Project CARS – Build 301 Available

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

The new build comes with new versions of the two BMWs that were added last week alongside plenty of other changes as listed below.

Alongside with the new build, you can find this week’s Project CARS Community Gallery below, featuring 62 stunning shots of last week’s development build.

Build 301 (13/9/12, Team Member+)

The profile is now stored in a completely different way. Delete of profile is required for this build.

  • Online session:
  • * Fixed some commands in the debug menu that would assert when the game state was not compatible with the command; they will now fail gracefully
  • * Online sessions initialize campaign interface, scripts on longer crash
  • * Improved asserts for checking expected game state for callbacks handling local user joining and leaving
  • * Information about the current session is kept up to date in the online support system; this information is available to UI via a new API
  • * Added extra information about the current server and session to the debug print state command
  • * Livery validation in the lobby is now implemented. If any member requests a “don’t care” livery, the admin will choose one, so that all members see the same livery
  • * Fixed syncpoint manager crashing when joining another session in the same process. When leaving a session, the syncpoint manager will clean up
  • * Fixed assignments to NodeRefIds in syncpoint manager
  • Added new getters to vehicle details for validation and randomization of liveries
  • Implemented “kick member” API call on PS3, handling of “kicked out” and “room destroyed” room events
  • Monterey – add new txt for stairs
  • Monterey – add new texture for distant bridge
  • Monterey – new garage textures
  • Bumped version of all vehicles for Leaderboards stat reset
  • Monterey. New AO map, first commit
  • Monterey – add new textures for bridge
  • New Bathurst export
  • New Eifelwald export
  • New Monterey 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 300 (13/9/12, Senior manager)
Online session:
* Before starting data load, all clients fill GameSetup class with the final setup data send by the session admin
* Extended final setup data to contain more information needed to setup the GameSetup race details
* Race load is now triggered after the final setup is distributed among all members
* Local non-authoritative validation of user setup does not check for the structure valid flags; this allows the validation to work even if the data hasn’t yet been validated by the admin
* Added persistent history of received chat messages, which is also used to check for duplicate chat packets
* Fixed incorrect asserts received when handling notification about the local user leaving the session while loading
Profile:
* Replaced all RTTI functionality with BStorage (migration and fix-up of CL 243030)
ControllerSettings now uses index-mapped arrays for storage of deadzone and sensitivity settings
Cleanup in GameSetup:
* Moved some type declarations from inside setup-related classes to a namesace scope in a separate header. This allows the enums to be used in other headers
* Removed some no longer used functions
* Split monolithic SetupRaceDetails to several functions
Memphis – placed sitting 2d crowds
Memphis – added LOD distances definition for crowds
AzureCircuit:New textures for Archbridge asset
Added race mode info for MP race
Crowds – fixed some issues
Monterey. Tweaked textures/PSD files
Added second chase cam using settings from build 296
BMW M1: Added data for pop-up headlights animation
Paganis cpit exposure set to 0.8 to go with new lighting. 0.7 made the environment look to bright.
Monterey. Some dirt added
Fix for skid pan 200m markers (they were still using the object name that is hard coded, by the coders, to split into multiple parts, which then causes an error)
Monterey – add new textures for motherbridge
Experimental condtion added to wtc in slot clear5. brighter ambient, more colourful shadows, brighter reflections. White cars look more white at dawn and dusk as a result and in day cars have more of a blue sheen. emissives, headlights and other night specific lighting will look blown out because of increased exposure at this time
New icons for Time Trial screens and visual improvement
New BMW M1 export
New Pagani Huayra export
New Azure Coast export

Build 299 (12/9/12, Senior Manager)
Removed eManagerUseMicroDelta flag from Physics Tick to disable the experimental microsec code
Online session:
* Changed state sync from non-admins in host migration during load to happen after required state changes. This prevents the new admin from receiving some admin status updates from a client who was admin before the migration, but was demoted
* Admin now generates participant setup before sending the sync message, and the participant data is included in the sync
* Logging of host migration during load now prints state changes as part of the message
* Support for each client configures local race and participant setup when everyone is ready for load, and then kicks off data loading. The implementation is fake for now, no configuration takes place yet
Tweak for diffuse multiplier of rnd tree instances
Tweak of treebacklighting boost for badenring trees
Tree instance texturemap colortweak
Monterey – add other ads for bigbanners
BMW M1: Added opening doors
Monterey. New textures/psd files. 1st commit
Monterey. Tweaked textures/psd files
Vehicle functions. IBL scale factor set to 1
Monterey – add new txt for bigbanner ads
Common Aluminium turned darker diffuse
New BMW M1 export

