Project CARS.
+80
RW26 BLAZE
SVR Solar
AdamWatson99
F4H Spartan
TechnologicMau5
Michengigan
JAMIE ANDERS0N
LMP Dragon
Diablo 29x
F4H Xyloto
MaynardMK4
CreamyTastey
skyshadow5
JVanEssen
F4H Button
ATR DAN
paul299
DonatedSatyr227
ShrinkingSteven
TG Wormburner
Freheliaz
BG Wingnut396
LMR Deftone MX
CredibleWizard
henkymetcola
Mrbrown33
Ax4x Chaddy
II AntR II
Zeta0085
Joito04
Turbo Power 77
v Hurricane v
LastNewtStandin
DR PiiHB
LMR Sahara
SVR Yamagura
GLR mar B ond
AMR of the Apex
Texaspotatolord
TLR Scrublord
TheAngryPudding
FSR Groves
CQR Myles
Ax4x Bandit
xVampirAx
SnippetyOggy86
Mr Akina
F4H Bullet
Ax4x Cowboy
LMR Zakspeed
F4H Drake
XPR Roadrunner
CQR NEON
RumbleBee 392
F4H Lotterer
PLOW tubbi
The Posimosh
F4H Carrera
Ax4x Kane
theboomeranga
BG Wumba
Hainesy
Beanz
CQR Jono
Standaman94
Ax4x Mikey J
narboza22
CQR HABURi
Duke of Bruno
LMR DarthMario
Biggsy tv
Stonewall458
HCR generaltso
Richy59
JeffH16
nickyf1
ckBrenneke
Matt
CQR Rogue
CQR Aero
84 posters
Page 31 of 40
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Re: Project CARS.
More screenshots via GT Planet Forum
LMR Sahara- TORA Race Number : 195
Number of posts : 1010
Location : Central California
Registration date : 2012-06-26
Reputation : 19
CQR Myles- TORA Race Number : 226
Number of posts : 1274
Location : Bern Switzerland/ Redditch England
Registration date : 2013-02-06
Reputation : 21
CQR Myles- TORA Race Number : 226
Number of posts : 1274
Location : Bern Switzerland/ Redditch England
Registration date : 2013-02-06
Reputation : 21
Re: Project CARS.
Wii U version wont be released til 2015
LMR Sahara- TORA Race Number : 195
Number of posts : 1010
Location : Central California
Registration date : 2012-06-26
Reputation : 19
Re: Project CARS.
Looks good, however some of the videos driving standards is a little iffy
ShrinkingSteven- TORA Race Number : 8
Number of posts : 2558
Location : Peterborough UK
Registration date : 2012-03-14
Reputation : 61
Re: Project CARS.
I haven't done this in a while but here are the build notes from last week
- Spoiler:
- Build 760 (07/07/14)
Render:
* Fix for MoonDome missing interpolatevalue parameter
Online/Multiplayer:
* Bugfixes to the potential best lap time calculation (previous saved versions invalidated).
* User generated content wip: Enumerate subscribed Steam UGC pacakges on startup, Download subscribed packages and pass them to UGC cache, Notify App about packages being added, initial startup finishing, and potential failures.
GUI:
* Vehicle Showcase screen added
* Placeholder Career Event Posters submitted
* Quick Solo Vehicle QuickSelect screen updated
* Trackmaps: New track map for Besos Club, GP & National updated
Cameras:
* Replay Cameras: Eifelwald (Nordschliefe) first pass - getting initial cameras and switch zones in place.
Animations:
* Pitcrew: wheel attendant 01, updated names(fbx), added part for air jack removal.
* Pitcrew: Wheel mechanic (right side), renamed bones prefix from FBX_ to fbx_ , changed orientation of translation main
AI/Pitstops:
* Tweaks to namespace use
* Moved DriverAI lib to DriverAI namespace
* Fix AI not avoiding stationary / dangerously low speed cars
* Changed the Requested Pit Board to remain up until pitting complete
* Help reduce front to back collisions by lowering the speed limit a bit when behind a slower car
* New AI feature : when cars are side by side, they now shift projections from the driving line to the center line so as to handle passing manoeuvers better
Career:
* Career event launching screen switched to use poster graphics rather than icon graphics (no visual change as the poster placeholders are just copies of the icons)
* Time progression in career races is now scaled along with the scaled session duration, so the perceived day progression of a 24 Hour race will still be the same when the race is scaled down to take only 2 hours to play. Not sure it works fine for lapped races (or without an opt-out in the options), but submitting for review.
