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

Blizzard

Banned
Patch notes:

Build 221 (25/5/12, Team Member+)
IMPORTANT!
Managers and Senior managers
Please note that due to an unfortunate bug in the patch installer anybody who installed patches 218, 219 or 220 this week will need to uninstall the game completely before installing patch 221 (or later).
This will mean installing the 207 base build from scratch and then applying patch 221.
Apologies for the hassle this causes.

Increased number of LODs allowed from 3 to 4
Updated processing of terrain triangle edge collision constraints, which don't satisfy the removal condition. Such constraints have primary axis adjusted to be equal with triangle (i.e. terrain surface) normal
Game manager WIP:
- Added GameManager class, responsible for creating/joining/leaving game sessions and maintaining their state + member information
- Added GameAttributes class, keeping game session attribute state (also used when creating or searching for sessions)
- Implemented low-level join, create and leave requests and response handling.
Ghost system:
* When a stat is uploaded and a ghost is not requested from the server, the ghost system will be informed about it, so that it can remove the data from memory (which it was keeping for the case it'd be needed for upload)
* Made Ghost manager's physics callback a member function.
* Recorder now remembers whether or not the recorded lap is the participant's best track or event time, so that it can later decide what to do with it
Ghost system:
* Runtime ghost format is now copyable
* Recording buffer no longer inherits from runtime recording format, instead it encapsulates it. This makes it possible to transfer ownersip of the recorded data
* Added functionality to save a recorded ghost to the local cache, replacing any previous (slower) version of the user's ghost on the same track
* Added management of in-memory ghost data, including locks that keep it in memory while other tasks need it.
Ghost system:
* Added a define that I use in development to enable unfinished features (that may not function properly yet). The define is temporary and will be removed once the ghost system is in a more complete state

Removed experimental heating and pressure
Labels added to FOV and Min/Max Speeds sliders on Camera page
Added new Harrison HUD map
Added new Memphis HUD map
Tweaked pitlane on the HUD map for Harrison Pike
New Sakitto AIW's for the new geometry changes. Updated grid sizes to 46 for the GP and East layouts, and 30 for West layout
BAC MONO: livery19
Added Delaware 'temp' icon for testing
Updated Memphis HUD map
Added placeholder track map for Delaware
Harrison Pike Raceway - add new textures for safer zone
New logo added for Delaware
Removed clutch position from CDV for specific cars, that are operated by 2 pedals during race
Added plms' overcast, moved mine to heavy cloud. added cockpit exposure values back in from old wtc although they only work on helmet now
Ariel Atoms: engine braking adjustment to control lift-off oversteer
Added Loire National HUD map
Console specific settings for lens flare intensity
Stockcar90: Added red wheel variation
New Harrison Peak export

Build 220 (24/5/12, Senior Manager)
Implemented game session browser:
- Create GameBrowser class which maintains and refreshes list of running game sessions
- Added game browser query functions to Online Interface
- Fixed the order in which in which online components are terminated. This fixes issue where the game could get stuck in infinite loop on exit
- Fixed bug where the CSProtocol class would not handle messages incoming after the initial HELO response correctly.
- Regenerated header+source with DS server definitions.
Added support functions for game browser testing
Fixed console compilation issue
The DSProtocol class will now remember state changes internally and notify all interested components from the main update tick
Hooked up the remaining speed sensitive FOV sliders in the camera options, so the min/max FOV (75%-115%) and min/max speeds (0-100 mph and 100-300mph) can now be tweaked (if Speed Sensitive is On). Added a workaround for the appfunc checks to avoid block nesting issues
Online: Added ghost present flags and ghost magic data to leaderboard query responses
Fix path for saving statistics file after generation
Rouen: New faster raceline, more accurate raceline. AI behaviour fixed in hairpin
Rouen and Rouen Short: Added support for 42 cars in the AIW and TRD file
BAC MONO: New liveries
Added track HUD map for Loire
Added track HUD map for Henrico
Added track HUD map for Heusden
Tracks, Sakitto. Tweaked textures/PSD files
Added new Anhalt HUD map
Aries:console specific textures for lens flare star and rainbows, compressed to dxt1 to save mem
Racer L4 & V8: fixed exploding damage, offset tires and mismatched mirror mapping in cockpit model
Stockcar 90: CPIT meshes WIP002
Added Anhalt GP HUD map
Re-arranged T1/T2 icons in HUD map.
Updated Anhalt HUD map colours
Added Anhalt, Heusden, Henrico, Euro24 co-ord's for HUD maps
New Racer exports
New Delaware export

