Project CARS

Espero que saquen el máximo partido de la consola.

Yo esta vez me lo pillaré para PC ... a ver si consigo una 780 ti para moverlo con fluidez. [sonrisa] [sonrisa] [sonrisa] [sonrisa]

La Xbox la dejaremos para los HALO, los GOW, los Forza Motorsport (los horizon no gracias), ...
ForzaThor escribió:
Xboxman escribió:
GROCKEVOR escribió:No sé por qué tanta crítica al juego. Al menos los amantes de los simuladores, deberían de estar contentos, porque en consolas, en PC ya es otro cantar, por lo que se ve, es de lo más serio que hay. Y digo eso, porque ni Forza ni Gran Turismo, son simuladores, como mucho, "semi-simuladores".

Por otro lado, si se quiere fardar como simulador, en estos casos los fps, sí con son esenciales (aparte claro está, de otros muchos aspectos).

El juego promete, ya se verá en qué se queda. Por mi parte, me voy más por otros estilos, por ejemplo, Forza Horizon.

No estoy de acuerdo. Juega al forza con el trhustmaster tx sin ninguna ayuda (incluida la asistencia de dirección) y luego comentamos. Mucho jugadores de pc que lo han probado se han sorprendido del realismo del juego.


pero si es mas facil llevar de lado un e30 en la realidad que con forza y volante...

PD: por cierto Denis, bienvenido a One, y ahora a disfrutar!


Muchos coches son muchisimo más facil de llevar en la realidad que en el juego...... [sonrisa] Yo el Clio V6 lo probé en su día y era mucho más sencillo que en el juego, donde es un ladrillaco, por comentar uno que he jugado últimamente, y así otros muchos..... pero bueno, aún así en otros las "sensaciones" están muy logradas, así como el sonido de todos y demás.

Sobre el CARS, ya tengo reservada la edición coleccionista para la One, a ver el resultado final.... tengo muchas esperanzas, como no vea bien la cosa, vendo el chiringuito y me pillo para navidades un pc curioso y el oculus y a volar :-|
ForzaThor escribió:PD: por cierto Denis, bienvenido a One, y ahora a disfrutar!

Gracias compañero. Buenas sensaciones con la máquina. Muy silenciosa, ni me entero que está encendida mientras juego. En comparación al pc que es un reactor es la noche al día. En ese sentido muy contento. Supongo que la PS4 debe ser parecida en cuanto al ruido. Pero la mayoría de gente que conozco tiene la One, así que me decidí por ésta.

La versión One de Project CARS va a estar bien viendo las cosas que están haciendo en la consola. Ya vereis. Uso extensivo del ESRAM.


La iluminación, noche-día, es la misma, texturas son las mismas que en pc. Al igual que el tema nubes.
Lo que cambia en consola son los efectos por ejemplo, de la grava, hierra, humo que sale de los neumáticos. Del video que he puesto de los reflejos de los faros en la calzada también los ajustarán en consolas. En PC está la opción para poner estas cosas a diferentes niveles de calidad pero en consola no está permitido hacer esto (eso dijeron hace una semanas los de pcars).

Mientras que algunas opciones visuales en pc llegan a Ultra, en consola se quedan en "Alto" que es un punto por debajo de Ultra. Así trabaja la PS4 y así será en la One, también.


LLevamos unos días que las actualizaciones diarias ocupan 1gb. Van a destajo esta gente. No se de donde sacan esta faena pero deben tener una legión currando.

Build 805 (10/09/14, Team Member+) - 1.2 GB
Next-Gen:
* XB1: Fix for voice chat stopping to work after the title PLMs (WMD-1228)
Audio:
* Minor fix to Bannoch tracks
* Adding env sounds for Besos
* Adding env sounds for Bathurst
* Adding Bannoch 2 & 3 env sounds
* Adding env sounds to Oschersleben
* Adding Azure circuit tunnel reverbs
* Adding env sounds toi Badenring Historic
* Adding env sounds and reverb to Bannoch 1
* Adjusting positioning of some crowd sounds at Besos GP
* Updated env sounds for Azure Coast group, plus reverb volume fix
* Adding temp env audio to Spa Historic - awaiting further crowd art for final placements
Render:
* DX11: Clamp MB lerp factor
* Gaussian blur enabled only on PC
* DX11: MB uses R8 mask on write and read
* DX11: Fix for various samplerstate tracking bugs
* DX11: MB mask format optimised. Added support for R8 render-targets
GUI:
* Changed around tutorial audio samples
* Career welcome messages from engineers setup from data
* Fix for single quad shader parameter setting performance.
* FIX WMD-50, Added missing telemetry string to a visuals menu
* FIX WMD-1266, The track map no longer disappears between sessions in race event
* Added text to be used with dynamic continue buttons in career ingame screen flows
* Introducing DefaultSettings files and load, cutting back and changing Presets settings
* Added more dynamically changing text, this time for the session results screen to signal Practice2, Qualification, Race1 for the continue buttons
* Fixed uninitialised variable causing screen freezing when the ingame menu hadn't been initialised. Fixed incorrect usage of advancedsession variable, causing all kinds of issues when called from external handlers
Multiplayer/Online:
* Implement MP restart race from race results screen, fixes WMD-1251 PC - Gameplay - ONLINE - Client is unable to race until host exits after restarting an online session.
Characters:
* Drivers: Deleted useless textures
* Drivers: GT overall updated exports. Deleted drivers useless textures
* Pitcrew exports: Corrected names for all meshes and setted LODs for all. Fixed material names and updated parameters. Updated composition with 01a, 01b, 01c. Fixed skin issues on the pelvis and shoulders
Animations:
* Driver anims: Ginetta G55 GT3 art file updated with new gear to anim
AI/Pitstops:
* Fix a bug where an AI car could sometimes stay stuck on the grid
* New AI Behavior EXITGARAGE and new DriverMode OUT_OF_GARAGE to drive straight for a bit before falling back into the default pit behavior on GARAGE EXITS. Behavior is reliant on mGarageDepth being set in AIW for data driven design
Career:
* Support for dummy teams added to allow driver/vehicle presets even when teams aren't required for the series, SetParticipantTeams updated to handle both types
Physics:
* McLaren P1: Default setup adjustment
* Audi R8 V10+: Default setup adjustment
* New grip mix for R compound street tires.
* Hooked up pre-heated tyres and brakes to data driven profile settings
* FG1000: Collision model update and fixed rear pushrod intersecting bodywork
* Added more pre-heat for presets, added preheat to the default settings as well.
* Fixed edge case when no fuel used and divide by zero fuel load is requested for AI
Vehicles:
* BMW M3 GT4: Minor Cpit Shadow fix.
* Formula Rookie: Custom dirt DDS file
* BMW 1M: LOD tweaks to reduce popping
* BAC Mono: LOD tweaks to reduce popping
* BMW M3 GT2: Added 1 more manager livery
* Audi R8 V10+: LOD tweaks to reduce popping
* BMW M1 Procar: Further LOD tweaks to minimize popping. User flags fixed on few meshes
* AM Vantage GT4: Added winning liveries names and materials setup, Added 3 manager liveries + banners
* Audi R8 LMS Ultra: LODC optimized, minor UV fixes, LODs adjusted to minimize popping, added animation helpers, plus LOD tweaks to reduce popping, minor UV adjustments
Environment:
* Lampost flare colours set to correct value for each id
* Moon glow added into moon texture, increased quad size and texture size to make space for glow. Overall moon size is slightly smaller than before as well.
Tracks:
* Bathurst: Fix for metalfence placement
* Azure Circuit: New texture for William basement.
* Dubai Autodrome: Wet weather setup and proper drying line mapping.
* Hockenheimring: Fix for nightlighting bugs, redundant light files removed
* Monza: New textures, texture change, grass exclusion, added pit stuff, objects changes addons, Pitstand on separate XML for both Milan tracks, pitstuff removed kept the pitstands
* Oulton Park: New pits and garage spaces to align all the AI cars properley when laeaving the pits. Fixes JIRA WMD-1281. fixed garage postion angled to garage opening. fixed obstacle issue, esso sign, merged latest, moved stand, fixed crowds, hut, statics, tyres, trees, lights
* Eifelwald: Removed the 2 trees blocking the view at Breitscheid, updated concrete wall colours to match latest ref, second stage polish pass - fixed tyre wall glitches, reconformed all edges, removed broken graffit from tyre walls , fixed pits drain gaps , moved tyrewall CSM, added dynamic leaves
* Besos: Added breakmarkers, polishing bridge01 and 02, fix mapping for fence poles around the pitbuilding, update terrain, added some metal parts and resize txt 2k to 1k, add new txt for besos bridge (other var.) and for breakmarkers, Added breakmarkers, polishing bridge01 and 02, fix mapping for fence poles around the pitbuilding, update terrain



