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#301 | |
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Agent Of The Secret World
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Re: Игровая индустрия.
Build 141 (30/1/12, Team Member+) Disable visual steering wheel prediction FFB progressive slip updates for understeer improvements Protect against no vehicle details having been set for player when doing seat adjustments Take direction into account when validating quick race track selection WIP - subtle FFB engine vibration (enabled on Logitech devices for now). New profile required Input Lag updates Added F1 menu item for Render Bridge Interval Legs/fingers micromovement Updated the TRDs to have appropriate "Setup Group" data (Circuits/Karts/Test Track) SuperKart: cockpit display added Seatbelts and face rig added for Driver Ariel Atom: new collisions finished, WIP ambient occlusion Massive update to the UI (see UI Engineering Thread) Corrected maximum opponent count. Decimal places added to Tire Pressure in advance of Steve reducing the number by 100 Set quick race grid position to random (may change depending on WMD poll result). Car Setup on main screen swapped over to Options instead Increase grip of drains and astro turf. 1st pass textures Belgian Forest Deleted desktop and start menu Wip Lag shortcuts New Connecticut Hill exports New Belgium Forest export Build 140 (30/1/12, Senior Manager) Added callbacks to modify setup visual values Remove hardcoded max participant numbers in special effects code Validate quick race menu options when changing track Driver paddle animations, idle finger animations -new 1pv 3pv , in out sets, adjusted with local layers for better manipulation Driver helmet skin cleanup + visor bones added Driver rig export + face rig + seatbelt rig added Moved the starting point for the rolling start for the TT event on Bologna. Player now takes control just before the 90 degree turn before the S/F straight. Allow 32 participants in quick race again Add 1st pass textures for Belgian Forest asset New Bathurst export New Northampton export New Caterham export Build 139 (26/1/12, Team Member+) Added shortcuts for pCARS_WipLag.exe Tweak FFB self aligning torque algorithm Added handling of some extreme cases in AI driver steering computation to avoid invalid float value results Fix for debug rendering under DX11 - the internal shader was failing to compile, causing a crash when used with the input graph Constant force balancing work FFB updates to constant force Further FFB self alignment work Allow AI at Belgium Forest New WDF file based off Bologna at Belgian Forest Skinning and materials tweaks for driver Increased the leaves density in one of the zones at CH All LODs finished, minor polishing to the car, vertex AO baked on LODs Caterham New Kart physics for the new low speed (<13 m/s) tyre model fix. The 126CC Kart was adjusted at Glencairn. The New 250CC Super Kart is a high speed track Kart so was created using Bologna to test. Both Karts were tested with 360 deg lock Tweaked AI grip and slip angles to make it somewhat drivable for the AI. Super Kart tyre New Caterham export New Leonus F86 export New Bathurst export New Belgian Forrest export New California Raceway export New Northampton export Known Bugs with WIP Lag Exe version 1. Alt-tab instability. 2. "Unsmooth" visual steering wheel on all systems (not the thing Remco reported). 3. Jerking/flicking steering wheel on some systems (this is Remco's/vik's). 4. Camera glitch when pressing escape to pause. 5. Gamepad steering smoothing broken. 6. Live lap timing tab control intermittently broken. 7. Visible steering wheel option broken for cars with "info" steering wheels like the LM11 and Formula B (it's always on, although driver arms don't show if you have the option set to off). Build 138 (26/1/12, Senior Manager) Default ffb spring coefficient set to 1.0 on custom/TM wheels Re-instate driving line support. Get auto gear box metrics from the local driving aid data Added pit speed limiter state override when in pit lane Set initial vehicle path based on spawn location FFB - centre spring increase FFB pneumatic trail fix for constant force code Bologna map checked in Particle zones added for leaves in the CH GP Dropped engine inertia per forum feedback. Ariel Atom, Mugen and Caterham 500 New liveries for the Caterham Add textures for stands (California Raceway) Asano LM11: fixed steeringwheel pivot Superkart added to the game Fixed thumb and skin on driver New Bathurst export New Ariel Atom V8 New Asano LM11 TDX export Enabled E-brake to streetable cars. Set to 75% power. All 3 Ariel Atom versions, Caterham 500, Gumpert Apollo. Change Ride height adjustment granularity from .25mm to .50 mm. Fixed ride height rake on a few cars. Cars changed: Asano TC, Asano LMP, Formula B, GP1977, GP1986, Racer 4, Racer 8. Build 137 (25/1/12, Senior Manager) Removed old slider code specific for ride height, fixes inverted ride height display Front and rear tyre slip FFB work Front and rear wing invert display in setup screen Disable fake particles thrown at player car when it is behind an AI