Build 219 (23/5/12, Senior Manager)
Online: CSAPI:
* Requests have a pointer to the owning API object. The request is used in callbacks, instead of the API object
* Request setup API has been changed to take the request object as parameter instead of the request Id. This saves a lot of lookups and locks
* Each certificate is only checked once
* Certificate check results do not share a global result variable, which didn't work with parallel requests
* Certificate errors are now included as part of the existing request result
Implemented the initial "hello" message exchange after connecting to the Dedicated Server, which authenticates the connecting client and ensures that the game won't get disconnected by the DS in 5 seconds
Online: CSAPI:
* Added missing call to CURL cleanup
* Multiple requests share DNS cache
Online: Events
* Events are processed even outside the main menu, and even if the some GUI objects do not exist.
* Fixed a problem formatting event properties, resulting in (null) strings in the first prize.
* Fixed several problems with objects being passed as values through ...
* Removed creation of temporary copies where they weren't necessary.
BAC MONO: new liveries checked in
Henrico oval - New complete AIW with raceline, pitlane, pit spots (37) and corridor editing
TweakIt 1.0.0.14 : fixed issues with user property views causing them to refert to the main selected property value
Completly new AIW for Besos GP. This is due to the new geometry in the areas around the hairpin and chicanes
Harrison Pike Raceway - add new textures for floodlights and emmisive
Crowds textures, resized crowd textures and fixed some resolution issues. Updated textures in Arts folders
BAC Mono: adjusted some suspension tuning ranges based on WMD feedback. Defaults unchanged
Added Delaware track
Sakitto track textures- Texture resaved
Badenring Historic: Fixed cut track issue in second chicane. Fixed garage start position behind door post
Wisconsin Raceway: Fixed start positions 60-64 not lined up correctly
Added 48 start positions, basic waypoints and first garage and pit positions at Delaware
New Delaware export

Build 218 (22/5/12, Manager+)
Added Wisconsin Raceway HUD map
New HUD maps for Wisconsin raceway
Added Jin Ding and Wisconsin co-ord's
New HUD maps for Jin Ding
Track lod file-Added new track lod file for Sakitto East layout, first revision
Track lod file-Added new track lod file for Sakitto GP layout, first revision
Track lod file-Added new track lod file for Sakitto West layout, first revision
Track Textures-Added new textures for Sakitto kerbs, wip, first revision
Harrison Pike Raceway - add new textures for Winners Podium
Materials library. Updated PAINT_CPIT material to use a specular map. Some minor tweaks to carbon materials
Paint_CPIT specular map. Texture update for new material
BAC Mono: suspension animations, Ultra detail setup, brake heating tweaked to reflect disc size/material vs. vehicle weight, engine braking adjustment
Collision updates for dynamic prop objects (new pit lane cone) - physics system .xml files
New dynamic objects - logo triangles,traffic cones, pit lane cones
New dynamic object scene for Harrison Pike Raceway (.xml)
Textures for Harrison Pike initial versions
Added new Anhalt HUD map
Added hud tacho files to IGPhaseHUD to fix crash issue
New BAC Mono export
New Sakitto exports

Ghosts! Ghosts with the most! It'll be like the good old days with Mario Kart. :D

However, bear in mind that no multiplayer or ghost stuff is AVAILABLE in this patch as far as I know, it's just being worked on.

Also, from the forum:
Pulling to the side is independent of the FFB. IIRC, AJ said it's in the suspension code.
 

mclaren777

Member
Is it safe to say that the WiiU version is vaporware or heavily delayed?

Build 212 – Fixed build issues of the OneSock library on PC, PS3 and 360 platforms
Build 213 – FXAA Enabled on PS3
Build 217 – PS3/360 compilation fix
 

fresquito

Member
Is it safe to say that the WiiU version is vaporware or heavily delayed?

Build 212 – Fixed build issues of the OneSock library on PC, PS3 and 360 platforms
Build 213 – FXAA Enabled on PS3
Build 217 – PS3/360 compilation fix

If you hear the interview you posted, you'd realise what's going on.
 

_machine

Member
Is it safe to say that the WiiU version is vaporware or heavily delayed?
I think Ian mentioned it a while ago and reminded that they can't really talk about the WiiU. I think it was about possibility of having the more advanced tyre model on WiiU as well or something like that or it could be something else.

Anyway, the current direction is that the PC version would have a different dynamic tire model and the consoles would use the fixed current brush model if the cpu can't handle it and both will have the dynamics model (rest of the physics like aerodynamics, weight and all that) updated or redone:
We don't know yet. Based on current thinking it's likely the physics model will be the same but the tyre model will differ (the new fully dynamic one on PC, current brush model on console due to hardware limitations).
---
New dynamics model for both, new tyre model only for PC.
 

fresquito

Member
Okay, so I'm trying to learn how to setup gears and I need some help.

