VELOCIPEDE Posted November 18, 2011 Posted November 18, 2011 Build 96 (18/11/11, Team Member+) GUMPERT apollo S: Improved tyres, added cockpit display, 1st pass on CPIT meshes Tweaks for lighting at Bathurst Personal and world best times per car now displayed in the loading screen Disapearing text bug in the GUI fixed Build renamed to Project CARS Time Trial mode added New exports of California Raceway, Belgium Forrest, and Test Track. New export of the GUMPERT apollo S Known Issues: * Duration in time trial is out of ordering in the menu, and can be found underneath the start race button, just keep pressing down on the keyboard to change this. This post has been promoted to an article
Guest BlueEyes Posted November 18, 2011 Posted November 18, 2011 Forse sarebbe il caso di inserire tutti i cambiamenti dall'ultima versione per "cristiani" (team member) che era la 91... Build 96 (18/11/11, Team Member+) GUMPERT apollo S: Improved tyres, added cockpit display, 1st pass on CPIT meshes Tweaks for lighting at Bathurst Personal and world best times per car now displayed in the loading screen Disapearing text bug in the GUI fixed Build renamed to Project CARS Time Trial mode added New exports of California Raceway, Belgium Forrest, and Test Track. New export of the GUMPERT apollo S Known Issues: * Duration in time trial is out of ordering in the menu, and can be found underneath the start race button, just keep pressing down on the keyboard to change this. Build 95 (17/11/11, Senior Manager) WIP Leaderboards page now in, along with a number of other visual improvements and a new font Added WIP AIW for California Raceway (can now race with AI) Various bug fixes Known Issues: * We have some issues with the text dissapearing in the front end when returning from race * Qualifying and race shows for a second, then disspears in the race menu Build 94 (16/11/11, Senior Manager) Workaround for shared depth stencil having wrong MSAA format Added off-track detection code and HUD messages for when the player invalidates the current lap time by going off-track. Off-track in sector 3 also marks next lap time as invalid to ensure the end and start of a new lap is clean. More than 2 wheels off legal ground types will trigger detection along with a distance from waypoint check for when in esses and outside/inside ground types could be legal. The information is displayed once per lap regardless of number of off-track detections. Invalidated lap times are not recorded in the profile nor submitted to the server. Rules and textDB modified to support new off-track warnings. Build 93 (15/11/11, Manager+) Disabled speed and impact shake effects for now to get feedback (will probably eventually need to move to a menu option). Tweaked logic for setting spawn location on change race mode GUMPERT apollo S: Changed exhausts (approval request) GUMPERT apollo S: Improved tyres mesh and UVs (all LODs) New set of Initial physics - GUMPERT apollo S New tyre for GUMPERT apollo S Ariel Atom 3 LODS wip checkin New export of Belgian Forest Circuit, GUMPERT apollo S, and Asano LM11 TDX Build 92 (14/11/11, Senior Manager) Minor lighting and emap position tweaks for Bathhurst, Connecticut, Connecticut Short, and Bologna. New physics checked in for the Leonus F86 Some small fixes on the GUMPERT apollo S Tweaked the bottom end frequencies of the engine sounds of the Kart, Leonus F86 Pirault Turbo and Formula B. Added a subwave to the KART interior.
delpinsky Posted November 18, 2011 Posted November 18, 2011 Beh.. ho fatto un'oretta di giri nel Time Trial, con Gumpert Apollo e Lotus 77 a Watkins Glen e per ora ho due record nel time trial (immagino avranno vita brevissima) Con la Formula B non riesco più a fare tempi decenti... Hanno tolto il file FFB_CARS... così non riesco più a sentire le sconnessioni del tracciato col mio vecchio Momo Racing nero. Hanno leggermente migliorato il FF sull'exe (che ora è unico), che quantomeno al centro non è più vuoto come prima, però mi toccherà mettere mano di nuovo ai parametri in attesa che lo migliorino ulteriormente nelle prossime versioni.
Guest Uff Posted November 18, 2011 Posted November 18, 2011 Hanno leggermente migliorato il FF sull'exe (che ora è unico) Non ho controllato quindi prendi la cosa con le molle: se lanci il gioco dal profiler Logitech ti potrebbe non trovare l'eseguibile perchè mi pare ora si chiami pCars.exe. Se invece hai già controllato... come non detto.
