PreAlpha:
- LODX meshes finished (exterior + interior)
- Collision export
- Placeholder physics
- Placeholder sound
- Export: no LODs, LODX as LODA meshes, placeholder materials/textures
Alpha1:
- Tyres + wheels finished (textures, tyre deformations, wheelblur, all LODs)
- Chassis textures/materials finished (incl. brakes + lightglows)
- 1stP cockpit textures/materials finished
- Paint material UVs finished
- Physics 1st draft
- Sound 1st draft
- Export: no LODs, LODX as LODA meshes, finished materials/textures
Alpha2:
- LODA/LODB/LODC setup complete
- 1stP cockpit meshes finished
- 3rdP cockpit textures finished
- Ambient shadow added
- Export: full LOD setup
Beta1:
- 20 AI liveries finished
- Gearstick animations finished (if required)
- Windscreen reflection added (if required)
- Cockpit display added (if required)
Beta2:
- Damage setup (crumple damage, scratches/dents, detachables)
- 1stP cockpit ambient occlusion added
- External ambient occlusion added
- Cockpit animations finished (if required)
- Suspension animations finished (if required)
- Body animations finished (if required)
- Physics finished
- Sound finished
Build 82 (31/10/11, Senior Manager)
Aussie Hill renamed Bathurst
Tweaked lighting values for render mode 3
Completed Bologna Reverse AIW
Checked in a tempory AIW for Glencairn Reverse with 16 start spots
Checked in a tempory AIW for Bathurst with 16 start spots
Extended SimpleBatch shader for new DX11 debug text
Added custom controls for Hud Cycle, Hud Sub Cycle, and Boost
LODC tires skinned temporarily to make deformations work for Leonus F68
Glass shader. Changed kd from 1.0 to 0.6 to reduce diffuse in a similar way we do on bodywork. This reduces the milky look under the sun
Fixed cameras and dynamic objects for Connecticut Hill Reverse and Connecticut Hill Short Reverse
Added "build installed" checks to patches
Added slow change key to F1 menu (hold down control while changing value to get one tenth of the change speed)
Build 81 (28/10/11, Team Member+)
DX11 HDRControl updated to matched optimised bloom threshold and downsampling shader.
The "Texture Filtering" option (set via "Help & Options / Video") was being ignored by DX11 renderer. Now Fixed.
Fixes for WDF lighting menu, to allow extra entries to load/save
Added various HUD tacho variations (Nuke 3, and Kart)
More exhaust smoke for the Kart
Fixed Kart Ai volume and increased the rev limit to 18000RPM
Fixed ambient shadow width and tweaked gearstick movement (Nuke 3)
Changed default livery for LEONUS F68 CROMWELL V8
New Racer V8 RS and L4-RS exports
Upped LOD distance for CALIPER (Nuke 3)
Completed reverse AIW for Connecticut Hill Reverse, and Connecticut Hill Short Reverse
Temporary AIW for Bologne Reverse. Basic path and 32 start spots.
Added track groups to save on build sizes and also organised both tracklists in alphabetical order
Changed loading screen music
Build 80 (26/10/11, Manager+)
New tracks in, Bologna Reverse (prealpha), Connecticut Hill Reverse (prealpha), Connecticut Hill Short Reverse (prealpha), Glencairn Reverse (alpha), Glencairn East Reverse (alpha), and Glencairn West Reverse (alpha)
New export of Asano X4 (beta)
New export of Bologna (prealpha), and Connecticut Hill (prealpha)
Removed slip audio effects at low speed
Fix for shadow mapping 'black edge' around car bug
Added grip points to debug physics screens
Some bug-fixes and performance improvements for RenderContext setting in DX11
Fix to enable loading of WDF files on the F1 debug menu from the 'lighting edits' directory within my_documents/cars/
Formula B: multi-part chassis collision for more accurate shape
Improved carbon shader
Improved Fresnel paint
Fixed names of the Leonus cars to match the forum
Build 79 (25/10/11, Senior Manager)
Improve the lift off over steer
Option to turn off cockpit mirrors in options
Fixed issue of 'reset' button still being active during the steering/pedals calibration process
Fixed right front suspension geometry for LEONUS F68 CROMWELL V8
Telemetry screen layout change
Added engine mesh for the RACER V8-RS
New Aussie Hill export
Build 78 (24/10/11, Team Member+)
Toned down heat haze
Added a few more options to visuals menu
Added gamepad filtering option
Added cloudy weather selection to race menu
Fix for DX9 windscreen corruption bug
Fix for groundcover crash
Updated Glencairn track
Updated Racer car
Improved lighting settings for most tracks
Fixes to car setup menu (still lots of bugs)
Change audio balance to bring out more wind noise
Version number added to UI
Various UI fixes and improvements
Updated kart
Fixed direction of driver head lean in corners
Enabled fuel consumption and tyre wear
Added free camera (Ctrl-F then the mouse and WASD, SHIFT keys)
Build 76 (20/10/11, Manager+)
Car setup menu added (first pass, many bugs)
Kart added (first export, no bug reports yet please)
Glencairn track added (first export, no bug reports yet please)
Nuke 3 added (first export, no bug reports yet please)
Fix for DX11 "grey square around the player car" bug
Updated exports of all tracks (various fixes and improvements)
Various UI fixes
Idle throttle adjusted on all cars so you can stall if clutch not used properly
Disabled exhaust backfire on LM2011
Build 74 (17/10/11, Team Member+)
Instant replay enabled (placeholder UI and cameras).
