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Requisiti minimi e info utili + Build notes


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Build 588 (18/10/13, Team Member+)
Physics:
* Vintage Flexi : Revised B. Added C
Render:
* Fix for endian on 64 bit platforms
* Changed size of block list for 64 bit versions
* Fix for bug with particle depth based attenuation
* Fix for SSAO Contrast/Brightness being set each frame (which was stopping F1 menu parameter tweaking) – now setup when the Rendertask is constructed
GUI:
* Fixing text IDs
* Adding drivers and camera angles to the monitor screen
Tracks:
* Emirates Kartdrome: Dynamic file change
* Lakeville Raceway GP: Added new raceline, pit path and 22 pit spots previously missing
Vehicles:
* Mercedes SLS GT3: Added LODX chassis and cockpit
* Mercedes SLS GT3: Updated the size and position of the wheels to match CAD data
* Palmer JP-LM: New default setup from Nic’s feedback
* Caper Stockcar: Added cockpit animations

 

Build 587 (17/10/13, Team Member+)
Graphics Engine/Render/Shaders:
* Fix for srgb type for post effects. i.e stops the effects inadvertently being washed out looking
* SceneGraph gathers are now multi-threaded on PC/WiiU
* Postprocessing Slipstream effect now hooked up
Animation
* Add animation sequence MGDF write support.
* Formula Gulf FG1000 – cockpit animations and ULTRA settings added. CPIT poly reduction and mirror animations added
Physics:
* Vintage test tires update.
GUI:
* Fix non relative path in menu dialog GUI files
Base:
* Base Maths – BMtx4f matrix functions implemented in SSE intrinsics
Penalties:
* Disabling restart button for disqualified participants in online games
Vehicles:
* Formula_Gulf_FG1000 – Updated AO and added to all LODs
* Ruf RGT-8: added contest winning liveries and their names
* Ruf RGT-8: wheels dds texture – new texture – red color variation; green color variation; black color variation
Tracks:
* Dubai – add new textures for missing complex

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Build 589 (21/10/13, Team Member+)
Render:
* GroundCover now uses the new 32bit index support - the draw distance is now doubled from 75 to 150m making the pop-in vastly less visible
* Change to DX9 rendering to ensure that support for large address aware executables cannot be accidentally broken by later changes, by causing a compile-time failure for any attempts to use code which will fail
* Fix for dynamic emap updates
Penalties improvement & bug fixes:
* Added new event for penalties- to get consistency with how online penalties are calculated and distributed
* Fixed up flow to cope with the new penalty events
* Fixed bug in 'overtaking on double-yellow' to not include ANY problem vehicles
Shaders:
* Modified basic_anim shader to allow scaling up the emissive amount
* Ground Cover shader uses Transparency SuperSampling in DX11/MSAA modes
Tracks:
* Dubai: Additional details on left of turn 1 terrain, fix corrected sgreen stripes width all around track in all track variations, fixed missing tribune structure in the non gp variations, added tiles areas around track as per latest ref pics, fixed hovering fences, began cutting in concrete strips as per latest refs
* Dubai Kartdrome: New export
Vehicles:
* Caper Stockcar: Added cockpit animations, damage modifiers

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Build 592 (24/10/13, Team Member+)
Shared Memory:
* Shared memory update: Version 4
Common:
* Monitor requires only ACTIVE participants of the race
* Connecting the monitor up to the actual participant driver data for the current race
Replays:
* No more replay flags during replays, no more broken overlays on replays, replay controls always available in replays, ESC key bug causing black-out on replay also fixed
Environment:
* Clear 4 wtc minor tweaks and repositioned static emap at azure circuit as windows were reflecting too blue
Tracks:
* Emirates Kartdrome: Static xml update
Vehicles:
* Ford Mustang Boss 302R: ride height & bump stops, side aero, general tweaking
* Mercedes SLS GT3: UV mapping glass/paint WIP
* Ford GT40 MK IV: New physics with a new modal tire caracass based off what's been learned the last few months (the current was a very early moda carcass). Turned on heating sensitivity to camber. Readjusted the setup to suit. Removed some rear toe-in steer from the suspension geometry (it was confusing things). I Also took the liberty to change the engine sound to a more convincing big american V-8 sound borrowed from the Stockcar. Much better. Lastly, a bit more engine inertia was added
* Formula A: Added cockpit animations, fixed some bugs

