denis74 escribió:Ya no es posible entrar a formar parte en el desarrollo del proyecto, es decir probar las builds. Por el momento no se sabe si se podrá o bien ya hasta la versión final.
Build 634 (06/01/14, Team Member+) - 11.6 MB
Next-Gen:
* Implemented the Authentication::Login method on Xbox One - for now it brings up the Xbox UI Account Picker menu.
* Added Xbox One services API reference for accessing Xbox One online APIs.
* Fixed wrong controller checked for signed-in user on Xbox One.
* Fixes two new shaders to compile on PS4.
Physics:
* FA Tires: R2,R3 and FFB changed
* FC Tires: R4, R5 and default setup changed
* JPLM Tires: R4
* Vintage Tires: R5, SLO A/B/C
* Tire model: Heat improvements
Vehicles:
* Ginetta G55 GT3: LODX and LODA cockpits only parts and materials. Ready to be merged into the main file, cockpit2, alpha, DDS texture, cockpit DDS texture, interior DDS texture, steering wheel DDS texture. Initial check in's.
Tracks:
* Snetterton: New texture maps, first commit (NOT YET IN-GAME)
Marine - mild winter with no dry season, warm to cool summer
• Brands_Hatch: cfb
• Cadwell Park: cfb
• Snetterton: cfb
• Oulton Park: cfb• Northampton - Silverstone: cfb
• Belgian Forest Circuit - Spa Francorchamps: cfb
• [KART] Chesterfield: cfb
• [KART] Glencairn: cfb
• Eifelwald - Nurburgring and Nordschleife: cfb
• Moravia - Brno: cfb
• Derby - Donington Park: cfb
• Heusden – Zolder: cfb
• Anhalt - Oschersleben: cfb
• Ruapuna: cfb
• [HIST] Solitude Renstrecke: cfb
• [HIST] Bannochbrae: cfb/cfc
• [HIST] Rouen Les Essarts: cfb
• Loire 24 - Circuit de la Sarthe: cfb
• Badenring - Hockenheim: cfb
Humid Subtropical - mild with no dry season, hot summer.
• Milan - Monza: cfb/cfa
• Florence - Mugello: cfa
• [OVAL] Volusia – Daytona: cfa
• [OVAL] Memphis – Bristol: cfa
• [OVAL] Concord - Charlotte Motor Speedway: cfa
• [OVAL] Delaware – Dover: cfa
• [OVAL] Henrico – Richmond: cfa
• [KART] Summerton: cfa
• Sakitto - Suzuka: cfa
• Bologna – Imola: cfa
• Bathurst - Mount Panorama: cfb/cfa
• Connecticut Hill - Watkins Glen: cfa/dfb
• [OVAL] Harrison Pike Raceway - Indianapolis Speedway: cfa/dfa
• Wisconsin Raceway - Road America: dfb
Humid Subtropical 2 - Hot summer
• Jin Ding – Zhuhai: cwa
• Macau: cwa
Dry/Desert
• California Raceway - Willow Springs: csb/ bwk
• Dubai: bwh
• Test Track
Mediterranean - summer dry and warm
• Monterey - Laguna Seca: csb
• [P2P] California_Highway: csb
• Lakeville Raceway - Sonoma Raceway: csb
Mediterranean 2 - summer dry and hot
• [P2P] Azure_Coast: csa
• [City] Azure Circuit – Monaco: csa
• Besos - Circuit du Catalunya: csa
mknopfler escribió:Elimina la carpeta "profiles" dentro de "CARS" en "Mis Documentos".
Un saludo!!
Aritz [otro] escribió:Estás usando Steam o sigues con el sistema antiguo?
Recuerda que tienes que borrar siempre, cada día antes de cada parche, la carpeta CARS de Mis Documentos. Prueba a borrarla en esos PCs a ver si va a ser eso.mknopfler escribió:Elimina la carpeta "profiles" dentro de "CARS" en "Mis Documentos".
Un saludo!!
Yo borraría la carpeta entera, ya que cada vez que sacan una actualización del apartado gráfico, tus valores se quedan obsoletos y luego pasa que no se aprovechan bien esas mejoras. Ayer alguien comentó que por haberla borrado, ganó 10 FPS
ELwendo escribió:Eso me paso a mi cuando formatee el pc, y era por que estaba poniendo mal la contraseña, fue ponerla bien y ya sin problemas.
serps19 escribió:ELwendo escribió:Eso me paso a mi cuando formatee el pc, y era por que estaba poniendo mal la contraseña, fue ponerla bien y ya sin problemas.
