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Build 746 (13/06/14, Team Member+) - 549.5 MB
Audio:
* Adding tutorial speech files (with final voice)
Render:
* Fix for shadows flickering when the FOV changes (happened when the car goes very fast)
* Modified overlay shaders to reduce Z fighting - small bias applied towards camera for distant overlays
* Changed behavior of particle lighting parameter forwarddirlightscaler - solves issue with shadowed particles in DX9
Characters:
* Drivers: Alternative meshes for RCF mesh switching tech testing
AI:
* BMW Z4 GT3: AI tire model tuning
* Improved tools for AI debugging/comparison with top players using replays and phantom mode
Career:
* Removing manager message emails relating to a contract being terminated
* End of season Calendar and Contract handling, so the calendar is reset and season incremented (when appropriate) after accepting a new contract. Also clears handled contract offers and deals with renewals. Restored an authoring assert
Vehicles:
* BMW 1M Coupe: Collision model update
* Renault Megane RS: Fixed Ultra detail interior exclusions
Environment:
* Platanus orientalis variation added to the pool
Tracks:
* Eifelwald GP (All): Bug fixes, CSM update, viewer placement fixes
* Eifelwald: Fix for some pop ups issues, changed in the trees and some assets, viewer placement fixes
* Loire: Updated tyre colours and foliage, continued polish pass, covered all the outer terrain , updated CSM, loads of bug fixes, Loire swapped trees from bh2 to bh trees as requested by Sven, fixed too manz objects issue caused by doubled tree instance file loading, adding track specific track.lod file to reduce further away tree pop on the straights, added latest 3d platanus , fixed hovering tyres, cleaned out scene from not needed tree stuff, trees updated all around the track
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
- Player loses control of the car after accessing the Setup and Strategy.
- Shake effects and Speed Sensitivity enabled in all profiles by default
- x64: Racing on some tracks with GT3/FC tires may lead to low tickrate levels

Build 745 (12/06/14, Team Member+) - 123.8 MB
Next-Gen:
* PS4: Online personal storage API implementation.
* Filtering Console TT tracks to just the events defined on server
Render:
* DX11 Oculus detection support using Base/Oculus SDK path.
* Full Appside implementation of Oculus Support using Base/Oculus SDK path.
* App switched over to use OculusRift Base support. Fix for HDR target sizes when using Oculus SDK/Steam
VR:
* Oculus Rift: Fix for Greyscale Oculus Rift Distortion bug
* Oculus Rift: Support for DSxX AA modes with Oculus SDK 0.3.2 path.
* Oculus Rift: Fix for missing index buffers, vertex buffer colour range and texture size issue.
* Oculus Rift: Deferred renderer support using Base/Oculus SDK path (switch over to use full recommended target-size)
Career:
* Reset calendar date when starting a new career
* Simulate button in calendar is now only enabled for eligible events, and only for series that have already been started by the player
AI:
* Minor bugfix on the conditions of the Single File Behavior
Physics:
* Tires: Vintage R6 (available on L49 and GT40)
* Audi R18: Set fuel consumption. Now does 11 laps at Loire.
* Keep collidable state of vehicle and its components in sync.
Vehicles:
* Audi R18: Collision model update
* Audi R8 LMS Ultra: Collision model update
* BMW M3 GT: Fixed minor bug, fixed Ranstad typo bug
* McLaren F1: LODX, CPIT and LODA cockpits polished to current look.
* Ford Mustang Cobra TransAm: Integrated LOD delivery and set up ultra detail
Environment:
* 3D scotch pine instances added to the pool
Tracks:
* Loire: Added textures for fictional ads, further tree update up to arnage, new texture maps, 1st commit, added textures for big banner
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
- Player loses control of the car after accessing the Setup and Strategy.
- Shake effects and Speed Sensitivity enabled in all profiles by default
- x64: Racing on some tracks with GT3/FC tires may lead to low tickrate levels

Build 744 (11/06/14, Team Member+) - 185.9 MB
Render:
* Changed the Dynamic Weather container so that is shows the current weather and climate states by default. You need to press LoadLiveEditData to load the wtc files..
VR:
* Oculus Rift Distortion shaders - add distortion mesh technique (required for Oculus SDK 3.2)
GUI:
* Support code for new race setup interfaces
* Enable loading of GUI textures from user device paths.
* Integration of gallery code with fix for compiler warning.
* Integration of driver gallery code. Content is still required in order to display the gallery.
AI/Pitstops:
* Updated debugging tools for better steering visibility
* Added support for enforced pitstops and AI actioning them
* Fix the mCurrentWPMetrics to correctly be the current waypoint of the AI
* Tweak to AI enforced pit strategy to disallow pitting below lap threshold and ensure enough fuel is put in at race start to reach enforced lap threshold
* Added the concept of ThrottleMode, this should normalize the throttle / brake inputs and help a lot in the brake before turns, coast during, accelerate out
Career:
* Fixed bug in simulation progression within the same round
* When starting a new series at a later session, earlier skippable session will be simulated (to make sure grid positioning etc. will work)
Physics:
* RUF RGT-8: Tweaked AI tire model
* Ariel Atoms: Tweaked AI tire model
* Tires: R18 FC tire, collision radius fix, std::list abstraction
Vehicles:
* Sauber C9: Fixed missing bonnet number plate
* Audi R8 V10+: Added AO, damage and cockpit animations
* McLaren F1: Steering wheel DDS texture. Minor tweaks made, Interior DDS texture. Minor tweaks made. Mainly better glow texture, Gauges DDS texture. Minor tweak made, Cockpit DDS texture. Misc updates and polish work done.
Tracks:
* Loire: Fixed missing scene file assert when building by reorganizing tree file, trees updates with performance pass on 3d trees, continued placement and correction of trees along the track after the Mulsanne straigt, separated static trees from master scene file, added textures for green tarp fences
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
- Player loses control of the car after accessing the Setup and Strategy.
- Shake effects and Speed Sensitivity enabled in all profiles by default
- x64: Racing on some tracks with GT3/FC tires may lead to low tickrate levels

Build 743 (10/06/14, Team Member+) - 242.5 MB
Render:
* Weather setting to allow us to scale the convolve textures generated for ambient lighting..
GUI:
* Stripping out depricated eligibility list code as it has moved from the calendar to the calendar detail dialog.
Career:
* Added default option for race setup interface
* Additional news polish
AI/Pitstops:
* Added pit allowed options for fuel, tyres, body & mechanical damage
* Utilise pit allowed options in AI pit strategy
Physics:
* Added none support in enum
* RUF RGT-8 GT3: Slightly revised gear ratios
* Formula B: Physics update to RC status. Includes new tire test.
Vehicles:
* Oreca 03: Fixed LODC wheel and tire pivots
* Mercedes A45 AMG: Added LODs, optimized the cockpit view, bugfixing
Environment:
* Thumbnails for new Pitstands.
* Files for new Caravan and Motorhome.
Tracks:
* Loire: Added dynamic green bollards to the relevant track turns around the track, added missing tents, removed intersecting cars, further editing of trees along the mulsanne straight
* Cadwell: New textures-first pass
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
- Player loses control of the car after accessing the Setup and Strategy.
- Shake effects and Speed Sensitivity enabled in all profiles by default
- x64: Racing on some tracks with GT3/FC tires may lead to low tickrate levels

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Build 751 (20/06/14, Team Member+) - 401.3 MB
Next-Gen:
* PS4: Added temporal coherence.
* PS4: Fix for Ps4 build compile errors.
* PS4: Added FXAA.
Audio:
* Tweaks to the new distant based reverb/echo effect. Now applied to the following cars: BMW Z4 GT3, BMW M3 GT2, BMW M3 GT4, Capri, Gumpert Apollo, Merc A45, Merc SLS GT3, Oreca 03 & Zonda R
Weather:
* Tweaks to neg 10 deg sky alphas adding hdr sun for better blends from 0 to -10 deg elevation
Effects:
* Screen dirt texture tweaks
* Vignette texture made more subtle
* Screen Dirt effect. Driven by wtc.
* Screen dirt off on interior cameras
* Keyframes added for vignette so that it isn't visible at night.
GUI:
* Restored Inbox animation that removed itself when its applink was added
* Minor visual updates
* Adding the ability to flip through multiple contract offers on review contract screen for career.
* Adding vignette, particle density and particle detail to visual options, not yet connected but to be soon connected by graphics team.
* Fixing missing tutorials, adding vignette, particle density and particle detail to visual options, not yet connected but to be soon connected by graphics team.
AI/Pitstops:
* Modified Hazard Processing ( obstacle avoidance / car to car behavior ) for more case by case code.
* Custom code for side by side cars, cars now try to give a lane to a car on their side to prevent pushing off the road behavior
* Custom code for cars in front, cars are more cautious about passing and can accept being beind other cars ( reducing weaving )
* Custom code for dangerous obstacles ( such as cars stopped in the middle of the track )
Career:
* Number of unread inbox messages now displays contract offer emails that haven't been handled
* Career Championships: Full rework of all Career events, primarily to incorporate Grid Placement support. All events will now use proper grid placement based on each series' design.
* Adjust news for new championship format
Physics:
* Tires: FC r19, FC w1, and supporting library changes
Vehicles:
* Lotus 72D: Suspension animation runtime files
* Pagani Zonda R: Bugs fixing. Removed edited normals on CPIT windscreen.
* LMP2 RWD P20: Added to the game (Yes it's in-game)
Tracks:
* Oulton Park: Update brick textures for garage and pitbuilding, added textures pit garage assets
* Loire: Completed polish pass , new CSM for the autograss , wet track setup, kerb mapping fixed , kerb dirt mapping fixed , dry line setup , racing line added , braking skidmarks added. added new files for National autograss, checked in updated files for main autograss. completed texture polish pass
Known issues:
- Replays in MP: Working but you can't watch saved replays
- P2P Tracks: Don't press return to pitbox
- Player loses control of the car after accessing the Setup and Strategy.
- Shake effects and Speed Sensitivity enabled in all profiles by default

