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Project CARS [Sammelthread] - Project CARs, Teil 2, Bitte Startpost beachten!

Status
Für weitere Antworten geschlossen.
Mit anderen Spielen wie Assetto Corsa und Battlefield 4 habe ich keinerlei Probleme. Und wegen einem Spiel deinstalliere ich sicher keine Software. Dann fliegt das Spiel halt von der Platte bis die das geregelt haben.
 
Zuletzt bearbeitet von einem Moderator: (Komplettzitat entfernt, bitte die Regeln beachten.)
Ganz offen, da würd ich lieber auf so einen Quatsch verzichten der mit übertriebenem Blocken eine falsche Sicherheit vorgibt.
Aber vielleicht ist der Avira-Kram ja wenigstens so gut und erlaubt das Anpassen. Ich tippe mal auf shared Memory den Logitech versucht zu nutzen.
 
Ja es hängt mit Logitech zusammen. Da wird Avira in den Vordergrund geholt und das bringt pCars zum Minimieren/Absturz.
Ist aber das gleiche mit Fanaleds
 
FanaLEDs nutzt auch shared Memory. Und das war in der Vergangenheit wohl ein kleines Sicherheitsproblem. Kann man Avira denn nicht in der Hinsicht konfigurieren daß es das zulässt?
 
Weiß ich nicht, bei Avast ist es in der Ausnahmeliste automatisch drin. Bei Avira kann man nicht viel konfigurieren. Es ist ja auch nicht so das es das blockt, es sieht sich das aber ständig an und das ist das Problem.
 
und update;) was ist alles neu?^^ steam zeigt nix an bei mir.
 
Kann ja mal jemand den Changelog posten für alle die keinen Zutritt haben im WMD Portal...


Wie war das eigentlich mit dem Mod Support bei pCars ?
 
...der changelog ist immer der gleiche... von pre-alpha zu pre-alpha, ab und zu mal phasenweise beta1-phase und so spässe :D

mod support wirds keinen geben für shift3 ... ähhhh pcars :evillol:
 
Hm ok, aber wie sieht das mit weiteren Inhalten nach Release aus ? Is da was bekannt ? Wär ja lame wenn das Ding draussen is und das war es dann.
 
hmm, letzter stand war das nicht alle autos die grad in pcars drin sind auch in den finalen release kommen, einige kommen erst als DLC .... die werden da auch danach noch schön weiter bzw. neu abkassieren ;)

momentan gibts aber schonmal ziemlich coole karren zu fahren, der ruf, ford mk40, huyara, geile boliden die man schön durch die kurven sliden kann, macht haidenfun aufjedenfall. .....


.... so'n pcars-account wär scho was, ha ? brumm, brumm :D
 
ak1504 schrieb:
Hm ok, aber wie sieht das mit weiteren Inhalten nach Release aus ? Is da was bekannt ? Wär ja lame wenn das Ding draussen is und das war es dann.
Im WMD-Portal findet sich ein recht detaillierter DLC-Plan.

Grüße
 
Zumindest jeder, der die Möglichkeit wahr genommen hat ;)

Grüße
 
Is der DLC Plan top secret oder kannst den mal mit copy and paste hierher schaffen ?
 
Konnte keinen Threat über konkrete DLCs finden. Leidiglich einen Plan der darauf deutet das es noch ein paar echt coole Fahrzeuge in die Final schaffen.

EDIT:*Anhang entfernt"
 
Zuletzt bearbeitet von einem Moderator:
Ich würde das Attachment an deiner Stelle entfernen ;)

ak1504 schrieb:
Is der DLC Plan top secret oder kannst den mal mit copy and paste hierher schaffen ?
Sagen wir so, SMS wird sicherlich ganz bewusst nur bestimmte Details veröffentlichen.

Grüße
 
Don Chulio schrieb:
hmm, letzter stand war das nicht alle autos die grad in pcars drin sind auch in den finalen release kommen, einige kommen erst als DLC .... die werden da auch danach noch schön weiter bzw. neu abkassieren ;)

Alle Fahtezge due derzeit ingame sind werden in der Releaseversion auch drinne sein. Konkrete DLC Pläne gibt es nicht, aber es werden immer größere DLC´s oder eher AddOns. Zumindest will das die Community so.
Wegen Modsupport ist noch nichts konkretes entschieden, der Großteil der Community ist aber dagegen da es in der Releaseversion schon an die 100 Fahrzeuge geben wird.

