A new weekly build of Slightly Mad Studios’ WMD-powered Project CARS title is out.
Build 438 for Team Member+ to enjoy.
Build 438 (28/3/13, Team Member+)
Audio:
- Doppler settings and dynamics of fly by refined
- Exhaust now responds to distance based echo (this is experimental)
- Experimental delay/reverb by distance settings for trackside cams. Effect is slightly exaggerated to assist audibility for testing
Environment:
- Clear 5 wtc updated with recent weather edits including hortizon sky/emap boost, cloud fade and sun emap intensity
- Multiple changes to wtc files. Addition of emap sun multiplier to clear/cloudy settings to add more contrast to reflections. Addition of lower sky brightness boost to add more contrast and sheen to reflections and to add brightness and bloom on the horizon. Cloud distance fade added in multiple conditions to replace or aid cloud fog. Additional tweaks to balance the above. Addition of a new Rainy2 setting which is based on the recent Overcast2. All settings bar foggy, heavy fog, overcast and clear5 have been edited
GUI:
- Happy Easter everybody!
- Linen background upgraded and all screens that reference it updated, news ticker now runs along the bottom edge, saving in Options/Online now returns you to the previous page, Remove Ghost button moved to left-hand tile panel, new disabled state for text so it’s easier to read, Steam Community button added to top link bar, other minor visual improvements and bug fixes
Physics:
- Many tire and setup changes to the BAC Mono, SP300R, JP-LM, Racer L4 and V8, Mustang Boss 302R and BMW M3 GT4. See Physics Releases post #53 for details
- Tracks:
- Bathurst: Fixed shader technique on winebushes to avoid normal issue in Bathurst
- Bathurst: Adding possible missing textures for Bathurst
- Bathurst: Fixed 2 trackoft issues pointed out by users on Bathurst
- Heusden: Moved trees closer to track and added large tree to right of start straight approach
Vehicles:
- Mitsubishi Lancer: Body Exterior LODX modelling done. Chassis/Interior gaps fixed on front windows
KNOWN ISSUE: We have issues when running SLI producing black shadows, as a workaround disable SLI.
[EXPAND Click Here for full week update list.]
Build 437 (28/3/13, Senior Manager)
Physics:
* Fixed buffer length bug with BSprintf in AI Database calls
* Changed Lotus 49, Ford GT40, Ariel Atoms recent 3 tire models to follow AJ’s latest pressure distribution change
Environment:
* New Code for seperate envmap horizon tinting
Render:
* Code to update the phase rendertargets for “owned” emaps at the start of each renderloops
Bug Fixes:
* Fix for ghosting rendertargets not getting setup (fixes ghost mode)
GUI:
* Added reflections env map settings to graphics settings
Shaders:
* Basic shader double sided system changed to make it easier to have same lighting on both sides – need for low cost foliage
Crowds:
* Added photographer animations, XML bindings, animation project, photographer meshes and textures
* Renamed press characters, added photographers export scene, added photographer animations
Tracks:
* Bathurst: Fixing the slope textures which did not update with the last updated export
* Heusden: Added light poles and tents, repositioned and removed trees to match with refs, added tyrestacks around track
KNOWN ISSUE: “All” filter in the car select is currently showing no cars.
Build 436 (27/3/13, Senior Manager)
Render:
* Code to insure the small RT is big enough to handle all emap rendering
* Reflection map rendering now uses its own new graphics config setting
* Refector to the creation of Dymaic Emap and Shared Renderdata so we can reuse rendertasks more effectivly. This is achieved by making said classes be using additional spec structures
HUD:
* Editible HUD upgrade
– LT/RT (object cycling) functionality removed
– Added a (placeholder) question mark icon, to indicate that a HUD object is hidden at this anchor
– Using a slightly prettier selection box (although still not quite there in quality yet)
– The selection box is now coloured differently when an object is picked up
– Bug fixed – camera cycling
– Bug fixed – Selction box size not changing when toggling
* Added ‘reflection envmap quality’ applinks and data
Physics:
* Edited most carcasses to effectively be a revert to the previous build’s pressure distribution.