Build 591 (23/10/13, Team Member+)
Bug Fixes:
* Rollback to revision 67 in order to fix in-game replay layer bug. (Investigating the cause locally)
Render:
* Shadow setup calling sequence FIX for the Main Menu
* Added code to allow us to use occulsion testing to work out what spotlight we should use when selecting which to cast shadows.. The code is currently disabled as it is just an alternative method
* Support Spot Shadow Visualisation from F1 (deferred) debug menu
* Revised shadow tweak interface
* Revised shadow bias levels aimed at reducing shadow acne problems
* Kev's tweakit hookup to the shadow system + fix the maximum number of spot shadows
Physics:
* Tires: Vintage A/B/C update
WiiU:
* Fixed WiiU compiler error
GUI:
* Fix for ingame menu visibility problems
Environment:
* Character lighting scaling
* New WIP condition added in clear4 weather slot. More vibrant bright blue sky and more contrast during the day
* Clear04 wtc minor tweak
Steam leaderboards wip:
* Added some missing metadata to Steam stat submits (build version, id of vehicle used, wmd forum user id for backwards compatibility)
* Implemented Steam leaderboard queries - ranged query, range around user query, multiuser query, combined multiquery
* Removed "download all scores from all leaderboards when profile changes" logic. Now we just clear local profile stats, and let the local cache update as playing the game (browsing leaderboards, fetching scores on loading screens, etc)
Best Line:
* Changed colours of "best line"
Tracks:
* Dubai: Blocker Objects (dynamic asset viewer exports)
Vehicles:
* Mercedes SLS GT3: Added missing data file for LODX model
* Caterham SP300R: Cockpit animations
* Caterham SP300R: Added damage modifiers

Build 590 (22/10/13, Team Member+)
Common:
* MAX_SPOT_SHADOWS fixed to actual maximum in Appsupport
* MAX_SPOT_SHADOWS fixed to actual maximum in GraphicsEngine
Render:
* DX9/DX11 fixed SpotWidth/Height usage (was causing 1/4 pixel sampling errors in spot shadows) + improved front End slope scale/bias to reduce shadow acne
Audio:
* Roll back surface sounds
GUI:
* Moving the monitor from the Main Menu where I mistakingly put it, to the in game menu where it belongs
* New calendar detail dialog and new buttons for simulate and career options
Vehicles:
* Formula Gulf: ride height & bump stops, side aero, general tweaking, custom FFB file
* Caterham Classic: Finished suspension animation skinning
* Caterham Classic: Finished suspension animations
* BAC Mono: Added damage modifiers
* 190E: Custom livery support
* Evo IX: Custom livery support

