Project CARS – Build 467 & New Trailer Available

Slightly Mad Studios have released a new weekly build of Project CARS that is available to all members starting with Team Member level.

Along with the new build, HDTanel has released a brand new Project CARS video trailer titled “Hurricane” that you can watch below!

Build 467 (10/5/13, Team Members+)
Base:
* BLiveEditManager: – Added memtrace to components memory pool.
Multiplayer:
* Updated multiplayer to handle scripted game modes
Physics:
* Tires: reorganized tire records and added tags for swapping.
GUI:
* Fixes to dialog list display, reduced popup timer
Audio:
* Zonda R – Revert broken wip engine sounds, add gear wobble
Tracks:
* All TRDs updated with appropriate XLastID numbers.
* Reduntant TRD File no longer in use in the project – removed as part of a data cleanup
* Bathurst Lights Converted to Viewer Assets
* Added missing emmissive controlmap texture

Builds 467 is available via the Project CARS launcher that is available on the WMD Downloads Page

Click Here for Release Notes for All Builds Released During the Past Week

Build 466 (9/5/13, Senior Manager)
3rd Party/SDK:
* add OculusRiftSDK to App.env.props
Base:
* Updates for building 64 bit configs
* Removed obsolete string support function that was causing problems in 64 bit
* Set platform exclusion correctly for BScanf.cpp
Physics:
* BMW M3 GT4: Increased steering lock to 30 degrees.
GUI:
* Fixes for lists to clear their empty data when created to avoid a screen flash. Also for dialogs to udpate in their first active tick, to alolow the list wipe to happen.
* Fixed bad alpha settings for list item textures
* fixes scaling issue with list items
* Adding text DB support to inventory
Audio:
* adding exhaust resonation wav to new Zonda R set
* Zonda R edf and csd audio changes to amplitude, idle speed and starter timings.
Tracks:
* Bathurst -removed spotlight poles and lighting assets to be moved to viewer placed assets

KNOWN ISSUES: Zonda R engine audio

Build 465 (8/5/13, Manager+)
3rd Party/SDK:
* add OculusRiftSDK 0.2.1
Bug Fixes:
* Fix for missing vehicles xml files
RaceInput:
- Added missing Thrustmaster T500 F1 wheel case to IsWheel() logic.
Physics:
* Tires: FlashTread fix, tire.rg type mismatch fix (on flash)
* Almagmated InitializeTireSystem tag label generation for tyres with the gui interfaces so the systems are aligned
* Tyre setup updates:
** Added indices access to tyre data
** Get tyre setup entries directly from SETA tyre data
** added available tire queries
* For local player get the vehicle slot from the profile, so that tyre selection is picked up when set via the physics race setup interface.
GUI:
* Use wheel info to get front/rear tyre choice in setup screen
Render:
* Fixed PS3/360 compile errors
* better verbose for mesh locators.
* add RequestOculusRift method to DX9/DX11 renderers.
* add -vr command-line option. (inform the renderer to use the Oculus SDK and the headset display if it is available)
(the app plumbing so i can test the Oculus Rift stuff, while keeping the non VR rendering the same as before)
* Add helper IsDisplayDeviceOculusRift() method to DX9/DX11 renderers
* Oculus Rift Distortion with Chromatic Aberration shader implemented.
* FogScatter shader fix + add to global shader build
Audio:
* adding exhaust resonation wav to new Zonda R set
* Added downshift multiplier for gear wobble.
* updated Capri engine – now includes WIP gear wobble and delay by distance external sounds and enhanced camera pass by
* switches on WIP gear Wobble
* BMW M3 GT2 – adding WIP gear wobble and delay by distance effects. EQ tweaks to external sounds
* delay by distance addition and EQ tweaks for externals
* Zonda R – adding new engine set; adding Greg’s new Zonda R sounds
Environment:
* New setting called HDRTunnel Exposure Factor. Reworked the HDR code to account for player having a helmet on but not being in a cockpit.
* Added code to detect if a camera is in a tunnel or not. if in a tunnel it will apply HDRTunnel Exposure Factor to the hdr.
If switching betwen being in and out of of a tunnel it will reset the hdr adaptation rate.
* Fog/Scattering rendering runtime (fullscreen fog only atm)
Tracks:
* tracklight files for Bathurst
Vehicles:
* Mitsubishi Lancer:
** tweaked bonnet/roof cameras + added missing texture;
** Added CPIT windscreen, added wipers
** Various fixes, Separated LODX/LODA exports, Wing mirrors are now detachable, updated tire setup, Added CPIT engine
** New collision export
* Ruf_RGT8: Tire and wheel LODs + AO
* Mercedes SLS: fixed rearwing animation

Project CARS is coming to the PC, Xbox 360, Playstation 3 and Wii U in 2014. More info can be found on the WMD website.