Base:
* Changed some more CRT string function calls to use Base safe abstract equivalents
Helmet View:
* Obsolete textures removal
* Dust and scratches visibility tweaks + obsolete data cleanup
Tracks:
* Bathurst: Added track seams and crack overlays
* Heusden: Added light poles
Vehicles:
* Ford Focus RS: Polished surface reflections
KNOWN ISSUE: The game is crashing when loading a ghost in Time Trial mode (will be fixed for the next build).
Build 435 (25/3/13, Team Member+)
GUI:
* RPM/Gear Display on Wheel menu option
* Added new drag drop component to GUI lib
Render:
* Fix for 360 errors in rendering tasks
* Exposing Far render clip plane value
* Fix for DOF bug I introduced while still fixing the warnings the original fix was intended to address
Environment:
* New cloud fading and horizon tinting code
* Additional 3D bush instances added
* Static instances of indian laurel 3D tree variations
Shared Memory:
* Restore gSharedMemoryManager.Update call
* Shared memory fix
Base:
* Changed CRT string functions to use Base safe abstract equivalents
* Changed to calls from sscanf to Base abstract equivalent BSscanf
* Updated BSscanf abstract to prevent potential security/stability issues
Shaders:
* Checked in modified vehicles_basic_translucent shader to ensure that when it is not in glassy mode it doesn’t darken the material as the alpha falls, e.g. with a mesh going into distance
* Modified specular calculation – stops the keySpec from being scaled by the specular strength (which is intended for varying the GSI strength) – this will improve reflections on wheels and a number of other car parts
Crowds:
* Added missing cameraman animation
* Added textures for camera
* Added cameraman animations, XML bindings, animation project, cameraman meshes
* Animations for crowd cameraman
Tracks:
* Solitude Rennstrecke: New AIW with dry line
* Heusden: Armco, fences, and missing assets added, removed red border
* Heusden: Repositioned trees to not fix intersecting with new white wall
Build 434 (22/3/13, Team Member+)
Render:
* Change to vehicles basic translucent shader – giving a separate technique for use on light glass so that other materials can still look non-glassy as before
* Fix for black screen in helmet cam in DX11
* DX11 mip map calcutation fix
Tracks:
* Heusden: Removed red metal bar; tweaked sign/removed red metal
Vehicles:
* BMW M1 + BMW M3 GroupA: Fixed taillight material
* BMW M1: Updated taillights with shader change
* BMW M3 E30: Updated taillights with shader change
Build 433 (22/3/13, Team Member+)
Base:
* Reset app section manager state when there’s an active section
Render/AppCore:
* Ambient boost multiplier added to tree_leaves.fx shader
* Second attempt at fix for vertex declaration creation
* Update to LensFlare to fix LiveEdit state checking and added memtrace.
* DX11 fix for mismatch when comparing Texture to RenderTarget GetAntiAlias() values
* Protection against D3D11 warnings on target setting
* Add FrameTime (in MS) to the minimal renderstats view
* Fix for dummy envmap deferred target setting – this caused a whole load of DX11 warnings
* More changes for the BAppSection framework. General tidy-up of code
* Add Reflection Environment Map to F1 debug menu
Online:
* Fixed endian in InetAddress NynpBuffer Read / Write.