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Build 593 (25/10/13, Team Member+)
Common:
* Fix for array destruction
* Upped pool size for bcolour to match new data
* Code to allow us to be able to control the adaption rate
GUI:
* Actual camera cycling working ingame in the Monitor screen (works on full screen target when monitor is up, reverts to initial camera angle when monitor is closed - still need viewport)
* Fix for text entry dialogs not setting text when CONFIRM is pressed
Online:
* Implemented password protection of lobbies. Fixed few issues in Steam join protocol
Environment:
* Fix for key lighitng not being setup for the moon at night
* Clear 5 daytime tweaks to make it look more punchy, including new colour cube amd sky tweaks
* Medium cloud 4 condition added, it's a less saturated sky version of med cloud 03
* Clear 3 wtc is now a new version of clear 4 (vibrant blue sky and contrast look) but with less cyan hues in teh sky. Also added medium cloud 3 which is the same as the new clear3 but with cumulus cloud cover. Tweaked the cloud normal map so it has a bit more detail in the green channel for more realistic cloud shape in light and shade
Texture Maps:
* Desertgrass texturemaps
Tracks:
* Dubai: Swap of foliage palms and desertgrass, WIP. Big floolights added
Vehicles:
* Mercedes SLS: New wheel textures - black + silver lip
* Mercedes SLS: New wheel textures - black + turquoise lip
* Ford GT40, Lotus 49 (defualt tires on both): Increased grass grip
* BMW Z4 GT3: removed door collision meshes to prevent doors opening
* Mercedes SLS GT3: UV mapping glass/paint finished, prepared for new export, new collision meshes, placeholder display, various fixes
* Gumpert Apollo: Collision mesh update to remove doors from detaching
* Gumpert Apollo: Cockpit animation files update for mirror vibrations
* Mercedes SLS GT3: Placeholder liveries added, RCF files set up
* Ford Mustang Boss 302R: ride height & bump stops, side aero, general tweaking

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Build 597 (31/10/13, Team Member+)
Bug Fixes:
* Fix for double deletion of the Monitor main screen texture
GUI:
* Render target for monitor GUI screen. Also lap time information in driver list added
Replays:
* Removing warnings from replays
Career:
* Added CareerSave create, destroy and select commands to the debug menu to help test multiple career saves
* Profile functionality added to create and destroy career saves (each containing their own series progress), and to switch between them (only via debug menu options, until file handling UI is added)
Render:
* Fix for shadow rendering at night when there is no moon in the sky
* Fix for asymetric return value error found while building in the new env
* Preparing of monitor for render targets
Pitstops:
* Mechanic animations added (not yet in game)
* Mechanics characters, rig, animations and textures for initial PITSTOP testing (not yet in game)
Common:
* Lines 3d shader fix adding missing include
* Fixed syntax error in oculus rift shader which made it incompatible with other platforms more sensitive syntax checkers
Animations:
* Driver anims: Fixed arm streching and 2nd half of the anim
* Driver anims: Mercedes SLS gt3 alpha 2 animations
Physics:
* Ford GT40: Setup for Eifelwald for this weeks CPFT
Tracks:
* Dubai Kartdrome: Added viewer objects
* Northampton (All Varients): Added new trackmaps
Vehicles:
* Caterham Classic: CPIT windscreen setup, windscreen reflections added, LODX, LODA, B, C windows setup done, fixed rear CATERHAM badge
* Caterham Classic: Windscreen reflections dds texture - new texture; initial check in (not yet in game)

Build 596 (30/10/13, Team Member+)
Physics:
* Tires: Lat/long FlexiCarcass stiffness modulation work wrt vertical load, side load, and pressure. Revision of Vintage experimental tires
Online:
* Added extra logging to Steam lobby join protocol and events
* Use per-member ping rather than overall average ACK latency when deciding when to resend guaranteed messages. This change should significantly improve bandwidth usage (the previous code was way too aggressive when resending) while keeping good overall latency if guaranteed messages are lost
GUI:
* Working monitor submission - you can now view other cars and change the camera angle of the cars you are viewing. Placeholder art
* Updating all distance font textures to L8 format
Career:
* Profile changes to handle the headers used to identify individual CareerSaves
* Fixing Seasons and Career gameplay flow - events now progress and end properly. Multi-event races can be played through race by race, and after all events are completed you go back to the main menu
Flags:
* Formation lap green flag fixup
Tracks:
* Dubai: Cut in all concretestripes, adjusted/fixed kerb lengths, smoothed out edgy terrain and curves, added blendstripes between the different areas, tweaked paddock area, fixed microgaps, added latest from JanP, updated csm meshes, continued mapping and texturing, add new textures for back side tribune visible from kart track
Vehicles:
* Formula Rookie: Added cockpit animations, damage and updated AO [329211 [Aries] Formula * Rookie - Added cockpit vibration animations
* Ruf RGT8: Driver Anims. Alpha 2 small finger issues fixes updates
* Gumpert Apollo: Driver Anims. Alpha 2 updates according to latest car updates
* Mercedes 190E Evo2: Various updates + fixes