Physics:
* Group A cars: Heat & wear model plus other updates. See Physics Releases post #337 for details.
Vehicles:
* McLaren P1: Wheel LODs, LODX AO
* Ruf CTR3: Suspension animation runtime files
* Ginetta G40 jr: Wiper mask texture file initial checkin.
* BMW M3 GT2: Made windscreen reflections brighter, capped CPIT underside
* BMW Z4 GT3: Made windscreen reflections brighter, merged doors to chassis (except LODX)
* Gumpert Apollo: Made windscreen reflections brighter, merged doors to chassis (except LODX)
* Audi R18: Removed doors from collisions, made windscreen reflections brighter, capped CPIT underside, removed doors and joints from collisions, assigned white vertex color to glass
Environment:
* 50 static gen_bush instances added to the pool
Tracks:
* Snetterton: Traffic sign, banner texture, added Leaves and marble particles
* Oulton: Added Leaves and marble particles, added textures for light station 01
Build 761 (08/07/14)
Bugfixing:
* Fix AR-2053 - Leaderboards not updating in real time using All Classes
Render:
* Planerreflection in the FE
* Fix for missing road/terrain(etc) in Dynamic Envmap
* Fix for uninitialised buffer value causing a crash in the classes dtor.
* PC/XB1 editable parameters now have the set of textures used by the shader first (~2% CPU saving)
* New gneric prim support. Adding in proper code functionality for static and dynamic prim types. Adding in code to allow us to setup the primtypes initial buffer data.
* Godray fix for mutlithreaded rendering issue. Changing fade time to be 1/2 second. Adding in static generic prims instead of dynamic ones for the effect rendering. Removing check for commandline param.
GUI:
* Added option for 'Crepuscular Rays' to visuals. Changed Career Session Length to stop at 1
Animations:
* Add per-command type member names for animation script tSource MGDF writing.
* Added extraction of player vehicle wheel spindle orientation from HD vehicle.
AI/Pitstops:
* AIW interface updates
Career:
* Career Championships: Updated the default pit speed limit to 60kph
* Career Championships: Implemented Formula A Qualifying knockout system.
* Added per-session RollingStart flag to career races and passed in via scripting, so that specific sessions can use rolling starts
* Career Championships: Endurance Motorsport events - all updated to include Minimum Duration settings for sessions, Race sessions set to rolling starts.
Vehicles:
* Ford Focus RS: LOD tweaks to reduce pop-in
* Ford GT40 MkIV: LOD tweaks to reduce pop-in
* Sauber C9: Made windscreen reflections brighter
* Mercedes 300SEL AMG: Made windscreen reflections brighter
* Ginetta G40: Updated Wiper meshes. Added missing mirrors damage deformation. Wiper Animation/ Rain setup done.
* Mercedes SLS: Made windscreen reflections brighter, fixed windscreen normals, capped CPIT underside, fixed bugs
* Mercedes A45 AMG: Added liveries names, new black wheels textures, new red wheels textures, Made windscreen reflections brighter, capped CPIT underside, removed dirt texture on windscreen
Environment:
* Bhlow*s tree instances added to the pool for tracks with moutains around
Tracks:
* Oulton Park: New texture maps, 1st commit
* Azure Coast: New smaller lamp flares effect
* Silverstone: New overlay for f-racingline added
Build 762 (09/07/14)
Render:
* Allow Ultra Shadows in DX9 / aligned DX9 shadowmap resolution settings with DX11
* Updated skin shader to fix compile error now that sub-dermis colour is being used
Animations:
* Animation source update
* New GT pitstops sequence and related data update
Career:
* AR-1966 Fixed in-race session names.
* Career Championships: GT4 UK Trophy - Locations updated to final set.
* Extended team scoring flag so it's applied to EOR Standings and news too
* Added per-Championship flag so team scoring can be disabled when required
* Don't process the team scoring if there's no scoring data e.g. from a clean save
* Career Championships: GT4 US Trophy - Lakeville track name updated to match latest system files naming (fixes crashing bug).
* Career Championships: GT4 Motorsport events - all updated to include Minimum Duration settings for sessions, Race sessions set to rolling starts.
Physics:
* FC r20 tire, FB r4 tire, Vintage r8 tire, GT40 aero.