Build 750 (19/06/14, Team Member+) - 970.8 MB
Audio:
* Gumpert Apollo incar and external engine sets. Tweaks to Tyres, Surface, wind, tranny, gears, wobble & backfires, distant roll-offs and trajectory.NEW distant based reverb/echo effect. Jetstreaming sound is now more dynamic with close passess - whoosh!. The helicopter is quieter.
Weather:
* Wtc tweaks so that the twilight period is shortened meaning that summer nights won't be as bright. Must delete local wtc files. Also added texture for camera dirt tests (will only be visible in direct sun). Other minor wtc tweaks and error fixes also added.
Effects:
* Adding vignette texture which will be controlled via tweakit
* New timeline driven Vignette. Need -AllowVignettePanel in the commandline to enable (this is untill Darren has balanced it )
GUI:
* Fixing missing tutorials.
* Modified signed out message text
* Updated Quick Solo, Time Trial, and Browse Online screens
* New video element for Profile element in top-right corner of screen
* Checking for deletion of NULL pointer in GUIList, was causing crashes in MP.
Controllers:
* Added new defaults to all gamepad vehicle sets for all platforms
* Added WIP detection and reporting if this controller is a gamepad
* New dampening system for gamepad / keyboard simulating steering wheel driving
* Adjusted smoothing for visual feedback for displaying wheel with gamepad updates
Characters:
* Driver seatbelts path fix
* Driver custom body parts re-export (paths fix)
Multiplayer/Online:
* Quick fix for MP mTiming crash
Career:
* Grid ordering for championship
* Fixes for new championship data layout
* Switch championship order for completeness
* Career Championships: Added new text strings for the new session definitions (session IDs).
* ChampionshipSession property ordering changed to match authoring requirements. Career files updated with matching format from StephenV's shelf
* Career Championships: Added new session definitions to enable separate session IDs for the different practice, qualify, and race sessions per race weekend.
* Change to generate all entry-level Career contracts for the motorsport rather than just offering 1 at random, so the player can select the contract and car they want. Part of the fix for AR-1871 (UI cycling still to be hooked up, so still only shows 1 contract atm.
Physics:
* McLaren F1: Gearbox tolerances, heat & wear model, new tire, calibrated gauges
Vehicles:
* Ford Escort Mk1: LODS WIP
* RWD P20: Updated runtime files, first preAlpha export (NOT IN-GAME)
* RUF RGT-8 GT3: UV mapping, added custom livery support
* Pagani Zonda R: Livery source texture. Minor fix for Jira bug on livery18.
* Lotus 72: Enabled custom livery support, added data file for GUI LOD, added LODs
Tracks:
* Monza: CSM fix on backstraight
* Cadwell: Latest assets merged into scene
* California Highway: Adjusted autograss color, updated scene with latest assets, trees, rocks
* Azure Coast: Reworked lake area/reworked lake shore/lake bed/surrounding terrain/road/overlays/remapped all/new mat for lake shore/bed/water/added new pier/reworked vt stuff/reworked groundcover mesh
* Oulton: Fixed tree trunks intersecting with armcos, added crowds, static 3d trees, pitstuff, pit tents, visual sideroad entry blockers, leaves particles, marshals, ambulances and dressing of all track variations of Oulton
Known issues:
- Replays in MP: Working but you can't watch saved replays
- P2P Tracks: Don't press return to pitbox
- Player loses control of the car after accessing the Setup and Strategy.
- Shake effects and Speed Sensitivity enabled in all profiles by default

Build 749 (18/06/14, Team Member+) - 38.8 MB
Render:
* Code to allow us to have f1 menu option to enable vignette
Career:
* Added single method to start a new career season, to increment/reset as appropriate. Also fixes a bug where a series couldn't be re-entered in the new season
Leaderboards:
* Bumped global leaderboards version to 3 for Wednesday's global stat reset.
AI/Pitstops:
* Changed default grid placement
Vehicles:
* LMP2 RWD P20: Runtime files for Jan to update. Initial check in.
Tracks:
* Glencairn: New trees, bushes and tyrestacks added
Known issues:
- Replays in MP: Working but you can't watch saved replays
- P2P Tracks: Don't press return to pitbox
- Player loses control of the car after accessing the Setup and Strategy.
- Shake effects and Speed Sensitivity enabled in all profiles by default
- Monza is currently broken, please do not use that track

Build 748 (17/06/14, Team Member+) - 1.1 GB
Next-Gen:
* PS4: Render thread changes.
* XB1: RenderThread init fix + thread priority made high
Render:
* Changed the way shadow fade out works to address bug reports on distant terrain
* Changed computation of billboard vertices positions (defined by center position and x,y offsets) for billboard shaders - this fixes shadows flickering on forwardlitbillboard particles.
Bugfixes:
* Fix participant id crash in sparks.cpp
* Fix crash in chathandler.cpp when user quits before race starts
* Fix player and AI spawning on grid during qualifying session - AR-1802
* Fix penalty timings not being initialised when player JIPs - included tidying up init/destroy so they are called once.
Multiplayer/Online:
* Increase number of Timers to allow up to 64 cars on track
* Change pit and garage assignment so we can now have many more cars in pit lane, 53 in Loire track
GUI:
* Adding main menu hooks for quick online option.
* Adding UI hook for quick online mode menu option.
* Added a signed out warning message to multiplayer menus
* Fix GUIDialogManager::CloseAllDialogs causing crashes when called from mouse button processing callbacks.
AI/Pistops:
* GT3/4 cars: AI tire update
Cameras:
* Replay Cameras: New real-world-style set for Loire - First release.
Career:
* Changed placeholder text in CalendarDetail to TextIDs
* Career Contracts - LMP2 contracts updated to incorporate the new Oreca liveries.
* Career profile save size tweaking to handle current data set. Reduced career saves to 1 temporarily, and did some low-level size optimisations to avoid memory issues on console when saving (pending further optimisations). Added some debug output to show current sizes. Note: Career saves have been reset
Physics:
* Audi R18: Aero, gearbox and AI updates
* Adjusted default physics threading to 2 cores
* Formula B: Reduced downforce at minimum wing settings
* Small tire updates for LMP1, GT4, Trans-Am, Caterham Classic, Group 4 & 5 cars
* Lotus 72D: Shift tolerances, rising rate suspension, revised aero from 2D CFD simulation, set fuel consumption
Vehicles:
* LMP RWD P30: Fixed typo name bug
* Renault Clio Cup: Fixed UV mapping bug
* LMP2 RWD P20: Body template texture JPG. Initial check in.
* Renault Megane RS: Wheel source texture. Update for 2014 car.
* Ford Mustang Cobra TransAm: Added AO, damage and cockpit animations
* Oreca03: Added winning liveries names, added new black rims variation
* BMW M3 E30 Gr.A: Collision model update. removed doors and improved shape accuracy
Tracks:
* Eifelwald: Changes in the trees
* Cadwell: Texture update - first pass
* Glencairn: Update on outer terrain, added bushes, more trees, new kerbs, road, grass. Added 3D tyrestacks.
* Loire: New texture maps, 1st commit, Fixed instances count on the track.lod of Loire as it was giving an assert before
* Oulton: Update textures for oulton pit garages, added first pass of trees, marbles added, added first set of dressing to the track
* Azure Coast: Updated the main scene with all latest work did by azure coast team, updated also all vt stuff/ there are still some issues with csm, will be fixed asap
* Milan GP: Wet weather setup fix, update on outer terrain, added bushes, more trees, reworked barriers on the main straight, tweaked kerbs textures brightness, details, specular, added missing tyrestacks, filled the gaps, fixed the mesh microgaps, new starting grid, dirt overlays. Textures update - brightness, saturation, details, trees, crowds, barriers, tyrestacks added and reorganized
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
- Player loses control of the car after accessing the Setup and Strategy.
- Shake effects and Speed Sensitivity enabled in all profiles by default
- Click the green dot to skip the tutorials.

