in data 11-05-2012 03:17 PM
Ecco cosa ofre la nuova build del gioco.
Build 211 (11/5/12, Team Member+)
NEW PROFILE REQUIRED
Do not shift into neutral when stalling and using manual gears
Disable crash recovery for all cars
Fix in final builds not saving out texturing information for skys
Harrison Pike Raceway - Add new textures for video wall
R500 and BAC Mono: revert tire force reduction in favor of a true FFB fix
Palmer JPLM: suspension animation runtime files. All LODs fully skinned
BAC MONO: Added new liveries
Besos foliage snapped to ground
Besos texture updates
Kart01: fixed 'gear_to' hand position, and offsets in cdv,cdp
Added applinks for the new Helmet and Speed Sensitive FOV options being added
Pagani Zonda R - Removing un-used placeholder interior texture
Harrison Pike - added white line textures for the build
New AIW for the new track and objects - Harrison Pike. Fixes most AI issues
Dropped final drive for better Harrison Pike gearing. Updated AI tyres for more straight line stabilty. Stockcar oval
New Palmer JPLM export
New Besos exports
New Loire export
New Harrison Pike export
Link resto notizia..http://www.spaziogames.it/notizie_videogiochi/cons
in data 26-05-2012 10:47 AM
Ecco csa ofre la nuova build.
Build 221 (25/5/12, Team Member+)
Increased number of LODs allowed from 3 to 4
Updated processing of terrain triangle edge collision constraints, which don’t satisfy the removal condition. Such constraints have primary axis adjusted to be equal with triangle (i.e. terrain surface) normal
Game manager WIP:
- Added GameManager class, responsible for creating/joining/leaving game sessions and maintaining their state + member information
- Added GameAttributes class, keeping game session attribute state (also used when creating or searching for sessions)
- Implemented low-level join, create and leave requests and response handling.
Ghost system:
* When a stat is uploaded and a ghost is not requested from the server, the ghost system will be informed about it, so that it can remove the data from memory (which it was keeping for the case it’d be needed for upload)
* Made Ghost manager’s physics callback a member function.
* Recorder now remembers whether or not the recorded lap is the participant’s best track or event time, so that it can later decide what to do with it
Ghost system:
* Runtime ghost format is now copyable
* Recording buffer no longer inherits from runtime recording format, instead it encapsulates it. This makes it possible to transfer ownersip of the recorded data
* Added functionality to save a recorded ghost to the local cache, replacing any previous (slower) version of the user’s ghost on the same track
* Added management of in-memory ghost data, including locks that keep it in memory while other tasks need it.
Ghost system:
* Added a define that I use in development to enable unfinished features (that may not function properly yet). The define is temporary and will be removed once the ghost system is in a more complete state
Removed experimental heating and pressure
Labels added to FOV and Min/Max Speeds sliders on Camera page
Added new Harrison HUD map
Added new Memphis HUD map
Tweaked pitlane on the HUD map for Harrison Pike
New Sakitto AIW’s for the new geometry changes. Updated grid sizes to 46 for the GP and East layouts, and 30 for West layout
BAC MONO: livery19
Added Delaware ‘temp’ icon for testing
Updated Memphis HUD map
Added placeholder track map for Delaware
Harrison Pike Raceway – add new textures for safer zone
New logo added for Delaware
Removed clutch position from CDV for specific cars, that are operated by 2 pedals during race
Added plms’ overcast, moved mine to heavy cloud. added cockpit exposure values back in from old wtc although they only work on helmet now
Ariel Atoms: engine braking adjustment to control lift-off oversteer
Added Loire National HUD map
Console specific settings for lens flare intensity
Stockcar90: Added red wheel variation
New Harrison Peak export
Link resto notizia..http://community.eu.playstation.com/t5/forums/repl
in data 01-06-2012 10:04 AM
Ecco la lista completa delle nuove auto che devono arrivare su Project CARS.
