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Project Cars - Spieletagebuch 14

Von nummer47 |

Datum: 06.06.2012 | zuletzt geändert: 10.06.2012, 22:37 Uhr

Langsam bringen die Jungs von den Slightly Mad Studios Licht ins Dunkel. Im Klartext heist das, dass auf dem Harrison Pike Raceway nun unter Flutlicht gefahren werden kann. Ganz so wie ich mir das vorgestellt habe, ging es zwar dann doch nicht, aber ... ach seht einfach selbst. Vor dem Rennen gibt es noch einen kleinen Blick auf den Caterham SP/300R und eine Ankündigung seitens der Entwickler.

Hier nochmal zum Mitmeißeln die Anlaufstelle für alles rund um Project CARS:

Licht aus

Man kann nicht richtig mit ihnen, aber noch weniger ohne sie: die Release-Notes...

Build 226
Fix for ps3 compiles
Fix for the broken track select navigation. SetMenuAutoScroll and SetMenuScrollOnlyOnClip needed set for the location and map screen menus
Code fix for menu data flag issues in car setup screens (similar to track select fixes)
Ghost system:
- Ghosts will be recorded (and potentially saved and uploaded) in all game modes, to mirror the behavior of stat uploads
- Lap Data Header chunk contains information about bit precision used for the data stored in the Lap Data Stream chunk. This makes the compressor more extensible for the future and increases backward and forward compatibility of the data format
- Reordered fields in the Lap Data Header chunk.
- Ghost player sets up participant for the ghost that is supposed to be replayed in the race
- Ghost participant is set up with the correct upgrade specification (fixed a bug where physics and render specifications were mixed up).
Belgian Forest - update trees and crowds for new inner terrain
Additional Track Photos submitted by the WMD community
Caterham R500: camber animation source files added
Palmer JPLM: added TM hotlap contest livery
BAC Mono: Tiny UV fix
Caterham SP300: added CPIT meshes, prepared for 1st export, fixed various issues
Updates on textures of Harrison Pike. Rescaled , replaced polished up
Added missing strings for the Tuning Slot screens
BAC Mono: texture tweaks
Ariel Atom - Added LODD meshes to all 3 cars
Caterham sp300r : animation pack1
Added helmet view for 70', 80' and stock
Sakitto: new textures for kartbuilding
Stockcar90: Added 2 more liveries
X4: LODC reworked, LODD added
Additional textures for bathurst
X4: fixed damage on LODC and LODB, LODD refined rear a bit
Basic_windows shaders modified to use a parameter to scale the emissive strength - this is so that a wider range of effects can be achieved without suffering from texture banding issues
New Thrustmaster Static Adverts for Thrustmaster Sakitto Event
Grid texturemap bologna
New Emmissive maps added to tents and vendors assets
New Emmissived added to Illuminated Trackside Trucks
New Dynamics Scene for Sakitto GP
Caterham SP300: added livery 01.02 names
Sakitto_GP Thrustmaster event dressing
Caterham SP300: added new black rim
Caterham SP300: added new livery
Separated VSOUTPUT and PSINPUT in cloud_model.fx to allow for centroid usage (PS3 doesn't like it on VSOUTPUT)
Thrustmaster specific textures .dds files
Sakitto - Concrete Barrier Fix for Thrustmaster event
New BAC Mono export
New Caterham R500 export
Caterham SP300R added
New Bathurst export
New Belgian Forest export
New Harrison Pike export
New Sakitto exports

Build 225
Implemented additional session calls (and App API for them):
- Change session attributes
- Promote users to session admins
- Advance session state
- Kick users from session
Updated physics to record actor-related events to replay buffer with up-to-date simulation time
Timestamp for start of wheel release phase is now set to up-to-date simulation time
Ghost system:
Fixed ghost decompressor not dealing properly with event id and event version
- Renamed some variables called ghost to ghostId to make it clear when the internal ghost ID is used.
- Ghost player can have either owning or aliasing pointer to the ghost data it is replaying.
- Ghost system will initiate load and decompression of ghosts that should be included in the race.
- Ghost system has a list of ghosts that are being loaded for the upcoming race.
- Ghost system will delay race setup until the ghost data needed to create participants are either loaded or known to have failed loading.
- Format of the ghost car visual chunk has been extended to be more flexible when adding new visual information in the future.
- Ghost format supports interior livery indices.
- Decompressor supports chunks that can be present multiple times in the data stream
- Added support for vehicle upgrade spec to the ghost data stream
Animation fix: gear_to aniumation modified, so that hand never cuts through car mesh in 3PV
Sakitto GP and East tracks: Added pit lane support with 27 pit spots and 54 garage spots. Increased grid size to 54 to match
Fixed up new Track Select and Layout Select screens
Fixed scrolling for car setup load and save screens
Tidied scrolling code for track and layout select
Cloud Work in Progress. (currently the code is disabled)
Basic Cloud Manager creating clouds in a circle in the sky
Setup of Cloud model fx shader that allows passive lighting
Build pipeline changes required for clouds
Setup code for MorphMesh Type
Sakitto: new textures
Ariel Atoms: setup range adjustment, damper ranges from Koni reference, engine/gearbox data matched to source Honda parts
PALMER: vinyl cover update over wood splitter
Stockcar90: Added painting contest winner liveries (Top20)
Stockcar90: added wildcard liveries
Controller Images w-i-p
Set initial wet parameters on treaded tires
Stockcar90: Added LODX/Ultra setup
Stockcar90: fixed missing CGP file for Oval version
Stockcar90: checked/fixed LODs
Update to cloud loading and new changes for shader so it pivots from the pivot center
Belgian Forest - add missing textures
New Stockcar export

