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Project CARS Build 531 (2/8/13, Junior Member+)


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Build 531 (2/8/13, Junior Member+)
Render:
* DX9/DX11 various 64bit Rendering fixes
* DX11 fixup Threadsetup params for envmap, forward rendering etc
* GraphicsConfig – turn off auto texture resolution reduction with low OS memory in Aries
WiiU:
* WiiU CommandBuffer(displaylist) support implemented (required for multi-threaded rendering)
* Add GX2Invalidate queueing for command-buffers
* WiiU fixed R8 textures to broadcast red to blue and green channels to work with shaders expecting L8 style inputs
Controls:
* Mouse Steering added
* Also added mouse L&R button-swap detection
GUI:
* Re-saved the HUD_Messages.xml with Subtitles page layer turned off (fixes rouge messages (just for you Doc smile.png))
Tracks:
* Derby: Continued inner terrain modelling, 1st grid marking fixed, width of gate close to starting area fixed,added Janos assets, applied dirts and skids to all of the kerbs, fixed gaps in terrain, continued texturing and modifyfying the inner and outer terrain as per latest references
* Bathurst: Added metal barriers and moved them to match new updated csm, added trees at area left of the track after elbow
Vehicles:
* Z4 GT3, M3 GT, Zonda R: Added data for filtering realistic driving aids
* FG1000: CPIT display: changed default units to metric
* FG1000: Fixed cockpit display RPM lights
* FG1000: Added missing display data file
* FG1000: Added cockpit display + fixed exhaust backfire position

Build 530 (1/8/13, Team Member+)
Race Engineer:
* Race Engineer text tidied in both the TextDB and UI
Launcher:
* Added warning window to launcher that informs about the migration to Steam
Tracks:
* Bathurst: Fixed minigaps found around the track, added extended roads after ellbow, added parking area in front houses, added blend edges, added earthy sideroad running away form track, switched shader from ground transition to ne wground transition, added/corrected asphalt areas behind pitbuilding, fixed mapping issues on left of first curve, fixed missing trackedge on long straight
* Derby: New texture maps
Vehicles:
* Tires and Kart: work on FlexiCarcass, next pass on CPFT kart
* Pagani Zonda R: New FFB tweaker
* BMW M3 GT: (slightly) revised physics and new default setup. Camber response change to GT Slick - GreenFlash
* BMW M1 Procar: New flash tread based off the capri tyre. Basiclly a hard version of the capri. New chassis setup for the new tire along with some brake heat peak changes to keep the rear brakes from unbalancing the rear under brakeing once hot
* Lotus 49: Added some heating to the carcass to keep the temps up. Added some grip off the driving surface

Build 529 (31/7/13, Team Member+)
SDKs:
* Updated project to use PhysX 3.2.4.
Base:
* Updated project configurations for x64 platform
* Fixed compile issues for x64 platform
Team Engineer:
* Added Team Engineer system
GUI:
* Longitudinal CG exposed in Tuning GUI screens
Render:
* DX11 Fix for shdows on treewalls
Vehicles:
* FG1000: UV mapping for paint, UV mapped CPIT display, various fixed
* FG1000: UV mapping
* FG1000: Prepared for custom liveries + runtime file fixes + ambient shadow
* Ruf RGT8: Improved wheel textures
* Ruf RGT8: Prepared for custom liveries
* Pagani Zonda R: Adjusted ABS effectiveness, lower default steering ratio, higher FFB tire force multiplier

Build 528 (30/7/13, Team Member+)
Replay Cameras:
* New set for Belgian Forest Karting Circuit - first pass
Audio:
* New BAC Mono high RPM deceleration samples without the popping "blopping" for both incar and external engine sets
Tracks:
* Bathurst: Fixed minigaps and collision issues around bathurst track
* Derby: New texture maps
Vehicles:
* Formula Gulf FG1000: External textures/mapping complete, material setup, lights setup, lightglow billboards added, new textures added, overlay polys added, mesh updates, etc
* Formula Gulf FG1000: Wheels dds texture. New texture, initial check in
* Formula Gulf FG1000: tire dds texture. New texture, initial check in
* Formula Gulf FG1000: misc dds texture. New texture, initial check in
* Formula Gulf FG1000: lights dds texture. New texture, initial check in
* Formula Gulf FG1000: brake disc dds texture. New texture, initial check in
* Formula Gulf FG1000: badges dds texture. New texture, initial check in
* Ruf RGT8: UV mapping

