LogiForce
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Don't forget Timppaq!
But yeah.... Muahahaha! <does the secret handshake>
(sorry folks... all will be revealed, hopefully even to us insufferable SOBs...)
![Secret-Handshake_o_57237.jpg](/forum/proxy.php?image=http%3A%2F%2Frs1img.memecdn.com%2FSecret-Handshake_o_57237.jpg&hash=b341ff5344171e0cbe93dc137ee8432f)
Don't forget Timppaq!
But yeah.... Muahahaha! <does the secret handshake>
(sorry folks... all will be revealed, hopefully even to us insufferable SOBs...)
Would this be possible on PS4?The ai is ruthless i've been taken out 4 times in the last 5 races. It could be karma though, from all the other games where i've bullied the ai. But heres a full grid
View attachment 236703
We have to wait and see.Would this be possible on PS4?
I honestly don't know in theory yes as the ps4 is a optimised PC and so is more powerful in terms of gaming when compared to mine. However I'm going to do a video today for guys on the ai as something that needs be shown and discussed.Would this be possible on PS4?
There wear 40 odd on the gridI m counting 26 cars on that pic. Last time I checked, the devs were very confident that they can at least achieve a very similar number on consoles, if not more.
Sorry i was watching tusc at the time of typing. I meant to type Road AmericaI think you mean Road America, if Road Atlanta is now in the game even better
Build 822 (06/10/14, Team Member+)
Localisation:
* Many bug and localisation fixes
* More overlap/localisation fixes done
Next-Gen:
* PS4: Load PNG decoder PRX.
* PS4: Weak link to PNG decoder.
* PS4: Adds support for loading PNG's.
Weather:
* WTC tweaks separating emissive and spot light beam variables so I have independent control. spot beams now set to fade off before the sun rises. emissives will appear as they did before.
Effects:
* Added Ranking system to tyretrails
* Additional spot light scaling on water spray effects.
* Code to handle allow us to control dynamic spotlights in the world.
* Upping the number of shader params to something big enough to handle ultra density
* Code for new ultra density particle setting. When set allows us to use new allocation numbers for the effects.
* Water Spray rendering to offscreen rendertarget. Car Ranking system takes into account if the car is on screen or not.
* Code to enforce a car ranking when updating particle effects.. basically un non ultra settings we only allow the closest 8 cars to have particles. With ultra it is 32.
* Added code so that we can specify for a billboard type if we want an exclusive vertex buffer in the psx file.. This is to prevent drop out on certain particle types..(looking specifially at lightning)
* Re-balanced the particle headlight multipliers now that we have a specific material multiplier for spray. This should now mean that spray and other effects under headlights are consistent thoughout all conditions. Local WTC Edits need to deleted!!
GUI:
* Result screen tweaks
* Fixed invert camera appfuncs
* Disable simulate when in MP races
* Added missing applink to locations page
* Fixed applink in 'edit current' menu option
* Updated background and bug/translation fixes
* Tire info now has a background and smaller text
* Added applink to remove the inbox message when zero messages
* Hooked in applink to remove the inbox message when zero messages
* Monitor screen fixes: Fixed camera/name flicker & hightling issues when browsing participants. Fixed up the track status showing on-track, for one instance when player is in the garage.
Cameras:
* Fixing Aries Center Cam to use Cinematic view and removing driver meshes from the cinematic wiev if disabled in options
Online/Multiplayer:
* Made session closed to join unbrowsable on PC. This will make them also unjoinable via Steam overlay and invitations. Added extra code on host-side to refuse new members if they somehow manage to join the Steam lobby while it's already in "unjoinable" state.
Characters/Animations:
* Pitcrew: Resized/Fitted helmet to fit with head vision area
Career:
* Debug test for accolade profile saving
* Career Accolades: Cleared out redundant Accolade data.
* Career Contracts: Formula Gulf contracts updated with new liveries
* Career script per-track IsPreRaceAllowed settings updated to match RaceWeekend
* Accolades now registered with the profile, debug code added to track registration
Physics:
* Renault Clio Cup: Fixed symmetry issues in tire pressure setup.
