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Build 710 (23/04/14, Team Member+) - 266.4 MB
Next-Gen:
* Adds small render target with alpha for ghost rendering.
* PS4: Uses small RT with alpha for ghosts on PS4
* XB1: Ghosts tweaks, Respect dataSize set by the App layer when downloading ghosts rather than using local constant for the buffer size (cleanup), Set internal states correctly ghost upload/download is in progress (affects only some logging).
* Time Trial screen for consoles created
Audio:
* Mercedes A45 AMG: New incar and external engine sets, plus an AI version. Tweaks to tranny, gears, wobble & backfires, distant roll-offs and trajectory. New Turbo model and samples.
Effects:
* Vehicle water effect: Front/Rear wheel separated, improved velocity/frequency dependencies on speed, textures tweaks
Online/Leaderboards:
* Implemented workaround for issue where Steam would sometimes return leaderboard results before retrieving persona names of all entries. If that happens, request the names again and keep retrying for 2 seconds.
GUI:
* Previous loading spinner movie changed to a sync anim
Cameras:
* New real-world-style set for Belgian Forest Circuit, Fixer-upper first pass.
* New real-world-style set for Heusden, initial Fixer-upper.
Characters:
* Added triggers into animations
* Updated pitstop presets of the cars (still prototype)
Physics:
* Traction control slip
* Tires: Physical popping, but sound event not hooked up to it yet. FC r14 base, A, B, C, D, E, T, W, N tires. uprated brakes, chassis adjustments
* FC: Default setup changes, expanded CG range, RH range, and wing ranges. R14G tire enabled.
* Ariel Atoms: Set up gearbox shifting tolerances and damage, low-speec TC data, finished engine wear model
* Gumpert Apollo: Little handling revisions
AI/Pitstops:
* Fix Race start cars rushing into the center line right away
* Fixed cars from offroad driving
Vehicles:
* Ford Sierra RS500: Fixed Needles/gauges Cpit clipping on long tracks, further LOD optimalization and DAMAGE added
* Pagani Huayra: Fixed tyres AO. Fixed mirrored badges on wheels.
* LMP RWD P30: Wiper animation/rain setup done
Tracks:
* Loire: Added house wall txt for a74 market set, added containers txt for a73 market building, added txt for a73 market building
* Connecticut Hill & Short: Set the pit area up to support the 43 spot Nascar setup. Previously was 23 pit x 2 cars and now is 43 x 1 cars. TRDs updated to match. With no garage area, this is the best way to go.
* Eifelwald: Temporary removed bumps from Karusell as requested
* Cadwell: Tirewalls changes
* California Highway: Tweaked reflector overlay texture, dif, spec and blend
Known issues:
- Replays in MP: Not working as they should
- P2P Tracks: Don't press return to pitbox
- Race Weekend: Do not use in-race Setup Edit when using Automatic Gears (Keyboard/Gamepad)
- JIP: Stop&Go Penalty might be given during the JIP sessions
- Replays will only work with your first race. If you quit and start a new session, all participants will be stuck on the grid.
- Sierra RS500, has flickering in the gas tank mesh, only if you use Vehicle Detail: Ultra.



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Build 712 (25/04/14, Team Member+) - 413.1 MB
Next-Gen:
* PS4: Force linear render target.
* PS4: Adds dumping of current MS setting.
Render:
* Cockpit render modifications for dirt - fixes loss of dirt effect on cockpit meshes due to change to order of processing meshes
* Re-factor car dirt buildup calculation - now based on how much of session has elapsed. Maximum dirtiness is set at 20 minutes (1200 seconds), so calculate current dirt level based on how far into that maximum we are, e.g. 10 minutes into the session the car will be 50% dirty. TODO - Ideally we should factor the weather conditions (more rain = faster dirt buildup) and the number of other cars on the track into this calculation too.
GUI:
* Time attack now uses the race date setting of the track opposed to a hard coded race date setting.
AI/Pitstops:
* Wheel mechanic animations with triggers for wheel exchange
Physics:
* Tires: GT/LMP update based on CPFT feedback. See physics releases thread for details
* FG1000: Matched torque curve to telemetry data. Little setup adjustments. Finished engine wear model
* Audi R8 LMS Ultra: Engine wear model, shift tolerances
* Mclaren GT3: Engine wear model, shift tolerances, increased fuel consumption
Vehicle:
* Oreca: Added driver animations, fixed cockpit view + 3PV adjustment to references
* Formula C: Suspension animations, fixed missing engine on Ultra detail
* Mercedes A45 AMG: Wheels textured
Tracks:
* Summerton: Latest track updates included
* Bathurst: Update of the chase curve, barriers and terrain updated, collisions updated and instance scene updated accordingly, update for the chase curve - tyrewalls instances scene
Known issues:
- Replays in MP: Not working as they should
- P2P Tracks: Don't press return to pitbox
- JIP: Stop&Go Penalty might be given during the JIP sessions
- Replays will only work with your first race. If you quit and start a new session, all participants will be stuck on the grid.
- Sierra RS500: Missing interior when using external cameras and vehicle detail Ultra.

Build 711 (24/04/14, Team Member+) - 329.4 MB
Next-Gen:
* XB1: Bink Video fixed and working
* XB1: Fix for black ghost rendering
* PS4: Clamp on EQAA settings
Audio:
* Driver tyre sounds direct from STM on all platforms.
Render:
* Fix for PP filters MSAA resolve.
* Motion Blur: Better analyses depth flags before pixel gather.