* Ford Mustang Boss 302R: Fixed some rear suspension issues
* Sauber C9: Gearshift tolerances, heat & wear model, AI model tuning, aero model overhaul, improved default setup and adjustment ranges
Vehicles:
* BMW 320 Group5: Updated Wiper meshes.Wiper Animation/ Rain setup done.
* RUF CTR3: Cockpit display added, fixed boost gauge scale and calibration
* LMP2 RWD P20: Source textures initial check in, ultra detail setup, LODs done.
* Ford Escort Mk1: Cockpit animations added, tweaked cpit exposure now that AO is added
* Pagani Huayra: Made windscreen reflections brighter, capped cockpit underside, merged doors to chassis (except on LODX)
* Mercedes 190 Evo2 DTM: Fixed windscreen normals, made windscreen reflections brighter, capped cockpit underside, fixed bugs
* Mitsubishi Lancer Evo X FQ400: Fixed windscreen normals, made windscreen reflections brighter, capped cockpit underside, made glass AO white.
Tracks:
* Cadwell: Added marbles and leaves particles
* Oulton Park: Added ground csm to pit garages
Build 763 (10/07/14)
Bugfixing:
* Fix crash in ImpactPiecesManager::SpawnEffect() - AR-2082
* Bug fix AR-2069. Fixed pit engineer related round-trip crash.
* Fix MP issue with num laps not getting stored correctly - AR-2077.
Render:
* God ray fix for pausing.
* Rain Drops primitives now using the correct default rendertarget when rendering..required update for double buffer rendering.
* Increased limit on number of index buffers in DX11 meshes, and added protection against over-running the limit in the future.
* More multithread bug fixes for godrays and screen effects.
GUI:
* Save menu text
* New textures for car showcase room
Multiplayer/Online:
* Disable "Restart Session" for non host in MP
Animations:
* Fuel mechanic: Adding Fuel_tank
* Fixing airgun prop (missing bone)
* Added Fuel tank root bone to Relax animation (to set position of this prop)
Career:
* Championship profile series particpant data decoupled from participant IDs.
* Added per-career series flag and accessor for opponent skill level (not hooked into game yet)
* Career Championships: GT4 specific points system configured, to allow for bonus point allocation for pole position.
* Career Championships: GT4 Euro Championship - Updated with final locations. Race lengths and Minimum Duration adjusted accordingly.
* Career Championships: GT4 - All GT4 series have now been updated to final track locations, appropriate Minimum Session Duration, Forced Pitstop per Race 2, and Pit stop options to limit what the player is allowed to do in each session. Also bonus points are now earned for best qualifying per session.
AI/Pitstops:
* FG1000: AI tire model tuning
* Caterham Classic: AI tire model tuning
* AIr personalty skills : mStartReactions // how good it is on the start line, mLineDriving // how comfortable the AI is at following the driving line rather then the middle line, mBrakingAptitude // how good the AI is at taking curves at the correct speed, mBrakingTiming // how good the AI is braking on time or early, mDogFighting // how comfortable the AI is at staying close to other cars
Vehicles;
* Ginetta G40: Added cockpit display
* Ford Mustang Cobra TransAm: LOD tweaks to reduce pop-in
* Renault Megane RS: Made windscreen reflections brighter, capped cockpit underside
* Pagani Zonda Cinque: Created new high-res windscreen reflections texture, capped cockpit underside
* Pagani Zonda R: Made windscreen reflections brighter, capped cockpit underside, merged doors to chassis (except on LODX), exported updated collisions without doors
Tracks:
* Outon Park: Fixed garage spots at an ange causing AI control to hit the right wall of garage on exit.
Build 764 (11/07/14)
Next-Gen:
* XB1: RVM rendering uses uncompressed depth buffer
* XB1: Envmap rendering uses uncompressed depth buffer
* XB1: Fixup and honour the various Animation thread affinities
* XB1: Use ESRAM for text rendering target + render directly to target
Render:
* New setup for god rays coming in
* Fixing error with previous frontend wtc check in
* PC/XB1: Bone transform prefetching to improve d-cache misses with Skinned geometry
* Minor adjustment to help with shadow fade distance causing some odd transitions between cascade 3 and 4
GUI:
* Updated menu background scene with latest work from Darren - testing wip scene for other work.
