Project CARS: Build 316 (Junior Member+)

Posted: 05/10/2012 in Project CARS
Tags: , , , ,

Online sessions:
* Messages about state changes in the loading sequence contain a serial number. There are a few cases where a client can send two state changes without intervention from the host in between, and these messages can arrive out of order
* Certain getters can be called when leaving the session
* Added sequence numbers to logs of lobby setup messaging
* Single user setup sequence number has been split into two: request sequence, and update sequence. This fixes a problem when a vehicle setup change has been ignored if a vehicle validation on host resulted in a change
* Added a flag to user setup specifying whether or not it’s a default setup assigned by host, used until the client requests their own setup
* Requesting an invalid livery when there’s no valid livery will not cause an update sequence increase anymore
* Fixed handling of a message requesting preferred user’s setup from an admin; this fixes setup sync after host migration and during join in certain scenarios
* Added missing user setup change callbacks on the host in certain situations
* Admin’s own USER_SETUP and USER_VARIABLES callback will fire after the GAME_CONNECT callback
* Session callback signature has been changed to take a reference to a structure instead of the generic numeric argument. This will make it much easier to add more information to each callback
* Split the SERVER_CONNECT and GAME_CONNECT callbacks into two each – one for connect and one for disconnect
Add MP-specific racing rules
Fixed chat text content and colours
Disabled reparsing of track waypoints for slower corners
Added support for tool builds, where memory allocations are from the system allocator
Added TrackDetails method to set date for Championships
Improvements to MP connection error handling and reporting
Re-enabled ping indicator for lobby entries
Extended browse list to full size
Changed GameSessionMember to share a common Base class across all platforms, with a platform specific class above this
Chat handling improvements for the lobby
Online UI:
* Fixed format string specifiers for chat lines from %s to %ls, and prevented the string from being passed by value
* Added User Leaving callback, called just before wiping information about the user from the session
* Fixed PS3 string formatting when handling callbacks for user joined/left, admin changed, and track changed
Remote chats now include the remote user’s name
Adding chat and system messages to MP Lobby
Fixes MP location update and logo
GUIList functionality improvements, adding colour
Increased Events screen leaderboard page size from 8 entries to 14
Integration of Championships tech along with some test data, with Aries-specific patching where necessary. Not hooked into UI yet
Throttle behaviour (blips etc) and adding chasis effects
Pagani Zonda R: Accurate gear ratios applied. Deduced from video reference
Adding for chassis noise effect
Adding bodyflap sound for high speed car creak/rattle effect
Wisconsin Raceway – add new txt for wood wall
Player name now shows again rather than placeholder vehicle on Lobby screen
Lobby chat now bigger and scrolls the correct way
Season selection images moved to async folder
Season info and settings pages added
Derby – add new textures
Eifelwald – adjusted trees placement, fixed were levitaing
Eifelwald – tweaked terrain/grass textures
Eifelwald – ground cover texture tweaked (color and saturation)
Eifelwald – grass exclusion map updated
Rebalance for updated tech. Switched gear change sounds and tranny
Interior sounds updated with the latest tech. Exterior still being worked on
Updated levels and pitch curve for GT_Race1 tranny
14th row on Event leaderboard now shows correctly
Wisconsin Raceway – update emmisive texture for tent
New Textures for WR media center and L gantry/first revision wip
Updated balance for latest filter, eq and curves tech
Major update – latest filter, eq and load curve tech
Updated compression curves
Caterham SP300R: Ultra detail setup
Vehicles: testing zero shift delay on a few cars with H-pattern gearboxes
Events screen updated with new improved layout
Volumen boost for ‘Race’ box
Updated with the latest filtering, EQ and dsp load tech; external volume adjusted
Updated with the latest filtering load tech; fresh balance
Switching new engine set on; balancing changes
Tweaks for player labels display
Adding Huayra fdp
Adding Huayra sounds
Adding exhaust res for new Huayra sounds
Wisconsin Raceway – add new txt for GlassMarquee
Derby – improve lightmap for garages floor
Derby – textures update – higher resolution and reworked
Derby – texture addition
New Belgian Forest export
New Derby exports
New Eifelwald export
New Wisconsin Raceway export

