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Member
(07-26-2012, 08:28 AM)
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#3401
very nice work. had a bit of a Top Gear presentation feel to it hehe. Would bet on it, that Top Gear will take notice about that game. Since GT they like to do the real world vs sim thing.
My Pc cries in envy of all the hardware power in this thread. |
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Member
(07-26-2012, 11:34 AM)
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#3402
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Member
(07-27-2012, 11:04 AM)
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#3404
I see no way in hell how will this work on current-gen consoles even with 720p@30 fps.
Daytime variations and weather maybe, but this kind of realtime skybox scenery and 16 cars on non-tunnel tracks in online.. I don't know. Will be interesting to watch the "curentgen console optimisation" if there ever actually going to be one. |
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(07-27-2012, 12:19 PM)
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#3405
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(07-27-2012, 12:50 PM)
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#3408
I don't even see clouds as being the biggest problem, car models, texture resolution, IQ, post processing effects, dynamic lighting, those are the heavy hitters, and will most likely be downgraded.
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Member
(07-27-2012, 06:16 PM)
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#3409
That'll change on release however. |
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Junior Member
(07-28-2012, 05:05 AM)
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#3410
Thanks machine. Look forward to making some more videos in the future, that one was just a warmup. I'm thankful for all the feedback... just polished it & replaced the bad& blurry scenes tonight.... replaced the vimeo file with a 1080p version. (purchased a plus account so all future trailers will be in full 1080 now) Cheers, -halcyon |
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Member
(08-03-2012, 08:52 PM)
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#3413
Found these build notes:
Originally Posted by Build Release Notes @ WMD Build 268 (30/7/12, Senior Manager) Session message manager WIP. Subtasks implemented: - Management of free message pool, outgoing message queue and guaranteed message queue. - Message sending - standard, guaranteed and sequenced - Guaranteed message resending and handling or received ACK messages - Outgoing queue throttling Tweaked viewer lights to avoid dark areas on pit building Tracks, Eifelwald. Tweaked textures - PSD files, 1st commit Tracks, Eifelwald. Tweaked textures New engine set for Formula A Level and dsp tweaks Switched to new engine based on the 98T with extensive dsp and car specific tweaks Updates to levels Formula A engine update new version (samples) Adding updated FA interior sounds - more towards TV style interior shots Fix for instance billboard trees Eucalyptus statics 1st pass Various cars: engine idle adjustment so they don't drop too many rpm simply from dropping the clutch in neutral Eifelwald: Logo Changed to Yirotires |
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Member
(08-03-2012, 11:39 PM)
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#3414
A few changes have been made:
Build 272 (3/8/12, Junior Member+) Adding trd properties to allow use to be able to specify the center of the track Now able to set the center of the tracks for clouds and skyring Added logging to session message manager Online: - HttpApi now has a Unicode interface - Changed services using HTTPAPI so that they use the Unicode http api, instead of each service doing its own conversions Launcher: - The error message in case of invalid username/password will be much clearer - Added compile-time defines to point the launcher to the dev server - Added configurations that define these defines Belgian Forest - updated trees for paddock area Eifelwald. Tweaked textures/PSD files Badenring - add viewer lights and fix positions few static assets for new marshal huts Tweaked lights around pitbuilding to avoid dark areas Adding spotlights to Badenrings Launcher: new executables Integration to handle new speech data format BFC Kerb texture updates Badenring - add new and imrpove textures Added new temp textures for Eifelwald, first revision Bathurst 3D eucalyptus instances, statics and instances Billboard bush instances for bathurst Lotus 49: drag adjustment. top speed now back up around 190mph BAC Mono: fix for tabs and spacing in the CDF (readability issue) BAC Mono: re-balanced aero to factor in drag torque effects. Shift from 120% rear to ~85%. Small other setup tweaks to fit with this change. Wider tuning ranges Eifelwald textures improvement Connecticut Hill - Added Track Centre Data to all TRDs for Cloud rendering Pagani Huayra: Added support for custom liveries Caterham Classic: Fixed overlapping front fender UVs + custom livery support New Badenring exports New Belgian Forest export New Eifelwald export New Memphis export New Test Track export Build 271 (2/8/12, Senior