Multiplayer/Online:
* Fix AR-2006 Leaderboards - Ghost leaderboard does not display the full list
Career:
* Save race progress dialog and gameflow in EOR quit
* Career Championships: GT3 specific points system configured, to allow for bonus point allocation for pole position.
* Career Championships: GT4 series progression hooked up. Player needs to complete any one of the regional series in top 3 to progress to the championship.
AI/Pitstops:
* Added Interface GetGarageLocation access
* Formula Rookie: AI tire model, gearshift tolerances, default setup tweaks, heat & wear model
* Fix Player car being hit by AI on the start line if he starts in first place and doesn't move at start
* Link the AI skill system to the data files for App control of what AI skills will be in a race ( AI personalities / skills )
* New in-game pit stop screens: Triggers new menu when pit stops are entered, allows access to pit stop strategy screens, and to set AI driver
Physics:
* M1 Procar & Group 5 cars: Finished heat & wear model. AI tire and setup tuning
* New tires for Formula Rookie, GT3, GT4, LMP1, LMP2, Clio Cup, FB CR2, McLaren F1, Sauber C9, M1 Procar, Group 5, FG1000, Group A
Vehicles:
* Renault Megane RS: Cockpit display
* Ginetta G40: Cockpit display added
* Ford Sierra RS500: LOD tweaks to reduce popping
* Ford Mustang Boss 302R1: Further LOD optimization to reduce popping
* Mercedes A45 AMG: Updated Wiper meshes.Wiper Animation/ Rain setup done.
* Ford Escort Mk1: Made windscreen reflections brighter, capped cockpit underside
* RUF RGT8 GT3: Cockpit DDS texture. Intial check in. Steering wheel DDS texture. Intial check in.
* RUF CTR3: Made windscreen reflections brighter, capped cockpit underside, fixed AO on LODX wheels
* LMP RWD P30: Made windscreen reflections brighter, fixed windscreen normals, merged doors to chassis (except on LODX)
* McLaren F1: All LOD levels updated, small adjustment to lower the car, added LODX, updated collision with boot object, wheels dds texture - little update on valve hole position, misc dds texture - new texture replacing previous one, badges dds texture - new texture replacing previous one
Tracks:
* Oulton Park: Added ground csm to pit garages
* Bathurst: Updates road broad and detail and fine skidmarks, texturemap refined for gridwalls and dirtedges added, tyrewall map improved fixed QA1853, 3D skyring for far distan mountains and terrain added
CQR Myles- TORA Race Number : 226
Number of posts : 1274
Location : Bern Switzerland/ Redditch England
Registration date : 2013-02-06
Reputation : 21
Re: Project CARS.
MYLES PR0WER wrote:I haven't done this in a while but here are the build notes from last week
- Spoiler:
Build 760 (07/07/14)
Render:
* Fix for MoonDome missing interpolatevalue parameter
Online/Multiplayer:
* Bugfixes to the potential best lap time calculation (previous saved versions invalidated).
* User generated content wip: Enumerate subscribed Steam UGC pacakges on startup, Download subscribed packages and pass them to UGC cache, Notify App about packages being added, initial startup finishing, and potential failures.
GUI:
* Vehicle Showcase screen added
* Placeholder Career Event Posters submitted
* Quick Solo Vehicle QuickSelect screen updated
* Trackmaps: New track map for Besos Club, GP & National updated
Cameras:
* Replay Cameras: Eifelwald (Nordschliefe) first pass - getting initial cameras and switch zones in place.
Animations:
* Pitcrew: wheel attendant 01, updated names(fbx), added part for air jack removal.
* Pitcrew: Wheel mechanic (right side), renamed bones prefix from FBX_ to fbx_ , changed orientation of translation main
AI/Pitstops:
* Tweaks to namespace use
* Moved DriverAI lib to DriverAI namespace
* Fix AI not avoiding stationary / dangerously low speed cars
* Changed the Requested Pit Board to remain up until pitting complete
* Help reduce front to back collisions by lowering the speed limit a bit when behind a slower car
* New AI feature : when cars are side by side, they now shift projections from the driving line to the center line so as to handle passing manoeuvers better
Career:
* Career event launching screen switched to use poster graphics rather than icon graphics (no visual change as the poster placeholders are just copies of the icons)
* Time progression in career races is now scaled along with the scaled session duration, so the perceived day progression of a 24 Hour race will still be the same when the race is scaled down to take only 2 hours to play. Not sure it works fine for lapped races (or without an opt-out in the options), but submitting for review.