Veamos el Formula C en acción
http://www.youtube.com/watch?v=fhdBmUnUkpQ&hd=1



La semana pasada hicieron un evento en Brands Hatch en el que estuvieron presentes medios de comunicacion a todos los niveles (no solo dedicados a videojuegos). Pudieron probar vehículos reales y los del juego. Andy Tudor nos habla del proyecto:
http://www.youtube.com/watch?v=zum28wrE7a8&hd=1
desde luego que pinta estupendamente! pena el timazo de los volantes en consolas
¿Hay confirmacion oficial de los 60fps en XBOX ONE? gracias!
stoner27 escribió:¿Hay confirmacion oficial de los 60fps en XBOX ONE? gracias!

No. El objetivo son 1080p a 60fps pero aun no está confirmado. Ello se entiende que vaya a 60fps inamovibles bajo ninguna circunstancia visual. Lo mismo para PS4.
@Denis74, gracias por la informacion crack! [oki]
dani_rs escribió:Y llegarán? XD


Yo creo que si, porque sino llegan, basicamente es porque no quieren, me explico. Si no llega con X carga grafica, pues le quitas lo que haga falta para que llegue a 60fps, siempre y cuando tu prioridad sea un simulador claro. Si su prioridad es vender un juego que se vea bonito, conmigo que no cuenten.
stoner27 escribió:¿Hay confirmacion oficial de los 60fps en XBOX ONE? gracias!


denis74 escribió:
stoner27 escribió:¿Hay confirmacion oficial de los 60fps en XBOX ONE? gracias!

No. El objetivo son 1080p a 60fps pero aun no está confirmado. Ello se entiende que vaya a 60fps inamovibles bajo ninguna circunstancia visual. Lo mismo para PS4.


Denis, yo no se si malinterpreté una frase de Ian, pero dijo textualmente "Can someone get in here and help David with the responses on the frame rate please? We are absolutely 60FPS/1080p with MSAA." refiriéndose a un articulo sobre pCARS en el que decían que el juego iba a 30 FPS.
No veo nada extraño. El objetivo es ese los 1080p x 60fps que es a lo que se refiere Ian.

La polémica fue de los ineptos de Eurogamer que no se que leches dijeron que la demo que probaron iba a 30fps.(cuando iba a 60). Entonces intervino gente del foro en los comentarios del artículo para desmentir este punto.
Buenas gente, se supone que el día 13 había una presentacion "no-se-donde" con la versión de ONE del juego, pero mirando por internet y youtube no encontré nada...

Os suena que hubiera algo en esta fecha o me lo he inventado??

salu2
icaro3m escribió:Buenas gente, se supone que el día 13 había una presentacion "no-se-donde" con la versión de ONE del juego, pero mirando por internet y youtube no encontré nada...

Os suena que hubiera algo en esta fecha o me lo he inventado??

salu2


Sí, este finde se supone que se ha podido probar la versión de xbox one en Dubai, y en 2 semanas en Londres. A ver si Denis sabe algo..
Vale, no estoy loco pues... [360º]

Si encuentro algo de info la dejaré por aquí. Estoy deseando saber más detalles y ver gameplay de nuestra versión.

Ojalá este a la altura...

salu2
Sí, es la feria más importante del este, que como se ve no se quedan cortos. La Games 14 de Dubai. No se la da tanto bombo pero está a la altura de las grandes ferias:

http://youtu.be/_ZBkHx0xGBg


Ahora a ver si alguno ha grabado algún gameplay de pCARS corriendo en la One. Está en el stand de Xbox One.
Muy buenas. Me parece increible que despues de tanto tiempo escuchando hablar sobre este juego hayamos entrado en su fase final!!! Espero que la One se consiga llegar a los 60 frames!!! Una pregunta con respecto a alguna de las características del juego. En la indumentaria del piloto se podrá te permitirá opciones de personalización en cuanto a cascos, botas, mono.....ya he visto que hay una indumentaria específica para coches clásicos, todo un acierto!

Saludos.
A mi lo que me parece acojonante es no saber aún por donde se mueve la versión de ONE....

Tanto secretismo/ocultismo me hace sospechar, asi que solo espero que se quede en 60fps (innegociables) y 900p, con eso me vale.

A ver si se filtra algo más del evento de Dubai, por que sino hasta el EGX de Londres a finales de septiembre no sabremos más...

salu2
Si, a mi me escama bastante el tema, y entramos dentro de nada en octubre con,imagino, muy poco margen para hacer cualquier cambio!!!!!
Quedan dos meses para la salida, con lo cual, como quien dice, en un mes deberán casi empezar a ver distribuciones,etc. así que prácticamente deberían terminarlo en nada, otra cosa es que luego pulan o implementen cosas con actualizaciones,etc. No creo que tarden mucho en sacar algún dato oficial en fijo, bien sea de la One, Ps4 o ambas ( imagino que irán parejas tanto una como otra ).
dani_rs escribió:Quedan dos meses para la salida, con lo cual, como quien dice, en un mes deberán casi empezar a ver distribuciones,etc. así que prácticamente deberían terminarlo en nada, otra cosa es que luego pulan o implementen cosas con actualizaciones,etc. No creo que tarden mucho en sacar algún dato oficial en fijo, bien sea de la One, Ps4 o ambas ( imagino que irán parejas tanto una como otra ).