I use short gears for turns that don't require playing with the throttle and shorter turns. And I use long gears in turns that I need to play with the throttle and when there're a lot of straighs. Then, depending on the sum of all factors, I decide.

Don't ask me why I do this, because I haven't read it anywhere, I just use my "logic". Can anobody enlighten me, please?
 

pax217

Member
You are a Sir! :)

Edit: I can't sign in via the game either, it throws up an error. :mad:

Is your IP blocking their IP or something?


Okay, so I'm trying to learn how to setup gears and I need some help.

I use short gears for turns that don't require playing with the throttle and shorter turns. And I use long gears in turns that I need to play with the throttle and when there're a lot of straighs. Then, depending on the sum of all factors, I decide.

Don't ask me why I do this, because I haven't read it anywhere, I just use my "logic". Can anobody enlighten me, please?

Looking forward to reading replies to this. I've been wondering the same thing but have yet to teach myself.
 

disap.ed

Member
I would like to attend but I don't have a rig so far :/

Also I am fed up because nobody voted for my stock car livery ... just joking.
 

Arucardo

Member
I've had some pc trouble and I've been obsessed with rFactor lately so I haven't really had time to play CARS for week or so, looking forward to tomorrow's build though.
 

markao

Member
Summer weather finally arrived (and gone again ;) ) and I have been busy with other things, little time left to race was spent in testing other racing game.
 

_machine

Member
Ford's the next licencesd car manufacturer with at least the following cars:
1966 Mustang 2+2 fastback (foundation trade dress for 1966 Shelby GT350)
1967 Ford MK IV
1972 Escort RS1600
1980 Capri (Group 5 – Team Zakspeed)
1988 Sierra RS500 Cosworth (Group A)
1997 Mustang Cobra (SCCA Trans-Am)
2012 Fusion NASCAR Stock Car
2012 Focus ST
2012 Focus ST (BTCC)
2013 Falcon FG (Australian V8 Supercar Car of the Future)
2013 Ford Shelby GT500
Ian Bell said:
We'll probably have a larger car (more than 50) list in the shipped game. Lot's of requests for road cars so we've included some here. More to come soon BTW
 

paskowitz

Member

There will be blood:

2013%20mustang%20shelby%20gt500.jpg.sthumbnails.638.486.png
 

Arucardo

Member
That's awesome news! All I'd want in the game now is some old and new GT cars. (old DTM cars would be even cooler)

EDIT: Oh shit! should've read the ford list, one DTM car already coming (1980 Capri (Group 5 – Team Zakspeed))
 

markao

Member
is there any chance this will be showing up at e3 for consoles?
Doubt it, as they do not have the budget to pay for it themselves and cannot see them showing up at one of the 3 platform holders.

any noise about a build with weather effects in the near future?
Nothing concrete, just one "quick update of where we are with the clouds" post from Darren.




Some nice cars in that Ford deal, me likey, V8 and 80's and older classic specially !
 

paskowitz

Member
any noise about a build with weather effects in the near future?

Doubt it, as they do not have the budget to pay for it themselves and cannot see them showing up at one of the 3 platform holders.


Nothing concrete, just one "quick update of where we are with the clouds" post from Darren.




Some nice cars in that Ford deal, me likey, V8 and 80's and older classic specially !


This is not true. Search the forum a little harder. There was a post that contains what you seek.
 

fresquito

Member
New Junior+ build is up.