Vehicles:
* Vehicles: Added real Avon GT3 tires textures
* Vehicles: Added real Pirelli P Zero GT3 tires textures
* McLaren 12C GT3: Added new real liveries setup and new real tyres
* BMW V12 LMR: Steering wheel, Cockpit, Cockpit2 DDS textures. Initial check in. NOT IN-GAME YET
Tracks:
* Eifelwald GP: Tree update (using nords), latest placement update
Build 823 (07/10/14, Team Member+)
Next-Gen:
* PS4: Adds support for render targets in onion.
VR:
* Timewarp fixes/improved Accuracy
* Oculus: Enable switch over to 0.4.2SDK
Render:
* Photo mode expanded to add support for thumbnails.
* Alignment for passing in thumbnail buffers for photo mode.
* Remade math around impostor reflection length, angular length fade added, unified impostor update (it was divided according to ray cast success/failure)
Weather:
* Cloud fade fix for stormy
* Tweaks to the medium cloud meshes and textures
* Cloud tweaks to all relevant wtcs conditions, removing most of left-right component in nmp and mixing in new softer clouds. Remove all local wtcs. WIP.
Effects:
* Missing flare material added
* Fix for flares on Bathurst street lamps (Static viewer assets)
Gameplay:
* Fix participant details index get reset by online sessions (AR-2601).
GUI:
* Fix Warmup applink
* Fixes the career load screen not having data for career infos, from the new career page
* Fix WMD-2122 PS4/PC - ONLINE - Options in ?Filter game by?? menu lacks functionality. Hookup app links.
* AR-2574 Build 816 - Chat - In-game chat can't be enable with publish exe. Fix for other control schemes like wheels.
* Fix WMD-1812 XB1/PS4 - Online - User is able to set ?Number of Laps? for a sprint track ?Azure Coast? Hookup App Links in MP Create Screen
Online/Multiplayer:
* Hide community event leaderboard rows when the board is empty. Fixes nonsense/previous board showing when toggling through empty boards.
Characters/Animations.
* Pitcrew: Wheel mechanic R 02: initial transition from pitbox to action point + animated hose wheel attendant R 02: initial transition from pitbox to action point
AI/Pitstops:
* Changes to starting the script sequence based on PaulsH new pitstop requesting, changed liveries loading.
Career:
* Career Contracts: Most contracts updated with revised liveries and contract teams.
Vehicles:
* Aston Martin Rapide Hybrid: Fixed UV mapping issues
* McLaren 12C GT3: Fixed body dirt setup and Livery names
* Palmer JPLM: Dics UV fixes, LCD material tweak, Light billboards tweak
* Mercedes C-Coupe DTM: LCD material tweak, Added floating lightflare polys
* Radical SR-8: Dics UV fixes, LCD material tweak, Added floating lightflare polys
* Pagani Zonda R: LCD material tweak, Light UV tweaks, Added floating lightflare polys
* Mercedes SLS: LCD material tweak, Light UV tweaks, Disc UV fixes, Made LODB discs, Added floating lightflare polys
* Mercedes SLS GT3: LCD material tweak, Light UV tweaks, Disc UV fixes, Made LODB discs, Added floating lightflare polys
* Pagani Zonda Cinque: LCD and disc material tweak, Disc and light UV fixes, Minor CPIT gaps closed, Added floating lightflare polys
* Pagani Huayra: LCD material tweak, Light UV tweaks, Removed duplicate polys from light meshes, Disc UV fixes, Added floating lightflare polys
Tracks:
* Watkins Glen: Kerbs skids added
* Le Mans: Fixing wmd2197 /added new pitfences
* Besos: New csm for short cuts, texture tweaks and additional wet setup
* Jin Ding: Fixed Ai csm issue on last kerb left side of Start finish straight
* Cadwell: Added new kerbs, 3D armcos, WIP of verges, and kerbs edges. WIP grass and terrain
* Azure Circuit: Added textures for missing big bridge, added textures for gantry, ads and start gantry
* Derby Park: Added rain blockers, tweaked terrain textures, color brightnes, added missing specular and normal
Build 824 (08/10/14, Team Member+)
Localisation:
* Updated English non-achieved descriptions of achievements to match new translations received from P2W (changed past tense to present tense).
VR:
* Oculus Rift: Direct Mode now works (but is slower than extended mode)
* Oculus Rift: Automatically turn off : look to apex, helmet camera leaning and helmet leaning
Render:
* Added full screen flag to video.
