Project CARS – Build 402 Released.

 

 

 

 

A new weekly build of Slightly Mad Studios’ WMD-powered Project CARS title is out.
Build 402 for all members to enjoy.

 

Build 402 (8/2/13, Team Member+)

Debug Keys:
* Moved debug key for “toggle dirt” from being “dev only” to being available in members build
* Disabled screen grab in DX11 mode, until full fix is ready (only in race, will still crash if used in the main menu)
Render:
* Updated call to use Base abstract BStrcpy
* Render the Skydome in phase 1 of the RVM – needed for the depth faded particles (tyre smoke etc) to ZBuffer correctly against the sky
* Bonnet envmap rendering corrected for carbon skinned parts (eye vector normalization added in fragment shader); well this will slightly affect more things on skinned parts, but this one was reported
* Bonnet envmap rendering corrected for skinned parts (eye vector normalization added in fragment shader); well this will slightly affect more things on skinned parts, but this one was reported
* ShadowMap lookup upgraded to 5×5 PCF
Ghost Mode: 
* Ghost Rendering Tasks and related changes – makes ghost cars render translucently
Bug Fixes:
* (probable) Fix for cars disappearing in the rear view mirror
* White Edges Bug Fixed (both DX9/DX11)
* Fix for HUD cockpit dials (solid elements) receiving SSAO
* Fixes left key pressing in main menu affecting the camera choices
* Fixed ghost imposter shader to work within deferred renderer
* Depth faded particle shader fixed to correctly honour the viewport dimensions
Crowds:
* New sitting crowds for Milan tracks
Audio:
* Balancing tweaks
* Further balancing changes to Road tyres
* Surface fdp updated for non slick tyred cars (more road roll)
GUI:
* Pirault logo added to splash screen
Tracks:
* Connecticut Hill: Added revered kerbs, fixed csm and tearing issues, added missing fence poles 
* Azure Circuit: Green neon lights added
* Azure Circuit: New texture map
* Azure Circuit: Finished to rework kerbs and cut the mesh under them, reworked wrong armco and added missing ones, reworked sidewalk in front of the hotel the paris, mirabeau-fairmont, added missing conc side kerb, fixed geometry and mapped where needed, merged latest from JanP, fixed csm, fixed conc barriers positio
* Milan: Fixed wet reflection on gravel materials
* Milan: Added racing line, skids, adverts
* Eifelwald: Added viewer placed lights , added cars and tents around track, lowered and narrowed Hatzenbach kerbs, fixed microgaps in the adenauer forest s curve, added more viewer placed lights tents and cars
Vehicles: 
* Updated paint colours with rain effect
* Fixed shader code which made matte paint look glossy when rain support was enabled
* BMW M3 GT: Added liveries 03/04 names
* BMW M3 GT: Added 2 fictional liveries
* Caper Monterey (road): removed wedge and left weight bias from default setup
* Pagani Huayra: Fixed carbon material not getting rain effects
* Pagani Zonda R: Wiper animation and wiper mask added
* Ford Focus RS: fixed a typo causing asymmetry in the front suspension geometry
* Ford Focus RS: accurate gear ratios, default setup from Jussi’s research into stock values
* Staro SRS: Idle throttle adjusted to allow stalling, downforce from reference article
* Staro SRS: Fixed cockpit animations
* Pirault Mega SR: Basic physics setup with accurate engine, gearbox and some suspension data
* Pirault Mega SR: Added audio
* Pirault Mega SR: Added runtime files
* Pirault Mega SR: Added textures
* Pirault Mega SR: Added collision export
* Pirault Mega SR: Added srcdata/physics files
* Pirault Mega SR: Added paint colours + cockpit display
* Pirault Mega SR: Alpha2 driver animations
* Pirault Mega SR: Added first export

Known Issues: Ghost car seems to disappear in the rear view mirror. We have an issue with alt-tab in DX9 making the game crash, it crashes when used in race, and also if you do it in the menu it will crash the 2nd time you enter race.


