VELOCIPEDE Posted October 22, 2012 Posted October 22, 2012 Build 332+ 333 Discussion (26/10/12 Team Member+) Build 332 (26/10/12, Team Member+) KNOWN ISSUES: Some cars not showing LOD-X models. Will be fixed in 333 GUI: Setting up localisation for time progression settings Fix for return to FE issue with autofocus on shadows Fix for debug menus appear in the FE Fix for dynamic emaps not rendering in the FE Do not render dynamic emap untill the enviroment system is ready Added Round number accessor for the UI Online: Handle "ping to member" events.. For now the ping stats are just passed to GameHandler which ignores them. Later these will be pushed to participants and GUI Maintain ping to all members of joined session. Pings are using whatever route the OneSock layer prefers for those members, so they reflect pings of actualy gameplay messages Cleaned up all OneSock config exclusions, and moved platform files into appropriate folders within the solution explorer Delay initial ping so that we do not attemp to ping members who are not fully connected yet Fixed flickering dislay in background of lobby screen - now correctly shows a black screen Fix for MP specific participants HRDF file not being loaded (side effect being ping display now works in MP, albeit currently always zero until the ping data itself is populated Physics: Removed PhysX 2.8.4 runtime DLL-s Render: Extend RVM LOD scaling to keep cars in view for longer Small tweaks to player labels (smaller size, turn off screen edge clipping) Audio: Updated engine set checked in - this now points to new rookie specific set with latest tech New Rookie engine set (based on the R500 sounds). Has latest vibration and eq, filters etc Updated AI to include rookie set SDK's: Updated props to use Fanatec SDK v0.12.387 and LiveMotion SDK v1.0.4666.0 Added Fanatec SDK v0.12.387 Tracks: Lakeville Raceway: Adding textures Lakeville Raceway: Remove Lakefile camera file (which broke FOV adjustment) Lakeville Raceway: Replaced popping in bollards with cones in Lakevile Lakeville Raceway: Fix for Lakeville being set as a forced rolling start Azure Coast (all variants): Set max AI to 15 (was 12) Azure Coast (all variants): Removed hud maps Azure Coast Reverse: Added 8 grid spots + fixed wrong sign + resolved illegal character Azure Coast Stage3: Added 8 grid spots + resolved illegal character Azure Coast Stage2: Added 8 grid spots + extended csm behind the latest grid spot + fixed wrong sign+ resolved illegal character Azure Coast Stage1: Added 16 grid spots + extended csm behind the latest grid spot + resolved illegal character Azure Coast: Added 16 grid spots + extended csm behind the latest grid spot + fixed wrong sign + resolved illegal character Eifelwald GP: New textures Belgian Forest Karting: Removed obsolete instanced trees from full BF track Belgian Forest Karting: New tyrewall Blods and added autograss Cars: GUMPERT apollo: Wiper mask saved uncompressed to remove dxt compression issues. Half ressed to keep the same footprint GUMPERT apollo: Fixed pixel jump error in a couple of the wiper mask frames. removing old dir version BMW M1: New wheels dds texture - replacing placeholder texture Build 332 (26/10/12, Team Member+) KNOWN ISSUES: Some cars not showing LOD-X models. Will be fixed in 333 GUI: Setting up localisation for time progression settings Fix for return to FE issue with autofocus on shadows Fix for debug menus appear in the FE Fix for dynamic emaps not rendering in the FE Do not render dynamic emap untill the enviroment system is ready Added Round number accessor for the UI Online: Handle "ping to member" events.. For now the ping stats are just passed to GameHandler which ignores them. Later these will be pushed to participants and GUI Maintain ping to all members of joined session. Pings are using whatever route the OneSock layer prefers for those members, so they reflect pings of actualy gameplay messages Cleaned up all OneSock config exclusions, and moved platform files into appropriate folders within the solution explorer Delay initial ping so that we do not attemp to ping members who are not fully connected yet Fixed flickering dislay