Project CARS – Junior Build 316 Available

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

The new build is packed with all improvements and updates the development team has added during the past week, including on-going development of the multiplayer mode that was recently tested with the help from chosen WMD members.

The first tests proved to be a big success as many teething problems could be fixed instantly thanks to the help of the community. With this build, multiplayer is being opened to include Manager level users as well, the functionality will soon be expanded to the full community once stability of the servers and the system for a large number of users can be ensured.

This build is available to all members including Juniors, access to the build is available for a one-time payment of just 10€. For more info on the perks & benefits of becoming a WMD member, check out the Project CARS website

Build 316 (5/10/12, Junior Member+)

  • Online sessions:
  • * Messages about state changes in the loading sequence contain a serial number. There are a few cases where a client can send two state changes without intervention from the host in between, and these messages can arrive out of order
  • * Certain getters can be called when leaving the session
  • * Added sequence numbers to logs of lobby setup messaging
  • * Single user setup sequence number has been split into two: request sequence, and update sequence. This fixes a problem when a vehicle setup change has been ignored if a vehicle validation on host resulted in a change
  • * Added a flag to user setup specifying whether or not it’s a default setup assigned by host, used until the client requests their own setup
  • * Requesting an invalid livery when there’s no valid livery will not cause an update sequence increase anymore
  • * Fixed handling of a message requesting preferred user’s setup from an admin; this fixes setup sync after host migration and during join in certain scenarios
  • * Added missing user setup change callbacks on the host in certain situations
  • * Admin’s own USER_SETUP and USER_VARIABLES callback will fire after the GAME_CONNECT callback
  • * Session callback signature has been changed to take a reference to a structure instead of the generic numeric argument. This will make it much easier to add more information to each callback
  • * Split the SERVER_CONNECT and GAME_CONNECT callbacks into two each – one for connect and one for disconnect
  • Add MP-specific racing rules
  • Fixed chat text content and colours
  • Disabled reparsing of track waypoints for slower corners
  • Added support for tool builds, where memory allocations are from the system allocator
  • Added TrackDetails method to set date for Championships
  • Improvements to MP connection error handling and reporting
  • Re-enabled ping indicator for lobby entries
  • Extended browse list to full size
  • Changed GameSessionMember to share a common Base class across all platforms, with a platform specific class above this
  • Chat handling improvements for the lobby
  • Online UI:
  • * Fixed format string specifiers for chat lines from %s to %ls, and prevented the string from being passed by value
  • * Added User Leaving callback, called just before wiping information about the user from the session
  • * Fixed PS3 string formatting when handling callbacks for user joined/left, admin changed, and track changed
  • Remote chats now include the remote user’s name
  • Adding chat and system messages to MP Lobby
  • Fixes MP location update and logo
  • GUIList functionality improvements, adding colour
  • Increased Events screen leaderboard page size from 8 entries to 14
  • Integration of Championships tech along with some test data, with Aries-specific patching where necessary. Not hooked into UI yet
  • Throttle behaviour (blips etc) and adding chasis effects
  • Pagani Zonda R: Accurate gear ratios applied. Deduced from video reference
  • Adding for chassis noise effect
  • Adding bodyflap sound for high speed car creak/rattle effect
  • Wisconsin Raceway – add new txt for wood wall
  • Player name now shows again rather than placeholder vehicle on Lobby screen
  • Lobby chat now bigger and scrolls the correct way
  • Season selection images moved to async folder
  • Season info and settings pages added
  • Derby – add new textures
  • Eifelwald – adjusted trees placement, fixed were levitaing
  • Eifelwald – tweaked terrain/grass textures
  • Eifelwald – ground cover texture tweaked (color and saturation)
  • Eifelwald – grass exclusion map updated
  • Rebalance for updated tech. Switched gear change sounds and tranny
  • Interior sounds updated with the latest tech. Exterior still being worked on
  • Updated levels and pitch curve for GT_Race1 tranny
  • 14th row on Event leaderboard now shows correctly
  • Wisconsin Raceway – update emmisive texture for tent
  • New Textures for WR media center and L gantry/first revision wip
  • Updated balance for latest filter, eq and curves tech
  • Major update – latest filter, eq and load curve tech
  • Updated compression curves
  • Caterham SP300R: Ultra detail setup
  • Vehicles: testing zero shift delay on a few cars with H-pattern gearboxes
  • Events screen updated with new improved layout
  • Volumen boost for ‘Race’ box
  • Updated with the latest filtering, EQ and dsp load tech; external volume adjusted
  • Updated with the latest filtering load tech; fresh balance
  • Switching new engine set on; balancing changes
  • Tweaks for player labels display
  • Adding Huayra fdp
  • Adding Huayra sounds
  • Adding exhaust res for new Huayra sounds
  • Wisconsin Raceway – add new txt for GlassMarquee
  • Derby – improve lightmap for garages floor
  • Derby – textures update – higher resolution and reworked
  • Derby – texture addition
  • New Belgian Forest export
  • New Derby exports
  • New Eifelwald export
  • New Wisconsin Raceway 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 315 (4/10/12, Senior manager)
Fix for postprocessing filter not being enabled
Various MP fixes