Yo doy por hecho que el juego lo van a enviar en forma de beta a distribuir y que habrá un parche el primer día. De todas formas, ahora mismo están yendo a saco con las actualizaciones. Prácticamente todas ronda o supera 1 GB, cuando hace meses eran de cientos de megas :o

Dicho esto, ahora mismo están optimizando a piñón las versiones de consolas :p
denis74 escribió:No veo nada extraño. El objetivo es ese los 1080p x 60fps que es a lo que se refiere Ian.

La polémica fue de los ineptos de Eurogamer que no se que leches dijeron que la demo que probaron iba a 30fps.(cuando iba a 60). Entonces intervino gente del foro en los comentarios del artículo para desmentir este punto.

Pues menudo medio especializado que no distingue 30 de 60 fps.
Lo que querais, pero Slightly Mad lleva siendo muy esquiva con el tema desde hace ya tiempo.

Yo les he preguntado por Twiiter varias veces y solo he obtenido la callada por respuestas, cuando a otros mil temas han estado respondiendo continuamente.

Puedo entender que esten apurando hasta el último momento para pulir al máximo las versiones de consolas, pero es innegable que con la versión de ONE (con la que estarán teniendo más dificultades por los Dev Kits tardios y el tipo de arquitectura...) no han dado ninguna certeza.

Con todo yo confio en que llegue a 60fps y que con rebajar un pelin la resolución sea suficiente.

salu2
denis74 escribió:Sí, es la feria más importante del este, que como se ve no se quedan cortos. La Games 14 de Dubai. No se la da tanto bombo pero está a la altura de las grandes ferias:

http://youtu.be/_ZBkHx0xGBg


Ahora a ver si alguno ha grabado algún gameplay de pCARS corriendo en la One. Está en el stand de Xbox One.

Yo por mucho que e buscado nada de nada, tengo que decir que tampoco soy un especialista haciéndolo [+risas], a ver si van apareciendo esos gameplays
Si no llegase a los 60fps no me hubiese comprado la One :)


Ahora mismo, en estos días, están centrados, en consolas:
Very busy on console today. I'm really focused (and in the zone) on console ATM.




Ayer tuvimos una actualización descomunal. 1.6gb y el changelist así lo atestigua XD .Van a pillón.
Build 808 (15/09/14, Team Member+) - 1.6 GB
Audio:
* Updated env sounds Dubai Karts
* Adding Wisconsin Raceway env sounds
* Adding env sounds to California Raceway
* All new AM Vantage GT3 incar and externals (no more placeholder), plus an AI version, backfires, turbo, gears, backfires, distant roll-offs and trajectory etc...
Next-Gen:
* PS4: Updated Trophies
* PS4: Fixed language detection.
* XB1/PS4: Mirror lod settings setup
* XB1: ColourCube FillPixels implemented in SSE4
* PS4: Moves colour cube update. Spreads out main render gather.
* XB1: Player label rendering enabled on a thread (align with PS4)
* XB1: Enabled achievements in the game, fixed user ID not being passed with unlock achievement requests and fixed achievement unlock check.
* XB1: Samplerstate setting optimisation - one call per draw-call to set all samplerstate! Switched back to SetFastResources over batched resources - setting with constant buffer descriptors is a net win.
Render:
* Adds a fence and volatile to an atomic.
* Dry road reflections strength scaled by 10.0
* Impostor reflections: Reading of DayLightStrengthScale corrected
* Impostor reflections: Implemented tweakable dry height scale factor
* GI RequestLightVisibilityUpdate runs multi-threaded to avoid thread stall with physics
GUI:
* Invites fix
* Added "Continue To" text
* Updated news story images
* Updated Wrong Way notifier
* MP Browse filter dialog app links
* Added Driver Network Saving prompt
* Added lap timer animation for besos
* Minor text change for 'Fill with AI'
* Add AppLinks for online browse screen.
* Achievements list and thresholds updated
* MP: Added new filter to matchmaking data
* Career Posters: Formula gulf updated with latest
* Updated pCARS executable icon to the correct one.
* New Gameplay Options AI sliders (non-functional currently)
* Updated Steam achievement descriptions from latest TextDB.
* Re-fix end of round screen. Complete end of series screen.
* FIX AR-1142, Correct applinks added to track location description
* Conditions tab no longer available if you're the host in an online lobby
* MP: Hooked up new browse and filter screens, and added filters to online support
* FIX WMD-1364, Fixed the tire changing pit strategy function to actually work as intended
* FIX WMD-1007, ?Formation Lap? set to ?Yes? in 'Quick Race Weekend' mode is reflected in online session.
* Added missing app-link to BEST TIME in leaderboard. And turned off some gui layers which aren't supposed to be visible.
* Updated automatic language detection to use user's Steam settings (available in right-click properties menu for Project CARS).
* FIX AR-2513, For Quick weekend changed possible selection of opponent vehicles from Random to Multi-Class, Text change fix for AR-2513
* All Quick Location and Quick Vehicle Select screens standardised, Lobby Settings now on the main lobby screen (old version still there during transition though), font quality improved throughout
* Various in-game menu updates & fixes: Fixed Continue to... to be "Qualifying 1, Qualifying 2" on leaderboard screen. Fixed "retire to pits" ending the race, now puts you back in the garage. Fixed the "Best Lap" column, not being shown as the correct "Race Time" ... for race sessions only.-Exit during practice or qualify round now gives you a confirmation dialog box. Added correct leaderboad to the pause menu, now from the race overview screen with the black background
Cameras:
* Vehicles: Updated camera positions
* PreRace global setup (initial cameras set)
Gameplay:
* Set default profile to use LMP P30 and Dubai International
Online/Multiplayer:
* Fix MP joing in progress hang on physics sync
* Actively close Steam p2p connections to leaving session members and to all members when leaving the session.
Characters/Animations:
* Added bones for Airgun hose
* Fixed hairline scale. LODA-LODX
* Airgun_Backpack prop for pitstops
* Missing material and textures for airgun
* Male crew EU40 head textures minor tweaks
* Pitcrew wha01: plotted anims onto skeleton
* Driver anim: BAC Mono and BMW 1M bugfixing
* Pitcrew: Added new hairline/eyebrow/beard textures
* Classic helmet textures updated to match new mapping
* Pitcrew: Wheel mechanic R 02: fixed upNode in hose rig + reexported animations
* Pitcrew: Wheel mechanic R 01: fixed upNode in hose rig + reexported animations
* Pitcrew: Wheel mechanics01,02: 01 fixced animation legnth ; 02: added hose animation
* Pitcrew: Implemented RCF material variations. Added 4 new variations to the liveries
* Pitcrew: Wheel attendant R 02: reexported for whm02 changes(position,rotation) offset
* Driver KARTS: Removed logos from main exports overall to avoid issues on with LODC distance
* Classic helmet textures updated to match new mapping, materials renamed, new matpresets created
* Pitcrew: Wheel Attendant 02:fixed stiff animations ( wha02_R_NP_done_LRW_01; wha02_R_NP_idle_LRW_01)
* Pitcrew WHM01, WHM02 : Added airbackppack, airgun hose, whm1 aiirgunhose animated, whm2 - temporary hose anim
* Updated head skin texturesmaterials/presets and added all new beard/hairline/eyebrows textures/materials/presets
AI/Pitstops:
* Clean up AI 2D Geometry tests for better AI avoidance and less contact
* Tweaked corner markers to generate data automatically and increased next threshold
* Pit Changes: Refuel started earlier 2.5 seconds after team engineer enters. Enforced maintainence_done message when team engineer exits. Prevent vehicle leaving bvefore team engineer exits
* Added a test in the lat decision process that forces a lane per side obstacle on the side of the road you are clamping on so as to prevent "lane squeezing" from AI particularly if the obstacle is on the inside of a turn
* Pit Engineer: Implemented pre-start comments. Implemented start report comments. Implemented grid incident comments. Implemented overtake comments. Implemented overtake strategy comments. Implemented race pace comments. Implemented back marker comments. Implemented qualifying results comments. Implemented practice start comments. Implemented weather forecast comments.
Career:
* News updates
* Motorsport intro videos subtitles updated
* Stripping out unneed results from simulate
* Career Contracts: LMP2 contract livery update
* Career Contracts: LMP1 contract livery update
* Fixed an invitation using incorrect eligibility
* Career text DB updated with tweaked Engineer message.
* Corrected various small issues with Accolades and Invitationals.
* Added new career intro movies for GT3, GT4, GT5, Endurance and Superkart, and setup motorsport data to trigger them
* Career team generation can now use overrides for the motorsports defaults, so series can be set up differently within a motorsport
* Extra TimedRace data added to ChampionshipSessionInfo and applied to prototype races. Code fixups to handle Races and TimedRaces in the same way
* Removed team class definitions from motorsport teams, tidied interface and debug output. Updated default team lists with new sets, to cover changes in player contracts
Physics:
* FG1000: AI tire balancing
* Formula Rookie: AI tire balancing
* Renault Clio Cup: AI tire balancing
* FA R8 Tire: Little less grip, less tipping, and more lively.
* Aston Martin Vantage GT4: Engine, aero, setup update. AI tire balancing
* Ginetta G40: Set to Junior spec. AI tire balancing. Finished heat & wear model
* Tires: New LMP & GT rain tire, tweaked BAC Mono and P Zero Corsa balance, more adhesion in Caterham Classic tire
Vehicles:
* Kart02: LOD tweaks to reduce popping
* RWD P20 LMP2: Added 2 manager liveries
* BMW M3 GT4: LOD tweaks to reduce popping
* Ford Mustange Boss 302R1: Fixed CPIT windscreen
* RWD P30 LMP1: Added 2 manager liveries + 2 works liveries
* RUF RGT-8 GT3: Added 5 manager liveries + windscreen banners
* Marek RP219d: Added winning liveries and materials setup, LOD tweaks to reduce popping
* AMR Vantage GT3: Fixed CPIT display illumination, added manager liveries + added windscreen banners
Tracks:
* Zolder: Terrain,kerbs,armco updates, texture updates
* Bathurst: Fix of garages door interior bug and fix of occluders
* Wisconsin Raceway: Fixed two bumps between corners 12 and 13, fixed microbumps I found
* Silverstone: Added grass skids, optimized kerbs, improved grass/slopes, various fixies
* California Highway: Updated with all latest works, tested, updated all around new areas
* Eifelwald GP(all): Enabled the reflection tagging code in the TRD for optimisation sweep
* Hockenheimring: Removed crowds from garages, merc logo added, several CSM fixes, floating mesh fix, mapping issues fixed
* Monza GP: Loossen up corridor funneling in Turn 1 and second chicane. New grid to match painted start spots which increases spacing by 2 meters or so.
* Besos: Added emm for small stand and add simple interiors for main stand - merged latest assets from tomt, added txt for new windows for main stand and emmisive map for stands, pit suff removed from pitlane in case it necessary in future, fixed (WMD-1102)/(WMD-565)/(WMD-1104), new grandstand emmisives, lap timer setup