VR:
* OculusRift: Engine side support for side by side left/right view rendering.
* Bilinear sampling + textore offset/scaling shader support for Rift Distortion rendering
Effects:
* Gravel impostor initial texture
* Disabled shadows for tire smoke, until further optimizations
Cameras:
* Replay Cameras: New real-world-style set for Brands Hatch Indy & GP- First pass.
* Replay Cameras: New real-world-style set for Bologna (Imola) - First pass.
GUI:
* Supressing Presets selector if there are not enough presets.
* OK Dialog message height increased.
* Invite Friend button added to In-game Lobby
* Race Locker screen updated
AI/Pitstops:
* Prevent pit crew animation sequence being triggered by an invalid participant ID
* Added reaction time and smoothness to the future lat as well as attempting to get better driving
* Pitstop mechanic: Variation (RCF) data (materials, textures) update
Physics:
* Ariel Atoms: Set fuel capacity to 40L
* FG1000: Gearshift tolerances. Throttle lift now required for upshift when using manual clutch.
* Caper Monterey: Set up oval physics switch. Separate road and oval cars no longer needed.
Tracks:
* Belgian Forest: New pit lane path to fix the AI driving out the exit and off the track. Merge happens farther down the hill now and exit turn is sharper with some slow down markers placed at those waypoints.
* Cadwell: Textures changes
* Bathurst: Update of pitground, startskids, tarmac-seam added, pitbuilding bricks refined, right side of start updated to 2014 reference (armco removed, new concrete barrier lofted and safety fence added), statics and instance scene updated accordingly
* Loire: New texture map, 1st commit, added missing 3dtyres around loire national
* Eifelwald: Added occluders to tracks of Eifelwald.. did a see in envmap tick and lod check, lods checked
Known issues:
- Replays in MP: Not working as they should
- P2P Tracks: Don't press return to pitbox
- JIP: Stop&Go Penalty might be given during the JIP sessions
- Replays will only work with your first race. If you quit and start a new session, all participants will be stuck on the grid.
- Sierra RS500: Missing interior when using external cameras and vehicle detail Ultra.

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Build 713 (28/04/14, Team Member+) - 214.9 MB
Render:
* Added cleanup to realtime weather system - prevents asserts on exit
* Initialised pointer to prevent potential crash on exit
* Skyring z coordinate set to 0.999975f to avoid rendering skyring infront of scene objects (SKYRING_Z macro defined). Corrected lighting calculations. Some values are hardcoded into shader code. These values neet to match values in MTX for ocean_water_distant.fx (specPower, factorsAndFoamControl)
* Fix for broken ultra version of Sierra RS500, caused by mis-matched IGNORE statements in the mvhf file
Weather:
* Weather retries with exponential backoff
* Data drive weather codes
Effects:
* Tire smoke split into short/long systems, textures update and overall system tweak.
Audio:
* Adds music track from April Trailer
* Enabling loadscreenmusic (for new menu track)
GUI:
* Adding the player interact dialog, a dialog that pops up when a player other than yourself is selected in the menu lobby or ingame lobby. At present, only vote to kick is functional - the other options are yet to be implemented. This menu is enabled to allow programmers to implement additional options and to allow Andy to repair the controller functionality in the lobby screen content.
* Content preparation for the new multiplayer "player interaction dialog" that is on its way.
* Monza & Zolder: Updated the TRDs so the menu's use the correct licensed names and have updated the text database also.
Physics:
* Ford Mustang Boss 302R: Finished engine wear model, low speed TC, gearbox tolerances, change to 100L fuel tank
* BMW Z4 GT3: Finished engine wear model, shift tolerances, low speed TC
* BMW M3 GT4: Finished engine wear model, shift tolerances, low speed TC, change to 100L fuel tank
Online/Leaderboards:
* Split leaderboard network access from GUI logic
Multiplayer/Singleplayer:
* Destroy user data along with participant.
Career:
* Career load screen now displays identifying values for the career saves. Added season and player initial tracking to the profile and removed outdated values from previous UI design
* Added failure reason debug output and NULL check for career contract awarding, as incorrect debug awarding could cause a crash
AI/Pitstops:
* Pit crew scripts will not be started unless the car enters DRIVERMODE_DRIVING_INTO_PITS before DRIVERMODE_IN_PIT. This is to prevent cars starting in the pit from starting the pit sequences
Tracks:
* California Highway: Added new instanced rock meshes, mats etc...ready for the polish pass, added more tarmac variations, cracks on the road, slow road signs.
* Loire: Added txt for a76 market set, balanced colors
* Bathurst: Fixed micropgaps for inner and outer terrain, increased MP-logo, added vertexcolors for track, updated autograss-exclusion
* Cadwell: New Export
Vehicles:
* Ford Escort Mk1 RS1600: Gauge needles calibrated, LODX cockpit: Polished, mapped and textured. LODA cockpit: Modelled, mapped and textured.
* Mercedes C-Coupé DTM: Added wheel and tire LODs
* Gumpert Apollo: Added new silver and black rims color variation, Updated road liveries names, Updated liveries to road style, Updated liveries to road style
Known issues:
- Replays in MP: Not working as they should
- P2P Tracks: Don't press return to pitbox
- JIP: Stop&Go Penalty might be given during the JIP sessions
- Replays will only work with your first race. If you quit and start a new session, all participants will be stuck on the grid.