Build 747 (16/06/14, Team Member+) - 454.3 MB
Audio:
* Adding basic SFX
* Volume adjustment to French tannoys for Loire
Render:
* Fix for shadow draw out issue when using driver view
* Moving forwarddirlightscaler global variable inside global block
Weather:
* New lighting for all climates in the following conditions - clear, lightcloud, med cloud, heavy cloud, hazy, light rain. I also tweaked one of the overcasts a touch.
- Main changes are new dusk/twilights with new sky textures and pretty much every setting changed.
- Also some tweaks in day as well including the addition of IBL multiplier, meaning that ambient shadows can be balanced without effecting the reflections so much.
- Night is also slightly brighter.
- The main sun flare star texture also tweaked and lens flare colours keyed slightly differently.
- Addition of sun light multiplier for fwd lit particles (rain and car smoke) meaning that the effects are less flat and whited out in direct sun and colours are generally better balanced.
GUI:
* Data driven tutorial system
* Adding tutorial data to the game.
* Adding DevModeConfig to disable tutorials.
* Placing the tutorial hooks into the handlers.
* Adding missing tutorial hook for replay screen.
* Adding the tutorial system popups to the bink dialog layers.
* Fixes dialog manager crashing if a dialog is removed during a callback
* Adding applinks for the tutorials that exist on the same screen as one another.
* Fixing bink dialog container to return focus to normal dialogs after a bink dialog is closed out.
* Tutorial system has been adapted to display more than one tutorial per page, as required by the design.
* Tutorial speech data added, along with initial HRDF. Placeholder files removed where there's now a proper version in place.
* Content for new tutorial system. This submit only contains the first tutorial. I am entering the other 19 tutorials into the data in the next hours.
AI/Pitstops:
* Ensure correct calculation of peak turbo power with simulated lap and acceleration calculations for AI
Career:
* Career eligibility info panel now updates as sessions are cycled
* Limits enforced in CareerSeriesStatus creation (these will be expanded)
* Switched off auto-select on calendar detail eligibility so it works when cycling sessions
* CalendarDetail dialog now filling in the contract eligibility info from the event criteria data. Simplified CanLaunchChampionship
* Championship launch status now using flags, so that multiple failures can be checked and displayed in the eligibility panel. Series/Invitation lock and progression reasons are now displayed along with contract reasons in the eligibility panel (also handles data errors, while in development)
Physics:
* Test data for tire material changes
Vehicles:
* Formula Rookie: Collision model update
* BMW 320 Turbo: Integrated LOD delivery, set up Ultra detail model and boost gauge, narrower tires
* McLaren P1: All exterior mapped and textured, lights setup update, mesh work, user flags, brake disc glow added, windscreen reflections added, LODs/CPIT updated, lightglow billboards added, etc...
Tracks:
* Cadwel: New textures-first pass
* Loire: Removed hovering tyre cart in pits, removed that road sign again , fixed floating wall by chicane, updated tyre wall covers to remove tyre imprints, continued polish pass, covered all the outer terrain , updated CSM, loads of bug fixes
* Oulton Park: Kerb/Ground/Barrier updates, material polish, viewer placement update, new instanced tyrewalls exported, texture updates.
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
- Player loses control of the car after accessing the Setup and Strategy.
- Shake effects and Speed Sensitivity enabled in all profiles by default
- Click the green dot to skip the tutorials.
- Mandatory removal of the local wtc's

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Build 756 (27/06/14, Team Member+) - 214.2 MB
Bugfixes:
* Fix players car being AI controlled in Race after Practice or Qualifying
Render:
* Fix for light src mask issue
* Updated comments for some pragmas for clarity
* Variations of main colour cube for testing grass
GUI:
* Applinks and some structural changes for Driver Network Compare dialog support.
* LeMans track logo updated and added to splash screen along with fix for legal line on splash screen
Online/Multiplayer:
* App MP - Continuously poll for uninitialised JIP participant vehicles and batch load as many as possible.
* User generated content wip: Startup flow tweaks, UGC subsystem now does not run until the App tells it to do. App now also tells the subsystem where the cache should be stored. Started work on internal UGC cache. Initial synchronous API done and implemented, apart from actual package decompression. Initial enumeration and package directory management done.
AI/Pitstops:
* Props for pitstops
* Chief mechanic animation export fix, includes triggers for sharing animation
* AI predictions are now based on each car rather then be a static player based array, when anonymous predictions are needed, AIDB will call for the Player's array - WARNING : no predictions are available until after vehicle init
Career:
* Correctly support number of opponents per session
Physics:
* Revised tires for Clio Cup, GT4, and several road cars
* Lotus 78: More spring rate options, AI tire model work
* Renault Clio Cup: Revised setup based on Nic's initial feedback
* Pagani Huayra: Fuel consumption, heat & wear model, AI tire model
Vehicles:
* Ford Escort Mk1: LODS + damage
* BMW M3 GT: Collision model update
* BMW M3 GT4: Collision model update
* Pagani Huayra: Suspension animation runtime files
* Added heuristic for generating optimised collision meshes.
* BMW Z4 GT3: Collision model update, fixed rear light glow IDs
* Updated setup of vehicle PhysX actor to use optimised collision shapes.
* McLaren F1: CPIT windscreen dds texture, misc dds texture, brake disc dds texture - new textures initial check in
Tracks:
* Oulton: Added latest assets from TomT and JanP and fix terrain around wooden building
* Eifelwald: Updated the various autograss files for Eifelwald to use the new grass meshes only. Also added the new meshes into the groundcover mesh folder, updated the material file there, updated a few of the existing meshes, and also updated the VHF and XML file so the new meshes can be used. updated the longgrass HRDF to give more grass types
Known issues:
- Replays in MP: Working but you can't watch saved replays
- Player loses control of the car after accessing the Setup and Strategy.

Build 755 (26/06/14, Team Member+) - 65.6 MB
Career:
* Pass flag through to start/end session callbacks so they can differentiate between session types.
Vehicles:
* Marek RP 339H: Ultra LODs file initial checkin, updated Badges texture file. LODs and CPIT work done.
Tracks:
* Oulton Park: Added new textures for wood house 01, new texture maps, 1st commit
Known issues:
- Replays in MP: Working but you can't watch saved replays
- Player loses control of the car after accessing the Setup and Strategy.

Build 754 (25/06/14, Team Member+) - 414.4 MB
Next-Gen:
* PS4: Fixes for canceling session create process
Audio:
* Formula C incar and external engine sets. Tweaks to Tyres, Surface, wind, tranny, gears, wobble & backfires, distant roll-offs and trajectory.NEW distant based reverb/echo effect and a bit louder as requested.
Bugfixes:
* Fix for AR-1961 and other participant id bug fixes
Render:
* Correcting live edit ifdefs in impostor reflections source code
Effects:
* Stretched light relection impostor data edits
* Addition of screen dirt and vignette to the IGPHASEFX
Online/Multiplayer:
* Fix for preventing repeated MP Create calls
* Ghosts: Game crashes when you validate a record after a Best Ghost load
GUI:
* Minor visual changes to mainmenu
* Making wait dialog text customisable.
Animations:
* Fuel mechanic 02: Resaved with characterized skeleton
* Workfiles for fuel mechanic with can. updated anim. names.
Career:
* Fixed incorrect "Type" setting in latest Invitations
* Player car number / nationality support for news and social media text
* Fixed assert/invalid career text when there are more participants than localised positions e.g. in latest endurance career races
* Upcoming events panel now shows the next session the player is eligible for, rather than just the next session (of any type) in the calendar
Vehicles:
* Stockcar 1990: Made windscreen reflections brighter
* BMW 1M: Made windscreen reflections brighter, capped cpit underside
* Ford Capri Group5: Made windscreen reflections brighter, fixed bugs
* Lotus 72: Cockpit animation files, Added AO, damage and cockpit animations
* Renault Megane RS: Added liveries names, Added new rims textures variation
* Ford Sierra RS500A: Capped CPIT underside, made windscreen reflections brighter
* Ford Mustang Boss 302R1: Capped CPIT underside, made windscreen reflections brighter
* BMW M1 Procar: Made windscreen reflections brighter, added windscreen reflection texture
* Ford Mustang Cobra TransAm: Made windscreen reflections brighter and capped CPIT underside
* BMW M3 E30 Gr.A: Made windscreen reflections brighter, Fixed windscreen normals, capped cpit underside, merged doors to chassis
* BMW 320 Turbo: Made windscreen reflections brighter, Cockpit animations added, Added AO, damage deformation, cockpit animations and fixed some bugs, Fixed broken UV mapping on headlight glass (LODs A,B,C)
Environment:
* 3D bushes variations added to the pool
Tracks:
* Snetterton: New testures - first pass
* Oulton Park: Added new textures light station 4, add new textures for metal green bridge
* Cadwell: Picnic benches (static objects) and Snetterton Dynamic traffic cones (dynamic objects)
* Loire: Fixed microgaps all around the track and by this fixed a bunch of landmines, added missing puddlemap 1 , and also 3 others although not sure they are used in the export yet.
Known issues:
- Replays in MP: Working but you can't watch saved replays
- Player loses control of the car after accessing the Setup and Strategy.