Physics:
* Group A cars: Heat & wear model plus other updates. See Physics Releases post #337 for details.
Vehicles:
* McLaren P1: Wheel LODs, LODX AO
* Ruf CTR3: Suspension animation runtime files
* Ginetta G40 jr: Wiper mask texture file initial checkin.
* BMW M3 GT2: Made windscreen reflections brighter, capped CPIT underside
* BMW Z4 GT3: Made windscreen reflections brighter, merged doors to chassis (except LODX)
* Gumpert Apollo: Made windscreen reflections brighter, merged doors to chassis (except LODX)
* Audi R18: Removed doors from collisions, made windscreen reflections brighter, capped CPIT underside, removed doors and joints from collisions, assigned white vertex color to glass
Environment:
* 50 static gen_bush instances added to the pool
Tracks:
* Snetterton: Traffic sign, banner texture, added Leaves and marble particles
* Oulton: Added Leaves and marble particles, added textures for light station 01
Build 761 (08/07/14)
Bugfixing:
* Fix AR-2053 - Leaderboards not updating in real time using All Classes
Render:
* Planerreflection in the FE
* Fix for missing road/terrain(etc) in Dynamic Envmap
* Fix for uninitialised buffer value causing a crash in the classes dtor.
* PC/XB1 editable parameters now have the set of textures used by the shader first (~2% CPU saving)
* New gneric prim support. Adding in proper code functionality for static and dynamic prim types. Adding in code to allow us to setup the primtypes initial buffer data.
* Godray fix for mutlithreaded rendering issue. Changing fade time to be 1/2 second. Adding in static generic prims instead of dynamic ones for the effect rendering. Removing check for commandline param.
GUI:
* Added option for 'Crepuscular Rays' to visuals. Changed Career Session Length to stop at 1
Animations:
* Add per-command type member names for animation script tSource MGDF writing.
* Added extraction of player vehicle wheel spindle orientation from HD vehicle.
AI/Pitstops:
* AIW interface updates
Career:
* Career Championships: Updated the default pit speed limit to 60kph
* Career Championships: Implemented Formula A Qualifying knockout system.
* Added per-session RollingStart flag to career races and passed in via scripting, so that specific sessions can use rolling starts
* Career Championships: Endurance Motorsport events - all updated to include Minimum Duration settings for sessions, Race sessions set to rolling starts.
Vehicles:
* Ford Focus RS: LOD tweaks to reduce pop-in
* Ford GT40 MkIV: LOD tweaks to reduce pop-in
* Sauber C9: Made windscreen reflections brighter
* Mercedes 300SEL AMG: Made windscreen reflections brighter
* Ginetta G40: Updated Wiper meshes. Added missing mirrors damage deformation. Wiper Animation/ Rain setup done.
* Mercedes SLS: Made windscreen reflections brighter, fixed windscreen normals, capped CPIT underside, fixed bugs
* Mercedes A45 AMG: Added liveries names, new black wheels textures, new red wheels textures, Made windscreen reflections brighter, capped CPIT underside, removed dirt texture on windscreen
Environment:
* Bhlow*s tree instances added to the pool for tracks with moutains around
Tracks:
* Oulton Park: New texture maps, 1st commit
* Azure Coast: New smaller lamp flares effect
* Silverstone: New overlay for f-racingline added
Build 762 (09/07/14)
Render:
* Allow Ultra Shadows in DX9 / aligned DX9 shadowmap resolution settings with DX11
* Updated skin shader to fix compile error now that sub-dermis colour is being used
Animations:
* Animation source update
* New GT pitstops sequence and related data update
Career:
* AR-1966 Fixed in-race session names.
* Career Championships: GT4 UK Trophy - Locations updated to final set.
* Extended team scoring flag so it's applied to EOR Standings and news too
* Added per-Championship flag so team scoring can be disabled when required
* Don't process the team scoring if there's no scoring data e.g. from a clean save
* Career Championships: GT4 US Trophy - Lakeville track name updated to match latest system files naming (fixes crashing bug).
* Career Championships: GT4 Motorsport events - all updated to include Minimum Duration settings for sessions, Race sessions set to rolling starts.
Physics:
* FC r20 tire, FB r4 tire, Vintage r8 tire, GT40 aero.
