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Project CARS – Build 499 Available

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

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

The new build is available to all members with Team Member status and above and brings the following changes & improvements:

Build 499 (21/6/13, Team Member+)
WiiU:
* Set SDK to 2.08.13
* Fixed up all vsprops includes
* wip updates to link paths/libs
* Fixed PCH usage for majority of projects
* WiiU RenderTarget Implementation
* WiiU fix m_RTTI link errors in Driver/Team/Track/Vehicle lists
* Added stubbed version of WiiU Input module
Physics:
* Unfreeze AI vehicles when moving from on grid to reacting to start of race
Replays:
* Update instant replay menu option regardless of state
GUI:
* Separated Calendar event data from the Seasons event data (new placeholder Calendar data added), so they’re now loaded/handled independently, with ChampionshipManager load/unload made generic to handle both types. RaceCalendar extracted from ChampionshipManager and can now be accessed from app directly
* Fixed incorrect session name title for Time Trial games
* All manufacturer and track logos refined, missing ones added to splash screen
* Fort Felix track logo removed from splash screen
* Bannochbrae logo added to the game along with placeholder track map
* Save Replay button now has the correct ‘Save Available’ applink attached to it
Render: 
* Re-wrote a block of debug string output to ensure that it doesn’t produce spurious warnings with overly paranoid compilers
* Reduced angle that directional light has to move before the shadow projection direction gets updated – this gives much smoother updates, so that even at 240x real time the movement is smooth
Race Weekend:
* Return vehicle to garage on pressing (Return to Pit), and keep game unpaused
* Fixed no full-screen mouse when entering Race Overview screen for the first time
* Fixed session timer being reset upon clicking ‘Drive’
* Tweaks to car into garage to set gearing, and freeze the pose of the vehicle
Career:
* Separated Calendar event data from the Seasons event data (new placeholder Calendar data added), so they’re now loaded/handled independently, with ChampionshipManager load/unload made generic to handle both types. RaceCalendar extracted from ChampionshipManager and can now be accessed from app directly
* Updated the career calendar gui data with more applinks/appfuncs
* Calendar menus changed to List format in preparation for data to be auto-entered into it
Driver Liveries:
* Driver liveries GT 2010: Added material to export and MAT file
* Driver character liveries: Updated selection set
* Drivers RCF outfits: Fixed bug for outfit index
* Fixed number of livery options in driver replacement files, to prevent AI from selecting custom livery
Tracks:
* Derby: Fixed cameras, fixed csm issue in pit with tyrestacks, fixed draw distance issue, color adjusted kerbs
* Northampton Classic: New tyrebridge mesh and materials, new fences textures and position fixes, stiching and mapping fixes
* Bathurst: Fixed further small gaps and uvstretching on walls and terrain. Fixed small gaps in wall and fixed collision issue at last chicane on the right wall
Vehicles:
* Mercedes SLS: Assigned the default car paint to the car
* Pagani Huayra: revised, but not final, brake heating/cooling and other small changes to improve handling issues

Builds 499 is available via the Project CARS launcher that is available on the WMD Downloads Page

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Build 498 (20/6/13, Senior Manager)
GUI:
* RaceCalendar functionality added for UI hookup – getting all events in a month, if any events exist on a given date, and player eligibility checking. Added debug code to verify the code/data, and show usage format for UI
* Save and SaveReplay buttons separated in functionality for PaulH
Render:
* Fixed a couple of pre-processor commands so that it is possible to enable mesh visualisation techniques in GOLD builds when required
Bug Fixes:
* Moved tyre indices setting up to per participant, fixes the changing tyres, then changing cars crash bug
WiiU:
* WiiU fix for SmallJobs external job declaration macro set not producing the correct name
* WiiU add missing CGameApp_WiiU.cpp
* Add Presence::Update() for WiiU
* WiiU fix for bad use of sqrt instead of sqrtf (Vehicle Dynamics link error)
* Fix recent graphics config changes causing a WiiU/console build error
* WiiU fix one sock linker errors
* WiiU fix some GraphicsEngine linker errors
* WiiU fix various Renderer linking issues
Race Weekend:
* Added interfaces and logic to teleport vehicle to pits / garage as well as hand control back and leave pits / garage
Characters:
* Driver: Added 4th entry livery variation in RCF and uploaded Textures
Physics:
* Ariel Atoms: tuned heating/cooling/wear of engine and brakes
* Lotus 98T, Lotus 78, Ford Capri, Ford GT40. All got new tire tweaks, rolling resitance/damping with top speed drag and gearing adjustemnts and chassis/aero balancing in the setups. Ford GT 40 added 9 final drives to cover all the track variations
Tracks:
* Bathurst: Tweaked kerbs along the whole track as suggested by Wmd members
Vehicles:
* Ford GT40: All exterior mapped&textured, new lights setup, lightglow billboards updated, some meshwork. CPIT chassis, LODC and LODD updated, temp LODA for export created etc
* Mercedes SLS: Added LODX, updated other LODs, fixed bugs, minor polishing
* Mercedes SLS: Updated textures for LODX

