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nene15708 escribió:Hoy es un día de lamento en el mundo del motor...Simoncelli ha muerto en Sepang. Podría ser conflictivo, pero era uno de lo mejores pilotos...DEP Simoncelli, todos te recordaremos
r3vl1s escribió:Alguien de aqui es "socio"? Como va el tema de ir probando Builds y demas, por descarga me imagino no?
DEP M.S.
nene15708 escribió:Hoy es un día de lamento en el mundo del motor...Simoncelli ha muerto en Sepang. Podría ser conflictivo, pero era uno de lo mejores pilotos...DEP Simoncelli, todos te recordaremos
- suit/helmet customization - yes we should allow you to design suits/helmets - the level of customization will be decided, but colors and some shapes are no brainer. However as everything cost performance/memory and needs to be shared across during online play, there won't be such level of customization as for vehicle liveries and paints. But should be enough to tweak your driver design according your taste
- regarding detailed cockpit animations (buttons switch etc...), it's doable, but extremely expensive. Each car is unique, so we are preparing driver animations from scratch for every single car (just imagine 1 day for cockpit animations multiplied by 100 cars or more) and when you're driving, you just barely notice such things like hands switching buttons ON/OFF. It's nice, but we would rather focus on overall animations quality than making a lot of animations for every single button and each car, which won't look so good as we won't have enough time for it.
- yes, we will do pitstops with fully animated pitcrew interacting with your car, plus there will be all other characters you can normally see around in real races. Definitely no robots planned, we want to make the best pitstop experience you can get in the game. It won't be easy as each car has different dimensions/design, so we can't do general set of anims for all cars, but there must be unique animation set for each car ... however we have our plan how to handle it.
- also agree with race atmosphere, we should do nice pre-race scenes with pit babes and many team members giving latest instructions to drivers and making final checks of the car, but as it's not directly connected with race itself, it won't be the top priority for now. Once we will have drivers, pitstops and other core elements done, then we will focus on that remaining visual cream necessary for good racing atmosphere
- slick gear change animation - yes, that's what we will do. We want to be as close to real life as possible, which means that driver can leave one hand on gearstick while driving the other hand and his body will react naturally to G-Force, crashes and so. we are also experimenting with clothes simulations, so you should see how clothes reacts to wind/speed when driving those old open cars.
- regarding driver gestures - yes that's also doable, we did it before and should be mapped to controller button. Otherwise you will see those gestures in pre-race and post-race sequence occasionally.
- hide steering wheel - that sounds odd to me (personally), but if there will be enough people requesting it, then we can do it ... but it's a question for vehicle artists/coders
denis74 escribió:Radeon_7200 si vas a ser socio entregando 10 euros hazlo mañana a la tarde, ya que por la mañana sale el build78 que trae los karts, el circuito de karts, el Atom y una de las características de un simulador: desgaste de neumáticos y consumo de combustible.
Sobre animaciones,,escrito por uno de los desarrolladores en este apartado:- hide steering wheel - that sounds odd to me (personally), but if there will be enough people requesting it, then we can do it ... but it's a question for vehicle artists/coders
I think the 60 FPS issue is oversold TBH. Reality is that if like GT we had a dedicated team of 135 people working 5 years on one console we could get close to 60 FPS at all times and include the content we want, but we don't so we can't PD couldn't manage it themselves.
As with Forza, the devs themselves say they can't do night racing light and shadows properly (ie as we did them in Shift 2) as there isn't enough power in the machine to maintain 60 FPS. Again, this is a dedicated team on unlimited budgets working to one console as a 'platform seller'.
We could restrict the scope, cut out a lot of whizz, bake everything and get 60 but we don't have the sort of time needed to dedicate ourselves to each console with a planned cross platform release.
Hatake_k escribió:Din-A4, voy a registrarme en el foro de WMD y me sale una casilla que pone: "If you were referred to this site by an existing member of WMD Forum, enter their username here."
Ya que he conocido el proyecto en este hilo del que eres autor, querría poner tu nombre ahi. ¿querrías poner tu nick del foro para que pueda usarlo en mi formulario de registro?
denis74 escribió:En el build está la opción de quitar el volante del coche.
SOBRE PORT A CONSOLAS Dicho hoy por Ian Bell (resumen)
Irá a 30fps en consolas porque tiene en mente mantener físicas detalladas y mejorar el input para quitar el lag. Mantienen la version DX9 para hacer un fácil downport a consolas. El detalle de las texturas que se tienen en los circuitos y el coche simplemente no caben en la memoria de la consola por lo que se necesitará rebajarlas un poco.
No estamos recortando el framerate. Estas físicas simplemente no correrían a una tasa que nos permita los 60fps. Llenarían solamente el core total de la 360. El input no necesita ser ligado al framerate gráfico, ello puede ser desacoplado y con el motion blur hecho correctamente una tasa constante de 30 fps es buena.
Preguntadole sobre las futuras consolas comenta que hay mucho dinero para hacer el lanzamiento, también, en el siguiente ciclo de consolas.
Otras cosas sobre los 60fps (lo dejo en inglés):I think the 60 FPS issue is oversold TBH. Reality is that if like GT we had a dedicated team of 135 people working 5 years on one console we could get close to 60 FPS at all times and include the content we want, but we don't so we can't PD couldn't manage it themselves.