Build 595 (29/10/13, Team Member+)
Career:
* Career progression can now be read from multiple CareerSave's (not selectable until UI is ready)
Render:
* New High Quality Spot Shadowing Path that can have upto 16 higher quality spot shadows without any increase in memory usage
* DX11 missed file from shadow check-in
* DX11/DX9 support for increased number of spot shadows and better high quality spot shadow 'path'
WIP formation lap:
* Added formation lap logic to AI to complete a lap from grid spot standing still
* Default formation lap setup including limiting velocity and single file
* Tweaks to aiming lateral when in formation
* Fix for restarted race AI future lateral
Online:
* Fixed SP car setups used in MP, races causing wheel mis-match and crashes.
Tracks:
* Dubai: New textures
Vehicles:
* Ford Mustang Boss 302R: temporary tire skid tweak until full STM sound model is done
* Lotus 78: Set up gearbox with correct ratio set for the Hewland FG400
* Formula C: Cockpit DDS texture. All new texture. Initial check in. Steering wheel DDS texture. All new texture. Initial check in (not yet in game)

Build 594 (28/10/13, Team Member+)
Base:
* Removes validation check on non-PS3 platforms for DMA size of output buffers, as these can be overridden on more powerful machines.
Common/Render:
* POSTEFFECT - fixes for various bugs with post effect filters setup from player cars. i.e we can now switch between cars and the post effect should be setup correctly on the car.
Online:
* Added logging when the throttler kicks in too often / for too long.
Tracks:
* Dubai Kartdrome - 1st pass of Dubai_Kartdrome viewer lights placement
* Dubai kartdrome - XML file adding trees from viewer
* Dubai GP - tweaked texture map
* Dubai - new texture maps, 1st commit
* Added new trees and grass around Dubai tracks, added dynamic pillow objects with the help of latest ref pics and exported objects from Dave
* Dubai - add new textures for pit kart building
* Dubai - big floodlights added
* Amhalt National - Instances scene file
Vehicles:
* Formula C: CPT file update for temporary CPIT display
Tools:
* TweakIt 1.0.0.32 : Fix for colour component edits not sending updates to the attached game

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Build 598 (1/11/13, Junior Member+)
Render:
* Fix for render texture leak. Changed the code to only create the monitor rendertexture if the gui has one
* DX9: Skip mips corrected
* Fix for Broken DX11 build
* DX11: Cleaned D3D11 header include handling. Fixes to enable D3D MONOLITHIC
* Added extra light control value to support number plate light if required
GUI:
* Fix for the post-race-screen not functioning after a formation lap
* Removing HUD warnings from replays, again
* Failsafing the monitor, again
Multiplayer:
* Fixed bug in Steam leaderboard cache. Since Steam leaderboards provide no history, report all ranks as "same as before"
* Steam ghost storage wip, preparations for Steam Cloud integration: Changed ghost magic type from u32 to u64. This will allow us to use it to pass the Steam Cloud file handle around. Removed "use steam multiplayer" and "use steam leaderboard" flags from individual browse/create/join/submit/search structures, now the online layers query them on startup and use for all relevant ops
Tracks:
* Anhalt National: Viewer objects changed
* Anhalt GP: Viewer objects changed
Physics:
* Lotus 49: Added air restrictor adjustment range to take it down to 200hp
Vehicles:
* McLaren F1 and MP4-12C GT3: Added to vehicle list
* McLaren MP4-12C GT3: Added four placeholder liveries



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Build 598 (1/11/13, Junior Member+)

