Comments In Project CARS

Project CARS – Build 505 for Team Member+ released.

 

  

 

A new weekly build of Slightly Mad Studios’ WMD-powered Project CARS title is out.
Build 505 for Team Member+ to enjoy.

Build 505 (28/6/13, Team Member+)

 

Common:

  • Returned sync dump levels to normal
  • Added function to get vehicle from styling entity
  • Increased f32 key frame pool size to accomodate extra conditions being added

GUI:

  • Fix GUITextEntry deleting last letter
  • Fix for dropping gui objects onto a gui dialog multiple times
  • Fix SetDialogQuadInstance getting mismatched in the GUI memory context changes

Environment:

  • Fog tweaks to rainy 02, stormy02 and super storm 02
  • Clouds updates to several conditions, work is still WIP. Changes added to the 02 versions so that they can be compared to the 01s for feedback on optimisations made. I will copy over to the 01 slot and remove 02s if feedback is positive
  • Updated conditions – med cloud 02, heavy cloud 02 (new), rainy 02, stormy 02 (new), thunderstorm 02 (new)
  • Added some underlighting using the rim lighting tech to make clouds less flat when looking into the sun. Used mostly at sunset
  • Added some scale variation throughout the clouds so they are less repetative and popcorny
  • Reduced the overall number of quad billboards used in each cloud so that they look less repeated and for optimisation purposes
  • Changed the mapping so that the quads within each cloud are less repetative
  • Tweaks to several other settings such as fog for balancing

Audio: 

  • New BMW Z4 GT3 incar and external engine sets. Added gear wobbles and all the latest sound events such as int/ext gearshifts, backfires/splutters and a new distant echo and occlusion curves and distant roll-offs

Tracks:

  • Azure Coast: Fixed placement of 3D trees
  • Derby National/GP: Lengthened kerbswhere needed -dirt areas next to kerbs added -fixedkerb types in last corner of national -csm updated to latest kerbs changes
  • Besos National/GP: Added garage interiors, reworked pitwall, temp textures to tyrewalls, CSM fixes around tyrewalls 
  • Bathurst: Static scene update. Switch of 3D eucalyptus trees to the ones which use one material for all variaitons and it’s LODs
  • Milan: Addition track foliage added
  • Sven tree tweaks added for various tracks

Vehicles:

  • Zakspeed Capri GR5, Lotus 78: New flash tire with heating enabled for testing
  • Formula Gulf: LODX mesh 95% finished, fixed new collision shapes for detachable parts, quick new collision shapes to fix the missing rear wing

 

Click Here for full week update list.

 Build 505 (28/6/13, Team Member+)

Common:
* Returned sync dump levels to normal
* Added function to get vehicle from styling entity
* Increased f32 key frame pool size to accomodate extra conditions being added
GUI:
* Fix GUITextEntry deleting last letter
* Fix for dropping gui objects onto a gui dialog multiple times
* Fix SetDialogQuadInstance getting mismatched in the GUI memory context changes
Environment:
* Fog tweaks to rainy 02, stormy02 and super storm 02
* Clouds updates to several conditions, work is still WIP. Changes added to the 02 versions so that they can be compared to the 01s for feedback on optimisations made. I will copy over to the 01 slot and remove 02s if feedback is positive
* Updated conditions – med cloud 02, heavy cloud 02 (new), rainy 02, stormy 02 (new), thunderstorm 02 (new)
* Added some underlighting using the rim lighting tech to make clouds less flat when looking into the sun. Used mostly at sunset
* Added some scale variation throughout the clouds so they are less repetative and popcorny
* Reduced the overall number of quad billboards used in each cloud so that they look less repeated and for optimisation purposes
* Changed the mapping so that the quads within each cloud are less repetative
* Tweaks to several other settings such as fog for balancing
Audio: 
* New BMW Z4 GT3 incar and external engine sets. Added gear wobbles and all the latest sound events such as int/ext gearshifts, backfires/splutters and a new distant echo and occlusion curves and distant roll-offs
Tracks:
* Azure Coast: Fixed placement of 3D trees
* Derby National/GP: Lengthened kerbswhere needed -dirt areas next to kerbs added -fixedkerb types in last corner of national -csm updated to latest kerbs changes
* Besos National/GP: Added garage interiors, reworked pitwall, temp textures to tyrewalls, CSM fixes around tyrewalls 
* Bathurst: Static scene update. Switch of 3D eucalyptus trees to the ones which use one material for all variaitons and it’s LODs
* Milan: Addition track foliage added
* Sven tree tweaks added for various tracks
Vehicles:
* Zakspeed Capri GR5, Lotus 78: New flash tire with heating enabled for testing
* Formula Gulf: LODX mesh 95% finished, fixed new collision shapes for detachable parts, quick new collision shapes to fix the missing rear wing

Build 504 (27/6/13, Senior Manager)