Un das mit Shift 3 ist blödsinn, wer das noch sagt hat das Spiel seit über nem Jahr nicht mehr gespielt...

Hier noch die Changelogs der verganagenen Builds für die die es interessiert:

Build 633 (03/01/14, Junior Member+) - A Lot of MB
Next-Gen:
* Fixed a couple of issues when a user isn't logged in or no controllers connected on Xbox One.
* Added code to populate the current active user's profile name and display name for Xbox One.
* Added required WinRT flag for Release configuration on Xbox One.
* Enabled Xbox One authentication
* Added basic initialisation of Xbox One online features and gamertag retrieval.
* PS4/XBox One/DX now honour thread affinity requests from render tasks.
* Fixes PS4 orthographic projection matrix.
* Adds trace markers for PS4 audio blocks, up's number of worker threads to 5 globally (PS4).
* Xbox One renderer ESRAM fix + PIX fix for debug
AI:
* Added a new tool called AIMetrics to produce driving data for measuring AI performance
Career:
* Scripted animation scene loading
Physics:
* Tires: flash heat transfer changes, heat model tweaks, FA r1 work (not yet enabled), Vintage r4
* Fixed tire.rg
* Lotus 98T: Changed wear of new flexi tire down to amore relaistic rate.
Animation:
* Add playback flags to MGDF export and switch playback debug texts to use new format.
* End of session physics support: Added simulated fuel and drive per vehicle, added indices to waypoints, added AutoGenerateLapTimes interface, added Tick_ProcessEndOfSession in physics manager to generate session triggers, retired vehicles after end of session, added end of session physics tick support, added trigger support for absolute trigger time
Pitstop:
* Stop the Pit sequence spamming the physics with change tyre requests (fixes an hang bug when exiting while pitting)
Render:
* Fix issue with render task scheduler locking up due to multiple atomic race conditions.
GUI:
* Track Maps: Glencairn (all variants): fixed start markers & not matching to the road layout
Tracks:
* Track Related textures for Loire and Brands Hatch
* Loire 24: First pass of tree placement for Loire24
* Oulton Park GP: First initial export for Oulton Park, very basic for Doug to make the AIW, reference map texture added, initial AIW with start position for 4 cars,track logo (NOT YET IN-GAME), added new textures for green foot bridge
* Snetterton: New texture maps, 1st commit (NOT YET IN-GAME)
* Brands Hatch: Whitelines reworked, dirtedges reworked and set up for Luis to be adapted on the san loft, made overlay stuff weather compatible
* Derby Park: Fixed Collision issue
* Badenring: Fixed puddle error
* Milan Historic: Removed trees standing in the middle of the track
* Wisconsin Raceway: Completed a whole load of large and small fixes, full CSM pass for the new tyrewalls, wet weather setup, added a custom rain / puddle map for use the kerbs, moved a loudspeaker pole that was for some reason in the middle of a sand trap, generated mips by hand for rain droplet texture, updated the grass blend map so the rest of the circuit is covered
* Azure Coast (Full/Reverse/Stage 1): Updated first section with new s1 stuff/removed rocks on uphill road/updated sel sets, fixed some gaps, mapping issues, add some variety on s1 village pave, fixed coll wall infront of 1 building, deleted start grid around the finish point
Vehicles:
* LMP RWD P30: CPIT RPM lights tweak, added HUD Motec + fixed CPIT RPM lights
* Mercedes SLS GT3: Added wheel and tire LODs
* Mercedes 300SEL AMG: UV mapping WIP1
* Improvements to bodywork and glass shaders to help with sparkling raindrops

