Sí, borra esa carpeta. Sobretodo que hay tema físicas, además de muchas cosas más
También que si jugais online no lo hagais en 64bits porque sino peta el juego.
Build 698 (04/04/14, Junior Member+) - 1.6 GB
Next-Gen:
* PS4: Fixed PSSL array handling. Re-written material code to split data into two buffers, onion / garlic for fast processing via gpu. Fixes array stride handling.
* PS4: Now has same audio settings as PC
* STM (WIP update for PS4 compilation): PS4 config updates, Added PS4 version of config.h, Removed unused FE config defines (FE_FORGE_CXX etc) to simplify things, Added FE_PS4 OS type, Added FE_CLANG compiler type, Updated feAsmSwapIncr to use Base atomic, Fixed some warnings/errors specific to clang, Defined FE_DISABLE_THREAD_SAFE in all configs, Added work arounds to allow compilation of Base and PS4 std headers together.
Render:
* Amendment to Alt-K FPS display to reverse switching of vsync, so that it is off when Alt-K enabled
* Changed material parameter clearing code in order to fix glowing brake disks
* Fixed the wrong LODs being used in the shadow rendering that would result in building shadows popping in and out.
* Fix for DX11 not picking up default items from backing store.
* Remove code to toggle VSYNC when alt-K is pressed.
* Fix for material shader texture params having duff pointers on setup.
Fx:
* Gravel and Grass systems update + materials with improved lighting
* Grass effect update (less smoke, more dirt)
Cameras:
* Core change to the track and FE camera system and how it treats data.
* Fix for attached camera configuration tweakers
* Fix for return to Frontend Crash.
GUI:
* Adding sync animations to dialogs.
* Adds a new GUICondition, 'On Dialog Activated', used to start dialog anims
* Also fixes GUILayer flag setting for GUIConsole
* Added interface for UI to retrieve accolades and states, and testing functionality
* Track Menu name update back to some temporoy names while we confirm licensing
* Added more track names to get rid of underscores in the track location menu
* MADNESS Engine logo updated
* Submitting 16 new applinks and 3 new appfuncs in preparation for the new career accolades and accolade overview screens.
* Added Test Track and BF to the text database where underscores were appearing in the Menu
* Accolades are now connected to the Aries UI. Platinum Accolades are connected to the Driver Network->Career->Historic Goals and the Gold, Silver and Bronze can be found in Driver Network->Career->Accolades (although there are no Silver or Bronze accolades yet). Platinum AppLinks and AppFuncs are in but not yet connected to career systems.
Physics:
* Further active aero inputs
* BMW 320 Turbo: Initial physics
* GT3 tires: Further revised heating model
* RUF RGT-8: New setup more in line with typical 991 suspension settings
* Zakspeed Capri Gr.5: Narrower tires, gearbox/LSD update
* Mercedes A45 AMG: Initial physics
* Boost changes to support hud
Career:
* Motorsports now unlocking via number of accolades (per-type) won, as well as from winning specific events. Added console command to unlock specific accolades for testing
* Career Invitationals: Road Entry Club first draft.
* Career Championships: Formula A World Championship first draft.
* Career Contracts: Rank 1, 2, 3 contracts added for Formula B, Formula A, and Road Entry Club. Text strings added and hooked up.
* RookieTouring renamed RenaultUKClio to match contract/motorsport changes
* Career Championships: Renault UK Clio Cup placeholder championship added, using Megane until Clio is complete.
AI/Pitstops:
* Fix for car specific pit sequence animation failure. Added more tracing and error checking for Sequence events.
* Create Lane desirability system for new way of calculating AI Lat + Redo throttle calculation system
* Brake system has been simplified and revamped
* AI decisions have been removed and replaced with Hazard decision making
* Lat calculation has been simplified and revamped using a new lane desirability mecanic, Cars now experience much less collision problems
* Pitstops F1 Lollipop mechanic Master animation scene + catabe XML
Online/Leaderboards:
* Bumped global leaderboards version for Friday's global stat reset.
* Time trial console leaderboard support: Enabled "access track/vehicle leaderboards via autoTT events" capability and disabled "supports overall leaderboards for all tracks" capability on consoles. Fixed transforming submit to track/vehicle into event submit not setting vehicle id correctly. Fixed stat submits that failed immediately never tagging the stat as "failed to submit", which caused the to never return back to FE when retiring from a time trial race on track/vehicle combination that had no event defined. Increased retry timer for failed stat submits.
* Updated the events file with testing autoTT event (Brands Hatch Indy / any BMW vehicle)
Vehicles:
* BMW 320 Turbo: Created LODX clones, prepared to re-submit for LODs
* Sauber C9: UV mapping finished, added wheel LODs, added support for custom liveries
* Oreca 03: Fixed CPIT carbon, prepared to re-submit for LODs
* Audi R8 LMS Ultra: Updated to 2013 Aero Kit, Exhaust fix
* RUF RGT-8: Added windshield reflections to cpit model, added AO, cockpit animations and damage deformations
* Lotus 98T: Camber added to suspension animations
* Audi R8 V10+: Wheels user flags fix
* LMP RWD P30: LODA/B/C/D and cockpit meshes done. New Ultra file uploaded. Ultra LODS initial checkin.
Tracks:
* Added high res trees and placement fixes.
* Eifelwald GP: Added trees and foliage, tents and foliage
* Azure Coast: Removed big jump from s2 section, updated csm around Vt barriers/reorganized all xmls with childs
* Loire: New texture map, 1st commit, added missing ao and emm for a123 miss building, added last set of track edges.. whitelines moved closer to kerbs and track edges -continued material fixes and issues fixing on meshes.. added latest from Jan and Tomas, added missing small ao txt for a124 building set
* Milan GP: Additional updates to tree and bush placement. Added more dressing objects to pit wall and various emergency vehicles around the track. Also added some pedestrian vehicles to the car park and made some changes to the paddock area.New corridor funneleing for chicanes 1 and 2 to help race starts mayhem.
* Brands Hatch: Removed fuel rigs, placement update (vehicles, event areas. pitlane)
* California Highway: Foliage instances for California Highway, basicfx version, 1st pass, Californian highway foliage instances- switched the shader and enabled animation, tweaks on hdpines
* Lakeville: Startlights and pitlane exit lights textures added, added startlight funcionality, fixed shader paths and doubled textures coming form various places
* Moravia: Added new vehicles, tents, umbrellas, added toilets, new cars, added tents, marshals umbrelas, cars, fixed flying crowds, added lod distances for tents -fixed later lod poping, fixed overlaped tyres in some places. Pitlane assets placed, trees placing.
* Badenring: Trackside object placement and pitlane stuff, Added trackside vehicles and objects, also adusted the static env map position
* Connecticut Hill: Exported with reported hole on kerbs fixed, replacing trackside 2d trees with 3d variants, added 3d foliage & temp .xml's
* Silverstone: Logos fixed, armco issues,3d armco
* Snetterton: Tweaked kerb textures, improved textures/materials for kerbs, grass, soil, fixed gaps and mapping errors, added correct collision for soil areas, fixed wrong pitwall collision
* Derby Park: Fixed scene treewall placement to go with new tree object placement, fixed some off track ground mesh holes, updated tree placement around circuit to better match RL ref, added emergency vehicles, swapped out old vehicle placement for new vehicle objects, added modern ad texture, but with non official branding