Cambie la contraseña como 3 veces y nada, ya no se q hacer
Build 635 (07/01/14, Junior Member+) - 64.3
* DX11/Xbox One uses single pass Motion-Blur technique - this allows phase3 to use 11.11.10 (32bit) HDR saving ESRAM memory bandwidth.
* XBox One: Phase1/3 splits enabled + cleanup and align XB1 threadsetup more closely to PS4.
* XBox One: Fix for missing command buffer sizes in threadsetup
* Fix for ambient shadow texture extension on non-dx platforms.
* DX11: Fix for missing constructor init on new CommandBuffer members
* Enable/fix single Pass motion-blur technique for DX11.
* Changed the leaderboards code to use Steam as the default. Use -javalb to switch back to old Java master server leaderboards.
* Career leaderboards can now show track records only from cars eligible for the event. Added code to extract the eligible vehicle IDs in the format the leaderboards use, and enabled car text display.
* Vehicle criteria extended to make opponents pick the same car as the player (with different livery), even though the player can select from within a range
* Added AITweak for an AI dedicated Tweak it region + new live steering that's more simplistic and should be a bit smoother+ code cosmetic changes to the driver class
* Formula Rookie: Fixed inverted radiator cooling
* Azure Coast Stage 1: Added latest stuff, reworked where needed the hill/slope along the freeway and all surrounding stuff, fixed csm+ grass csm, added basic vt suff along it, left to add trees bushes/tested
CL 336347:
[Common][Physics][Aries] Fully encapsulate mSteering into one function + some obsolete code removal
Lotus 78 - New fexi tire based off the the one i did for the 98T. As with the 98T the flexi tire handles lower grip better so that was adjusted down slightly. Had to work on rolling resistance/drag to get top speed back to 160-ish mph. Fixed the incredibly high brake temps reported.
Also added a rain tire to test. Removed the old modal tire.
Lotus 98T : dropped rolling resistance slightly based off what i did on the 78.
- started to work through the list of attention items.
- re-used the tyre stacks from Wisconsin, swapped over to red and white paint, created new viewer objects and replaced all the red/white tyres from the max scene with placed viewer instances. Black tyres and covered tyres still to do.
- new sand material with 2 layer blend from stony/grass tufts through to smoother sand, created blend map so the stonier sand is next to the track as shown in the ref.
- new kerb WIP, diffuse and spec only so far, remapped one kerb as a test as the previous texture was very squashed along the length of the kerb.
denis74 escribió:Aritz,,,jejeje, es obvio saber cual es cual: La que puede llegar a esos 1080p y 60 fps de una manera sólida. (así lo han dicho) y la que presenta más dudas en esto...
Aritz [otro] escribió:denis74 escribió:Aritz,,,jejeje, es obvio saber cual es cual: La que puede llegar a esos 1080p y 60 fps de una manera sólida. (así lo han dicho) y la que presenta más dudas en esto...
denis74 escribió:Aritz [otro] escribió:denis74 escribió:Aritz,,,jejeje, es obvio saber cual es cual: La que puede llegar a esos 1080p y 60 fps de una manera sólida. (así lo han dicho) y la que presenta más dudas en esto...
Leches. Era sobre el post de colets. Me colé
With the available scan we found that the track we had was a little bit off in certain sectors. We thought it was more feasible and fast to make a new loft and ground using and updating assets that exist than updating the old track.
So started working the road according to the scan and tested it, I must say it was an incredible surprise, this track never in any version gave me so much pleasure to drive than in this test. We are then at the stage where the road is complete and I'm doing the inside (from the road to barriers). Pitlane is complete also as well some small interior sections like paddock.
I hope to have a version for general testing tomorrow (if it goes well) or the next day.
I've been continuing with AI pit strategy and also added in brake wear for AI. Pit strategy is working really well and I'm at the point of balancing the code ready for the milestone. I've also been inducting a new coder who'll you be hearing from next week when he'll be getting going on some fantastic tech for Aries. Watch this space.
Ford Capri GR5, BMW M1 Procar - New flexi tires with new compounds to suit each (essentially lower grip, lower load sensitivity as previous flexi's). Also added a wet rain tire for both cars to try. Adjusted the setups a tiny bit on both cars to suit the new tires. Nice and predicable handling/sliding on both cars. Removed the old Modal tire..Enjoy!
Just a quick note to say I've given this car a thorough test and bumped up the status level of most elements in the first post to Release Candidate. Only remaining work I foresee is continuing development of the Flexi Evon CR500 tire and applying any relevant new tech when that is ready.
