Project CARS – Build 494 for Team Member+ released.

 

 

A new weekly build of Slightly Mad Studios’ WMD-powered Project CARS title is out.
Build 494 for Team Member+ to enjoy.

 

Build 494 (14/6/13, Team Member+)

 

Cameras:

  • Changing default values for look to apex etc
  • Adding in dof effect for helmet camera when moving at speed and going into apex
  • Race Weekend:
  • Implemented global session timer for practice, qualification, and warmup races
  • Fixed black background screen when going into the race overview screen for the first time
  • Implemented Autopilot throughout the game, except for the Online menu option where it can be disabled
  • Implemented variable session durations (changable via a FE menu option) for practice1&2, qualification and warmup
  • Turned the Save button on for all sessions, but specifically disabling it for the final session in sequence
  • Fixed scripting bug which meant the sessions wouldn’t save if being played from Practice1

Physics:

  • Moved ResetGarage systems earlier so not to overwrite user changes
  • Reset setup and gear numbers to default on vehicle initialisation
  • Default final gearing set correctly when no setup created
  • Write gear ratios (left/right) as well as fraction to GetCurrentDisplayValue if requested
  • Added GetCurrentDisplayValue left and right outputs for gear ratio reading
  • Fixes using final drive to limit other gears
  • Tires: New modal+flash GT tires and many optional tires added for other cars

Audio:

  • Looping sounds can now be keyed off
  • EXTERNAL GEARSHIFTS – New batches of external gear shift sounds and events for the categories Race and GTRace
  • Rationalising current Backfires/Splutter content for the exhaust events. The aim is to make these sound more like they are part of the engine – and – work well with the new external gear shift sounds

WiiU:

  • WiiU Net OneSock compilation fixes/rough and ready socket implementation
  • Updated BString/BDbgString vsnprintf usage to a safer cross platform handling of the va_list
  • WiiU: w-i-p updates to File Module
  • WiiU: Added Application Data device handler
  • WiiU: Added internal manager support for device clients and centralised file operation command block support
  • WiiU fix for Environment Timeline pre-linker errors
  • Updated default props for WiiU configs. Added solution name to PCH default folder. Set Linker ‘Link Once Template Instantiation” to default On
  • Added support for WiiU to HRDF Compiler
  • Increased command line length limit to 8191 from 256
  • WiiU Main project now builds!
  • WiiU VideoCapture Library compilation fixes.
  • WiiU RaceInput library compilation fixes/stubs

GUI:

  • All-new in-game telemetry:

Tracks:

  • Bathurst: Optimisation improvements – adding LODs, occluders, and optimising existing objects
  • Azure Circuit: Deleted sea mesh under the ground, updated csm, added 2more 3d armco ends
  • Northampton Classic: Reworked all tribunes and grandstands, reworked area around the bridge so the dip is removed, fixed CSM issues,

Vehicles:

  • BAC Mono: revised engine braking for new throttle system M3 GT4, M3 GT, Z4 GT3, Boss 302R, SLS GT3: setup tweaks, restrictor size limited, engine braking tuned for new throttle system

 

*Known Issues*: Save replay button is broken after race, so no replays can be saved. Race weekend has a few bugs, practice 2 currently doesn’t work. If you run a session, and quit out, then load another track, the timer would still be counting down, so it shows less than you chose. But once you actually get on track, it does give you the correct time. Also you have no mouse input when you first enter any of the race weekend menus. Once you go on track and return to the garage, this comes back.

 

[EXPAND Click Here for full week update list.]

 

Build 493 (13/6/13, Senior Manager)

Gear Ratios:

* Limit gear ratios in GUI to obey restrictions

Physics: 

* Removed restrictions on allowable gear ratios
* Display gear ratios in GUI direct from physics data
* Removed allowable gear ranges from all vehicles
* Ariel Atom 3, Ariel Atom V8 – New Modal carcass and flash tread tyres. Some setup, brake balance and engine map tweaking for the new volumetric throttle
* Caterham R500, Caterham Classic. New Modal carcass and Flash tread. Has wear and heating enable. Also increased wear on the previous tires released last week for more effect

Consoles:

* Wii U Audio library compilation fixes
* First draft of WiiU Thread module
* Split thread defs headers into per platform versions for easier management
* Updated legacy debug calls to current BDbg macros
* Added missing memcpy wrap file from previous CL
* Minor fix for last Wii U checkin with TrackList EntityList
* WiiU RaceAppCore library compilation fixes and stubs
* WiiU GamePhysics warning fixes
* WiiU GUI library compilation fixes

Render:

* Fixed Lazy init in graph rendering code
* New mip-skipping and LOD distance-scaling handling, and modified system performance estimation
* Changes to renderer for skipping mips, scaling distances used for LODs and furstum far planes etc, for use by performance modifications

Race Weekend:

* Storing current session number after it’s been pre-incremented, for accurate session restoring

Camera:

* Converted an asm break into a platform agnostic Base one, to fix a warning when building as 64 bit

GUI:

* Spotify logo re-added, unavailable buttons on Lobby screen now have disabled state, Damage on/off removed from Gameplay menu (now available in every Settings screen)

Vehicles:

* Ford Focus RS: New export, no changes (last export zip was missing cockpit export)

Tracks:

* Fort Felix: Renamed to Bannochbrae 
* Bannochbrae: Track layouts for 1, 2, and 3 added
* Azure Circuit: Updated bushes on the curved stepped white wall, anthony noghes turn, AIW.temp set agroove to 0 from wp 430 445 to avoid this issue 

ISSUES: * Gearing might/will be odd (short) on cars with default setup. As a workaround one can save even unedited setup for the gear ratios to normalise

Build 492 (12/6/13, Senior Manager)

WiiU:

* WiiU GamePhysics library compilation fixes
* WiiU AppInput library compilation fixes
* WiiU Campaign library compilation fixes
* WiiU Environment library compilation fixes
* WiiU GraphicsEngine library compilation fixes/some stubs for livery texture paths
* WiiU AI vcxproj / AI library compilation fixes
* WiiU TextDatabase library compilation fixes
* WiiU SaveGame library compilation fixes
* WiiU Effects library compilation fixes
* WiiU Animation and Animation Toolkit library compilation fixes
* WiiU Camera library compilation fixes
* WiiU Replay library compilation fixes
* WiiU Scribe library compilation fixes
* WiiU configs added to main solution. Add WiiU debug,release and gold configs to all the project libraries with appropriate property sheets setup
* WiiU add App env props
* WiiU Rendering Structure/Shell vcxproj + BaseTest solution

Steam:

* Switched to Steamworks version 1.23a.
* Enabled Steam support in Aries. Implemented optional Steam-based authentication
* If Steam client is running, and the user is allowed to run the Steam build Project CARS, the Steam authentication details are sent to the server in addition to Forum login details. If Steam is not running or the user is not allowed to run Steam version of Project CARS, the game behaves in exactly the same way as before.

GUI:

* Changes button activation notification to happen on all forms of ‘button on’ actions
* Quick fix for list-in-list setting selection style

Bink:

* Added Bink and Bink2 v1.990c evaluation versions
* Bink: WiiU & PS4
* Bink2: PC & PS4

Tracks:

* Fort Felix: XML files viewer objects
* Azure Coast: Marina Lights added, added latest from james+fixed some gaps around the swimming pool+rascasse area+added missing bs polys to avoid issues with shadows when the sun is in very low position 

 

Build 491 (11/6/13, Manager+)

GUI:

* Added session name to Pause Screen, and Race Overview Screen
* Fixed main menu bug which meant you could resume session from the Practice screens
* Fixed another main menu bug which meant the resume session button wasn’t active after playing practice
* Fixed a bug which meant session saves were wiped if you played practice mode

WinGLSDK:

* Updated win gl to April 2012. Now includes 64 bit bin (DLL) and lib files. Cleaned out all unused files

Free Camera:

* Free camera initialisation changed to inherit far z limit from current view camera, to fix cases where switching to free cam resulted in odd popping of distant geometry

Steam:

* Disabled “conditional expression is constant” warnings generated from Steam callback templates
* Added Steam version 1.23a

Render:

* Particles update moved to renderer thred to avoid rendering of one particles state in two renderer frames. Rain rendering in car mirrors. GLBF_DontRenderInMain flag added

Replay:

* Moved all wheel based replay values to one bitmap
* Reduce range of wheel y movement captured to 25%
* Decrease brake glow compression by 1 bit
* Decrease wheel slip speed by 1 bit
* Increase wheel y by 2 bits

Physics:

* Ford Capri, BMW M1. New tire model Modal carcass + Flash tread including wear and heating. Some brake map adjustments to the Capri

Tracks:

* Azure Circuit: Moved free practice start to 1st garage, fixed mountain trees from James, added latest stuff from james, new emm dist building+new bg mountain/ from andrea, new rascasse hill with fixed stuff on it, walls-buildings, and new fountain/stairs

Build 490 (10/6/13, Senior Manager)

Render:

* DS6X runtime support (+ some Occulus init/shutdown code)
* DX6X support for Renderer and Appsupport
* Occulus Rift WIP (Manager class)
* Oculus Rift Distortion Shader quad rendering co-ords fix
* Add DS6X AA method (MainMenu GUI links and HDRMethods_Combine shader update)

Console:

* WiiU CRenderer stubbed implementation
* WiiU CShader stubs/WIP
* WiiU CTexture Class stubs/WIP
* WiiU CRenderTarget Stubs/WIP
* WiiU CLight full implementation.
* WiiU DOF/HDR/PP and SSAO stubs
* WiiU MeshPrimitive/Type stubs/WIP
* WiiU RenderThread Stubs/WIP
* Common Abstraction WiiU warning fixes
* Split internal async defs headers into per platform version for easier maintenance
* WiiU: Filled BEvent stubs
* WiiU: Filled some thread helper stubs: GetCurrThreadName, BSleep, BThreadCurrID

Replay:

* Guard against SetStartPlaybackSkipToTime() being called during playback

Plug ins:

* Uploaded version 1.7.1.0

Physics:

* Waypoint pointer in 64 bit format

Environment:

* WTC edit. Clear 4 changed to a version of clear 2 with more sun in emap to sumulate bounced sun light
* WTC tweaks to clear 3 (less yellow sun) and clear 2 (upped ambient)

Tracks:

* Fort Felix: TRD and AIW files

Vehicles:

* Ford Capri Group5: Textured CPIT setup for export, separated LODX/CPIT meshes
* Ford Capri Group5: Calibrated gauges, setup for gearstick, cockpit glow texture improved, added LODX support

[/EXPAND]

 

 

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