As with Forza, the devs themselves say they can't do night racing light and shadows properly (ie as we did them in Shift 2) as there isn't enough power in the machine to maintain 60 FPS. Again, this is a dedicated team on unlimited budgets working to one console as a 'platform seller'.
We could restrict the scope, cut out a lot of whizz, bake everything and get 60 but we don't have the sort of time needed to dedicate ourselves to each console with a planned cross platform release.
nene15708 escribió:Aunque no lo dijeran, seria de ilusos creer que en nuestras consolas se vería como estamos viendo las builds de PC...De todas formas como dices, se agradece que ellos mismos lo digan, aunque fuera evidente, ya que otras compañías se lo cayan y encima dicen no haber diferencias entre plataformas, por lo que te encuentras el pastel luego por Youtube...
nene15708 escribió:Aunque no lo dijeran, seria de ilusos creer que en nuestras consolas se vería como estamos viendo las builds de PC...De todas formas como dices, se agradece que ellos mismos lo digan, aunque fuera evidente, ya que otras compañías se lo cayan y encima dicen no haber diferencias entre plataformas, por lo que te encuentras el pastel luego por Youtube...
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.
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.
Sr_Carbono escribió:La verdad que los videos mas todo lo que pone Denis, hace que se me haga la boca agua. Todavia voy un poco con pies de plomo por los desarrolladores, aunque hicieron buen trabajo con Shift.
Pero........ lo veis bien para consolas???
Es que me veo comprandome un pc para poder disfrutarlos 100%.
Din-A4 escribió:Sr_Carbono escribió:La verdad que los videos mas todo lo que pone Denis, hace que se me haga la boca agua. Todavia voy un poco con pies de plomo por los desarrolladores, aunque hicieron buen trabajo con Shift.
Pero........ lo veis bien para consolas???
Es que me veo comprandome un pc para poder disfrutarlos 100%.
y un G27
Din-A4 escribió:me has asustado joyko xD
mira este video y veras la dificultad que tiene jugar
http://www.youtube.com/watch?v=107UatanZ9Q
Din-A4 escribió:me gusta la iluminación.
por cierto habrá faros y luces cortas/largas? lo digo por visibilidad
nene15708 escribió:Se me acaban de caer las pelotas al suelo con esas imágenes, son perfectas joder (me estoy recogiendo la pelotas, puesto que se que son de PC, aun así, me las recojo lentamente para seguir maravillado con estas imágenes).
Esta gente curra, mucho, diría que hasta se tiran días sin dormir, no es normal lo que hacen con tan poco personal...me quito el sombrero ante ellos.
En cuanto a lo de las luces...pues veo bien que hubiera largas y cortas, en la realidad las hay...y como esto es un simulador, en caso de llevar gente delante, no debes poner las largas, si vas solo, si...recordemos que es un simulador, no se trata de deslumbrar, si no de acatar normas reales e intentar ser lo mas profesional posible, y aunque esto no sea una profesión y siga siendo un hobby, seria la ostia que la gente respetara ese tipo de cosas.
Lo dicho, chapo por Slighty Mad Studios, o mejor dicho, Simbin con otro nombre.
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
Sr_Carbono escribió:Nada nuevo??
Me tiene un poco nervioso este juego.
jkn87 escribió:Sr_Carbono escribió:Nada nuevo??
Me tiene un poco nervioso este juego.
foro pc (Como debería ser hasta que haya anuncio ps3)
Sr_Carbono escribió:jkn87 escribió:Sr_Carbono escribió:Nada nuevo??
Me tiene un poco nervioso este juego.
foro pc (Como debería ser hasta que haya anuncio ps3)
Lógico.
Fallo mío, gracias.
Ya, bueno claro. Pero los que las prueban no sueltan prenda (en este hilo)Din-A4 escribió:sí, salen build y se actualiza, pero nada oficial
Sr_Carbono escribió:Ya, bueno claro. Pero los que las prueban no sueltan prenda (en este hilo)Din-A4 escribió:sí, salen build y se actualiza, pero nada oficial
jkn87 escribió:Sr_Carbono escribió:Ya, bueno claro. Pero los que las prueban no sueltan prenda (en este hilo)Din-A4 escribió:sí, salen build y se actualiza, pero nada oficial
porque los que la prueban son de pc...¿no?
Just a note that I've been working on the physics over the break. I decided to take the opportunity with the lack of distraction to really try to focus on what we're discussing here. I've started with the LMP car and went a new direction with the tyres (the chassis is pretty clear cut so just balance changes). The basics of it are as follows. Previously i used the base rubber grip split( front vs rear) to be large part of the balance and then leave the load sensitivities of each tyre the same, and now I've done the opposite with the base rubber grip the same front/rear and split the load sensitivity values to create balance. Also closed the gap between the cornering stiffness's of the front/rear tyres to remove as much of the "resistance to turn at speed" as possible (too far and straight line stability really suffers). Reduced some of the aero side forces too. Tried to mix everything in to get a more convincing drive per above. In general a free-er feeling car. There's good power oversteer now in general and the cars are reasonably catch-able. The overall grip is lower too. I had to re-balance the chassis' with less rear roll stiffness and some shock work to bring it back to neutral on trailing throttle, yet leave in some throttle oversteer.. Also the Formula B got new front suspension geometry as the game didn't like the high roll center from the upward inclination of the a-arms (no change visually), occasionally flipping at Bologna's Alta chicane with heavy curb use.
Enjoy and I'll continue on with this direction if there's agreement.