink so Will can control the MP lobby status text.
* Re-added missing pit strategy screen text
Controllers:
* Detect Fanatec Club Sport Pedals device and CSP pedal motor vibration added.
AI/Pitstop/Penalties:
* Re-enabled fiber use for AI vehicles and wheels. When removing a physics participant, also remove it’s fiber.
* Oval updates: Added Oval flag to AIW and editor, Removed computational GetTrackType and replaced with Oval flag, Added Oval flag to Oval AIWs
* Disable wear for HD vehicle when under Ctrl-I AI control
* Fixed correct sector information for yellow flag AI driving and re-enabled sector based yellow flags
* Reduced shared pit/garages to 2 from 3, fixes issue with cars spawning in pit spot when there aren’t enough garage spots created
* Linked up dynamic flags text from the text DB, to the coloured flags
Career:
* Career helper updated to get correct team logo displaying while in career screens
* Fixed issue with dashboard standings not working after a series had been completed, by switching the end of series handling to use the new IsFinished flag instead of a final session increment and fixing up the launching process
* Contract offer and pitch text now handles motorsport text substitutions, used by FormulaR contract
* Fixed calender screen does not work when you try to enter an event using pad
* Awards a Contract Test accolade (saved in profile) and sends a Salamander FormulaC contract offer after winning the Contract_Test event, then pops up an accolade dialog after coming back to the frontend. Marks a CareerSeriesStatus object as finished when last round has been played, to make checking easier
* Profile now saves accolades that have been awarded, and the career series finish state
* Added icons for FormulaR, GT3 and GT4 to match motorsport names, so they show up in calendar events
* Fixed some characters causing a * to be displayed in contract text
* Filling in empty properties for current career teams
* Making Contract Test event a 2 race series
* Fixing the names passed through for FormulaR, Endurance and Ginetta to match the motorsport names, so that contracts can be awarded and those events can be played
* Moved accolade popup to Dashboard screen, now that it comes back to there after racing, rather than the Calendar (fixed elsewhere)
Vehicles:
* Adjusted class settings for career system
* Car breakables update. Replaced old objects with new ones.
* Added new external cockpit colour
* RUF RGT-8: Fixed gear anim
* Mercedes SLS GT3: Added deformations, cockpit animations and AO
* Mercedes 300SEL: Driver anims – alpha 2
* Ford Sierra Cosworth RS500: Added new silver/black rims textures
Tracks:
* All Tracks: Texture for WMD style TV Van, Added logos on hood and rear doors.
* US Tracks: Textures for US Fire truck.
* Fixes to dynamic street item weights for stability (Dynamics, physics)
* Loire: Slightly polish nmp and spec map, added textures for a68 – private house, new texture maps, 1st commit
* Anhalt: Started full polish pass – added new materials for roads, terrain, skybox, new placement for trees, new autograss texture & working HRDFs. updated autograss foliage texture with new high res one.
* Snetterton: First export, added AIWs, added tracklights xmls files
* Belgium Forest Kart: Texture update, lights sgx file added, static instances xml added
* Oulton Park: Added a signal, change the signs for the new
* Moravia: Fixed rear part tiling.
* Lakeville Raceway: New pit lane and extened pit spots to full lenght of pit area. 43 Pit boxes and 43 start spots.
* Besos: Re-save of the AIW’s to record the newest sector trigger changes.
* Eifelwald: Latest updates to tree/foliage layout
Known issues:
- Replays in MP: Not working as they should
- P2P Tracks: Don’t press return to pitbox
-The following tracks have some issues and require you to press Ctrl+I in order to be able to drive in free practice: Azure Circuit, Belgium Kart Forest, Belgium Historic, Concord, Harrison Pike, Heusden, Jin Ding, Memphis, Moravia, Solitude, Volusia
- x64 temporarily disabled due to steam client issues.

 

