Project CARS Build 327 (19/10/12, Team Member+) - Project CARS (ex C.A.R.S.) - DrivingItalia.NET simulatori di guida Jump to content

Project CARS Build 327 (19/10/12, Team Member+)


VELOCIPEDE
 Share

Recommended Posts

  • DrivingItalia.NET Crew

Build 327 (19/10/12, Team Member+)

Fixed the timeslice value in Vehicle::ExtrapolateDynamics

Season weather parameters now passed through to the races

Added cancel dialogs for MP UI screen transitions (join & create)

Fixed lobby list flicker

Added better detail and variety to disconnect warning dialogs (and added to text DB)

Changes to logging to stop compile errors on console builds

Added info-level logging when TCP connection is closed by the server

Alt+tab capability (free resources before DX device reset) ; CRenderer - enumeration of render targets for RenewDefaultPoolResources corrected - iterator re-initialization

Derby - tweak grandstand textures

Switch to player control instantly for rolling starts

Formula A: new suspension geometry plus setup tweaks for latest STM updates

Improved water droplets, using per pixel fresnel and reflective boost on droplets

Added per-pixel Fresnel support functions to allow better looking reflections on water droplets

Wisconsin Raceway - Add new txt for SetBackCafe

Northampton. Tweaked textures.

Derby - fixed intersection on pitwall viewer asset with marshal bridge

Visual polish to the HUD elements

Eifelwald new complete AIW. New main path, raceline, etc. supports 45 players

Audio: Formula B updated to new specs including vibration layer, EQ etc

Audio: updating Formula B with latest balancing changes

New Derby exports

Build 326 (18/10/12, Team Member+)

Changed logging level of frame tick to "debug"

Tweaked Lap Info hud element colours

Added extra logging to render tasks to detect invalid pointers

Added two more categories to renderer logging

Fixed 'CInGameSectionload' call to 'SetSpecularIrradianceEnabled' to use profile settings

Added Global Specualr Irradiance option to graphics options screen

Fix for mistake in waterlevel logic

Integration of initial Pit2Car speech, with initial phrases for fastest lap, cutting the track and occasionally when being overtaken. Note that this includes volume changes to get speech audible properly within the mix, so in-race volume has been reduced from what it was

Fixed bug when host migrates to node that is not time-synchronized yet. Now the node correctly disconnects from the session with "migration failed" error and triggers another migration

Enable AI control during end of race GUI

Add explicit call to deactivate track camera manager during race exit to release the objects being held on to by the camera editor

Post-race screen in multiplayer will use the MP flow to return from race

Added missing memtraces in cReplay::Init()

Initialised input sets with correct maximums, where known

Added NULL guard in Detect_WithdrawFlag() to prevent crash in replay

Change so wet track is real time

Derby - fix flags position for grandstand (new improved version)

Derby - add new and improve textures - pitwall and grandstand

Added logging controls for two new types of renderer log data

Derby - logo update

Derby - new textures addition

Audio: adding vibration layer to Formula B

Eifelwald - grass texture, updated source psd file

Eifelwald - new concrete strip texture

Removed RA logo from the Lshape building sign/ Wisconsin raceway

Missing fonts added to Loading screen pakfile

Gumpert Apollo textures, metals update

Added new textures for Wisconsin raceway

Moved some trees from the area near the Lshape building/Wisconsin raceway

Speech volume slider added in Audio menu

Back panels improved on Position and Lap HUD indicators

Vehicles: reverted H-pattern cars back to previous shift delay values

Removed old Block Gothic font from HUD panels, updated to new distance font and polished

Minor updates to Multiplayer Lobby messages to reduce their string length

Fix audio balance issues

Derby GP + National scene dressing

Added textual name of the MPRace game mode

Northampton. Tweaked textures

Black removed from reflection mask texture so no parts of the track are completely dry. also upped the reflection level in a couple of the conditions

Northampton. Matched colors to the RL

Belgian Forest Circuit - New textures

Derby - add new texture - pitwall stuff

Wisconsin Raceway - add new textures for CartTruckHuts

Records are now navigable on the Load screen, minor kerning fix on Login screen

Throttle calibration fixed on Controls screen, improved scroll bar in Lobby, Time Progression now shown, Load screens now consistent with FrontEnd

Road dbv change to move fog after reflections. Wtc edits to increase the reflection values and tweaks to build up time

New Asano X4 export

New Derby exports

New Eifelwald export

New Eifelwald GP export

New Wisconsin Raceway export

Build 325 (17/10/12, Team Member+)

Logic change to rolling start flags to allow full throttle control to player instantly

Added lobby version of game data for MP matches

Fixed max participant issues

Fixed a few minor UI issues

Correct message for game join failure

Fixing out-of-bounds issue in GUIList

Modified code to distinguish between the initial section allocation (_CreateSection) and subsequent section allocations (_AddSection) in the memory dumps to aid in debugging container expansions.

