Project CARS Build 323 (15/10/12 - Team Member+) - Page 2 - Project CARS (ex C.A.R.S.) - DrivingItalia.NET simulatori di guida Jump to content

Project CARS Build 323 (15/10/12 - Team Member+)


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Guest PesceRosso
Posted

qualche consiglio?

Non toccare niente fino a quando pCARS non sarà uscito. Leggevo sul forum ufficiale che i cali di frame con queste ultime build sono normali, soprattutto in multiplayer: non solo il modello fisico non è ottimizzato, ma nemmeno quello grafico lo è. Cambiare ora pc per un gioco che è lontanissimo dall'avere una vera e propria ottimizzazione non ha senso, tanto più che i tuoi componenti non sono esattamente di seconda fascia. :smile:

Grazie del consiglio.Vedremo come si comportera' con Assetto Corse, altro sim che aspetto :) e se e' ok me lo terro' per un altro annetto

Posted

E' uscita intanto la nuova Build 324! :thumbsup:

Build 324 Discussion (16/10/12, Team Member+)

Proper logic fix for water level build up

Fixed unused variable warnings

Online:

* Split GetUserAPI() to two - one that will return the default setup assigned by admin as a fallback, and one that will return nothing if only the default fallback setup is known

* Changed lobby UI to ignore the default fallback setup in most places; this no longer requires explicit test for the FLAG_ASSIGNED_BY_ADMIN in the UI code

* Fixed an assert firing when sending a message while leaving the session

Code to allow us to build up the track water levels

Added in ultra reflection setting for it to generate emap of 1024

Add fresnel to the reflections

Improved handling of guaranteed messages (WIP). When the message pool gets empty, log contents of all message lists and disconnect from the session

Removed old hard coded dev control for key L to turn off photo mode, which also toggled pause

Wet track reflection drying line amount fixed temporarily at 75% until it can be linked with the physics drying line

Don't skip the start engine phase if ignition is off

Drying line set to 50%

Online UI: Changed apptimer to exectimer in the lobby select screen, to fix the button not being re-enabled when the application does not have focus

Reset animation entry flags when acquiring them from entry list (and some general tidying of their management)

Enabled impact pieces effects

Updates to TextDB and tool to remove the use of unsafe unicode case insensitive compare and some tidying of the sln and projects to bring in line with latest libs

Export Manager - All latest updates and common tools updates

Added logging of all DS protocol buffer issues

New wtc values set up for rain build up speed and track wetness. detached from physics inputs now. set up for light rain, rainy, stormy and thunder storm

Added instance file for Belgian Forest Karting Circuit, currently an exact copy of the full track so inefficient, but a good starting point and better than nothing

Badenring - missing reported textures added

Belgian Forest Karting Circuit - New textures for the build

Disable wrong way penalties in SP. Change MP wrong way penalty to a force reset after 10 seconds

Add Belgian Forest kart track

Cam box added for Sakitto underpass area so that reflection is visible when you drive below, but does not draw when driving the section above. GP and west

New Dynamic Brakemarkers placed (physics scene & system files)

Sakitto - Missing textures files flagged in the export uploade copied over

Sakitto - temp fix, uploading textures to fix export upload reported missing textures

Eifelwald GP. Tweaked textures

New Derby Brake Markers

Rain fall particle tweak. texture tweak and keyed values such as size and density tweaked so that rain isn't so monsoon like in less heavy rainy conditions. lean to camera increased slightly as well

Badenring crowds - fixed wrong positions, fixed cutting crowds

Badenring - updated LOD distances

Wrong way DQ time set to 10 seconds

Fixed SP300 AI sounds, one of the samples was in the wrong soundbank

Number of drivers in lobby number fixed, Create Season button added

Build script update to re-instate missing xmlf files from vehicles\physics

Wisconsin Raceway - add new textures for LapBoard, Restroom and TribuneShed

Logitech G25 added to Controller images

New Badenring exports

New Bologna exports

New Sakitto exports

Do not use Time Trial at the Belgian Forest Karting track

Online MP at the Belgian Forest Karting track is 1 on 1 only

When manual control for TT starts throttle input is broken - if you wait a couple of seconds the throttle starts working

Posted (edited)

Aggiungo questo link a dir poco "esoso", sullo stato della programmazione della pioggia e del comportamento del tracciato....

http://forum.wmdport...ll=1#post268482

(WIP shots.. Shaders and textures are not final..)

Spettacolo, come sta venendo! :dribble: Le pozze d'acqua sull'asfato e sulla ghiaia/erba sono gioia per gli occhi.

Quando la fisica andrà a pari livello della grafica, guidare sotto la pioggia e con il sole dopo la pioggia, sarà un'autentica figata!

for build 324 we have added wet tracks at Bologna, Badenring and Sakitto.

It should be visible in light rain, rainy, stormy and thunder storm conditions, with more reflective tracks in the wetter conditions. All conditions use the wetness mask for variation across the track and the puddle mask so that we get smooth pools of water.

I have edited the rain fall particle as well, so that doesn't look so monsoon like in the less heavy conditions.

We have added fresnel to the wet surface shader but this is currently only applied at Bologna, and as a result the reflections currently look too little for that track. I'm working with Gus on this now, trying to balance the values to get a better look.

GSI has been enabled so now we get some specular from the ambient, which really helps with the wet look.

There is a setting in the FE for the detail of the track reflections, which now looks better if set to high.

We build up the waterlevel as it rains but this is still very much WIP. It's hooked to game time, not real-time which I think may be too slow if you are running at 1x speed. I think it might need to work the same way as the cloud fade in and fade out and be disconnected from the game time speedup.

The drying line is hard coded currently to 75 percent. In the tweakit root you can adjust this in Root/Wet Track/DrylineFactor. We are planning to get it in the next phase.

This is still all early door but we wanted to get it out to you at an early stage for feedback, in the same way we did for the clouds.

edit - only Bologna has standing water in gravel traps.

Edited by delpinsky

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