Project CARS – Build 306 Available

Slightly Mad Studios have released the newest build of their WMD-powered Project CARS title.

The new build brings new versions of several cars and tracks as well as lots of fixes and improvements as listed below.

Furthermore, a great new video trailer by WMD member JonZ is available which you can check out below!

Build 306 (21/9/12, Team Member+)

  • Time sync WIP:
  • * Changed the PC datagram protocol so that the game can now reliably distinguish rebroadcast incoming packets from peer-to-peer packets
  • * Added time sync online API
  • * Added time sync message types, hooked time sync singleton from core message handling
  • * Implemented migration handling and time sync reset calls
  • * Actual send/receive/process of time sync messages not implemented yet
  • Fix memtrace name
  • Memory updates for LiveEdit and Environment adding memtraces and mempools
  • Removed all GUI handlers from application precompiled headers. The GUI handlers were causing a lot of other headers to be included in the PCH
  • Online sessions:
  • * Waiting for time synchronziation now happens before sending the race sync message, which can thus depend on the synchronized time
  • * Members will start the game timer with a synchronized time in the ready-to-pre-race state. (The time synchronization is still fake.)
  • * Post-load sync messages contain some extra data generated by the host
  • * Admin will send a countdown event to everyone. This does not 100% work with host migration, but this is good enough for now, because the whole race start sequence will be changing later to support join-in-progress and multi-stage races, so the players will be entering an in-race lobby instead of the race track after load
  • * Countdown in MP races will use the values generated by the admin, instead of locally generated random values
  • OnlineSupport_SessionVariable.cpp added to Aries.vcxproj
  • Multiplayer Create/Lobby screens now enabled, Free Practice access now fixed
  • CreateMultiplayer and MultiplayerLobby screens created (disabled during implementation)
  • Additional Bathurst texturemap
  • Desaturated a bit the castle textures of Eifelwald
  • Belgian Forest – update trees for marshal huts
  • Northampton – texture tweak
  • Belgian forest – add new texture (marshal huts)
  • Northampton. New textures
  • Northampton. Added details into the windows
  • Added new kerbs textures for Eifelwald, first revision
  • Placeholder texturemap of the videoboard for the GUI scene
  • New Azure Circuit export
  • New Bathurst export
  • New Belgian Forest export
  • New Eifelwald export
  • New Northampton 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 305 (20/9/12, Senior manager)
Online session:
* When game state changes between lobby, loading, and race, member variables and states only meaningful in one of the states will be reset. This will later allow cycling between each state several times, e.g. loading a few races in the same session
* Before transitioning to race, clients wait until they synchronize their time with the admin. For now, there’s no actual synchronization, but the code above it is in place
* Renamed functions dealing with the member variable data block to give them a common prefix
* Renamed transient load states to make it clear that they’re transient states
Ghost system:
* EndMission can be called even if the mission hasn’t been started yet. This scenario can happen if the game is shut down during certain stages of the race load sequence
Azure Circuit: New textures for building
Placeholder texturemap of the videoboard for the GUI scene
New Belgium Forest export

Build 304 (19/9/12, Senior Manager)
Profile:
- Removed redundant EventStats related code
Updated UID/Hash building macros to add leading zeroes to generated hash values
Implemented custom allocator for BForceEffect objects
Online session:
* When a member finishes loading of race data, they will switch to the LOADED state
* Leave and disconnect handlers are now called in a predictable manner
* Added synchronization service to the session. Each member has a few variables that will be synchronized to other members
* Added events used to exchange the synchronized data
* Fixed relative order of app and Online session log entries, so that the App “initiatiing action xxx” appears before the online system logs that it’s doing “xxx”
* Changed app-side logging of session states from numeric values to human-readable strings
* Fixed a situation where load wouldn’t progress after host migration if certain conditions related to message timing would be met
* Added empty placeholder files
Northampton. New textures
Artsource textures for dynamic brake markers
New Monterey Brake Marker dynamic objects (physics scene files)
Rain droplet on paintwork nmp made deeper
Paintwork droplet nmp made deeper
Common vehicle rain droplet texture edited so that mask has more stages (100 rather than 10). Process now created in after effects so it can easily be edited

Build 303 (18/9/12, Manager+)
Fixed scrolling issues in Time Trial leaderboard: Page Down now stops when the last page is reached. Page Up on the first row, or Page Down from the last row, or Go To Top when already at the top, will no longer cause a server request
Fixed crash when using ‘Use Best In session’ and returning to the time trial screen
Online: Leaving current game session explicitly can now specify other reason than “session left normally”.
Monterey – tweak garage texture; new garage AO texture; Removed logos from texturemaps; Statics – fixed intersecting static models with new addons
new bathurst texturemaps
Missing weather icon from source control
New Bathurst and Monterey exports