Build 224
Changed attribute parsing to skip over unknown attributes
- Error information from CSAPI is kept in the storage manager job structure so that it can be examined later
- Added an assert that guards from using uninitialized server URLs before they are known
Ghost system:
- Ghost cache entries have a reference to the cache
- Implemented ghost data server upload and download
- Added development-only code to set up ghost testing
- Added a handy shortcut function to calculate CRC32 of any ghost data, even if it's not in the CompressedLap data structures (which allows to perform full sanity checks before the full data structures are allocated)
- Added an extra print debug level to separate reasoning information and detailed information about jobs
- Implemented pruning of compressed and uncompressed ghost data from memory cache when the data is no longer needed
- Added interface for locking uncompressed ghost data in memory. This will instruct the ghost cache not to prune the data when it's locked, because someone outside the cache will need access to it in the future
New GUMPERT Apollo export

Build 223
Game manager now checks that the server reported all session members before finalizing session create or join
- CSAPI will not append certain automatic parameters to the requests if the requests override the automatic handling
- Stat manager will properly pass user id through all layers of API and callbacks
Ghost system:
- Implemented support for changing ghost magic for ghosts in memory or the disk cache, if the ghost magic hasn't been set yet
- When upload is requested by the server, the ghost cache will set the ghost magic to the value sent by the server
- Implemented background compression and decompression of ghost data in ghost background thread
- Implemented support for compression and decompresison tasks in the ghost cache
- Save and load tasks will gracefully fail if their prerequisities are not fulfilled, instead of asserting. This is especially important in case of compression or download failure preceding a save
Fixed ps3/360 compiler error
Track photos asynchronous folder for Track Select screen
Placeholder images updated for TrackPhotos
Harrison Pike initial version of viewer spotlights
Memphis textures initial versions
New Memphis export

Build 222
mplemented handling of all game session-related notifications from the server: user joined session, session member updated, session member left, session attribute changed, session state changed
Special handling of user and attribute updates while joining/creating session
Added logging of various networking/data issues to game manager
Updated adjustment of contact constraint orientation (preventing vehicle scooping) to correctly handle the case where constraint primary axis is perpendicular to vehicle's XZ plane
Fixed helmet cam audio so it doesn't remain on during replays or when switching to an AI car. Bug reported on WMD forum
Added on-demand reload of FFB tweaker file to F1 menu (Input/Load/Reload FFB Tweaks). Rename F1 menu option "FFB Grip Multi" to "FFB Grip Multi (Legacy)"
Ghost system:
- Added explicit initialization and cleanup calls for the object encapsulating the ghost background thread
- Implemented task queues (pending and finished) for the ghost background thread
- Ghost background thread is started on demand and stopped when it's idle for some time
- Compressor and decompressor have now a better interface for returning and/or releasing ownership of the output buffers
- Moved Entry class out of the Cache class, so that forward declaration can be used
- Moved the Cache and CacheEntry routines to more appropriate source files
- Implemented a skeleton of ghost background thread that will perform lengthy tasks like compression or decompression in the background
- Cache entries now have a list of tasks they're queued for and information about task that is in progress
- Added job queue for the ghost cache
- Deleting cache entries locked in memory will only queue them for deletion, instead of deleting them immediately.
- Ghost cache will now process certain tasks on ghost entries: load/save is implemented, upload/download and compress/decompress will be implemented later. The cache will either perform the tasks on its own, or will offload them to the background thread, as appropriate
- Added API to initiate ghost download. The cache will decide from where the ghost should be retrieved
- Cache search functions will ignore ghosts queued for deletion
Latest Loire HUD maps tweaked.
Delaware: New AIW. Added raceline, pitlane path, corridors edited to usable track width surface
Harrison Pike. removed trees intersecting with tribunes
Harrison Pike Raceway - add new textures for curved wires
Adding Autograss to the Harrison pike track
Forced rolling start and limited participant to 42 on Delaware
Memphis, Henrico, Delaware logos added to splash screen
BAC MONO: Livery colour updates
WTC overcast fog fix
Latest Belgian circuit HUD map added
Added co-ord's for : Belgian/Memphis/Harrison_Pike_Raceway maps
New Harrison Pike Raceway export
New Sakitto exports

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