RubberKite Posted November 19, 2011 Posted November 19, 2011 Ciao, scusatemi vi volevo chiedere un info, io vorrei investire nel progetto cars mi sembra sicuramente che valga un tentativo vorrei chiedere allo stadio attuale è possibile giocare in LAN, io lo prenderei per giocarci in 4 a casa contribuire si allo sviluppo mentre facciamo qualche sfida, c'è un post o un link per conoscere le features che funzionano al momento grazie in anticipo Rubber
delpinsky Posted November 19, 2011 Posted November 19, 2011 (edited) Hanno leggermente migliorato il FF sull'exe (che ora è unico) Non ho controllato quindi prendi la cosa con le molle: se lanci il gioco dal profiler Logitech ti potrebbe non trovare l'eseguibile perchè mi pare ora si chiami pCars.exe. Se invece hai già controllato... come non detto. Diciamo che prima usavo sempre il file col FFB poichè c'erano degli effetti che sull'exe di default non sentivo proprio. (vedi le sconnessioni dell'asfalto, le escursioni sull'erba) Adesso, questo unico file pCars.exe manca ancora di quegli effetti, però almeno al centro il volante non è vuoto come lo era prima con l'exe di default. Però è ancora lontano dall'essere il force feedback definitivo, per cui vediamo come si evolverà... @RubberKite NON è possible giocare in Multiplayer (On/Offline) allo stato attuale. La cosa che puoi fare, con quest'ultima versione è cimentarli nel Time Trial, cercando di battere il miglior tempo "del momento" realizzato dagli utenti. Non c'è ancora un Leaderboard, ma solo il miglior tempo per ogni circuito/auto. Vi rimangono gli hotlaps e delle mini sfide con l'AI. Per le caratteristiche attuali... beh guarda qualche post più in alto. Mentre per quelle delle build precedenti alla 0.92, eccole qui: Build 91 (11/11/11, Team Member+) Paint UV mapping finished, LODX meshes finished, collision meshes added for GUMPERT apollo S Temp. LODA/CPIT meshes added, lots of bug fixes for GUMPERT apollo S GUMPERT apollo S (alpha 1) added to the game New physics for the Ariel Atom Ariel Atom LODA wip check in Both Racer cars: CPIT suspension models added Belgium Forest track added California Raceway track added First pass at a new UI checked in Resolution increase to 1080p across UI, TILE interface on Login, MainMenu, QuickSolo, Loading screens Known Issues: * Brake lights have a rendering issue on the GUMPERT apollo S when racing with AI * Both Belgium Forest and California Raceway have no AI support yet * When changing tracks in Race mode, if you pass over either Belgium Forest or California Raceway, number of AI will disappear. You must exit out the race menu, and re-enter to change AI for other tracks afterwards * The Race button on the new UI intermittently loses mouse button support, keyboard enter or using a pad will work though Build 90 (10/11/11, Senior Manager) All Racer cars: New physics All suspension models skinned Suspension skeleton and animations updated for both cars New placeholder record screens on loading screen Build 89 (09/11/11, Senior Manager) Completely new physics and AI changes for the Asano X4 Up-resed textures on Connecticut Hill Build 88 (08/11/11, Manager+) App-side fix for broken 'HIGH' AA mode Reverted previous change to go back to GetSmoothedUnfilteredSteering for non-wheel controllers New Kart physics for better drivabilty. Many tweaks to the tyres and chassis Ariel Atom 300: Torque curve rebuilt to match dyno chart Fix for GUI video options list scrolling through in the wrong order bug New physics based on removing the "Use Tyre Stiffness=" parameter form the CDF. Apparently put there to soften the increased tyre stiffness through the game pads. (Formula B, and Asano LM11 TDX) Updated emap factor to fit wheels shader New Bathurst export fixing cars flying off the track Build 87 (07/11/11, Senior Manager) General bug fixing Enable G27 RPM lights on PC Build 86 (04/11/11, Junior Member+) New exports of all Connecticut Hill tracks DX11 - improved QualityLevel and SampleDescription (count) handling. required for enhanced MSAA video options Implemented Graphics Config and app-side support for MSAA 2X and MSAA 8X and also make FXAA seperate so it can be applied in combination to MSAA Fixed being able