Build 753 (24/06/14, Team Member+) - 147.1 MB
VR:
* OculusRift: Distortion shader - support for Timewarp!
* OculusRift: Engine side support for Timewarp in distortion rendering
* OculusRift: Added Timewarp wrapper/helper functions
Render:
* Fix for Renderer thread message queue causing variable performance due to bblocklist alloc/free's
* Fix for 64 bit hash table mismatch.
* Gaussian_blur: Linear mipmap filter enabled for RTGrabCpy technique (added new texture and sampler parameters - DX11 was asserting for two samplers using one texture)
* Detachable parts from cars are removed from track after a certain amount of time
GUI:
* New driver preview managment system.
Career:
* Career Invitationals: Update to ensure that all Inivtationals are correctly tagged as such.
Physics:
* Tires: Fix last commit - rev10 FC issue, Vintage R7, FC W2, FC R19 A/B/C/D/E
* Ford GT40 MkIV: Gearbox tolerances, fuel consumption, AI tire model
* Ariel Atom: More AI tire model tuning
* Caterham R500: AI tire model tuning
Vehicles:
* Oreca 03: Fixed LODB UV mapping
* Audi R8 V10+: Tuned AI tire model and setup
Environment:
* Acer 3D added to the pool
Tracks:
* Zolder: Texture updates
* Oulton Park: New texture maps, 1st commit
* Snetterton: Texture change, added new textures for small tribune
Known issues:
- Replays in MP: Working but you can't watch saved replays
- P2P Tracks: Don't press return to pitbox
- Player loses control of the car after accessing the Setup and Strategy.
- Caterham has tires where it shouldn't have..

Build 752 (23/06/14, Team Member+) - 379.3 MB
Next-Gen:
* PS4: Armco nmp mips edited to reduce flicker at far distance for ps4
* XB1: New mutex algo (lightweight spin with interlock/mm_pause + semaphore)
Render:
* Gaussian blur: Enabling techniques for phase 3
GUI:
* Menu background textures updates
Characters:
* Drivers: Added missing textures
AI/Pitstops:
* Protect a method in case no AIW is present
Career:
* Career Championships: European Endurance Championship added.
* Career Championships: American Endurance Championship added.
* Career Invitationals: Added 24 Hours of Le Mans Invitational event.
* Added Motorsport Team definitions for all Core Career sports. First release placeholder data.
Physics:
* Tweaked held interval for metrics per platform
* Overall difficulty slider now has an effect on AI lap time
* Initialise STM tyres once only during loading, restart, mode change or tyre change
* Profile update: Renamed render bridge interval var to force a default resaving to profile
* Participant ID support: Fixed VehicleReceiveNetworkPacket to get the correct physics ID from participant ID, Added GetAppID interface to support getting app ID from the physics object
Vehicles:
* Ginetta G40: Added AO, damage and cockpit animations
* Mercedes A45 AMG: Added AO, damage deformation and center mirror vibration in CPIT
* Ford GT40 MkIV: Cpit gearshift pivot adjustment, suspension meshes skinned for animation, added suspension animations, applied LODX suspension adjustments to LODA/B, collision model update
Tracks:
* Snetterton: Grass exclusion reviewed
* Oulton Park: Update texture for small stand, Optimization,CSM updates
* Cadwell Park: Trash bins, signs, speakers, petrol station, oxygen box, mobile wc textures, latest work merged
Known issues:
- Replays in MP: Working but you can't watch saved replays
- P2P Tracks: Don't press return to pitbox
- Player loses control of the car after accessing the Setup and Strategy.

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Build 759 (04/07/14, Junior Member+) - 1 GB
Effects:
* Additional world flares.
* Addition of puddle ripple texture for kevin to experiment with.
* Addition of streetlamp impostors for stretched headlighlight reflections that allow correct ref cols.
* Initial wtc setup for godrays, probably OTT but checking in for testing. Also flare tweaks so that they don't overpower godrays. Other misc tweaks.
* Godrays removed from ref lighting wtc. Fronted wtc updated to match current marine climate as it hadn't changed in a while and this lighting looks better.
Animations:
* Pitcrew: Chief mechanic 01 - animation updates
* Right-side wheel mechanic + Right wheel assistant : GT wheel change(both wheels)
GUI:
* Preset namings fixed
* New loading map for Besos Club
* New Visuals screen, de-colouring of screens, updated Photo page
* Added & hooked in adjust "session length" slider to main menu options
Career:
* Changing default tyre type value in career scripts to avoid interfering
* Career pit mode scripting controls now handles multiple flags to control individual settings
* Race length can now be controlled by the race length slider in the option (minimum length of 1 lap/1 minute is currently enforced, script values being configured to have appropriate minimums)
Physics:
* Formula A: DRS physics and graphical model
* Simplified multi-threaded callback sync points using a tracking and Sync command
Vehicles:
* Formula A: DRS animation, front wing damage rearranged
* Ford Focus RS: Offset ambient shadow up to fix road clipping issues
* Renault Megane RS: Offset ambient shadow up to fix road clipping issues
* Audi R8 LMS: Made windscreen reflections brighter, capped cockpit underside
* Mclaren MP4-12C: Made windscreen reflections brighter, capped CPIT underside
* Mercedes C-Coupe DTM: Added livery01 name, added new fictional livery, added ambient occlusion and GUI data file
* Ginetta G55 GT4: Added CPIT window, preAlpha first export, improved collisions + mirrors added, modified runtime/srcdata (NOT YET IN-GAME)
Tracks:
* Bathurst: Rules for shortgrass changed, camerabillboarding grass swapped to static blades
* Snetterton: Trees scaled , added and fixed positions, fixed nasty pop up of the conifer behind the pit conrol tower, toilets, tyrells restaurant, stands, petrol station textures, first pass on trees
Known issues:
- Replays in MP: Working but you can't watch saved replays
- Player loses control of the car after accessing the Setup and Strategy.

Build 758 (03/07/14, Team Member+) - 272.4 MB
Characters:
* Missing Fuel mechanic animations
Career:
* Added script controls for allowed/enforced tyres in career races, non-career races still use the same all/none defaults
Vehicles:
* Caterham R500: LOD tweaks to reduce pop-in
* Caterham SP300R: LOD tweaks to reduce pop-in
* Audi R8 V10+: Fixed typo in pushrod position
* Caterham Classic: LOD tweaks to reduce pop-in
* BMW Z4 GT3: LOD tweaks to reduce pop-in, and some LODX mesh fixes
Tracks:
* Snetterton: Grass exclusion updated
* Lakeville: Swapped skyring to use basic and alphatest.
* Hockenheim: Updated the skyring MTX files to use basic and alphatest.
* Dubai: Updated skyring MTX files to use basic instead of basic_translucent
* Wisconsin: Updated the skybox MTX to used basic alphatest and not basic_translucent
* Besos: Updated the skybox MTX files to switch from basic_translucent to basic and alphatest.
* Oulton: Added latest assets from JanP and TomT, added new textures for blackbox and cross signs
* Oschersleben: Updated the skyring MTX file to switch from basic_translucent to basic with alphatest.
Known issues:
- Replays in MP: Working but you can't watch saved replays
- Player loses control of the car after accessing the Setup and Strategy.