Manager) Online logging cleanup: - Removed Sabre's implementation of LiveLog (conflicting with OneSock's, missing features) - Added category support to LiveLog. Logging levels (verbosity) can now be specified per-category in DevModeConfig - Exposed OneSock's LiveLog singleton to Sabre, which defines its own log categories - Switched Awards code to use the global OneSock log - Fixed potential buffer overwrite when logging long strings - Non-Info logging levels now use the correct BLog call, they will now be correctly logged as [Warning] and [Error] Storage: Implementation tweaks, const corrections. Moved Storage module into Base namespace. Moved Storage system from SaveGame to Base. Added few OneSock lock safety checks. Bathurst/Bologna - Track Centre data test for Kevin (To help with Cloud and Skyring development) Pagani Huayra cockpit glow. Gauge reflection polishing. pass3 3D eucalyptus trees (set shadow cast and shadow receive for 3D LODA) mip and coloradjust for tree texturemap Cameras: set up on-car cameras with new feature to ignore world movement pass2 3D eucalyptus static instances Eifelwald-Texture Eifelwald - improved kerb texture Changed default DevModeConfig settings to enable OneSock logging. Updated DevModeConfig with new OneSock+Sabre logging categories. Caterham classic: new expoprt Build 270 (1/8/12, Senior Manager) Added debug-only function to check if the OneSock lock is locked Added online interface for session messaging Hooked session networking's callbacks when session members are joining/leaving and when a new game packet is received Camera: Added new property that allows a certain camera to ignore the profile setting of world movement dampening, and use the full value HttpApi: - Moved construction of extra HTTP header fields from the downloader to each connection setup, to potentially allow each connection to use different headers. - HTTP download parses and remembers the content-type and charset of the reply. - Added getter to retrieve server response in an Unicode string. Launcher: Fixed case-sensitive comparison of Content-Type charset header Parameter type fix for stream close calls Implemented handling of incoming packets: - Send back ACKs when Guranteed message or Sequenced message part is received - Store incoming Sequenced message parts and reassemble them once all parts are received ; ignore duplicate parts and parts of a sequence received after the sequence is finalized - Turn incoming Event messages into App Events and send them to App for processing Minor fixes/additions after testing with GamerProfile integration Launcher:* Usernames and passwords are set correctly to the server, regardless of characters used Updated Eifelwald textures Memphis: New AIW for new geometry changes. New main and race path with corridors. Still needs pit lane path Checking in WIP FDP for integration. Still needs lots of tweaks and balancing. Will probably require separate set for Formula A and 1 cars WIP AI for Formula A based on new player car audio Pagani Huayra cockpit glow texture. Gauge reflections minor fix New Pagani Huayra export Build 269 (31/7/12, Manager+) Setup default BDbgMetrics module configuration in BaseConfigure Added Timer Test Manager with basic timer metrics Added hybrid timer test Enabled BDbgMetrics module in all configs PC Session CPU Info now also contains strings for the Architecture, Processor Type and CPU Status, instead of just the OS int value Updated BDbgMetrics macro so that objects can be Broadcast via either the default byte array method, a member function or a custom callback Metrics file saving is now disabled by default Added App title and build version to metrics session info Metrics session platform now includes CPU details Launcher: OK button will be disabled in the login dialog if username or password is empty Launcher: Application now uses Unicode API Ghost system: - Added API for accessing save game ghosts to the ghost and cache manager. - Implemented save and load ghost from/to saved game. Implemented Storage system Change to how we render the sky rings so that they can allow the clouds and moon to go behind them Tweaks to audio levels Further changes - new rumble layer, levels, dsp and pitch changes Adding exhaust rumbles to Formula A engine set to test Low and high pass filtering added for in car onloads |
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Member
(08-10-2012, 01:19 AM)
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#3421
Bought access to the beta today and I donīt regret it. Compared to Forza for example it feels more exciting driving and thereīs a good sense of speed.
Mostly been racing Bathurst so far which is an awesome track. I like the AI drivers too which feel a bit more alive than those in Gran Turismo and they are pretty challenging. Wish I had a wheel but the 360 pad works well enough for now I guess. Anyone know when online racing will be implemented? |
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Member
(08-10-2012, 01:59 AM)
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#3422
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(08-10-2012, 11:39 AM)
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#3426
Seriously, I think this is the best-looking game EVER, by far.