Build 314 (3/10/12, Senior Manager)
Additional debug trace info and explicit BList Init added to debug entries list – reduces memory fragmentation due to lazy init
Additional trace implementation for lightweight mesh and textures – applies content names to allow easier debugging of leaks
Removed excess renderer TTY from SPUs – left in but disabled so that it can be toggled for those who need it
Sisabled live edit components for PS3
Fix speech block HRDF fingerprint name typo
HRDF fingerprint and new features changes
Downcast for camera collisions starts a bit higher than before, to prevent the camera from sinking under the ground on tracks with high slopes
Adjusted offset of geometry-clipping-prevention downcast of attached camera, so the camera below thin horizontal obstacle (e.g. bridge) is not moved above it
Modified edge case handling of bridge to ensure that invalid data will never be used, by changing the minimum valid time for testing to be later than the invalid time marker of -1.0 – this should prevent first frame oddities such as incorrect car being treated as player on multi-player games
Online: Online log is now enabled in all configs on PC
Fixed incorrect assert in ghost save game support
Only set pit flag from a snapshot once
Trigger vehicles to drive out of pit lane on pit entry
Set in pit flag for AI when spawning from a snapshot which does not define the spawn location
Spindle/integrator changes: Clamp forces and torques for rigid bodies in vehicle during large impacts; Fix broken spindle on large crashes
Restricted rolling start speed to +/- 20% difference and set default to 40ms from 200
Re-ordered CCD generation to override when offtrack
Speed limiter penalty gets applied in all modes in MP
Removed accidental duplicate envmap creation, fixes memory leak
During MP sessions, disable ability to pause game when ALT TABing or moving the context window – prevents clients going out of sync in MP session
Changed MP screens to enable for managers
Tile background now normalized to a 1024 square for memory
Aliasing fixed on Dialog popup
Kerning and aliasing fixed on dialog popup and login screen
Top text on load screen re-aligned after font change (moved up 6px)
Updated HRDF data/scripts
Bug fixes for MP screens
* Refresh button in the game list doesn’t work.
* Empty slots in the lobby say “AI Opponent” (should be blank)
* Liveries are not set correctly yet
* If game list contains just one disabled (in-progress) game, it doesn’t show
* Scrolling in game list doesn’t work
* Start button can be clicked twice (when this happens things break badly)
* Selected track doesn’t display on client machines – needs game attributes transmitted
Loading screen updated to match new font improvement and FE layout
Background_Glow, Linen, and Title Background added to pakfile loading textures
InGameMenu updated for font update
Wisconsin Raceway – add new textures for DinnerShop
Changed file type to non-exclusive
New distance font and graphical polish for FrontEnd
Temporary new background for tiles in the UI
New font (although this is the old bitmap version not used any more)
Missing SMS logo for splash page
Bathurst – Viewer objects added in theXML
Wisconsin Raceway – add new text for CafeShed and Warehouses
New Bathurst export