Build 497 (19/6/13, Senior Manager)
WiiU:
* Added eAlignDefaultBytes to all platforms that specifies default alignment in bytes rather than a tAlign enum value. This is useful for calls such as __basealign(eAlignDefaultBytes)
* WiiU: Added remaining sync file implementations (OpenRW/Write/Flush/Exists/Delete)
* WiiU: Implemented BDir module
* WiiU: Fixed buffer alignment issues in BLog
* WiiU: Removed debug breaks from save game module until implementation is done
* WiiU: Set default props to use -no-rtti in all configs
* Wii U minor fix for GUI not compiling
* WiiU full implementation of CRenderContext (renderstate setting)
* Add SMS Tools Helper injection process to post build process in WiiU configs
* Updated WiiU file ops to use FS_RET_ALL_ERROR return handling
* Fixed bug in WiiU Thread code where thread tId wasn’t being set
* Set main thread to (normal priority + 1) so that normal pri threads get cpu time as WiiU threads don’t time slice. This is a temp solution until proper thread balancing and core affinity is set
* Implemented WiiU BTimer module, BTimerMilli and BtimerMicro
* Updated legacy debug calls to new format in timer module
Render:
* Fix for missing DX9 particles
* Minor fix to allow 4k windowed rendering -WindowSize 3840,2160
Audio:
* ALL 3 Caterhams now have gear wobble, assigned int/ext gearshifts, backfires/splutters and a new distant echo curve
* The SP300 has a better engine rev range/pitch and sequential shift sounds
* The Formula A now has a high frequency gear wobble, a tweaked distant echo curve and occlusion filter curve
GUI:
* HUD messages and Replay Screen tidied slightly
* G forces and clutch pedal returned to the Telemetry screen, end of multiplayer race screen updated, minor tweaks to logo quality
Physics:
* Tires: Modal+Flash tire for Asano LM11, BAC Mono. Modal carcass for Caper Monterey. Reduced rotational damping on MRF-G
Tracks:
* New export of Bannochbrae varients
Vehicles:
* Gumpert Apollo: Damage deformations and cockpit animations added. Fixed wiper mask animation materials. Glass UV3 fixes

Build 496 (18/6/13, Manager+)
AI:
* Added basic support for AI telemetry
Options:
* Adding an option for helmet blur.. by default dof is on
Physics:
* Lotus 78, Lotus 98T, Cqapri GR5. New tires based off the curb fix casey dicoveed. Not using as much and blendin more conservatively with the other stick factors. Definitley works better overall. Better throttle steer on all three cars. Also all three cars got some top speed/gearing tweaks along with some aero/chassis balance changes. The 78 got a downforce reduction along with pitching the main underbody downforce forward for a more nimble on the edge feel
Audio: 
* Dropped all car category volumes by 30% to see if that fixes the distortion some members are getting with their soundcards
Shaders:
* Modified new_ground shaders to improve handling of normal mapping – this allows the artist to select a new option “Detail UVs from UV1?” which ensures that the normal map direction is correct in cases which previously were using another channel. Further work remains to be done on the transition version

Build 495 (17/6/13, Senior Manager)
Ignition:
* Added engine off when ignition off with new volumetric throttle system
Physics:
* Physics material update to sort out index problem with material pool materials
GUI:
* Added gui handler for career calendar, applinks, appfuncs and updated main menu gui file
WiiU:
* Mapped some WiiU FS error codes to Base types
* Added basic file loading support. Currently sync only and not all code paths but main Load works
* Added BFile WiiU specific helpers for managing FSCmdBlocks between multiple file ops
* Added support for platform specific sub-calls from BFile ctor/dtor
* Updated legacy debug calls to current BDbg macros
* Set default memory alignment on WiiU to be 64 bytes due to FS_IO_BUFFER_ALIGN requirement
Damage:
* Updated support for reset of damaged vehicle components:
* on reset of damaged vehicle components, mounting back demounted components is optional
* when single wheel is repaired, it is reattached in vehicle physics along with vehicle visuals
* impact pieces are not spawned for component, which has been reattached immediately after detach
* reattach of flapping component does not require the component to be completely detached first
Render:
* DX11 fix for darkened rendering when SSAO is turned off
* Fix DX9 debug metrics primitive count
* DX9 early Pre-Resolve primitive submission optimisation
Tracks:
* Bannochbrae: New exports

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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.

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