* Ford Mustang Boss 302R: Fixed some rear suspension issues
* Sauber C9: Gearshift tolerances, heat & wear model, AI model tuning, aero model overhaul, improved default setup and adjustment ranges
Vehicles:
* BMW 320 Group5: Updated Wiper meshes.Wiper Animation/ Rain setup done.
* RUF CTR3: Cockpit display added, fixed boost gauge scale and calibration
* LMP2 RWD P20: Source textures initial check in, ultra detail setup, LODs done.
* Ford Escort Mk1: Cockpit animations added, tweaked cpit exposure now that AO is added
* Pagani Huayra: Made windscreen reflections brighter, capped cockpit underside, merged doors to chassis (except on LODX)
* Mercedes 190 Evo2 DTM: Fixed windscreen normals, made windscreen reflections brighter, capped cockpit underside, fixed bugs
* Mitsubishi Lancer Evo X FQ400: Fixed windscreen normals, made windscreen reflections brighter, capped cockpit underside, made glass AO white.
Tracks:
* Cadwell: Added marbles and leaves particles
* Oulton Park: Added ground csm to pit garages
Build 763 (10/07/14)
Bugfixing:
* Fix crash in ImpactPiecesManager::SpawnEffect() - AR-2082
* Bug fix AR-2069. Fixed pit engineer related round-trip crash.
* Fix MP issue with num laps not getting stored correctly - AR-2077.
Render:
* God ray fix for pausing.
* Rain Drops primitives now using the correct default rendertarget when rendering..required update for double buffer rendering.
* Increased limit on number of index buffers in DX11 meshes, and added protection against over-running the limit in the future.
* More multithread bug fixes for godrays and screen effects.
GUI:
* Save menu text
* New textures for car showcase room
Multiplayer/Online:
* Disable "Restart Session" for non host in MP
Animations:
* Fuel mechanic: Adding Fuel_tank
* Fixing airgun prop (missing bone)
* Added Fuel tank root bone to Relax animation (to set position of this prop)
Career:
* Championship profile series particpant data decoupled from participant IDs.
* Added per-career series flag and accessor for opponent skill level (not hooked into game yet)
* Career Championships: GT4 specific points system configured, to allow for bonus point allocation for pole position.
* Career Championships: GT4 Euro Championship - Updated with final locations. Race lengths and Minimum Duration adjusted accordingly.
* Career Championships: GT4 - All GT4 series have now been updated to final track locations, appropriate Minimum Session Duration, Forced Pitstop per Race 2, and Pit stop options to limit what the player is allowed to do in each session. Also bonus points are now earned for best qualifying per session.
AI/Pitstops:
* FG1000: AI tire model tuning
* Caterham Classic: AI tire model tuning
* AIr personalty skills : mStartReactions // how good it is on the start line, mLineDriving // how comfortable the AI is at following the driving line rather then the middle line, mBrakingAptitude // how good the AI is at taking curves at the correct speed, mBrakingTiming // how good the AI is braking on time or early, mDogFighting // how comfortable the AI is at staying close to other cars
Vehicles;
* Ginetta G40: Added cockpit display
* Ford Mustang Cobra TransAm: LOD tweaks to reduce pop-in
* Renault Megane RS: Made windscreen reflections brighter, capped cockpit underside
* Pagani Zonda Cinque: Created new high-res windscreen reflections texture, capped cockpit underside
* Pagani Zonda R: Made windscreen reflections brighter, capped cockpit underside, merged doors to chassis (except on LODX), exported updated collisions without doors
Tracks:
* Outon Park: Fixed garage spots at an ange causing AI control to hit the right wall of garage on exit.
Build 764 (11/07/14)
Next-Gen:
* XB1: RVM rendering uses uncompressed depth buffer
* XB1: Envmap rendering uses uncompressed depth buffer
* XB1: Fixup and honour the various Animation thread affinities
* XB1: Use ESRAM for text rendering target + render directly to target
Render:
* New setup for god rays coming in
* Fixing error with previous frontend wtc check in
* PC/XB1: Bone transform prefetching to improve d-cache misses with Skinned geometry
* Minor adjustment to help with shadow fade distance causing some odd transitions between cascade 3 and 4
GUI:
* Updated menu background scene with latest work from Darren - testing wip scene for other work.