Build 313 (2/10/12, Manager+)
Pause audio when minimising app in MP mode.
Pause app when minimised and only getting WM_ACTIVATEAPP message.
Online session:
* Fixed assert in server auto-disconnect when a session is left during join.
* Reworked the auto-disconnect logic so that the server manager rememebrs what reasons prevent the auto-disconnect from working, instead of just a lock count.
* Fixed assert in host migration happening after the host has finished loading data needed for the race.
* Switching to lobby and race state will triggrer debug output, displaying the full session information.
* Documentation clarifiaction for SetVehicle().
* Maximum supported online players is now 64 (8 on consoles). The constant has been moved to Multiplayer namespace too.
* Browse dialog shows number of players in the session correctly.
* Added getters to game information retrieved by browsing, to access track and game mode
* Debug output from session enumeration now prints track and game mode for each session
Modified mip offset debug trace tags for better consistency and easier analysis within memory reports
Added debug trace descriptions to specs for lightweight meshes to allow easier debugging of leaks
Additional debug trace info added to lightweight mesh spec, so that it is possible to record the origins of them, rather than just have them called “lightweight mesh” all the time in debug traces
Added checks for valid floats stored to cActor state transform, and stored to/obtained from render bridge by physics render cNode.
Identify player when adjusting AI routing .Constifying new AI systems
Added toggle to disable the reflection system.
Added in code to allow us to be able to specify the pixel format of our emaps
Fix for dx assert caused because we are trying to render reflection maps before the renderer is enabled
Fix for detailed grass being missing
First pass of the reflection rendertasks
Add ValidateOpponentsMenuOption functionality to limit AIs in TT
AI debug rendering enabled via Ctrl-A
Car flicker correction – PhysicsUpdateCallback – ensuring there is 50ms interval in bridged stream 5 samples
Car flicker correction – Shift time -35ms in bridge interpolation, m_safeUpdateTime set to current frame instead of last frame time. Passing gExecTimer value to PhysicsCallback call
Made track and vehicle name lower case for driving line tweakers to ensure PS3 picks up driving line overrides
Apply aero damage only when driving mode full damage enabled
Reduce front and rear downforce when front and rear wing flapping / detached
Fixed row setting for formation driving when in single file
Add gear event when AI takes control in pit lane to notify app of gear change
Changes to pit speed limiter logic
Auto reset cars pointing in wrong direction when driving into pit lane
Push AI vehicle location to HD vehicle at race start
Gearbox damage from an event should not rely on players gameplay flags
If fuel levels come from a snapshot, do not override fuel levels on restart
Bathurst – New AO texture
Bathurst – New textures
First pass of the reflection rendertasks
Pagani Zonda R cockpit textures. Minor rollcage metal color update
Northampton. Merged several textures into one, removed duplicated. Updated AO maps
Wisconsin Raceway – add new text for LargeWhiteHut
New Pagani Zonda R export