in background of lobby screen - now correctly shows a black screen Fix for MP specific participants HRDF file not being loaded (side effect being ping display now works in MP, albeit currently always zero until the ping data itself is populated Physics: Removed PhysX 2.8.4 runtime DLL-s Render: Extend RVM LOD scaling to keep cars in view for longer Small tweaks to player labels (smaller size, turn off screen edge clipping) Audio: Updated engine set checked in - this now points to new rookie specific set with latest tech New Rookie engine set (based on the R500 sounds). Has latest vibration and eq, filters etc Updated AI to include rookie set SDK's: Updated props to use Fanatec SDK v0.12.387 and LiveMotion SDK v1.0.4666.0 Added Fanatec SDK v0.12.387 Tracks: Lakeville Raceway: Adding textures Lakeville Raceway: Remove Lakefile camera file (which broke FOV adjustment) Lakeville Raceway: Replaced popping in bollards with cones in Lakevile Lakeville Raceway: Fix for Lakeville being set as a forced rolling start Azure Coast (all variants): Set max AI to 15 (was 12) Azure Coast (all variants): Removed hud maps Azure Coast Reverse: Added 8 grid spots + fixed wrong sign + resolved illegal character Azure Coast Stage3: Added 8 grid spots + resolved illegal character Azure Coast Stage2: Added 8 grid spots + extended csm behind the latest grid spot + fixed wrong sign+ resolved illegal character Azure Coast Stage1: Added 16 grid spots + extended csm behind the latest grid spot + resolved illegal character Azure Coast: Added 16 grid spots + extended csm behind the latest grid spot + fixed wrong sign + resolved illegal character Eifelwald GP: New textures Belgian Forest Karting: Removed obsolete instanced trees from full BF track Belgian Forest Karting: New tyrewall Blods and added autograss Cars: GUMPERT apollo: Wiper mask saved uncompressed to remove dxt compression issues. Half ressed to keep the same footprint GUMPERT apollo: Fixed pixel jump error in a couple of the wiper mask frames. removing old dir version BMW M1: New wheels dds texture - replacing placeholder texture Build 331 (25/10/12, Team Member+) KNOWN ISSUES: Car shading is still broken in the front end, but it sorts itself out on return to FE after a race Bug Fixing: Fixes for some crash dumps reported 1. BattleHardenedManager do not set itself to be unloaded when shut down so can end up using rubbish data 2. DestroyTasks in rendertaskmanager is not clear all the renderlists GUI: Weather applinks changed to use localised values (SP and MP as well as Seasons), and added a helper to get the weather name for the generated Seasons per-Round weather (now working in UI) Pushing out start fog distance for the garage slightly Online: Prevent 'p' key handle passing through chat window App-side calls for friends stat/leaderboard filter support Physics: Updated CSM baking tool, View tool, and Exporter plugin to use PhysX 3.2.1 Updated project to use PhysX 3.2.1 Updated common Physics library to use PhysX 3.2.1 Render: Fixes for static and dynamic emap rendering. Also disabling dof in the FE Physics: Update drafting table entries for all vehicles Updated PhysX runtime DLL-s to 3.2.1 Audio: AI level fix (down) Boost for speech in stereo and centre speaker (awaiting decision on 5.1 array distribution) Workaround for the wind sound disappearing. Certain added values aren't working accurately to fill the range to 100% in the latest FMOD Designer Console: Fix to console implementations of ConnectionMonitor to ensure it always updates its copy of the signed-in player name/id before Online can query these cached details Moving GameManagerHelper into GameManager_360 Adjusted stack size of Controller #1 thread so application runs with PhysX 3.2.1 on consoles Updated Base library for use with PhysX 3.2.1 on PS3 platform Tracks: Lakeville Raceway: Temporary cameraconfig Lakeville Raceway: Adjusted trees in the backstraight area to have bushes instead of trees Lakeville Raceway: Moved/added cones to block other track variations visually Lakeville Raceway: Additional textures Lakeville Raceway: Texture updates and small fixes on kerbs and lods popup fixings Lakeville