- Ford Focus RS and GT40 present some visual issues (missing interior and misaligned window)

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Build 715 (30/04/14, Team Member+) - 93.6 MB
Next-Gen:
* Added PS4 profiling tags
Render:
* DX11: Renderer support for Automatic Oculus Rift display device selection on boot-up. Restructured initialisation sequence to allow future multi-monitor support.
* Remove "-vr" command-line, since Oculus Rift display device selection is now automatic.
* PC Platform support for Project Window Creation with an x,y offset (required for arbitary display(Oculus Rift)/multi-monitor support
* Skyring distant water correction due to DX11 issue with parameter initialization
Effects:
* Fixed up correct version of flare locator material
Weather:
* Some null pointer checks
Controllers:
* Updated speed sensitive steering for SETA
Career:
* Career Contracts: Added additional Endurance contracts
* Career Text strings added for new series, sports, and contracts.
* Championships New Endurance and Prototypes series:
Endurance GT Nordschleife 12H
Endurance GT Starlight Glen 6H
Endurance GT Tri-Nations 1000
Endurance LMP Nordschleife 12H
Endurance LMP Rising Sun 6H
Endurance LMP Tri-Nations 100

Prototypes LMP1 American Masters
Prototypes LMP1 Pan-Euro Masters
Prototypes LMP2 American Trophy
Prototypes LMP2 Pan-Euro Trophy
Prototypes LMP3 Euro SemiPro Championship
Prototypes LMP3 US SemiPro Cup
Tracks:
* Fixed intersecting wheels on pitt trolleys
* Tweaked tent placement
Known issues:
- Replays in MP: Not working as they should
- P2P Tracks: Don't press return to pitbox
- JIP: Stop&Go Penalty might be given during the JIP sessions
- Replays will only work with your first race. If you quit and start a new session, all participants will be stuck on the grid.
- GT40 present some visual issues (misaligned window)
- California Highway: Broken AIW and track percentages
- There may be some issues with the AI at both Brands tracks (investigating now).

Build 714 (29/04/14, Team Member+) - 800.6 MB
Next-Gen:
* XB1: Fixed a crash on leaving a multiplayer session.
* XB1: Host migration implementation.
* XB1: Bink switched to multithreaded video decoding.
Render:
* Added protection against possible ID failures within trail manager (for skidmarks etc)
* Fix for particular combination of settings on glass materials causing shader compile error.
* Integrated over missing flare material
Effects:
* Adjust car dirt generation parameters - now takes twice as long (40 minutes) to get to maximum dirt level. The maximum dirt level itself is half as much (4.0).
* Tire smoke brightness + shadows ON. Allowed shadows for grass and gravel dust as well
* New Lamp Flare Effects - Yellow and Red mapped to slots 0 & 1
Weather:
* Fix compiler warning in weather
Audio:
* Integrating audio files for new transmission sound
* Integrating more transmission audio files - now fixes all audio file build errors
* Fix for missing transmission data.
GUI:
* Fixes for GUIDialogManager handling unowned quads
* Cleaned up some manager functions
* Removed old, redundant, GUIButton change for making checkboxes work
* Fixed logic of load screen menu check
* Fix for Session Length and Allow Restarts getting locked out on Pro Handling model
* Added a new dialog for non-blocking save. This is now used when saving after exiting from options screens. There is no longer a system asking you to save or cancel the save and stay on the screen. Now when you press back, it saves changes automatically.
* Fixing dialog content to adhere to naming standards.
Multiplayer:
* Fix for JIP issue (2 players leave, 1 player joins)
* Disabling my last improvement to check if it resolves flicker issue (which does not repro locally)
Career:
* Added access protection for career save data
* Added new appfunc to CareerLoad screen when selecting a career save slot, and that now selects and loads the appropriate career save and continues to the Dashboard (can still Continue to do the same thing)
* Brands Hatch race dates moved to 27/3
AI/Pitstops:
* Fix Online AI by sending driver mode value over NW. Also fixes fuel estimation bug
* Fix AI tweaker, work on reducing offroad driving and better passing
* Fix AI brake lights
* Fix AI Race Start rev
* DriverAI minor passing improvements
* Edits to AI tweakables for better lat decisions, progressive throttling, throttle and brake are reduced when turning
* Added adjustable pit speed limiter speed in race setup
Physics:
* BMW M3 GT: Finished engine wear, low speed TC, shift tolerances
* Caterham Classic: Finished engine wear, low speed TC, shift tolerances
Vehicles:
* Fixed ULTRA detail setup for various cars
* Mercedes A45 AMG: Added ambient shadow
* RUF CTR3: Added support for ULTRA setting, changed to sequential shifter, added HUD tacho, all LODs added, lots of fixes, added fixed LODC stage.
* Sauber C9: Interior DDS texture. Initial check in.
* Renault Megane RS: Normals fixes on doors and boot, added LODs, fixed several bugs, source texture update, minor tweak to fix the reported bug of "no left mirror vibrations", cockpit animation update, update for colors combinations, body template texture minor update.