Build 315 (4/10/12, Senior manager)
Fix for postprocessing filter not being enabled
Various MP fixes

Build 314 (3/10/12, Senior Manager)
Additional debug trace info and explicit BList Init added to debug entries list – reduces memory fragmentation due to lazy init
Additional trace implementation for lightweight mesh and textures – applies content names to allow easier debugging of leaks
Removed excess renderer TTY from SPUs – left in but disabled so that it can be toggled for those who need it
Sisabled live edit components for PS3
Fix speech block HRDF fingerprint name typo
HRDF fingerprint and new features changes
Downcast for camera collisions starts a bit higher than before, to prevent the camera from sinking under the ground on tracks with high slopes
Adjusted offset of geometry-clipping-prevention downcast of attached camera, so the camera below thin horizontal obstacle (e.g. bridge) is not moved above it
Modified edge case handling of bridge to ensure that invalid data will never be used, by changing the minimum valid time for testing to be later than the invalid time marker of -1.0 – this should prevent first frame oddities such as incorrect car being treated as player on multi-player games
Online: Online log is now enabled in all configs on PC
Fixed incorrect assert in ghost save game support
Only set pit flag from a snapshot once
Trigger vehicles to drive out of pit lane on pit entry
Set in pit flag for AI when spawning from a snapshot which does not define the spawn location
Spindle/integrator changes: Clamp forces and torques for rigid bodies in vehicle during large impacts; Fix broken spindle on large crashes
Restricted rolling start speed to +/- 20% difference and set default to 40ms from 200
Re-ordered CCD generation to override when offtrack
Speed limiter penalty gets applied in all modes in MP
Removed accidental duplicate envmap creation, fixes memory leak
During MP sessions, disable ability to pause game when ALT TABing or moving the context window – prevents clients going out of sync in MP session
Changed MP screens to enable for managers
Tile background now normalized to a 1024 square for memory
Aliasing fixed on Dialog popup
Kerning and aliasing fixed on dialog popup and login screen
Top text on load screen re-aligned after font change (moved up 6px)
Updated HRDF data/scripts
Bug fixes for MP screens
* Refresh button in the game list doesn’t work.
* Empty slots in the lobby say “AI Opponent” (should be blank)
* Liveries are not set correctly yet
* If game list contains just one disabled (in-progress) game, it doesn’t show
* Scrolling in game list doesn’t work
* Start button can be clicked twice (when this happens things break badly)
* Selected track doesn’t display on client machines – needs game attributes transmitted
Loading screen updated to match new font improvement and FE layout
Background_Glow, Linen, and Title Background added to pakfile loading textures
InGameMenu updated for font update
Wisconsin Raceway – add new textures for DinnerShop
Changed file type to non-exclusive
New distance font and graphical polish for FrontEnd
Temporary new background for tiles in the UI
New font (although this is the old bitmap version not used any more)
Missing SMS logo for splash page
Bathurst – Viewer objects added in theXML
Wisconsin Raceway – add new text for CafeShed and Warehouses
New Bathurst export