Raceway: Track.lod file against trees popping up at Lakeville in distance Lakeville Raceway: Fix for Lakeville being set as a forced rolling start Lakeville Raceway: Replaced popping in bollards with cones Wisconsin Raceway: Added new textures Wisconsin Raceway: Added RA center asset Northampton: Fixed mapping, AO added [P4Utils.PerforceEdit v1.0.0.0] Northampton: New texture maps Belgian Forest Karting Track: Added placeholder GUI files "Under Construction" and reused the BFC Photo for now Eifelwald: Added graffiti textures Cars: Caterham SP300R: Suspension animations and finished ambient occlusion Formula A: collision shape adjustment to hopefully fix the sticky underbody collision issue BMW Z4 GT3: added custom livery textures Build 330 (24/10/12, Team Member+) Render: * Enabled GUI background scene by default for more testing. To disable the scene use -no3DScene on the command line * MainMenu - bridge feeding changed to avoid broken discontinuities * Frontend now uses the in game rendertasks for rendering the 3d scene * Code to handle releasing the default rendertarget when set in the GUI * Code so that the default renderview camera use the aspect ratio of the renderer Bug Fixing: * Reseting the FE time progression to reatime * Fix for crash on exit * Fixed an issue with the inclusion of the SmallJobs project in specific configs * Fixes due to changes in initalisation order of objects (Use3dscene) Ghost System: * Ghost system minor changes Online: * In-race chat, first pass * Lose chat focus on completing text entry * Set start key to 't' for in race chat * Clients who join a session during the Loading state (after the join has been started while still in the lobby) will communicate with the host so that they do not block the loading progress * Console VoIP update, allowing 3+ players to chat to each other Launcher: * Removed old P4 bindings from solutions and projects * Converted solution and projects to VS2010 Leaderboards: * Fix for stat submit failing to send cached scores to the leaderboards GUI: * Added common time/weather applinks for the loading screen. Each mode now fills it in as necessary rather than it coming directly from incompatible profile values. Seasons value now uses an enum to make it easier to use Tracks: * Belgian Forest Karting Circuit: CSM fixes, terrain tweaks * Belgian Forest Karting Circuit: New tyrewalls * Northampton: Opacity added. * Wisconsin Raceway: Fixed wrong kerb and floating fences * Eifelwald: Fixed floating overlay edges, tweaked CSM at some kerbs Cars: * BMW z4 GT3: Moved CPIT display, performance optimizations, bugfixes * BMW Z4 GT3: Chassis/Cockpit fully textured, UV mapping, CPIT display added, full wheel/tire setup * BMW z4 GT3: New export Known issues: * Appearance of car in GUI background scene is poor, no emap, anisotropic filtering, etc * Chat input keys can be passed to the game and cause issues, e.g. 'p' to pause the game Build 329 (23/10/12, Team Member+) Render: * Calls to feed bridge from physics are called each frame now - even with the same time stamp - should avoid missing dynamic objects which appears after some car proximity * SObjectData::ChooseDataSlot - overwriting of newest discontinuous slot avoided Online: * Removed legacy debug MP code Ghost System: * Changed logging to go to a separate log file, which will be created in Gold build as well * Fixed stat submit, so that it doesn't happen while the race is still active (as far as the ghost system is concerned). This prevents the system from asking to upload a ghost before the ghost system knows about the ghost Tracks: * Belgian Forest Karting Circuit: Fixed materials * Wisconsin Raceway: New textures * Wisconsin Raceway: Added new neon sign * Wisconsin Raceway: Added latest assets * Belgian Forest Karting Circuit: New textures * Connecicut Hill: Added new textures for Skip barber building * Wisconsin Raceway: Renamed some assets textures * Northampton: Merged latest assets * Derby National: New export with latest stuff * Derby GP: New export with latest stuff * Eifelwald: New export * Eifelwald: Added stoneblock textures Build 328 (22/10/12, Team Member+) Solution upgraded to VS 2010 