* Lightning fork now rendering correctly.
* Further improvement to timewarp timing accuracy
* Impostor reflections for combined rear tail and brake lights implemented
* Disabled call to ovr_InitializeRenderingShim() for now - it's breaking DXGI on some systems.
* Fix for premul render context that was set incorrectly to 'subtract', this has now been correctly set back to 'add'. This fixes the ghost rendering. Jira #WMD-2210
GUI:
* Fix for controller icon on leaderboards. Over 250 icons updated and developer notes removed : WMD-2217
* Fixed a bug in the FE career flow which let you back out of the offer screen without "undo-ing" the new career, causing all sorts of mess.
* Fixed another loophole causing problems with starting career saves. Also corrected he FE text to state "load / delete" for the career saves
* Multiple GUI fixes: Fixed up the end of weekend screen not displaying the correct bonus points, and also discovered and fixed a bug there which always meant the winning race driver was shown as the fastest lap too. Restore the camera state when returning from player on-board. Fixed the driver best lap times to display correctly on the monitor screen. Fixed a crash in the cameras, caused by a null track cam pointer. Added number of championship wins to the score table calculation, used in the championship standings screen. Fixed quick guide in the front-end only ever showing up the current career, it now shows the career which you were last browsing on the event screen. Fixed a bug in the FE career flow which let you back out of the offer screen without "undo-ing" the new career, causing all sorts of mess.Fixed both standings screens not displaying the series name
Online/Multiplayer:
* Do not start playing introduction video if a multiplayer invitation is pending, and automatically stop it if an invite is accepted while a video is playing. Fixes issues with cancellable progress showing up invisible behind the video, especially when launching the game from an invite.
Characters/Animation:
* Drivers: Updated driver textures
* Pitstop crews now use their own LOD definition.
* Changed animation actors to use Animated Meshes instead custom Renderables.
* Chief Mechanic L/R: Twist bone fix; hand pose fix during carapproach animation
Career:
* Added career dialog text
* Per-career save accolade awards/checks/processing hooked into game logic, with fixes for accolade registration and not awarding duplicates. CareerSaves reset, as accolade registration is done when creating new saves.
* Invitations added to per-CareerSave data unlocks/checks/processing hooked into game logic. Debug output and checks updated to help verify data. CareerSaves invalidated with version increase to avoid incompatibility issues.
Vehicles:
* Radical SRX8: CPIT UV mapping fix
* Oreca 03 LMP2: More Alpine changes
* McLaren 12C GT3: Fixed LR tire skin
* BMW M3 GT4: Added team mate liveries
* Ford Mustang Boss: Added team mate liveries
* Aston Martin Vantage GT3: Added team mate liveries
* Renault Clio Cup 14: LCD material tweak, Light UV tweaks, Added floating lightflare polys
* Radical SR3: Dics UV fixes, LCD material tweak, Added floating lightflare polys, CPIT UV mapping fix
* RUF CTR "Yellowbird": Added srcdata/runtime files, updated textures, First export, prepared for export
* Alpine A450 LMP2: More Alpine changes, fixed UVs, updated livery, updated AO, new bonnet and wheels for the Alpine car
* Mitsubishi Lancer Evo X FQ400: LCD material tweak, Light UV tweaks, Removed duplicate polys from light meshes, Disc UV fixes, Added floating lightflare polys
Tracks:
* Silverstone: Latest updates & fixes
* Derby Park: Optimized / polished crowds
* Vehicles: Rain tread #4 texture set, DDS files
* Jing Ding: Added maarbles and rain tunnel blockers
* Watkins Glen: Short added marbles leaves and tunnel blockers
* Azure Circuit: New emisive map, correct specular map, added textures for missing small bridge
* Eifelwald: Updated all TRGs so they are pointing the right way. Fixed gap in the terrain on the long straight.