Environment:
* Overcast 2 weather condition added
Shared Memory:
* Fixups for shared memory data
-Now uses correct Euler orientation
-Fixed comments for (mBestLapTime & mLastLapTime) from milliseconds to seconds
-Renamed mVelocity to mWorldVelocity
-Created mLocalVelocity
-Renamed mAcceleration to mWorldAcceleration
-Created mLocalAcceleration
-Added type GAME_EXITED to GameState (Type#1)- (as the MMF persists as long as there is a handle to it)
GUI/HUD:
* Fixes chat order bug
* Remove redundant custom race vehicle selection validation
Vehicle Physics:
* Ford GT40 MK4: New physics. New tire model based off work done recently to other vintage tires. Setup changes to match. Also went through the front and rear bumpsteers to remove most of the bad stuff that was happening
* Lotus 49: Incresed FFBTyreForceMulti=0.9 (from =0.5) for increased base FFB strength
* Lancer Evo: Opened up tuning options
Tracks:
* Heusden: Added structures for use in lodb mesh; added ringlets to top boards; new textures; tweaked armco colours to match RL
* Bathurst: Worked over slope textures. added AO maps to barriers -reduced blue fogging on Skyring – begun adding tarmac seams and crack -fixed texture seams around the track between inner and outer terrain
Vehicles:
* Pagani Huayra: Fixed light illumination/Fixed light setup
* Gumpert Apollo: Fixed light illumination
Build 432 (21/3/13, Team Member+)
Render:
* Addition of planer reflection rendering. This is an alternative approach to what we have in game currently. The task is its own renderloop that reuses tasks built for the the main scene It is currently enabled in the FE
App:
* Change required for how the cameras are setup
Environment:
* WIP fog settings on all clear and light to heavy cloud conditions – distant haze increase during the day and a touch more haze around twilight times as that wasn’t really noticeable before
Sun in emap setting added to overcasts, foggy and rainy conditions. This reduces the amount of sun light in reflections and ambinet convolves and is needed as a work around because cloud shadows don’t draw in emaps
Audio:
* Evo X: AI pitch randomisation tweak
* Adding Mustang AI sounds
* Mustang set updated for levels and latest load curves
* Mustang engine updated with latest load curves and exhaust resonation and experimental distance DSP
* Switching on Evo X engine set plus balancing settings
* Updated Evo X fdp balancing for inclusion
* Adding Mustang engine fdp (basic)
Vehicle Physics:
* Lotus 49: New tyre carcass. basiclly more twist and softer bow stiffness. Should have the effect of higher peak slip angles. very slight drop in base grip
* Caterham Classic, and R500: New tread compounds. R500 get a more “trackday” like tire. Setup tweaks to both cars to take advantage of tire changes. Bumpsteer remove from the front suspension geometry and steering quickened
Characters/Animations:
* Updated skinning (grid girls, mechanics, marshals)
* Polished skinning for crowds
Tracks:
* California Raceway: Fixed missing inner collisions with trackside objects -added night skyrings -added dynamic traffic cones -added pit in and out triggers
* Volusia Circuit: Raised outer and inner collision walls and optimized them( they were using the render mesh before), fixed pit-in-out triggers, fixed collision issue with twall/safer wall, repathed textures
* Belgian Forest: Added skyrings
Vehicles:
* Mitsubishi Lancer: LODX WIP, fixed a few holes in cockpit
* M3 GT4 and Boss 302R1: Adjusted spawn offsets
* Mustang Boss 302R1: Fixed LOD issues. No real cockpit yet, so no need for bug reports, thank you
Build 431 (21/3/13, Senior Manager)
Render:
* AA re-work/rationalisation App-side implementation
* AA re-work/rationalisation
– removed MLAA
– removed MSAA2/8X and associated GUI logic
– DS9X RaceAppCore logic/setup
* DX11 support for MSAA tonemapped downsampling and DS9X. Also DX9 support for DS9X
* Code so that we can pass in custom global matrices to shaders. Note this is different to the Rendering Matrices such as world or view or projection
* DX11 Texture Class helpers for access to MSAA Anti-Aliasing sample counts
* CShader inlining optimisation for draw calls
* DX11 Renderer – initialise device now requests feature level 10.1 and above
* Display a dialogue: Video Card does not met the minimum requirements for DX 11. Switching to DX 9. if the DX10.1 or above is not available when running with -dx11
* HDRCombine new techniques for MSAA and DS9X tonemap methods added. Also Fixed LDR DS2/4/9X modes to correctly downsample
* puddles and drying support in overlay.fx corrected
* DX11 – Pixel and Vertex shader versions bumped from 4.0 to 4.1
* fix for missing normalize of worldnormal in foliage instanced shader
SharedMemory:
* Comment fixes for SharedMemory
* Created shared memory manager & data structure
GUI/HUD:
* Editible HUD improvements- now takes twice as many anchor points (e.g., NNW, ENE, etc.)