Multiplayer/Online:
* Fix AR-2006 Leaderboards - Ghost leaderboard does not display the full list
Career:
* Save race progress dialog and gameflow in EOR quit
* Career Championships: GT3 specific points system configured, to allow for bonus point allocation for pole position.
* Career Championships: GT4 series progression hooked up. Player needs to complete any one of the regional series in top 3 to progress to the championship.
AI/Pitstops:
* Added Interface GetGarageLocation access
* Formula Rookie: AI tire model, gearshift tolerances, default setup tweaks, heat & wear model
* Fix Player car being hit by AI on the start line if he starts in first place and doesn't move at start
* Link the AI skill system to the data files for App control of what AI skills will be in a race ( AI personalities / skills )
* New in-game pit stop screens: Triggers new menu when pit stops are entered, allows access to pit stop strategy screens, and to set AI driver
Physics:
* M1 Procar & Group 5 cars: Finished heat & wear model. AI tire and setup tuning
* New tires for Formula Rookie, GT3, GT4, LMP1, LMP2, Clio Cup, FB CR2, McLaren F1, Sauber C9, M1 Procar, Group 5, FG1000, Group A
Vehicles:
* Renault Megane RS: Cockpit display
* Ginetta G40: Cockpit display added
* Ford Sierra RS500: LOD tweaks to reduce popping
* Ford Mustang Boss 302R1: Further LOD optimization to reduce popping
* Mercedes A45 AMG: Updated Wiper meshes.Wiper Animation/ Rain setup done.
* Ford Escort Mk1: Made windscreen reflections brighter, capped cockpit underside
* RUF RGT8 GT3: Cockpit DDS texture. Intial check in. Steering wheel DDS texture. Intial check in.
* RUF CTR3: Made windscreen reflections brighter, capped cockpit underside, fixed AO on LODX wheels
* LMP RWD P30: Made windscreen reflections brighter, fixed windscreen normals, merged doors to chassis (except on LODX)
* McLaren F1: All LOD levels updated, small adjustment to lower the car, added LODX, updated collision with boot object, wheels dds texture - little update on valve hole position, misc dds texture - new texture replacing previous one, badges dds texture - new texture replacing previous one
Tracks:
* Oulton Park: Added ground csm to pit garages
* Bathurst: Updates road broad and detail and fine skidmarks, texturemap refined for gridwalls and dirtedges added, tyrewall map improved fixed QA1853, 3D skyring for far distan mountains and terrain added
If I was the driver in the suit, I would look awesome!
Re: Project CARS.
Also looks like PCARS will have an AutoVista mode like Forza
CQR Myles- TORA Race Number : 226
Number of posts : 1274
Location : Bern Switzerland/ Redditch England
Registration date : 2013-02-06
Reputation : 21
LMR Sahara- TORA Race Number : 195
Number of posts : 1010
Location : Central California
Registration date : 2012-06-26
Reputation : 19
Re: Project CARS.
Wheel support list (Not final)
PC
Thrusmaster T300RS
Thrustmaster Ferrari GTE
Thrustmaster TX
Thrustmaster T100
Thrustmaster TH8RS
Thrustmaster TH8A
Thrustmaster T3PA Pedals
Thrustmaster T500RS
Thrustmaster RGT Force Feedback Clutch
Thrustmaster F430 Force Feedback
Thrustmaster Ferrari F1 Wheel Integral T500
Thrustmaster GP XID Gamepad
Thrustmaster GPX Gamepad
Thrustmaster GPX LightBack Black Edition Gamepad
Fanatec Porsche Turbo
Fanatec Porsche Carrera
Fanatec Porsche 911 Turbo S
Fanatec Porsche 911 GT2
Fanatec Porsche 911 GT3V2
Fanatec CSR (+ Pedals)
Fanatec CSR Elite (+ Pedals)
Fanatec ClubSport (+ Pedals)
Fanatec ClubSport Shifter (+SQ)
Logitech G25
Logitech G27
Logitech Driving Force
Logitech Driving Force Pro
Logitech Driving Force GT
Logitech MOMO Force
Logitech MOMO Racing
Microsoft SideWinder Force Feedback
SimRaceway SRW-S1
XBOX ONE
Thrustmaster TX
Thrustmaster T458 Spider
Thrustmaster TH8A
Thrustmaster T3PA Pedals
PC
Thrusmaster T300RS