Like the Atom Mugen, gave this one a deep review and bumped most elements up to Release Candidate. Remaining work is the Evon CR500 Flexi development and applying new gearbox, braking, and supercharger tech when those are ready. Engine torque curve and fuel consumption will be finalized and locked down after the coding is done for phase 2 of turbo modeling improvements.
Build 636 (08/01/14, Team Member+) - 70.2 MB
Next-Gen:
* XBox One: Temporary fix for flickering instanced geometry
* XBox One: Fix for distortion rendering crash
* Tweaked PS4 DCB and garlic buffer size. Added checks for bad view port settings.
* Fix for PS4 render target clear on env map.
* Fix for PS4 reflection render target size.
Render:
* Fix for loading crash when exterior sunflare is set to "none"
* Screen rain droplet textures *first pass*
* DX11: fix for Distortion texture SRGBnesss
Physics:
* Tires: L49 KERB A/B/C to test three "fixes" for slow speed kerb stepping
* Lotus 78: New fexi tire based off the the one done for the 98T. As with the 98T the flexi tire handles lower grip better so that was adjusted down slightly. Had to work on rolling resistance/drag to get top speed back to 160-ish mph, fixed the incredibly high brake temps reported, also added a rain tire to test, removed the old modal tire.
* Ford Capri GR5, BMW M1 Procar: New flexi tires with new compounds to suit (lower grip as before). Also added a wet rain tire for both cars to try. Adjusted the setups a tiny bit on both cars to suit the new tires. Nice and predicable handling/sliding on both cars. Enjoy!
Vehicles:
* Mercedes 190E Evo2: LODA/ LODC work done. Started Cpit work. Actually at 75K tris.
* LMP RWD P30: Added wheel and tire LODs
* Ariel Atom 300 & Mugen: Updated underbody collision material settings
Tracks:
* Azure Coast Stage1: Removed the rails along the central reservation area, updated the whole left side of the croisette, added new rails, fixed pave, updated csm csm walls csm grass, fixed treewall texture, fixed hotel martins mat, wrong emm, , updated VT stuff along the croisette, left side + res area, updated sel sets
Tuesday Progress:
- added spec and normal maps for the new main kerbs.
- correctly mapped all the main kerbs, fixed some errors.
- created material for the green painted concrete, kept it quite pale as per ref, old edge blend still present on this material.
- created new road surface, lighter colour also to match ref.
- mapped the road mesh with the new material.
- created new main road edge blend & white lines.
- main road surface is still quite clean, ref shows it to be very dirty so doing that next.
- groove line made darker in line with ref images.
ayrchokos escribió:Perdonen mi respuesta absurda y con falta de información... Estan abiertas las compras de este juego a dia de hoy para pc? para la versión alpha obviamente...
GRacias
Gente de EOL, necessito vuestro voto!!! [angelito]
Acabo de colgar mi juego en Steam Greenlight y necesito que le deis un voto a favor de que lo publiquen.
No tengo ningun animo de lucro con todo esto. Es solo compartir con el maximo de gente posible el juego que me ha tenido ocupado estos ultimos 11 meses.
http://steamcommunity.com//sharedfiles/filedetails/?id=214321098
Espero vuestro apoyo.
Gracias a todos y un saludo.
Dume escribió:perdon por el peazo de off-topic...però se que puedo contar con vosotros...Gente de EOL, necessito vuestro voto!!! [angelito]
Acabo de colgar mi juego en Steam Greenlight y necesito que le deis un voto a favor de que lo publiquen.
No tengo ningun animo de lucro con todo esto. Es solo compartir con el maximo de gente posible el juego que me ha tenido ocupado estos ultimos 11 meses.
http://steamcommunity.com//sharedfiles/filedetails/?id=214321098
Espero vuestro apoyo.
Gracias a todos y un saludo.
Ya no lo volveré ha hacer.
Biscu escribió:El circuito de Brands Hatch se ve muuuy bien. Mete algún lagazo, estará poco optimizado gráficamente pero lo que es desniveles, baches y la pista en sí, se le ve muy muy bien hecha. Además me encanta este circuito.
Dume escribió:perdon por el peazo de off-topic...però se que puedo contar con vosotros...Gente de EOL, necessito vuestro voto!!! [angelito]
Acabo de colgar mi juego en Steam Greenlight y necesito que le deis un voto a favor de que lo publiquen.
No tengo ningun animo de lucro con todo esto. Es solo compartir con el maximo de gente posible el juego que me ha tenido ocupado estos ultimos 11 meses.
http://steamcommunity.com//sharedfiles/filedetails/?id=214321098
Espero vuestro apoyo.
Gracias a todos y un saludo.
Ya no lo volveré ha hacer.