Project CARS – Build 365 Released.

 

 

 

 

Project CARS – Build 365 Released.

A new weekly build of Slightly Mad Studios’ WMD-powered Project CARS title is out.
Build 365 for all members to enjoy.

Build 365 (7/12/12, Team Member+)

Online:

  • * XSession is now created around single player Xbox 360 games (required for stat submit
  • * Implemented hiding of cars which have quit from multiplayer

Input:

  • * Fixed problems relating to setting Logitech active wheel range in combination with calibration.

Bug Fixes:

  • * Fixed ‘edit controls’ screen not showing screen flow correctly

Tracks:

  • * Heusden: Added some assets, buildings, bridges
  • * Moravia: New mesh and interior for the main tower, baked lightmap for garage interiors + UV fixes
  • * Moravia: Textures update
  • * Milan: Fix some text ads on the textures
  • * Milan Short: Add latest assets from TomT and checked lod popping
  • * Milan GP: Add bridge6006 and stands03 and checked lod popping [P4Utils.PerforceEdit v1.0.0.0]
  • * Milan: Added new textures for mz_bridge6006_loda
  • * Harrison Pike Raceway: Updated LOD distances definition for crowds
  • * Connecticut Hill: Updated LOD distances definition for crowds
  • * Harrison Pike Raceway: Placed flag wavers at grandstands
  • * Connecticut Hill: Placed flag wavers
  • * Derby National: Fixed csm and open ends on barriers/tyrestacks/armcos
  • * Derby GP: Fixed csm and open ends on barriers/tyrestacks/armcos

Vehicles:

  • * BMW M1: fixed inverted ride height sliders
  • * BMW Z4 GT3: added contest winning liveries
  • * Motec LCD colour & light switching using headlight toggle. Including display cycle using new input (no cars yet checked in)

[EXPAND Read the full release notes!]

Build 364 (6/12/12, Senior Manager)



Online:

* Changed the way attribute and state changes are handled on PS3. Now the online layer guarantees that there is never more than one attribute change call in progress and batches attribute change requests done within one request tick or while another change is in progress. This fixes problems with attribute change ordering and mismatched combinations of old and new attributes when packing them into single binary NP Matching attribute

Input:

* Fixed Logitech wheel initialisation issue when running without the Profiler

Season Mode:

* Season progress is now saved in the profile (round info, participants and scores) and will be able to be resumed using the Resume Previous option once that’s added. Progress is reset when completing a Season, and resetting is handled. The saved participant info is now used to persist across rounds. Note that further UI is needed before this becomes operational

Tracks:

* Azure Circuit: Merged in latest stuff from MJ, added new nibox building with just grey diffuse/ao mao, some works on portier turn, fixed csm issues, fixed some small things around the track, fixed some duplicate mat names, deleted some obsolete obj around the portier area

* Azure Circuit: New textures

* Heudsen: New texture maps

* Test Track: Test Track updated with previous triggers positions (won’t affect as track is playable in practice mode only currently)

* Added Test Track Hillclimb to grp and tracklist

* Test Track Hillclimb: TRD checked in enabling the track in racemode

* Test Track Hillclimb: Raceline checked in

* Test Track hillclimb: Trackmap for menu

* Test Track Hillclimb: Test Track Hilclimb updated with Physics updated

* Test Track Hillclimb: Grassmaterial for test track hillclimb

* Test Track Hillclimb: Groundcover files for Test track hillclimb variation

Vehicles:

* Kart: suspension adjustment to get jacking working



Build 363 (5/12/12, Senior Manager)



Online:

* Added priority calculations to recipients of vehicle update packets in race. This should pripritize packets sent to players physically close to the sender’s when outgoing bandwidth is not enough to send everything through direct channels

* Disconnected player participants will only be removed once from the race

* Fixed sorting of peers when deciding which messages to send directly and which via rebroadcaster, based on recipient priorities (the game now sets priorities based on vehicle distances, and the sorting code was not handling this correctly)

* HUD: added position readout for MP races

Render: 

* Added in RenderContexts and hooks for shader techniques setting up the correct render contexts

* Changed basic_translucent shader to make the alpha pre-multiplication happen after all the extra layers (envmap, specular, fog) so that we don’t get a strange over-application of effect in the far distance when the mipped down alpha is kicking in. This fixes an issue with fog on distant fences looking over-bright

Input:

* Reworked and re-enabled steering lock spring

* Added setting of active wheel range (soft-stop) for Logitech wheels

* Disconnection handling updates

* Implemented force operation merging

* Added more device-specific default wheel range values

* Ensure force effects are released on game exit

Weather:

* Change to Access levels for edit data

* Adding in project settings to exclude WeatherStringEnum.cpp from all PS3 build configurations

TweakIt: 

* Updates for enum context menu display to allow lots of items to display in a friendly way

Physics:

* Updated cleanup of participant manager to reset spawn location info used during change of race mode

* Updated to use new STM lib. Removed duplicate linkage of the lib from GamePhysics to fix link time missing PDB warnings in Release and Gold. Warnings still exist in Debug due to problems with the fex lib itself

Tracks:

* Heudsen: tweaked texture map

* Emirates Raceway: Removing not needed track logos

Vehicles:

* BMW Z4 GT3: quick collision detection point tweak



Build 362 (4/12/12, Manager+)



Weather:

* Adding in project settings to exclude WeatherStringEnum.cpp from all PS3 build configurations

* Change for ps3 compile to use unitly cpp

* New Setup so texture files names are now kept in String Lists

Common: 

* Updated cleanup of participant manager to reset spawn location info used during change of race mode

Base:

* Code so Live Edit Components do not need to keep a copy of their infomation strings

Tracks:

* Eifelwald: Fixed (removed) Logo on Curved Tribune



Build 361 (3/12/12, Senior Manager)



Physics:

* Converted all STM DLLs to a single LIB (fexCathedralUber)

* Added multi-rg file loading support

Online:

* Work around for partial attribute sets: The admin will always request all attributes to be changed, even when the intention is to change a subset

Tracks:

* Heusden: Tweaked texture map

* Milan Short: Add final pit area buildings (add missing lodB’s)

* Milan Short: Updated occluders and remove treewalls behind pitbuildings (back parts pitbuildings are now visible from road)

* Milan GP: Add final pit area buildings (add missing lodB’s)

* Milan GP: Updated occluders and remove treewalls behind pitbuildings (back parts pitbuildings are now visible from road) [P4Utils.PerforceEdit v1.0.0.0]

* Milan: New textures and new textures for the ad banners



Build 360 (3014:43 30/11/2012/11/12, Junior+)



Common: 

* Player reset "track clear" distance set at 150m (was 30m).

Online:

* Fix for 360 attributes changed callbacks not working correctly

* 360 Host Migration work, Host Migration now working. Roundtrip work, can now enter and leave games and roundtrip to different lobbies etc without crashing

* Xbox 360 stat submit fix

* Fixed stat flag to correctly contain information about non-default setup in multiplayer races.

* Labels for disconnected participants will not be painted.

Audio: 

* Possible fix for reported tranny whine issues with Ariel Atom

Tracks:

* Milan Short: Add radiotower into master scene

* Milan GP: Add radiotower into master scene

* Milan Short: Add wip big glass grandstand and merge latest TomT stuff

* Milan GP: Add wip big glass grandstand and merge latest TomT stuff

* Milan: Add new textures

* Moravia: Texture update for the tower

* Moravia: Reworked whole pit building, added emmissive

* Moravia: New textures addition

* Heusden: Fixed shadow issues, added part back side of podium building, fixed gaps

* Heusden: Added pitbuildings, assets, bridges

* Azure Circuit: Reworked the whole part below the pitarea, red asphalt, so tobac corner area-piscine-rascasse

* Azure Circuit: Added new textures

* Static Objects: Reduced count of aerial assets

Vehicles:

* BMW Z4 GT3: boosted FFB tyre force multiplier. Default setup change for less corner-exit oversteer



Build 359 (29/11/12, Senior Manager)



GUI: 

* Fixes for dialog instance quad deletion

* Fixed list item colour issues

* Fixed weather text not working in browse screen, incorrect return from a changed GUICareerHelper function

* Updated screenshot code to save to the project documents folder on PC (F12)

Online:

* PS3 and Xbox 360 Invitation functionality added. Supported are: accept invite when in-menus, driving, from active and inactive controllers (on 360), join via party (360 only), join via game in progress (360 only), and cross-game boot invite on PS3

* Disconnected participants will be removed from the track

Weather: 

* Code to show the current rain drop levels in tweakit

Physics:

* Fixed vehicle Ids sent to physics as part of retire/DQ notifications

* New small prototype tire. Street tire design change – similar to the small prototype tyre with some ‘street’ification.

Tracks:

* Wisconsin: Missing viewer static files for night lighting

* Wisconsin: New Dressing + Night Lighting

* Wisconsin: Lightrig Lamp Orange Material file, for wisconsyn night lamps

* Wisconsin: Dressing changes

* Heusden: New texture maps

Vehicles:

* Bodywork_carbon runtime shader – adding rain support

* BMW M1: added windscreen banner

* BMW M1: Added custom livery support

* BMW M1: Merged in UV mapped body meshes, updated CPIT body meshes

* JPLM: Adjusted FFB weight (made heavier)



Build 358 (28/11/12, Senior Manager)



Online:

* Fixed incorrect login error codes and messages for various login situations

Physics:

* PhysX objects updates – export files + physics system files

Tracks: 

* Derby: Ground Cover files

* Azure Circuit: Textures update

* Wisconsin Raceway: Updated crowds placement

* Wisconsin Raceway: New sitting crowds for stands 8 and 9

* Heudsen: New texture maps

* Milan: Added textures for warehouses and building02



Build 357 (27/11/12, Team Member+)



Online:

* Fixed code storing the remote round results from participant finsihed events, which, if combined with large sessions and high latencies, eventually resulted in depletion of the whole array and a crash

* Player participants from disconnected nodes are removed from the race. (Work in progress.)

* Post-race screen will no longer display a zero-time hurry up timer 

Physics:

* Updated collecting of contact points to obtain more exact results for wheel-to-wheel and vehicle-to-vehicle processing

* Updated processing of wheel-to-wheel contacts.

GUI:

* Cleared leaking textures from dialog manager

Tracks:

* Heusden: Fix for mis-applied test material on grandstand seats

* Milan Short: Add pitwall, update collissions, improve concrete pitlane road texture and merge latest TomT stuff

* Milan GP: Add pitwall, update collissions, improve concrete pitlane road texture and merge latest TomT stuff

* Milan: Update textures

* Milan: Add new textures (pitwall) 

* New dynamic brake markers for US tracks

* Eifelwald GP: Scene updates (statics and lights placed)

* Wisconsin Raceway: Textures for the build

* Blimp: Removed said logo 



Build 356 (26/11/12, Senior Manager)



Render: 

* Removed excess carriage return from logging calls to improve log file formatting

Tools:

* Added basic keyboard shortcut implementation for zoom to selection

Tracks:

* Derby: New Dynamic Advert Panels + fix for Thrustmaster panel – Export files and.xml scene files, .dds textures, .mtx material files, .vhf .xml .meb _dep.xml

[/EXPAND]

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