Thrustmaster Ferrari GTE
Thrustmaster TX
Thrustmaster T100
Thrustmaster TH8RS
Thrustmaster TH8A
Thrustmaster T3PA Pedals
Thrustmaster T500RS
Thrustmaster RGT Force Feedback Clutch
Thrustmaster F430 Force Feedback
Thrustmaster Ferrari F1 Wheel Integral T500
Thrustmaster GP XID Gamepad
Thrustmaster GPX Gamepad
Thrustmaster GPX LightBack Black Edition Gamepad
Fanatec Porsche Turbo
Fanatec Porsche Carrera
Fanatec Porsche 911 Turbo S
Fanatec Porsche 911 GT2
Fanatec Porsche 911 GT3V2
Fanatec CSR (+ Pedals)
Fanatec CSR Elite (+ Pedals)
Fanatec ClubSport (+ Pedals)
Fanatec ClubSport Shifter (+SQ)
Logitech G25
Logitech G27
Logitech Driving Force
Logitech Driving Force Pro
Logitech Driving Force GT
Logitech MOMO Force
Logitech MOMO Racing
Microsoft SideWinder Force Feedback
SimRaceway SRW-S1
XBOX ONE
Thrustmaster TX
Thrustmaster T458 Spider
Thrustmaster TH8A
Thrustmaster T3PA Pedals
Last edited by MYLES PR0WER on Tue 15 Jul 2014 - 19:03; edited 1 time in total
CQR Myles- TORA Race Number : 226
Number of posts : 1274
Location : Bern Switzerland/ Redditch England
Registration date : 2013-02-06
Reputation : 21
LMR Sahara- TORA Race Number : 195
Number of posts : 1010
Location : Central California
Registration date : 2012-06-26
Reputation : 19
Re: Project CARS.
I think so, WIP and technically infinity better than Forza's pitstops
CQR Myles- TORA Race Number : 226
Number of posts : 1274
Location : Bern Switzerland/ Redditch England
Registration date : 2013-02-06
Reputation : 21
Re: Project CARS.
Yay G25 wheel is in there means I can play!
ShrinkingSteven- TORA Race Number : 8
Number of posts : 2558
Location : Peterborough UK
Registration date : 2012-03-14
Reputation : 61
Re: Project CARS.
As a WIP, that was hilarious. I did not notice the three tires bit until someone spoke up. As for the car being sucked in to the spot where they all are... XD
Hopefully they add more animations to them aside from standing like dolls when not in pit road ala GT6 and Forza.
Hopefully they add more animations to them aside from standing like dolls when not in pit road ala GT6 and Forza.
Zeta0085-
Number of posts : 1637
Location : Tucson, Arizona
Registration date : 2012-06-12
Reputation : 23
Re: Project CARS.
More screenshots via GTP Forums
LMR Sahara- TORA Race Number : 195
Number of posts : 1010
Location : Central California
Registration date : 2012-06-26
Reputation : 19
LMR DarthMario-
Number of posts : 8184
Location : Janitorial Closet on the Death Star
Registration date : 2009-04-29
Reputation : 99
Re: Project CARS.
Graphics are looking really good for the next gen consoles. Unless that is PC..
Zeta0085-
Number of posts : 1637
Location : Tucson, Arizona
Registration date : 2012-06-12
Reputation : 23
Re: Project CARS.
They are from a super computerZeta0085 wrote:Graphics are looking really good for the next gen consoles. Unless that is PC..
CQR Myles- TORA Race Number : 226
Number of posts : 1274
Location : Bern Switzerland/ Redditch England
Registration date : 2013-02-06
Reputation : 21
CQR Myles- TORA Race Number : 226
Number of posts : 1274
Location : Bern Switzerland/ Redditch England
Registration date : 2013-02-06
Reputation : 21
LMR Sahara- TORA Race Number : 195
Number of posts : 1010
Location : Central California
Registration date : 2012-06-26
Reputation : 19
Re: Project CARS.
New car, 2013 Marek RP 219D, a diesel LMP2 car, also what is your stand on the fictional cars in the game such as the RUF GT1/GT3, the RWD and Marek cars?
CQR Myles- TORA Race Number : 226
Number of posts : 1274
Location : Bern Switzerland/ Redditch England
Registration date : 2013-02-06
Reputation : 21
Page 31 of 40 • 1 ... 17 ... 30, 31, 32 ... 35 ... 40
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» Project CARS.
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