* Mercedes 300SEL: Cockpit animation, added AO, damage and cockpit animations
* BMW 1M Coupe: Suspension animations
* Caterham R500: Shift tolerances, finished engine wear model, low speed TC, set fuel consumption
* Ginetta G40: All exterior mapped and textured, lights setup update, mesh work, overlay polys added, user flags, brake disc glow added, windscreen reflections added, LODs/CPIT updated
Tracks:
* California Highway: Updated start area, fixed maps around new start area, new textures, added textures required by the new instanced rocks, temp updated instances stuff around new s1 start area
* Bathurst: Fix for various reported issues, Fix for more points, concrete wall collision issues, clipping mesh at sandtrap, clipping mesh with concretewall, fence-clipping with brickwall, envmap position update, adjusted fresnel for big hotelbuilding
* Cadwell: Textures change
* Oschersleben: Event object added, changed time of the year to a winter night setting, new textures, reworked textures
* Brands Hatch: Updated Pit Lane Poles to have new lamp flare/corona dynamic locators
Known issues:
- Replays in MP: Not working as they should
- P2P Tracks: Don't press return to pitbox
- JIP: Stop&Go Penalty might be given during the JIP sessions
- Replays will only work with your first race. If you quit and start a new session, all participants will be stuck on the grid.
- GT40 present some visual issues (misaligned window)
- Some systems are experiencing some issues in -x64
- California Highway: Broken AIW and track percentages
- There may be some issues with the AI at both Brands tracks (investigating now).

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Build 716 (01/05/14, Team Member+) - 1.3 GB
Next-Gen:
* Fix for bonnet capture not resolving EQAA. Also added trap on texture copy for MSAA textures.
* PS4: Fix for getting stuck on presets screen
* XB1: Fixed session join issues after another user leaves and correctly set the joinable count on session creation.
* PS4: Clamped viewport settings to stop render target overwrite.
* PS4: Fix for bonnet reflection texture not being cleared
* PS4: Fix for Blur.
* PS4: Hook up touchpad to select button.
Render:
* Fix for env map splits using wrong define.
* DX11: Renderer init - probable fix for boot-up crash experienced on some systems
* DX11: Fix for start-up crash with DXGIFactory1 path. (switches to alernate old creation method if the swap chain creation fails)
Audio:
* Level balance for AI vs Player car.
Cameras:
* ImpactShakeOrientationalExtents edited to 50% on all game cameras to reduce the excessive, disorientating impact camera shake. Position extents and frequenc remain teh same.
* Changed camera cycle lists so there is only one list, with fewer cams on
Weather/Online:
* Temp disable of the WeatherService calls due to intermittent crashes
* Fix local ghost selection on PC, remove unused timetrial gui handlers, move leaderboard data helper class to OnlineSupport
* Removing uneeded data from weather dir and adding new ccube
AI/Pitstops:
* Setup AI car choice correctly (according to chosen options), Also fixes issue with DriverMode sync
* Optimization : Replace slow TopForwardSpeed calls by the cached mTopSpeed variable
* Worked on the debug tools, found a offset error in the obstacle processing, normalized lat/lane calculation to avoid further errors, fixed a bug where cars could stay stuck because of the steer / throttle relationship
* Fixed "simulate" function so it will now recurse through all sessions up to the selected session
* Improvements on passing, reducing of ai to ai contact with more precise avoidance rules, added LANE_WIDTH for lane granularity ( width changed from 1m to 0.5m )
* Fix crash in hazard code because of array out of bounds cases
* Brands Hatch Indy: Edited/optimized corridors to remove any unnessesary drivable areas for the AI. Did some funneling into turns 1 and turns 2 (druids). This gives Chris F as solid a foundation as possible to tweak the AI logic for curb riding and cutting.
Career:
* Disabled Career Load button on main menu if there are no career saves
* Career now handles multiple saves, so the player can create a new one (limited to maximum of 2 saves until profile optimisation can be looked at), select one from the Load screen, or continue with the last saved one.
* System changes to deal with empty saves and running out of save slots, and to cancel saves when backing out of career create process. Minor changes to get career continue button working from save data, and to make it set/clear the game mode for the various new/load methods.
* Career Championships: New series: GT3 Asian-Pacific Trophy, GT3 UK Trophy, GT3 US Trophy
* Multiple accolade awards that are awarded simultaneously will now popup in sequence in the Dashboard screen (no need to jump in/out of dashboard to trigger the next one)
* Incrementing career save to invalidate potentially stale career data, as ms_MaxCareerSaves had been increased
* Career Championships: New series: GT4 Asia-Pacific Trophy, GT4 US Trophy, Formula C Asia-Pacific Series, Formula C USA Series, Formula C Euro Championship
GUI:
* Adding logic to allow calibration screens to work with the new auto save code and dialog.
* Suppressing the presets dialog until all presets are working. Defaulting user to Sim setting.
* Oulton Park: Changed track photos to HR
* Brands Hatch: New trackmaps for Brands, added the first track description to the TextDB, Brands Hatch logo fixed to have white text rather than black
Physics:
* Fixing problems with "Visual Only" damage mode
* STM: Adjusted terrain material properties (marble grip reduced, grass grip increased, sand and dirt both set up more accurately as they were using road defaults).
* Mercedes SLS GT3: Temporary test on the default setup, collision update and further work on AI suspension & gamepad setupVehicles
* RUF CTR3: Added tire skinning
Vehicles:
* Ford Mustang Boss: Tweaked windscreen reflection
* Mercedes C-Coupé DTM: UV mapping finished
Tracks:
* Brands Hatch: Added dbv road texturemap - dif and nmp- new tarmac surface to be used at new pitroad, trees updated for improved performance statics and instance file updated, optimization of dense meshes as road and terrain 40%, texturemaps repathed to Aries trunk, fixed one broken roaddbv, cutted shadowunderground mesh into smaller polys for scenegraph, grass-slope tweaked, Removed daves lamps hanging into the air near the pitexit, new autograss texture, higher res , finer blades, mips out a lot better to hide the distant pop-in, removed blimp, removed stunt plane from the scene
* Oschersleben: Paddock area textures, merged in latest track work-updated pitbuilding-csm updates
* Loire: Updated all lamps to use new corona/flare locators, added txt for a78 building, added txt for a79 building, added txt for a106 building and other ad variation for a107 gantry
* Azure Coast: Changed water mat values,changed skyring ,fixed coll wall issues.