Render:

* Fix for render texture leak. Changed the code to only create the monitor rendertexture if the gui has one

* DX9: Skip mips corrected

* Fix for Broken DX11 build

* DX11: Cleaned D3D11 header include handling. Fixes to enable D3D MONOLITHIC

* Added extra light control value to support number plate light if required

GUI:

* Fix for the post-race-screen not functioning after a formation lap

* Removing HUD warnings from replays, again

* Failsafing the monitor, again

Multiplayer:

* Fixed bug in Steam leaderboard cache. Since Steam leaderboards provide no history, report all ranks as "same as before"

* Steam ghost storage wip, preparations for Steam Cloud integration: Changed ghost magic type from u32 to u64. This will allow us to use it to pass the Steam Cloud file handle around. Removed "use steam multiplayer" and "use steam leaderboard" flags from individual browse/create/join/submit/search structures, now the online layers query them on startup and use for all relevant ops

Tracks:

* Anhalt National: Viewer objects changed

* Anhalt GP: Viewer objects changed

Physics:

* Lotus 49: Added air restrictor adjustment range to take it down to 200hp

Vehicles:

* McLaren F1 and MP4-12C GT3: Added to vehicle list

* McLaren MP4-12C GT3: Added four placeholder liveries

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Si parla di multiplayer, ma io con le precedenti built, come junior member, non riuscivo a giocare online, adesso si può?

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Build 601 (6/11/13, Team Member+)
GUI:
* Formation Lap: Fixed broken replay bug, random multi-lap race after a formation lap race
* Fixed turn indicators visible in replay
* Telemetry for other participants and first pass map is functional on the monitor.
Render:
* Fix for broken night lighting: this was a problem introduced with then the lit particles went in, causing the light direction instead of the normal to be selected for various deferred lights.
* Ground Cover shader uses Transparency SuperSampling in DX11/MSAA modes
Online:
* Leaderboard entry metadata now includes timestamp, as provided by Steam servers.
Vehicles:
* Ford Focus RS: Added 20 liveries names, added new livery - initial check, added new rim color - initial check, minor texture improvements
* Asano X4: Updated wipers animation.
* BMW M3 E30: Added shiftlight, better LODC taillights
* McLaren F1: Driver animations (alpha 2)
Tracks:
* Dubai Autodrome: Dropped cars tents truck to new level of terrain in paddock area, fixed flickering blend edges, fixed mismatching outside terrain of first corner ,fixed collision issue on pit exit with all variations, updated textures.
* California highway: Fixed texture maps, added rain blockers, added 3d trees and lightpost, added trees bushes

Know Issues:
California Highway (all):
-There are still some microgaps between road/terrain sections, will be fixed asap
-Trees/bushes look bright on shadow areas
-Some trees popin . Will be fixed asap
-terrain drawing issue caused by a bug with the skyring shader. Skyring shader drawing just in front the far plane
-Bad sea/flickering. Bug with the skyring/sea shader

Build 600 (5/11/13, Team Member+)
Career:
*Adding a setting to the Championship data so different sets can decide whether to load the next round immediately after the current round, or return to the frontend between rounds (default). Seasons set up to load the next round
Render:
* Changed default headlight angles
* Fixed issue with front end shadows quality being set in wrong place
Online:
* Implemented Steam Cloud-based ghosts storage. When running with -steamlb, all leaderboard ranks will now have ghosts attached to them.
* Steam Cloud storage management improvements: Added Steam Cloud storage cleanup that's executed on startup, also fixed few memory leaks.
Physics:
* Lancer Evo X: physics update
Vehicles:
* Formula C: Updated collision meshes
* McLaren MP4-12C GT3: Various small fixes, more damage fixes, set central cockpit camera position,
* McLaren MP4-12C GT3: Alpha 2 driver animations
* McLaren F1: Minor fixes, fixed damage deformations, texture review
* Ford Capri Group5: Added cockpit Shiftgaiter setup,added LODs A-D and CPIT meshes
Tracks:
* California Highway: New lamps (static objects)