Build 682 (13/03/14, Team Member+) – 409.8 MB
Next-Gen:
* XB1: Fixed some warnings
* XB1: LODsettings file for opponent cars
GUI:
* Career Calendar now shows correct eligibility for events based on current car.
* Adding live timings to the monitor panel.
* Fix damage not connected to options correctly (No visual damages fix)
* Updated green flag text from”Start” to “All Clear”
* The blue warning flag is now blue
* Fix for broken alpha on Ford logo
* Removed Oulton Park Forest replaced by Oulton Park Fosters
* Brands Hatch: Track Photos
* Flag descriptions added to TextDB
Physics:
* Join In Progress physics support: Added SpawnInProgress system. Separated CreatePhysicsParticipant to be used by both loading and in-game. Threadsafe physics participant creation. RemovePhysicsParticipant removes collision meshs and destroys vehicle memory footprint. In game call SpawnJoinInProgressVehicles to check for additional vehicles. Removed Gameplay UpdateSpawnVehiclesInGame calls no longer required. Fixed up physics systems to ensure IsLoaded is checked on physics participants before use. Split UpdatePhysicsMass into 2 functions updating mass and dampening separately
* FG1000 & Group A cars: Tire tweaks
Career:
* Fixing further pointer casting issue shown in console compilation
* Manager and Contract emails can now be deleted, and Contracts can be accepted directly from an offer email (updates car and switches motorsprot to make only eligible events playable). Type and identifiers added to the emails on setup. Contains some WIP code that Simon will update.
* Added hashed accessors for email handling. Motorsport is saved when accepting a contract (needed for new contract offers)
* Moving ContractTest event near to the FormulaC races, and set to a FormulaR event to ease testing
* Switched Silverback_Endurance event to use a valid car, to stop assert on startup
* Championships and contracts: Updated Ginetta G40 series with valid Motorsport label. Added contracts for Formula R series, Ginetta G40 series, and Endurance series. Added all GUI text strings to CareerDB to display the correct info.
* Kart Test: Event can now be entered again (fixed inconsistency with motorsport naming for it)
AI/Pitstop:
* Added some AI fixes for the end of some point to point races
* Removed some asserts for incomplete AIWs
* Fix driving in tight tracks like Azure Coast with improvements for the Wall Feeler system and the Stuck behavior (v2)
* Logging to diagnose pitstop animation failures
* Pit Mechanics: Placeholder characters
Vehicles:
* Headlights: Increased range to 175m. Helps boost brightness. May scale back when night becomes darker.
* Ford Sierra Cosworth RS500: Added new silver/black rims textures
* Pagani Zonda Cinque Roadster: Misc dds texture – Italian flag corrected
Tracks:
* Oulton Park Fosters: Added tracklights
* Eifelwald: Latest updates to tree/foliage layout
* Besos: Full polish pass, added all the missing elements such as fences , tyres , armco , plastic barriers , completely new textures , updated TRGs for sectors 2 and 3 to get them in the right places , complete new collision for track incorporating small bumps to liven it up , new collision for all tyres etc. Updated the master tyres scene with new tyres for Besos. Added new XML files for tyres for GP and NAT , also added new XML for just the variation blockers. New files for physics objects for GP and NAT , updated placement files for trees etc.. , new grass exlcusion files.
* Brands Hatch: New exports
* Loire: AIW for Steve to test pit lane creation crashing.
Known issues:
- Replays in MP: Not working as they should
- P2P Tracks: Don’t press return to pitbox
-The following tracks have some issues and require you to press Ctrl+I in order to be able to drive in free practice: Azure Circuit, Belgium Kart Forest, Belgium Historic, Concord, Harrison Pike, Heusden, Jin Ding, Memphis, Moravia, Solitude, Volusia
- x64 temporarily disabled due to steam client issues.

Build 681 (12/03/14, Team Member+) – 190.0 MB
Next-Gen:
* GroundCover XB1 is selectable from options again
* Support for Dynamic Usage in lightweight primitives. Last part of fix for XB1 ground-cover + also fixes grass in DX11MT/PC
* XB1: Ground Cover Appsupport + grass system fixes
* XB1: Back buffer present optimisation
* PS4: Upon post race flow, unlock sample award for the milestone
* XB1: Fix for broken depth of field (was causing black screen flashing in Helmet Cam)
* XB1: Fix for incorrect glass/forward rendering bug
Render:
* Distortion shader common buffers fix
* Missing common_buffers include in heathaze
GUI:
* Addition of the Accolades popup dialog. This submit also a contains a bug fix for trying to spawn a bink dialog while in game.
* Moved HUD draw detection to before forced reset of extenal camera flag. Allows HUD to be correctly disabled in pre-race camera sequences on tracks with no trackside cameras.
* Adding dialog links XML for dialog AppLinks, and making the accolades dialog box use these AppLinks.
* Fix for overlapping email text, updated Motorsport icons
* Updated Team Contract page, fixed team logos
* Brand-new player labels above cars
* Updated manufacturer and track logos
* Hooked lobby “invite” applink.
Physics:
* Tires: Hooked up session grip, FC r9, FA G grip reduction
* Renault Megane RS265: Physics update with data from Renault
Multiplayer:
* Invitations (WIP): More work on invitation interface cleanup, invitations GUI is now handled by the session manager, accepting invites is platform-specific. Implemented “display invite GUI” for Steam/PC.
* Implemented boot-time Steam invitations. Accepting an invite while not playing the game will launch it and attempt to join the session once in the main menu.
Bugfixing:
* Fixing dev keys filtering where certain defines are not visible. (CTRL+F = OK)
Career:
* Added counter for maximum number of sessions in a championship
* Incremented ms_MaxPerSessionInfo to match new GT3 events
* Don’t try to generate an contract if the motorsport hasn’t been set
* Signature graphics and signoff variations added to the ReviewContract screen. Career contracts now picking from a selection of pitch textIDs
* Resetting career saves to avoid invalid contract/vehicle data, now that career is locked until player selects a contract (and is given a car) and contract eligibility is being forced
* The career Continue menu option is now disabled if the player doesn’t have a valid contract, so they’re forced into New career to select a contract and be given a car.
* The vehicle selection is now forced to the contract car when re-entering career or accepting a new contract
* Career calendar display and event starting eligibility now checking the motorsport (from the signed contract) is correct too
* Temporary solution to reset career when a New career is selected (proper solution will be added when career load screens are added)
* Fixed bug with FormulaB not generating an entry contract, due to UI trying to change page before it had call the appfunc to set the motorsport
* Career Championships – World Endurance Championship – First release.
* Career Championships – Endurance motorsport added (Motorsport definition, points system, text strings, and initial championship name).
* Fixing team/contracts name to match new designs, and updated to point to new logo icons
AI/Pitstop:
* Throttle gets affected by grip loss to prevent total loss of control
Vehicles:
* BAC Mono: Added new Kumho Ecsta V700 tires textures
* Mercedes SLS GT3: LODs done
* Gumpert: Camber baked into suspension animations
Tracks:
* New trackside vehicle instanced assets – ambulances, fire tanker, moog, tv vans
* Loire: Reduced overall material count on driveable areas and started transferring over polished up materials from other tracks, added textures for a50 – building complex near restaurant
* Lakeville: Removed dynamic object markers from enhanced pit exit area, enhanced the pit-area as requested by Doug to enable more garage spots
Known issues:
- Replays in MP: Not working as they should
- P2P Tracks: Don’t press return to pitbox
-The following tracks have some issues and require you to press Ctrl+I in order to be able to drive in free practice: Azure Circuit, Belgium Kart Forest, Belgium Historic, Concord, Harrison Pike, Heusden, Jin Ding, Memphis, Moravia, Solitude, Volusia