Build 226 (1/6/12, Junior Member+)
Fix for ps3 compiles
Fix for the broken track select navigation. SetMenuAutoScroll and SetMenuScrollOnlyOnClip needed set for the location and map screen menus
Code fix for menu data flag issues in car setup screens (similar to track select fixes)
Ghost system:
- Ghosts will be recorded (and potentially saved and uploaded) in all game modes, to mirror the behavior of stat uploads
- Lap Data Header chunk contains information about bit precision used for the data stored in the Lap Data Stream chunk. This makes the compressor more extensible for the future and increases backward and forward compatibility of the data format
- Reordered fields in the Lap Data Header chunk.
- Ghost player sets up participant for the ghost that is supposed to be replayed in the race
- Ghost participant is set up with the correct upgrade specification (fixed a bug where physics and render specifications were mixed up).
Belgian Forest - update trees and crowds for new inner terrain
Additional Track Photos submitted by the WMD community
Caterham R500: camber animation source files added
Palmer JPLM: added TM hotlap contest livery
BAC Mono: Tiny UV fix
Caterham SP300: added CPIT meshes, prepared for 1st export, fixed various issues
Updates on textures of Harrison Pike. Rescaled , replaced polished up
Added missing strings for the Tuning Slot screens
BAC Mono: texture tweaks
Ariel Atom - Added LODD meshes to all 3 cars
Caterham sp300r : animation pack1
Added helmet view for 70', 80' and stock
Sakitto: new textures for kartbuilding
Stockcar90: Added 2 more liveries
X4: LODC reworked, LODD added
Additional textures for bathurst
X4: fixed damage on LODC and LODB, LODD refined rear a bit
Basic_windows shaders modified to use a parameter to scale the emissive strength - this is so that a wider range of effects can be achieved without suffering from texture banding issues
New Thrustmaster Static Adverts for Thrustmaster Sakitto Event
Grid texturemap bologna
New Emmissive maps added to tents and vendors assets
New Emmissived added to Illuminated Trackside Trucks
New Dynamics Scene for Sakitto GP
Caterham SP300: added livery 01.02 names
Sakitto_GP Thrustmaster event dressing
Caterham SP300: added new black rim
Caterham SP300: added new livery
Separated VSOUTPUT and PSINPUT in cloud_model.fx to allow for centroid usage (PS3 doesn't like it on VSOUTPUT)
Thrustmaster specific textures .dds files
Sakitto - Concrete Barrier Fix for Thrustmaster event
New BAC Mono export
New Caterham R500 export
Caterham SP300R added
New Bathurst export
New Belgian Forest export
New Harrison Pike export
New Satikko exports

Build 225 (31/5/12, Senior Manager)
Implemented additional session calls (and App API for them):
- Change session attributes
- Promote users to session admins
- Advance session state
- Kick users from session
Updated physics to record actor-related events to replay buffer with up-to-date simulation time
Timestamp for start of wheel release phase is now set to up-to-date simulation time
Ghost system:
Fixed ghost decompressor not dealing properly with event id and event version
- Renamed some variables called ghost to ghostId to make it clear when the internal ghost ID is used.
- Ghost player can have either owning or aliasing pointer to the ghost data it is replaying.
- Ghost system will initiate load and decompression of ghosts that should be included in the race.
- Ghost system has a list of ghosts that are being loaded for the upcoming race.
- Ghost system will delay race setup until the ghost data needed to create participants are either loaded or known to have failed loading.
- Format of the ghost car visual chunk has been extended to be more flexible when adding new visual information in the future.
- Ghost format supports interior livery indices.
- Decompressor supports chunks that can be present multiple times in the data stream
- Added support for vehicle upgrade spec to the ghost data stream
Animation fix: gear_to aniumation modified, so that hand never cuts through car mesh in 3PV
Sakitto GP and East tracks: Added pit lane support with 27 pit spots and 54 garage spots. Increased grid size to 54 to match
Fixed up new Track Select and Layout Select screens
Fixed scrolling for car setup load and save screens
Tidied scrolling code for track and layout select
Cloud Work in Progress. (currently the code is disabled)
Basic Cloud Manager creating clouds in a circle in the sky
Setup of Cloud model fx shader that allows passive lighting
Build pipeline changes required for clouds
Setup code for MorphMesh Type
Sakitto: new textures
Ariel Atoms: setup range adjustment, damper ranges from Koni reference, engine/gearbox data matched to source Honda parts
PALMER: vinyl cover update over wood splitter
Stockcar90: Added painting contest winner liveries (Top20)
Stockcar90: added wildcard liveries
Controller Images w-i-p
Set initial wet parameters on treaded tires
Stockcar90: Added LODX/Ultra setup
Stockcar90: fixed missing CGP file for Oval version
Stockcar90: checked/fixed LODs
Update to cloud loading and new changes for shader so it pivots from the pivot center
Belgian Forest - add missing textures
New Stockcar export

Known Issues: Track select screen has some issues with scrolling.