Build 599 (4/11/13, Team Member+)
Physics:
* Tires: exposure of tire parameter overrides for WMD to do tire temperature iterations
GUI:
* Removing hard coded text from the monitor handler. Now referencing the text DB
* Disabling monitor render target
* Monitor now allows you to listen to the garage or the racer being viewed
* Added turn indicators. Disabled by default for now in the front-end
Career:
* Fixed bug where season car selection wasn't being limited to just the available cars
Formation Lap:
* Race no longer crashes after finishing a multi-lap race which started with formation lap
* Flags now showing for races which started with formation lap
Vehicles:
* McLaren MP4-12C GT3: Minor fixes, fixed damage deformations
* McLaren MP4-12C GT3: Fixed CPIT display, fixed classes
* Formula C: Textured LODX and CPIT

Known Issues:
-Formula C doesn't seem to have a rear wing when driving the car
-Replays after a formation race dont work as they should

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Build 603 (8/11/13, Team Member+)
Environment:
* Tree ambient boost tuning, vertex animation added
Render:
* Improved Environment Map for Player Car when using Ultra Envmap detail setting (includes scene lights at night and also opponent cars). Bonus feature - with Reflection Settings at Ultra, scene lights are also now rendered, so that cars reflected in water/puddles now correctly pick up scene and headlights.
* Renderer/Renderbridge and GraphicsEngine use fast SSE2 mode, rather than precise - this results in much faster maths code in a lot of places avoiding un-necessary promotion to doubles.
* Headlights: Optimized polygon light cone (should help night racing fps)
Vehicles:
* BMW M1 Procar: Added support for LODX meshes (ULTRA detail)
* McLaren MP4-12C: Added to game, fixed classes, fixed CPIT display, fixed rear wing animations, added HUD tacho
* LMP RWD P30: Added LMP RWD P30 first export, runtime file fixes + added placeholder liveries + ambient shadow added
* Formula C: Added body UV template, ambient shadow rendered
* Ford Capri Group5: LODA and B interiors polished, mapped and textured. A couple of small LODX/CPIT interior fixes made too, all new Interior DDS texture. Initial check-in.

Know Issues:
California Highway (All):
-There are still some microgaps between road/terrain sections, will be fixed asap
-Trees/bushes look bright on shadow areas
-terrain drawing issue caused by a bug with the skyring shader. Skyring shader drawing just in front the far plane
-Bad sea/flickering. Bug with the skyring/sea shader
Monitor:
-If you access the map feature it will lead to a crash

Build 602 (7/11/13, Team Member+)
GUI:
* Added more HUD tachometer variations
* Monitor map screen is now functional.
* Fixing monitor state reversion on the HUD.
Career:
* Career series can now be resumed from the last round played. Restrictions added so it won't try to resume series from invalid rounds.
* Bug fix in the UI code so it doesn't try to access events on empty days
Physics:
* Ginetta G55 GT3: First pass physics (not exported)
Tracks:
* Dubai Autodrome: Added new textures for new main tribune
* Badenring (All): Viewer object changes, various fixed around the track.
* Califonia Highway (All): Fixed some tree popups
* Eifelwald GP (All): Fixed some issues including some posted by WMD members.
Vehicles:
* Mercedes SLS GT3: Cockpit and Steering wheel, all new textures. Initial check in.
* Ford Capri Group5: Reset xform on brake disc pivots, checked and fixed some light uv5's

Know Issues:
California Highway (All):
-There are still some microgaps between road/terrain sections, will be fixed asap
-Trees/bushes look bright on shadow areas
-terrain drawing issue caused by a bug with the skyring shader. Skyring shader drawing just in front the far plane
-Bad sea/flickering. Bug with the skyring/sea shader
Monitor:
-If you access the map feature it will lead to a crash



