Project CARS General Discussion Thread

  • Thread starter Terronium-12
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The sound of the Formula A sounds pretty synthetic and lifeless, so far (of course).

Real one for example:


F1 2011 is pretty spot on soundwise, but, that's it.
 
Anyone can post this week build notes? That was an usual thing in the previous thread and it would be nice for that to continue :)
 
Build 282 (17/8/12, Team Member+)

Controller settings will be lost with this update.

BStorage v1.1.1.0:
- Added missing memtraces
- Added BStorageMapping
- Added BitMask member type
- Added Enum member type
- Added Proxy Structures support
Downgraded a speech assert to a warning while it's WIP
Updated ghosts to correctly use platform-specific online user id
Simplified HUD interface to put a flag icon on the track map - the new interface takes a 3D position vector directly
Added classes tracking vehicle state required for flag raising
Sending of flag raise and withdraw events
Profile:
- Added initial BStorage support
- Migrated controller settings to read/write via BStorage
cVehicleSet changes to support BStorage read/write
Bathurst - add new textures for blackmarshal hut
Bathurst - New textures/PSD files. 1st commit
Eifelwald trees texture improvement, WIP
Belgian Forest - improve, finalise F1 pitbuilding textures
Add initial track camera sets for Eifelwald, Heusden, Monterey and Moravia. Very w-i-p, but better than nothing
Belgian Forest - add new textures - F1 pitbuilding
Lightglow_billboard.fx: change distance formula so flares fade out in extreme closeups. First pass. Coefficients may need adjustment and some car art will certainly need to be tweaked
New Belgian Forest export
New Eifelwald export

Build 281 (16/8/12, Senior Manager)
xed up Logging calls missed from previous CL
Changed all online logging to use the new BLog categories
Added Category support to BLog
Updated debugging online UI and handling of DS lists
Implemented core NP Matching utility startup and NP server lookup (implementing the generic dedicated server API)
Simplifed spawning code and fixed issue with rain wall
Added tweakers for independent rain wind speed
Current raised flag management
Revised console font handling code to improve use with MoTeC and HUD
Fixing wtc werror where rain speeds got wiped out
Added rain track splash texture
Ddded cam angle lean back in to rainy, stormy and super storm conditions. still has a bit too much hyperdrive effect when the rain is low
Rain has its own speed now also, so it no longer uses the physics settings apart from wind direction
Bathurst: new textures for Building04 and Silo
Belgian Forest: add new textures - F1 pitbuilding

Build 280 (15/8/12, Senior Manager)
Pass Async Update thread id to OneSock lock, used to check if all locking is done correctly in debug builds
Updated OneSockLock debugging checks. It now supports locking from more threads than Main and OneSock. Unified usage of the lock from the OneSock thread and "user" threads
Basic definitions of classes used for detection and tracking of racing flags
Interface of the flag subsystem to the rest of the system
Hooked up flag subsystem to initialization, race callbacks, etc
Added new empty files
Modified UI font rendering to support consoles at 720P when GUI is build using 1080P
* Requires reduced size fonts for consoles, in separate check data in
New sprites in preparation for new Quick Solo/Vehicle Select flow
Eifelwald. New textures/PSD files. 1st commit
Eifelwald. Tweaked textures/PSD files
Eifelwald - new road texture
Cloud meshes and texture changes, including console specifics. Cloud texture has been rebuild so no squishing issues on the single cloud sheet. nmps resculpted to add more shape and makes the 3d clouds look less like a cluster of spheres at sunset/rise. stratus clouds had inverted uvs so were not lighting correctly, this has been fixed. 1 extra cirrocumulus added to cloud definitions. 2 cloud materials set up, 1 for billboards and other for overhead planes
Rain improvements. All wet conditions in wtc and texture edits
New Eifelwald export

Build 279 (14/8/12, Manager+)
TweakIt 1.0.0.19 : Added launch option for DX11 when launching and connecting
Removed unfinished ancient code to support yellow flag
Minor changes to HUD code to support drawing yellow flags on the track map
Launcher:
- Added (debug) support for printing curl debug output to the debug channel
- Added support to downloader to request close connection that would have otherwise been kept alive
- If the launcher knows it will not contact the download server again, it will request the connection to be closed
- Added testing handling of the "online service connection changed" event.
- Added "online service connection state" query to the interface. App event will be sent whenever the state changes
- Cleaned PS3 networking init/shutdown, implemented PSN service connection monitoring
wtc tweaks to brighten dark IBL clouds
New images for Northampton and Monterey

Build 278 (13/8/12, Senior Manager)
Launcher:
- Changing the download directory will present an option to move already downloaded files from the old directory to the new one
- Added button to set download directory back to default
- Fixed problem with setting download directory, where the directory would be changed even if user clicked Cancel in the Options dialog
Self aligned pad steering on no input applied for Novice / steering assist mode (so all modes are the same)
Added "online service connection monitor" component
Eifelwald. New textures
Eifelwald. Tweaked textures
New Anhalt exports
New Badenring exports
New Belgian Forest export
New Loire exports
New Florence exports
New Harrison Pike export
New Milan exports
New Northampton export
New Summerton export
 
@ Adrianf1, how did you bring up the live HUD tire telemetry up? I saw it in one of the videos you posted here.

Thanks
 
The ring is coming along nicely, it now feels like it is as bumpy there as it looks on TV.


Meanwhile in pCARS

 
^^ Had to be Jonz. I se he's putting that new card to use! (For those who don't know, after making some very high quality videos, Andy Hall sent him a GTX 680 card for free).
 
Does anybody know if they'll be put the nurburg graffiti on the track, it's kinda what make the track too. See pictures on a piece of track, you just think "ah the 'ring"
 
Does anybody know if they'll be put the nurburg graffiti on the track, it's kinda what make the track too. See pictures on a piece of track, you just think "ah the 'ring"

Yes they will, they're obviously focusing on the track surroundings first.
 
Youngun, every build is worth DLing, if not for you out of pure enjoyment, then it is worth it for SMS if you give them feedback on what should improve in your opinion, if you find bugs etc.

We re having the unique chance to help them create the game of everyones dream here, dont waste it, people.
 
You can set it to whatever button you want to have it in options -> control -> edit

There you can set buttons for cycle hud, cycle hud mode and cycle lap time mode.
 
Yeah always impressive the lengths they go to, makes it all the more impressive that they're complete in 3 months of man hours compared to the 6 months of GT5 cars which have no detail underneath at all.
 
Check out the progress on the BMW M1 Procar :bowdown:
It really is looking awesome! I'm blown away by these guys pace of developement! I know he physics will take much much longer but the speed at wich the car is coming together is just amazing!
 
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