1966 Mustang 2+2 fastback (foundation trade dress for 1966 Shelby GT350)
1967 Ford MK IV
1972 Escort RS1600
1980 Capri (Group 5 – Team Zakspeed)
1988 Sierra RS500 Cosworth (Group A)
1997 Mustang Cobra (SCCA Trans-Am)
2012 Fusion NASCAR Stock Car
2012 Focus ST
2012 Focus ST (BTCC)
2013 Falcon FG (Australian V8 Supercar Car of the Future)
2013 Ford Shelby GT500
Link resto notizia..http://www.spaziogames.it/notizie_videogiochi/cons
in data 02-06-2012 12:36 PM
Ecco cosa offre la nuova versione di Project CARS.
Build 226 (1/6/12, Junior Member+)
Fix for ps3 compiles
Fix for the broken track select navigation. SetMenuAutoScroll and SetMenuScrollOnlyOnClip needed set for the location and map screen menus
Code fix for menu data flag issues in car setup screens (similar to track select fixes)
Ghost system:
- Ghosts will be recorded (and potentially saved and uploaded) in all game modes, to mirror the behavior of stat uploads
- Lap Data Header chunk contains information about bit precision used for the data stored in the Lap Data Stream chunk. This makes the compressor more extensible for the future and increases backward and forward compatibility of the data format
- Reordered fields in the Lap Data Header chunk.
- Ghost player sets up participant for the ghost that is supposed to be replayed in the race
- Ghost participant is set up with the correct upgrade specification (fixed a bug where physics and render specifications were mixed up).
Belgian Forest – update trees and crowds for new inner terrain
Additional Track Photos submitted by the WMD community
Caterham R500: camber animation source files added
Palmer JPLM: added TM hotlap contest livery
BAC Mono: Tiny UV fix
Caterham SP300: added CPIT meshes, prepared for 1st export, fixed various issues
Updates on textures of Harrison Pike. Rescaled , replaced polished up
Added missing strings for the Tuning Slot screens
BAC Mono: texture tweaks
Ariel Atom – Added LODD meshes to all 3 cars
Caterham sp300r : animation pack1
Added helmet view for 70′, 80′ and stock
Sakitto: new textures for kartbuilding
Stockcar90: Added 2 more liveries
X4: LODC reworked, LODD added
Additional textures for bathurst
X4: fixed damage on LODC and LODB, LODD refined rear a bit
Basic_windows shaders modified to use a parameter to scale the emissive strength – this is so that a wider range of effects can be achieved without suffering from texture banding issues
New Thrustmaster Static Adverts for Thrustmaster Sakitto Event
Grid texturemap bologna
New Emmissive maps added to tents and vendors assets
New Emmissived added to Illuminated Trackside Trucks
New Dynamics Scene for Sakitto GP
Caterham SP300: added livery 01.02 names
Sakitto_GP Thrustmaster event dressing
Caterham SP300: added new black rim
Caterham SP300: added new livery
Separated VSOUTPUT and PSINPUT in cloud_model.fx to allow for centroid usage (PS3 doesn’t like it on VSOUTPUT)
Thrustmaster specific textures .dds files
Sakitto – Concrete Barrier Fix for Thrustmaster event
New BAC Mono export
New Caterham R500 export
Caterham SP300R added
New Bathurst export
New Belgian Forest export
New Harrison Pike export
New Satikko exports
Link resto notizia..http://www.spaziogames.it/notizie_videogiochi/cons
in data 09-06-2012 04:25 PM
Ecco cosa ofre la nuova versione di Project CARS.
Build 229 (8/6/12, Team Member+)
OneSock threading fixes and improvements:
- Added OneSock lock used to synchronize access to all data shared between OneSock and main threads
- Replaced unreliable usage of volatiles in OneSock lib by proper locking. This fixes OneSock synchronization not working at all in some cases, especially on consoles
- Replaced class-specific locks in Authentication lib by OneSock locking where appropriate. This fixes deadlocks when OneSock and main threads try to access the same resource at the same time
- Fixed several issues in wip hybrid protocol implementation
Ghost system:
- Added GreenLight callback to ghost players.
