Project CARS – Build 254 Available

Slightly Mad Studios have released a new weekly build of their WMD-powered Project CARS title.

Aside from several new features and improvements listed below, the build is headlined by a brand new track as members can try out an early version of the Daytona International Speedway.

Furthermore, the new build introduces a very early pass of the wet weather effects.

Build 254 (13/7/12, Team Member+)

  • Added new variable m_renderfarZ to the camera code. This allows us to have a seperate far clip plane for frustum culling and what we actually use when rendering
  • Fix for the shadows not matching up correctly with recent camera changes
  • Ghost system:
  • - Ghost manager ensures that only ghosts known to the cache manager are added to the list of selected ghosts
  • - When the cache manager replaces a ghost with a better one in the same settings and the old ghost is selected for inclusion in race, the reference will be updated to the new better ghost
  • - Fixed assert in debug code when a ghost was selected to the race.
  • Added new camera specs using the new camera code for seperating the far clip plane for frustum culling and what we actually use when rendering. Should fix the issue of disapearing objects
  • Fixed turbo spool so it can only trigger when the turbo rate is increasing
  • Northampton pits texture update
  • Rain spray texture tweaks and system tweaks so that it blends between conditions
  • Added new temp blend texture for Eifelwald track
  • Pagani Huayra textures. Some more metal tweaks
  • Northampton pitbuilding texture update
  • Reduced spray particles colour from 1 to 0.5, so back to previous col setting
  • Generic emissive control map checked in
  • Increased wet weather spray emmitters from 24 to current max (64)
  • Updates to wet weather effects – trails now as lines, changes to min/max particle numbers per system
  • Belgian Forest Circuit – update trees and crowds for new terrain
  • Added Volusia
  • Volusia Circuit – first pass on AIW. Main path, raceline, corridors, cut tracks. (no pit lane path)
  • Grassbase template for Volusia
  • Volusia – Updated track names to “Volusia Raceway” and “Volusia Circuit” – added location data for weather and ordered the tracks with the Oval First
  • Volusia – Added the placholder “Under Construction” icons for the track select maps
  • Volusia – Traffic cones to indicate the circuit entry
  • Volusia – Changed Oval trackname to “Volusia Speedway”
  • Volusia – Track logos added
  • Volusia – Fixed incorrect Timezone data in TRD and also Added placeholder Track Photo’s which were missing
  • New Formula Rookie export
  • New Belgium Forest export
  • New Eifelwald export
  • New Northamption export

The new build is available via the Project CARS launcher that is available on the WMD Downloads Page, new members can register here.

Click Here To View The Changelogs Of All Builds Released During The Week

Build 253 (12/7/12, Senior Manager)
Fix for timecycles in tweakit not reloading when coming from the frontend
Remove command line from crash dumps
Fix for cPlayer::GetFocusDevice()
Improvements to the playback of the turbo dump sound. They can now interrupt a previous dump rather than failing to play, but have added a new CarSoundConfig to stop it retriggering too often. Tweaked existing wastegate parameters in CarSoundConfig to get it working better
Ghost system:
- Added game identification to ghost files. This prevents ghost data from being loaded in a different game than it was recorded.
Formula Rookie: added new livery
Cloud pivot updates. console specific versions of the large cirrus texture added
Formula Rookie: enabled rim variations for liveries
New water spray systems, .mtx, .psx, .dds files
Fixed turbo fdp to separate Turbo2 and the new Huayra turbo sounds. Fixed up file paths and switched Huayra CSD to use the new turbo name.
Belgian Forest Circuit – add new textures for House02

Build 252 (11/7/12, Senior Manager)
Now clears live edit setup state so that TimeCycle vars are re-created on entering a track
Use high detail shadows in FE
Fix for ps3 compile and pod errors
Added Xbox 360 and PS3 rich presence tech
Updates to cloud rendering: added in clouds render to env map.. first pass on rim lighting solution wip checked in
Vehicle basic shaders modified to use emap scaler correctly in all cases
Debug info removed for new water spray effects (not yet rigged up into game), .psx files only
Vehicles: disable multi-element light flares until we have a proper way to control their brightness levels
Lightglow_billboard.fx: removed rotation of flare with viewing angle. (Not photographically correct) Reduce flare size as they fade out
Ariel Atom: cockpit vibration animations added, brake light glow range set for steel discs, light brightness adjustment #1
New Ariel Atom 3 export
New Ariel Atom Mugen export
New Ariel Atom V8 export
New Formula Rookie export
New Eifelwald export

Build 251 (10/7/12, Manager+)
Implemented game datagram “send packet to session members” API. Packets can be sent to set of session members or to all session members except specified players. The implementation will automatically choose how many packets should be sent directly p2p and send the rest via rebroadcaster if needed, based on uplink bandwidth and p2p connection availability
Added public API for the SendTo function and to set the uplink bandwidth available for game datagram communications
Audio integration. Silencing one of the non-critical FMOD errors introduced by the channel swapping optimisations, as it can spew the debug output at times
Downgraded a parameter range audio assert and clamped the input value
Audio integration. Stop race sound effects immediately on quit race
Partial Audio integration. LevelSounds now recycle their sounds more efficiently
New hiss loop for the Huyara
Lotus 49: tire adjustments to add straight line stability under power
Pagani Huayra cockpit animation skeleton initial check in
Pagani Huayra collision. Fixed mirrors clipping through walls
Pagani Huayra textures. Minor tweak for chrome/glossy metals tests
Lotus 49 wheels textures. Minor tweak for Chrome/glossy metal tests
Improvements to Huyara turbo hiss loops (much longer now). Balance of turbo component samples
Pagani Huayra textures. Chrome/metal texture updates
Lotus 49 textures. Chrome/metal updates
Huyara gentle spool and gentle dump
Formula Rookie: added new livery
New Lotus 49 export
New Pagani Huayra export
New Eifelwald export