Otro detallito: El gran marcador vertical de Montmeló ahora indica la hora real (del juego). A falta de que implementen el código, este marcador indicará posiciones y diferencias de los pilotos, en tiempo real. Lo mismo para otros marcadores de otros circuitos.



En el build de hoy, como el de ayer, siguen con más cosas en la One:
Build 809 (16/09/14, Team Member+) - 907.7 MB
Next-Gen:
* XB1: StretchRect uses RECTLIST extension
* XB1: Revert back to SEQUENTIAL present mode.
* XB1: Resolve after capture, which saves 0.3ms in the capture downsample.
* XB1: Constant Buffer setting descriptor prefetch + CB setting inline variant
Render:
* Fix for bug where after 1 day the weather would go insane.
* God-Rays moved before bonnet capture (so they appear correctly in the bonnet reflection).
GUI:
* Updated exit dialog text
* Fix for shifted InGameMenu
* Fixed controller 'mode name'
* Set the in game page correctly
* Prevent users spamming create button
* Added colour setting to dynamic applinks
* FIX WMD-288, Changed the logout string once again
* DriverName list/DB updated with FormulaGulf drivers
* Fixed post race screens to update on sector crossing
* Made all quit-no-save dialogs consistent in the in-game menu
* Unneeded background texture removed from Tuning Setup screen
* Remove gamepad F1 preset access, all available from front end only
* New page header font and treatment, updated Quick Access menu section
* Update damage warning thresholds to better physics-team-estimated values
Cameras:
* Two extra camera for GT pitstops
* Pre-race Cameras: initial setup for remaining tracks
Online/Multiplayer:
* Imported first batch of achievement translations to Steam.
Characters/Animations:
* Added legends helmet LODX
* Pitcrew: Fixed fliped normals on the left shoes
Career:
* Career Invitationals: Further calendar dates tweaks.
* Career Championships: Rebalanced all Motorsport unlocking progression.
* Career Championships: All core career series reworked to ensure correct naming of sessions when there is only a single session of the type per weekend. Previously it would show Practice1 when there's only one practice. This is now fixed to show just Practice, Qualify, Race (as and where applicable).
AI/Pitstops:
* Added CollisionRecovery behavior which triggers after contact and runs on a timer. during that collision timer, the AI will be "dazed" and use default steering
Physics:
* BMW M3 GT4: AI tire balancing
* AMR Vantage GT3: Fixed engine life bug and increased radiator efficiency
Vehicles:
* Adjusted windscreen textures
* AMR Vantage GT4: Fixed livery 09
* Ginetta G40: Lens flares now yellow
* Marek RP219d: Added 1 manager livery
* Gumpert Apollo: Lens flares now blue
* Updated headlight colour and intensity
* Ford Escort RS1600: Custom dirt DDS file
* AMR Vantage GT3: Fixed cockpit display lighting
* Mercedes 300SEL AMG: Minor fix on Bonnet Cpit vibration. fixed Bonnet deformation. Fixed Body/Chassis offset position.
* Tire material RCF edits for cars which were locked before
* McLaren F1: Fixed Windscreen Material to allow Rain Droplets.
* Ford Mustang Boss 302R1: Fixed CPIT display material, fixed CPIT windscreen, fixed display material
Tracks:
* Besos: New textures
* Azure Circuit: Fixed sunken ships and boats, added 3d tyre stacks
* Jin Ding: Fixed disappearing car error in pits, applied basic puddle map on road
* Azure Coast: Updated all stuff to match latest works added by azure team, updated with all latest works, tested
* LeMans: Made the road mesh watertight, fixed WMD-971, removed crowds and cars from not autorized positions around the track




Más cosas sobre el ingeniero de pista:
ChangeList 461397: [Aries] Pit Engineer:
- Implemented pre-start comments.
- Implemented start report comments.
- Implemented grid incident comments.
- Implemented overtake comments.
- Implemented overtake strategy comments.
- Implemented race pace comments.
- Implemented back marker comments.
- Implemented qualifying results comments.
- Implemented practice start comments.
- Implemented weather forecast comments.
- Implemented defending position comments.