Build 298 (11/9/12, Manager+)
Direct weather allocs to game mempool and add missing memtraces/fixup container lazy inits
Online session:
* Implemented structures containing detailed data about race, user, and participant setup for online sessions. (They don’t contain all information yet.)
* Authoritative race setup for race start is stored in a different memory area than the setup distributed in the lobby, because it contains much more information (e.g. participant details for AI vehicles)
* Changed names of some member variables of OnlineSession_Support to achieve a consistent naming convention
* Simplified online session API for retrieving lobby setup
* Extended event API extra data manipulation to allow copying the data in smaller chunks
* Updated the Online API to allow the definition of “online request to server” be a platform-specific type
Updated chase camera for more dynamic movement
Harrison Pike Raceway – placed sitting 2d crowds
Harrison Pike Raceway – added LOD distances definition for crowds
Harrison Pike Raceway crowds – added initial sitting crowds
Crowds – fixed some issues
BMW Z4 GT3: updated rear wheel size
Pine instance trees…diffuse multiplier and tree boost tweaked by material
Harrison Pike Raceway crowds SFB/MFB versions setup
Azure Circuit:New textures for Sbend apartments 04-05
Rain droplets texture update
Common rain droplets texture. Saving as DXT1 for Darren
Common rain droplet psd for vehicle bodywork added
New BMW Z4 GT3 export

Build 297 (10/9/12, Senior Manager)
Added structure describing the full online session information. This include race setup, user setup, and participant setup.
Handle “session member left” events. Also added “leave session” as temporary handling of “room owner changed”, to be later replaced by proper owner migration.
Added ghost option setting, available for time trial only
Added new online ProgressPoint system.
Modified LeaveGame() to allow it to be called from OneSock Thread.
Slightly increased BAC Mono steering weight again.
Crowds – Connecticut Hill crowds – fixed bug causing crashes of View Tool, fixed texture paths; added initial sitting crowds; placed sitting 2d crowds; added LOD distances definition for crowds
Added lock for non-available vehicles by status
New exports of BMW Z4 and Eifelwald

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

  • http://www.facebook.com/kris.baxter2 Kris Baxter

    holy kimboli! how much are the pictures doctored, I know the rain ones are obviously, but some look like photos. My game looks good, but those are staggering, clearly an HD6950 is not up the to job.

  • Raphael Smith

    None of them are doctored. We went through this discussion last week. They are all in game, including the rain ones. You can check out all of my unedited gameplay screenshots here as well. http://www.flickr.com/photos/15539352@N02/sets/72157627926694442/?page=11

  • Alan Dallas

    Just as stated on WMD site and other places. None of these photo’s are edited in anyway. They are taken as is from in the game engine. Obviously some GPU’s are more capable than others when it comes to Level of Detail.

  • http://profiles.google.com/conticreative Marco Conti

    Rain? You can drive in the rain? How come I had not heard of this before?
    is it just a visual effect or there is actual rain physics added to the cars and rain tires?

  • Alan Dallas

    No rain tires yet. Only one grade of tire, racing slicks. Rain soaked tracks do effect traction however so yes, there are ‘rain physics’ if you want to put it that way. No drying line yet however. This is still VERY pre-alpha. Not all planned physics systems are even built yet let alone implemented. Still, pretty cool to watch and experience the Development process.

  • johnandkim

    Good Gawd…again amazing screenshots and the physics and FF and getting very close. I’m actually starting to prefer driving PCars over the driving on ice feeling of iRacing. I wish the haters would just give in and embrace this sim, if you don’t like it, engage the process and help make it better…we all win in the end. Sometimes it seems that the better the screenshots are the angrier some folks get at SMS. I really don’t get it?! (No negative comments yet…but I know they’re coming!)

  • http://profiles.google.com/conticreative Marco Conti

    I am going to have to explore the options more carefully. Rain is one of those things that seemed to be a great idea when it became possible, but many Sims started doing away with it. Look at iracing. Even Race 07 greatly downsized the rain capabilities of GTR2 (which is still the best as far as weather is concerned).
    Simracers (and RL drivers) by and large dislike driving in the rain, but to me it has always been a necessary part of simulation. Glad to see they are working on it.