* Oulton Park: New textures
* California Highway: Added more tarmac variations, added James rocks, grass, terrain
Known issues:
- Replays in MP: Not working as they should
- P2P Tracks: Don't press return to pitbox
- JIP: Stop&Go Penalty might be given during the JIP sessions
- Replays will only work with your first race. If you quit and start a new session, all participants will be stuck on the grid.
- GT40 present some visual issues (misaligned window)
- California Highway: Broken AIW and track percentages, might have poor performance or be unable to move.
- There may be some issues with the AI at both Brands tracks (investigating now).
- Tyres blowing out after a few seconds of driving (inconsistent).
- Qualifying sometimes starting on the grid and the AI not moving (inconsistent).
- Shifting animations are not working in the Mercedes SLS GT3.
- Player loses control of the car after accessing the Setup and Strategy.

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Build 717 (02/05/14, Junior Member+) - 1.4 GB
Next-Gen:
* XB1: Added rich presence stats, enumerations and a test achievement and its test stat to the game configuration.
* PS4: Added common dialog initialize
* PS4: Revised invitation accept from within a race.
* PS4: Adds support for clearing texture on first 'BeginFrame'.
Render:
* Setting of SkipBonnetCamEnvmap flag corrected in CMaterialSpec::_CreateFromBinaryFile
* Increase in particle pool size.
* Tried to reduce shimmer on vertical poles by increasing width and removing normal/env/spec powers
Online/Multiplayer:
* Updated events data to latest version.
GUI:
* Adding number of turns and track description to load screen.
* Links for number of terms and track desc in loading screen
* Post-race Results screen updated
Career:
* Career Championships: Pro Kart Championship, first release.
* Career Championships: Pro Kart UK Nationals, first release.
* Career Championships: Rookie Kart Championship, first release.
* Career Championships: Rookie Kart UK Nationals, first release.
* Career Championships: Formula Rookie World Championship, first release.
* Career Championships: Formula Rookie American Challenge, first release.
* Career Championships: Formula Rookie British Challenge, first release.
* Career Championships: Formula Rookie German Challenge, first release.
* Career Championships: Formula Rookie Euro Trophy, new rounds and round detail updates.
Penalties:
* Fixed bug where yellow flag for collision would still be shown, even when the flags were turned off in the main menu
Crowds:
* Rain male and female
Pitstops/AI:
* Update "simulate" code, now uses the AI "skill" value to affect the results
* Optimised TrackOverview usage
* Added simple access micro timers in physics
* Remove mDriverDetails from PhysicsParticipantInfo
* Added mSkill to PhysicsParticipantInfo
* Set PhysicsParticipantInfo's mSkill from driver skills
Physics:
* Ariel Atoms: AI tire and suspension model tweaks
Tracks:
* Brands Hatch: Continued polish pass, fixes to the grass broad mapping, swapped to new_ground for the main grass to test speed improvements , added full set of motorbike grid spots , fixes for line mipping in the pits, special scenes for Indy foliage checked in, HW instances removed from Indy layout since not needed, 86 3D static instances trees removed from Indy since not needed around GP, and highres 3D trees replaced by new optimized 3D instances, new optimized 3D trees added to the instance pool - trianglecount between the instances 997 to 1135 triangles - WIP!, crowds - updated crowds placement, Started the track material polish pass - new tarmac for main track and for pitlane , new concrete and detailing along pitlane , new pitbox markings , new white lines in pits , fixed missing wall at the end of the pit building on the right , fixed CSM issues along pits , CSM fix at Druids , new skybox with brightness fix.
* Loire: Added latest stuff from DaveF, Jan and Tomas.. tyrewalls updated
* Silverstone: Fixed xmls so they all have latest placement and include correct links to tyre only xmls which had been broken
Vehicles:
* Vehicle Damage: Went one step back higher on crumple damage multipliers, modified componentdamage for more durable parts
* Ginetta G55 GT3: LODC added, LODD optimized, misc. bug fixing and drawcall reduction
* Pagani Zonda Cinque: Misc texture update. Added belts for LODA.
* RUF CTR3: Added cockpit animations and damage modifiers, adjusted cockpit exposure, added shiftgaiter name
* Mercedes SLS GT3: Damage and tire shape modifications
Known issues:
- Replays in MP: Not working as they should
- P2P Tracks: Don't press return to pitbox
- JIP: Stop&Go Penalty might be given during the JIP sessions
- Replays will only work with your first race. If you quit and start a new session, all participants will be stuck on the grid.
- GT40 present some visual issues (misaligned window)
- California Highway: Broken AIW and track percentages, might have poor performance or be unable to move.
- Tyres blowing out after a few seconds of driving (inconsistent).
- Qualifying sometimes starting on the grid and the AI not moving (inconsistent).
- Shifting animations are not working in the Mercedes SLS GT3.
- Player loses control of the car after accessing the Setup and Strategy.

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Build 718 (06/05/14, Team Member+) - 1.5 GB
Next-Gen:
* XB1: Fixed issue while leaving a multiplayer session.
* XB1: Updated events header with new version received from Microsoft.
* Changes to transitions from in-game and post race menus, to use better fade effects.
* PS4: Increased dcb buffer size.
