KraistGp escribió:Por fin acabe de montar el pc !!
Un i7 3770k, placa asrock formula oc, nvidia msigtx 680, ssd corsair gt240gb, caja silverstone rv01, .... Lo malo que despues de engegarlo y comprobar que todo esta ok no he tenido huevos de encontrar el cd del windows 7 !!! espero tenerlo listo mañana noche.
Por cierto alguien tiene el windows 8 ? Vale la pena comprarlo o mejor continuar con el 7 ?
Pd: perdonad el offtopic !
denis74 escribió:Este hilo sirve la todo,jejeje
Para los de Madrid y alrededores sabed que a las 10.30 comienza la charla de Andy Tudor en iDÉAME. Todavia hay tiempo de llegar. Correrrrrr
denis74 escribió:He mirado pero no he visto nada de nada. A ver si alguien graba algo.
Gameplay multijugador con el pequeño Formula Gulf1000:
http://www.youtube.com/watch?v=mInWHRWn3eM&hd=1
colets escribió:Voy a ser la nota discrepante
En mi caso, windows 8 funciona mejor: arranca más rápido, no ha dado problemas, los programas funcionan igual o mejor y el sistema de seguridad es muy decente (al punto de no necesitar antivirus si no quieres)
La interfaz Metro, la odio. Puede que funcione en tablets, pero en PC de escritorio no hay forma, ni sabiéndote los atajos de de teclado.
Al "genio" que decidió quitar el botón de inicio de la vista de escritorio, habría que darle un premio, vaya idea, para matarle.
Al final le puse una aplicación como Classic Shell: botón inicio, salta la pantalla de la interfaz Metro, vista clásica del explorador y alguna cosilla más.
Una vez arrancado, poca gente sería capaz de decir si está usando W7 o W8.
Manda narices que tengas que poner una aplicación externa para que el windows funcione como debería, pero bueno.
Vaya pedazo de PC te has montado!
Edito:ups, escribimos a la vez se engega?
se engega?
Kalakatita escribió:Un gameplay mio del nuevo Gulf1000 y los nuevos efectos de luz. Jeje.
Saludos!
http://www.youtube.com/watch?v=s6CUxsUw ... e=youtu.be
* Terrain materials: Testing a mix of high collision friction and resistance in gravel
Build 447 (12/4/13, Team Member+)
Render:
* Adding new render state alphatest_phase1_nowrite this basically allows us to be able to render the clouds in phase1 to the phase1 rendertargets while not rendering to the depth buffer
* Code change so that all sharedrender structures use the same CRenderablesProcessorManager for rendering
Track Cameras:
* Move centre camera pos to end of enum to fix problems with configs using hardcoded numbers
Enivronment:
* Remove unnecessary initialised variable from WeatherForecast and replaced by BArray::IsInitialised
Debug Menu:
* Debug menu modifications to provide improved interaction with envmaps, including ability to modify LOD scale and LOD range, and to snapshot each individual env map. Also protected against NULL pointer crash when exiting race with env map display enabled
Physics:
* BMW M1: New compound to help this car feel more convincing. Chassis, gearing,setup changes to suit. Dropped inertia of the main chassis
* GUMPERT apollo: Updated some physics data from Sport Auto test
* Terrain materials: Testing a mix of high collision friction and resistance in gravel
Tracks:
* Heusden: static emap position updated
* Rouen: static emap position updated
Build 446 (12/4/13, Team Member+)
GUI:
* Fixed scroll bar visibility for short lists
* Added TimeOfDay text to GUIHelpers
Renderer:
* DX11 Support for Colour ShadowMap Targets - needed for experimental Exponential Shadow Map shaders
* Fix for Shadow Cascade seam issue (white box near/around the car bug). Also removed cascade scale-down - this improves the shadow shimmer in the mid to far distance
Tracks:
* Lakeville Raceway: Changed some logos
* Lakeville Raceway: New textures for Building01:
* Azure Circuit: Static emap position updated
* Bologna: Static emap positions updated
* Connecticut Hill: Static emap positions updated
Vehicles:
* Zakspeed Capri, BMW M1: Removed exploit for the. Readjusted the tyre carcass that both these cars share. Some setup adjustements to suit. Capri got the front motion ratios set to a more typical strut at .85. Changed the spring and shock values to match
* Caterham SP300R: fixed typo in cockpit exposure
* M3 GT4 and Boss 302R: wider spring tuning range to allow softer, street/track types of stiffness
Build 445 (11/4/13, Senior Manager)
3rd Party:
* Added Fanatec SDK v0.17.462
Common:
* Add camera centre pos per vehicle property
* Add centre pos
* Tell the car preview loader queue to use the game memory pool
Environment:
* Clouds now occulde lens flares
* Update to the Sun Lensflare so it puts its occulsion point close to the far clip plane
Render:
* App support for -Framelatency <x> command-line setting (DX11 only). For example, -dx11 -FrameLatency=2 reduces default from 3 frames to 2 frames for anti-lag
* DX11 support for DXIDevice1 FrameLatency setting.