Physic: *Reinstate grip point for BTM. *Switched to 3 rows of seta (24 long). *Disable all "bolt-on" FFB forces during STM development and testing. Switch to FMOD v4.42.03 Audio libs, VS2008 Xbox360/PS3/win32 libs., VS2010 Xbox360/PS3/win32 libs. Tweaks to expose more internals for debug metrics and project file changes to suit our setup. FMOD v4.42.03 workaround for event categories not fading when unpaused more than once. Online: * Fixed assert in handling UserLeft notification, if it is the local user leaving very early in the connection handler, before UserJoined is received. * Added CR_USER_SETUP notification on the admin that would be missing if a user's setup was changed as a result of host validation. * Added option for enforcing identical vehicles by the admin. * Added API to set/get the identical vehicles option. * Modified lobby UI to set / display the identical vehicles option. NAT handling improvements: - Adaptive ping rate - do not send p2p pings that often when other traffic is using the direct connection anyway. - Detect issues with the direct route. These include no traffic and no response to pings or sudden change in the port of incoming datagrams. Fall back to rebroadcasting and reattempt NAT punchthrough when issues are detected. When a connection has issues after reestablishing the direct route too often, fall back to rebroadcasting to that member for the rest of the session. * Fixed formatting of non-ascii adapter name/description breaking the entries. Audio: * levels changes - especially to AI * balancing changes to boost volumes of splutters in the light of recent changes * balancing changes to rectify volume issues with damage. * balancing adjustment to gravel * balancing changes to Andy's previous config. * some eq and compression changes to aid audibility for pit to car comms. Tracks: * Northampton, added night lighting spots and statics, added trees and bushes instances, texture updates * Fixes to dynamic objects smoothing groups * Lakeville GP new basic AIW. main path and 43 start spots. Needs triggers added and completed from there * Wisconsin_raceway - add new txt for wooden fences * New Derby dynamic ad boards and corner marker changes as requested on forum * BelgianForrestCircuit Tweaked the saturation. Cars: * Gumpert wiper mask texture added. contains rivulet nmp x and y in rg, rivulet threshold mask in b and the 8 by 8 wiper mask cells in the alpha channel. Currently dxt 5 2048x1024. souce files added to psd sub folder. the rar contains the max file for creating the mask and a splash texture used in the max file for the pools of water from the wiper. The rar also contains 2 psd files for creating the texture. The first contains the channel swaps for the fina texturel but the content is uncompressed and the second contains all source rivulet data before it gets non uniformly scaled down to fit the final texture res. Finally in the rar is the TexturePacker file for combining the rendered pngs into a single sheet. * Gumpert apollo: rain drop effect enabled. cpit windscreen mapped and ready for wiper mask effect Several other track and car exports (no CL)
VELOCIPEDE Posted October 23, 2012 Author Posted October 23, 2012 Build 329 (23/10/12, Team Member+) Render: * Calls to feed bridge from physics are called each frame now - even with the same time stamp - should avoid missing dynamic objects which appears after some car proximity * SObjectData::ChooseDataSlot - overwriting of newest discontinuous slot avoided Online: * Removed legacy debug MP code Ghost System: * Changed logging to go to a separate log file, which will be created in Gold build as well * Fixed stat submit, so that it doesn't happen while the race is still active (as far as the ghost system is concerned). This prevents the system from asking to upload a ghost before the ghost system knows about the ghost Tracks: * Belgian Forest Karting Circuit: Fixed materials * Wisconsin Raceway: New textures * Wisconsin Raceway: Added new neon sign * Wisconsin Raceway: Added latest assets * Belgian Forest Karting Circuit: New textures * Connecicut Hill: Added new textures for Skip barber building * Wisconsin Raceway: Renamed some assets textures * Northampton: Merged latest assets * Derby National: New export with latest stuff * Derby GP: New export with latest stuff * Eifelwald: New export * Eifelwald: Added stoneblock textures