Build 757 ᶜᶸʳˢᵉᵈ (02/07/14, Team Member+) - 1.2 GB
Next-Gen:
* PS4: Compile fix.
* PS4: Corrections for canceling join process
* PS4: Fixes issue with DOF gamma in helmet view. Removes lots of redundant render target clears. Sets up vsync clip window correctly. Changes MSAA to 8X.
Render:
* Code to clamp the source texture colour
* DX11: Runtime fix for alpha2coverage setup issue
* Added support for random colour by world position
* Added support for object culling over log distance.
* DX11: Switch DX11 ground-cover to use alpha2coverage
* Fix for bug where by lamp flares where not rendering.
* Sets culling for dynamic/dynamic_car/reflection env maps.
* DX11: Fix for unitialised result in Vertex Declaration refactor
* Fix for duff pointers references in rendertasks when shutting down. Found when trashing free blocks was enabled.
* DX11: Improved inputlayout/management. Reduces run-time input layout changes by approximately 80% (save 4-6% CPU on XB1/PC)
* Adding in a texture handle list to ensure that items do not get dropped from memory during the vehicle processing. i.e fixes ambient shadows
* Impostor reflections: Added classes for different lamps. Added additional colorization by impostor visual class. Added visual classes for different street lamps impostor reflections
* Fixes for unnecessary texture asset copies - since we no longer need to process sRGB and linear textures separately, these were wasting time and memory during load operations, so this slightly speeds up loading, and reduces the peak memory usage
VR:
* Oculus Rift: fix for crash on exit
* Oculus Rift: Support for running in cloned display mode.
* Oculus Rift: fix for -novr causing weird fov/rendering when Rift is still plugged in
GUI:
* Improving the charts for driver network compare.
* Final driver comparison dialog applink connections.
* Driver network comparison with weighting system for bar graphics.
* Fix for guicontainer handling pass up of click through list items
* Finalizing chart data for driver network profile and driver network compare.
* Adding session timer for timed events and sessions to the HUD (instead of upper lap counter)
* Driver network comparison dialog applink connections for distance driven per car type comparison.
* Adding applinks for driver network profile. Was not enough time during the week as there is 162 of them.
* Adding some variance to the default example values of the Driver Network Compare dialog to highlight the bar chart rendering problem.
Characters:
* Crowds: Added crowd character with SMS polo shirt
* Pitcrew: Updated textures & export data, characters initial export
* Pitcrew male: Update - added twist bones to Rigging (CAT)
* Pitcrew characters updates : zbynekt
AI/Pitstops:
* Change request pit strategy to toggleable
* Scribe changes to pass career pit options along
* Adding checks to AIPredictionList::PredictedSpeed
* Added tweakers to the brake and throttle smoothing
* Fix AR-1949 "Player car won't leave pitboxes after pitting"
* Fix a problem causing multiplayer to crash on loading client side
Career:
* Added pit options to career session data, and passing them into race via scripting
* Added MinimumRaceLength property to career sessions so that races will still be of a minimum length even when race scaling is used (UI still to be added)
Physics:
* Updated interfaces
* RWD P20 LMP2: Initial physics
* Change race states to do physics sync before countdown.
Vehicles:
* McLaren P1: UV mapping
* BMW M1 Procar : Made LODC meshes
* BAC Mono: LOD tweaks to reduce pop-in
* Audi R18: LOD tweaks to reduce pop-in
* BMW M3 GT2: LOD tweaks to reduce pop-in
* BMW M3 E30 GroupA: LOD tweaks to reduce pop-in
* Ginetta G55 GT3: Made windscreen reflections brighter
* Ariel Atom V8: Minor LOD touch-ups to to reduce pop-in
* BMW 320 Turbo: Skinned tires, adjusted cockpit exposure
* Ariel Atom 300: LODB UV fix, LOD tweaks to reduce pop-in
* Oreca 03: Ultras file tweak (LODX interior meshes enabled)
* Ginetta G55 GT4: Initial checkin, bugfixing. (NOT YET IN-GAME)
* Ariel Atom Mugen: Minor LOD touch-ups to to reduce LOD pop-in
* Ford Escort Mk1: More tris cut + some UV changes (CHASSIS mesh)
* Audi R8 V10+: All new wiper meshes. Wiper animation, Rain setup done.
* Pagani Zonda Cinque: Suspension animation added, collision model update
* BMW M3 GT4: Made windscreen reflections brighter and capped CPIT underside
* BMW 1M Coupe: AI tire model, LOD tweaks to reduce pop-in, made LODC meshes
* Ford GT40 MkIV: Made windscreen reflections brighter and capped CPIT underside
* Updated adjustment of local pose of optimised collision shapes of vehicle PhysX actor.
* Ford Focus RS: Made windscreen reflections brighter, capped CPIT underside, fixed minor bugs
* Renault Clio Cup14: LODX and LODA cockpits polished, mapped and textured. Cockpit related QA issues fixed.
* Audi R8 LMS Ultra: All new wiper meshes. Wiper animation, Rain setup done, updated suspension geometry with new CAD reference
* Mercedes C-Coupe Touring: Optimized the cockpit view, fixed many bugs on LODs (missing materials, broken UV's, geometry issues, etc)
* RUF RGT-8 GT3: Misc dds texture, lights dds texture, windscreen banner dds texture, badges dds texture - new textures, initial check in
Environment:
* Fix of puddlemaps textures
Tracks:
* Snetterton: Rail black texture changed, Trees placement
* Imola: Updated all lamps to use new corona/flare locators
* California Highway: Static conversion of USA street objects for placement on California Highway (also includes WaterTower for building placement)
* Silverstone: Fix of kerbs UV bugs, fix of puddlemap textures, fix of wrong shader paths, fix of some overlays, non billboarded autograss setup, updates for autograss, switched from camerabillboarding to static 3D and addded brightness variations
* Oulton: Fix position for some viewer assets, added textures for green shed and wooden house 02, resize new ao map, baked new ao map, update new windows texture and emmap, change color for building walls, add latest assets from Janp And TomT, added textures burger caravan
* Monterey: New kerbs materials and 3D modelled rib kerbs, new road material, new mapping and material for inner terrain and fixed whole inner terrain mapping, new material and mapping for outer terrain, added kerbs edges, reworked trackedges and whitelines, added dirt and soil skidmarks, new gravel mat, added more trees
Known issues:
- Replays in MP: Working but you can't watch saved replays
- Player loses control of the car after accessing the Setup and Strategy.
- Audi R8 V10+ is broken.

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Build 763 (10/07/14, Team Member+) - 211.3 MB
Next-Gen:
* PS4: God rays now working on PS4
* PS4: Fix for PS4 compiling wrong shader variation on god rays.
Bugfixing:
* Fix crash in ImpactPiecesManager::SpawnEffect() - AR-2082
* Bug fix AR-2069. Fixed pit engineer related round-trip crash.
* Fix MP issue with num laps not getting stored correctly - AR-2077.
Render:
* God ray fix for pausing.
* Rain Drops primitives now using the correct default rendertarget when rendering..required update for double buffer rendering.
* Increased limit on number of index buffers in DX11 meshes, and added protection against over-running the limit in the future.
* More multithread bug fixes for godrays and screen effects.
GUI:
* Save menu text
* New textures for car showcase room
Multiplayer/Online:
* Disable "Restart Session" for non host in MP
Animations:
* Fuel mechanic: Adding Fuel_tank
* Fixing airgun prop (missing bone)
* Added Fuel tank root bone to Relax animation (to set position of this prop)
Career:
* Championship profile series particpant data decoupled from participant IDs.
* Added per-career series flag and accessor for opponent skill level (not hooked into game yet)
* Career Championships: GT4 specific points system configured, to allow for bonus point allocation for pole position.
* Career Championships: GT4 Euro Championship - Updated with final locations. Race lengths and Minimum Duration adjusted accordingly.
* Career Championships: GT4 - All GT4 series have now been updated to final track locations, appropriate Minimum Session Duration, Forced Pitstop per Race 2, and Pit stop options to limit what the player is allowed to do in each session. Also bonus points are now earned for best qualifying per session.
AI/Pitstops:
* FG1000: AI tire model tuning
* Caterham Classic: AI tire model tuning
* AIr personalty skills : mStartReactions // how good it is on the start line, mLineDriving // how comfortable the AI is at following the driving line rather then the middle line, mBrakingAptitude // how good the AI is at taking curves at the correct speed, mBrakingTiming // how good the AI is braking on time or early, mDogFighting // how comfortable the AI is at staying close to other cars
Vehicles;
* Ginetta G40: Added cockpit display
* Ford Mustang Cobra TransAm: LOD tweaks to reduce pop-in
* Renault Megane RS: Made windscreen reflections brighter, capped cockpit underside
* Pagani Zonda Cinque: Created new high-res windscreen reflections texture, capped cockpit underside
* Pagani Zonda R: Made windscreen reflections brighter, capped cockpit underside, merged doors to chassis (except on LODX), exported updated collisions without doors
Tracks:
* Outon Park: Fixed garage spots at an ange causing AI control to hit the right wall of garage on exit.
Known issues:
- Replays in MP: Working but you can't watch saved replays
- Player loses control of the car after accessing the Setup and Strategy.
- Black particles appear sometimes on screen
- Beware of crashes happening in x64 MT, report them in the specific build thread.

Build 762 (09/07/14, Team Member+) - 281.5 MB
Render:
* Allow Ultra Shadows in DX9 / aligned DX9 shadowmap resolution settings with DX11
* Updated skin shader to fix compile error now that sub-dermis colour is being used
Animations:
* Animation source update
* New GT pitstops sequence and related data update
Career:
* AR-1966 Fixed in-race session names.
* Career Championships: GT4 UK Trophy - Locations updated to final set.
* Extended team scoring flag so it's applied to EOR Standings and news too
* Added per-Championship flag so team scoring can be disabled when required
* Don't process the team scoring if there's no scoring data e.g. from a clean save
* Career Championships: GT4 US Trophy - Lakeville track name updated to match latest system files naming (fixes crashing bug).
* Career Championships: GT4 Motorsport events - all updated to include Minimum Duration settings for sessions, Race sessions set to rolling starts.
Physics:
* FC r20 tire, FB r4 tire, Vintage r8 tire, GT40 aero.
* Ford Mustang Boss 302R: Fixed some rear suspension issues
* Sauber C9: Gearshift tolerances, heat & wear model, AI model tuning, aero model overhaul, improved default setup and adjustment ranges
Vehicles:
* BMW 320 Group5: Updated Wiper meshes.Wiper Animation/ Rain setup done.
* RUF CTR3: Cockpit display added, fixed boost gauge scale and calibration
* LMP2 RWD P20: Source textures initial check in, ultra detail setup, LODs done.
* Ford Escort Mk1: Cockpit animations added, tweaked cpit exposure now that AO is added
* Pagani Huayra: Made windscreen reflections brighter, capped cockpit underside, merged doors to chassis (except on LODX)
* Mercedes 190 Evo2 DTM: Fixed windscreen normals, made windscreen reflections brighter, capped cockpit underside, fixed bugs
* Mitsubishi Lancer Evo X FQ400: Fixed windscreen normals, made windscreen reflections brighter, capped cockpit underside, made glass AO white.
Tracks:
* Cadwell: Added marbles and leaves particles
* Oulton Park: Added ground csm to pit garages
Known issues:
- Replays in MP: Working but you can't watch saved replays
- Player loses control of the car after accessing the Setup and Strategy.