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Build 684 (17/03/14, Team Member+) - 161.3 MB
Next-Gen:
* Updated XB1 server data repository: Exported new data platform structures and functions for events support
Render:
* Shadow work to remove unused options and fix bugs
* Shadow clean up + additions (with the exception of PS4)
GUI:
* Tutorial Notifier dialog box, tutorial text added to the TextDB
AI/Pitstop:
* Attempt to make GetWPMetricsFromPositionDistance a much safer method
* Fix for AI reported brake damage
* Set up pose spawn location correctly before spawning vehicle inside PhysX
* RemovePhysics participant removes gui loaded vehicle correctly
Tracks:
* German Tracks: Re-upload texture.
* All Tracks: Textures for Tow car.
* Snetterton: TRD updates, Corrected AIW
* Loire: New texture maps, 1st commit, polished textures, add textures for a69 - privat house
* Azure Coast: Added new 2 new shortcuts around s2 uphill road section, reworked the whole terrain, created 2 new drivable roads + 5 other sec roads, created walls/ ret walls/ conc blocks / curbs / new wood armco type, created new textures/materials - reused textures where possible, fixed csm road/cms grass/ csm wall for all layouts, updated armcos, added trackedges/whitelines and updated the ones near these new roads, updated trees / bushes around this area, updated signs, updated dyn stuff, updated streetlight/lights sgx, updated exclusion map, created ded scene for it with just 2 mat, merge all works from other guys, fixed some of these works, updated csm where needed, fixed flags/lod distancearound s3/full finish area, updated mat/removed duplicate ones, updated shader path/removed duplicate shaders

Known issues:
- Replays in MP: Not working as they should
- P2P Tracks: Don't press return to pitbox
-The following tracks have some issues and require you to press Ctrl+I in order to be able to drive in free practice: Azure Circuit, Belgium Kart Forest, Belgium Historic, Concord, Harrison Pike, Heusden, Jin Ding, Memphis, Moravia, Solitude, Volusia
- x64 temporarily disabled due to steam client issues.

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Build 685 (18/03/14, Team Member+) - ~290.7 MB
Render:
* Remove unused mCoordScaleOffset and accessor from ShadowBase
* Code to allow fixed normal mapping for particles.
* Updated apex shaders
GUI:
* Fix calendar screen to let you select "disabled" events correctly
* Cleaning up code for the message inbox item selection.
Physics:
* Active Aerodynamics
* Added debug rendering of per wheel terrain information
AI/Pitstops:
* Temporarily disable Rolling starts
* Attempt to make GetWPMetricsFromPositionDistance a much safer method ( take 2 )
* Added "no-repeat" functionality to the Pit Engineer speeches
* Force pitstops to match animation sequence
* Stop pit script from spamming debug output
Vehicles:
* Moved paint textures to paint folder + new export
* LMP RP339H: LODX cockpit polished, mapped and textured. LODX cockpit parts cloned to placeholder LODA ones. Steering wheel DDS texture. Initial check in.
* Lotus 78: Camber baked into suspension animations
* Pagani Zonda Cinque: UV mapping + many updates, ready for LODs, Added banner texture, set up RCF files, added CPIT display, added custom livery support, Rim texture variations
* Mercedes SLS GT3: New export
Tracks:
* Modifications to trackside spectator areas, filling more empty gaps, spread of dynamic object masses for WMD member feedback
* Azure Coast: Added latest assets,fixed skyring,deleted blue arrow signs,added conc walls at the ends of stages
* Loire: Tweaked emm. maps, added textures for a70 - private building
* Brands Hatch: Updated outdated trd envmap position
* Moravia: New AIW with proper pit support. New pit lane with 22 pita and 44 garage spots. Grid set to 44.

