Comments In Project CARS

Project CARS – Community Gallery nr.70

The Project CARS member community created screenshot selection gallery nr.70
All screenshots have been made using the latest Project CARS development builds that are available to test for all WMD members, bringing improvements, new features & fresh content five days a week!

SMS quote:

We recently celebrated Project CARS’ second anniversary and as we head into the third year, there’s absolutely no slowing down our talented screenshot makers.
Proof of that is the newest Community Gallery, packed with 114 quality screenshots made by our awesome members.

As usual, all shots show purely in-game footage that has not been made in any special photo mode, using no post-processing or filters that aren’t available during the actual gameplay – What you see below is what you experience while driving!

 

Click here to view the latest build updates

Build 588 (18/10/13, Team Member+)

Physics:
* Vintage Flexi : Revised B. Added C
Render:
* Fix for endian on 64 bit platforms
* Changed size of block list for 64 bit versions
* Fix for bug with particle depth based attenuation
* Fix for SSAO Contrast/Brightness being set each frame (which was stopping F1 menu parameter tweaking) – now setup when the Rendertask is constructed
GUI:
* Fixing text IDs
* Adding drivers and camera angles to the monitor screen
Tracks:
* Emirates Kartdrome: Dynamic file change
* Lakeville Raceway GP: Added new raceline, pit path and 22 pit spots previously missing
Vehicles:
* Mercedes SLS GT3: Added LODX chassis and cockpit
* Mercedes SLS GT3: Updated the size and position of the wheels to match CAD data
* Palmer JP-LM: New default setup from Nic’s feedback
* Caper Stockcar: Added cockpit animations

Build 587 (17/10/13, Team Member+)
Graphics Engine/Render/Shaders:
* Fix for srgb type for post effects. i.e stops the effects inadvertently being washed out looking
* SceneGraph gathers are now multi-threaded on PC/WiiU
* Postprocessing Slipstream effect now hooked up
Animation
* Add animation sequence MGDF write support.
* Formula Gulf FG1000 – cockpit animations and ULTRA settings added. CPIT poly reduction and mirror animations added 
Physics:
* Vintage test tires update.
GUI:
* Fix non relative path in menu dialog GUI files 
Base:
* Base Maths – BMtx4f matrix functions implemented in SSE intrinsics
Penalties: 
* Disabling restart button for disqualified participants in online games
Vehicles:
* Formula_Gulf_FG1000 – Updated AO and added to all LODs
* Ruf RGT-8: added contest winning liveries and their names
* Ruf RGT-8: wheels dds texture – new texture – red color variation; green color variation; black color variation
Tracks:
* Dubai – add new textures for missing complex

Build 586 (16/10/13, Team Member+)
Render/Shaders:
* Revert MSAA change for Ultra shadow setting.
* Unifies skinning and bone matrices. Now everything uses a define for bone matrix and the skinning header for functions. 
WiiU
* WiiU warning (error) fixes
Physics:
* Tires: FC r3, Vintage Flexi update, bias ply work.
Base: 
* Linux logs do not fsync after each write.
GUI: 
* Trackmaps – Eifelwald_Muellenbach, Eifelwald_sprint, Eifelwald_sprint_short – new trackmap
Vehicles:
* Formula_Gulf_FG1000 – Updated AO and added to all LODs
Tracks:
* Dubai – add new textures for fuel station assets
* Anhault GP, Anhault National – New AIW’s for the new layout changes recently done by Luis. Required new from scratch except for the garage/pit postions were retained.

