Project CARS Build 435 (25/3/13, Team Member+) - Project CARS (ex C.A.R.S.) - DrivingItalia.NET simulatori di guida Jump to content

Project CARS Build 435 (25/3/13, Team Member+)


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Posted

Build 435 (25/3/13, Team Member+)

GUI:
* RPM/Gear Display on Wheel menu option
* Added new drag drop component to GUI lib

Render:
* Fix for 360 errors in rendering tasks
* Exposing Far render clip plane value
* Fix for DOF bug I introduced while still fixing the warnings the original fix was intended to address

Environment:
* New cloud fading and horizon tinting code
* Additional 3D bush instances added
* Static instances of indian laurel 3D tree variations

Shared Memory:
* Restore gSharedMemoryManager.Update call
* Shared memory fix

Base:
* Changed CRT string functions to use Base safe abstract equivalents
* Changed to calls from sscanf to Base abstract equivalent BSscanf
* Updated BSscanf abstract to prevent potential security/stability issues

Shaders:
* Checked in modified vehicles_basic_translucent shader to ensure that when it is not in glassy mode it doesn't darken the material as the alpha falls, e.g. with a mesh going into distance
* Modified specular calculation - stops the keySpec from being scaled by the specular strength (which is intended for varying the GSI strength) - this will improve reflections on wheels and a number of other car parts

Crowds:
* Added missing cameraman animation
* Added textures for camera
* Added cameraman animations, XML bindings, animation project, cameraman meshes
* Animations for crowd cameraman

Tracks:
* Solitude Rennstrecke: New AIW with dry line
* Heusden: Armco, fences, and missing assets added, removed red border
* Heusden: Repositioned trees to not fix intersecting with new white wall

Build 433/434 (22/3/13, Team Member+)

Build: 434

Render:
* change to vehicles basic translucent shader - giving a separate technique for use on light glass so that other materials can still look non-glassy as before
* Fix for black screen in helmet cam in DX11.
* dx11 mip map calcutation fix ..

Vehicles:
* BMW M1 + BMW M3 GroupA: fixed taillight material
* BMW_M1_Alpha1.07_v1.176 Updated taillights with shader change
* BMW_M3_E30_GroupA_PreAlpha0.11_v1.176 Updated taillights with shader change

Tracks:
* Heuseden removed red metal bar; tweaked sign/removed red metal

________________________________________________________________________________________________

Build: 433

Base:
* Reset app section manager state when there's an active section.

Render/AppCore:
* Ambient boost multiplier added to tree_leaves.fx shader
* second attempt at fix for vertex declaration creation.
* Update to LensFlare to fix LiveEdit state checking and added memtrace.
* DX11 fix for mismatch when comparing Texture to RenderTarget GetAntiAlias() values
* protection against D3D11 warnings on target setting
* add FrameTime (in MS) to the minimal renderstats view
* fix for dummy envmap deferred target setting - this caused a whole load of DX11 warnings.
* More changes for the BAppSection framework. General tidy-up of code.
* add Reflection Environment Map to F1 debug menu

Online:
* Fixed endian in InetAddress NynpBuffer Read / Write.

Environment:
* overcast 2 weather condition added

Shared Memory:
* Fixups for shared memory data
-Now uses correct Euler orientation
-Fixed comments for (mBestLapTime & mLastLapTime) from milliseconds to seconds
-Renamed mVelocity to mWorldVelocity
-Created mLocalVelocity
-Renamed mAcceleration to mWorldAcceleration
-Created mLocalAcceleration
-Added type GAME_EXITED to GameState (Type#1)- (as the MMF persists as long as there is a handle to it)

GUI/HUD:
* Fixes chat order bug
* Remove redundant custom race vehicle selection validation.

Vehicle Physics:
* Ford GT40 MK4 - New physics. New tire model based off work done recently to other vintage tires. Setup changes to match. Also went through the front and rear bumpsteers to remove most of the bad stuff that was happening.
* Lotus 49 - incresed FFBTyreForceMulti=0.8 (from =0.5) for increased base FFB strength.
* Lancer Evo X FQ 400: opened up tuning options

Vehicles:
* Pagani_Huayra_Alpha2.12_v1.176 Fixed light illumination/Fixed light setup
* Gumpert_Apollo_Beta1.14_v1.176 Fixed light illumination

Tracks:
* heusden: added structures for use in lodb mesh; added ringlets to top boards; new textures; tweaked armco colours to match RL
* Bathurst_Alpha3.82_v1.175 -worked over slope textures. added AO maps to barriers -reduced blue fogging on Skyring - begun adding tarmac seams and crack -fixed texture seams around the track between inner and outer terrain

Tools/Exporter:
* Exporter 1.176 : Fix for 'complex' mapped UV channels, and added support for PhysX Rigid body actor export.
* Updated Exporter plugin to reflect recent changes in physics libs.

