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Project CARS (crowdsourcing) racing sim by Slightly Mad Studios (fully funded 3.75M)

Hackbert

Member
fan made by me not official :)

project cars forum member : halcyon

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.
 

Mascot

Member
New Project CARS Trailer - Dance Of The Earth

Click Image Above to view Video on Vimeo
Time lapse footage is shot entirely in game, game speed is sped up... Very Early Work in Progress
Enjoy!

My eyes just did a sex-wee all over my brain.
 

disap.ed

Member
Regarding multi-player:

Stepan Vondrak said:
A bit late reply, I know, but so far everything's looking good and we should be able to start testing in 3 weeks. Dev-only and everything will be very buggy of course.
 

amar212

Member
New Project CARS Trailer - Dance Of The Earth

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.
 
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.

Change logs has continuous references to PS3 and 360 versions, It will happen, but it's not gonna look anywhere near as good as that.
 

Xun

Member
I must be honest, but currently I could see the game looking quite close on the consoles.

It's the clouds that really sets it apart from the current generation.
 
I must be honest, but currently I could see the game looking quite close on the consoles.

It's the clouds that really sets it apart from the current generation.

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.
 

Xun

Member
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.
They will be downgraded, yeah, but I don't think at first glance it would look that different on the consoles in its current state.

That'll change on release however.
 

ed3dfx

Slightly Mad Studios (SMS)
Congrats on the promotion and joining the manager club :)

The first pit stop design document has also been released today and it sounds really nice: linky


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
 

Mascot

Member
No feedback from new builds in the past couple of weeks - I'm guessing any tweaks introduced have been pretty minor?
 

Mascot

Member
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
 

TJP

Member
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
 
Bought access to the beta today and I don´t regret it. Compared to Forza for example it feels more exciting driving and there´s 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?
 

Blizzard

Banned
Bought access to the beta today and I don´t regret it. Compared to Forza for example it feels more exciting driving and there´s 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?
I don't think anyone has a date, but they've been implementing things towards online tests for a while, so a lot of the code should be ready for the connecting touches.
 

fresquito

Member
I think I read the first pass will come in three weeks? But I think it will be restricted to devs (it will not come in the weekly builds).
 

DieH@rd

Banned
I will have to upgrade from Junior to Team Member these days. I tried Nirburg last night and it was awesome [also Azure Coast is fun].
 

_machine

Member
Any noticeable changes to the physics/feel/FFB/handling, or are those still very much WIP?
None yet, apart from some individual car tweaks, but the new dynamics engine is running (new physics engine for everything else than the tires), but it won't be implemented for a while and AJ is still working on the new tire model. Here's a few quotes from Ian:
We're doing a lot of 'bitsy' work on the physics on an ongoing basis but the major improvements will only be implemented in the builds when they are at least roughly complete. As per AJ's thread, we are already internally testing the new tyre surface model which is an important part of the new tyre model as a whole.

The new dynamics model is basically complete also but again, a lot of implementation work is required. These things normally take years not weeks but we're doing it in months.

This is game dev, this is how it works. Normally a game is fairly shit at this stage of development. We're way ahead of the normal curve simply due to the WMD system forcing us to be.

Be patient
I've seen some AI mentions in here also. The above reply for physics also applies. We're completely rewriting the AI code from scratch. This takes a long time but we have our best people on it (SteveD mainly) and the aim, again, is to have the best AI ever.

First implementation of this new system is scheduled to hit the builds in 8 weeks time.
So basically, while the graphics and content can be updated on a weekly basis, the core physics works take months to work so major updates to the physics are still far away.
 

fresquito

Member
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
 

_machine

Member
When can we expect online support?
Posted on 17.7.2012:
We're aiming for functional dev-only multiplayer working via debug GUI and/or command line switches within the next 4 weeks, opening it up to WMD members as soon as practically possible afterwards.

It's high priority to make this happen and you guys will be the first to know when something wonderful occurs.

EDIT:
Also 27.7.2012:
A bit late reply, I know, but so far everything's looking good and we should be able to start testing in 3 weeks. Dev-only and everything will be very buggy of course.

I updated the posts with latest updates. I have been busy working on the game protocol. We can now send game events to other players connected to the game, either directly or via rebroadcaster. The events can be sent as unreliable (delivery not guaranteed), reliable and sequenced (large reliable messages split into multiple parts). We can't receive them yet though, working on that now

Next week we should be able to start integrating our old multiplayer code from previous games into pCARS code base, which will allow us to test basic multiplayer after few more weeks.
 

markao

Member
Updated the OP with Ginetta license news


Three Ginettas to join Project CARS

- Ginetta G40 Junior
g40junior-300x200wwsot.jpg


- Ginetta G50
ginettag50gt4_3-300x2qas9l.jpg


- Ginetta G55 GT3
g55gt3-300x198pqskj.jpg
 

DieH@rd

Banned
New trees @ nirburg looks nice. :)

Can anyone offer me car setups for Racer L4-RS @ Nirburgring and Bathrust? Or place where I can find them myself.
 

Hackbert

Member
"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*
 

Hackbert

Member
I don't get the 5% thing :(

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
 

Shaneus

Member
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.
 

TheD

The Detective
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

Wait, what!

GRID 2 will not have in car cam?

What a POS.
 

amar212

Member
Bahaha, that's what they said? With what data?

Their own internal data based on their own internal analysis of that same internal data made exclusively for them.

Wait, what!

GRID 2 will not have in car cam?

No. Welcome to 5%.

This is the hyperbole from the first sentence of the article:

This has the potential to be the best racing game of the generation. Perhaps ever.

This is about cockpit view. Notice how "developers are sad too":

However, we mustn't allow the spectacle to gloss over the first big omission from the game: There's no helmet cam (Insert dramatic chipmunk here in your mind). Now, chances are you don't care. It's said that 95% of GRID players use bonnet or chase cam. But we care. The reason for its absence is simple – the exquisitely detailed interior shots used too much processing power to justify including them when nobody was using them, and the team would rather use that power elsewhere on the things that people are looking at. Fair enough, but we're still sad to see it go. So are the developers - they said so.

Read the rest for complete saturation of sanity.
 

Blizzard

Banned
"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*
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.
 
Who cares about Grid2?

It´s 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.
 
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