Build 585 (15/10/13, Team Member+)
Render:
* Improved DX11 ShadowMap resolution in Ultra mode (4x MSAA). Better CSM splits for Main Menu scene.
* Fix track lights containers Init/Destroy pairing.
* Fix for broken Ghost Rendering (small targets no longer have alpha in phase3 so use the main rendertargets instead – this is of no consequence since only a 256×256 portion of either texture was used)
* Fix for bugged Ambient Shadow when using low or medium texture settings
* Enable Alternate FE shadow settings. Also allow Ultra Shadows in FE if the settings are at this level (use HIGH level settings otherwise, which was previously forced setting)
* Support for specifying a Shadow Settings Index in the Shared Render Data.
* Added control for whether or not headlight shadows are used for players and AI cars.
Steam multiplayer:
* Implemented Steam leaderboard handle cache and leaderboard stat submit API (not tested yet).
Physics:
* Caterham Classic: Side aero forces, ride height and bump stops, locked in default setup and removed most adjustable options, new suspension geometry (minor change)
Base: 
* Added code to expand TOC hash table if it is full
Penalties:
* Disqualification changes
+ DQ’d participant now teleported back to garage
+ Race screen popped up
+ Fixed bug where DQ’d participant was still being expected to finish an online race
Vehicles:
* Formula_Gulf_FG1000 Added all LODs
* Mercedes Evo2 DTM – Textures
* Bumped all vehicles revisions for leaderboards reset

Known issues: All Dubai variants with the exception of GP circuit have a hole after pit exit. Keep right when exiting pits

Build 584 (14/10/13, Team Member+)
Render:
* Avoiding dummy emap reflections during static emap and dynamic emap rendering
* DX11 Surface format optimisations (saves around 40MB of RenderTarget memory + 2% more speed) + fix for Post Processing Src Texture Bug
Animation:
* Add support for setting script variables directly from script and fix jump handling of invalid variables
Environment:
* Commandline for env editing
Shaders:
* Added wet track support to basic.fx (DBV reflections, wet surface darkening)
Penalties:
* Reenabled cut-track penalty for Time Trial mode
Tracks:
* Dubai: Added tyrewall details at pitentry, added pit entry overlay, fixed invisible bump at pit exit, added latest assets from Tomas, fixed missing overlay stripes at pitentry, adjusted csm at pit exit, added proper adverts along start finish lane
* Northampton: Added latest assets from Tomas, reopened garage doors which were closed with the latest assets, fixed inaccessible garages at national caused by a gap in the floor mesh, add new textures for transformatory building
* Dubai Kartdrome: Added Emirates Kartdrome, change in dynamic file, added dynamic objects
Vehicles:
* Ford GT40: Fixed a few user flags. Fixed a few unsmoothed faces. Removed static shifter in the CPIT

Known issues:
* Dubai Kartdrome: When in free practice sometimes you spawn inside the pitboxes leading to some dificulties on the exit due to collision placements. In time trial you spawn into the void, so avoid this mode for now
* Ghost System: The ghosts when loaded have a black square flashing around them
* We still have issues with DQ’s and online races not finishing once someone has been DQ’d. Fix is being worked on as I type these lovely notes up

Build 583 (11/10/13, Team Member+)

Steam multiplayer:
* Now enabled by default. To run MP on the Java dedicated server, use the new command-line option -javamp
Render:
* Added large address aware flag to all DX9 shader creation calls
* Fix CSortList item for all Little Endian platforms
* SkyRing alphatest shader can use Transparency Super Sampling in MSAA modes
Flag & penalty bug fixes:
* Fixed wrong way crash tests, as the ‘is going wrong way’ variable wasn’t being updated when wrong way was disabled
* Now including player v player collisions (we have an issue in MP where if someone is DQ’d, the race doesn’t end)
* Safeguarding flag withdrawl as they can legitimatelly raise & withdrawl on the same frame
* Added flag reason to flag network message
Common:
* Enabled LARGEADDRESSAWARE option to access additional memory if available. Increase Game Pool size if this memory is detected too
Tracks:
* Sakitto: Resaved HUD map as compressed map
* Emirates Kartdrome: TRD changes, AIW basic, trd file, uploaded raceline (not yet avaliable in game)
* Northampton: Add new textures for race control building and national pit building

