Project CARS – Build 456 for Team Member+ released.

Project CARS - Build 456 for Team Member+ released.

  

Project CARS – Build 456 for Team Member+ released.

A new weekly build of Slightly Mad Studios’ WMD-powered Project CARS title is out. Build 456 for Team Member+ Build 456 (26/4/13, Team Member+)

GUI:

* Add display of tyre variations
* Updated tyre label debug text
* Fixes display of tire details on first entering the tuning screen
* Add display of default tyre option until changed
* Added support for Freecamera in the UICameraManager i.e Freecamera in the FE
* Fixes for memory handling for new list-in-list functionality
* Added new selection and click through type for list and menu. Added ‘list-in-list’ handling for GUIListItemData
* New career screens, correct items for the Career Options dialog, new sprite containers (Team Logos and Aries_Frontend2), placeholder data on the Vehicle Model screen
* Set Password dialog box updated, placeholder dialog boxes added for Career Dashboard

Physics:

* Tyre options updates
* Added -A/B/C options to tyre interfaces in setup data
* Removed command line option for -A/B/C
* Updated allocation strategy of PhysX memory output stream
* R500 Dirtster tyre added to #A
* Mitsu Evo, Ford Focus, Renault Megane – added AJ’s dirt tire as #A option

Render:

* Planar reflection texture setup fixed (remove incorrect anti-alias/depth setting)
* DX11 mipmap calculation fix (causing a startup crash with planar reflections in certain modes)
* DX11 support for ESM/EVSM (disabled atm)
* DX9/DX11 – fix half width shadowmap usage (following on from Kev’s spot shadows rework)
* Experimental fix for flickering moon when in modes which do not clear the depth buffer

Shaders:

* Support for ESM/EVSM in PC shadowmap shaders

Tracks:

* Lakeville Raceway: Merged in new grandstand
* Lakeville Raceway: New textures for main tribune
* Lakeville Raceway: Added lights to top of grandstand
* Lakeville Raceway: Fixed microgaps, terrain issues around pit area and merged in latest assets
* Lakeville Raceway: Reduced texture size and changed colour of roofing to match RL(green)
* Test Track Hillclimb: DIRT_ROAD collision material added

Vehicles:
* BMW M3 E30: gearshifter arm position fixed, gearshifter animation enabled
* Formula C: placeholder model export for physics testing
[EXPAND Click Here for full week update list.]Build 455 (25/4/13, Senior Manager)

Vehicle Options:
* Added Auto Start Engine Option

Render:
* DX11 – add direct Resolve method to Rendertarget class (used for resolving the whole shadowmap when using MSAA with EVSM)

Console:
* Fixed xbox 360 compile error in CHUDReputation where code was comparing a bool to a boolean
* Sorted out the pragma disabling __declspec(align()) so that it is specific to XBOX 360
* Fixed up 360 shadow code for new spot shadow interface

Scribe:
* Scripted Controller Detection (work-in-progress)
* Implemented new GUI Dialog helper (GUIOKCancelListDialog)
* Added new dialogs to detection script
* Advanced script detection flow

GUI: 
* Added Auto Start Engine Option to GUITool data

Physics:
* Better seeds for the FlashTread/ModalCarcass combo

Shaders:
* Shader fixes for Colour Buffer shadow output path (required for EVSM path)
* VSM Blur shader updated for EVSM and DX11 compatibility. (Also removed Xbox 360/PS3 support from this shader since the technique will never be used on those platforms)

Vehicles:
* BMW M3 E30: temporary disabled gear to animation
* BMW M3 E30: hand position fixed
* Ariel Atoms (all 3): Removed camber exploit. Adjusted tire long shape and inclination stiffness mix to suit Build 454 (24/4/13, Senior Manager)

Launcher:
* Bumped launcher version.
* Disable SSL certifikace checks
* Perform discovery over plain http instead of https

Environment:
* Code to allow us to have different sun flares based on wether we are inside or outside of the car
* Code so that the live edit varibales for the weahter system are not created until requested

Championships:
* Added new RaceCalendar classes/files and hooked it into the Championships (optional). RaceCalendar groups RaceCalendarEvents in a way that’s better for dealing with a calendar format, and includes functionality for sorting by date/time and getting all events on a specified date

Bug Fixes:
* Fix for back fires only kicking off once
* Fix for crash with trying to free backfire to wrong pool
* Fix for alpha issues
* Shader code changes to fix issues with trees and tree walls not matching up between the phases

GUI:
* Groundwork updates to race screens to show correct vehicle class logo and weather icon
* Sections added for LayoutDescription and VehicleDescription
* Remaining Vehicle Class logos added
* Mainmenu data changes for Interior and Exterior Cockpit Flares

Audio:
* Updated to balance out extra music in music.fdp
* Music updates with latest 3 tracks from recent trailers

Tracks:
* Lakeville Raceway: New Textures

Vehicles:
* Formula Gulf FG1000: Quick addition of FRookie mirrors to help with MP racing
* Ford Capri Group5: added 15 more liveries
* BAC Mono: Removed camber exploit. Applied diff numbers for the Hewland FTR from what we found in the F3 setup manualsBuild 453 (23/4/13, Manager+)

