A new weekly build of Slightly Mad Studios’ WMD-powered Project CARS title is out.
Build 249 for all members to enjoy.
Build 249 (3/7/12, Team Member+)
Please completely uninstall your current build before using the new auto patcher
- Auto patcher implemented to the server
- Fixed problem with BStrcpy parameters. – Added Fanatec SDK include paths
- Initialise network systems on XBox and PS3. Enable DS manager on all platforms
- Fix for inaccurate mouse pointer in 5:4 displays
- Fix for enviroment time not reseting when when moving between tracks and frontend. Added in functions to clear the weather forecast
- Fix for not reseting the timezone
- Start of FrontEnd Garage overhaul
- Clear exclusive GUI input when skipping login dialogue
- Setting static emap camera to 30 meters in the air
- Added in a SSAO Calculation before phase 2. This sorts out the shadows. Changes time rate in the FE to be 10 times realtime. Added in sky rendering to the forward render pass. Added in that everything thats marked to cast shadows casts shadows
- FE time scaling set at real time.
- Activate livery selection for car preview
- Display correct car in preview on entering game
- Keep ambient car shadows on all the time.
- Bring car preview back once coming back from race
- Fixed aspect ratio on garage scene
- Reseting the date and the long an lat when entering the FE
- Straighten front wheels in GUI scene
- Ultra models in the gui
- Reseting the track rotation offset. Setting time of day to midday from darrens suggestion
- Gravel overspill sound now plays when leaving gravel traps (volume needs balanced). Added new parameters to the material audio mapping and surface config to help tweak the values
- Adding Launcher (Patcher) ISS script template and updating main install one with changes required for content installer
- Belgian Forest – update trees and crowds for new terrain
- Lowered Lotus 49 default setup steering ratio (now 9.4:1)
- FE garage cam clipping through scene fixed for 4:3
- Belgium Forest: Changed woods to white
- Belgium Forest: Repositioned crowds on KemmelBridge so as not to intersect with the ground
- Belgium Forest: New textures for KemmelBridge asset
- Removed garage scene movies as they are no longer used
- Art-side fix for badenring 200m dynamic marker crash
- HIDE MENU button added to Quick Solo page, Help moved to specific Info page which is where the Credits will ultimately go also
- Adding Huyara turbo spool and dump sounds
- Added Eifelwald track
- New Belgium Forest export
[EXPAND Read the full release notes!]
Build 248 (5/7/12, Senior Manager)
- Moved position and activation of the surface sound debug info
- Generic bushes instances
- Caterham SP300R: display static steering wheel when driver is turned off
- Track textures- New wip textures for Loire, first revision
- Formula Rookie: added new livery
- FE cam paths tweaked to stop cams clipping through objects
- New Loire export
Build 247 (4/7/12, Senior Manager)
- Stopped bridge log file being created when command line option is not used, and increased size of buffer by a factor of 60 to allow for cases with many AI
- [WEATHERSYSTEM] fix for when timelines only have one key ..
- Moved common audio debug function to draw ranged values into the app debug functions, to avoid it being duplicated again.
- Fixed long-standing bug where marbles overlay sound would keep playing longer than it should (also not initiating when it should). Caused by the visual effect not updating parameters if marbles are not in range, but they were used by the audio. The parameters are now reset when invalidated this way.
- Tweaked marbles overlay sound so the range is scaled better with the car velocity (controlled by a SurfaceSoundConfig value rather than hardcoded), it takes the marble density into account, and it fades out more quickly. Debug graphs were added for testing (disabled by default)
- Moved constructor order around to fix PS3 compilation error
- removing daytime and nighttime shader specialisations and replacing with dynamictimeofday. This removes several hundred unneeded shaders from the game. Removing any code that used nighttime lighting.
- Disable the switch to wet surface sounds until appropriate sounds have been added. Fixes the bug where the surface sounds are coming out wrong when using the rainy weather option (exposed now wet weather has been enabled) http://forum.wmdportal.com/showthrea…l=1#post187220
- Formula Rookie: added new livery
- Belgian Forest Circuit – add new texture for tribune
- First pass on the Pagani Huayra physics
Build 246 (3/7/12, Team Member+)
- Fixed PS3 fog direction handling code, and added note to assist any later additions to the same set of shader parameters
- [Online] Reexported latest DS constants. Send regular keepalive messages to DS.
- [Renderer] Renaming the engine param from shadowRotationTexure to shadowRotationTex as this is the name of the param in the fx files ..
- [GUI] Updated new Jin Ding map.
- [GUI] Fixed the black quad that was appearing over the garage scene in the Main Menu
- [GUI] New export of car garage scene
- Formula Rookie: added new livery
- Integrated change: corrected lightmap Max shader so that future exports will not mistakenly export the lightmap intensity as a float 4 vector, causing warning messages on PS3 TTY
- Back out changelist that broke the cloud shadows in dx11
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