Y ya está la variación en la indumentaria de los miembros de cada equipo.
Imagen



Autodromo de Dubai - Atardecer - Clima calima. Formula Gulf 1000 (versión PC):

http://www.youtube.com/watch?v=pYlo2EBQS1w&hd=1
Me encanta ver esa imagenes de boxes reales y con mecanicos... por fin en un juego de consola!!!!!!!!

Ganas de catarlo es poco decir...

Por Dios que no la caguen con la parte técnica...

salu2
Bueno me comprado el Forza Horizon 2 para que no se me haga tan larga la espera de este, la primera respuesta de Denis me alivia XD
Habrá que hacer un grupito para vicios y campeonatillos en el One no? :-|
dani_rs escribió:Habrá que hacer un grupito para vicios y campeonatillos en el One no? :-|

Cuenta conmigo.. Le tengo muchísimas ganas ;)
Pues ha nos veremos [oki]


Actualización de los neumáticos de lluvia
Tires in the rain: This update affects just about all of my tires, so that is LMP/GT3,4,5/TC/DTM/Group A/Trans-Am/etc. Worked on how tires perform in the rain. Slicks can just about hang on in the 'Rain' condition, but are slow and will hydroplane if you get off the dry line. Full wets and Intermediates are similar in performance level, but the inters feel like they are on the edge of the cliff while the full wets with more grooves still feel nice and stable. Light rain should favor the inters, heavier rain the full wets. You should have an easier time managing tire temps of the wet tires in the appropriate conditions, and both will burn up pretty fast in the dry.
ganas 1000 de este juegazo
El mayor problema de este juego no va a estar en el juego, sino en los puñeteros volantes y como MS y Sony nos quieren robar cada generación. Yo despues de mucho meditar, al final no me voy a comprar ningun volante. No se puede uno gastar 600 pavos mas la consola mas los juegos cada generación, para luego encima, tener un aparato que funciona y no vale para nada. Muuucho tienen que cambiar en este sentido estos cabrones.
Lo de los volantes es una broma de mal gusto, sin duda...

Yo juego con pad, por que no me compensa andar motando y demontano historias en el comedor (ni tiempo ni ganas...), pero desde luego que si lo tuviera no me lo compraría para consola, sino para PC, que al menos sabes que te valdrá practicamente para los restos, sobre todo si te pillas uno bueno.

Por cierto, busque más info del juego en el evento de Dubai y ni gota, además como hay un circuito en el juego en el Dubai Autodrome, las referencias que salen son a esto....

A ver si sueltan algo de prenda lo de Slightly Mad....

Les iba a preguntar de nuevo por Twiiter, pero se que no valdrá de nada, asi que mejor esperar

salu2
Tranqui que el próximo fin de semana es el evento de Londres. El EGX. donde veremos la Xbox One en acción :)


Y como se nota lo cerca que está ese evento. En el megaupdate de ayer (1.6gb) hay varias cosas de importancia de Xbox One.