* DX11 RenderContext state setting optimisation - reduces OMSetBlendState/RSSetState/OMSetDepthStencilState calls by 20%. DX11 StretchRect also now uses RenderContext state setting instead of direct API calls (There is now never any redundant state sent to DX11 with this optimisation - found using PerfStudio 2.12)
* Code so skyrings render at a fixed depth for Phase1
GUI:
* Apply changes for GUIDialog callback function
* Fix for popup mouse position calculation
Physics:
* Ctrl-D debug screen brake bias uses dynamic value
Vehicles:
* Motec brake bias shows dynamic value
* Driver anims Ford GT40 MkIV: alpha 2 anims (tweaked feet position)
* Driver animations: Ford capri - alpha 2 anims
* Added cockpit-adjustable roll bars and brake bias for appropriate cars
* BMW M3 GT: general refinement to the physics
Build 444 (10/4/13, Senior Manager)
Physics:
* Report scrape start/end event even without contact points
* Pass pit speed limiter to player vars on pit limiter key, fixes an issue starting on track and trying to enable the pit limiter
* Added LiveInput systems to allow live onboard vehicle tweaks
* Seperated roll bar calculations from HD vehicle precompute stage
* Implemented brake bias onboard adjustments
* Implemented speed limiter onboard enable / disable
* Implemented anti-roll bar onboard adjustments (currently disabled until vehicles have onBoardAntiRollBars data flag set up)
* Added local to vehicle space calculations for orientation to use with shared memory systems
Audio:
* CollisionSoundManager only processes scrape events with valid contact points
Environment:
* New key enable lensflares
* Sun flare texture optimisations
Render:
* Fix for moon rendering in front of the sky ring
Shaders:
* New Moon shader
Tracks:
* Lakeville: Added normalmap texturemaps, terrain texturemap tweak, updated assets merged, instance scene updated, new textures for racing school asset
Vehicles:
* Lotus 98T added "B" tyre as Doug's previous original tyre. need to use -b from command line
* -A compound option for M3 GT4 and Boss 302R1
* Formula Gulf FG1000: Initial setup for physics test export. Includes sharper falloff to slick_white slip curves and road-legal
* Formula Gulf FG1000: Placeholder model for physics testing added
Build 443 (9/4/13, Manager+)
GUI:
* Added "ALL" to vehicle list filtering
* Adds naming methods for list items
* Adds second object passing for GUIMsgData, to help withdrag drop receiving
Freecam:
* Changed handling of custom DoF controls to make them reset original DoF settings fully even when in freecam
Environment:
* Different horizon settings for the emaps
Physics:
* Added ModalCarcass
* Added -a version of 98T, which is the reference version on old FA tires
* New FB A/B/C test
Crowds:
* Polished meterials for sitting crowds
Tracks:
* Solitude: New basic AIW for the latest layout changes. Starting grid retained
* Bathurst: Fixed wetroadeffects which were broken before
* Bathurst: Added pitentry whitelines, added pitlines, fixd/corrected pit exit, added brick like placed tyres and arch before last trun, placed and added tyrewalls and tyrestacks after arch auntil pit entry, adjusted csm meshes, added start line string (still not as in RL as for license reasons)
* Lakeville Raceway: Updated mesh and materials of curbs, roads, sideroadedges, racingline, vertexcolors added for road
Vehicles:
* Caterham Classic and R500: Upped tireforcemulti to 0.6
* Mitsubishi Lancer Evo X: LODX Engine WIP
* Lotus 98T: Changes to go with latest tire. Upped Tireforcemutli (.6 to .65), steer ratio 1 notch, lowered ride height 10mm , added a small amount of bumpstop for bottomming
* Lotus 98T: New defualt tire. Stiffer springrate, a bit less slip angle, slightly more grip to help drivabilty with those changes. overall more direct
Build 442 (8/4/13, Senior Manager)
Console:
* Fix for ps3 compile warnings and errors
Render:
* Fix for Ultra cars
Characters:
* Drivers: fixed meshes arms export/skinning issue
urewol escribió:Impresionante la primera pagina de este foro, con toda la informacion hay
le debe de dar envidia a la oficial de WMD.
denis74 escribió:urewol escribió:Impresionante la primera pagina de este foro, con toda la informacion hay
le debe de dar envidia a la oficial de WMD.
Ya,,,a lo bestia. Mis hilos suelen ser así. Me extiendo demasiado pero también es verdad que en este momento es más bien un hilo de seguimiento del proyecto. Muchas cosas irán fuera o cambiarán una vez estemos muy cerca del final del desarrollo. Entonces será una información más concisa.