* Sakitto: Updated timezones which were incorrect. Fixed the incorrect longitude/latitude/timezone settings in the track TRDs (all variations)
* Mount Panorama: Viewer lights update, specular downward blocker added, nightlighting adjusted to comon intensities, readjusted emmisived to new nightlighting
Build 825 (09/10/14, Team Member+)
Audio:
* Ensure any deferred audio deletions are performed before the track exit sync point
Render:
* Impostor reflections: Added tweakable dry road distortion multiplier
* Impostor reflections: Added dry road distortion multiplier and dry-to-wet transition parameter
* When using envmap low settings - the player car diffuse/specular convolutions are now computed from the static emap (fixes the black car in shadows bug using the new low settings)
Effects:
* WTC tweaks for screen dirt
GUI:
* Screen dirt toggle added to Video Options screen (not implemented yet)
* Pitstop changes, Camera changes, Lod fix issued, debug pitstop camera enabled
* Added an assert to the Camera view (crash) so we can catch any future problems
* Watkins Glenn & Jin Ding: Added "track centre" data to TRDs and cleaned redundant reverse track data.
* Oschersleben C Circuit: Updated the text database to fix the temporary "Oschersleben_C_Circuit" naming text
* Nationality entry now has an associated button assignment on consoles. Car Number now the correct color too
* Changes to the flow in game start to allow more precise prerace camera start + altered asq files to fit that
Online/Multiplayer:
* WMD login removal, all done but disabled. If enabled: Startup flow no longer requires WMD login, it checks the game's ownership with Steam and directly proceeds to the main menu. All users have the same access rights as Senior Managers in the game - no cars or tracks locked, multiplayer is available to all. JavaMP is no longer supported.
Characters/Animation:
* Male driver head mask texture updated
* Drivers: Updated player suit driver textures
Vehicles:
* Oreca 03: Fresh export
* Formula Rookie: Added team mate livery
* BMW M3 GT: Custom dirt layer DDS file
* McLaren 12C GT3: Added windscreen banners
* Renault Clio Cup: Added team mate liveries
* RUF CTR3 SMS-R: Custom dirt layer DDS file
* Mercedes 300SEL: Custom dirt layer DDS file
* Ginetta G55 GT3: Custom dirt layer DDS file
* LMP Marek RP339h: Fixed windscreen banner UVs
* Alpine A450: Changed tire sponsor from michelin to dunlop
* Ginetta G40: Added team mate liveries, custom dirt layer DDS file
* McLaren 12C: Fixed AO (All LODS). Fixed Lights UV5 Mapping (noticeable difference between LODA/B headlights)
Tracks:
* Silverstone: Optimized / polished crowds
* Azure Circuit: Related textures, trackstartlight test positions fixed
* Watkins Glen: Slopes disabled puddles, added skidmarks to kerbs, marbles leaves and tunnel rain blockers added
* Monza: Updated TRDs to add override folder , updated placement XMLs to move trees into a single shared XML, added tree override texture set
Build 826 (10/10/14, Team Member+)
Next-Gen:
* PS4: Fix for WaitForUpdate event locking up. Jira #WMD-2370
Render:
* World Matrix CB setting optimisations.
* Fix for random crash happening because mProperties was not properly initialised.
* Paused wet effects on car in tunnels - corrected when CAppWorkProcessor is active
* Impostor reflections: Cleanup corrected - it was causing missing impostor reflections when race was quit and reentered
* Code to allow an additional directional light scaler to the forward rendering of items..setup specifically for particles.
Effects:
* Fix for transition bugs.
* Code so cloud fades are not per cloud but per layer.
* Code so we make the lightning alway try to be on screen when requested.
GUI:
* Hooking up lots of bits of in-game chat lobby screen
* California Raceway: Updated the "No of turns" data to 9 (correct number)
* Changed player on-board camera to always go to the player in cockpit camera
Online/Multiplayer:
* Multiplayer Browse screen list now fixed
Animations/Characters:
* Adding animations for pitcrew to come out of garage on start
Cameras:
* Chase cam: Trying Timo's settings on all cars
AI/Pitstops:
* Adjustments to NavInfo override of best waypoint
Career:
* Social Media updates
* Removed obsolete unlockable items
* Added Career Check Data code to count and verify PerSessionInfo storage limits
* CareerSaveHeader updates when saving, so CareerLoad screen now shows save time and Accolade/HistoricGoals amounts correctly, and it fixes the assert after deleting the current save (trying to operate on invalid data, now uses per-CareerSave data)
Physics:
* Ariel Atoms: Adjusted drivetrain efficiency
* Formula C: Updated AI tire model to get them behaving
* BAC Mono: Safer bump stops and adjusted drivetrain efficiency
* Aston Martin Vantage GT4: Added adjustable rear wing to setup
Vehicles:
* Ford Focus RS: Fixed ambient shadow height
* Renault Megane RS: Fixed ambient shadow height
* Vehicles: Turned up strength of the tire dirt effect texture
* Mercedes CLK-LM: Merged meshes, added materials, prepared for chassis textures (NOT IN-GAME YET)
* Pagani Zonda Cinque: Minor fixes un Interior Cpit and Badges LODA mapping. Reuploading.