Physics:
* FlashTread, first release

Bug Fixes:
* Fixed bug introduced during Fanatec SDK upgrade where incorrect variable was being dereferenced in a destructor
* Fixed the FOV issue on first race start
* Fix for compile error on xbox 360
* Fix lazy init for HUD text table container

Render:
* Code changes so Directional and Spotlight shadows use their own rendertargets. This is preparatory work for EVSM changes and to allow us to be able to filter each cascade thus helping with cascade bleeding and edges

Environment:
* New applinks for sun flares options

Audio:
* Adding new music tracks (not yet enabled in game)

Animation:
* New idle and action for tablet person

Vehicles:
* Ford Capri Group5: added the Top5 winning liveries + black rims
* Lotus 98T: Removed camber exploit. Adjusted inclination stiffness of tire crcass to suit
* Mitsubishi Lancer Evo X: Paint and glass UV done. Asymmetric details added. LODX model done
* Mitsubishi Lancer Evo X: Bumpers joints fixes
* Gumpert apollo S: Opened up radiators on default setup*

KNOWN ISSUES* 

* Using boost on the Formula B and Caterham SP/300.R causes the game to crash
* Backfires on cars only fire once (and it’s green).


Build 452 (22/4/13, Senior Manager)

Common:
* Extra guard so we don’t shut a particle down 2 times
* Null pointer checks around PP interface

Environment:
* Additional lens flares added for when they become selectable in the FE
* sun_full – current one
* sun_minimal – just the main star and glow with a couple of very subtle secondary elements for some movement, probably wants to be default in cockpit and helmet view
* sun_subtle – subtler version of the full one with less secondary elements
* Sun_chroma – similar to old one but built with the new keyable setup and the chroma arcs now scale with angle
* Triangle secondary elements changed to pentagons also

Vehicles:
* BMW M3 E30: Alpha2 animations, Shifting animation still disabled: requires to fix in car export
* Lotus 78: Removed camber exploit. Adjusted LongShapeStiffness and InclinationStiffness to suit change
* Ruf RGT-8: Wheels dds texture. New texture replacing placeholder texture
* Ruf RGT-8: brakedisc dds texture. New texture replacing placeholder texture

*KNOWN ISSUES* 

* FOV settings are broken when starting a race (I’ve found a few restarts sometimes fixes this)
* Using boost on the Formula B and Caterham SP/300.R causes the game to crash
* New Fanatec SDK is sometimes causing a crash upon game exit
Build 451 (19/4/13, Team Member+)

Render:
* Code to match up the dynamic and static emap lod scalers. Fixes issue with lighting in FE

GUI:
* GraphicsConfig support for MaximumFrameLatency (save/load and GUI runtime hookup)

Environment:
* Triangles changed to pentagons on old flare secondary elements. needed for when we have selectable flares

Animations:
* Smartphone idle + action. New anims

Tracks:
* Bathurst: Added concrete stripe on left of pit exit , added missing armco ends, adjusted road and kerbs as mentioned by Gustavo to increase the specular effect on roads and decrease it on kerbs

Vehicles:
* BMW M3 E30: Improvements to lights and light surrounds
* BMW M3 E30: Added projected light onto headlight surrounds
* BMW M1: Tweaked lights textures
* BMW M1: Removed damage from pop-up lights in CPIT and re-enabled light control functionality in LIGHTS material
* BMW M1: Added LODs, AO, damage and fixed bugs
* BMW M1: Added offsets to the pop-up lights to compensate for chassis damage
* BMW M1: Tweaked light textures slightly
* BMW M1: Added gear shift animation for a leather boot
* Pagani Zonda R: Added approx. 35kg of fluid mass to the 1070kg dry weight
* Ford GT40 MKIV: Wheels dds texture – initial check inBuild 450 (18/4/13, Senior Manager)

Render:
* DX11 R16G16 and R32G32 float support (fixed/added). Made R32G32 EDPF/ESPF names consistent (required for Exponential Variance Shadow Mapping support)
* Code to tell the FE to use higher res spot light shadows
* Xbox360 variation for generating light frustums
* Lights now create their own frustum showing their world space coverage
* Shadows viewports are now setup based on the number of shadows allowed. On PC there is new variable to specifiy higer res shadows. (this is currently disabled)
* New code for getting lights to render, code now uses frustum to frustum testing for better results. Shadow gather code now orders the shadows based on which is most prominant on screen. This is so we pick the best eight lights to use and also so we can use high res shadows if needed
* Added code to DebugRenderInterface that shows the frustums for visible lights and colours frustums for lights that are allowed cast shadows. (Accessable via TweakIT)

Shadows:
* Fix for shadow transition

Crowd Animation:
* Men binoculars idle + action

Vehicles:
* Fixed upside down normal maps on tire treads
* Pagani Zonda R: Motion ratios from CAD and other tweaks to work with that change. -A compound tire option added for it and the Gumpert

Tracks:
* Anhalt: Static emap positions checked
* Lakeville Raceway: Emmisive tweaks to racing school building

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