Build 632 (20/12/13, Junior Member+) - 124.2 MB
Animations:
* Global finger animations: tweaked animations, more natural movement, removed legs from export
Physics:
* Formula A: Suspension rework
* FFB: Turned on the slow spring for all cars to prevent oscillation when stopped.
Vehicle:
* LMP RWD P30: Cloned LODX meshes, matte carbon material
* Ford GT40 MkIV: Ultra detail level Setup initial checkin, full LODs setup done.
Tracks:
* Brands Hatch: Adjustments to wet path, adjusted dry path for issues, tweaked corridors for adjusted track width at Sheene Curve down to the bridge
* Azure Coast (Stage1): Added latest assets from Kate and Gary, fixed some mapping issues on roads and terrain, replaced the barrier system all along the s1 village, added woods armcos, remapped rocks and slopes new mat created, added dry soil areas here and there along this sections, reworked the grass csm on these area, grass, bakedclay, longgrass, slopegrass, fixed coll walls


Build 631 (19/12/13, Junior Member+) - 440 MB
Career:
* Stop the final session of Career series from being played again once it's completed (Seasons still reset). Still updates profile after the race to retain the setting
* Updated RaceOverview screen with date values
* Fixed loading screen values when loading sequential Career sessions
GUI:
* Track Selection grid set to clip children for neatness, needs further work to fix though
* Fix for missing text on the Calibrate Wheel screen
Physics:
* Tires: Updates for the new cars
* Prototype RWD P30: New physics set
Vehicles:
* Ford Sierra RS500: Tweaked HUD tacho to fit new physics, removed bad collision mesh making the car an off-roader, various tweaks, initial physics, added HUD tacho, fixed pivots, added proper collision setup, Added collision meshes, replaced common_paint and fixed missing materials in CPIT
* Sauber C9: Added ambient shadow, tweaked cockpit exposure, initial physics set
* Mercedes 300SL: Proper alpha1 driver animations + initial setup, handling update. Now uses approximation of air suspension.
* Ginetta G55 GT3: Small cpit display tweak, configured various things for the first export, adjusted cockpit exposure, removed 2 pages from display, finished export setup, added lights, mirorrs, display
Environment:
* Additional track and vehicle logos, and happy holidays!
* Flag wind speed fix for vertical flags, removal of very fast/inconsistent animations (needs animations replacement)
* Treewall texturemat tweak: matched to lighting and treeinstances
Tracks:
* Wisconsin: Updated placement XML with all new tyre walls, polish pass completed on the whole track, added new viewer mesh files for the various new tyre wall stacks, updated grass exclusion to give full and proper grass coverage on the new level, updated grass texture, added all new textures required by the track revamp, updated a few existing textures also.
* Oulton Park: Added ao map for scrutineering building (not yet in-game)
* Brands Hatch (GP & Indy layout): First export, bh adjusted textures on bridges and road darkened

Known issue:
- Using DX11MT on Brands Hatch leads to a crash at Pilgrims Drop

Build 630 (19/12/13, Junior Member+) - 150.9 MB
Render:
* Removes vehicle lod culling from camera direction (not used, but was doing calcs). Splits mirror code into own file (from hud). Mirror now renders in 3 chunks (in MT), chunk 1 - predicate, phase 1/2, chunk 2 - phase 3, chunk 3 - forward.
Career:
* Fixed bug in scoring when skipping rounds
* Stopped mode-specific scoring being used on non-scoring session types
Online
* Added Steam presence and moved rich presence handling to Common Onlinesupport
* Implemented Steam support for events - stat submits and queries, ghost uploads and downloads. Events should now fully work as expected when running with -steamlb command-line option.
GUI:
* Temp disable of base input for build
* Adding GetScreenX/Y functions
* Selected tiles now highlighted further with a blue overlay, improved icons for vehicle class types (not all currently)
* Updated visuals on Get In Car button (VehicleModel screen)
Environment:
* Diffuse intensity multiplier implemented into particles shader billboardAnimated.fx (fragmentShaderZ_Forward) to increase brightness of particles
* Modified foliage shader to prevent DX11 shaders triggering a divide by zero error through use of fractional power function (was causing missing tree trunks)
* Road-broad texture updated
Penalties:
* Adding a safety check and an assert around a potential crash cause in racing flags
Physics:
* Tires: Vintage r3, FA r0.
* Lotus 98T: New flexi tire. Both slicks and rain treads added. Reduced areo downforce by 15%. Increased mid-range torque and slight change in turbo mapping to help mid-range. Misc setup changes to suit. Wings set in the middle for Florence GP testing.
Vehicles:
* LMP RWD P30: Fixed custom livery support + added carbon
* Mercedes 300SEL AMG: Small texture tweaks (not yet in-game)
Tracks:
* Oulton Park: Add new textures for pitbuilding, budworth building, fogarty moss center, pit garages (not yet in-game)
* Milan: New textures addition, textures update
* Azure Coast (Stage 1/Reverse): Placed new buildings from the start to the second big roundabout, fixed the terrain/road/pave along the croisette, removed road signs along section1, fixed csm+grass csm, deleted old stuff, updated sel sets
* Brands Hatch: Texturemap replacement for treewall (not yet in-game)