Known issues:
- Replays in MP: Not working as they should
- P2P Tracks: Don't press return to pitbox
- x64 temporarily disabled due to steam client issues.

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Build 686 (19/03/14, Team Member+) - 334.3 MB
Next-Gen:
* PS4: Fixes for shadow updates
Audio:
* Fixed an issue with recent road surface sounds that had been put in the wrong sound bank (wind buffeting). Road sounds were failing to load for cars that weren't using a wind sound (and so weren't loading the bank) e.g. Kart, Mercedes SLS and Evo X
Render:
* Fix for headlight shadows not appearing. (Cars had been changed to use SpotLightProj, but SpotLightProj did not have shadow support)
* Fix for shadow range being too short in cockpit cam : alastair
* Fix for incorrect normal uv mapping on animated billboards
* Fix for compile error with FIXEDNORMALMAPPING define
* Updates all shaders for common global param blocks. Also fixes numerous compile issues with unreferenced params. Fixes PS4 shadows.
GUI:
* Addition of logic to allow email history to be remembered in the EmailInboxGUIHandler. To be connected to EmailSystem by StuartH.
* Unlockables code improvements
* Fixing online events from not being startable with controller.
Online:
* Clarified how to query track leaderboards vs event leaderboards
* Unified leaderboard identification for all query types and stat submits
* Removed support for now obsolete track and vehicle versioning in leaderboards (which was supported only by our own server)
* Updated all Aries code to work correctly with the cleaned up API
* Added support for new console-specific event properties (leaderboard ids)
* Implemented stat shifting for event leaderboard reuse
* Implemented low-level support for events on XB1 and PS4 (submits and queries)
Note: After this change leaderboard submits will no longer work when running with -javalb, old obsolete leaderboards now works in read-only mode
Career:
* Megane Trophy motorsport name updated to match GUI
* Career Championships: Megane EuroCup - First release
* Career Championships: Megane Touring motorsport added (Motorsport definition, Contracts, text strings, and initial championship name).
AI/Pitstops:
* Fix for animation sequences not resetting when pak file reloaded. Additional debug info for scripts.
Physics:
* Fix for debug assert from active aero
* McLaren F1: Set up aero for brake-activated rear spoiler.
* BMW 1M: Increased default tire pressure
Vehicles:
* Added new external cockpit colour
* Audi R8 V10: Fixed cameras, calibrated gauges, updated CPIT display
* Audi R8 LMS: Fixed RCF files, fixed classes, tweaked cameras, added HUD variation
* Audi R18 TDI: Brought it back
* Pagani Zonda Cinque : New driver pose + cockpit camera offsets, to have better sight on left side mirror
* Ford Mustang Cobra SCCA: Prepared for first export, Added runtime files + collision export + placeholder liveries
Tracks:
* Silverstone GP: Set grid to 32
* Azure Coast: Reworked dynamic object masses based on forum feedback
* Loire: New texture maps, 1st commit
* Moravia: Fixed last corner CSM issue, added missing overlays, fixed terrain LOD's
* Besos: Added all new puddlemaps for wet track setup, updated drain texture to add spec to alpha and updated kerb3 nmap so indents match the diffusemap. New pitbuilding textures, added CLUB layout main tyre wall
Known issues:
- Replays in MP: Not working as they should
- P2P Tracks: Don't press return to pitbox
- x64 temporarily disabled due to steam client issues.