* Implemented new editor control system which ‘browses’ over all the anchor points, in the same way the GUI buttons are already browsed over. (IE- No re-centering when no input)
* Improved navigation movement, using repeatDelay & repeatRate
* Created shared memory manager & data structure
* Updated Main Menu Links with DS9X mode
Vehicle Physics:
* Lancer Evo: Adjusted brake torques and heating
* Caterham Classic , Lotus49: New front suspension geometries to neutralize bumpsteer. Mostly Tire rid angle and length, upper a-arm position changed on the Lotus 49
Tracks:
* azure coast and azure circuit skyring – textures/desaturated a bit blue and yellow channel
* Memphis_prealpha1.08_v1.175 -raised outerwalls, fixed collision issue with pitwall, repathed textures, re-did trigggers
* Heusden_Alpha1.30_v1.175 – Fence and Lod tweaks; tweaked texture to tile better; Track specific texture:circuit logo; added missing fences, marshall huts
* Belgian_Forest_Circuit_Prealpha0.71_v1.175 -fixed microgaps in old pitbuildings, refined nightskyring, added tracklights
* Delaware_Prealpha1.11_v1.175 raised outer csm walls , re-did pit in and out triggers
* Concord_circuit_Prealpha0.7_v1.175 raised outer csm walls , re-did triggers and fixed pitout collision issue
* Concord_Prealpha0.7_v1.175 raised outer csm walls , redid triggers and fixed pitout collision issue
Vehicles:
* Added Ford Mustang Boss 302R1 to vehicle list
* Ford Mustang Bos: Fixed LOD issues; textured wheels and basic LOD setup; Ford Mustang Boss: Added wheel set; Fixed runtime files + added placholder liveries
* Mitsubishi Lancer added. Fixed RCF files; New ambient shadow; wheel textures update
Characters/Animations:
* ART – polished skinning for casual crowds; crowds – updated skinning
* Mitsubishi lancer EVO X fq40 0alpha1 driver animations ,limited steering ,driver setup
Build 430 (20/3/13, Senior Manager)
Online:
* Removed extra hasError redelcaration in NynpWriteBuffer
Base:
* Set up export functions
* Added GetActiveSection and GetSection accessors to gAppSection
* Updated TinyXML with optional output of symbolic characters in raw format
GUI/Tools:
* Fixed list items to correctly add disabled entries
* Added grid layout and navigation to GUIList.
* Fixed compiler warnings and errors.
* Changed construction methods to avoid memory leaks
* Updates to GUIList to handle grid navigation and layout
Tracks:
* Fixed viewer spotlight not switching off during day at Belgian Forest
Vehicle Physics:
* BMW M3 GT4: revised rear motion ratio, 4.0L engine, selection of final drive ratios.
* Lotus 49 – New tire removes the FA defualt tire. More appropriate for the Vintage F1. Borrowed the RRF-G carcass and modified from there. Created new tread compound. Tweaked the setup to take advantage. Mostly quickened the steering and softened the dampers.
* BMW M3 GT3: revised brake heating and suspension motion ratios/rates
Characters/Animations:
* ART – polished skinning for crowds (press, reporter, race official)
* crowds – updated skinning
* Pagani Huayra: Feet position fix
Build 429 (19/3/13, Manager+)
Bug Fixes:
* Deleting HUD editor hrdf data on exit to fix memory leak
Build 428 (18/3/13, Senior Manager)
Render:
* Fix for missing opponents in Rear View Mirror Bug + fix for obscured mirror issue
* Applied the same early out rendermode pre-resolve to the main mesh rendering – this saves around 60% of calls the primitive rendering sequence. (On Bologna this saves ~3500 matrix multiples and eliminates more trawling through render code that will never result in a drawcall). This CL also fixes the ‘Drawn’ <ctrl s> stats which previously indicated submitted rather than actual drawn primitives
* DX11 Renderer Instance submission optimised to pre-resolve rendering mode and early out if no rendering is possible
Code:
* Renamed section type and enums to be consistent with standard naming
* Removed obsolete GetSectionType function from CSection (BAppSection GetSectionID should be used instead)
* Added assert to make sure that the tSectionType values matches the index based ones assigned to sections via CreateSection
Tracks:
* Heusden: New industrial light flares
* Heusden: Added light flares to start bridge rear
Vehicles:
* Updated COMMON_PAINT.dds to 2:3 ratio
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Check out http://wmdportal.com for more info – http://www.slightlymadstudios.com
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