Added safety checks around mChatList calls as this isn't initialised on the consoles. (No console text chat, only Voice chat)

BLog updates

* Changed the naming of session folders to make them easier to organise and navigate. Example: 'dbgSession\Dbg 2012-10-16 @ 12.18.20'

* Crash dump files are now written to the session folder instead of the project root. On PC this is in the user document folder under <project name>\dbgSession

* Log files are now written to the dbgSession folder

* UTC is added to PC logs

* Fixed millisec printf width in logs

* Added command line switch to prefix session folder names. This is useful when running multiple instances in the same folder (such as thin clients)

-sessionprefix <prefix>

* Fixed bug in PC BDir:Create where creation result flag was incorrect in some cases

* Fixed some log calls to remove \n or fix formatting

Removing detail specular map as fresnel multiplier in road dbv shader

Derby - textures update

Eifelwald GP texture updates

Fixes colouring of first three entries in browse list

Added lobby version of game data for MP matches

Fixed max participant issues

Fixed a few minor UI issues

Correct message for game join failure

Fixed master.txt and post race AI assert

New Monterey crowds

New Bologna crowds

Vehicles: Updated cockpit animation HRDF files to use full node names

Vehicles: removed shift delay from the remaining H-pattern cars

New Badenring exports

New Eifelwald GP export

New Sakitto exports

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

Drive Karts in BTM mode not STM Mode

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

This post has been promoted to an article

Edited by VELOCIPEDE
Aggiunti nuovi tag
Link to comment
Share on other sites

  • Replies 20
  • Created
  • Last Reply

Top Posters In This Topic

  • VELOCIPEDE

    3

  • Fuk17

    2

  • delpinsky

    7

  • zolillo

    3

Build 325 - Multiplayer Test Feedback (Full Member+)

Please see the known issues list here (I mean this please; reporting known issues again is a waste of your time and ours!):

http://forum.wmdportal.com/showthread.php?10038-MP-Known-Issues-Non-Implemented-Features-List

... this is far from comprehensive, especially on the features side, but hopefully most which is missing should be pretty obvious and this not create a flood of "bug" reports. I'll do my best to keep this list updated but depending on the number of reports that may not go too well. Please post bug reports here if possible (I will pick them up from elsewhere though, especially the build feedback thread).

Please also attach the multiplayer.log, online.log and renderer.log files found in your documents\CARS\dbgSessions folder (these are created new for each game run, in a folder named after the time you started the game). If the game crashed, include any .dmp and .dmp.txt files from this folder also. The easiest thing to do is just zip up the complete folder.

Link to comment
Share on other sites

Notevole

La IA è diventata intrattabile, ma il multy è fluidissimo e giocabilissimo

Mi sa che mi torna la voglia di giocare in Multy invece di fare gare contro il PC.

Link to comment
Share on other sites

  • DrivingItalia.NET Crew

Build 325 (17/10/12, Team Member+)

Logic change to rolling start flags to allow full throttle control to player instantly

Added lobby version of game data for MP matches

Fixed max participant issues

Fixed a few minor UI issues

Correct message for game join failure

Fixing out-of-bounds issue in GUIList

Modified code to distinguish between the initial section allocation (_CreateSection) and subsequent section allocations (_AddSection) in the memory dumps to aid in debugging container expansions.

Added safety checks around mChatList calls as this isn't initialised on the consoles. (No console text chat, only Voice chat)

BLog updates

* Changed the naming of session folders to make them easier to organise and navigate. Example: 'dbgSession\Dbg 2012-10-16 @ 12.18.20'

* Crash dump files are now written to the session folder instead of the project root. On PC this is in the user document folder under <project name>\dbgSession

* Log files are now written to the dbgSession folder

* UTC is added to PC logs

* Fixed millisec printf width in logs

* Added command line switch to prefix session folder names. This is useful when running multiple instances in the same folder (such as thin clients)

-sessionprefix <prefix>

* Fixed bug in PC BDir:Create where creation result flag was incorrect in some cases

* Fixed some log calls to remove \n or fix formatting

Removing detail specular map as fresnel multiplier in road dbv shader

Derby - textures update

Eifelwald GP texture updates

Fixes colouring of first three entries in browse list

Added lobby version of game data for MP matches

Fixed max participant issues

Fixed a few minor UI issues

Correct message for game join failure

Fixed master.txt and post race AI assert

New Monterey crowds

New Bologna crowds

Vehicles: Updated cockpit animation HRDF files to use full node names

Vehicles: removed shift delay from the remaining H-pattern cars

New Badenring exports

New Eifelwald GP export

New Sakitto exports

Link to comment
Share on other sites

Stasera ho fatto una gara a Bathurst con le Asano X4 Touring, eravamo in 38!!!