Build 527 (29/7/13, Team Member+)
Bug Fixes:
* Fix for random HUD flickering when rendering ghost vehicles
WiiU:
* SpotShadow rendering fixed to honour renderthread
* WIP WiiU Multithreaded shadow rendering. DX11 support for mult-threaded shadow rendering (via -DX11MT). Fix for build bot errors
* Fix yet more missing variant MAX_RENDER_THREADS WiiU defines
* Fix for missing _renderthread parameters is shadow rendering
* WiiU - fix for various missing MAX_RENDER_THREADS variants in helpers
* WiiU - fix for various missing MAX_RENDER_THREADS variants
Replays:
* Code to fix issue with attached camera shake in replays
* Also added a tweaker to allow us to be able to disable camera shakes
TweakIt:
* Fixes crashes when connected to tweakit. Basically containers could be added to the list on one thread via dtor of a child node during it deletion. This was then causing a random invalid memory access to happen as we would be trying to send info on a container thats been deleted. Additional small code change to only bother with refresh lists when connected.
Audio:
* BAC Mono incar and external engine sets. Plus an AI version of this engine. Plus all the latest sound events such as int/ext gearshifts, backfires/splutters and distant based effects and roll-offs. Various refinements to the Atom Mugen. Unfortunately the Atom 3 SC is still broken with the pitch issue so those new engine sounds remains out of the build for now
Tracks:
* Derby National/GP: Fixed floating crowds and intersecting crowds, tweaked glass, new texture maps
* Bannochbrae: WIP of rocks/cliffs, new grass and road materials, updated CSM mesh. Reworked the terrain broad map. There are messy places with bad mapping or nonstitched polygons. This will be fixed ofcourse
Vehicles:
* Lotus 78: Stiffer springs and chassis. Brand new tire carcass (MF70-G) using the latest direction i'm using. Heat model optimized. New tread with tack mixed in for more effect. Using Casey's heating still. (should probably be the default). Engine and brakeing heat dialed in to be more realistic
* Ford Capri Group 5: Updated with latest heating, changed the gip with more tack mixed in. Increased front and rear base roll stiffness of the chassis for balance and feel. Dialed in the brake heating. I also raised the collision mesh to keep this thing from digging into high curbs and such. Probably needs the mesh itself updated, but this will help for now
* Pagani Zonda R: revised default setup and raised peak slip angle of the tires
* BMW Z4 GT3: Added a bit of rear toe-in on the default setup to counter small amounts of bump steer under braking
* Lotus 98T: Remapped turbo for more low end power and torque. Per WMD CPFT feedback

Build 526 (26/7/13, Team Member+)
Render:
* DX11 Dynamic Envmap prefers 32bit HDR format (11.11.10). Deferred small rendertargets used for envmaps and RVM now attempt to use 11.11.10 for HDR phase if available
* DX11 add DestPixel format supported implementation (needed for HDR optimisation)
Tweak It:
* Change to replay file formats so tweakit can handle the strings.
Shaders:
* Darkening wet surfaces diffuse color according to water level value
Tracks:
* Derby National/GP: Merged Tomas latest fences, started working over kerb and grass textures, started on adding kerbedges between road and kerb, continued working and fixing service roads texture and materials which are not all tarmacs
* Dubai: Official Dubai Aerodrome logo added, minor typo corrected on Pit Strategy screen
Vehicles:
* Pagani Zonda R: New default FFB tweaker
* Pagani Zonda R: Changed cockpit exposure value to 0.75
* Lotus 98T: Increased twist stiffness per AJ's latest. Slight decrease in tack for feel. removed all optional tires

Build 525 (25/7/13, Team Member+)
Base:
* Reduced Physics and FMOD pool sizes to release 60MB to system
* 64 bit: Fixed bug in small pool alloctaor that prevented blocks from being freed properly
* BDebug: Fixed bug that caused a lock during a fatal if called during pool creation
* BDebug: Enabled BDbgFatal in Gold config (doesn't apply to server exes)
* Allocate game pool early in the init phase. This prevents startup crashes when the game pool might fail to allocate because the virtual address space is too fragmented at that point
WiiU:
* WiiU SRGB handling fixed up. GUI and Renderer Colour levels now match PC
* WiiU F1 Debug Menu Rendering - direct to texture colour value fixes
* WiiU - Int shader parameter support. (fixes problem with glass shader/wipers)
GUI:
* PvP tracks show %age complete instead of laps
Tracks:
* Dubai: Placeholder Track GUI logos and naming change for the menu (national & international)
* Derby National/GP: Merged in new fences from Jan, fixed hard edges on terrain, started on proper kerb textures
Vehicles:
* Pagani Zonda R: removed alternate tires for duration of the CPFT test
* Pagani Zonda R: Revised physics/setup to start CPFT test
* BMW Z4 GT3: fixed vibration of rear wheels when on the brakes at standstill

