Project CARS Build 249 is now available, available to Junior Members+. News that will excite many players is the inclusion of an early build of ‘Eifelwald’ AKA Nordschleife, the Green Hell, the Mother! According to Mark Adams of SMS:
First priority is for us to work into the track loft really. What we have included for everyone in todays Build is a base version of the full circuit and as Andy has mentioned elsewhere, we will be working our way round making improvements and getting the accuracy of the turns, elevations and Cambers correct. We have some good references already but we can never have enough. We will probably find as we work into the track that some parts of the circuit are in need of more attention than others. With the help of our “Green Hell” experts we can identify those areas and then we can look to get some specific reference to make the improvements. For example new additions like the astroturf that has been added more recently…if we can get some good photo’s of that, then that would be great. As you guys have already mentioned, the circuit is huge…and in the same way we can’t expect anyone to go and get a load of references of the whole thing in 1 day…neither can the dev team do the same when we come to working on the updates. We’ll have to work on it a bit at a time. If we have members kind enough to offer their services and get some photo’s for us on any particular date…we can ofcourse suggest the sections that we are going to be working on and request more focused areas for reference gathering. But any reference that people may have already from the last few years will be useful…so as Andy says, we will gratefully accept any data on offer.
There are many other updates and fixes in the latest build, details below screenshots.
Project CARS Screenshots
Build 249 (6/7/12, Junior Member+)
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 exportBuild 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 exportBuild 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 physicsBuild 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
[ Source: WMD Portal ]








































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