De paso, ya veis que van por faena:
Build 812 (22/09/14, Team Member+) - 1.6 GB
Localisation:
* Added 9 language translations
Next-Gen:
* XB1: Phase 3 splits reduced to 4
* XB1: Flickering shadows fix take 2
* XB1: Fix for particles with Fast Semantics
* PS4: MP Fix for joing a lobby after sign out.
* XB1: Enable fast semantics on deferred contexts!
* XB1: Support for Raw Vertex data (for particles)
* XB1: First part of fix for auto-grass with Fast Semantics
* XB1: USAGE_DYNAMIC fixes for Memory meshes. Fixes missing ambient shadows with fast semantics
* XB1: Clamp motion-blur amount and reduce by a factor of 2 (aligns with what PS4 currently has)
* XB1: Switch to Raw Vertex Ptr method for particles, instead of PC style shared vertex buffers (removes an additional buffer copy)
Base:
* PC: Removed -x64 cmdline switch
* PC: Run the 64 bit exe as default on 64 bit OS
* Updated default optimisation settings for win32 and x64
* PC: Added -x86 command line switch. If passed to the x64 exe it will force the 32 bit exe to run instead.
Audio:
* Updated looping sfx
* Adding WIP pit sounds fdp
* Tidied up Audio Lock/Unlock calls
* Adding pit stop related ambient sounds
* Initial setup ready for Stuart to include in Pak file
* Tweaks and balance to Merc Evo2 DTM, Audi R8 PLus & Audi R8 LMS. Matched the rev-limiter rpm to the physics redline.
Render:
* Road shader performance fix
* Avoiding water spray in tunnels
* DX11: Fix presentation threshold
* Clear weather textures have mipmaps
* Added mipmaps to night_twilight and stars textures
* Dynamic drying line systems all set to same material
* Changed control of rain drops parameters on bodywork
* DX11: Fixed runtime debug-only assert in 64-bit builds.
* Correcting crash in Participants tunnel zones enumeration when GetPhysicsMetrics() is NULL
* Reverting impostors anti-flicker as it does not work properly, corrected impostor positions in tunnels
* Stretched headlight reflections rebalanced at tracks with new road dbv setup tweaks such as silv and dubai.
* Added initialisation for diffuse texture param index - this fixes a crash on exit from race for certain car types.
* Fixed bug with driving line generation which occurs when invalid track length is computed from the AIW information.
* Stopping rain drop build-up in tunnels on bodywork and glass (VehicleRenderGI holds own rain drop cycle position), turning off wipers in tunnels
* Bodywork rain drop parameter handling moved into VehicleBodyworkMaterialSet (from VehicleWindshieldMaterialSet), corrected rain drop cycle position computation
GUI:
* Pro damage set to full.
* Driving line night updated.
* Fixed up gameplay-opponents screen
* Background movie 'milk effect' fixed.
* Amateur handling set to intermediate.
* Fix MP Force Realistic Mode app link.
* Bug fixes for MP Lobby and Create screens.
* Prevent crash is no 'LeaderboardRightMenu' is found
* Disabled three entries in the events selection screen
* Added missing initialisation for the main menu variable
* Disallow time progression if the player is not in garage
* Tidied up cleanup and state flow for GUIAsyncLoader class
* Background movie fixed, old-style Lobby Settings screen removed
* Fixed the metrics calling back "RaceCompleted" for all non-race sessions
* Retaining the currently selected participant index for the monitor screen when the tables are rebuilt
* Corrected Standings screen timing 'best-lap' results to be deducted from the fastest lap time, not the lap time from the driver in front.
* Added handling for location and vehicle select to MP create and lobby screens. Vehicle select in lobby disabled until the filtering system is worked out.
* Fixed the monitor screen swapping driver camera every time a position changes. Highlighting the players team in the standings screen. Stopped the auto-selection of the team on mouse-over.
Online/Multiplayer:
* Hookup MP AI opponents.
* Hookup MP restrictions gears, abd, tcs and sc.
* Hookup most of the game options in new online lobby section.
* Hookup and sync all the extra session attributes in lobby screen.
* Fixed preprocessor definitions in WeatherService for Win64. Fixes startup crashes in 64-bit builds.
* WMD-184: Monitor Steam disconnects/reconnects, report them to app, drop from mp session on disconnect.
Characters/Animations:
* Airjack skeleton update
* Skeleton for aircompressor
* Drivers: Color maskminor updates
* Update of props (mostly shadows) + new prop (aircompressor)
* Pitcrew: Airjack mechanic: fixed missing trigger from animation
* Pitcrew Airjack mechanic: Initial airjack hose rig + animations
* Drivers: Color mask revorked to fit new UV layout, logos removed
* Wheel attendant 02R: Fixed end pose in "wha02_r_lrwn_mount_lrw_01"
* Fixed 80s helmet issue with modifiers presets. Updated SMSOP presets.
* Added missing textures for props_airhose, missing material for airhose prop
* Drivers: Updated visor material for modern helmets, created/updated new material presets, minor tweaks in naming
AI/Pitstops:
* Speed up pit slide
* Hooked up opponent slider to AI setup
* Reset exact position has been worked on for consistency
* Fixed the player pit stops malfunctioning in various scenarios
* Reset is only available when driving normally ( disabled in pits )
* Add fallback case in AIDB when drivers are looking for a branch that has no valid waypoints
* Fix a rotation wraparound issue that could make the pit slide rotate in the wrong direction
* Reduce effect of cold tyres on AI somewhat so they're not as slow in the first part of the first lap.
* Moved animation update inside the script update to ensure there is no race condition on updating sequence variables from triggers.
Career:
* Swap button positions in Career
* Added new text for invalid vehicles in locked career series
* Career series will now be locked if contract car isn't eligible (e.g. in GT3 for side-series), and career event launch panel will display the reason
Physics:
* Aston Martin Rapide: Basic first pass at physics
* Aston Martin Vantage GT3: Increased default TC slip setting
Vehicles:
* McLaren 12C GT3: Fixed UV mapping, material tweaks
* Caterham R500: LCD material tweaks, Lights UV fixes, Disc UV fixes
* Caterham SP300R: LCD material tweaks, Lights UV fixes, Disc UV fixes
* Caterham Classic: LCD material tweaks, Lights UV fixes, Disc UV fixes
* Ford Capri Group5: LCD material tweaks, Lights UV fixes, Disc UV fixes
* BAC Mono : LCD material fine tuning, Light UV fixes, brake discs UV fixes
* BMW Z4 GT3: Light UV fixes, LCD material tweaks, Added floating lightflare polys
* BMW M1 Procar: Light UV fixes, Brake discs UV fixes, Added floating lightflare polys
* Marek RP339H LMP1: Added windscreen banners for liveries + tweaked windscreen reflections
* BMW 320 Group5: LCD material fine tuning, Light UV tweaks, Added floating lightflare polys
* RUF CTR3 SMSR: Template adjusted, loda completed, reworked uv layout for lodx\loda. WIP LODB
* Audi R8 LMS Ultra: Updated AO and damage, LCD material tweaks, Lights UV fixes, Disc UV fixes
* Audi R8 V10+: Added floating light flare polys, LCD material fine tuning, brake discs UV fixes
* BMW M3 GT2: Light UV fixes, LCD material tweaks, Made LODB brake discs, Added floating lightflare polys
* BMW M3 GT4: Light UV fixes, LCD material tweaks, Made LODB brake discs, Added floating lightflare polys
* BMW 1M: LCD material fine tuning, Light UV fixes, Brake discs UV fixes, Added floating lightflare polys
* BMW M3 E30: Light UV fixes, Brake discs UV fixes, Made LODB brake discs, Added floating lightflare polys
* RWD P20 LMP2: Fixed CPIT windscreen UVs, Added windscreen banners for liveries + adjusted windscreen reflections
* RWD P30 LMP1: Fixed CPIT windscreen mapping, Added windscreen banners for liveries + adjusted windscreen reflections
* Marek RP219d LMP2: Added windscreen banners for liveries + adjusted windscreen reflections, fixed custom livery support
* Aston Martin Rapide: Sidewindows Cpit details improved. Fixed Steeringwheel pivot. Uploaded mask, textures animation files and new export. Updated wipers meshes. Wipers animation/Rain setup done. Sidewindows Cpit details improved. Fixed Steeringwheel pivot.
Environment:
* Dead Conifer redwood instance variations added to the pool
Tracks:
* Greenwood: Added new green tyrewall instances
* Mount Panorama: Various fixes, occluders tweak
* Azure Circuit: Changes in objects along the road
* Road America: CSM fixes, ad boards placement fix
* Oulton Park: Optimised resolution, fixed sinking cars/trees
* Oschersleben: Fixed reflective track edge, tweaked occluders
* California Highway: Fixed jira issue 487 updated all stuff around this new area
* Imola: Optimization updates for pitbuilding area, occluders and instances, Optimized
* Moravia: Pitlane stuff removed, pitstuff on stand by removed at the moment from the pitlane.
* Belgium Forest: Removed pit lane tyre stands. Fixed all puddles and reflections, adding new items into reflections that were missing
* Zolder: Fences finished,terrain texture updates,texture optimization, updated Track TRD with new emap Position, No of turns data, Race Date, Track Length info.
* Dubai Autodrome: Added dirt and AO fade, updated wall textures to include some base dirt, fix for the intermitent lap counting bug - CP was above the track in a certain place.
* Silverstone: Fixed blurred whiteline in distance by rescaling blend texture and limiting to 8 mips, improved static emap position for better window reflections, Pitbuilding emm setup tweaks
* Cadwell: Fix dif txt (remove some issues), add numbers txt for safe fences and small yellow sign for bridge, fix tyres around hut nmb8 and fix crowds, new road materials and textures, WIP of grass and dead grass, new trackedges and whitelines, WIP of kerbs, update Track data info - corrected Long/Lat Co-ords, added No of Turns data and racedate set to 2015, added missing trees, use some 3d tree, modify scale, position..etc. CSM fixes - car can no longer fell out of the world
Imagino que por esto es por lo que no pueden/quieren dar más detalles de esta versión, por que están trabajando en ella para sacar lo máximo que puedan...