Build 761 (08/07/14, Team Member+) - 266.9 MB
Next-Gen:
* PS4: Improved handling of PS+ checking via an invitation
* PS4: Added support for creating a scratchpad when using -debug shaders, as most overspill vgprs.
Bugfixing:
* Fix AR-2053 - Leaderboards not updating in real time using All Classes
VR:
* Oculus Rift improvements: Support for MSAA, Improved quality in down-sampling AA modes, Improved render-target flow (Rift rendering is now 7-9% faster GPU-wise), Culling fixes (better still not 100%)
* Disable HUD (map etc) in Oculus/Stereo rendering mode
3DVision:
* Fix for NVision3D crash
* DX11/DX9 updated to use latest NVAPI. (minor - added Stereo Display detection logging)
* Fix for Graphics Config failing when used for 24hz/29.97hz monitors (passive stereo monitors sometimes use these frequencies)
Render:
* Planerreflection in the FE
* Fix for missing road/terrain(etc) in Dynamic Envmap
* Fix for uninitialised buffer value causing a crash in the classes dtor.
* PC/XB1 editable parameters now have the set of textures used by the shader first (~2% CPU saving)
* New gneric prim support. Adding in proper code functionality for static and dynamic prim types. Adding in code to allow us to setup the primtypes initial buffer data.
* Godray fix for mutlithreaded rendering issue. Changing fade time to be 1/2 second. Adding in static generic prims instead of dynamic ones for the effect rendering. Removing check for commandline param.
GUI:
* Added option for 'Crepuscular Rays' to visuals. Changed Career Session Length to stop at 1
Animations:
* Add per-command type member names for animation script tSource MGDF writing.
* Added extraction of player vehicle wheel spindle orientation from HD vehicle.
AI/Pitstops:
* AIW interface updates
Career:
* Career Championships: Updated the default pit speed limit to 60kph
* Career Championships: Implemented Formula A Qualifying knockout system.
* Added per-session RollingStart flag to career races and passed in via scripting, so that specific sessions can use rolling starts
* Career Championships: Endurance Motorsport events - all updated to include Minimum Duration settings for sessions, Race sessions set to rolling starts.
Vehicles:
* Ford Focus RS: LOD tweaks to reduce pop-in
* Ford GT40 MkIV: LOD tweaks to reduce pop-in
* Sauber C9: Made windscreen reflections brighter
* Mercedes 300SEL AMG: Made windscreen reflections brighter
* Ginetta G40: Updated Wiper meshes. Added missing mirrors damage deformation. Wiper Animation/ Rain setup done.
* Mercedes SLS: Made windscreen reflections brighter, fixed windscreen normals, capped CPIT underside, fixed bugs
* Mercedes A45 AMG: Added liveries names, new black wheels textures, new red wheels textures, Made windscreen reflections brighter, capped CPIT underside, removed dirt texture on windscreen
Environment:
* Bhlow*s tree instances added to the pool for tracks with moutains around
Tracks:
* Oulton Park: New texture maps, 1st commit
* Azure Coast: New smaller lamp flares effect
* Silverstone: New overlay for f-racingline added
Known issues:
- Replays in MP: Working but you can't watch saved replays
- Player loses control of the car after accessing the Setup and Strategy.
- MANDATORY DELETION OF THE LOCAL WTC FILES

Build 760 (07/07/14, Team Member+) - 158.2 MB
Render:
* Fix for MoonDome missing interpolatevalue parameter
Online/Multiplayer:
* Bugfixes to the potential best lap time calculation (previous saved versions invalidated).
* User generated content wip: Enumerate subscribed Steam UGC pacakges on startup, Download subscribed packages and pass them to UGC cache, Notify App about packages being added, initial startup finishing, and potential failures.
GUI:
* Vehicle Showcase screen added
* Placeholder Career Event Posters submitted
* Quick Solo Vehicle QuickSelect screen updated
* Trackmaps: New track map for Besos Club, GP & National updated
Cameras:
* Replay Cameras: Eifelwald (Nordschliefe) first pass - getting initial cameras and switch zones in place.
Animations:
* Pitcrew: wheel attendant 01, updated names(fbx), added part for air jack removal.
* Pitcrew: Wheel mechanic (right side), renamed bones prefix from FBX_ to fbx_ , changed orientation of translation main
AI/Pitstops:
* Tweaks to namespace use
* Moved DriverAI lib to DriverAI namespace
* Fix AI not avoiding stationary / dangerously low speed cars
* Changed the Requested Pit Board to remain up until pitting complete
* Help reduce front to back collisions by lowering the speed limit a bit when behind a slower car
* New AI feature : when cars are side by side, they now shift projections from the driving line to the center line so as to handle passing manoeuvers better
Career:
* Career event launching screen switched to use poster graphics rather than icon graphics (no visual change as the poster placeholders are just copies of the icons)
* Time progression in career races is now scaled along with the scaled session duration, so the perceived day progression of a 24 Hour race will still be the same when the race is scaled down to take only 2 hours to play. Not sure it works fine for lapped races (or without an opt-out in the options), but submitting for review.
Physics:
* Group A cars: Heat & wear model plus other updates. See Physics Releases post #337 for details.
Vehicles:
* McLaren P1: Wheel LODs, LODX AO
* Ruf CTR3: Suspension animation runtime files
* Ginetta G40 jr: Wiper mask texture file initial checkin.
* BMW M3 GT2: Made windscreen reflections brighter, capped CPIT underside
* BMW Z4 GT3: Made windscreen reflections brighter, merged doors to chassis (except LODX)
* Gumpert Apollo: Made windscreen reflections brighter, merged doors to chassis (except LODX)
* Audi R18: Removed doors from collisions, made windscreen reflections brighter, capped CPIT underside, removed doors and joints from collisions, assigned white vertex color to glass
Environment:
* 50 static gen_bush instances added to the pool
Tracks:
* Snetterton: Traffic sign, banner texture, added Leaves and marble particles
* Oulton: Added Leaves and marble particles, added textures for light station 01
Known issues:
- Replays in MP: Working but you can't watch saved replays
- Player loses control of the car after accessing the Setup and Strategy.

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Build 764 (11/07/14, Team Member+) - 336.2 MB
Next-Gen:
* XB1: RVM rendering uses uncompressed depth buffer
* XB1: Envmap rendering uses uncompressed depth buffer
* XB1: Fixup and honour the various Animation thread affinities
* XB1: Use ESRAM for text rendering target + render directly to target
Render:
* New setup for god rays coming in
* Fixing error with previous frontend wtc check in
* PC/XB1: Bone transform prefetching to improve d-cache misses with Skinned geometry
* Minor adjustment to help with shadow fade distance causing some odd transitions between cascade 3 and 4
GUI:
* Updated menu background scene with latest work from Darren - testing wip scene for other work.
Multiplayer/Online:
* Fix AR-2006 Leaderboards - Ghost leaderboard does not display the full list
Career:
* Save race progress dialog and gameflow in EOR quit
* Career Championships: GT3 specific points system configured, to allow for bonus point allocation for pole position.
* Career Championships: GT4 series progression hooked up. Player needs to complete any one of the regional series in top 3 to progress to the championship.
AI/Pitstops:
* Added Interface GetGarageLocation access
* Formula Rookie: AI tire model, gearshift tolerances, default setup tweaks, heat & wear model
* Fix Player car being hit by AI on the start line if he starts in first place and doesn't move at start
* Link the AI skill system to the data files for App control of what AI skills will be in a race ( AI personalities / skills )
* New in-game pit stop screens: Triggers new menu when pit stops are entered, allows access to pit stop strategy screens, and to set AI driver
Physics:
* M1 Procar & Group 5 cars: Finished heat & wear model. AI tire and setup tuning
* New tires for Formula Rookie, GT3, GT4, LMP1, LMP2, Clio Cup, FB CR2, McLaren F1, Sauber C9, M1 Procar, Group 5, FG1000, Group A
Vehicles:
* Renault Megane RS: Cockpit display
* Ginetta G40: Cockpit display added
* Ford Sierra RS500: LOD tweaks to reduce popping
* Ford Mustang Boss 302R1: Further LOD optimization to reduce popping
* Mercedes A45 AMG: Updated Wiper meshes.Wiper Animation/ Rain setup done.
* Ford Escort Mk1: Made windscreen reflections brighter, capped cockpit underside
* RUF RGT8 GT3: Cockpit DDS texture. Intial check in. Steering wheel DDS texture. Intial check in.
* RUF CTR3: Made windscreen reflections brighter, capped cockpit underside, fixed AO on LODX wheels
* LMP RWD P30: Made windscreen reflections brighter, fixed windscreen normals, merged doors to chassis (except on LODX)
* McLaren F1: All LOD levels updated, small adjustment to lower the car, added LODX, updated collision with boot object, wheels dds texture - little update on valve hole position, misc dds texture - new texture replacing previous one, badges dds texture - new texture replacing previous one
Tracks:
* Oulton Park: Added ground csm to pit garages
* Bathurst: Updates road broad and detail and fine skidmarks, texturemap refined for gridwalls and dirtedges added, tyrewall map improved fixed QA1853, 3D skyring for far distan mountains and terrain added
Known issues:
- Replays in MP: Working but you can't watch saved replays
- Player loses control of the car after accessing the Setup and Strategy.
- Black particles appear sometimes on screen
- Beware of crashes happening in x64 MT, report them in the specific build thread.