Build 582 (10/10/13, Team Member+)
Steam leaderboards wip:
* Added global leaderboard versioning. This is done client-side without any need for server support, and will allow us to do full stat wipes on Steam in the future, with similar behavior to current server-controlled wipes (previous personal bests are wiped and won’t be reuploaded to new clear leaderboards)
* Updated all stats and leaderboard handling code to support global leaderboard version.
* Added support for all Leaderboard calls on PC to target either Java-based HttpApi server or Steam.
* Started initial work on Steam leaderboard implementation
Common:
* Improved filename handling within GUI Helper Classes to reduce extra copies, and simplify passing around filenames within scripts
Racing flags & penalties: 
* Implemented black flag
* Converted all coloured flag calls to event messages, so it’ll be consistent with online
* Added disqualification functionality on collision of wrong-way driving
* Added new disqualification for not adhering to previous penalties
* Fixed blue flag showing up for ghosts bug + showing up for opponents on the same lap
* Moved disqualify flow through the penalties manager
* Added ability to disable racing flags from data
* Added ability to disable certain types of penalties based upon penalty category in data
Cameras:
* Code to bind camera editor to a particular camera manager
Career:
* Connecting CareerResults screen to ChampionshipManager and ProfileData
Render:
* Boot sequence textures are no longer affected by texture quality setting (fixes blurry login screen etc)
* DX11 MSAA now uses Transparency Super Sampling (most track object and foliage shaders that would benefit)
Physics:
* Caper Stockcar: New physics. New tire with an oval specific carcass (1-2 mile banked). New tread agian tweaked with lower grip and harder compound. Heating and camber heat generation tweaked to look as close as i can get it for now. Complately new assymetrtical setup tuned for the 1-2 mile banked ovals (although it works pretty well at flatter track like Harrison Pike). (Please don’t tweak the setup as our GUI dsen’t handle the assymetrical yet. Drive it stock)
* Tires: FC carcass test round, internal model refinements
* Palmer JPLM: ride height and bump stops, side aero, new dampers and various bits of setup tuning
Animation:
* Add animation sequence support to stop all playing animations and stop animation now removes queued animations
Tracks:
* Northampton: Added tents, vendors, flags and viewer placed trackside stuff to all variations, added checkpositions values to the tracklights files
* Northampton Stowe: Fixed collision issue on the inner tyres at Stowe
* Northampton National: Fixed rouge armco blocking the track

Build 580 (9/10/13, Team Member+)

Render:
* HUD trackmap rendering fix for DX11
* DX11/DX9 Renderer support for switching modifiable prim types
* Fix for (most) GUI textures being blurred by texture settings. (Also fixes the loading screens disappearing bug when texture level is set to Low)
* DX11/DX9 add TextureSpec flag to turn off the texture downsizing that is automatic from the texture detail settings. Use this new feature for the headlight texture registration
Base:
* Fixed BNetBuffer var init order and removed error check that would fail cause event processing to fail
Tracks:
* Northampton: Added bendable armcos to all track variations, fixed skyring being to bright and too high, added adverts on most prominent advert boards and areas around the track, adding Silverstone Stowe visual metal gates around the outer boundaries of the track (We have another drive throughable armco in National)
* Anhalt: Textures change, Anhalt GP physics objects
Vehicles:
* Caper Stockcar: New tire and physics. New Carcass and tread that works like expected for this vintage Stokcar roadrace bias belted slick. New rear suspension trackbar geometry to even out the left/right issues. Road race soft suspension setup. All cambers and heat tuned Tire temps set the more sensitive layer mode

Build 579 (8/10/13, Team Member+)

Base:
* BNetBuffer added for serialisation of BAppEvent members in LoadNetBuffer and RestoreNetBuffer, required now when sending across network
Online:
* Move AddEvent_EnterRace_Online to the same frame as MP settings
* Updated NodeUserId to include both server-assigned user id and Steam id. Removed explicit Steam id from multiplayer session structures, now the dual node user id is used instead
Common:
* Fix random crash caused by preloading assets in RCFs.
TextDB:
* Updated textDB with new disqualification message
Tracks: 
* Anhalt: XML texture deleted
* Anhalt: Ground cover updated
* Northampton: Fixed hovering walls fixed offset shadow casters at fences fixed further occluding issues by too aggressive placed occluders 
Vehicles:
* Vehicle damage: Inverted red channel of crumple texture to correct direction
* Ruf RGT8: LODX/CPIT interior mapped and textured