Build 312 (1/10/12, Senior Manager)
Pass Audio Handle to the online libs for use by the VoIP system
Added basic VoIP support (Consoles only)
Wet Vehicle additions – sets global parameter for controlling water droplets on cars in rain
Fixed part of the GUI cleanup code to prevent accessing of the end of an array
Remove asserts used for testing
Disabled adjustment of vehicle PhysX actor during switch of vehicle control to AI
Added possibility to read state of vehicle detachable components identified by name on startup
Fix for assert on scrolling text
Improvements to GUIListData building
Animation and some other memory changes (pool selection, memtraces etc)
New AI systems WIP:
* Spline based pathing for AI
* Spline based pathing prediction for player
* AI inputs generation system
* Avoidance / overtaking logic
* Braking / aligning speeds logic
* Debug rendering of spline and passing data
* Internal driver AI tick rate of 50hz
* Track overview system removed
* Tweened data from AIW systems
* Support systems
* Lots of logging and WIP code
AnimationName changes
Add more control over memory usage and change to use hash strings for names
Fixes for scrolling and selection in GUILists
Change to max shader so we can mark road items that can reflect
Disabled ‘quick random’ button for user tier < SM
New Pause and Round Results screen
Move files from the boot persistent pakfile that doesn’t need to be there to free up memory
Music track added: Quies atne tempestatem from the Halcyon Trailer.
Runtime bodywork shader with raindrop system added – first pass version, plus improvement for Max shader with better linearity for droplet density map and removing test params from material export
Additional global parameter added to shaders to allow shared control values for rain droplet behaviour on multiple bodywork shaders
Derby – add new textures for garages floor
Derby – Textures new addition
Added VoIP logging level to DevModeConfig
Moved the weather data out of boot persistent into the WeatherTextures pak
New Derby exports
New Eifelwald export
New Northampton export

 

GTOmegaRacing.com

  • http://www.facebook.com/franklin.silva81 Franklin Silva

    is there possibility to able jr members to access BMW cars or new tracks?

  • http://www.facebook.com/people/Terrell-Olvera/100000514143201 Terrell Olvera

    No, I don’t think that’s going to change either, but I do believe junior members will get access to multiplayer in the next monthly build.

  • http://www.facebook.com/michael.hornbuckle1 Michael Hornbuckle

    Being a jr member so far has been a waste of money. Not much money, mind you, but still a waste. Keep waiting for something to make me want to upgrade but still very on the fence about this title.

  • http://www.facebook.com/people/Marcus-Caton/647940120 Marcus Caton

    Why not upgrade… it’s just money.

  • pez2k .

    The Junior toolpack is more of a preview of the game to see if it’s something you want to put more money into. Higher toolpacks get perks such as exclusive cars and tracks, like the BMWs. It’s an intentional incentive to upgrade, so they’re unlikely to ever be accessible as a Junior, sorry.

  • Alejandro Gorgal

    The multiplayer is surprisingly smooth, I really wasn’t expecting it to be this early and on P2P connections.

  • Skytrill

    It’s more like a demo that you have to pay 15$us. But if you pay more that also reduces considerably the cost that you’ll have to pay at the end for the product so it’s a win situation if you believe you’re gonna buy the final product.

  • okidnaokh

    I hope guys that you are thinking to use the OCULUS RIFT!!!!!!!!!!!!!

  • Anonymous

    Yes, that’s the plan :)

  • okidnaokh

    EXTRACOOL!!!!!!!!!

  • Tospos

    you are just noob xD go play need for speed pls

  • Anonymous

    I just think if you love the game enough that you will buy the full version why wait? save yourself some money and upgrade to full member and get your free copy. Yes Jr’s and Team Members get a discount and the possibilty of a return on their money but the more you kick in the more you benefit.

  • Jason Ganz

    The perks of “road tracks”, “nordschleife”, BMWs, etc., aren’t at the junior level. The Junior level is more of a demo of the game designed to entice you to upgrade to at least “team member” and preferably “full member” and up. What should make you want to upgrade is not just “oh this game is maturing nicely”, but as the devs have stated, when the game is released anyone who has financial interests in the game will receive a cut of the net profits; of course, the greater the individual’s interest, the greater the return.

    Now to make a point, I started out as a Team Member in November 2011 – when there wasn’t even a “full member” status and the jump was 75E to go up to the next level (then, we went from Team Member to Senior). I started out at Build 108, which compared to Build 316 could be considered crude at best, and quasimodo-esque at worst. However, there was something special to be had regarding the game, and I held on. Every few weeks I would increase my financial interests by 25E, or 45E, or in the later stages by 100E until I made it to Manager (1,000E). And how did I do it? That first step up to see what lie beyond what I had. What was having exclusive tracks like? What was having exclusive cars like? Where is Slightly Mad Studios going with this game? I had so many questions, that I had to take the jump to see.