Fix for 5:4 aspect rendering.
Fix for blue tint bug affecting certain NVidia cards.
Language set to English only.
Security implementation to support builds per member level.
Made look left/right faster.
Racer sound improvements.
AI aggression reduced a little.
AI improvements at Connecticut Hill.
Formula B physics updates for better performance over kerbs and turning in general.
Continued Connecticut Hill art updates.
nazca escribió:Muchas gracias Denis74 por toda la info que aportas al foro, pero quería preguntarte o trasladarle la pregunta a ellos de si en la versión de xbox vendrá mejorado el FF del volante oficial descatalogado de microsoft porque en el shift 2 era realmente malo, y con retardo en la reacción del muñeco girando el volante al mismo tiempo.
IridiumArkangel escribió:nazca escribió:Muchas gracias Denis74 por toda la info que aportas al foro, pero quería preguntarte o trasladarle la pregunta a ellos de si en la versión de xbox vendrá mejorado el FF del volante oficial descatalogado de microsoft porque en el shift 2 era realmente malo, y con retardo en la reacción del muñeco girando el volante al mismo tiempo.
Es muy pronto para este tipo de preguntas. Tan sólo es de momento una pre-alpha de la versión Pc, queda mucho trabajo por delante...
Tendremos diferentes compuestos de neumáticos con un variado desgaste y heating attributes chaps (no se muy bien como traducirlo, parece como atributos de agrietado por calor)We will have different tyre compounds with varied wear and heating attributes chaps.
Can't say too much (apologies for this but we have to sign NDA's on these things) but there's a close collaboration coming up with a major tyre manufacturer and we'll be getting unprecedented access to their engineering data which will expose exactly how a variety of road and race tyres operate in real time, as well as their compiled data. We'll ensure it's all implemented in the sim.
Pero nosotros tenemos los programadores que programaron eso (habla acerca de la tecnología Live Track del simulador GTR2). Construiremos un nuevo sistema más elaborado usando las mismas ideas.But as we have the coders that coded that, we'll build a new more elaborate system using the same ideas.
nazca escribió:Denis74, este circuito si es escaneado al 100% no?
PreAlpha: (37 mandays)
- LODX meshes finished (exterior + interior)
- Collision export
- Placeholder physics
- Placeholder sound
- Export: no LODs, LODX as LODA meshes, placeholder materials/textures
Alpha1: (20 mandays)
- Tyres + wheels finished (textures, tyre deformations, wheelblur, all LODs)
- Chassis textures/materials finished (incl. brakes + lightglows)
- 1stP cockpit textures/materials finished
- Paint material UVs finished
- Physics 1st draft
- Sound 1st draft
- Export: no LODs, LODX as LODA meshes, finished materials/textures
Alpha2: (16 mandays)
- LODA/LODB/LODC setup complete
- 1stP cockpit meshes finished
- 3rdP cockpit textures finished
- Ambient shadow added
- Export: full LOD setup
Beta1: (13 mandays)
- 20 AI liveries finished
- Gearstick animations finished (if required)
- Windscreen reflection added (if required)
- Cockpit display added (if required)
Beta2: (6 mandays)
- Damage setup (crumple damage, scratches/dents, detachables)
- 1stP cockpit ambient occlusion added
- External ambient occlusion added
- Cockpit animations finished (if required)
- Suspension animations finished (if required)
- Body animations finished (if required)
- Physics finished
- Sound finished
Polycounts:
LODX = 200k - (only used for GUI, photomode, etc.)
LODA = 50k - High detail LOD (0-10 meter)
LODB = 20k - Mid distance LOD (10-60 meter)
LODC = <2k - Far distance LOD (60-500 meter)
CPIT = 50k - 1st person cockpit (basically same detail level as LODX, but optimized for game use)
Din-A4 escribió:que pocas licencias no? y la gp2 no estaba incluída? aunque sí, da "igual" que un coche ponga gp2 o f2, el manejo es de gp2
work will start on it soon - it will be a staged affair, with night first, then dynamic time of day, then some minimal weather (i.e. cloudiness changing but not rain) and finally rain will be some way off down the line (simply because to do it justice you need a lot more than just some rain drop overlays!)
parts of this require a major overhaul of existing chunks of the graphics engine, which is why you don't see anything yet.
HrC1989 escribió:Dejo videos de los destrozos del coche.
http://www.youtube.com/watch?v=nEUz7pd-uAQ
Grabado por mi.