Build 524 (24/7/13, Team Member+)
Base:
* Fixes to input and registry handling:
* Changed all input code that was "Vista or Win7" to "Vista and above", registry cleanup and message filtering should now happen on Win8 as well
* Modified Logitech registry cleanup code to modify only HKCU, not all users (which would fail anyway for all but HKCU)
* Test if registry key deletion succeeded, preventing infinite loop on access right problems
* PC: Set default PC memory alignment to 16 bytes. This was initially done for x64 configs only but is also being set on 32 bit too to maintain consistency between both versions and also give a potential boost to 32 bit optimisations
WiiU:
* WiiU: First pass of keyboard support
* WiiU deferred helper - use 11.11.10 HDR formats for phase3 targets and also place in MEM1
* WiiU CPU profiler support + moved injection to be in the pre post link step on the elf (not the rpx, as was previously the case)
* WiiU - implement shared RenderTarget/Texture support. Also fixed up support for Volume textures
GUI:
* New Pit Strategy screen added, available (but non-functional) from the Session Overview screen
* Start lights now updated 1080p resolution
Tracks:
* Derby: Tweaked fences texture maps

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Build 530 (1/8/13, Team Member+)
Race Engineer:
* Race Engineer text tidied in both the TextDB and UI
Launcher:
* Added warning window to launcher that informs about the migration to Steam
Tracks:
* Bathurst: Fixed minigaps found around the track, added extended roads after ellbow, added parking area in front houses, added blend edges, added earthy sideroad running away form track, switched shader from ground transition to ne wground transition, added/corrected asphalt areas behind pitbuilding, fixed mapping issues on left of first curve, fixed missing trackedge on long straight
* Derby: New texture maps
Vehicles:
* Tires and Kart: work on FlexiCarcass, next pass on CPFT kart
* Pagani Zonda R: New FFB tweaker
* BMW M3 GT: (slightly) revised physics and new default setup. Camber response change to GT Slick - GreenFlash
* BMW M1 Procar: New flash tread based off the capri tyre. Basiclly a hard version of the capri. New chassis setup for the new tire along with some brake heat peak changes to keep the rear brakes from unbalancing the rear under brakeing once hot
* Lotus 49: Added some heating to the carcass to keep the temps up. Added some grip off the driving surface

Build 529 (31/7/13, Team Member+)
SDKs:
* Updated project to use PhysX 3.2.4.
Base:
* Updated project configurations for x64 platform
* Fixed compile issues for x64 platform
Team Engineer:
* Added Team Engineer system
GUI:
* Longitudinal CG exposed in Tuning GUI screens
Render:
* DX11 Fix for shdows on treewalls
Vehicles:
* FG1000: UV mapping for paint, UV mapped CPIT display, various fixed
* FG1000: UV mapping
* FG1000: Prepared for custom liveries + runtime file fixes + ambient shadow
* Ruf RGT8: Improved wheel textures
* Ruf RGT8: Prepared for custom liveries
* Pagani Zonda R: Adjusted ABS effectiveness, lower default steering ratio, higher FFB tire force multiplier

Build 528 (30/7/13, Team Member+)
Replay Cameras:
* New set for Belgian Forest Karting Circuit - first pass
Audio:
* New BAC Mono high RPM deceleration samples without the popping "blopping" for both incar and external engine sets
Tracks:
* Bathurst: Fixed minigaps and collision issues around bathurst track
* Derby: New texture maps
Vehicles:
* Formula Gulf FG1000: External textures/mapping complete, material setup, lights setup, lightglow billboards added, new textures added, overlay polys added, mesh updates, etc
* Formula Gulf FG1000: Wheels dds texture. New texture, initial check in
* Formula Gulf FG1000: tire dds texture. New texture, initial check in
* Formula Gulf FG1000: misc dds texture. New texture, initial check in
* Formula Gulf FG1000: lights dds texture. New texture, initial check in
* Formula Gulf FG1000: brake disc dds texture. New texture, initial check in
* Formula Gulf FG1000: badges dds texture. New texture, initial check in
* Ruf RGT8: UV mapping