* Splash/intro screens updated for consoles
Audio:
* Balancing updates
* Some tweaks to interior and exterior engine sounds.
* Adding a wide range of pit to car phrases for testing (Ben Collins versions with WIP post processing)
Render:
* New high level lighting management setup: Every view now has its own main key light , list of deferred lights and forward lighting data. This fixed various issues causing lighting issues where different view had been using incorrect lighting we wanted to modify the key lighting in an emap with out effecting the game. It also fixes flicker bugs caused by multireading and forward lighting data.
* Shadow work to improve biasing across cascades
* Improvements to shadow biasing
* Added -novr commandline option to disable automatic Oculus Rift selection
* Fixes for -novr, -novr also disables Base SteamVR activation
* Make lighting block list thread safe.
* Pass forward lighting to phase 3 for glass shader.
* Fixed some warnings in occlusion system due to use of sprintf
* Distant water fogging - added increas of opacity according to fog amount
* Fix for Vehicle Helmet rendering not passing correct renderthread ids
* Removal of lighting changes for emap intensity as they are no longer needed due to the changes with the high level lighting management.
Effects:
* Tire smoke fading fix (short smoke system)
* Grass and gravel balancing to avoid very dark tones. Tire smoke tweaked/balanced ( WIP + fading issues)
Weather:
* Hopefully fix random crashes in weather by changing to online lib curl wrapper
* Temporarily disable realtime weather retrieval as workaround for startup crash on PC.
Cameras:
* PreRace - Brands Hatch Indy initial camera + sequence file (WIP), Camera skeleton path fixed
* Adding '-devcameras' command line param to allow dev use of all available cameras
Animations:
* Fixed updating the pose of vehicle actor wheel shapes for open wheelers.
GUI:
* Fixes for fade back missing for some race end/start control paths
* Enabled display and selection of savegame ghosts in timetrial
* Adding proper text DB lookup for track description.
* Calibration buttons moved to a new dedicated tab on the Options screen
* Tidied HUD telemetry screen
* Split Time indicator updated so the info is in the right boxes now
* Updated login sprites
* Updates to the HUD warning text, plus Gaussian blur added behind HUD items
* Fixing text DB entry for track desc.
* Removing the force preset camera mode from default preset pass.
* Re-introduction of the presets system after a thourough rework and testing pass. Presets selection will now appear on first boot of clean profile build.
* Updated boot trailer from Ed
* Fix for post-event UI animation
AI/Pitstops:
* Replace hard coded CARWIDTH / CARLENGTH with actual dimensions for better logic with various car sizes.
* Improve not driving off road
* Added a lat error based steering correction to try to stick to the actual line a bit more
* Lowered wall avoidance response to prevent loosing control
* Changed how look forwards distance is calculated to try to fix lat error situations
* Fixed a distance forward updating bug when in yellow flag
Physics:
* Grass lock, overspin heating cap
* Kerb multipliers
* FG1000: Turn-in oversteer reduction based on Gulfsport feedback
* Caterham R500: Sequential gearbox
* GT3/4 cars: More appropriate range for tire pressures, AI suspension & tire model tweaks, added tire warmers for GT3 cars
Vehicles:
* Various cars: Ultra detail fix, ignore interior
* Vehicles: Reduced amount of bits and pieces flying around in small collisions, fixed accidental check-in of bad dirt texture
* Ford Sierra Cosworth: Changed tyre textures swap in RCF
* Mercedes SLS GT3: Source textures. Specular map update for fresnel materials. Minor cockpit polishing, a bit smoother rollcage on driving view. Minor materials tweaks, added livery windscreen banners, HUD tacho shiftlights changed to match physics changes
* Pagani Huayra: Minor CPIT fix, fixed custom livery appearing in AI races, fixed damage issue
* Ginetta G55 GT3: AO on LODs A, B, C and D. Better rear lightglows. Added damage deformations, new paddle animations +setup
* BMW Z4 GT3: Optimized LOD C, windscreen texture experiment
* Pagani Zonda Cinque: Added new road style liveries, added new road style liveries, added new rims color variation
Tracks:
* New branded dynamic runoff adverts for Nvidia, Panasonic, pCars, WMD
* Added optimised UK Ambulance, TV Van and updated mte setting for all optimised vehicles.
* Brands Hatch Indy: Tracks.lod created and set for stativ vehicle assets, added new optimised vehicles, some improving etc., improved lodB. Lods poping isn?t too visible now and can be set to lower distance.traffic cones placed on Brands Hatch Indy circuit, where it diverges from GP route.Re-exported all Brands Hatch assets that were not tracklod controlled so they are now enabled to do so. Added entries into tracklod file to prevent them from popping up at Brands Hatch.
* Dubai Autodrome: Start of polish pass , loads of CSM fixes , basic materials polish started , fixed some minor errors such as floating plants, missing armco at pit exit , fence & poles smoothing, building at turn 4 smoothing, added rules and material and texture for autograss, added grass rules / exclusion files etc..,updated grass bush colours , texture mod to 1 , updated placement XML, moved initial GP polish pass / CSM fixes over to the other 3 layouts - NAT , INT and CLUB.
* California Highway: Updated,fixed texturemaps
* Cadwell: Grass Exclusion, viewer dynamic objects added, change in the starting position 3, setting up all files for variations, First pass on new complete AIW's for new layouts posted by luis. Support for 32 grid size for Woodland and 20 for Club where the start area is much smaller.