GTOmegaRacing.com

  • Anonymous

    What pCARS aims to do

    This goes with the trailer

    http://www.youtube.com/watch?v=sxdmw4tJJ1Y

  • Alejandro Gorgal

    Hey guys, I haven’t been trying new builds in a while since Im swamped with work, anything in particular I should try?

    • Anonymous

      Formula B tire compound choices in car setup

  • Anonymous

    Gear wobble on Zonda sounds more like a digital glitch or skip. Hope that’s gonna be worked out.

    • pez2k .

      Yeah, all of the effects will be tweaked per car once they’re all in and working. For now it’s just the very first version with rough settings.

      • Anonymous

        But is the gear wobble just a sound effect, or are they modeling the flex of the drivetrain that causes it?

      • pez2k .

        Very late response, but that’s been answered today: it comes from the physics engine, not just a sound effect.

      • Anonymous

        Cool, thanks!

    • Brandon Miller

      I think it’s a step in the right direction. Better than what it was!

      • Anonymous

        Its a gear wobble sound for heavens sake. Why cant they get it right the first time. Not only that, it doesn’t even sound like a Zonda. This is getting frustrating

      • http://www.facebook.com/steve30x Steve Farrell

        If its so easy can we have you work with SMS and you can do the gear wobble perfectly first time.

      • Brandon Miller

        Exactly. He must be a sound engineer, and know how easy it is. All kinds of frustration from a game that let’s you experience the life cycle process of game development. “Frustrating”??!? Come on man.

  • Juhan Voolaid

    Rain drops – we get it.

    • sargentjack86

      Rain drops that appear to be static even when the car is in motion. Great attention to detail………..;-0

      • http://www.facebook.com/steve30x Steve Farrell

        The game is still in Beta. Great attention to that fact.

      • Anonymous

        Beta ? I thought it was still Alpha ;o)

      • Neil

        Not even alpha yet. Still pre-alpha.

        Alpha means feature complete.

      • Anonymous

        Actually, beta means feature complete.
        In 20 years of professional development, I had never heard of pre-alpha before, that’s just PR.

      • Guest

        Exactly. Still Pre-Alpha. Major systems are still in the design process.

        Seta Tire model: Portion are still being designed.

        Volumetric Throttle: still in the design stage.

        Gearbox Modeling: still in the design stage.

        Just because testing of somethings is happening doesn’t mean the design is complete. The WMD process does move things around a bit, but that doesn’t change the fact that the design work is not complete.

      • http://www.facebook.com/steve30x Steve Farrell

        Pre Alpha is the R & D stage before the programming starts. Its in Alpha stage.

      • Anonymous

        I don’t know why this was down voted who really cares what the stage of development is called? People like to bicker over the most stupid S**T that doesn’t mean anything and has no effect on the project. Let’s remember what’s important it is a game in development. I guess the worst thing is people treating it like a finished product. That I really don’t get there is tons of content to test in this FTM ongoing development that people love to trash the title as a whole and a lot of it is due to the behavior of 1 or 2 cars and then they able to try a title with 1 car and 1 track without any of the games core features and think it’s the best thing in the world. Makes little sense to me. Just seems some people are brain dead.

      • pez2k .

        The definitions that SMS are using are apparently quite standard across the publishers they’ve worked with. By alpha, the game has all features started, but not necessarily completed. For beta, all features are completed, and the stage involves final polish and bugfixes.
        Lots of features that have already been mentioned above are not yet started, thus by these definitions it hasn’t yet reached alpha.

      • http://www.facebook.com/steve30x Steve Farrell

        Pre Alpha is the R & D stage where the game isnt even being developed yet , Alpha is where features are being added and Beta is feature complete

      • Neil

        Major systems are still in the design process.

        Seta Tire model: Portion are still being designed.

        Volumetric Throttle: still in the design stage.

        Gearbox Modeling: still in the design stage.

        Just because testing of somethings is happening doesn’t mean the design is complete. The WMD process does move things around a bit, but that doesn’t change the fact that the design work is not complete.

      • http://www.facebook.com/steve30x Steve Farrell

        Sorry I meant to type alpha not beta

  • http://display.vracing.pl Gniewko Ostrowski

    FPS in rain is just terrible, and showing it (AT THIS STAGE) is like shooting in your own knee IMHO …

    • http://www.facebook.com/people/Markus-Ott/100000878526131 Markus Ott

      And what is THIS STAGE?

      • Realkman666

        Carnegie Hall .

      • Den Burnout

        Royal Albert Hall. :D

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