[EXPAND Click Here for full week update list.]

 

Build 401 (7/2/13, Senior Manager)

Bug Fixes:
* Fixed multiple dialogs appearing when using car setup ‘reset’ button
* Added protection and logging to deal with situations where a NULL texture or surface pointer could cause a crash (including DX9 screenshots)
Shaders:
* Carbon shaders rain support corrected – rain texture used bad UV channel (1 instead of 3)
* Carbon bodywork skinned shader – flat clearcoat corrected – now it works like non-skinned version
* Paint materials rain effects update
GUI:
* Superbowl splash items removed
* Solitude-Rennstrecke logo updated
Tracks:
* Belgian Forest: Fixed bad cut tracks between turns 8-10 (pohun area). Also edit the busstop chicane and some exits that were too liberal
* Memphis: Move inner cut track as far in as they would go past wall so it about impossible to get a cut track
* Badenring: Fixed cut tracks running wide in the last corner before Mobil1 all three. Misc other cut track tweaks while i was in there. ie running wide on the fast sweeper at the GP track
* Eifelwald: Added emmissives maps, fixed collision issues in gp. Nords junction pit, fixed bump in inside of Aremberg curve, fixed bumps at fuchsrohre, narrowed and lowered kerbs there, Narrowed Wipperman kerbs, increased concrete area, added mini “pit” next to kerb, increased camber in first curve of wipperman
Vehicles:
* BMW M1: new Procar livery – added boot M1 badge sticker + black bumper
* BMW M3 GT: Added 2 works liveries – roof cam texture fix
* BMW M3 GT: Set class to GT3 so it will race against the Z4
* Focus RS: Updated LODA, added AO, fixed chassis material
* Pagani Huayra: Wiper mask working. Minor fixes on headlights. Minor drawcall reduction on LODs A/B 

Build 400 (6/2/13, Senior Manager)
Input:
* Scripted controller detection (work in progress)
* Created ‘Input’ class to expose input system interface to scripts
* Created ‘Input.Device’ managed object class
GUI:
* Changes for vehicle/livery auto selection in vehicle model screen
* Adds new static cameras to the garage view, with buttons to cycle through cameras
* Adds a ‘UI visible’ button to make main menu view invisible
Bug Fixes:
* Fixed assert on TimeTrial screen entry for menu not being mem-initted
* Improved logging for leaks detected on shutdown
Characters:
* Crowds: Added new LOD distances definitions for crowds
* Crowds: Updated version of sitting crowds (SFB) – new textures, new materials
* Crowds: Updated version of standing crowds (SFB) – new textures, new materials
Tracks:
* Azure Circuit: New textures
* Azure Circuit: Tweaked emm. map
* Wisconsin Raceway: Nnew textures for wet tracks
Vehicles:
* Focus RS: moderate reduction of lift-off oversteer on default setup 
* Caper Monterey: new tire and setup tweaks to go with it. Non-forward drag numbers from CFD
* BMW M3 E30: All exterior mapped&textures, wheels cloned around, brake discs cloned around, CPIT chassis updated, lights etup updated, materials updated
* BMW M3 E30: Fix on CPIT engine; BMW M Power sticker added

Build 399 (5/2/13, Manager+)
Graphics:
* Default GSI on for new profiles
* Fix for unitialised lighting data. (left half of the screen being bright at night bug)
* Fix for DX9 overridable sampler states being ignored
Sound: 
* Sound API to tires
* Longitudinal flex mode for RigidCarcass
* Kart usage of longitudinal flex
* FB usage of longitudinal flex
Bug Fixes:
* Fix for potential leak when default shadow material was created twice without removing the first copy – only occurred when non-default shadow settings were used, and only effected one small object, so nothing major, just ensures that we have a clean exit. Code tested on all platforms
* Fix for DX11 white edges bug
* Fix skyrings receiving dynamic lights
Tracks:
* Cut track adjustments per forum feedback: Derby (both), Sakitto GP, Eifelwald GP
* Eifelwald: Tracklights file added
* Eifelwald: Added Brunnchen area, moved trees in the new Brunnchen area, increased Cambers on Adenauer forest S curve, begann adding emmissives on assets
* Eifelwald: First lights placed on Eifelwald
* Monterey: Further collision fixes and optimisations on kerbs and surrounding meshes, modified collision on pitlane, fixed missing assets
Vehicles:
* Focus RS: Disabled backfire flames
* Staro SRS: Disabled backfire flames