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Build 765 (14/07/14, Team Member+) - 1.2 GB
Next-Gen:
* XB1: Enabled matchmaking option in main menu.
* XB1: Couple of ESRAM fixes + WIP fast semantics etc
* PS4: Fixed password handling and added private session support
Bugfixing:
* Potential/best lap time tracking bug fix, prevent bad data being written to the array during race starts
Audio:
* Renault Clio Cup 14 & Renault Megane RS incar and external engine sets, plus an AI version. Includes other vehicle events tranny, gears, backfires, distant roll-offs and trajectory. Plus the new distant based reverb/echo effect.
Render:
* Changes to God Rays for single channel Rendertarget.
* Fix for black on forward lit billboard particles intersecting ground.
* Vehicle basic shaders: Reducing visual artifacts on car edges (CURVATURE_LIMITED_REFLECTIONS specialisation)
* Fix for second race crash caused by globaltexture 15 pointing to a Rippletexture that had been destroyed on the previous race, but was being used again before the task had setup the texture again.
Effects:
* Surface Ripple Effect, rain ripples now enabled.
* Tire smoke planar shadows, tire smoke height + density fixes
GUI:
* Additional sprites for DRS and KERS
* Menu background minor texture update
Characters:
* GT pitstops update - Updated FIA animations
* Fire assistant: positioned , initial fire attendant animations
* Updates to pitcrew mechanic (should cast and recieve shadows now)
* Pitcrew: Remaining character files, skinning, materials, textures tweaks and fixes
Career:
* Career Championships: Formula A - Tweaked number of opponents per qualifying knockout session
* Career Championships: GT5 - Ginetta G40 Challenge series updated to final track locations, appropriate Full and Minimum Session Duration, bonus points for best qualifying and fastest lap per race.
* Career Championships: GT3 - All series reworked - Final locations and session durations, Minimum session durations, Rolling starts, Points system, Pit rules, Mandatory pitstop in Race 2, and Inter-Series progression set up.
AI/Pitstops:
* Fixed an issue when driving out of the pits
* Added 2D geometry tests for emergency reactions to cars getting too close in an attempt to avoid contact
Physics:
* Formula A: Set r4 tire default as it's a bit closer to correct grip level than r1
* Lotus 49: AI tire model, heat & wear, side aero balance moved behind CoG, fuel consumption
Vehicles:
* Mercedes A45: Cockpit display
* Lancer Evo FQ400: Fixed LODX bugs
* Formula A: LOD tweaks to reduce popping
* Formula B: LOD tweaks to reduce popping
* Formula C: LOD tweaks to reduce popping
* Mercedes SLS GT3: Toned down windscreen dirt level
* Ariel Atom 300: Fixed duplicate mesh on Ultra detail
* Mercedes C-Coupé DTM: Damage and cockpit animations added
* Atom Mugen: Fixed duplicate steering wheel on Ultra detail
* Ginetta G40: Made windscreen reflections brighter, capped cockpit underside
* FG1000: Fixed wonky anti-roll bars with fresh animation exports, LOD tweaks to reduce popping
* Ford Escort Mk1: Updated Wiper meshes. Updated wipers mapping. Flipped and updated wipers meshes. Minor update on Chasis damage deformation. Fixed Mirror_R Cpit Bone pivot. Wiper Animation/ Rain setup done. Fixed LODC/Windshield Cpit UV3 Glass mapping.
Tracks:
* Snetterton: New textures
* Dubai: Dynamic objects changes
* Eifelwald (GP/Variants): Bugs fixed
* Azure Coast: Updated with all latest stuff
* California Highway: Added missing textures, updated textures, tweaked colors, brightnes, saturation, blendmaps.
* Oulton: Added latest assets from TomT and JanP and fix some small holes on terrain, add textures for huts and esso signage
* Bathurst: More dirtedges added around the track, missing sideroad edge added, refined rest of walls/logos, updated groundcover longrass rules and texturemap
* Cadwell: Added latest assets from Lukas and re-exported, added pittents, Pitstuff, tents, event stuff, vendors, marshals crowds, track.lod files , dressing for all variations of Cadwell
Known issues:
- Replays in MP: Working but you can't watch saved replays
- Player loses control of the car after accessing the Setup and Strategy.
- Beware of crashes happening in x64 MT, report them in the specific build thread.
- Azure Coast crashes while loading

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Build 767 (16/07/14, Team Member+) - 867.5 MB
Next-Gen:
* XB1: SetShaderState optimisations - CPU down from 9.1 to 6.7% on XB1.
* XB1: Use placement constant buffer with bone matrices directly streamed out for skinned primitives(mucho fast!)
Render:
* All wtcs godray settings tweaked
* Fix for timeline update when live edit is not enabled.
* Tweaks to godrays in all conditions. Upped density to reduce the broken/banded rays, re-balanced look with other setting tweaks.
Controllers:
* Added T300RS support for PC
Weather:
* Optimization to weather updates.
* Code to seperate sun and weather forcast time. Weather forcast time now has its own scaler.
* Wtc tweak for lightcloud 2, the godray settings were incorrect. Also added wider cloud fade range on low cloud layer so when blending to rain the clouds appear sooner.
GUI:
* Snetterton 100: Track photos/Logos/Map
* Updated Race Central screen, new Additional Content screen, new Online Search screen, updated Quick Track Select screen, updated icons and sprites
Cameras:
* Replay Cameras: Hockenheim GP - Tweaks to correct issues that crept in due to a code restructure, and improved a few camera placements.
Career:
* Career Championships: Formula C specific points system configured, to allow for bonus point allocation for pole position and fastest race lap per session.
* Career Championships: Formula B - series updated to final track locations, appropriate Full and Minimum Session Duration, bonus points for best qualifying and fastest lap per race, pit stop regulations, mandatory pitstops.
* Career Championships: Formula C - All series updated to final track locations, appropriate Full and Minimum Session Duration, bonus points for best qualifying and fastest lap per race, pit stop regulations, and series progression.
Physics:
* Vehicle orientation jitter fix (should fix the car trembling issue)
* McLaren 12C: Fuel consumption, heat & wear model, fixed rpm surge in neutral
* Tires: FC R20 reactivate, FB R5, Vintage-Modern and Modern tires for L49 (mainly testing some limits wrt FFB and behavior, not intended for final release)
Vehicles:
* McLaren P1: Added cockpit display
* Lotus 72: Added Thrustmaster livery
* Mercedes C-Coupe DTM: Cockpit display
* Formula Rookie: LOD tweaks to reduce popping
* GUMPERT apollo: Fuel consumption, heat & wear model
* BMW M3 GT2 + Z4 GT3: Removed Randstad logos from liveries
* Ginetta G40: LOD tweaks to reduce popping, fixed upside down stickers on livery
* McLaren F1: Added AO, animations and fixed LODX tire mapping, updated mirror bones
* Ginetta G55 GT4: LODX / CPIT / LODA / B interior polish and changes to GT4 - WIP 1
* LMP RP339H: Fixed tire skinning on LODB, Added LODA/B interior, LODB tire skinning fixed
* Renault Clio Cup 14: Added windscreen reflections and CPIT banner textures, exterior textured, LODs updated, wheel LODs updated, lights billboards setup
Tracks:
* Oulton: Added txt for monument
* Track lights turned off in daytime for rain
* Fix for missing LOD files causing popping of assets
* Eifelwald: Added 3 new textures for the tree overrides
* Bathurst: Grassskidmarks added and barries walls mesh refined...
* Fixed tree pop up by copying over the track.lod file to the Badenring folders
* Snetterton 100: Grass Exclusion; AIW; Grass Cover files, Tirewalls and static objects and Starting lights, Ground cover and Dynamic objects, TRD and Lights - first export
* California Highway: Updated barriers and trees/bushes positions accordance with scene changes, updated sides of road, armco, slopes, rocks, collissions, merged latest assets
Known issues:
- Replays: Working but you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Beware of crashes happening in x64 MT, report them in the specific build thread.
- Azure Coast/California Highway crashes while loading

Build 766 (15/07/14, Team Member+) - 179.8 MB
Career:
* Career Contracts: Clio Cup contracts reworked to ensure that the contract issuer gives the player the correct car model.
* Career Championships: Formula R specific points system configured, to allow for bonus point allocation for pole position and fastest race lap per session.
* Career Championships: Formula R specific points system configured, to allow for bonus point allocation for pole position and fastest lap per race session.
* Career Championships: Clio Cup updated with Minimum Session Duration per session for each weekend. Also addressed an issue with time acceleration in some sessions.
* Career Championships: Formula Rookie - All series updated to final track locations, appropriate Full and Minimum Session Duration, bonus points for best qualifying and fastest lap per race.
GUI:
* HUD: New HUD_Display items for DRS/KERS, updated 3D elements for DRS/KERS
Vehicles:
* LMP2 RWD P20: Created new windscreen reflections texture, merged doors to chassis (except on LODX)
* LMP RP339H: Interior DDS texture - Initial check in.
Tracks:
* Cadwell: Added startlights to all track variations
Known issues:
- Replays: Working but you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Beware of crashes happening in x64 MT, report them in the specific build thread.
- Azure Coast/California Highway crashes while loading