* Oschersleben: New start gantry textures
* Eifelwald: Updated generic vehicles around the track and copied over all the latest dreesing (trees/vehicles) into stage 1 2 3
* Loire: New texture map, 1st commit, add txt for a111 building
Known issues:
- Replays in MP: Not working as they should
- P2P Tracks: Don't press return to pitbox
- JIP: Stop&Go Penalty might be given during the JIP sessions
- Replays will only work with your first race. If you quit and start a new session, all participants will be stuck on the grid.
- California Highway: Broken AIW and track percentages, might have poor performance or be unable to move.
- Player loses control of the car after accessing the Setup and Strategy.
- Flickering and shadow issues
- Garage scene will go black and not display cars (also has the issue above)
- MP not displaying other lobbies once you exit a MP Race (fixable with pressing Filters > OK)

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Build 719 (07/05/14, Team Member+) - 448.2 MB
Next-Gen:
* PS4: Updated configs to use unified compile files to speed up compilation
Audio:
* Mercedes SLS GT3: Tweaked the trajectory, all new Mercedes SLS GT3 incar. Its a merge between the incar and the exhaust. The suggested straight swap of exterior for incar sounded like crap due to all the ambient reflections. So I made new samaples. So basically the exhaust is now in the cockpit with you.
* Fixed bug with new speech data, sound def volume had accidentally been set to 0
* Added 133 pit to car files from Ben Collins (WIP)
Render:
* Fix for early releasing of forward lighting data.
* Fix for artifcical 1 frame lag on forward light shadow texture and matrix data. (this cause noticable flickers on forward rendered objects like fences)
GUI:
* Changing default preset content to align with requests from design regarding visual requirements.
* Presets are now enabled with an agreed upon system of visual defaults, not affected by the presets file. Popup will again show on first boot with fresh profile.
* Generic Motec gauges updated - Laps removed, driving aids added
Environment:
* Static 3d foliage instances - tweaked normals of leaves, vertexcolors and treeboost to get closer to the other X-tree based foliage...also this minimizes the contrast with the shadows which minimizes the shadowing-issues (partly colorcube is producing overcontrast and causes the full black shadows).
Physics:
* Audi R8 V10+: Finished engine wear model, set fuel consumption, tweaked gearbox modeling, revised suspension setup
* McLaren 12C: Revised suspension setup
* BAC Mono: Finished engine wear model, shift tolerances, calibrated fuel consumption, low speed TC
Vehicles:
* Ford Sierra Cosworth RS500: Added cockpit animations and damage modifiers, AO, fixed tires
* Formula A: Enabled rain effects on paint
* Pagani Zonda Cinque: Added road liveries names
Tracks:
* Cadwell: Viewer objects changes
* Dubai Autodrome: Updated CSM to fix small gap near pitwall, updated crowds (Club, National, International).
* Loire: New texture map, tweaked texture maps, added caravans shop, parking lot, 1st commit
* California Highways: Crowds stuff around new s1 finish/s2 start area, updated lights around new s1 finsih/s2 start area, updated static stuff around new s1 finsih/s2 start area, new xml setup
Known issues:
- Replays in MP: Not working as they should
- P2P Tracks: Don't press return to pitbox
- JIP: Stop&Go Penalty might be given during the JIP sessions
- Replays will only work with your first race. If you quit and start a new session, all participants will be stuck on the grid.
- California Highway: Broken AIW and track percentages, might have poor performance or be unable to move.
- Player loses control of the car after accessing the Setup and Strategy.
- Flickering and shadow issues
- Garage scene will go black and not display cars (also has the issue above)
- MP not displaying other lobbies once you exit a MP Race (fixable with pressing Filters > OK)
- Selecting a profile other than Sim may result in CTD while playing vs AI (>=7) in P2P Tracks
- Shake effects and Speed Sensitivity enabled in all profiles

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Build 721 (09/05/14, Team Member+) - 286.7 MB
Next-Gen:
* XB1: Modified track name enumeration in configuration workbook to match the list in the game
Render:
* DX11: Fix for SetShaderState issue with envmaps causing the wrong envmap to be used with certain rendering sequences.
Cameras:
* Pagani Zonda Cinque: POV update
GUI:
* GUI strings for all Core series Gold and Silver Accolades named per current series titles, redundant older entries removed.
* Presets HUD bugfix, graceful fail if preset is not present.
* Change of mirror mode in preset.
* Tracklists: Added cadwell variations and group.
* Added formation lap applink so it can be enabled/disabled depending on game mode
Career:
* All Core series Silver Accolades configured
* Unlockables for core Silver Accolades completed.
* Added initial HRDF and code framework and loaders for handling team allocations for career races
Physics:
* BMW M3 GT: Narrowed caster adjustment range to prevent getting into the 'bad FFB' zone.
* BMW 1M: Engine wear, shift tolerances, fuel use. Small tweaks to road tires and a new GT soft with extra cold sensitivity.
Vehicles:
* Pagani Zonda Cinque: Interior DDS texture. All new texture to replace the placeholder one. Intial check in.
* Formula C: Fixed wheel texture issue
* Mercedes SLS GT3: Minor material update after the emap flickering fix.
* Ginetta G55 GT3: Forced steeringwheel to be displayed, because it has a display
Tracks:
* Brands Hatch: Further instance placement optimization and fix of intersections
* Belgian Forest: Added scene dressing - vehicles - pit equipment - 3d trees
* Loire: New texture map, 1st commit
Known issues:
- Replays in MP: Working but you can't watch saved replays
- P2P Tracks: Don't press return to pitbox
- JIP: Stop&Go Penalty might be given during the JIP sessions
- California Highway: Broken AIW and track percentages, might have poor performance or be unable to move.