Estoy impaciente por ver más y sobre todo por tener más detalles concretos

Ya queda menos...

salu2
Viendo la lista de arreglos asusta un poco [mad] . Esperemos que salga al bueno al final. Tengo ganas de ver la versión de Xbox One en movimiento, a ver si no sale muy mal parada con respecto a su homónima de Pc.

Saludos
rubenfg escribió:Viendo la lista de arreglos asusta un poco [mad] . Esperemos que salga al bueno al final. Tengo ganas de ver la versión de Xbox One en movimiento, a ver si no sale muy mal parada con respecto a su homónima de Pc.

Saludos


Yo diria más bien, "a ver si no sale mal parada con respecto a su homónima de PS4".... ;)
icaro3m escribió:
rubenfg escribió:Viendo la lista de arreglos asusta un poco [mad] . Esperemos que salga al bueno al final. Tengo ganas de ver la versión de Xbox One en movimiento, a ver si no sale muy mal parada con respecto a su homónima de Pc.

Saludos


Yo diria más bien, "a ver si no sale mal parada con respecto a su homónima de PS4".... ;)

Jaja, también es verdad. Con la de Pc tiene que salir mal parada si o sí, su liga es con Ps4.

Saludos
Ese quote con todo lo que veis es el día a día de trabajo en el desarrollo del juego. Es el trabajo común a todas las plataformas, exceptuando lo que es específico según la plataforma. Lo que veis en la sección next gen.

Esto no es la típica lista de de un parche con las cosas que se arreglan sino el trabajo de implementación en todas las áreas. De creación del juego. Algo que raramente vamos a ver en cualquier proyecto pero aquí podemos ver.
denis como va al final el tema de los full member, al final nos quedamos sin copia para consola del juego como eleccion ?
Dark escribió:denis como va al final el tema de los full member, al final nos quedamos sin copia para consola del juego como eleccion ?

Hay elección de la copia en la plataforma que prefieras. Peeeeero todavía tienen que traer noticias de como lo van a hacer. Dijeron que lo dirían lo antes posible.
Jajaja avisa cuando eso pase que yo eligire la de Xbox One, que sus 45€ nos costó ser Full en el 2012. XD
denis74 escribió:Tranqui que el próximo fin de semana es el evento de Londres. El EGX. donde veremos la Xbox One en acción :)


Y como se nota lo cerca que está ese evento. En el megaupdate de ayer (1.6gb) hay varias cosas de importancia de Xbox One.