Build 527 (29/7/13, Team Member+)
Bug Fixes:
* Fix for random HUD flickering when rendering ghost vehicles
WiiU:
* SpotShadow rendering fixed to honour renderthread
* WIP WiiU Multithreaded shadow rendering. DX11 support for mult-threaded shadow rendering (via -DX11MT). Fix for build bot errors
* Fix yet more missing variant MAX_RENDER_THREADS WiiU defines
* Fix for missing _renderthread parameters is shadow rendering
* WiiU - fix for various missing MAX_RENDER_THREADS variants in helpers
* WiiU - fix for various missing MAX_RENDER_THREADS variants
Replays:
* Code to fix issue with attached camera shake in replays
* Also added a tweaker to allow us to be able to disable camera shakes
TweakIt:
* Fixes crashes when connected to tweakit. Basically containers could be added to the list on one thread via dtor of a child node during it deletion. This was then causing a random invalid memory access to happen as we would be trying to send info on a container thats been deleted. Additional small code change to only bother with refresh lists when connected.
Audio:
* BAC Mono incar and external engine sets. Plus an AI version of this engine. Plus all the latest sound events such as int/ext gearshifts, backfires/splutters and distant based effects and roll-offs. Various refinements to the Atom Mugen. Unfortunately the Atom 3 SC is still broken with the pitch issue so those new engine sounds remains out of the build for now
Tracks:
* Derby National/GP: Fixed floating crowds and intersecting crowds, tweaked glass, new texture maps
* Bannochbrae: WIP of rocks/cliffs, new grass and road materials, updated CSM mesh. Reworked the terrain broad map. There are messy places with bad mapping or nonstitched polygons. This will be fixed ofcourse
Vehicles:
* Lotus 78: Stiffer springs and chassis. Brand new tire carcass (MF70-G) using the latest direction i'm using. Heat model optimized. New tread with tack mixed in for more effect. Using Casey's heating still. (should probably be the default). Engine and brakeing heat dialed in to be more realistic
* Ford Capri Group 5: Updated with latest heating, changed the gip with more tack mixed in. Increased front and rear base roll stiffness of the chassis for balance and feel. Dialed in the brake heating. I also raised the collision mesh to keep this thing from digging into high curbs and such. Probably needs the mesh itself updated, but this will help for now
* Pagani Zonda R: revised default setup and raised peak slip angle of the tires
* BMW Z4 GT3: Added a bit of rear toe-in on the default setup to counter small amounts of bump steer under braking
* Lotus 98T: Remapped turbo for more low end power and torque. Per WMD CPFT feedback

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Build 530 (1/8/13, Team Member+)
Race Engineer:
* Race Engineer text tidied in both the TextDB and UI
Launcher:
* Added warning window to launcher that informs about the migration to Steam
Tracks:
* Bathurst: Fixed minigaps found around the track, added extended roads after ellbow, added parking area in front houses, added blend edges, added earthy sideroad running away form track, switched shader from ground transition to ne wground transition, added/corrected asphalt areas behind pitbuilding, fixed mapping issues on left of first curve, fixed missing trackedge on long straight
* Derby: New texture maps
Vehicles:
* Tires and Kart: work on FlexiCarcass, next pass on CPFT kart
* Pagani Zonda R: New FFB tweaker
* BMW M3 GT: (slightly) revised physics and new default setup. Camber response change to GT Slick - GreenFlash
* BMW M1 Procar: New flash tread based off the capri tyre. Basiclly a hard version of the capri. New chassis setup for the new tire along with some brake heat peak changes to keep the rear brakes from unbalancing the rear under brakeing once hot
* Lotus 49: Added some heating to the carcass to keep the temps up. Added some grip off the driving surface

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Share on other sites

Build 531 (2/8/13, Junior Member+)
Render:
* DX9/DX11 various 64bit Rendering fixes
* DX11 fixup Threadsetup params for envmap, forward rendering etc
* GraphicsConfig – turn off auto texture resolution reduction with low OS memory in Aries
WiiU:
* WiiU CommandBuffer(displaylist) support implemented (required for multi-threaded rendering)
* Add GX2Invalidate queueing for command-buffers
* WiiU fixed R8 textures to broadcast red to blue and green channels to work with shaders expecting L8 style inputs
Controls:
* Mouse Steering added
* Also added mouse L&R button-swap detection
GUI:
* Re-saved the HUD_Messages.xml with Subtitles page layer turned off (fixes rouge messages (just for you Doc smile.png))
Tracks:
* Derby: Continued inner terrain modelling, 1st grid marking fixed, width of gate close to starting area fixed,added Janos assets, applied dirts and skids to all of the kerbs, fixed gaps in terrain, continued texturing and modifyfying the inner and outer terrain as per latest references
* Bathurst: Added metal barriers and moved them to match new updated csm, added trees at area left of the track after elbow
Vehicles:
* Z4 GT3, M3 GT, Zonda R: Added data for filtering realistic driving aids
* FG1000: CPIT display: changed default units to metric
* FG1000: Fixed cockpit display RPM lights
* FG1000: Added missing display data file
* FG1000: Added cockpit display + fixed exhaust backfire position



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