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Member
(08-10-2012, 01:00 PM)
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#3428
Quote:
Quote:
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Member
(08-10-2012, 01:03 PM)
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#3429
It seems first pass for rain is in. Changelog:
Build 277 (10/8/12, Team Member+) TweakIt 1.0.0.18: - Added Connection get accessor to ConnectionWnd to allow access to the TcpConnectionClient object - Added Timer Test metrics callbacks for session disconnect and connection reset to reset metrics and stop reading stale values - Added Session ID to metrics packet to check correct ones are used Made sure test timers use same millisec base in order to void false negatives caused by pre-emption between timer updates Added Session ID to metrics packet to make sure only packets from current session are accepted by the TweakIt metrics module [Online] Removal of old Session Files, renaming of files, addition of new SessionTypes_360.hpp and clean up of current code Can now start on getting the 360 connection mesh setup when you have joined a session and all the machines talking to each other [Audio] Speech HRDF now using h32string, with some case-sensitivity fixes. App-layer console changes to match it [Audio] Speech HRDF data now retained in memory and removed container classes. Some renaming to separate the audio indices from the speech items. Cygnus hrdf data updated to match [Audio] Moved UpdateSoundDefIndices to SpeechBlock since SpeechBlock is FMOD-specific too [WEATHER] Settings to allow cloud emap exposure. This is to prevent the banding at night Online: - HttpApi will no longer limit operation to a single request at a time. Requests can be tagged with category tags, and one request from each category will be allowed to run at the same time, and requests from different categories will run in parallel Tracks. Trees. 3D broadleave instances 1-6 BFC texture updates Eifelwald - texture tweaks, new set of textures; treewall texture, tweaked alpha chanel; tree instances for first WIP pass; texturemaps; new fence texture Tuned ABS and TC settings for all cars WEATHER: Settings to allow cloud emap exposure. This is to prevent the banding at night rain fall particle effect checked in for rainy, storm, super storm and light rain. Don't forget to delete local default.wtc in documents/lighting edits if you have been using tweakit wtc edit - rain keys added to the non-rainy conditions to help with blending problems wtc edit to remove banding on IBL lit clouds by adding CloudEnvExposure keys wtc edit to reduce/remove the bright white cloud bug that was introduced with the IBL banding fix. Values of 16 for cloud exposure reduced to 4. seems to sort the bug and remove most of the banding still New Belgian Forest Circuit and Eifelwald exports Build 276 (9/8/12, Senior Manager) Speech system updated to remove legacy code. Also tidied up callback error handling and speech index table size TweakIt 1.0.0.17 : Metrics Module update - Added OS info to global channel session info - Updated the number of timer results displayed - Fixed some bugs in the packet structures to standardise the handling of the packet size field - Added negative time value error detection Timer Test updates - Wrapped timer test values into single packet - Updated Timer Test hybrid timer logic When switching accounts while still using the same profile, records and similar properties will be cleared in the local profile, and downloaded from the online stats Removed some obsolete entries in the user profile Added a function to delete previously recorded best live lap data Added some consts to Timings to pass string arguments as const references, instead of references Online: - Stat manager multi-query supports an arbitrary number of vehicles and tracks in a single query - Stat manager multi-query can return unranked entries. Added API to vehicle and track lists to retrieve the array of all vehicle/track Ids Session 360 work , moving from Sabre into OneSock. Still very WIP but got basic SessionCreation,Searching and Joining working via Debug functions and can now build from that Belgian Forest - addnew textures - f1 pitbuilding Rain fall added to rainy condition. first pass, needs tweaking. if you have local Documents\Lighting Edits default.wtc file from tweak it tweaks then it needs to be deleted Changed specular mapping coordinate in new_ground shader to use broad scale mapping when broad normal mapping is enabled Eifelwald. Tweaked textures/PSD files Formula B: fixed low-rpm braking torque typo. Doesn't affect driving at all Eifelwald - improved grasscrete texture, psd source file Eifelwald - improved grasscrete texture First pass of dynamic Rain system Build 275 (8/8/12, Senior Manager) Debug console change to match latest speech interface changes Speech system rework to go along with the recent HRDF changes, and some optimisation - SpeechItem class and HRDF parts split off so SpeechItem can contain dynamic data (with some renaming to keep it clear) and HRDF can be unloaded - Speech system reworked to use hashed names - Sound def indices are now only retrieved the first time, and cached for quick lookup Ghost system: - Binary streams can read and write 8-byte numbers - Binary streams have API for saving and loading NodeUserId directly - Debug output containing node user ids uses helper functions to format the user id, instead of formatting it as a 32-bit integer - Fixed error with byte ordering in reads from streams, which could happen if the compiler or optimizer reordered functions calls in some expressions BAC Mono: driving aid effectiveness adjusted Eifelwald. Tweaked textures/PSD files - 1st commit Eifelwald. Tweaked textures Eifelwald - new Karussell concrete texture, psd source file Eifelwald - new Karussell concrete texture New Test Track export Build 274 (7/8/12, Manager+) Fixed documentation for profile functions wiping stats Stats for tracks and vehicles that no longer exist will not be wiped every frame, but only once after login Added deffered rendering debug items to TweakIt Added in code to render dynamic cloud emaps and generate the