- Player loses control of the car after accessing the Setup and Strategy.
- Garage scene will go black and not display cars
- Selecting a profile other than Sim may result in CTD while playing vs AI (>=7) in P2P Tracks
- Shake effects and Speed Sensitivity enabled in all profiles

Build 720 (08/05/14, Team Member+) - 63.9 MB
Render:
* Fixed shader compile error in skinned shader, when specific combination of material settings was used
Environment:
* Instance placement tweaks for hw and statics
Effects:
* Water effect tweaks for better visuals from chase cam (shadows ON, velocity and frequences tweaks)
Pit Engineer:
* Extended the Pit Engineer to support multiple "audio" playbacks per per unique value (e.g. multiple playbacks for current position.)
* Increased the threshold where a vehicle collision will report a yellow flag
* Fixed a bug in the Pit Engineer where it wouldn't be active until after a Restart :
Career:
* Unlock logic for all Core series Gold accolades configured.
* All Core series Gold Accolades Configured.
* Unlockables for all Core series Gold and Silver Accolades added.
* GUI strings for all Core series Gold and Silver Accolades added.
Crowds:
* Rain crowds - Updated skin rain male 06
Vehicles:
* Ford Capri Group5: Re-export
Tracks:
* Cadwell: Added static files, objects added and some changed
Known issues:
- Replays in MP: Not working as they should
- P2P Tracks: Don't press return to pitbox
- JIP: Stop&Go Penalty might be given during the JIP sessions
- Replays will only work with your first race. If you quit and start a new session, all participants will be stuck on the grid.
- California Highway: Broken AIW and track percentages, might have poor performance or be unable to move.
- Player loses control of the car after accessing the Setup and Strategy.
- Flickering and shadow issues (should be less now)
- Garage scene will go black and not display cars (also has the issue above)
- MP not displaying other lobbies once you exit a MP Race (fixable with pressing Filters > OK)
- Selecting a profile other than Sim may result in CTD while playing vs AI (>=7) in P2P Tracks
- Shake effects and Speed Sensitivity enabled in all profiles

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Build 722 (12/05/14, Team Member+) - 1.1 GB
Crowds:
* Crowds placement: Brand Hatch GP and Indy added marshalls
* Crowds: Brands Hatch sitting billboards reduced to 1/3
* Crowds: Added new crowds profressions and updated current crowds with colour feature: Marshalls, Race Officials, Mechanics, Press, Photographer, Cameraman
Tracks:
* Anhalt National: Latest track work-new gantry, material tweaks and emmisive setups
* Anhalt GP: Latest track work-new gantry, material tweaks and emmisive setups
* Azure Coast: Added startlights
* Connecticut Hill: Tarmac, terrain, kerbs, trackedges overhaul. New 3D tyrestacks, 3D armco, updated CSM. Fixed microgaps
* California Highway: Added latest stuff/added startligths
Career:
* Adapted the Career AI generation so that it can switch eligibility criteria per-participant if required. Setting up access so that teams can pass in specific AI cars and drivers (falling back to race defaults for now)
Replays:
* Fix for extra damage processing during instant replay
Render:
* DX11 MT fixes for env-map rendering
* Fix participants lockup when spawning particles whilst paused
* Fixes to directional shadow clipping volume (car shadow partly disapears) + fix to spot shadow bias value overflowing (fixes garage spot lights)
* Thread parameter passing fixes for envmap/blur to accompany renderer API changes
* (All Platforms) RenderTarget fixes for multithreaded per face(or buffer) rendering
UI:
* Changing key bind identifier text from Boost to KERS
* Adding DRS key to the control assignments menu. Currently being connected to game systems
Vehicles:
* Mercedes 300SEL AMG: Wiper/Rain Setup done. Minor update on wipers meshes. Corrected wipers position
* Renault Megane RS: Fixed damage and tire skinning
* Mercedes SLS GT3: Texture minor polishing, Material update. Triangulation/bad normals fix on right door
* Pagani Zonda Cinque: Interior DDS texture. Small tweak to the door card
* Audi R8 LMS Ultra: Uv issues, Cpit mesh caps, wheels fixed
* Ford Focus RS: finished engine wear, shift tolerances, set fuel consumption
Enviroment:
* Adding support to allow us to scale the driving line colour
Audio:
* Additional pit calss: motivational and positional added
* Adding extra outside top ten positional calls
* Adding more advice and motivational related pit calls for testing
* Disable Pit Engineer text if no audio found
* Balancing edits
* Experimental check in to allow balancing of pit to car radio. This results in lots of positonal calls. Will be rolled back to sensible levels onced balance has been achieved
* Volume and compression setting level changes
* Various balancing changes to test with pit to car speech
* Balancinbg changes; rumblestrips boosted
AI:
* Minor improvements on wall avoidance and stuck behavior
Next Gen:
* Added export of the current Xbox One track list rich presence enumeration and the Python script used to generate it. This can be used in the future to update the Xbox One Service Config Workbook when we modify the track list in the game.
Known issues:
- Replays in MP: Working but you can't watch saved replays
- P2P Tracks: Don't press return to pitbox
- California Highway: Broken AIW and track percentages, might have poor performance or be unable to move.
- Selecting a profile other than Sim may result in CTD while playing vs AI (>=7) in P2P Tracks
- Shake effects and Speed Sensitivity enabled in all profiles

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