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Build 769 (18/07/14, Team Member+) - 325.1 MB
Next-Gen:
* PS4: Fix for screen burn on particles.
* PS4: Full support for CMASK fast color clears.
Render:
* Corrected implicit conversion from float4 to float3
* Check for phase 1/3 depth targets match and adjust clear accordingly.
* Fix for missing prerequisite on mainscenepredicate for planar reflection task
* Rain now renders using forward lighting. This removes the need for 2 render phases.
* Fix to basic3dfoil, addresses odd shadow movement that could occur on tree leaves as the camera angle changes
Multiplayer/Online:
* Fixed "time until start" / "time remaining" button on the Events page not updating.
Gameplay:
* Participant ID cleanup, fixing app stored physics id.
GUI:
* Sliders for weather and time progression
* Added additional images for device presets
* Adding simulation features to in game menus
Controllers:
* 125hz pad update for xinput devices
Animations:
* Driver animations: Paddle animations for Ariel Atom, Audi R18 TDI, BAC Mono
AI/Pitstops:
* AI Data files: Make all the AI Personalities neutral until we have time to tune them correctly
* Expose control of player/AI control to scripts, moving pit-exit trigger control switch from physics to app code/script.
Career:
* Text updates for emails
* Updates for text replacement
* Manager and race engineer emails
* Career Championships: Endurance - All series updated with bonus points system for best qualifying and series progression.
* Career Championships: Formula A - series updated, final track locations checked, appropriate Full and Minimum Session Duration, pit rules.
* Career Championships: Clio Cup - final track locations checked, appropriate Full and Minimum Session Duration tweaked, bonus points fastest lap per race, various small tweaks.
* Career Championships: Formula Gulf - series updated with final track locations checked, appropriate Full and Minimum Session Duration, bonus points for best qualifying and fastest lap per race, and pits regulations.
* Career Championships: Karts - All series updated to final track locations, appropriate Full and Minimum Session Duration, Rolling starts, bonus points for best qualifying and fastest lap per race, and series progression.
Physics:
* Ford Focus RS: AI tire model tuning
* Turned on and tuned crash effects for suspension damage
* Updated Pirelli, Faretti and Pilon road tires with latest carcass design theory
* Lancer Evo X FQ400: AI tire model tuning, Fuel consumption, Heat & Wear model, Gearbox tolerances
Vehicles:
* LMP2 RWD P20: Added ambient shadow
* Ginetta G55 GT4: Added ambient shadow
* Renault Clio Cup 14: Added cockpit display
* Formula Rookie: Source textures for polishing
* McLaren 12C GT3: Tweaked cpit exposure and fixed name
* Audi R18: Fixed duplicate interior mesh on Ultra detail
* RUF RGT8 GT3: Interior DDS texture. Initial check in, added ambient shadow
Tracks:
* California Highway: Adjusted terrain grass/rock blend maps
* Dubai: Track.lod lod's changes, LOD changes to avoid popups
* Hockenheim: Improved dif,spec and nmp txt - added some detail, dirts...
* Snetterton: Structure 77 texture, mixed assets textures (signs, gate, lights etc)
* Brands Hatch: Removed Badenring textures that are checked in here, not used in BH
* All non P2P Tracks: TRD update ensuring all have "Rolling Start Allowed" option and set to "true"
* Bathurst: Tarmac surfaces refined before esses, old road effects added, ind. skids added, tarmac seam adjusted
* Le Mans 24: removed the "forced" rolling start string from the tarck to be controlled via "Rolling Start Allowed"
Known issues:
- Replays: Working but you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Beware of crashes happening in x64 MT, report them in the specific build thread.
- Azure Coast/California Highway crashes while loading
- Simulate option doesn't work, DO NOT USE IT!

Build 768 (17/07/14, Team Member+) - 514.2 MB
Next-Gen:
* XB1: Phase3 MSAA path.. only clear depth.
Render:
* WIP Code to define if we want rain to be forward lit or to use deferred rendering passes.
* Implemented car-specific impostor reflections
Career:
* Career Championships - Endurance specific points system configured, to allow for bonus point allocation for pole position.
* Career Championships - LMP1 - All series updated to final track locations, appropriate Full and Minimum Session Duration, Rolling starts, bonus points for best qualifying and fastest lap per race, and series progression.
* Career Championships - LMP2 - All series updated to final track locations, appropriate Full and Minimum Session Duration, Rolling starts, bonus points for best qualifying and fastest lap per race, and series progression.
* Career Championships - LMP3 (Prototype1, Prototype2) - All series updated to final track locations, appropriate Full and Minimum Session Duration, bonus points for best qualifying and fastest lap per race, and series progression.
Physics:
* Ginetta G55 GT4: Tire file added
Vehicles:
* RUF RGT8 GT3: New CPIT, LODs WIP, added cockpit display data
Tracks:
* Dubai Autodrome: Track.lod changes
* Oschersleben: Fixed seats aphatest
* Snetterton 100: New AIW to fix AI stopping in corners, added flood lights from andreas
Known issues:
- Replays: Working but you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Beware of crashes happening in x64 MT, report them in the specific build thread.
- Azure Coast/California Highway crashes while loading

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Build 770 (21/07/14, Team Member+) - 581.2 MB
3rd Party:
* Changed D-BOX Motion Code identification. IMPORTANT: please update your D-BOX Motion Code. Download the new package from the D-Box website.
Next-Gen:
* XB1: Fixed Garage not appearing
Render:
* Fix for shutdown of god rays.
* Increased frequency of shadow direction updates (smoother updates with accelerated time)
Audio:
* Formula C incar and external engine sets, plus an AI version. Includes other vehicle events tranny, gears, backfires, distant roll-offs and trajectory. Plus the new distant based reverb/echo effect.
Weather:
* Alpha test on clouds.
* Fix for rain lighting. Also adding alpha testing for tain particles.
* Tweaks to new fwd lit rainfall effect and relevant conditions to better balance the rain lighting and transmissive effect.
* No longer rendering clouds in phase1. Rendering of the clouds in phase 1 was only required for occulsion sampling for the solar flare. Instead we now use the god ray light map source texture for this as it as everything we should need.
* Added the 'track wetness effect alpha' param that was removed from wet track spray effects when new fwd lighting particles were added recently. You should now see less spray only when the track reaches a certain level of wetness, previously the effect was visible as soon as the transition started and the track still looked dry. Needs further balancing.
Online:
* User generated content wip: Implemented run-time monitoring of subscription changes made on the Steam website. New subscriptions are downloaded and reported to app, removed subscriptions are left as is until the game is restarted.
Characters:
* Replaced "White" custom player placeholder textures with new driver textures
* Pitcrew: Workfiles changed car distance from ground up to 15cm (from 10cm) for wheel att. wheel mechs, changed animflow for whm01, wha01 (due to airjack animation mechanics), initial Airjack mech animations, wheel mechs, wheel attendants +airjack mech.: all necessary animations only
Cameras:
* Pre-Race Hockenheim (script not working in game)
GUI:
* Fixing slider for weather system
* Fixed mouse scrolling for GUIList objects
* Simulate now works from Quick Race menu. Game no longer pauses when in simulate menu.
Gameplay:
* Allow simulate for all skippable championship sessions
* Add comment and assert for deprecated usage of participant id
* Final work on the first pass of the simulate and spectate functionality. Now up for a design review, and any bug fixing.
Career:
* New last played session array for news
AI/Pitstops:
* Fixing missing triggers for pitcrew
* Clean mPredictionList on level exit
* Added two AI debug Screens to monitor the AIGeometryTest mecanism
* AIPrediction tidy: Pass memory pool to AI predicition list initialisation, Moved init / deinit to vehicle level
* Fix a problem where AI would fail to take turns if entering them at a very slow speed and slow to a crawl without wanting to throttle out.
* When TRIGGER_PITOUT is triggered, the AI no longer consider the pit speed + GetSpeedLimiter returns if it was set or not for controls other then player
Physics:
* Updated vehicle wheel contacts.
* Revisited setup of collision groups.
* Removed unused merged simulation code paths.
* Fixed computation of wheel spindle orientation matrix.
* Added missing extraction of wheel spindle orientation from HD vehicle.
* Removed no longer needed helper collision shapes for vehicle and wheels.
* McLaren 12C: Added airbrake to aero model, fixed AI throttle surging
* Mercedes SLS AMG: AI tire model tuning, fuel consumption, heat & wear model
Vehicles:
* Formula A: Added damage
* Formula B: Added damage
* Gumpert: LOD tweaks to reduce popping
* LMP RWD P20: Added support for custom liveries, added cockpit display
Tracks:
* Snetterton: Filed pens and industrial units, merged in latest work
* Zolder: Exporting for MichalJ. fixed some distorted blend edges and lod popups, tyre placement update, texture updates
* Bathurst: Garages csm updated, all garages doors opened, removed fences barriers in front of garages, fences removed from pit
* Hockenheim: Added new txt for rexar building and new nmp and spec for pitbuilding, foliage optimization pass1- base instance count reduced and 413 instances removed, intersection-bugs fixed, RL brand adverts, Updated Hockenheim brake marker textures to match real life reference (Dynamic objects), add new txt for blue ad on tower building, GP, Nat, Short - foliage instances moved to child scene and shared for all variations and main scenes updated
Known issues:
- Replays: Working but you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Beware of crashes happening in x64 MT, report them in the specific build thread.
- Azure Coast/California Highway crashes while loading
- Simulate option doesn't work, DO NOT USE IT!
- Weather/Time slide bars are not working

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