Build 629 (17/12/13, Team Member+) - 198.1 MB
Next-Gen:
* Phase 1 / 3 now split into 4 chunks on PS4. Fixes issue with env maps not being reset.
* Adds PS4 timing markers to HUD.
Wii U:
* WiiU: Added basic DRC support
* WiiU: Fixed template link error
* FXCompilerWiiU: support for parsing of NULL pixel shaders.
* WiiU: Runtime support for NULL pixel shaders + allow GX2Invalidate on a thread (support seems to be fixed with the latest SDK)
Render:
* Meshes with a deferment group of 1 will be marked as 'final batch', this is to prevent phase 3 issues with split batches.
* Fix for multi-threading on shadows getting invalid pointer.
* Fix for cube and volume texture loading.
* Fix for bootup crash with -DX11MT (knock-on issue with the PS4 phase1/3 thread splitting)
* DX11 HDR Convergence: Turn on instant mode if SLI/Crossfire - fixes flickering and dark cockpits.
GUI:
* Fixing calendar click issue
* Fix for phantom back click bug and using new Get In Car button for vehicle select.
Career:
* If LoadNextSession flag is set, Career races now advance to the next session automatically via the loading screen - at EOR, and if skipping to the end of the session. All current Career test files updated. Related fix to show Career scores at EOR before loading.
Online:
* Changed online interface to clearly distinguish between tracks and events when running stat submits and queries, required by Steam event implementation to follow soon. Updated all code affected by the change. Note: Aries ghosts APIs still identify event ghosts by using the event id instead of track id, so id collisions will cause ghost problems.
Pitbox:
* Added interface for animations to detect if pit lane/garages on left or right of track.
* Additional PitProgress management code
* Fix for PitProgress leak
* Test data - Pit Engineer: Animation sequence + bav file updated to generate an animation bank
* Processing for hrdf animation sequence scripts.
* Added an animation script for the refuelling sequence.
* Updated the pit_gaman_01 to generate an animation bank.
Vehicles:
* Ginetta G55 GT3 2013: Check-in for CPIT work. (Naught)
* Mercedes 300SEL: Windscreen reflections dds texture, windows dds texture, wheels dds texture, misc dds texture, lightsglass dds texture, lights dds texture, brakedisc dds texture, windscreen banner dds texture (placeholder), badges dds texture, disc glow dds texture - suits most brake discs. - initial check-in. (Naught)
* LMP RWD P30: UV mapping finished (LODX, CPIT, LODD), Added custom livery support, added rain effect to paint/carbon, updated tire textures (removed ring)
* Vintage (Dunlop) tire tread: new tire tread dds texture for vintage (Dunlop) tires - initial check in
* Common tire: additional common tire dds texture for vintage cars - initial check in
* Brakedisc glow texture: common brake disc texture, additional version - initial check in
* BMW Z4 GT3: Panasonic logos replaced with Nvidia ones, nvidia logos added + new color design
* Formula A: Panasonic logo horizontal
Tracks:
* Azure Coast (Full&Reverse): placed new buildings from the start to the second big roundabout, fixed the terrain/road/pave along the croisette, removed road signs along section1, fixed csm+grass
* Brands Hatch: Texturemap replacement for treewall (Naught)