Build 224 (30/5/12, Senior Manager)
Changed attribute parsing to skip over unknown attributes
Online:
- Error information from CSAPI is kept in the storage manager job structure so that it can be examined later
- Added an assert that guards from using uninitialized server URLs before they are known
Ghost system:
- Ghost cache entries have a reference to the cache
- Implemented ghost data server upload and download
- Added development-only code to set up ghost testing
- Added a handy shortcut function to calculate CRC32 of any ghost data, even if it's not in the CompressedLap data structures (which allows to perform full sanity checks before the full data structures are allocated)
- Added an extra print debug level to separate reasoning information and detailed information about jobs
- Implemented pruning of compressed and uncompressed ghost data from memory cache when the data is no longer needed
- Added interface for locking uncompressed ghost data in memory. This will instruct the ghost cache not to prune the data when it's locked, because someone outside the cache will need access to it in the future
New GUMPERT Apollo export

Build 223 (29/5/12, Manager+)
Game manager now checks that the server reported all session members before finalizing session create or join
Online:
- CSAPI will not append certain automatic parameters to the requests if the requests override the automatic handling
- Stat manager will properly pass user id through all layers of API and callbacks
Ghost system:
- Implemented support for changing ghost magic for ghosts in memory or the disk cache, if the ghost magic hasn't been set yet
- When upload is requested by the server, the ghost cache will set the ghost magic to the value sent by the server
- Implemented background compression and decompression of ghost data in ghost background thread
- Implemented support for compression and decompresison tasks in the ghost cache
- Save and load tasks will gracefully fail if their prerequisities are not fulfilled, instead of asserting. This is especially important in case of compression or download failure preceding a save
Fixed ps3/360 compiler error
Track photos asynchronous folder for Track Select screen
Placeholder images updated for TrackPhotos
Harrison Pike initial version of viewer spotlights
Memphis textures initial versions
New Memphis export

Build 222 (28/5/12, Senior Manager)
mplemented handling of all game session-related notifications from the server: user joined session, session member updated, session member left, session attribute changed, session state changed
Special handling of user and attribute updates while joining/creating session
Added logging of various networking/data issues to game manager
Updated adjustment of contact constraint orientation (preventing vehicle scooping) to correctly handle the case where constraint primary axis is perpendicular to vehicle's XZ plane
Fixed helmet cam audio so it doesn't remain on during replays or when switching to an AI car. Bug reported on WMD forum
Added on-demand reload of FFB tweaker file to F1 menu (Input/Load/Reload FFB Tweaks). Rename F1 menu option "FFB Grip Multi" to "FFB Grip Multi (Legacy)"
Ghost system:
- Added explicit initialization and cleanup calls for the object encapsulating the ghost background thread
- Implemented task queues (pending and finished) for the ghost background thread
- Ghost background thread is started on demand and stopped when it's idle for some time
- Compressor and decompressor have now a better interface for returning and/or releasing ownership of the output buffers
- Moved Entry class out of the Cache class, so that forward declaration can be used
- Moved the Cache and CacheEntry routines to more appropriate source files
- Implemented a skeleton of ghost background thread that will perform lengthy tasks like compression or decompression in the background
- Cache entries now have a list of tasks they're queued for and information about task that is in progress
- Added job queue for the ghost cache
- Deleting cache entries locked in memory will only queue them for deletion, instead of deleting them immediately.
- Ghost cache will now process certain tasks on ghost entries: load/save is implemented, upload/download and compress/decompress will be implemented later. The cache will either perform the tasks on its own, or will offload them to the background thread, as appropriate
- Added API to initiate ghost download. The cache will decide from where the ghost should be retrieved
- Cache search functions will ignore ghosts queued for deletion
Latest Loire HUD maps tweaked.
Delaware: New AIW. Added raceline, pitlane path, corridors edited to usable track width surface
Harrison Pike. removed trees intersecting with tribunes
Harrison Pike Raceway - add new textures for curved wires
Adding Autograss to the Harrison pike track
Forced rolling start and limited participant to 42 on Delaware
Memphis, Henrico, Delaware logos added to splash screen
BAC MONO: Livery colour updates
WTC overcast fog fix
Latest Belgian circuit HUD map added
Added co-ord's for : Belgian/Memphis/Harrison_Pike_Raceway maps
New Harrison Pike Raceway export
New Sakitto exports
There're a lot of changes/fixes since last week.
 

BADNED

Member
That's awesome news! All I'd want in the game now is some old and new GT cars. (old DTM cars would be even cooler)

EDIT: Oh shit! should've read the ford list, one DTM car already coming (1980 Capri (Group 5 – Team Zakspeed))
That is a DRM car.

This is a DTM car: 1988 Sierra RS500 Cosworth (Group A) ;)
 

_machine

Member
Winner of this week's Thrustmaster Event (Palmer Jaguar@Suzuka) gets a T500RS with TH8RS Shifter: linky

Too bad I've got entrance examinations next week so why don't you Markao get yourself a new wheel :)
 

fresquito

Member
But seemingly no major updates to the physics or FFB?
Doesn't mean much.

For istance, work on weather seems to be quite intense, yet you see not many improvements on weekly updates. They will add once it's ready to be added.

We're 9 months from release, no need to worry.
 
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