to use the F1 menu in DX11 Changes to help with input lag on PC Disable steering shake effects for now to eliminate them being a factor on visual lag reports Fixed a buffer overflow crash with DX11 Fix for crash on selecting MSAA modes Enabled Renderer metrics in all builds (CTRL S still wasn't working correctly in FINAL - it is now) Modified shaders for improved car lighting Tweaked day lighting for Bologna and Connecticut Tweaked LOD distance settings for all Connecticut Hill tracks Leonus F68: fixed corrupt skin on LODB suspension. Temporary skin on LODC tires to make deformation work Ariel Atom: Dropped tire damping for an effective damping ratio of 0.1, which equates to a coefficient of restitution of 0.73. Sun rotation updated on Bathurst Build 85 (03/11/11, Senior Manager) DX11 - Fix for missing GUI text, under certain forced driver settings Support for spotlight shadows and main directional shadowmap on a single texture/target (DX9 and DX11) Enabled use of CTRL-S to bring up FPS counter in the build Added full badging to Ariel Atom, and changed name in game New daytime lighting setups in game * We have a bug in the latest build where you cannot use the F1 menu in DX-11 Build 84 (02/11/11, Senior Manager) Enabled ambient shadows in the rear view mirror Added new Dbox code for motion chair Updated the display names in the menu for all tracks, removing underscores Reduced minimum ride height for the Leonus F68 Cromwell Build 83 (01/11/11, Manager+) Fix for sun/flare rotation/elevation not having an effect when wdf loads Enabled DX11 Vertex Input Assembly tracking/shadowing Enabled display of connection failure reason Temp AIW for Glencairn Reverse, Glencairn East Reverse, and Glencairn West Reverse New suspension geometry and a quick pass over the physics for Nuke 3, to match up some real world numbers like skidpad g's, ride height and spring rates Fixed the configure control screen bug which was in the previous build New exports of all Connecticut Hill layouts. Track lod files added to avoid having popping up trees at Connecticut Hill, Connecticut Hill Reverse, Connecticut Hill Short, and Connecticut Hill Short Reverse Build 82 (31/10/11, Senior Manager) Aussie Hill renamed Bathurst Tweaked lighting values for render mode 3 Completed Bologna Reverse AIW Checked in a tempory AIW for Glencairn Reverse with 16 start spots Checked in a tempory AIW for Bathurst with 16 start spots Extended SimpleBatch shader for new DX11 debug text Added custom controls for Hud Cycle, Hud Sub Cycle, and Boost LODC tires skinned temporarily to make deformations work for Leonus F68 Glass shader. Changed kd from 1.0 to 0.6 to reduce diffuse in a similar way we do on bodywork. This reduces the milky look under the sun Fixed cameras and dynamic objects for Connecticut Hill Reverse and Connecticut Hill Short Reverse Added "build installed" checks to patches Added slow change key to F1 menu (hold down control while changing value to get one tenth of the change speed) Build 81 (28/10/11, Team Member+) DX11 HDRControl updated to matched optimised bloom threshold and downsampling shader. The "Texture Filtering" option (set via "Help & Options / Video") was being ignored by DX11 renderer. Now Fixed. Fixes for WDF lighting menu, to allow extra entries to load/save Added various HUD tacho variations (Nuke 3, and Kart) More exhaust smoke for the Kart Fixed Kart Ai volume and increased the rev limit to 18000RPM Fixed ambient shadow width and tweaked gearstick movement (Nuke 3) Changed default livery for LEONUS F68 CROMWELL V8 New Racer V8 RS and L4-RS exports Upped LOD distance for CALIPER (Nuke 3) Completed reverse AIW for Connecticut Hill Reverse, and Connecticut Hill Short Reverse Temporary AIW for Bologne Reverse. Basic path and 32 start spots. Added track groups to save on build sizes and also organised both tracklists in alphabetical order Changed loading screen music Build 80 (26/10/11, Manager+) New tracks in, Bologna Reverse (prealpha), Connecticut Hill Reverse (prealpha), Connecticut Hill Short Reverse (prealpha), Glencairn Reverse (alpha), Glencairn East Reverse (alpha), and Glencairn West Reverse (alpha) New export of Asano X4 (beta) New export of