Build 628 (16/12/13, Team Member+) - 110.6 MB
Next-Gen:
* Fix for PS4 compile error.
GUI:
* Fixing the exit to desktop button on the login screen.
* Fixing all world record holders and track maps in the main menu.
* Frontend updates: Backing out of an Options screen always saves it, legibility issues resolved on tiles, navigation on console issues fixed on any updated screens, desaturated/blurred backgrounds
Online:
* Steam-based events (WIP): When running in Steam leaderboards mode, download the published event configuration from the public web server during the login flow, rather than using Java's login response contents.
Career:
* Added Championship toggle to optionally switch off the reset when events have been completed, so they retain their finished state (rather than being reset so they can be replayed).
* Moved data ordering so Rounds/Sessions are always at the bottom (easier to read)
Vehicles:
* Formula A: Bigger longitudinal Panasonic logo on car nose, SMS logo quality improvement
* Ginetta G55 GT3 2013: Initial WIP check-in (not yet in-game)
* Mitsubishi Lancer Evo X FQ-400: Added last 20th livery name, added new liveries - initial check-in
* Racer + BMW M3 GT4: Fixed LED colours on cockpit display
* Pagani Zonda Cinque: Fixed runtime/srcdata files, added placeholder liveries (not yet in-game)
Tracks:
* Azure Coast: Updates for statics and instance scenes according to other trunk, new static items
* Northampton: Fixed errant cut tracks in various places around the track.

Known issues:
- Can't select liveries using the mouse as it will make you leave the car menu, for now use the keyboard keys

Build 627 (13/12/13, Team Member+) - 74.2 MB
Wii U:
* Fix for WiiU unity file.
Render:
* Adds chunking to draw list execute. Allows splitting of render lists. Also adds support for a couple of access functions for render modes. (All platforms.)
* DX11MT: Fix for bad environment map setting in MT.
* DX11: Fix for deferred context constant shadowing issues
Career:
* Championships can now contain multiple Rounds, each containing multiple Sessions, so the various Career types can be defined properly.
* Championship and RaceCalendar updated to handle rounds (scoring only works within the same round for now), with UI code fixed where necessary to get at the data in the new format. Career data files updated.
GUI:
* Allowing copied menus to select the default option for gamepads, specifically adressing the Aries bug where the options dialog had no default option selected.
* Defaulting 'Tyre Force' to 100% for all controllers
Environment:
* Static instances of 3dpalms and 3dpinesV2 added
Physics:
* Added basic simulation of air drag applied to dynamic objects.
* BMW Z4 GT3: Fixed inadvertant asymmetry in default setup
Vehicles:
* FG1000: Suspension animations added
* Pagani Huayra: Added ambient shadow render source, removed the BGUI file causing the CTD with this car
* Formula C: Fixed RCF typos, added missing runtime files, added placeholder liveries + custom livery support
* Mitsubishi Lancer Evo X: Minor typo fix
* Pagani Zonda Cinque: Placeholder runtime files. Initial check in for Jan. (not yet in-game)
* Sauber C9: Added runtime/srcdata files, ambient shadow and placeholder liveries (not yet in-game)
* Mercedes 300SEL: Cockpit DDS file, steering wheel DDS file, added placeholder collision export,added ambient shadow source. Initial check in. (not yet in-game)
* Ford Sierra Cosworth: Added runtime/srcdata files, ambient shadow and placeholder liveries (not yet in-game)
Tracks:
* Brands Hatch: Texturemap switch from base to autumn look (not yet in-game)
* Azure Coast: Improved pinewalls texturemap, updated light around new marina, updated static around new marina, updated instance around new marina, update effect around new marina, updated crowds around the new marina

Build 626 (12/12/13, Team Member+) - 22.4 MB
GUI:
* Hooking up the HUD layout manager to tweakit
* Grid Positions applink fixed. Save button is now on B (will become standard across all Options pages as they are updated)
* Ensured the track regions were all set appropriately for AndyT
Wii U:
* WiiU enable RVM on a thread (works without bugs now with the last fix)
* WiiU - Shader param internal cache optimisation, unused param setting optimisation. Fix for Global Texture Ptr internal params thread binding
Physics:
* Tires: Second revision of flexi GT tires. Setup changes to some cars to suit.
Vehicles:
* Mitsubishi Lancer Evo X: Minor livery name change, minor logo change, added 19 liveries names, added new rims - initial check
* Mercedes 300SEL AMG: Added runtime/srcdata files, ambient shadow and placeholder liveries