En el foro dicen que no funcionan las partidas privadas del online. Que aun metiendo la contraseña es inútil y se mete gente aun sin saberla. No lo he probado.
kalatatita a ver si puedes hacer unas capturas del Formula Gulf que no encuentro ninguna idónea para la sección Vehículos. Merci
denis74 escribió:Currololo no veo eso de "motor de arranque"
denis74 escribió:Ok currololo ahora voy a ello. (Voy a cenar. No puedo entrar ahora).
JFK. Me pegué un hartón de reír con ese que va un rato por el talud izquierdo y pega el salto "coche fantástico" jajajaja Si viese esto Jim Clark que pensaría,ya ves. Estuvo cómica esa partida.
El circuito invita a correr sin darte cuenta del peligro en las cunetas.
jlanc3 escribió:Algunas news importantes desde el IDEAME??
Hey guys,
Here's a brief overview of the Project CARS showing at Ideame Madrid...
So we were asked by Nintendo if we'd like to show Project CARS at this particular conference since Nintendo continue to show interest in Project CARS for the Wii U. The conference focuses on indie developers like ourselves and they believed the crowdfunding aspect of it would be of particular interest to their audience given that a lot of indie developers use other systems like Kickstarter or Indie-Go-Go to get their games made.
Since the audience is mostly University students wanting to get into the games industry or indie developers struggling to get their first game out, my talk focused on my own upbringing and my path into the games industry through University and then transitioned to the heritage of Slightly Mad Studios working originally as a mod team and ultimately leading to the the WMD platform and going 'back to our roots' with Project CARS.
It was only the night before that I found out I was the keynote speaker opening the show and throughout the day there continued to be clarification that Project CARS and SMS were definitely the biggest game and highlight of the show (although I made best friends with the guy currently making the Duck Tales Remastered game and understandably there was a lot of buzz around that too).
There were then a bunch of interviews for both web, TV, and radio/podcasts, some of which have hit already and then in the evening there was a panel dedicated to crowd-funding where of course, Project CARS/SMS/WMD killed once again and was the star of the show (not my own words!).
So Spaniards, keep an eye out over the next few weeks!
Solodos escribió:¿Y qué quiere decir con lo último que dice?, ¿alguna sorpresa?
Well it's taken a month but the Fanatec folks have been great and my CSW and pedals are back (as of about 10:30pm est last night) and working fine. Turns out one of the force feedback motors failed. I felt like I was walking around in a daze while it was down. None of my games were fun to drive with my old wheel. I feel good again!
I have only taken the SP300 out for a spin for about two hours. Made some changes from the default setup (tire pressures, gears-track appropriate, ride height, brake bias, wing and spring stiffness-front) and the car feels very, very good. Just set a 2:18 at Belgian circuit. There seems to be the right amount of wheel spin out of slow corners. Handing feels good but still just a tad too much understeer at turn in and then it corrects itself about mid corner. At mid point I can induce power oversteer but it would be nice to be able to do this on turn entry and hold it through the corner or get the car to be more neutral at turn in. As it is now it is a real handful going from mild understeer at turn in to induced oversteer from mid corner on out through trackout. Very tough to hold it. I feel I can do it easier in my real car. Some of that has to do with inertia and g forces which makes sims difficult to hold on the edge. Brakes are still a little too easy to lock up (58% front bias with only 90% pressure). Not enough feedback to feel what the car is doing during braking. I don't use the anti lock feature as any race car I have driven has not had it. I may try it at the lowest level and see how that feels. Also, I would like to feel more wheel feedback. It feels too muted. Over bumps and the curbs I'm not getting enough kick back.
Overall it feels much better than it has in the past. Good job guys.
I'd just like to chime in and say I'm very impressed with how the handling is coming on. Haven't had much time to play recently, but I've just had a few good races online with some fair drivers and it was simply amazing. The M3 GT in particular is just spot on in terms of risk vs. reward. You can push that thing right to the limit and just hold it there - beautiful!
FYI I've been racing karts for 13 years, and I've test-driven Formula Ford and Renault Clio Cup machinery in the past. pCARS is the closest I've felt to being out on the track whilst sat at my PC - keep it coming guys!
It's true that very high camber should be good for grip over the short term of 1 lap or so. The camber exploit was a bug that meant the grip gain was even higher than it should have been. The exploit fix helps to resolve this. You may still find extra speed with large cambers up to a point for now, but that will change when we get detailed heat and wear effects added.
jlanc3 escribió:Me la juego, creo que con la sorpresa para los españoles, esta confirmando que tendremos SEAT seguramente el de las WTCC, para aprovecachar a Hamilton.
Ale ahi lo dejo
SALUDOS!!!!