car, as they look crap currently FFB updates: fixed loss of spring resulting from rear wheel longitudal slip, increased spring during forward weight shift, increased power to constant resulting from vehicle yaw, also modify constant based upon terrain type. Tested with Formula B and Caterham at Connecticut Short with G27. Minor tweak to FFB weight shift code. Also default average weight to 1.0f Ariel Atom: updated collision for all three with better fitting shapes. Wheel-tire shapes will be removed once wheel to wheel collisions are enabled. Updated hands pose, steering(±120º) -latest rig/skinning updates merged New physics for the Leonus Cars. Changes made along the line of the latest direction in tyres. GT driver checked in for the TDX Full liveries for the Kart Build 136 (24/1/12, Manager+) Added caching of old leaderboard ranks. Once GUI files are updated, the ingame leaderboards will automatically start displaying rank delta since 24 hours ago below the current rank. Update patch number to be available for team members Enable HUD track map tech for future track maps Ariel Atom: New ambient shadows and Ultra detail settings for Mugen and V8 Paint UV mapping update on the Kart Ariel Atoms: reduced max steering lock to prevent suspension from exploding Northampton texture update Changes to the base cooling of race slicks. Dropped the initial temps to 20c and the sensitivity to being under temp by 3x. Also removed some grip and downforce of the Formula B along balance to suit. Cars affected: Formula_B, Asano LMP, Asano TC Removed profile deletion from the patch Build 135 (20/1/12, Team Member+) FFB updates. New spring code, revised rumble strip effects, effects can now be modified by F1 menu. Expose opponent type selection to GUI. T500RS wheel spring forces enabled and functional (may require some tuning) Ariel Atom: All suspension animations finished Reduced motion blur a little. Caterham: New liveries added New physics on Racer cars based on the new tyre direction. Dropped main grip / increased sliding grip. Also even out front and rear base grips and staggered the load sensitivites. Misc chassis balance changes to suit. Darkened race groove a little. New export of California Raceway Build 134 (20/1/12, Team Member+) Fix for NULL deref that can occur if the stats callback occurs after loading is complete Ariel Atom Mugen: fixed halfshaft bone orientations Bumped all vehicle versions ready for stat wipe More detail changes to the Ariel Atom models. Mostly braking balance, aero drag and a bit more work on the tyres base grip vs sliding grip amounts New exports of Northampton circuit, Ariel Atom 300 and Mugen Build 133 (19/1/12, Senior Manager) Removed hard-coded sync instructions which caused stuttering on DX11 front end Livery names set back to colour names until liveries are checked in on Caterham New Atom 300 liveries New changes to all 3 Ariel Atom versions. Same as previous cars featuring new direction with the tyres and any balance changes need to suit. More control over the peak with a bit more sliding before the peak New Formula B. Lots of detail changed besides the new tyres. Aero drag a bit too high so re adjusted that down. Also the top gearing was dropped to match the default aero setup better. The brakes were overheating so revamped the cooling parameters and default duct settings. Tested at 360 degrees lock Slight tweak of the grip for less understeer on Asano X4 Updated pixel shader input Tweaks to brakes, aero and gearing, Formula B and Asano X4 Tweaks after driving the Leonus F68. Mostly dampers. Removed alot of the slow speed damping and made the high speed more promonent New Connecticut Hill's export New Bologna export New Bathurst export Northampton added to the game Build 132 (18/1/12, Senior Manager) Fixed the FFB gravel state not working correctly Atom V8: template fixed (added air intake front) Livery names update Fix: RIG: bone name corrections Atom V8: new collision meshes Atom 300: QA checks and fixes on all 3 versions. All 3 are Beta1 now Build 131 (17/1/12, Manager+) Minor FFB yaw and bump tweaks Some jolt ffb changes reverted 1Reduced client-side stat & leaderboard cache duration to one minute Fix for graphics config, whereby it would fail to match up a requested mode in certain circumstances New Gumpert export Added 10% more brake torque to each wheel of the Asano Some new physics. Change to allow more sliding by dropping the base grp considerably, and leaving the sliding grip higher. Also change cornering stiffness and braking stiffness to get the right feel. Lossened the differential up Leonus F68 Added more accurate cut tracks. Left somewhat liberal for curb use up En Rouge and in some of the faster corners with larger runnoffs as it dosen't affext lap times really. Also added 36 start spots to match a new start graphics placed by the artists Build 130 (16/1/12, Senior Manager) FFB updates: raised gear change and brake slopes for balacing reasons. Reduced jolt levels and other constant forces that were too strong. Fixed problem with sudden unexpected force throwing the car off its driving line. Fixed the collision/impact force which wasn't