Build 313 (2/10/12, Manager+)
Pause audio when minimising app in MP mode.
Pause app when minimised and only getting WM_ACTIVATEAPP message.
Online session:
* Fixed assert in server auto-disconnect when a session is left during join.
* Reworked the auto-disconnect logic so that the server manager rememebrs what reasons prevent the auto-disconnect from working, instead of just a lock count.
* Fixed assert in host migration happening after the host has finished loading data needed for the race.
* Switching to lobby and race state will triggrer debug output, displaying the full session information.
* Documentation clarifiaction for SetVehicle().
* Maximum supported online players is now 64 (8 on consoles). The constant has been moved to Multiplayer namespace too.
* Browse dialog shows number of players in the session correctly.
* Added getters to game information retrieved by browsing, to access track and game mode
* Debug output from session enumeration now prints track and game mode for each session
Modified mip offset debug trace tags for better consistency and easier analysis within memory reports
Added debug trace descriptions to specs for lightweight meshes to allow easier debugging of leaks
Additional debug trace info added to lightweight mesh spec, so that it is possible to record the origins of them, rather than just have them called “lightweight mesh” all the time in debug traces
Added checks for valid floats stored to cActor state transform, and stored to/obtained from render bridge by physics render cNode.
Identify player when adjusting AI routing .Constifying new AI systems
Added toggle to disable the reflection system.
Added in code to allow us to be able to specify the pixel format of our emaps
Fix for dx assert caused because we are trying to render reflection maps before the renderer is enabled
Fix for detailed grass being missing
First pass of the reflection rendertasks
Add ValidateOpponentsMenuOption functionality to limit AIs in TT
AI debug rendering enabled via Ctrl-A
Car flicker correction – PhysicsUpdateCallback – ensuring there is 50ms interval in bridged stream 5 samples
Car flicker correction – Shift time -35ms in bridge interpolation, m_safeUpdateTime set to current frame instead of last frame time. Passing gExecTimer value to PhysicsCallback call
Made track and vehicle name lower case for driving line tweakers to ensure PS3 picks up driving line overrides
Apply aero damage only when driving mode full damage enabled
Reduce front and rear downforce when front and rear wing flapping / detached
Fixed row setting for formation driving when in single file
Add gear event when AI takes control in pit lane to notify app of gear change
Changes to pit speed limiter logic
Auto reset cars pointing in wrong direction when driving into pit lane
Push AI vehicle location to HD vehicle at race start
Gearbox damage from an event should not rely on players gameplay flags
If fuel levels come from a snapshot, do not override fuel levels on restart
Bathurst – New AO texture
Bathurst – New textures
First pass of the reflection rendertasks
Pagani Zonda R cockpit textures. Minor rollcage metal color update
Northampton. Merged several textures into one, removed duplicated. Updated AO maps
Wisconsin Raceway – add new text for LargeWhiteHut
New Pagani Zonda R export

Build 312 (1/10/12, Senior Manager)
Pass Audio Handle to the online libs for use by the VoIP system
Added basic VoIP support (Consoles only)
Wet Vehicle additions – sets global parameter for controlling water droplets on cars in rain
Fixed part of the GUI cleanup code to prevent accessing of the end of an array
Remove asserts used for testing
Disabled adjustment of vehicle PhysX actor during switch of vehicle control to AI
Added possibility to read state of vehicle detachable components identified by name on startup
Fix for assert on scrolling text
Improvements to GUIListData building
Animation and some other memory changes (pool selection, memtraces etc)
New AI systems WIP:
* Spline based pathing for AI
* Spline based pathing prediction for player
* AI inputs generation system
* Avoidance / overtaking logic
* Braking / aligning speeds logic
* Debug rendering of spline and passing data
* Internal driver AI tick rate of 50hz
* Track overview system removed
* Tweened data from AIW systems
* Support systems
* Lots of logging and WIP code
AnimationName changes
Add more control over memory usage and change to use hash strings for names
Fixes for scrolling and selection in GUILists
Change to max shader so we can mark road items that can reflect
Disabled ‘quick random’ button for user tier < SM
New Pause and Round Results screen
Move files from the boot persistent pakfile that doesn’t need to be there to free up memory
Music track added: Quies atne tempestatem from the Halcyon Trailer.
Runtime bodywork shader with raindrop system added – first pass version, plus improvement for Max shader with better linearity for droplet density map and removing test params from material export
Additional global parameter added to shaders to allow shared control values for rain droplet behaviour on multiple bodywork shaders
Derby – add new textures for garages floor
Derby – Textures new addition
Added VoIP logging level to DevModeConfig
Moved the weather data out of boot persistent into the WeatherTextures pak
New Derby exports
New Eifelwald export
New Northampton export

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s