Build 432 (21/3/13, Team Member+)
Render:
* Addition of planer reflection rendering. This is an alternative approach to what we have in game currently. The task is its own renderloop that reuses tasks built for the the main scene It is currently enabled in the FE.

App:
* Change required for how the cameras are setup.

Environment:
* WIP fog settings on all clear and light to heavy cloud conditions - distant haze increase during the day and a touch more haze around twilight times as that wasn't really noticeable before.
Sun in emap setting added to overcasts, foggy and rainy conditions. This reduces the amount of sun light in reflections and ambinet convolves and is needed as a work around because cloud shadows don't draw in emaps.

Audio:
* Evo_X AI pitch randomisation tweak
* adding Mustang AI sounds
* mustang set updated for levels and latest load curves
* Mustang engine updated with latest load curves and exhaust resonation and experimental distance DSP.
* switching on Evo X engine set plus balancing settings
* updated Evo X fdp balancing for inclusion
* Adding Mustang engine fdp (basic)

Vehicle Physics:
* Lotus 49. New tyre carcass. basiclly more twist and softer bow stiffness. Should have the effect of higher peak slip angles. very slight drop in base grip.
* Caterham Classic, and R500. New tread compounds. R500 get a more "trackday" like tire. Setup tweaks to both cars to take advantage of tire changes. Bumpsteer remove from the front suspension geometry and steering quickened.

Vehicles:
* Mitsubishi_Lancer_Evo_X_FQ400_preAlpha0.01_v1.175 - LODX WIP, fixed a few holes in cockpit.
* M3 GT4 and Boss 302R1: adjusted spawn offsets
* Mustang Boss 302R1: fixed LOD issues. No real cockpit yet, so no need for bug reports, thank you

Tracks:
* California_Raceway_Prealpha0.48_v1.175 -fixed missing inner collisions with trackside objects -added night skyrings -added dynamic traffic cones -added pit in and out triggers
* Volusia_circuit_Prealpha1.11_v1.175 -raised outer and inner collision walls and optimized them( they were using the render mesh before), fixed pit-in-out triggers, fixed collision issue with twall/safer wall, repathed textures
* Volusia_Prealpha1.11_v1.175 -raised outer and inner collision walls and optimized them( they were using the render mesh before), fixed pit-in-out triggers, fixed collision issue with twall/safer wall, repathed textures
* tracklights files for Belgian Forest circuit

Characters/Animations:
* crowds - updated skinning (grid girls, mechanics, marshals)
* ART - polished skinning for crowds



This post has been promoted to an article

Posted

Video dannatamente spettacolare :clap: che figata!

Posted

Quoto

Posted

davvero, bel video, in alcuni punti la grafica è quasi indistinguibile dalla realtà!!

Posted

La fisica è aggiornata ogni settimana... hai provato una delle ultime build ??

Posted

Build 433/434 (22/3/13, Team Member+)

Build: 434

Render:

* change to vehicles basic translucent shader - giving a separate technique for use on light glass so that other materials can still look non-glassy as before

* Fix for black screen in helmet cam in DX11.

* dx11 mip map calcutation fix ..

Vehicles:

* BMW M1 + BMW M3 GroupA: fixed taillight material

* BMW_M1_Alpha1.07_v1.176 Updated taillights with shader change

* BMW_M3_E30_GroupA_PreAlpha0.11_v1.176 Updated taillights with shader change

Tracks:

* Heuseden removed red metal bar; tweaked sign/removed red metal

________________________________________________________________________________________________

Build: 433

Base:

* Reset app section manager state when there's an active section.

Render/AppCore:

* Ambient boost multiplier added to tree_leaves.fx shader

* second attempt at fix for vertex declaration creation.

* Update to LensFlare to fix LiveEdit state checking and added memtrace.

* DX11 fix for mismatch when comparing Texture to RenderTarget GetAntiAlias() values

* protection against D3D11 warnings on target setting

* add FrameTime (in MS) to the minimal renderstats view

* fix for dummy envmap deferred target setting - this caused a whole load of DX11 warnings.

* More changes for the BAppSection framework. General tidy-up of code.