working. Added steering weight when in gravel. Players MUST press Reset in their controllers panel or start a new profile. Tested on Logitech G27 with 100% Logitech force, 360 degree rotation, 75% in-game controller strength. Reduced the level before the sounds become virtual, so low RPM/offload engine sounds stay alive even when all volumes are set to low. Also removed the optimisation from PC as the AI swapping is smoother and the cost is minimal. FFB yaw force increased Ariel Atom: fixed axis alignment of halfshaft bones. increased droop travel to align things correctly Ariel Atom 300: Ultra detail now uses chassis_lodx and ignores interior New changes in an attempt to get more sliding grip once over the peak as noted by Ben Collins. Also balance changes to each chassis if needed. Gumpert also got the grip and downforce lowered. Cars affected with this release: Caterham R500 Asano LMP2011 Gumpert Apollo Vehicle list: Ariel Atom V8 added Ariel Atom 3: better fitting ambient shadow Build 129 (13/1/12, Team Member+) Added a checkbox to clear your profile to the installer, PLEASE LEAVE THIS CHECKED FOR THIS BUILD, AS PROFILES NEED TO BE DELETED.... - please note: graphics config files are not being affected, so you won't need to reconfigure your graphics Wheel convex shape vertices are precomputed on startup Number of sides to approximate the wheel can be specified by integer, to allow for precision control e.g. machine speed Freecam rotation now scaled by tan of half-FoV so that zoomed in movement feels appropriate rather than being over-sensitive Added livery selection FFB tweaks based upon early feedback (reduce centre spring under driving straight line, boost fine detail a little) Dialled a little more weight back into the centre spring Caterham R500: Ultra LOD settings file Ariel 300, ultra detail: ignore chassis mesh until we reoranize the models Formula B: reorganized models to allow Ultra detail level New Formula B export New California Raceway export Build 128 (12/1/12, Senior Manager) Calculation and display of potential best lap time and corresponding live delta Changed free camera nearZ to 0.1m (was 1.0m) Fix for app-exit crash when asynchronous stat upload is interrupted Added protection for null response tex Ariel Atom: WIP Ultra LADX suspension skinning Hide the Lap Info pages when in minimal HUD mode New Bathurst export Build 127 (11/1/12, Senior Manager) Disabled sky boost until we can reduce the impact on surrounding areas Input: Fixed handling of multiple controllers Ultra highlevel cars for Ariels Higher emap factor to help with bluey sheen Bodywork2 emap factor set to 0.8 Data changes to get wind buffeting audio working for open topped cars (can be heard with the Caterham R500) Build 126 (10/1/12, Manager+) Filter out duplicate DX11 video modes that have identical integer refresh rates Add predicted position to hd vehicle during rolling starts Fixed physics DoubleBuffer class template to be thread-safe Added max springiness and lateral stiffness per tyre / axle to be passed to tyre deformation code Envmap sky boost. This includes F1 menu editing (can toggle on and off and modify the multipliers), and support for reading the values from the WDF files PC installer. Made pCARS to append default folder to non-default install path when using browse New export of Bathurst Build 125 (9/1/12, Senior Manager) Fix for incorrect mouse position in DX11 Updated Caterham Client Vehicle version |
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#307 | |
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Guest
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Re: Игровая индустрия.
развлекись с ним, ну ты понел
![]() Добавлено через 4 минуты Хуня это все, те же экшоны вот по сравнению со старыми просто небо и земля, тут тебе и графон, и искусственный идиот, и разрушаемость, и омфг кинематографические сценки, и перекаты с укрытиями, и прочие крутые штуки, которые раньше просто НЕ МОЧЬ БЫТЬ. Добавлено через 4 минуты У меня вот например нету автомобиля. И гоночного тоже нету. Мне вот могли 10 лет назад сказать в каком-то там нфс, что тут ваще все как в реале, супир физика, просчитывали все четко, технологиями нового поколения, еба. И я бы поверил, чо. И сейчас вот они это говорят. А мы им должны верить только потому, что типа уже несколько лет прошло и технологии как бы само собой разумеющимся образом шагнули вперед, поэтому эмуляция выросла не менее чем на 9000%. Да херня это, а для обычного пацана, как я, только графон лучше стал. Последний раз редактировалось Jagar; 01.02.2012 в 18:42. Причина: Добавлено сообщение |
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#314 | ||
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Status Quo
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Re: Игровая индустрия.
РПГ. Раз пройти можно. Графа там ничего так...
Добавлено через 2 минуты P. S. Качнул Сакред 2. Вот же ж унылая херня. ![]() Добавлено через 2 минуты
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Последний раз редактировалось Фрилансер; 03.02.2012 в 09:39. Причина: Добавлено сообщение |
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