Build 578 (7/10/13, Team Member+)

Career:
* GUIHandler for Career Results screen accessible through Dashboard->Career Results
Online:
* Added “steam mode” flag to dedicated server enumeration. In Steam mode only one fake DS is returned and joined automatically. With this change the game no longer connects to Java-based dedicated servers when running with -steammp command-line option
Animation:
* Fix MGDF writing of animation sequence PlayBackInfo data
* Fix animation script builder queued animations missing custom playback info and add memtraces. Gracefully handle playing invalid animation sequences
Tracks:
* Anhalt: Viewer objects added
* Northampton Stowe: Added metal gates to block access to outer terrain visually
* Northampton: First pass of viewer trackside assets, stowe removed inner collsion mesh, fixed further inaccuries between collisions and render mesh, added paddock pit-trucks and first pass of trackside assets for GP variation
Vehicles:
* Ford MkIV: calibrated CPIT gauges

Build 577 (4/10/13, Junior Member+)

Render:
* DX11 Fix for inside out envmaps (knock on from switching Maths libs)
* DX11 reduce the amount of shader memory required when not running multi-threaded
* DX11 Renderer – D3DX math removed and replaced with Base Math
* Basic.fx shader fixed so that shadows cast on double sided polygons correctly
* Additional change to basic.fx to stop the previous double-sided shadow fix from breaking some other cases
Base:
* BSmallPool: Added trace for small pool sub section on all pools except Debug Pool (to avoid recursion)
* stdout and stderr use line buffering on Linux
* stdout and stderr use no buffering on Windows
Flags:
* Added penalty notifications for HUD & Pit Engineer
* Fix incorrect struct size to match data
* Fixup logic for blue flag
Physics:
* Tires: added delay to anti-oscillation
Tracks:
* Dubai GP, Dubai International, Dubai Cub and Dubai National: Added a working pit area with 36 garage spots for the new open garages. All 4 layouts. Corridor changes for new loft areas
Vehicles:
* Caterham Seven Classic: suspension animations added
* Pagani Huayra: Wipers animation speed tweak to match new animations

Build 576 (3/10/13, Team Member+)

Career:
* Career Options dialog now in game. Final art, although not connected to career systems, waiting on implementation. Access via Career Dashboard -> Career Options
GUI: 
* Fixing Dialog manager to load text DBs correctly
Common:
* Added missing src files to UnityLinux.cpp
* Fixes for setting up the graphic levels on first boot
Physics:
* Tires: added delay to anti-oscillation
Tracks:
* Northampton: Added nightlights for stowe and national garages added pit stuff for stowe and national tweak lod values for tyrestacks and cones on stowe
* Northampton: Fixed garage collisions for Stowe variation -added viewer placed ligthing for stowe and national -continued fixing up offset collisions along the track border of all variations
* Anhalt: Physics xml change
Vehicles:
* Ariel Atom 300 & Mugen: Ride height and bump stops, side aero forces, lowered minimum front springs, removed (fake) alternate final drive ratios
* Formula Rookie: Added missing LODX to the export
* Ford GT40: Added missing LODX to the export

Build 575 (2/10/13, Team Member+)