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Build 687 (20/03/14, Team Member+) - 538.1 MB
Next-Gen:
* Enabled PS4 event leaderboards (to be tested once event config download starts working) : stepan
* Fixed shifted time validation when querying event leaderboards on consoles.
* Fixed event vehicle id query on XB1.
* Fixed parsing of leaderboard stats on XB1.
Render:
* Fix for refleciton sky rendering. Basically the Relection emaps where using the wrong horizon and boost parameters.
* Fix for away fog colour getting setup incorrectly in the common buffers.
* Material ShaderState setting optimisation + support for optimised material global constant buffer setting
* Compressed common buffer constant buffer indices so there are no gaps.
GUI:
* Adding the ability for custom colour overrides for chat text. Colors can be specified in data and linked on a project level to the static colours in the chat handler. Default chat colours are unaffected.
* Added 'Reset VR' control mapping to controls screen, and example use for control in CInGameSection.
* Added default control to maps.
* Added VR Predict Scale setting to video options page, and to profile
* Added a few missing text DB entries
* AppFunc handler code for setting chat handler text colours from content.
* Const correcting and unhiding chat handler colour setting code.
* Default GUIProgressBar min and max quads to 'invisible' to avoid data bugs
* Adding appfuncs for setting chat handler text colours from content.
Career:
* Increasing ms_MaxPerSessionInfo in profile to match new event with more sessions
Physics:
* New boost model / push to pass etc
* Pagani Zonda Cinque: Initial Physics, Reduced FFB multiplier
* Audi R8: Engine stall/bump start tweak
* Engine and brake tech work on SLS AMG, Sauber C9 and Evo X. Active aero on SLS
Vehicles:
* Added manufacturer paint colours
* Ford sierra RS500 Crosworth: New alpha 2 animations, added winning liveries + names, Added new additional livery vinyls - initial check
* RUF RGT8: LODA and LODB interiors polished, mapped and textured. Interior DDS texture - Initial check in.
* Audi R8 LMS: Various updates, fixes and additions, updated textures
* Audi V10+: Updated textures, Fixed cameras, calibrated gauges, updated CPIT display
Environment:
* Pine material tweak, treeboost decreased
* Racing Groove texture update
Tracks:
* Anhalt: Added missing instance placement files, added some new textures and updated some. Completed the initial polish pass, a lot more could be done here but its got new textures, tyres, full wet setup etc.. so is good enough for the moment. Updated main placement files for GP and NAT layouts, added new mesh files for Anhalt and Loire tyrestacks, and Loire diffusemap, added spec and nmap for new yellow and blue tyre stacks.
* Loire: Fixed overglowing kerbs in one of the the first chicanes on the long straight, added latest from Tomas and Jan, added 3dtyres stacks, began getting polished materials and textures transferred over , added marbles, 3d tyrestacks for the black uncovered tyrewalls, updated envmap reflection setting, add textures for a53 - bridge, a54 - tribune and a63 - small building
* Besos: New exports
* Milan GP: Fixed cut tracks causing penaly in first chicane.
* Dubai GP: Edited line and corridor in last sector to match loft changes.
Known issues:
- Replays in MP: Not working as they should
- P2P Tracks: Don't press return to pitbox
- x64 temporarily disabled due to steam client issues.

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Build 688 (21/03/14, Team Member+) - ~277.1 MB
Next-Gen:
* XB1: Savegame code, missing header file added.
* PS4: Added Invite friends gui handler
* PS4: Session/Invitation improvements. Image invitation.jpg added.
Audio:
* Update with latest tech (WIP)
* Updated balance (WIP)
* Adding trajectory settings for Caterham 500
* Adjustments to existing sfx placements, plus additional placements
* Balance change for levelsounds
Render:
* Change to the sky rendering in reflecition maps.
* Impostor reflections scaling system changed
* Adding in code to workout size of particle for depth texturing.
* Material shader tracking: vastly reduces the amount of shader changes we issue. (saved approximately 2800 calls to DX11 with a full start grid)
* Impostor reflection strength made independent on waterval in shader
GUI:
* Fix for hanging on splash screen when not logged into steam
* Revived all relevant DLC code, re-fitted to Aries with the addition of basic Steam implementation
* Hooking into the custom text colouring for the chat handler in the GUIHandlers.
* Adding accessors so that page handlers can access custom chat text colours.
* Setting the custom chat handler text colours in content
AI/Pitstop:
* Rolling start spawns skip setting up initial pose
Physics:
* Pagani Huayra: First stage of active aero setup
* Radicals: Engine stall/bump start tweak. new brake fade tech
* Palmer JP-LM: Engine stall/bump start tweak. new brake fade tech
* Mercedes SLS AMG: Revised active aero settings
* BMW 1M: Adjusted tire pressure again
Vehicles:
* BMW 1M: Added LODX clones
* Ford Mustang Cobra TransAm: Material fixes
* Ford Sierra Cosworth: Fixed logos typo issue
* Audi R8 V10+: Fixed shadow gaps, fixed shadow cast gaps, added 3D badges, New brake discs, added 3D Audi logos, many other fixes
* Audi R8 LMS: Added 3D badges, fixed shadow gaps
* Ford Mustang Boss302R: Alpha 2 animations drivers
* Mitsubishi Lancer EvoX: Added paint colors
Tracks:
* Besos: Club layout added, tweaked lod and emmisives, tweaked lod settings on pit building, merged in updated pitbuilding, garages and pitarea assets, New conplete AIW for new track. 36 grid size. No pit or garage area.
* Loire: New texture maps, 1st commit

Known issues:
- Replays in MP: Not working as they should
- P2P Tracks: Don't press return to pitbox
- x64 temporarily disabled due to steam client issues.