Known issues:
- Trying to play with the Pagani Huayra leads to CTD

Build 625 (11/12/13, Junior Member+) - 187.3 MB
Career:
* Moving ChampionshipRound to ChampionSession, in preparation for multiple Rounds being able to contain multiple Sessions in career
* Career sessions can now be marked as skippable e.g. so the player can ignore practice and/or qualifying and jump straight to a race. Skipping also works when resuming a series and skipping to a later round. Kart test series on 17th Jan updated with skippable rounds, and fixed opponent criteria
* Championship script now using correct track information
Render:
Fix for broken normal mapping on basic_instanced shader materials - will improve the visuals on a number of instanced objects, and allow the art team to make wider use of the shader
GUI:
* Ensure chat filter GUI switch is properly applied.
* Fixing the new flow for changing vehicle while in the tuning screen, also fixing the missing numbers and broken sliders when entering the advanced setup before racing.
* RoundWeather changed to ChampionshipWeather as part of Round->Session restructuring (no longer tied to the Round)
* Adding 'close on click off' to dialogs
* Removing support for the build fix made this morning for missing GUI handler classes.
* Moving the new quick race options screen to a dialog, and fixing the opponent counter from getting locked out.
* Physics defaults garage limits for all wheel entries in setup screen
* Fix for QuikSoloSettings losing its DataAdapter with the new design from AndyT.
* Set as default the online profanity filter to be ON in new profiles.
* Profanity database updated with parsing improvements
* Track Select filter button tidied
* Updated Track & Location Select screens
* Save button on QuickSoloSettings page looks correct now
* Correct Weather applink assigned on QuickRaceSettings screen
* Adding profanity filter option to the online options screen.
* Updated login screen
* Fixing broken applink for the button state of modifying an existing loadout (and fix for small error written into dep file from AndyTs machine).
* Updated Setup image tiles based off WMD screenshots
* New bolder design for Main Menu and Quick Solo screens
* You can now change car in the Tuning Main screen (renamed My Garage)
* Memory reduction by ~30 Mb
* New Wii U/Xbox One/PS4 controller icons
* RWD manufacturer icon added
* Improved vehicle class logos
* Highlight now appears over the My Profile button
AI:
* Remove some old race event tests from driver ai + Remove AI Mistakes related code
* Grudge removal with data changes and no modification of drivers2 class
Camera/Replay:
* Support for different lens flares visuals when helmet is on
* Replay Cameras: New real-world-style set for Besos GP - Take 2 - reworked start cameras, added a test helicam, tweaked slomo activation for further testing.
Physics:
* Caterham Classic, Caterham R500, Ariel Atom: Stiffened the Flexi Carcass sidwall in 3 directions by aprox 30%. Carcass tread stiffness alone, but stiffent the rubber blocks in the flash tread area. Also a very small * increase in base grip to retian slidability.
* FFB: Final batch of cars updated to use new topology and fixed issues caused by the change
* Added channel thickness previously missing from vintage cars with treaded tires, also Caterhams and Ariel atoms with treaded tires. Should help rain performance.
Tracks:
* Eifelwald Muellenbach,Lakeville, Roen, Northampton(All), Florence GP, Eifelwald(All), Chesterfield, Solitude Rennstrecke, Emirates(All): Raceline updated
* Azure Coast(Full,Reverse,Stage1): Reworked the area between the first small roundabout and the big second one, designed the new area, created a new marina, added a new beach, reworked side walls, added manholes, added new bus + bus stop overlays, fixed seabed+ water mesh, deleted old stuff, fixed everything around it, updated VT static/crowds/inst/effects/lights, created 33 textures, fixed csm+ grass csm, stage1, full and full rev, updated sel sets stage1 full full rev + csm