- Downloaded ghosts will be enabled when the race starts (and sit on the start line until the player crosses the start line), instead of appearing only when the player crosses the start line
Live Delta Potential Lap code improvements to help with a few issues exposed by Winsconsin Raceway
Updated skipping the player’s vehicle driveline integration during rolling start, so that wheel fibers remain executed and steering column torque is calculated all the time
Ping rebroadcaster regularly while in a game session. Update current, recent average, highest short-term average and all-time average ping statistics. Pinging the rebroadcaster also lets it know our public IP for NAT punchthrough purposes
Memphis – add new textures for stands
Added additive technique to basic shader
Removed duplicate entry from force feedback tweakers config file
Derby – new dynamic xml file, added cones
Fix for white flashing square bug (tyres shader was missing some normalization on the calculation of the worldnormal)
HDR modes other than photographic exposure were missing a luminance calculation which was breaking FXAA in thoese modes
Sakitto:New textures for fairground assets
Concord initial dynamic objects to make inner Circuit entry more visible
Concord Oval: New compete AIW First pass. 36 pit and start spots
DX11 fix for black silhoette around cars bug
Remove Azure Circuit for now until loft improvements are more progressed
Memphis – add new textures
Stockcar90: livery fixes
Caterham SP300: added new livery
New Delaware Map added
New Concord Map added
Added new track map icons for Glencairn
Updated to new map for Delaware
Concord Circuit – updated name to remove underscores in Menu
New Concord exports
New Derby exports
New Memphis export
New Sakitto exports
Link resto notizia..http://www.spaziogames.it/notizie_videogiochi/cons
in data 10-06-2012 12:05 PM
P. CARS non avrà alcun abbonamento mensile per giocare online, in quanto alle versioni per console, le stanno già sviluppando ma non le rendono pubbliche al contrario delle versioni per pc per svariati motivi, è ovvio che la grafica che il gioco avrà su pc che supportano dx11 non potrà essere riprodotta sulle console, ma vi assicuro che rimarrete soddisfatti
Anche la fisica sta facendo salti da gigante e gli impatti sono migliorati moltissimo. In più un paio di giorni fa si è aggiunto il COO (Chief Operating Officer) Michele Pes, che si occuperà di svariati compiti, tra cui il marketing del gioco. Fonte: me stesso, in quanto investitore del gioco
Se volete sapere altro io sono a vostra disposizione!
in data 15-06-2012 05:49 PM
Ecco cosa offre il nuovo aggiornamento di Project CARS
Build 234 (14/6/12, Team Member+)
Added more p2p logging
AC metropole building textures checked in
Northampton ‘Wing’ textures checked in
Cars.lod simplified and prepped for LODD addition. C->D switch to be updated when all cars are ready.
Lotus 49: removed fake wings. New default setup with wide tuning ranges to try and handle the loss of downforce. Could certainly still use some tuning work
Added Formula Rookie car
Bumped version of all vehicles for Friday’s stat reset
Formula Rookie animation pack1 + gear to animation
- tweaked roof camera to show driver helet + hands on wheel
- lowered cockpit camera position to match better with driver eyes level
Belgian Forest Circuit – add new textures for Kart Building and WoodenHut
Formula rookie animation, right hand with tighter grip on wheel .
Belgian Forest – add new textures – stavelot buildings
Lotus 98T textures: restored real logos on textures
Lotus 78 textures: restored textures with real logos
Added few more temp barriers from casino square to tobac corner for azure circuit
Formula Rookie: statistics file created and added
AI disabled at Azure Circuit until working AIW is available
Lotus 49: steering ratio lowered back to previous setting
Azure Circuit : updated sction exiting tunnel for new armco. Hand edited raceline and corridors
Lotus 78/98T textures: replaced GripYeah tires with GoodYear
New Ariel exports
New X4 export
New Lotus 49 export
New Lotus 78 export
New Azure Coast export
New Belgian Forest export
New Northampton export
Nel link sono presenti le immagini delle nuove auto che hanno aggiunto.