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Build 690 (24/03/14, Team Member+) - 25.3 MB
Next-Gen:
* PS4: Fixed compile errors.
* PS4: Set up for PS4 SRT with pass-thru.
Render:
Fix for compile error.
Fix for missing lightingdata in Phase3 Rendering (fixes the Glass, Phase3 anomally).
GUI:
* Fixed Spa, Silverstone, Audi logos
* Added online support for pit team number/colour
Environment:
* Test static instances
Vehicle:
* Audi R8 V10+: Added missing MTX file.
Tracks:
* Loire: New texture maps, 1st commit. Tweaked textures
Known issues:
- Replays in MP: Not working as they should
- P2P Tracks: Don't press return to pitbox
- x64 temporarily disabled due to steam client issues.

Build 689 (24/03/14, Team Member+) - 332.4 MB
Next-Gen:
* XB1: Savegame exception handling update
* XB1: Fixed leaderboards to query and show GameDisplayNames instead of Gamertags.
* PS4: Updated Invitation image
VR:
* Moved Steam VR capture to in-game section
* Added mRenderAvg structure that is used to measure the average render time of recent in-game section Render updates
* Added call to reset Steam VR tracking when the binding for the GUI option is invoked (Options->Controls->Edit->Miscellaneous->ResetVR)
* Hooked in the GUI VR Prediction Scale option and scale the SteamVR Capture with it (Options->Visuals->Virtual Reality->VR Predict Scale)
* Improved the method used to feed SteamVR head tracking inputs into the camera system to reduce lag
Render:
* Fix for -DX11MT crash on boot
* Fix for Deferred KeyLight holding onto shadow textures
* Fix for spec factor not getting set to the shaders from the wtc files.
* Effects: Leaves fx polish/fix + tyre smoke polish (WIP)
* Applied normal bias to spotlight shadows + low detail shadow mode has improved filter.
* Updates to Player Tyre Smoke Particle Systems
Physics:
* Tires: FlexiCarcass Update, FC r9 A/B/C test
* Further boost code, rev limit, wastegate pressure increase
* Caterham SP300R: First version of push to pass
* Mercedes SLS AMG: Removed air brake mode from rear spoiler
* RUF CTR3: Quick initial physics
* BMW Z4 GT3: Now using homologated gear ratios
* Marek RP339H LMP1: New engine modeling a 3.4L N/A V8
GUI:
* Adding GUI Handler for the career start screen where players can enter their name, team, nationality and car number. Stuart to connect to career systems.
* Hook point for Stuart to run logic when accolades award dialogs are closed.
* Updated Silverstone, Spa, and Audi logos
Career:
* Commenting updates
* Added CareerAccolade HRDF (with some initial data) and loader/manager so that accolades can now be defined in data, and tracked by the game using UnlockableItems to unlock events, fire popups etc. The Contract Test Accolade is still the only one being used, but is now data-driven and using the new system
* Fixed unlocked items to use object hash rather than BStorage hash (was failing to match)
* Adding a comment to note different roundNumber token usage
* Updated career TextIDs for the accolades
Vehicles:
* Removed X marks from tire textures
* Removed redundant textures
* Audi R8 V10+: Tweaked paint colors, updated lights textures, Carbon side blades and wing mirrors + added licence plates
* Mitsubishi Lancer EvoX: Fixed minor typo mistake
* BAC Mono: Fixed tire texture sizes
* Marek PM06a LMP/Ginetta G40: Alpha 2 driver animations
Tracks:
* All Tracks: Textures for Ausa style trackside crane, textures for Ausa style trackside crane.
* Azure: Updates to Azure Coast pavement items masses, following forum feedback.
* Snetterton: Changed racelines
* Loire: Added txt a121 building
* Dubai GP: Edited and tweaked corridors for AI management. First corner funneled to clean up first lap a bit. Other areas and coreners some slight funnelling too. Checked and adjusted cut tracks.
Known issues:
- Replays in MP: Not working as they should
- P2P Tracks: Don't press return to pitbox
- x64 temporarily disabled due to steam client issues.

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Build 691 (26/03/14, Team Member+) - 666.1 MB
Next-Gen:
* Fix for PS4 shadow rotation texture
* Fix for compile error on non-PC platforms
Render:
* Fixes problem with shadow rotation texture not being set
* Removed parent override links from new tyre smoke effect definitions, to allow modifications to the supporting code without breaking the system entirely or causing a sudden drop in smoke quality
* Boost shadow detail for cinematic cameras: None => No change, Low => Medium, Medium => High, High => Ultra
* Fix for DeferredLighting shadowrotation texture crash on boot
VR/TrackIR:
* Added TrackIR test
* Enabled first version of TrackIR support
* Removed Oculus Rift SDK (now interfaced via SteamVR via Base)
GUI:
* Updated Driver Network Profile page
Physics:
* Caterham R500: Increased minimum ride height. Different LSD setup to prevent mid-corner understeer
* Ford Focus RS: Major physics update
* Caterham Classic: Reduced FFB multiplier to help clipping issues
AI/Pitstop:
* Pit sequence now has a reset function to reset the pit sequence when the player resets the session. : iainc
* Ensure that pit team ids are unique per participant
Career:
* Accolades now unlocked based on winning events via the event/accolade data : stuart
* Career Championships: Uk Rookie Proto3 Cup (Prototype LMP3 series) - First release.
* Accolades now unlocked based on winning events via the event/accolade data
Vehicles:
* Sauber C9 Mercedes: Vintage Michelin tires dds texture, badges dds texture, windscreen reflections dds texture, wheels dds texture, misc dds texture, lights dds texture, lightglass dds texture, brake disc dds texture, windscreen banner dds texture - new texture, initial check in
Tracks:
* All Tracks: Textures for trackside Ausa crane.
* Azure Coast: Added all new missing stuff, updated static items all around the new sections, updated crowds all around new sections
* Snetterton: Viewer assets changes
* Loire: Added txt a119 building