Known issues:
- Trying to play with the Pagani Huayra leads to CTD

Build 624 (09/12/13, Junior Member+) - 44.3 MB
Wii U:
* WiiU: SetGlobalVector/Matrix per thread
* WiiU: Disable optimisation in WiiU release/gold - there is a compiler bug causing bad code generation which breaks the RVM (which incorporates some head tracking derived from this system)
* WiiU: Precautionary invalidate for RVM texture + threadsetup performance tweaking
* WiiU: Fix for SSAO Contrast/Brightness
* WiiU: Enable additional optimisations GSHCompile options - stick with no fastmath for now, since that can cause NaNs. Fixup compiler for new Base asserts.
Render:
* Don't call zero sized command-buffers - can happen during loading.
* Sun flare visibility correction: ICamera - added method for obtaining frustum without distance scale; VisibilitySampling - reverted use of distance scaling; LensFlare - use of distance scale reverted, unscaled frustum used instead
GUI:
* Updated disabling of force feedback effects by FFB tweakers to be applied only for a wheel controller.
* Done cleanup of usage of FFB tweakers value getters.
Replays:
* Replay Cameras: New real-world-style set for Besos GP - first pass.
Environment:
* Autumn 3D tree instances added
* Flowers and small bushes HW instances added
Physics:
* GT3 tires: First pass at a flexi carcass.
* FFB: Second batch of cars moved to new topology
Vehicles:
* Formula C: Added AO and cockpit animations
Tracks:
* Racelines - Racelines missing from several tracks

Build 623 (06/12/13, Junior Member+) - 273.9 MB
Controls:
* Turning off dampening by default for all non-gamepad controllers
Pitstops:
* Adding ability in pit strategy to bypass fuel refill, tyre change, and tyre pressure change
* Changed the fuel level scalar to be the target range of fuel to be put in, between 0>1, not the amount/scale of 'tank vacancy' to be filled
* Set default fuel level scalar to 0.5
Career:
* Removed old ChampionshipSession and updated HRDF data
Vehicles:
* Pagani Zonda R, Jaguar JPLM: New paddle animations
Tracks:
* Dubai (All Variants): New exports

Build 622 (06/12/13, Junior Member+) - 187.9MB
Next-Gen:
* PS4: Fixed PS4 linking
* Xbox One: Added first pass keyboard support
* Xbox One: Moved resource thread to core 3
* Xbox One: Added updated version of vsscanf
* PS4: Updates for memory management. Drawlists now come from a pool, so does garlic vertex scratch. Command buffers are now cached and garlic flush scratch is per context. This removes all run time vram/onion memory allocation from the low-level renderer.
* Xbox One: Always enable PIX profiling in debug builds + fix renderthreads at 4 for now.
Wii U:
* WiiU: Added Texture invalidate public function
* WiiU primtype fix against latest compiler
Render:
* Renderer's distance scale applied to m_farZ, fix for sun flare disappearance in the center of the screen
Weather:
* Fix for mp always being clear.
Leaderboards:
* Bumped version of all vehicles for stat reset.
Career:
* Type of scoring in Career/Seasons can now be set per-Round as an override to the series.
* Number of racers in Career/Seasons can now be set per-Round as an override to the series (for series where that number changes). Added check for max opponents over all rounds.
Pitbox:
* Instance information (participantID) added to support multiple pit sequences.
* PitSequences are tied explicitly to a single animation script, sends messages directly to it and must explicitly Kill it
* The pit engineer only responds to player pit progress messages
Physics:
* Disabled the disabling of per vehicle forces through FFB tweakers
* Removing redundant controller sensitivity toggle from controller configuration screen and inverting the default value for asymmetrical vehicle setup to avoid losing symmetrical loadouts.
GUI:
* Adding 'render on top' to quads
* Hooked up 'Gamepad Sensitivity Slider' dampening from FE menu, to physics
* Track locations added as dropdown selection
* Setting track location targets camera and sets origin for animation
* Fixed bug with mouse wheel on the object list window with no scrollbar
* Hit test placement of actor on floor when playing anim
* Time based formatting of script optional via checkbox
Vehicle:
* BMW Z4 GT3: Removed Panasonic livery/logos
* Formula A: Added Panasonic livery
* Mercedes SLS GT3: Brighter cockpit exposure for new model
* Racer V8/Racer L4: New paddle-shifter driver animations
* LMP RWD P30: Fixed manufacturer name and shape
* Asano LM11: Changed shape to Prototype
Tracks:
* Oulton Park: Tweaked textures, added details (not yet in-game)
* Multiple Tracks: Racelines from several circuits missing.
* Belgian Forest Karting Circuit: Raceline exported to replace the old that was in Reverse
* Dubai (all): Dynamic Objects change
* Badenring (Short, National, GP): Added green carpets on outer kerbs after turn 1 , Mobil turn, and S?dkurve, Fixed wrong kerb type at exit of turn 11, fixed grenn asphalt area in front of Mercedes tribune, fixed gantry standing on track, added second smaller kerb at exit of hairpin, recolored trackedge, recolorerd graveledges, added round kerbs on outside before last turn and left after hairpin corner.