Bologna (prealpha), and Connecticut Hill (prealpha) Removed slip audio effects at low speed Fix for shadow mapping 'black edge' around car bug Added grip points to debug physics screens Some bug-fixes and performance improvements for RenderContext setting in DX11 Fix to enable loading of WDF files on the F1 debug menu from the 'lighting edits' directory within my_documents/cars/ Formula B: multi-part chassis collision for more accurate shape Improved carbon shader Improved Fresnel paint Fixed names of the Leonus cars to match the forum Build 79 (25/10/11, Senior Manager) Improve the lift off over steer Option to turn off cockpit mirrors in options Fixed issue of 'reset' button still being active during the steering/pedals calibration process Fixed right front suspension geometry for LEONUS F68 CROMWELL V8 Telemetry screen layout change Added engine mesh for the RACER V8-RS New Aussie Hill export Build 78 (24/10/11, Team Member+) Toned down heat haze Added a few more options to visuals menu Added gamepad filtering option Added cloudy weather selection to race menu Fix for DX9 windscreen corruption bug Fix for groundcover crash Updated Glencairn track Updated Racer car Improved lighting settings for most tracks Fixes to car setup menu (still lots of bugs) Change audio balance to bring out more wind noise Version number added to UI Various UI fixes and improvements Updated kart Fixed direction of driver head lean in corners Enabled fuel consumption and tyre wear Added free camera (Ctrl-F then the mouse and WASD, SHIFT keys) Build 76 (20/10/11, Manager+) Car setup menu added (first pass, many bugs) Kart added (first export, no bug reports yet please) Glencairn track added (first export, no bug reports yet please) Nuke 3 added (first export, no bug reports yet please) Fix for DX11 "grey square around the player car" bug Updated exports of all tracks (various fixes and improvements) Various UI fixes Idle throttle adjusted on all cars so you can stall if clutch not used properly Disabled exhaust backfire on LM2011 Build 74 (17/10/11, Team Member+) Instant replay enabled (placeholder UI and cameras). Fix for 5:4 aspect rendering. Fix for blue tint bug affecting certain NVidia cards. Language set to English only. Security implementation to support builds per member level. Made look left/right faster. Racer sound improvements. AI aggression reduced a little. AI improvements at Connecticut Hill. Formula B physics updates for better performance over kerbs and turning in general. Continued Connecticut Hill art updates. Edited November 19, 2011 by delpinsky
RubberKite Posted November 19, 2011 Posted November 19, 2011 @ delpinsky Grazie 1000, attenderò che introducano la possibilità di cimentarsi in LAN ciau
Guest Dev Rotter Posted November 20, 2011 Posted November 20, 2011 ho appena scoperto questo gioco e a giudicare dalle piste e dalle auto è molto interessante, il problema è che non capisco se lo si può scaricare e dove (intendo in vie leali, non torrent di contrabbando e simili), qualcuno saprebbe gentilmente aiutarmi? Grazie anticipatamente!
Cosm1 Posted November 20, 2011 Posted November 20, 2011 ho appena scoperto questo gioco e a giudicare dalle piste e dalle auto è molto interessante, il problema è che non capisco se lo si può scaricare e dove (intendo in vie leali, non torrent di contrabbando e simili), qualcuno saprebbe gentilmente aiutarmi? Grazie anticipatamente! da qui: http://www.wmdportal.com/
Taranta Posted November 20, 2011 Posted November 20, 2011 ho appena scoperto questo gioco e a giudicare dalle piste e dalle auto è molto interessante, il problema è che non capisco se lo si può scaricare e dove (intendo in vie leali, non torrent di contrabbando e simili), qualcuno saprebbe gentilmente aiutarmi? Grazie anticipatamente! Non è un gioco, ma la pre alfa di un possibile gioco/simulatore, con 3 sole piste e 9 veicoli: il tutto in continua evoluzione; il mio consiglio è che se si vuole partecipare allo sviluppo, segnalando le impressioni e le osservazioni, è divertente, se lo si prende come esperienza di guida, meglio lasciar perdere ed aspettare l'uscita finale tra + di un anno.
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