GUI:
* Career Calendar, career event popup, initial implementation
Pit Stop Logic:
* Apply auto pit state to AI logic
* Debug render AI states in 2d
* Simple release of AI vehicles from pit spots during qualifying
* Updated Vehicle * Out functions to use HoldInPit
* Apply HoldInPit logic correctly
* Fixed generation of pit spot position
* Added PitOutTriggered logic for when car drives straight through pit
* Unfreeze AI when reacting to start – fixes bug when start reaction slider is low
* Update AI state inputs when in pit/garage spot
FPS Debug:
* Changed debug FPS print code to use ArrayLength instead of sizeof to limit the string printing to the correct size – this needed changing because of the recent switch to unichar text
WiiU:
* WiiU CShader RenderMeshPrimitive (and variants) GX2 drawcalls implemented
* WiiU warning fixes
* WiiU fix for crash when initiating a Spark GPU capture
* WiiU enable Rendering and also add gx2spark libs
* GX2Init(), Main command buffer creation
* Back buffer/Depth Buffer Creation
* Texture/Target MEM1 allocation support
* Frame begin syncronization/frame end presentation
* Vertex/index buffer setting
* Fetch shader (input assembly) creation and setting implemented
* Support for Spark (GPU debugger) capture in non gold builds
* Various bug-fixes – renderer now successfully clear colour cycles in BaseTest with the cross-platform API calls
Driver Liveries:
* Opponents custom liveries removal + fixed IDs for player (ID=99)
* Driver custom liveries for player/opponent
* Custom liveries setup, separated player and opponents
Tracks:
* Azure Circuit: Track Dressing Additions, yachts added, new casino/mirabeau gardens created, temp fixed right part of the casino, mirabeau side, and the caffe de paris
* Bathurst: Re add the 3D trees, fixed AIW around the new chicane geometry (was underground slightly)
Vehicles:
* Mercedes SLS: New UV mapping for glass/paint (LODX/LODA finished)
* BMW M1 Procar: New suspension geometry, brake heating/cooling/wear, removed doors from collisions, milder engine braking curve, new gearbox

Build 503 (26/6/13, Senior Manager)

Common:
* Rendertask profiling frame view
WiiU:
* Enabled Unity compilation in WiiU configs
* Added guards to PS3 specific files included in the unity files
* Fix for GUI WiiU build errors (logging changes)
* WiiU Renderer compilation fixes for removal of Remember/ForgetDefault pool resources
Render:
* SRenderModeInfo constructor added – fixes occassional crash in CRenderer::ResolveRenderList. In Renderer CPPs – avoiding call of fakeDeferList::m_prepareSortItems (this caused the crash when rain material has not specified deferred id in technique) – it should not occure with the SRenderModeInfo fix, but just to be sure
Animation:
* Driver animations for Bmw m3 gt4: fixed hand clipping through “helmet view”
Tracks:
* Loire: Edited cut tracks as tight as could be done. Still difficult to trigger in the chicanes though

Build 502 (25/6/13, Manager+)

WiiU:
* Enabled Unity compilation in WiiU configs to significantly speed up compile time of RaceAppCore
* Fix for GUI WiiU build errors (logging changes)
* WiiU Renderer compilation fixes for removal of Remember/ForgetDefault pool resources
* Added accessor to get BUniString from BTime
* Fixed WiiU link error due to missing _RetrieveInputIdentifier function
* Added declaration of partial specialisation of managed object static member to fix WiiU prelink & link errors. Disallow default ctor of _cManagedObject to make sure it isn’t invoked accidentally
* WiiU CTexture class implemented (GTX texture loading, texture locking, Color/DepthBuffer GX2 structures etc)
Render:
* SRenderModeInfo constructor added – fixes occassional crash in CRenderer::ResolveRenderList. In Renderer CPPs – avoiding call of fakeDeferList::m_prepareSortItems (this caused the crash when rain material has not specified deferred id in technique) – it should not occure with the SRenderModeInfo fix, but just to be sure
GUI: 
* Add memory context
Common: 
* Fixed link error caused by missing TimeLineFrame template static member definition
Vehicles:
* All Caterhams and All Ariel Atoms: Decresed tyre wear to prevent easy tire flat-spotting
* Ford GT40: New tire with more sliding grip, and better blending from stick to slide. Engine torque below 5000 rpms increased for more throttle steer. Overall chassi setup changes for a quicker chassis. Moslty increasing damper effectivness
* Ford Focus RS: Added LODX mesh work and updated parts of LODA/B
* Ford Focus RS: Initial Ultra detail control file
* Gumpert Apollo: Fix for offset LODC/D in game

Build 501 (24/6/13, Senior Manager)

GUI:
* Career Calendar, initial implementation using debug date.
* Career Event Info screen added, ready to be hooked up to code
Tracks:
* Bathurst: Removed 3D trees, replaced with X-form instances

 

 

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

 



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