Build 302 (14/9/12, Team Member+)
Fixed crash for non-unregistered applink
Adds caching of ghost data for time trial UI
Caching record stats for leaderboard to prevent stale data crash
Time trial ghost leaderboards, added ‘select vehicle’ filter to vehicle leaderbaord
Fixed layer handling on events screen
Time trial screens update – added registration methods for elements for visiblity and enabling/disabling. Quick fixed server spamming, may need further UI changes to reduce server overloading
Added missing call to FixupSlotName() in CarSetupSlot::Read()
Fixes for small job SPU setup, also fixes optimisation settings for all configs
Improved handling of expected and unexpected disconnects. Leaving DS intentionally or signing off/disconnecting will now properly clean up session information and send “session left” + “session gone” notifications to app
New time trial , ghost leaderboard and ghost local storage screens.
Some minor UI data changes still needed to deal with disabled menu item states, and some unavailable data
Northampton – add new textures for SF gantry
Changes to Ghost Leaderboard screen to allow clicking on tabs, Use Best In Session now has applink
Time trial ghost leaderboards, added ‘select vehicle’ filter to vehicle leaderboard
Fixed layer handling on events screen
Pagani Huayra – small tweaks to engine and tyres (heating and load)
Eifelwald – new basic AIW for latest loft changes
Disabled state added to all ghost menu items as well as tick to show ghost data is present
Remove Ghost button added to Time Trial screen, old Ghost Visible option removed, ‘Jump To Me’ button added
New USA Portaloos & placement on Monterey
New Eifelwald export
New Moterey export

Known Issues:
* Ghost name and time are set to ‘NA’ on return from a race in the time trial screen, though the vehicle name remains.
* Ghost screens in ‘Events’ are not yet available (should be disabled). A slightly different solution has been proposed.
* Paging does not work on the ‘my records’ tab – though I’ve had trouble getting enough records on there anyway, it still needs to be fixed.
* Local storage entries do not currently show the user name for non-local users; requires a server call to retrieve user data for other userIds. This doesn’t happen much currently and will be looked into later.

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://twitter.com/WallyMasterson Wally Masterson

    After having been waiting for FFB improvements for some time, this build is starting to feel very good for me (at least in the BAC Mono and the Zonda), as there have been some FFB changes made, despite not being mentioned in the release notes. If anyone’s been lurking and waiting for the feel to improve, this build is not a bad time to take another look.

  • punkfest2000

    Agreed. It’s improved so much with the last 2-3 weekly builds. The new tire model will up the ante again. Haven’t touched another driving game in a long time.

  • Raphael Smith

    Keep in mind that the some of recent changes have accidently increased the grip on all of the cars. They said this won’t be an issue with the new tire model. I’m really looking forward to the new dynamics physics system as well tho. The cars still feel very light to me and it’s hard to feel any weight transfer, even the the changes in FFB have helped with that a lot.

  • Eric Zehnder

    I believe the issue was that with most tire models they actually have too much grip at higher speeds which is why there is a helper function right now to reduce it as it gets higher. I can’t say I feel the effect specifically but I definitely feel the result.

    BMW Z4M GT3 @ Nordschleife feels amazing and is extremely convincing judging by real world on-boards, interactions, and corrections.

    Looks like Multiplayer is being implemented but is a bit buggy. Ghosts are now working pretty well.

    Overall another great step forward!

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

    The server is offline and has been for the past few hours. I haven’t been able to test the new build yet.

    It would be nice if there was a way to play pCARS offline. For instance, they could make it so that every 3 times you play you have to validate online. But at least if the server is down or your isp is on the frizz you can still play.

  • Anonymous

    yep. not updating here neither.

  • speed1

    It makes very much fun these videos to watch. It looks unique. The models are absolutely awesome.

  • http://www.facebook.com/gulyopapa Gulyás Tamás

    Quitting the game after this build … what can I do ???

  • http://profiles.google.com/danielabbitt Dan Abbitt

    Go away?

  • http://racingrenders.com/ F1Racer

    Do you mean the game is crashing after you’ve installed ?

  • Anonymous

    You may need to run the sim as Administrator. Instructions here:
    http://forum.wmdportal.com/showthread.php?646-Build-Release-Notes&p=249079&viewfull=1#post249079

  • Brandon Miller

    I totally share your pain. This hasn’t been the first time the servers did not allow me to log in. An Offline mode would be greatly appreciated.

    Also, the movie/trailer from last week was great and all but I never really shared the whole “best trailer ever” / “omg this is so epic” opinion. I believe this trailer made my Jonz surpasses the one from last week. Well done video! Sub’d to his channel!

  • hoodge1

    Right click on your Pcars shortcut on your desktop and choose “Run as Administrator”. This is the only way to run it successfully. Just don’t do what I do sometimes and forget for the next session to do it always…lol’s.

  • hoodge1

    Ya the last 3 builds SMS put out really made big strides to me on the feel and handling of the cars I struggled with driving. I haven’t tested all the cars, but 2 cars that I saw great improvements in were the Bac Mono and the F2 Formula car…

    I hear some saing some cars feel a little to grippy. With these 2 cars I referred to, they needed the grip. Those 2 cars feel way more planted now as they should be.

    How’s everyone doing with the flicker bug that has been somewhat fixed and flickers far less to me now…Still driving you nuts? I got sorta a fix for it that I shared in the WMD forums.

  • http://www.facebook.com/gulyopapa Gulyás Tamás

    Thank you ! It works :)

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