* add Reflection Environment Map to F1 debug menu

Online:

* Fixed endian in InetAddress NynpBuffer Read / Write.

Environment:

* overcast 2 weather condition added

Shared Memory:

* Fixups for shared memory data

-Now uses correct Euler orientation

-Fixed comments for (mBestLapTime & mLastLapTime) from milliseconds to seconds

-Renamed mVelocity to mWorldVelocity

-Created mLocalVelocity

-Renamed mAcceleration to mWorldAcceleration

-Created mLocalAcceleration

-Added type GAME_EXITED to GameState (Type#1)- (as the MMF persists as long as there is a handle to it)

GUI/HUD:

* Fixes chat order bug

* Remove redundant custom race vehicle selection validation.

Vehicle Physics:

* Ford GT40 MK4 - New physics. New tire model based off work done recently to other vintage tires. Setup changes to match. Also went through the front and rear bumpsteers to remove most of the bad stuff that was happening.

* Lotus 49 - incresed FFBTyreForceMulti=0.8 (from =0.5) for increased base FFB strength.

* Lancer Evo X FQ 400: opened up tuning options

Vehicles:

* Pagani_Huayra_Alpha2.12_v1.176 Fixed light illumination/Fixed light setup

* Gumpert_Apollo_Beta1.14_v1.176 Fixed light illumination

Tracks:

* heusden: added structures for use in lodb mesh; added ringlets to top boards; new textures; tweaked armco colours to match RL

* Bathurst_Alpha3.82_v1.175 -worked over slope textures. added AO maps to barriers -reduced blue fogging on Skyring - begun adding tarmac seams and crack -fixed texture seams around the track between inner and outer terrain

Tools/Exporter:

* Exporter 1.176 : Fix for 'complex' mapped UV channels, and added support for PhysX Rigid body actor export.

* Updated Exporter plugin to reflect recent changes in physics libs.

Posted

Build 435 (25/3/13, Team Member+)
GUI:
* RPM/Gear Display on Wheel menu option
* Added new drag drop component to GUI lib

Render:
* Fix for 360 errors in rendering tasks
* Exposing Far render clip plane value
* Fix for DOF bug I introduced while still fixing the warnings the original fix was intended to address

Environment:
* New cloud fading and horizon tinting code
* Additional 3D bush instances added
* Static instances of indian laurel 3D tree variations

Shared Memory:
* Restore gSharedMemoryManager.Update call
* Shared memory fix

Base:
* Changed CRT string functions to use Base safe abstract equivalents
* Changed to calls from sscanf to Base abstract equivalent BSscanf
* Updated BSscanf abstract to prevent potential security/stability issues

Shaders:
* Checked in modified vehicles_basic_translucent shader to ensure that when it is not in glassy mode it doesn't darken the material as the alpha falls, e.g. with a mesh going into distance
* Modified specular calculation - stops the keySpec from being scaled by the specular strength (which is intended for varying the GSI strength) - this will improve reflections on wheels and a number of other car parts

Crowds:
* Added missing cameraman animation
* Added textures for camera
* Added cameraman animations, XML bindings, animation project, cameraman meshes
* Animations for crowd cameraman

Tracks:
* Solitude Rennstrecke: New AIW with dry line
* Heusden: Armco, fences, and missing assets added, removed red border
* Heusden: Repositioned trees to not fix intersecting with new white wall

Posted (edited)

La fisica è aggiornata ogni settimana... hai provato una delle ultime build ??

certo, ma per fisica aggiornata intendo fatta bene, realistica... invece piu avanza piu diventa facile...

Ci sono thread appositi sulla fisica delle diverse vetture.

Io direi che la cosa migliore sia sempre esporre i problemi che affliggono una vettura e sentire cosa ne pensano gli altri (ci sono pure gli interventi di Ben Collins sul forum).

http://forum.wmdportal.com/forumdisplay.php?95-pCARS-Physics-Testing

Mi pare troppo semplicistico dire che in generale la fisica diventi più facile con le nuove build. Non aiuterebbe certo a capire cosa eventualmente non va.

Anche perchè ogni vettura ha il suo grado di sviluppo e perchè su diverse vetture stanno testando diverse tipi di gomme (ABC Compound Test).

Caspita, tra le fila dei membri del forum c'è pure Renè Rast, pilota tedesco della Porsche Supercup :)

http://forum.wmdportal.com/showthread.php?12462-Asano-X4-physics-discussion&p=420656&viewfull=1#post420656

Edited by delpinsky

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