Build 250 (9/7/12, Senior Manager)
Updates to BDbgMetrics
- Also added option to set the App’s project folder location in the Windows Documents area (PC Only)
- This folder is now used as the root for memory dumps on PC (to the dbgSession subfolder)
Force shadow detail to ULTRA in the Frontend and flip the track rotation in the garage 180
Pass vehicle discontinuities down through the vehicle audio so queued overspills can’t play after a reset. Moved scrapes into the same system
Adding Huyara turbo spool and dump sounds
Adding Huyara turbo hiss sound (stretched out)
1st pass of Huyara turbo system
1st pass on Huyara turbo sounds
Instanced trees and treewalls texturemaps darkened
Patching Bind script : Removed user interaction requirements for patches
added global envmap scale factor to all vehicles_basic shaders to allow easier manipulation for standardising materials
Formula Rookie: added new livery
New wet weather particle effects integration – .edx, .mtx, .psx, .dds 

To play the builds, Team Membership of Project CARS is required, membership starts at a one-time payment of 10€ for Junior access, including access to the busy WMD forum where members can talk to the development team and help shape Project CARS. For more info on pricing and benefits of membership, check out the WMD website.


GTOmegaRacing.com

  • Anonymous

    The Caterham R500 and the Ariel Mugen are amazing on the Nordschleife.
    Even the FFB works great with those cars. Add Rain setting for extra challenge. ;)
    Btw: Next weeks build will probably have the Cloud System in for bug testing.

  • http://twitter.com/Polyphonie Mike

    Horacio really needs to fire the guy responsible for installing the air-conditioning vent.  It’s loose here as well as on the Zonda R.  

  • Anonymous

    Forget the cars and tracks, they added a ‘remember password’ tick box to the launcher…woohoo! :)

  • Ricoo

    It took them 1 week.

     I am still waiting for this option in Simraceway since months. :)

  • pez2k .

    It was actually in for the Manager build on Tuesday, there’s been another launcher update since then for Friday.

  • daz

    I just want to know who dreams up some of the fictitious track names (as they aren’t yet licensed).

    Volusia Raceway and Volusia Circuit!!!!!

    Who or what is Volusia?

    ;-)

  • Anonymous

    I mentioned to you in a previous thread* that you should check your World Movement and G-Force settings to possibly cure this; what are they?

    *http://www.virtualr.net/project-cars-junior-build-207-available#comment-519663627

  • Anonymous
  • http://twitter.com/timpiie Timpie Claessens

    It still has the same old weird ass feeling in the steering wheel when trying to go straight or when you get any kind of oversteer. When is this driving game finally gonna give priority to the driving :( ?

  • Anonymous

    Volusia is a county on the east coast of Florida

  • http://www.facebook.com/profile.php?id=652691515 Anthony Ralston

    Volusia county is where Daytona International Speedway is located. (and where I live)

  • Anonymous

    Sounds like a FFB problem to me.
    There’s lots of work going on there which will probably change again with the new physics engine.
    Personally, i don’t have any “weird ass” feeling with my G25.. It’s not as good as rF2 yet but its not miles off.

  • Anonymous

    Floridian here as well was thinking on putting where Not Daytona is located but just decided to leave it as Volusia County

  • TCQ EIGHTSEVEN

    Sounds like they equipped a deflating tyre for a new type of forced induction

  • Eric Zehnder

    You’ll need to give a better description of this ass feeling and why it’s weird.

    Seriously though, I’ve found the default FFB to be very good on many cars (Caterham, Ariel Atoms, Formula A, Lotus 49) with others not as much (LMP2 cars, mostly).

    They’re adding content while Andy works on the new tire model. Give it time, young padawan.

  • Eric Zehnder

    ???

  • TCQ EIGHTSEVEN

    Ive owned, own and have spent years with turbo cars. This sounds like nothing but hollywood turbos. Some things are better left out of games when they cant be done properly. This game and its cheap turbo effects (both emulation and sound) is one example of that.

  • Big Ron

     It´s just an overlay atm and not well included in the overall engine sound system, yet. Why do people always need to complain about things just published without any optimization?

  • http://www.facebook.com/alan.dallas.1 Alan Dallas

     Direct link to the video of him driving it: http://www.youtube.com/watch?v=YIcGHY_Al_I
    Listen to it with head phones on and you’ll note during the interior shots when Chris is getting on it that the Turbo’s sound like what we are using in pCARS.

    The sound levels in pCARS still need tweeking for the Turbo’s that much is obvious. Especially the exterior levels. From the exterior on the real thing you hear the exhaust note way more than the turbo’s. The Turbo sound is much more prevalent from the interior.

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