Good news everyone!
As people may have seen elsewhere there is a lot of buzz around pCars/WMD/SMS and WiiU. We now have some WiiU devkits to start getting our engine running on WiiU and things converted over. This will take a while, so please be patient, but we'll use this thread to post updates.
The first stage (non-sexy boring stuff) is to add the WiiU platform configuration to our code projects and to fill in the WiiU platform specific layer in our Base library, I'll be doing that over the next few weeks. The second stage (sexy, not boring) is to move higher level libraries over to run on WiiU too. Griff will be handling the render side of things and we'll move over libs bit by bit until the basics are building for WiiU. In addition we'll need to convert data to the WiiU format and get it all running. After that it'll all be performance, memory, TRC (technical requirements that are set by 1st Party, Nintendo in this case) related work.
It's going to be fun
We're now registered developers, so we've got access to their SDK, docs and website (which reminds me I need to sort out Griff's reg ). First step is for us to go through all that and start updating the engine, we'll probably be asking them several questions along the way and normally 1st Party are good at getting back to us with detailed answers to help us sort out any problems. It's been a few years since I worked directly with Nintendo and they were good then, so I'm assuming nothing has changed in that regard
denis74 escribió:Pues sí el proyecto va tomando cuerpo, como el buen vino, jejeje!
Es lo suyo. Tener Hamilton compitiendo con el Seat León y así que testee el del juego, en el caso que lo añadan.
Atención en breve comienzan el desarrollo en WiiU. Ya tienen los kits de desarrollo. Me he pasado por el foro WiiU para que lo sepanGood news everyone!
As people may have seen elsewhere there is a lot of buzz around pCars/WMD/SMS and WiiU. We now have some WiiU devkits to start getting our engine running on WiiU and things converted over. This will take a while, so please be patient, but we'll use this thread to post updates.
The first stage (non-sexy boring stuff) is to add the WiiU platform configuration to our code projects and to fill in the WiiU platform specific layer in our Base library, I'll be doing that over the next few weeks. The second stage (sexy, not boring) is to move higher level libraries over to run on WiiU too. Griff will be handling the render side of things and we'll move over libs bit by bit until the basics are building for WiiU. In addition we'll need to convert data to the WiiU format and get it all running. After that it'll all be performance, memory, TRC (technical requirements that are set by 1st Party, Nintendo in this case) related work.
It's going to be funWe're now registered developers, so we've got access to their SDK, docs and website (which reminds me I need to sort out Griff's reg ). First step is for us to go through all that and start updating the engine, we'll probably be asking them several questions along the way and normally 1st Party are good at getting back to us with detailed answers to help us sort out any problems. It's been a few years since I worked directly with Nintendo and they were good then, so I'm assuming nothing has changed in that regard
Dume escribió:Cuando dices wiiu y en ese sentido, tambien podrias incluir la ps3 o la xbox360. En cualquier caso, no comparto esa opinion. No me parece ni bueno ni malo que salga en diversas maquinas y maxime, como estamos viendo, no se ve afectado el desarrollo de la version PC.
En todo caso, estaria bien una version para la proxima ps4 y la 720. Mas que nada para discutir un poco el reinado en solitario de Gran Turismo y Forza. Que campan demasiado tranquilos en sus respectivas consolas y no les vendria mal algo de competencia seria. A la larga, todos saldriamos ganando.
denis74 escribió:Yo creo que el enfoque de Project CARS es diferente al de Gran Turismo y Forza. En definitiva los jugadores de esos dos juegos les gusta los juegos de conducción y si aparece un título que les da una experiencia nueva no vista antes con varias disciplinas y coches pues creo que le darán la bienvenida. Y cada uno de estos con su conducción/manejo diferenciados, y unas físicas globales. Yo creo que es bueno.
Como dice, Dume, el desarrollo en WiiU no va a afectar en el desarrollo en PC. A la vez están haciéndolo en PS3 y Xbox y como veis no afecta. Lo hacen paralelamente. Y es que SMS está creciendo.
A mi me gustaría, como bien dice Dume, que anunciasen el desarrollo para las dos nuevas consolas de Sony y Microsoft.
También comentar que están ya con el otro juego de coches que no es simulador y que les encargo una compañía que no sabemos cual es. Por ahora están escribiendo su motor de físicas. Ya me han dicho que diversos desarrolladores están trabajando, por ejemplo en los circuitos de ese otro juego. Concretamente me ha dicho que Luis Barata, quien se encarga del desarrollo de circuito histórico Solitude se encuentra a tope de faena ya que está a la vez con circuito/s del otro juego.
Y esto quiere decir que esta compañía no es tan pequeña como parece. O bien su estructura está bien montada.
Tony Vargas escribió:Mis fotillos de hoy,las dejo en spoiler para no molestar a nadie