Puoi immaginare che inferno... e che ecatombe di vetture. Sono arrivato fra i primi (immagino), che rimonta!

L'ideale sarebbe che la gente ci andasse un pò calma col gas in partenza... e poi usasse il freno qualche volta, se una macchina davanti rallenta... altrimenti è un crash derby.

In ogni caso... è una gran figata il multiplayer!

scritto da Andy Garton:

The current AI is the early stages of a complete rework so can be ignored for now, all bets are off. They will work well in the end.

Edited by delpinsky
Link to comment
Share on other sites

Ragazzi, a me il Multy rimane inattivo. E sono team member.

What's up?

mi sa che devi essere team Member+, in soldoni 45 euro. Io da qnd ho aggiunto i 20 ho il MP, e quasi nn gioco piu in single.

Si, in effetti ci sono i soliti che partono a razzo e nn frenano mai cosi ecatombe a ogni curva, ma è un problema che abbiamo su ogni sim.Peccato nn sapere mai in che posizione sei, ci vorrà ancora qlk build... In compenso nn crasha piu a fine gara (pero' poi si mette a guidare da se, bah). Confermo cmq l'MP multo fluido, a Rouen filava alla grande con circa 20 macchine.

Edited by walken
Link to comment
Share on other sites

Thanks, immaginavo.

In termini di investimento invece, hanno "chiuso" la possibilità di avere guadagni a chi volesse fare un upgrade, anche notevole, o è sempre tutto aperto?

Link to comment
Share on other sites

Beh no, se gli upgrades alla tua membership sono aperti, le possibilità di guadagno sono ancora valide.

Ovvio che per questo aspetto, tutto dipende poi dalle vendite e dal numero di utenti per membership.. e non è immediato, all'uscita del sim.

Comunque con 45€ ti arriva la versione boxata e hai pure dei contenuti aggiuntivi. Se poi riesci pure a riprenderti anche solo i tuoi soldi grazie ai dividenti, tutto riguadagnato.

Link to comment
Share on other sites

Build 326 (18/10/12, Team Member+)

Changed logging level of frame tick to "debug"

Tweaked Lap Info hud element colours

Added extra logging to render tasks to detect invalid pointers

Added two more categories to renderer logging

Fixed 'CInGameSectionload' call to 'SetSpecularIrradianceEnabled' to use profile settings

Added Global Specualr Irradiance option to graphics options screen

Fix for mistake in waterlevel logic

Integration of initial Pit2Car speech, with initial phrases for fastest lap, cutting the track and occasionally when being overtaken. Note that this includes volume changes to get speech audible properly within the mix, so in-race volume has been reduced from what it was

Fixed bug when host migrates to node that is not time-synchronized yet. Now the node correctly disconnects from the session with "migration failed" error and triggers another migration

Enable AI control during end of race GUI

Add explicit call to deactivate track camera manager during race exit to release the objects being held on to by the camera editor

Post-race screen in multiplayer will use the MP flow to return from race

Added missing memtraces in cReplay::Init()

Initialised input sets with correct maximums, where known

Added NULL guard in Detect_WithdrawFlag() to prevent crash in replay

Change so wet track is real time

Derby - fix flags position for grandstand (new improved version)

Derby - add new and improve textures - pitwall and grandstand

Added logging controls for two new types of renderer log data

Derby - logo update

Derby - new textures addition

Audio: adding vibration layer to Formula B

Eifelwald - grass texture, updated source psd file

Eifelwald - new concrete strip texture

Removed RA logo from the Lshape building sign/ Wisconsin raceway

Missing fonts added to Loading screen pakfile

Gumpert Apollo textures, metals update

Added new textures for Wisconsin raceway

Moved some trees from the area near the Lshape building/Wisconsin raceway

Speech volume slider added in Audio menu

Back panels improved on Position and Lap HUD indicators

Vehicles: reverted H-pattern cars back to previous shift delay values

Removed old Block Gothic font from HUD panels, updated to new distance font and polished

Minor updates to Multiplayer Lobby messages to reduce their string length

Fix audio balance issues

Derby GP + National scene dressing

Added textual name of the MPRace game mode

Northampton. Tweaked textures

Black removed from reflection mask texture so no parts of the track are completely dry. also upped the reflection level in a couple of the conditions

Northampton. Matched colors to the RL

Belgian Forest Circuit - New textures

Derby - add new texture - pitwall stuff

Wisconsin Raceway - add new textures for CartTruckHuts

Records are now navigable on the Load screen, minor kerning fix on Login screen

Throttle calibration fixed on Controls screen, improved scroll bar in Lobby, Time Progression now shown, Load screens now consistent with FrontEnd

Road dbv change to move fog after reflections. Wtc edits to increase the reflection values and tweaks to build up time

New Asano X4 export

New Derby exports

New Eifelwald export

New Eifelwald GP export

New Wisconsin Raceway export

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share




×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.