C.A.R.S. build 0.96 disponibile - Project CARS (ex C.A.R.S.) - DrivingItalia.NET simulatori di guida Jump to content

C.A.R.S. build 0.96 disponibile


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Posted

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

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.

Posted

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 :thumbsup: (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.

Posted

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. ^_^

Posted

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 ;)

Posted (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 by delpinsky
Posted

@ delpinsky

Grazie 1000, attenderò che introducano la possibilità di cimentarsi in LAN

ciau

Guest Dev Rotter
Posted

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!

Posted

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/

Posted

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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