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Build 604 (12/11/13, Team Member+)
Render:
* Apply HDR, Bloom and PP settings correctly on Load
* Removed 'HDR off' mode from GUI
* Decoupled post effect and hdr enabling
* Added Exposure Compensation variable to the game. Alt + Page up and Alt + page down contols it
* Added debug menu for HDR , this allows you to switch technique in game
* Fix for loading to track to correctly set enable the post processing based on profile options
* Pass Renderer multi-threading flag based on -DX11MT
* PC - CPU side optimisations
* Removed Refcounting on Effects11 shader resources. - SetInternalParams cache optimisation
* Use SINGLETHREADED DX11 device init hint when not using dx11MT
* Vertex Declaration Handling made lock-free, doubled in speed
* Fix a long standing shutdown crash, closing rendercontexts
* 8% reduction in CPU overhead - it also seems to gain a similar amount GPU side
* DX11 - fix for leaking vertex declarations in HDR/PP/SSAO/DOF and ShadowControl
* Ambient shadows modified to use single shared debug renderer to reduce overheads
* Fixed DX11 texture size reduction code which caused 565 format normal maps to become corrupted
* Fix for dx11 multitreaded shadow rendering at night time
GUI:
* Connecting the UI slider for exposure compensation up to the graphics systems
* Adding exposure compensation slider to visual FX options
* Fixes to the slider system for exposure compensation. No more rounding errors, no more bugs on first run, affects the game in real time as you slide the slider
Environment:
* Fix for night lighting not updating
* The new settings (clear 3, clear 4. med cloud 3 and med cloud 4) were over exposed at night and over bleached when hdr was turned off. I've reworked the conditions so that they are more in line with the older setups and therefore shoudl work better at night and with hdr off
* Removed clear06 and tweaked clamps for clear/lightcloud/med cloud conditions so that they dont over expose when looking into sun whilst in cockpit
* WTC tweaks to clear 3 and 4 and med cloud 3 and 4
Monitor Screen:
* New and improved monitor framework and fix to monitor crash
Career:
* Career options are now stored in the profile per-CareerSave, and hooked into the dialog in the Career Dashboard screen
Shaders:
* Basic3Dfoil.fx tree ambient boost tuning
* Fixed compile error in glass.fx when rain support was enabled without cracks or vinyls enabled
Tracks:
* Belgian Forest Historic: Road textures and rumblestone texture adjustments to avoid hdr overexposure
* Belgian Forest: Tribune texture adjustment to avoid Hdr overexposure
* Concord: New export
* Azure Coast: Darkened a bit the road surface, vertex colour pass
* Monterey: Tweaked vertex coloring and textures brightness for roads and side roads, switched old materials to new, textures brightness and alpha update
* Wisconsin Raceway: Road darkened and many fatal errors of CSM fixed
* Rouen: Adjusted road textures for hdr exposure
* Eifelwad All Stages: Added corner markers, new exports to fix trigger issue on Stage 2 and 3
* Dubai: Add new textures for new apartment building, new exports
* Connecticut Hill: Darkened tarmacs a bit to compensate hdr overexposure
* Delaware: New export
* Memphis: New export
Vehicles:
* Cockpit exposure sweep
* 2nd pass through cockpit exposure with WTC lighting edits
* LMP RWD P30: Engine update. New turbo, Renault F1 style
* Stockcar 90: Added Rain Effects -Paint/Glass- (Known issue: Glass rain effects not working properly)
* McLaren MP4-12C: Higher resolution textures
* BMW Z4 GT3: Big update on wipers meshes. - Wipers animation and mask done. Added exterior Windshield Cpit. Updated Windows and windshield materials

*Known Issues* The Caper car (both versions) is crashing when selecting bonnet or cockpit view. I would ignore this car full stop for now
*Note* - deletion of your profile is an absolute must for this build in particular Do not report any light/weather or similar issues unless you started from a fresh profile

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