  • http://www.facebook.com/kris.baxter2 Kris Baxter

    my apologies, wasn’t aware rain was implemented yet. I figured they were in game though, was tongue in cheek as the detail is stunning, maybe its time I went crossfire.

  • Ricoo

    Nice build. :)

  • Alejandro Gorgal

    NotLaguna Seca is starting to look great, love that track =)

  • http://www.facebook.com/wally.masterson Wally Masterson

    IMHO, sim racing in the rain is overrated. You try it once, think “Well, that was a pain in the a$$”, and never do it again. I would much rather see something like the effect of wind (which rF2 is doing, I believe).

  • http://www.facebook.com/profile.php?id=720446041 Nazirull Safry Paijo

    PC upgrade time! Would anyone post PC specs and fps running these pic quality *drool*

  • Juhan Voolaid

    So beautiful. I like how the pictures are in focus. When will it be released?

  • Marco Hooghuis

    I think it’s because at some point they described it as an arcade racer due to their reputation after shift 1 and 2. Now that it seems to become a properly good title they are just too proud to admit they were wrong. And so they justify their choise by burning every bit of news they can find.

  • Marco Hooghuis

    It already is released?

  • Refik Baykal

    I was away from sims (or any gaming related piece of software for that matter) for a couple of months, and PCars managed to keep me interested and suprised in many ways when i had the time to check stuff out. I’m not a big fan of ultra-reflective showroom condition paint but I can’t wait to get my hands on that lovely naked carbon Huayra. Money well spent, if you ask me.

  • Juhan Voolaid

    I mean the final product.

  • http://twitter.com/fordxr8fpv paul

    looks great especially the z4 on nords damn, No credence for me though I’m already the most hated on virtualr.

  • Anonymous

    Summer 2013.

  • http://www.facebook.com/people/Michael-Mueller/1289018923 Michael Mueller

    I wish they would have fixed the LOD’s for the BMW’s

  • http://www.facebook.com/jeanfrancois.bouchard.7 Jean-François Bouchard

    Hi Michael, we will implement proper LOD’s for the BMW’s when the paint UV’s have been created and also when the cars have been textured. Otherwise if we make the LOD’s now, our texture artist will need to texture the car twice, once on the high-res car, and a second time on the lower LOD version. It makes more sense to texture the car first and do all the LOD work after.

  • http://www.facebook.com/people/Michael-Mueller/1289018923 Michael Mueller

    Hey, thanks for the reply. It was a dumb gripe :). Great Job

  • Brandon Miller

    haha, bet you weren’t expecting all that!

  • Anonymous

    While most racers wouldn’t choose to race in rain, I reckon it will add tension and excitement, not to mention realism, when there’s rain in the odd race, especially in the career mode. I’m looking forward to some white knuckle moments there :-)

  • http://www.facebook.com/people/Michael-Mueller/1289018923 Michael Mueller

    Yeah, not really, but I understand all of it.

  • http://www.facebook.com/sewnshuteyes Tomasz Zabłocki

    positive on this one, it has always been one of my favourite tracks, the long fast lefthander after the corkscrew, followed by the banked right and the short straight are nothing short of epic. SMS rendition of the track already looks jawdropping.

    I just miss that terrifying bump after the long left turn :P I loved the surface execution by iRacing guys.

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

    You pretty much nailed it. I say let them whinge and moan, an continue eating crow, it makes for great entertainment watching narrow minded baboons carry on like that. What will be even more entertaining is a about a year from now when it’s done at how quickly they will change their tune.

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

    I thought I saw somewhere on the WMD forums were they weren’t done with the racing surface. I know Turn 6 still needs a bit of an elevation and camber adjustment on the right(outside radius is a smidgeon too flat).

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

    Summer of 2013 at the earliest, could go into Fall, still a bit too early to tell.

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

    As an example I get that quality in pCARS with a single GTX560Ti-448(I have 2 in SLI but only run the game on one). My CPU is a Phenom II X4 980BE@4.0GHz on an ASUS Sabertooth 990FX with 16MB of DDR3@1866.
    Depending on how many other cars are in front of me I get frame rates in the low 40′s to low 60′s. Which is completely playable on my mid-range machine.

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