Jebi-Motors escribió:a ver que tal optimizado sale este juego, por cierto seria viable una consola que se pudiera actualizar el hadware como un pc pero solo dedicada a juegos? jaja cosas que se me pasan por la mente
Will there be differences between the PC and console versions?
Habrá diferencias entre PC y consolas?
There will be no differences between PC and concole versions w.r.t. core tech (physics engine, FFB, gameplay). The console versions will probably use less sophisticated graphics because of the less powerful hardware, and they will be locked at 30 FPS like most console games.
No habrá diferencias entre PC y consolas en el nucleo del juego (fisicas, force feedback, ingame...). Las consolas tendran, probablemente, menos graficos sofisticados debido a sus limitaciones, y estaran bloqueados a 30 FP/S
This means that the game will every bit a race simulation on the consoles as on the PC. For the more casual racers (which applies just as much to PC players, by the way ), plenty of options will be available to make driving the cars easier (including optional gamepad filtering).
Esto significa que el juego tendra un poco mas de simulacion en consolas que en el PC (no entendí mucho esta frase). contaran con muchas opciones para hacer mas accesible el juego a los casuals, incluyendo opciones para mejorar el pad
Will there be development builds for consoles?
Habrá builds para consolas?
Due to the nature of the consoles and the business model behind them, this will not be possible. The consoles will only get the game when it is finished, with solid patch support after release.
Por la naturaleza de las consolas, y todo el rollo... no. no es posible. Cuando se lance el juego, las consolas tendran su copia, incluyendo los parches de despues del juego.
Will Project CARS be developed for future-generation consoles?
Habrá C.A.R.S. en el futuro?
It depends. If they're available in time and we have the funds then it most likely will happen.
Depende, si hay tiempo y tenemos posibilidades, nos gustaría
How will the testing of Project CARS be organized on consoles?
Como estará el testeo de C.A.R.S. organizado en consolas?
It depends. If we hook up with a publisher the bulk of QA would be done by them. If not it would be SMS internal only. The only way beta testers could be involved would be if they visited the office to use kits there.
Depende, si encontramos algun QA, pueden hacerlo bien, sino, lo haremos internamente, la unica forma de que los testes se involucren es que visiten las oficinas (la primera frase no la entiendo muy bien)
Can console owners still contribute to the development of Project CARS?
Pueden los consoleros contribuir con el proyecto?
Of course they can! Since the PC version will be representative of the console version, testing the game on PC and giving feedback will affect the console version just as well. Furthermore, posting ideas, comments and feedback on the forums about the game in general and about console-specific things in particular will help with developing the console version(s) as well.
Claro que pueden, pueden hacerlo con el PC, bajandose la build, o pueden enviarnos comentarios por foro, face, twitter...
Will the same CARS account (including bought content) work on a console and PC?
La misma cuenta servirá para PC y consolas?
What we have now isn't really a CARS account but a WMD one. For the final game there may or may not be a similar account, but even if there is it's highly unlikely it would be shared across platforms (again not something Sony and Microsoft are keen to cooperate with each other on).
Creemos que no, no sabemos si seran cuentas similares, y tambien tendriamos que hablar con SONY y MICROSOFT
Will there be cross-platform racing?
(creo) Habrá carreras de gente de PC vs consolas?
Unlikely but still to be determined for sure.
Creemos que no, pero no se ha determinado aun
fikipro escribió:gracias por el ultimo video, a mi no me ha gustado mucho .
las fisicas del coche las veo muy parecidas al shift2, esa sensacion de deslizamiento contineuo, luego en la chicane frena en un espacio muy reducido .
el circuito lo que es el trazado esta muy bien reflejado, a falta de añadirle todo el entorno.
Durante las próximas semanas hasta Navidad, seguiremos con la fase de desarrollo de diseño así como trabajo en la tecnología esencial del núcleo. Entonces el documento de diseño del juego se actualizará y se acordará por todo el mundo, con una agenda detallada a continuación. A mediados de Febrero, más o menos, deberíamos empezar de lleno con la fase de implantación principal, que seguiría de cerca el documento de diseño y la agenda.
Hasta ese momento nuestro núcleo de tecnología y el departamento de arte se centrarán en lo siguiente, para daros una idea de qué esperar en las próximas builds:
1-Trabajo continuo en físicas y manejo.
2-Nuevo sistema de input para eleminar el retardo
3-Sistema dinámico ambiental (hora del día y clima)
4-Completo sistema de tablas de clasificación
5-Nuevos coches y pistas
6-Continuar trabajando en la mejora de la usabilidad de la interfaz
7-Opciones/caracterísiticas menores sugeridas por los miembros que tengan un coste bajo
8-Corrección de bugs (centrado solo en problemas serios)
denis74 escribió:Un usuario se ha currado el siguiente video sobre el Audi DTM:
http://www.youtube.com/watch?v=yd0TV39YgXE&hd=1