Physics:
* Tires: FC A/B test, FC I/S/M/R test, anti oscillation attempt, buckling refinement
Render:
* DX11 Enable Phase3 rendering on a thread (with -dx11MT)
* DX11 – fix for flickering shadows bug when using DX11MT
Racing Flags: 
* Created penalties management class, refactored from functionality previously in Timings
* Added White flags for slow moving vehicles (currently set to < 30mph in data)
* Updated Yellow flags to be used for stopped vehicles (currently set to < 10mph in data)
* Added Blue flag, to warn a player when they are about to be lapped
* Tidied up the naming conventions used in the Pit Engineer
* Refactored the Invalidate Lap from AI Timings & Collision to use the new penalties system
* Created drive-through pit stop penalty
* Created stop-go pit stop penalty
* Hooked in the new penalties to the pit stop sequence scripts – and added them to be called from the new penalties manager
* Calling the stop-go penalty when in breach of overtaking during a double-yellow flag
Audio:
* MercSLSAMG updated to the latest distant rolloffs and trajectory
Tracks:
* Northampton (All): Added latest assets from Tomas -fixed autograss flooding into and over the walls -fixed lots of mini gaps -fixed lod pop ups -fixed wrong mesh settings and namig of objects causing objects to disappear. Corrected issues found in old 1rst corner of the GP track where there were gravel areas only instead of asphalt and small gravel beds. Adding track.lod files to avoid tree popups in distance
* Northampton Stowe: Add new textures for red/white block for stowe track
Vehicles:
* Formula Rookie: LODA and B interiors mapped and textured. Misc LODX cockpit material fixes. Rain support added
* Formula Rookie: Interior DDS texture. Initial check in
* Mercedes 190E Evo2: Fixed exhaust positions in CRD

Build 574 (1/10/13, Team Member+)

Common:
* Code to allow app specifc loading phases
* Fixed assert in BMutex destructor
Tracks:
* Northampton: Add textures for Stowe sf gantry
Vehicles:
* Ford GT40: LODX cockpit mapped and textured
* Ford GT40: Cockpit DDS texture. All new. Initial check in
* Ford GT40: Steering wheel DDS texture. All new. Initial check in
* Ford GT40: Cockpit2 DDS texture. All new. Initial check in
* Formula Rookie: Aero tweaks, fuel efficiency set, bump stops & ride height, setup changes, brake wear
* Caterham SP300R: Minor aero tweaks, adjusted brake wear

Build 573 (30/9/13, Team Member+)

Tracks:
* Northampton Stowe: Add textures for stowe building and garages, new export
* Northampton Stowe: New AIW (Doesn’t work with AI in race)
* Northampton Stowe: New physics objects
* Northampton International: Fixed corner marker in last corner
* Northampton International: New export
* Northampton National: New export
Vehicles:
* BMW Z4 GT3: New export to fix lower LODs not working in game

Build 572 (27/9/13, Team Member+)

GUI:
* New dialog box for emails and offers with dummy data ready for art pass -> Accessible under Career Dashboard -> Inbox -> Select dummy email
* Added ability of rotation for HUD objects
WiiU:
* WiiU Thread Setup for RVM/Envmap and Phase3 rendering
* WiiU – tweaked Gamma down again
* HUD Mirror rendering optimised for WiiU – uses it own aliased targets for phase1/2/3, removing a texture copy. Increased Mirror resolution + all in MEM1
* WiiU Increased thread priority for RenderThreads
Environment:
* Fix for track tunnels getting loaded too early
* Fix for lens flares on during the day. (and sometimes off at night)
Tracks:
* Northampton: GrassExclusion.xcl added
* Azure Coast: Added new textures for the lake
Vehicles:
* BMW Z4 GT3: Bug fixes

Build 571 (26/9/13, Team Member+)

WiiU:
* WiiU – various command buffer call state fixes + redundant sampler setting caching
* WiiU warning fix (CarPreviewObject)
* Rain lighting corrected – ambient-and-shadow buffer alias created for particles shadowing
GUI:
* Career Inbox GUIHandler
Physics:
* Ovlivegreen_Street flash tread for the Caterham Classic – upped the temperature build slightly
Tracks:
* Azure Coast: Added spotlights along the track, added new fx maps, added cars, vendors, anim heli and plane, added 2d+3d palmtrees, added 3d+bb crowds, added rain blockers and leaves areas, added BBQ smoke
* Volusia Speedway: New Complete AIW’s for the loft changes. Also added 37 pits spots and a working pit lane path for both layouts
Vehicles:
* BMW Z4 GT3: Cockpit animations added, added AO, damage
* Racer L4 & V8: Small aero tweaks. Fuel efficiency set
* Formula C: Exteriors mapping/textures WIP01

 

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