Known issues:
- Replays in MP: Not working as they should
- P2P Tracks: Don't press return to pitbox
- x64 temporarily disabled due to steam client issues.



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Build 693 (28/03/14, Team Member+) - 624.9 MB
Next-Gen:
* XB1: Fix compile error (shadow backing store)
Render:
* Disabled global constant buffer in materials temporarily - fixes bugs with wheels not appearing to rotate, incorrect lights coming on, and white areas of texture on grass
* Fix for bug in AppPakFile::LoadTick where if a pak file size was greater than the size of a streaming buffers it would fail to load.
* Added render context remove call to match recently added context, to prevent leak on exit
* DX11: Global Material Constant Buffers bug-fixed and now enabled.
* Omni-directional ambient lighting (6 directions) implemented for particles - It's enabled by OMNIDIR_AMBIENT_LIGHTING_6WAY specialisation parameter. Works only with _AMBIENT_IRRADIANCE_MAP_
* Extra switch to allow coloured detail map added to primary road shader - allows greater variation where needed
GUI:
* Fix so that weather descriptions return null string if the decription being requested does not exist.
* Adding new GUIPageHandler for load screen, fixing bugs in vehicle selection screen so correct vehicle logos show up.
* Fixing the vehicle selection menu so you can preview vehicles, change liveries and select vehciles without bugs.
* Fixing vehicle selection and adding list registration for the career load screen.
* Oreca logo added
Audio:
* The Audi R8 Plus new incar and external engine sets, plus an AI version. Tweaks to tranny, gears, wobble & backfires, distant roll-offs and trajectory.
* The Audi R18 incar and external engine sets, plus an AI version. Tweaks to tranny, gears, wobble & backfires, distant roll-offs and trajectory.
Physics:
* KERS
* Oreca 03: Initial placeholder physics. Decent engine and roughly correct aerodynamics
* Formula A: First pass at KERS system
Career:
* Small improvements to career simulate option
* Added quick simulation functionality for aries career mode (note that this is 1st pass and not yet functioning fully as per design)
* Console command to award career accolades for testing
* Unlock requirements added to the motorsports data, so they're now unlocked by winning accolades, then contracts are offered when new motorsports are unlocked. Current motorsport and accolade data updated with proper values, as per design (added SuperKart and removed ContractTest).
* Career TextDB updated with latest contract/motorsport names
* Reverting temporary "reset on complete" for career races, as it affects the new accolade/contract awarding.
* Fixed eligibility criteria to fix entry to Prototype1 events
* Fixing motorsports with missing UI events, Prototype1 will now offer contracts
Ai/Penalties/Pitstops:
* Added support for race-only track types, and adjusted recent game systems
* Fixed up the"PreRace Allowed" properties on all the tracks to be accurately representing whether that track supports garages/pit-lane.
* Fixed up RacingRules:isqualify so it can never be called when DQ is turned
Vehicles:
* Audi R8 Plus and Ultra: Driver anims alpha 2
* Sauber C9: Tweaked bonnet/roof cameras + lights textures, fixed bonnet issue, fixed missing rearwing, fixed RCF typo
* Ruf RGT-8: Added new road liveries, added road liveries names, adjusted materials for a glossy black rim result, added new road liveries, added new glossy black rims with red stripe lip, adjusted materials for a glossy black rim result, added new road liveries.
* Lotus 72D: UV mapping finished, fixed minor issues, calibrated gauges
* Ariel Atom V8: Fresh export against latest shaders
* Ariel Atom Mugen: Fresh export on latest shaders
* Ariel Atom 300: Fresh export on all latest shaders
Tracks:
* Eifelwald GP(All): New xshaped kerbs applied, fixed outer terrain, pitwall and pitlane updated with new textures and updated meshes, new slots for cars and bikes, fixes according to feedback applied, updated tree, instances and dynamic assets placements.
* Besos: Removed trees for new grandstand placement
* Dubai Autodrome: Adjusted floating objects to match new track/terrain heights, adding new Dubai gamefiles - export of daves changes and removed the lighting from some of the track buildings, fresh round of logo changes for Dubai Autodrome
* Snetterton: New Exports, textures changed
* Loire: Kerbs remapped.. added latest assets from jan and Tomas.. fixed csm issues and visual gaps..testure pass on kerbs... began fixing whitelines distances from kerbs, add txt a122 building set

Known issues:
- Replays in MP: Not working as they should
- P2P Tracks: Don't press return to pitbox
- x64 temporarily disabled due to steam client issues.
- Oreca 03: In race mode the car will have a mechanical fault right after a few meters of driving.