delpinsky Posted October 24, 2012 Posted October 24, 2012 (edited) Build 330 Discussion (24/10/12 Team Member+) Known issues: * Appearance of car in GUI background scene is poor, no emap, anisotropic filtering, etc * Chat input keys can be passed to the game and cause issues, e.g. 'p' to pause the game Build 330 (24/10/12, Team Member+) Render: * Enabled GUI background scene by default for more testing. To disable the scene use -no3DScene on the command line * MainMenu - bridge feeding changed to avoid broken discontinuities * Frontend now uses the in game rendertasks for rendering the 3d scene * Code to handle releasing the default rendertarget when set in the GUI * Code so that the default renderview camera use the aspect ratio of the renderer Bug Fixing: * Reseting the FE time progression to reatime * Fix for crash on exit * Fixed an issue with the inclusion of the SmallJobs project in specific configs * Fixes due to changes in initalisation order of objects (Use3dscene) Ghost System: * Ghost system minor changes Online: * In-race chat, first pass * Lose chat focus on completing text entry * Set start key to 't' for in race chat * Clients who join a session during the Loading state (after the join has been started while still in the lobby) will communicate with the host so that they do not block the loading progress * Console VoIP update, allowing 3+ players to chat to each other Launcher: * Removed old P4 bindings from solutions and projects * Converted solution and projects to VS2010 Leaderboards: * Fix for stat submit failing to send cached scores to the leaderboards GUI: * Added common time/weather applinks for the loading screen. Each mode now fills it in as necessary rather than it coming directly from incompatible profile values. Seasons value now uses an enum to make it easier to use Tracks: * Belgian Forest Karting Circuit: CSM fixes, terrain tweaks * Belgian Forest Karting Circuit: New tyrewalls * Northampton: Opacity added. * Wisconsin Raceway: Fixed wrong kerb and floating fences * Eifelwald: Fixed floating overlay edges, tweaked CSM at some kerbs Cars: * BMW z4 GT3: Moved CPIT display, performance optimizations, bugfixes * BMW Z4 GT3: Chassis/Cockpit fully textured, UV mapping, CPIT display added, full wheel/tire setup * BMW z4 GT3: New export Known issues: * Appearance of car in GUI background scene is poor, no emap, anisotropic filtering, etc * Chat input keys can be passed to the game and cause issues, e.g. 'p' to pause the game Edited October 24, 2012 by delpinsky
VELOCIPEDE Posted October 25, 2012 Author Posted October 25, 2012 Build 331 (25/10/12, Team Member+) KNOWN ISSUES: Car shading is still broken in the front end, but it sorts itself out on return to FE after a race Bug Fixing: Fixes for some crash dumps reported 1. BattleHardenedManager do not set itself to be unloaded when shut down so can end up using rubbish data 2. DestroyTasks in rendertaskmanager is not clear all the renderlists GUI: Weather applinks changed to use localised values (SP and MP as well as Seasons), and added a helper to get the weather name for the generated Seasons per-Round weather (now working in UI) Pushing out start fog distance for the garage slightly Online: Prevent 'p' key handle passing through chat window App-side calls for friends stat/leaderboard filter support Physics: Updated CSM baking tool, View tool, and Exporter plugin to use PhysX 3.2.1 Updated project to use PhysX 3.2.1 Updated common Physics library to use PhysX 3.2.1 Render: Fixes for static and dynamic emap rendering. Also disabling dof in the FE Physics: Update drafting table entries for all vehicles Updated PhysX runtime DLL-s to 3.2.1 Audio: AI level fix (down) Boost for speech in stereo and centre speaker (awaiting decision on 5.1 array distribution) Workaround for the wind sound disappearing. Certain added values aren't working accurately to fill the range to 100% in the latest FMOD Designer Console: Fix to console implementations of ConnectionMonitor to ensure it always updates its copy of the signed-in player name/id before Online can query these cached details Moving GameManagerHelper into GameManager_360 Adjusted stack size of Controller #1 thread so application runs with PhysX 3.2.1 on consoles Updated Base library for use with PhysX 3.2.1 on PS3 platform Tracks: Lakeville Raceway: Temporary cameraconfig Lakeville Raceway: Adjusted trees in the backstraight area to have bushes instead of trees Lakeville Raceway: Moved/added cones to block other track variations visually Lakeville Raceway: Additional textures Lakeville Raceway: Texture updates and small fixes on kerbs and lods popup fixings Lakeville Raceway: Track.lod file against trees popping up at Lakeville in distance Lakeville Raceway: Fix for Lakeville being set as a forced rolling start Lakeville Raceway: Replaced popping in bollards with cones Wisconsin Raceway: Added new textures Wisconsin Raceway: Added RA center asset Northampton: Fixed mapping, AO added [P4Utils.PerforceEdit v1.0.0.0] Northampton: New texture maps Belgian Forest Karting Track: Added placeholder GUI files "Under Construction" and reused the BFC Photo for now Eifelwald: Added graffiti textures Cars: Caterham SP300R: Suspension animations and finished ambient occlusion Formula A: collision shape adjustment to hopefully fix the sticky underbody collision issue BMW Z4 GT3: added custom livery textures
VELOCIPEDE Posted October 26, 2012 Author Posted October 26, 2012 Build 332 (26/10/12, Team Member+) KNOWN ISSUES: Some cars not showing LOD-X models. Will be fixed in 333 GUI: Setting up localisation for time progression settings Fix for return to FE issue with autofocus on shadows Fix for debug menus appear in the FE Fix for dynamic emaps not rendering in the FE Do not render dynamic emap untill the enviroment system is ready Added Round number accessor for the UI Online: Handle "ping to member" events.. For now the ping stats are just passed to GameHandler which ignores them. Later these will be pushed to participants and GUI Maintain ping to all members of joined session. Pings are using whatever route the OneSock layer prefers for those members, so they reflect pings of actualy gameplay messages Cleaned up all OneSock config exclusions, and moved platform files into appropriate folders within the solution explorer Delay initial ping so that we do not attemp to ping members who are not fully connected yet Fixed flickering dislay in background of lobby screen - now correctly shows a black screen Fix for MP specific participants HRDF file not being loaded (side effect being ping display now works in MP, albeit currently always zero until the ping data itself is populated Physics: Removed PhysX 2.8.4 runtime DLL-s Render: Extend RVM LOD scaling to keep cars in view for longer Small tweaks to player labels (smaller size, turn off screen edge clipping) Audio: Updated engine set checked in - this now points to new rookie specific set with latest tech New Rookie engine set (based on the R500 sounds). Has latest vibration and eq, filters etc Updated AI to include rookie set SDK's: Updated props to use Fanatec SDK v0.12.387 and LiveMotion SDK v1.0.4666.0 Added Fanatec SDK v0.12.387 Tracks: Lakeville Raceway: Adding textures Lakeville Raceway: Remove Lakefile camera file (which broke FOV adjustment) Lakeville Raceway: Replaced popping in bollards with cones in Lakevile Lakeville Raceway: Fix for Lakeville being set as a forced rolling start Azure Coast (all variants): Set max AI to 15 (was 12) Azure Coast (all variants): Removed hud maps Azure Coast Reverse: Added 8 grid spots + fixed wrong sign + resolved illegal character Azure Coast Stage3: Added 8 grid spots + resolved illegal character Azure Coast Stage2: Added 8 grid spots + extended csm behind the latest grid spot + fixed wrong sign+ resolved illegal character Azure Coast Stage1: Added 16 grid spots + extended csm behind the latest grid spot + resolved illegal character Azure Coast: Added 16 grid spots + extended csm behind the latest grid spot + fixed wrong sign + resolved illegal character Eifelwald GP: New textures Belgian Forest Karting: Removed obsolete instanced trees from full BF track Belgian Forest Karting: New tyrewall Blods and added autograss Cars: GUMPERT apollo: Wiper mask saved uncompressed to remove dxt compression issues. Half ressed to keep the same footprint GUMPERT apollo: Fixed pixel jump error in a couple of the wiper mask frames. removing old dir version BMW M1: New wheels dds texture - replacing placeholder texture