Build 621 (05/12/13, Team Member+) - 333.7MB
GUI:
* Adding gamepad sensitivity slider to the controller options screen. Not yet functioning. Paul to hook up to system now.
* Tidied up handling of unicode strings with the pit engineer script & interface
* Fixing font data for bad path names
* Mainmenu, OptionsScreen, Audio, Online, Splash Page, SetupScreen, Login screen all updated in preparation for UI upgrade
Pitbox:
* AI pit strategy: Added PitStrategy reset function, Added SetPitStrategy to send AI Strategy events from AI to the pit manager, AI processes LivePitStrategy at checkpoint 2, LivePitStrategy processes pit strategy for AI (only fuel decisions so far)
* Instance information (participantID) added to support multiple pit sequences.
* Added a class to associate pit progress with a participant
Physics:
* Allowing vehicle setup to be asymmetric. Ghost data will be destroyed by this change. Physics still to be updated.
* FFB: Un-disabled the slow speed steering spring on today's new tweakers
* FFB: First batch of cars updated to use new topology
* BAC Mono: Revised setup based on Oliver Webb's feedback.
* Caterham Classic, Caterham R500: New Evon flexi tire carcass for WMD testing. No changes to car setups.
Tracks:
* Dubai: Added distance marks, added signs in viewer
Vehicles:
* Formula Gulf 1000: Reduced mirror vibration, revised FFB on Gulfsport feedback
* Formula C: Ultra detail mvhf added, fully textured, all LODs made
* BMW Z4 GT3: Added Panasonic livery

Known issues:
- Camera speed sensitivity slider wont show values after deleting the profile, once you save the profile and restart it will be fine.

Build 620 (04/12/13, Team Member+) - 312.9MB
Next-Gen:
* PS4: Compile error fixes
Wii U:
* Wii U: Moved resource thread to core 2 on WiiU
Physics:
* Rolling back asymmetrical car setup changes temporarily
Career:
* Removing PreRaceSessionsAllowed for championship data as it handles them itself. Fix for how replay gets at the mode for Championships
Render:
* Sun flare visibility corrected for low GFX settings
GUI:
* Turned off HUD rendering in the post race screen.
Weather:
* Per-Round weather and Time changed to inline, with HRDF fixup (more background work)
Tracks:
* Azure Coast (Full,Reverse,Stage1) : Common export/azure coast rev/added new road marking along the boulevard, reworked sidewalks/pave where needed,added cobblestone around ped crossing areas,reworked walls/rails where needed, reworked trackedges where needed, deleted/fixed old stuff, fixed csm+ grass csm, removed mountain from islands+conformed trees, removed mountain from the skyring, updated sel sets
* Dubai: Change viewer objects position due to the new heights in the 3rd sector, new texture map
 
Die Community ist dagegen... Wie kann man nur wenn man schon die Wahl hat...
 
Ganz einfach: weil die Community Qualität will. 80% aller Mods (wenn es reicht) sind eh nur schlecht gemachte Rips von anderen Spielen. Und wenn der Content stimmt wozu dann Mods...? Davon abgesehen gibt es aber die möglichkeit Lackierungen selber zu machen und das Spiel wird diese auch unterstützen.
Und wie gesagt: Zu Mods gibt es noch keine Konkrete Umfrage. Das kommt eh erst zum Schluss.
 
Ich werd nicht warm mit dem Spiel. Klar, der Sound hat mittlerweile zugelegt, die Grafik ist gut - nur leider ist das Spiel mit Pad meiner Meinung unspielbar. Kein Vergleich zu Assetto Corsa oder RaceRoom. Ich hab halt leider so gar kein Platz für ein Lenkrad.:(

Oder hat jemand einen Tipp, wie ich es mit Pad spielbar bekomme?
 
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