diffuse convolve textures Support for Cloud IBL.. Also fixed ps3 warnings Cameras - only apply IgnoreWorldMovementUIValue in replay playback Added Guaranteed and Sequenced message send/receive tests Session messaging tests and fixes: - Fixed locking when sending Guaranteed message ACKs - Added some extra logging to help us debug potential hybrid p2p/rb protocol issues - Changed ping logging from Info level to Debug level Launcher: Added MD5 information to needed patch data printed to log file. WTC set up, ready for IBL code to be added Eifelwald. New texture maps, 1st commit Eifelwald. Tweaked textures/PSD files Load screen overlapping text issue fixed Updated splash screen/startup items (BMW logo, new loading image, improved lanyard) New icons for Aries_Frontend sprite container Eifelwald:textures-First Pass Build 273 (6/8/12, Senior Manager) Ghost system: - Extended ghost API to allow enumeration of ghosts in the local disk cache - Extended ghost API for ghost UI to allow access to save game lists. - Added a way to cancel save game ghost operation. Fixed Xbox compile error from CL 235108. Temporarily disabled locking checks on PS3 Fixed PS3 compile errors Tested and fixed direct p2p sending, receiving and handling of Standard messages Fixed unreferenced variable error in Final builds Updated empty PS3 implementation of GameManager Initial support for "Online Game" events that can be sent between session members over the network. Implemented send of testing Standard (unreliable) message Session messaging WIP: - Fixed an issue in message sending - Added support for "Game" online messages Launcher: version change Updated emmissives on ferris wheel and tower ride (art source) New Sakitto exports |
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Member
(08-10-2012, 01:39 PM)
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#3431
Posted on 17.7.2012:
Quote:
Also 27.7.2012:
Quote:
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Member
(08-10-2012, 02:43 PM)
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#3432
Updated the OP with Ginetta license news
Three Ginettas to join Project CARS - Ginetta G40 Junior ![]() - Ginetta G50 ![]() - Ginetta G55 GT3
Last edited by markao; 08-10-2012 at 02:46 PM.
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Member
(08-16-2012, 04:20 AM)
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#3435
Check out community gallery #29. I especially like the clouds in shot 31.
http://www.wmdportal.com/projectnews...ty-gallery-29/ Buildwise, it sounds like it is taking a week or three for things to settle down after the rain and such -- any recent impressions? |
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Member
(08-20-2012, 04:36 PM)
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#3437
Saw this fan-made (I think) trailer on virtualr and felt like it was worth sharing, http://www.youtube.com/watch?v=uCtiK...layer_embedded
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Member
(08-20-2012, 05:12 PM)
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#3438
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Member
(08-21-2012, 10:33 AM)
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#3440
"we are the 5% " made me laugh .. great jab @ Grid2
reinstalled with the new launcher thingy and all. runs smoother than ever. every build is a hit or miss with my system.. weird but okay. And damn i so want to try the road maps. but i will not upgrade. *mimimimi* |
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Member
(08-21-2012, 12:16 PM)
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#3442
Codemasters said their data out of dirt3 and so showed them only 5 percent of the players actually use the in car perspective. and that they would not support it in GRID2.. which makes me sad. So this fanvideo was a nice wink and jab at them hehe
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Member
(08-21-2012, 12:21 PM)
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#3443
Bahaha, that's what they said? With what data?
I'm guessing that more than 5% probably hacked the FOV and camera so that it was better than their in-car camera but was enough to qualify it as not-in-car cam. Or something. But yeah, that's a great shout out to Codemasters. |
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Member
(08-21-2012, 01:47 PM)
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#3444
GRID 2 will not have in car cam? What a POS. |
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Member
(08-21-2012, 02:01 PM)
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#3446
Their own internal data based on their own internal analysis of that same internal data made exclusively for them.
No. Welcome to 5%. This is the hyperbole from the first sentence of the article:
Quote:
Quote:
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(08-21-2012, 02:04 PM)
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#3447
In colaboration with JJ Abrams, powered by Frostbite 2 engine. Seriously though, that was awesome |
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Member
(08-21-2012, 02:12 PM)
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#3448
Of course I'm biased, but I really consider the regular membership well worth the cost to play Azure Coast + the other country road track, if you're at all into that sort of thing. And remember that if you're interested in buying the full version down the road, upgrading your membership should give you an increasing discount off the final version if I recall correctly.
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Member
(08-21-2012, 02:56 PM)
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#3450
Who cares about Grid2?
Itīs a BS arcadey racer that killed the Toca franchise. I would care about in car views on a sim game, but not so much on a fast paced arcade. Now back to the topic: i really want to get into CARS but i will do it after the game is released. Will i miss much by choosing this? Rfactor2, GTR3, CARS and others will eat up a lot of my time in the future. Nice change of pace games while the consoles are in this end of generation time where you just wait for PS4/720. |