De paso, ya veis que van por faena:
Build 812 (22/09/14, Team Member+) - 1.6 GB
Localisation:
* Added 9 language translations
Next-Gen:
* XB1: Phase 3 splits reduced to 4
* XB1: Flickering shadows fix take 2
* XB1: Fix for particles with Fast Semantics
* PS4: MP Fix for joing a lobby after sign out.
* XB1: Enable fast semantics on deferred contexts!
* XB1: Support for Raw Vertex data (for particles)
* XB1: First part of fix for auto-grass with Fast Semantics
* XB1: USAGE_DYNAMIC fixes for Memory meshes. Fixes missing ambient shadows with fast semantics
* XB1: Clamp motion-blur amount and reduce by a factor of 2 (aligns with what PS4 currently has)
* XB1: Switch to Raw Vertex Ptr method for particles, instead of PC style shared vertex buffers (removes an additional buffer copy)
Base:
* PC: Removed -x64 cmdline switch
* PC: Run the 64 bit exe as default on 64 bit OS
* Updated default optimisation settings for win32 and x64
* PC: Added -x86 command line switch. If passed to the x64 exe it will force the 32 bit exe to run instead.
Audio:
* Updated looping sfx
* Adding WIP pit sounds fdp
* Tidied up Audio Lock/Unlock calls
* Adding pit stop related ambient sounds
* Initial setup ready for Stuart to include in Pak file
* Tweaks and balance to Merc Evo2 DTM, Audi R8 PLus & Audi R8 LMS. Matched the rev-limiter rpm to the physics redline.
Render:
* Road shader performance fix
* Avoiding water spray in tunnels
* DX11: Fix presentation threshold
* Clear weather textures have mipmaps
* Added mipmaps to night_twilight and stars textures
* Dynamic drying line systems all set to same material
* Changed control of rain drops parameters on bodywork
* DX11: Fixed runtime debug-only assert in 64-bit builds.
* Correcting crash in Participants tunnel zones enumeration when GetPhysicsMetrics() is NULL
* Reverting impostors anti-flicker as it does not work properly, corrected impostor positions in tunnels
* Stretched headlight reflections rebalanced at tracks with new road dbv setup tweaks such as silv and dubai.
* Added initialisation for diffuse texture param index - this fixes a crash on exit from race for certain car types.
* Fixed bug with driving line generation which occurs when invalid track length is computed from the AIW information.
* Stopping rain drop build-up in tunnels on bodywork and glass (VehicleRenderGI holds own rain drop cycle position), turning off wipers in tunnels
* Bodywork rain drop parameter handling moved into VehicleBodyworkMaterialSet (from VehicleWindshieldMaterialSet), corrected rain drop cycle position computation
GUI:
* Pro damage set to full.
* Driving line night updated.
* Fixed up gameplay-opponents screen
* Background movie 'milk effect' fixed.
* Amateur handling set to intermediate.
* Fix MP Force Realistic Mode app link.
* Bug fixes for MP Lobby and Create screens.
* Prevent crash is no 'LeaderboardRightMenu' is found
* Disabled three entries in the events selection screen
* Added missing initialisation for the main menu variable
* Disallow time progression if the player is not in garage
* Tidied up cleanup and state flow for GUIAsyncLoader class
* Background movie fixed, old-style Lobby Settings screen removed
* Fixed the metrics calling back "RaceCompleted" for all non-race sessions
* Retaining the currently selected participant index for the monitor screen when the tables are rebuilt
* Corrected Standings screen timing 'best-lap' results to be deducted from the fastest lap time, not the lap time from the driver in front.
* Added handling for location and vehicle select to MP create and lobby screens. Vehicle select in lobby disabled until the filtering system is worked out.
* Fixed the monitor screen swapping driver camera every time a position changes. Highlighting the players team in the standings screen. Stopped the auto-selection of the team on mouse-over.
Online/Multiplayer:
* Hookup MP AI opponents.
* Hookup MP restrictions gears, abd, tcs and sc.
* Hookup most of the game options in new online lobby section.
* Hookup and sync all the extra session attributes in lobby screen.
* Fixed preprocessor definitions in WeatherService for Win64. Fixes startup crashes in 64-bit builds.
* WMD-184: Monitor Steam disconnects/reconnects, report them to app, drop from mp session on disconnect.
Characters/Animations:
* Airjack skeleton update
* Skeleton for aircompressor
* Drivers: Color maskminor updates
* Update of props (mostly shadows) + new prop (aircompressor)
* Pitcrew: Airjack mechanic: fixed missing trigger from animation
* Pitcrew Airjack mechanic: Initial airjack hose rig + animations
* Drivers: Color mask revorked to fit new UV layout, logos removed
* Wheel attendant 02R: Fixed end pose in "wha02_r_lrwn_mount_lrw_01"
* Fixed 80s helmet issue with modifiers presets. Updated SMSOP presets.
* Added missing textures for props_airhose, missing material for airhose prop
* Drivers: Updated visor material for modern helmets, created/updated new material presets, minor tweaks in naming
AI/Pitstops:
* Speed up pit slide
* Hooked up opponent slider to AI setup
* Reset exact position has been worked on for consistency
* Fixed the player pit stops malfunctioning in various scenarios
* Reset is only available when driving normally ( disabled in pits )
* Add fallback case in AIDB when drivers are looking for a branch that has no valid waypoints
* Fix a rotation wraparound issue that could make the pit slide rotate in the wrong direction
* Reduce effect of cold tyres on AI somewhat so they're not as slow in the first part of the first lap.
* Moved animation update inside the script update to ensure there is no race condition on updating sequence variables from triggers.
Career:
* Swap button positions in Career
* Added new text for invalid vehicles in locked career series
* Career series will now be locked if contract car isn't eligible (e.g. in GT3 for side-series), and career event launch panel will display the reason
Physics:
* Aston Martin Rapide: Basic first pass at physics
* Aston Martin Vantage GT3: Increased default TC slip setting
Vehicles:
* McLaren 12C GT3: Fixed UV mapping, material tweaks
* Caterham R500: LCD material tweaks, Lights UV fixes, Disc UV fixes
* Caterham SP300R: LCD material tweaks, Lights UV fixes, Disc UV fixes
* Caterham Classic: LCD material tweaks, Lights UV fixes, Disc UV fixes
* Ford Capri Group5: LCD material tweaks, Lights UV fixes, Disc UV fixes
* BAC Mono : LCD material fine tuning, Light UV fixes, brake discs UV fixes
* BMW Z4 GT3: Light UV fixes, LCD material tweaks, Added floating lightflare polys
* BMW M1 Procar: Light UV fixes, Brake discs UV fixes, Added floating lightflare polys
* Marek RP339H LMP1: Added windscreen banners for liveries + tweaked windscreen reflections
* BMW 320 Group5: LCD material fine tuning, Light UV tweaks, Added floating lightflare polys
* RUF CTR3 SMSR: Template adjusted, loda completed, reworked uv layout for lodx\loda. WIP LODB
* Audi R8 LMS Ultra: Updated AO and damage, LCD material tweaks, Lights UV fixes, Disc UV fixes
* Audi R8 V10+: Added floating light flare polys, LCD material fine tuning, brake discs UV fixes
* BMW M3 GT2: Light UV fixes, LCD material tweaks, Made LODB brake discs, Added floating lightflare polys
* BMW M3 GT4: Light UV fixes, LCD material tweaks, Made LODB brake discs, Added floating lightflare polys
* BMW 1M: LCD material fine tuning, Light UV fixes, Brake discs UV fixes, Added floating lightflare polys
* BMW M3 E30: Light UV fixes, Brake discs UV fixes, Made LODB brake discs, Added floating lightflare polys
* RWD P20 LMP2: Fixed CPIT windscreen UVs, Added windscreen banners for liveries + adjusted windscreen reflections
* RWD P30 LMP1: Fixed CPIT windscreen mapping, Added windscreen banners for liveries + adjusted windscreen reflections
* Marek RP219d LMP2: Added windscreen banners for liveries + adjusted windscreen reflections, fixed custom livery support
* Aston Martin Rapide: Sidewindows Cpit details improved. Fixed Steeringwheel pivot. Uploaded mask, textures animation files and new export. Updated wipers meshes. Wipers animation/Rain setup done. Sidewindows Cpit details improved. Fixed Steeringwheel pivot.
Environment:
* Dead Conifer redwood instance variations added to the pool
Tracks:
* Greenwood: Added new green tyrewall instances
* Mount Panorama: Various fixes, occluders tweak
* Azure Circuit: Changes in objects along the road
* Road America: CSM fixes, ad boards placement fix
* Oulton Park: Optimised resolution, fixed sinking cars/trees
* Oschersleben: Fixed reflective track edge, tweaked occluders
* California Highway: Fixed jira issue 487 updated all stuff around this new area
* Imola: Optimization updates for pitbuilding area, occluders and instances, Optimized
* Moravia: Pitlane stuff removed, pitstuff on stand by removed at the moment from the pitlane.
* Belgium Forest: Removed pit lane tyre stands. Fixed all puddles and reflections, adding new items into reflections that were missing
* Zolder: Fences finished,terrain texture updates,texture optimization, updated Track TRD with new emap Position, No of turns data, Race Date, Track Length info.
* Dubai Autodrome: Added dirt and AO fade, updated wall textures to include some base dirt, fix for the intermitent lap counting bug - CP was above the track in a certain place.
* Silverstone: Fixed blurred whiteline in distance by rescaling blend texture and limiting to 8 mips, improved static emap position for better window reflections, Pitbuilding emm setup tweaks
* Cadwell: Fix dif txt (remove some issues), add numbers txt for safe fences and small yellow sign for bridge, fix tyres around hut nmb8 and fix crowds, new road materials and textures, WIP of grass and dead grass, new trackedges and whitelines, WIP of kerbs, update Track data info - corrected Long/Lat Co-ords, added No of Turns data and racedate set to 2015, added missing trees, use some 3d tree, modify scale, position..etc. CSM fixes - car can no longer fell out of the world

Pues espero que pongan videos y se puede ver,por que en dubai no se vio o grabado nada
Artículo: Project CARS How Slightly mad Studios Is Marking The Shiniest Racing Simulator Yet

http://www.n2g.us/2014/09/project-cars- ... CLkmvl_tQc



Stand de Xbox One en el EGX de Londres que se realiza este próximo fin de semana:
Imagen

Imagen
Impaciente por ver como luce esta versión y que den más datos concretos sobre ella....

salu2
Bueno, pues aquí uno que ha reservado la especial en amazon [carcajad] , espero no acabar desquiciado con el [carcajad]
Yo esperando que la pongan en reserva digital XD
denis74 escribió:Artículo: Project CARS How Slightly mad Studios Is Marking The Shiniest Racing Simulator Yet

http://www.n2g.us/2014/09/project-cars- ... CLkmvl_tQc



Stand de Xbox One en el EGX de Londres que se realiza este próximo fin de semana:
Imagen

Imagen


Que mala espina ese cuarto de en medio.... Huele a pc's camuflados [snif] [snif] [snif] [snif]
lokepajke escribió:
denis74 escribió:Artículo: Project CARS How Slightly mad Studios Is Marking The Shiniest Racing Simulator Yet

http://www.n2g.us/2014/09/project-cars- ... CLkmvl_tQc



Stand de Xbox One en el EGX de Londres que se realiza este próximo fin de semana:
Imagen

Imagen


Que mala espina ese cuarto de en medio.... Huele a pc's camuflados [snif] [snif] [snif] [snif]

Desgraciadamente, así será [snif]
7858 respuestas