* BMW V12 LMR: Added new Michelin tire variation for the V12 LMR, interior DDS texture. Initial check in. (NOT IN-GAME YET)
* RUF CTR3 SMSR: Improved bonnet uv layout, all lods added, ao baked, damage added + bugfixes, ultra model setup
* RUF CTR Yellowbird: Added damage, cockpit animations, fixed CPIT holes, added missing textures, cockpit animations added (NOT IN-GAME YET)
* Aston Martin Vantage GT4: Fixed wing mapping, finished 2 real liveries + body dirt, added finished real liveries, updated body template, added rear wing
* McLaren F1 GTR 1997: Windscreen reflections dds texture - empty PLACEHOLDER texture, , wheels dds texture, misc dds texture, lights dds texture, brake disc dds texture, windscreen banner dds texture, badges dds texture - new textures, initial check in (NOT IN-GAME YET)
Tracks:
* Azure Circuit: Added textures for hut types
* Mount Panorama: Puddle reflection tagging (all scenes)
* Lakeville Raceway: Added sitting crowds, initial placement
* Cadwell Park: Updated the TRD to fix the issue of practice being locked to fix issue WMD-1032
* Watkins Glen: Tyrewalls - fixed loda added lodb, tweaked occluders, tweaked lod values, new set of viewer placed files, reduced overall count of 3d trees and replaced with the faster rendering ones, ticked env and reflections settings
* Oschersleben: Fixed glass tower, new metal/glass part created, added interiors for ground floor/ fixed mainstraigth tribune, fixed terrain around it, fixed varoius issues with emm on some assets,huts,pitbuldings, paddock, fixed emm map and mapping, updated vt ligths, fixed seats on big stand, fixed sec roads trackedgs, added ded spec map, fixed del moved some static/inst vt stuff, added missing light file for anhalt c circuit, added missing crowds lod file, tested
Here's the weekly report, some exciting things are coming out soon.
It'll look fine. we've already seen the X1 version.Waiting to see how the Xbox One version pans out. If it looks acceptable I'll get it.
I quite like being one a few to have it, i just hope the community isnt ruined as there are all really nice and friendly and i dont want the masses to ruin that.Only a month from release
Don't get the feeling the hype train already left the station though when i check back here. Promo campaigns coming soon from SMS? I hope they make the best of this pre release period as this game has great potential 👍
Only a month from release
Don't get the feeling the hype train already left the station though when i check back here. Promo campaigns coming soon from SMS? I hope they make the best of this pre release period as this game has great potential 👍
True, but if it lives up to expectations (and i have good hope), i do hope SMS makes a nice profit which they can use for developing future PCARS games.I quite like being one a few to have it, i just hope the community isnt ruined as there are all really nice and friendly and i dont want the masses to ruin that.
Gave in an preordered the vg t300rs from amazon - should be at my place by the end of October pending anymore delays from Thrustmaster..
http://www.amazon.com/Thrustmaster-Officially-Licensed-Feedback-playstation-4/dp/B00O8B7D02/ref=sr_1_2?ie=UTF8&qid=1412972875&sr=8-2&keywords=vg t300rs
Have Project CARS on preorder awhile back..
Bring it on!
When did that become available for pre-order? I've been looking for weeks and all they've had is the T500 RS. Regardless, thank you. I've pre-ordered it as well. 👍
no, we havent it is bandi namcos hands not sms im afraid.When is PCARS Limited available to pre order in US?
Unless there going to be a extra code later on for the regular edition to earn the limited edition cars.. any clue?
no, we havent it is bandi namcos hands not sms im afraid.
I've also done a video on AI its not great as its my first one but it gets the job done