    I also see it like this. You have 10 Euros’ of “interest” in this game. When the game comes out, its projected cost will be 45 Euros. This leaves a 35 Euro gap. So suppose the game sells 1,000,000 copies, and you get 38.18 Euros. To get that free copy, 35 Euros have to go back in, leaving you with 3.18 gross Euros of profit. Subtract your 10 Euro intitial interest, and you actually are down almost 7 Euros. Even an upgrade to Team Member, besides a greater view at the progress of the game, would avoid this net loss scenario that arises from the first 1m copies. Watch. 25 euros in. After the first 1m, you get 95 Euros back. You have to pay the difference for the game (20 Euros), which leaves about 75 Euros. Then you have to consider “initial interest” which is 25 Euros, and even then you’re still up 50 Euros, PLUS a copy of the game for being a beta-tester. I’d rather gain 1 Euro, than lose 7 Euros.

    Now if you go to 45 Euros, the game is a free gift. Even if ZERO copies sell, you lose nothing. But if the same 1m sell, you get about 170 Euros, less the 45 Euro “initial Interest” and you still walk away with 125 Net Euros AND a free copy of the game.

    So before you go decrying pCARS as a waste of your time, try to dig a bit deeper for at least 25 Euros of interest. You’ll get weekly builds, the ability to post new threads for feedback, oh and multiplayer will come to you sooner than MUCH later.

    Jason

  • Anonymous

    Same for me. atm 10€ are more than enough.
    Still waiting something to make me want to buy the entire game when it will released instead to take my investiment back and forget this game.

  • Eric Zehnder

    I’m hugely excited for the Oculus Rift and the Devs at SMS have already said they’ve bought one/some. In fact they said they contacted the developers of the Rift to find out if they could get theirs as early as possible!!

  • Skytrill

    That’s great news, I hope other developers will make it compatible as well.

  • http://www.facebook.com/people/Peter-Ball/1280730886 Peter Ball

    That’s the first time I’ve seen cost vs reward expressed in such easy to understand terms Jason… ever fancied a career in politics? :)

  • http://www.facebook.com/michael.hornbuckle1 Michael Hornbuckle

    Lets see….I’ve been in love with driving games since pole position was in video arcades and night driving was on my Atari. My Forza lobbies were always set up locked to in-car view with no assists allowed and I’ve been an iRacing member for close to three years. But yeah, I’m a noob and NFS should be right up my alley.

  • Antoine

    FOV (and proportionally resolution) need to be 2 time bigger for the occulus to be really interesting for simracing. It’s better than a computer screen but for now triple screen/projectors are still the must.

  • Juandi Sanchez

    Hey guys, have you figured out how are we gonna know where the gear shift or the handbrake is while using Oculus? Or what button to press on the steering wheel or on a buttonbox? I thinks this is something to concern about using Oculus…

  • Big Ron

    That´s true. But I guess you will find the gear shift and most important buttons with some training while not seeing them. Shouldn´t be that hard.

  • Eric Zehnder

    I have the Logitech G27 and never need to look down at buttons.

    They did say that they have ideas for an Oculus Rift 2 that would have a camera on the front that they could use for this on other purposes. You could maybe overlay your wheel and hands over the game.

    For non racing games they said they were looking into alternate reality games. Imagine playing a survival horror game like Resident Evil where one of the levels is your own house and they make it look like zombies are coming through your doors and windows.

    Very cool.

  • Eric Zehnder

    FOV being 2 times bigger would mean 220 degrees which is more than you can see in real life, I would bet.

    Perhaps an extra 10 degrees would be cool but those that have played the demo say it’s everything we think it is and then some!

  • Eric Zehnder

    Though that guy was an obvious troll, NFS: SHIFT 1 with the Overhaul Mod and perhaps Juls’ Sharp Tyre Mod was actually a damn fine game. Honestly the most fun I’ve had in any racing game and the FFB was fantastic!

  • Juandi Sanchez

    That would be really cool, i guess using some chroma…

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