 

Build 692 (27/03/14, Team Member+) - 406.4 MB
Next-Gen:
* PS4: Presence changes to all platforms. PS4 installed.
* PS4: Fixes for sRGB on normals on PS4. Fix for default params in material constant buffers.
* PS4: Adds cpu markers in reflection. Tweaks PS4 reflection settings.
Render:
* Leaf Shadow Effects Separated for per effect-tweaking
* Weather condition and trd updates: First pass of climates added. Now there will be less conditions in the Front and and all the visual variation will come from the climate specified for each track. Static emap positions reworked for several trds. Fixed additional trd issues with long lat and time zones
Audio:
* Audi R8 LMS Ultra: Incar and external engine sets, plus an AI version. Tweaks to tranny, gears, wobble & backfires, distant roll-offs and trajectory.
Online:
* Global storage and events refactor: GlobalStorage now remembers downloaded files, notifies App about them and keeps the data until processed by App. Removed all nofication objects fired while parsing event config in GlobalStorage (used to be one notification for each event and each event property, potentially overflowing notification queues). Removed event parsing logic from GlobalStorage per-platform classes, and moved it to common OnlineSupport code. Overalll this change cleans up handling of event configs, and prepares GlobalStorage to be easier to use for other data than event lists.
GUI:
* Fixed unlockables data property building, to be after the hrdf data file load
* Weather conditions names tweaked in text db
* Tutorial text, UI, and audio checked in
* Adding wastegate pressure to the car setup screens - both ingame and menu versions.
Physics:
* Added class for manipulation with object mass properties.
* Adding waste gate pressure to the car setup and physics tuning.
Vehicles:
* Oreca 03: Prepared for 1st export, added Motec display + HUD, adjusted tire positions/sizes, various fixes, added runtime files + collision export + placeholder liveries (NOT YET IN-GAME)
Tracks:
* TrackList: Added Snetterton 200
* US Tracks: Fixed mipmaps.
* Dubai Autodrome: Updated logo on Emirates Raceway crash pillows - now shows latest logo
* Snetterton: Ground cover texture, Grass exclusion and Grass cover, Changed textures,a new path in some sections, new kerbs, some new armcos, edges, lines, tirewalls
* Besos Club: Grass exclusion
* Belgian Forest Karting: Terrain updates,fences,kerbs,overlays added
* Loire: Added txt a120 building
IMPORTANT NOTES: Mandatory delete of all local wtc edits and profile!
Known issues:
- Replays in MP: Not working as they should
- P2P Tracks: Don't press return to pitbox
- x64 temporarily disabled due to steam client issues.



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Build 694 (31/03/14, Team Member+) - 428.1 MB
Render:
* Variance 3mask tint: Avoiding white border around masked edges - saturation implemented as a specialisation
Bugfix:
* Fix for NULL ptr crash
GUI:
* GUI Page Handler for the preset selection screen in the main menu. Will connect to options systems for setting default values based on play type.
* Changes to allow the text DBs to be reloaded mid-game
Vehicles:
* Ford Mustang Boss 302R: Added cockpit animations, added AO, cockpit animations, damage deformation, fixed bone names
* BMW 320 Group5: Preparing for 1st export, added runtime files, collision export + placeholder liveries (NOT YET INGAME)
* Sauber C9: Fixed rearwing, added gearshift, Alpha1 export, more camera tweaks, fixed brake calipers, tweaked taillights
* Oreca '03: Fixed cockpit carbon issues, fixed taillight glow issues
* Lotus 72: UV mapping
Tracks:
* Brands Hatch: New export
* California Highway: Imported new xml structure, updated tree positions accordance with terrain changes, open some blocked sea views
* Belgium Forest Historic: Fixed pit in out trigger issues reported, added pit-in and pitout trigger, redirected texture and shader paths
* Jin Ding: Added pit-in Pitout trigger, redirected texture and shader paths
* Volusia: Moved pit-out trigger to match to alreadz placed pit positions, redirected texture and shader paths
* Harrison Pike: Moved pit-out trigger to end of pitlane, redirected texture and shader paths
* Concord: Moved pit-out trigger to end of pitlane, redirected texture and shader paths
* Heusden: Grounded Pitout trigger to ground (was floating before and therefore not drivethroughable), redirected texture and shader paths
Known issues:
- Replays in MP: Not working as they should
- P2P Tracks: Don't press return to pitbox
- x64 temporarily disabled due to steam client issues.

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