Build 398 (4/2/13, Senior Manager)
Bug Fixes: 
* Fixed a DX11 only leak – a render target which needed a resolve buffer would leak the resolve buffer on destruction. Only known problem case was main buffer phase 3 render target, so was in fact only ever leaking on exit from game
* Added some safety checks to exit code – no impact on normal usage, but helps with debugging exit code as it prevents invalid memory access via a zeroed pointer when focus switches to and from the app
* Fixed incorrect object type in HUD data file
Camera:
* Remapped R/F keys for up/down to Y/H in order to remove conflicts with pause menu keys etc
GUI:
* MyProfile screen added to MainMenu, news ticker updated
* Improvements to Setup screen and Tuning Slots pages, background images, text on Control Edit screen, new sprite container for Holiday tie-ins
Tracks:
* Azure Circuit: Tweaked proportions
* Azure Circuit: Tweaked shops fronts
* Azure Circuit: Tweaked shop windows
* Azure Circuit: New texture map
Vehicles:
* Ford Focus RS: CPIT and LODA cockpits are updated and polished. All cockpit related materials updated
* Ford Focus RS: Steering wheel DDS texture – Pretty much all new texture. Updated to latest specs
* Ford Focus RS: Interior DDS texture – Updated to latest specs. Some parts on it are updated for better look and resolution
* Ford Focus RS: Cockpit DDS texture – Double size. Merged gauges onto it. Moved a lot of parts around. Better resolution. Updated to latest specs
* Ford Focus RS: enabled setup tuning

Build 397 (1/2/13, Junior Member+)
Camera:
* Modified free camera controls as follows :
* made R and F keys move camera up and down
* made Q and E keys change speed of camera movement
* made Z and C keys roll camera left and right
* added mouse smoothing, and ctrl-M to toggle it (off by default)
* added mouse speed scaling (turn rate proportional to square root of movement speed) – off by default, toggled with num pad 0
* made numpad key actions continue working when ctrl or shift pressed
* disabled radius text display until thread safety issue can be addressed
* Stopped ctrl-pgup and ctrl-pgdn keys being applied when using free camera
Physics: 
* Tire.rg: reduced grip on slick_white. new, temporary street_limegreen test tire for BAC Mono
GUI: 
* Staro-Motors added to the Manufacturer Logos in-game
Tracks:
* Azure Circuit: Added conc side kerbs/drains, started to cut road under kerbs, reworked sidewalk/armco after Sainte Devote turn, merged in latest work from JanP, fixed csm, updated sel sets
* Monterey: Fixed export sets and re-exported
* Emirates tracks (4 versions): Hand edit all the cut tracks. Because these tracks are 100% blacktop runoff everywhere the cut tracks extended way out the exits of all corners alowing liberal track cutting
* Milan: Adjusted kerbs, rumbles, fied collision issues
* Solitude Rennstrecke: New export
* Eifelwald: Changed camber at Metzgesfeld, further edited Brnnchen area, added missing visitor gate at Adenauer forst, darkened asphalt
Vehicles: 
* Bumped version of all vehicles for stat reset
* BMW M3 GT: Setup tweaks
* Staro SRS: First export added to game
* Staro SRS: Very basic physics work. added collision export
* Staro SRS: Added srcdata/physics files 
* Staro SRS: AI audio setup and balance
* Staro SRS: Adding engine audio set
* Staro SRS: Added missing display texture
* Staro SRS: Fixed rear wing animation

[/EXPAND]

 

 


Check out http://wmdportal.com for more info – http://www.slightlymadstudios.com