VELOCIPEDE Posted October 26, 2012 Author Posted October 26, 2012 Build 332+ 333 Discussion (26/10/12 Team Member+) Build 332 (26/10/12, Team Member+) KNOWN ISSUES: Some cars not showing LOD-X models. Will be fixed in 333 GUI: Setting up localisation for time progression settings Fix for return to FE issue with autofocus on shadows Fix for debug menus appear in the FE Fix for dynamic emaps not rendering in the FE Do not render dynamic emap untill the enviroment system is ready Added Round number accessor for the UI Online: Handle "ping to member" events.. For now the ping stats are just passed to GameHandler which ignores them. Later these will be pushed to participants and GUI Maintain ping to all members of joined session. Pings are using whatever route the OneSock layer prefers for those members, so they reflect pings of actualy gameplay messages Cleaned up all OneSock config exclusions, and moved platform files into appropriate folders within the solution explorer Delay initial ping so that we do not attemp to ping members who are not fully connected yet Fixed flickering dislay in background of lobby screen - now correctly shows a black screen Fix for MP specific participants HRDF file not being loaded (side effect being ping display now works in MP, albeit currently always zero until the ping data itself is populated Physics: Removed PhysX 2.8.4 runtime DLL-s Render: Extend RVM LOD scaling to keep cars in view for longer Small tweaks to player labels (smaller size, turn off screen edge clipping) Audio: Updated engine set checked in - this now points to new rookie specific set with latest tech New Rookie engine set (based on the R500 sounds). Has latest vibration and eq, filters etc Updated AI to include rookie set SDK's: Updated props to use Fanatec SDK v0.12.387 and LiveMotion SDK v1.0.4666.0 Added Fanatec SDK v0.12.387 Tracks: Lakeville Raceway: Adding textures Lakeville Raceway: Remove Lakefile camera file (which broke FOV adjustment) Lakeville Raceway: Replaced popping in bollards with cones in Lakevile Lakeville Raceway: Fix for Lakeville being set as a forced rolling start Azure Coast (all variants): Set max AI to 15 (was 12) Azure Coast (all variants): Removed hud maps Azure Coast Reverse: Added 8 grid spots + fixed wrong sign + resolved illegal character Azure Coast Stage3: Added 8 grid spots + resolved illegal character Azure Coast Stage2: Added 8 grid spots + extended csm behind the latest grid spot + fixed wrong sign+ resolved illegal character Azure Coast Stage1: Added 16 grid spots + extended csm behind the latest grid spot + resolved illegal character Azure Coast: Added 16 grid spots + extended csm behind the latest grid spot + fixed wrong sign + resolved illegal character Eifelwald GP: New textures Belgian Forest Karting: Removed obsolete instanced trees from full BF track Belgian Forest Karting: New tyrewall Blods and added autograss Cars: GUMPERT apollo: Wiper mask saved uncompressed to remove dxt compression issues. Half ressed to keep the same footprint GUMPERT apollo: Fixed pixel jump error in a couple of the wiper mask frames. removing old dir version BMW M1: New wheels dds texture - replacing placeholder texture
gecervi Posted October 27, 2012 Posted October 27, 2012 (edited) Quando sbloccheranno al sezione ONLINE? a ma non è funzionante perchè?................. Edited October 27, 2012 by gecervi
luck21678 Posted October 27, 2012 Posted October 27, 2012 per provare l online bisogna essere full member.........
walken Posted October 27, 2012 Posted October 27, 2012 Quando sbloccheranno al sezione ONLINE? a ma non è funzionante perchè?................. mettici altri 20 euro, ne vale la pena !!!
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