Link resto notizia..http://www.spaziogames.it/notizie_videogiochi/cons
Notizia 2
Con i futuri aggiornamenti per Project CARS aggiungeranno le nuove monoposto su licenza Lotus.
Ecco la lista.
1962 Lotus 25 (Formula One car)
1965 Lotus 40 (open-top sports car)
1965 Lotus 38 (Indy 500 winner)
1967 Lotus 49 (Formula One car)
1970 Lotus 49C (Formula One car)
1967 Lotus 51 (Formula Ford car)
1968 Lotus 56 (Indy Car)
1970 Lotus 72 (Formula One car)
1977 Lotus 78 (Formula One car)
1986 Lotus 98T (Formula One car)
Link resto notizia..http://www.spaziogames.it/notizie_videogiochi/cons
in data 22-06-2012 05:47 PM
Ecco cosa offrirà la nuova build di Project CARS.
Build 239 (22/6/12, Team Member+)
Online source structure cleanup, WIP:
- Added generic "OneSock Task" interface.
- Sockets now implement the task interface.
- Replaced socket list by task list class.
Online source structure cleanup, WIP:
- Changed CSProtocol to a task instead of inheriting TCP socket
Fix for skydome not rendering correctly when using envmap boost.
Fix for dynamic maps not rendering correctly on PC
Ref lighting added to correct wtc slot
Static file-updated temp barriers from casino square to tobac corner for azure circuit
Track Textures- New temp kerbs texture for Azure Circuit, first revision
WTC and night sky changes to boost ambient levels between night and sunrise/sunset. pc and console specific textures for the starry sky now dxt5 rather than l8 as it has colour
WTC update for night ambient
Azure Circuit: Hand edited newly modified areas to get the AI through without hitting armco's
Track textures-Added new road textures for Azure circuit, first revision
Belgian Forest - updated viewer trees for pit areaBelgian Forest - fixed issues with missing trees texture - swap wrong models
New Formula Rookie export
New Azure Circuit export
New Belgian Forest export
Link resto notizia..http://www.spaziogames.it/notizie_videogiochi/cons
in data 30-06-2012 07:33 PM
Ecco cosa ofre la nuova build di Project CARS
Build 244 (29/6/12, Team Member+)
Fixed more typos for live variable MinOffPathWetness name
Fix SubTick to use dt instead of mDT
Added Ctrl-D and Ctrl-U debug rendering pages for new dynamics
Online source structure cleanup, the last big chunk:
- Moved all Dedicated Server and Session/Game Management classes from Authentication to OneSock
- Changed interfaces of all moved managers so they are no longer PC-only
- Console implementations are empty so far
- DS and Session Managers no longer send messages to the Application queue, they report state changes and updates by registered callbacks instead
- The Online layer (currently still in the Authentication library) implements the callbacks. For now the callbacks just send events to App (98% compatible with previous version)
Fix for FE condition not getting set up.
Race audio is muted when replays are going backward, to avoid the audio artifacts that were appearing
Add loading screen applinks for track image, logo and map
Lock out both tracks and vehicles not supported based on server versions
Updated testing code to match Online refactor changes
Integrated some CLs for Car Preview
Tidying up some test code for car preview
Additional submission for car preview (non-functional in game yet)
DX11 specific fix, enabling CPU to modify a texture – the black transition texture was being created internally and written to by the menu code, but didn’t have the correct settings to allow this. In DX9 it ignored it, but in DX11 it asserted
Belgian Forest: New bake
Belgian Forrest:Fixed nmp to display correctly
Removed textures no longer used in wtc. console specific also
Engine braking adjustment for Asano X4, Asano LM11, Caterham R500, Formula A, Formula B, Palmer JPLM, Lotus 78, Lotus 98T, Racer L4, Racer V8
Vehicles: Now using LODD at 50m+ distance
User interface – Updates and fixes to the Login, MainMenu, Quick Solo, Track Select, Loading, Pause, Instant Replay, Event Complete screens and new web shortcuts to our social feeds, and the WMD Portal
Pagani Huayra textures. Diffuse texture update for chrome and glossy metals
Added new temp conc wall barriers textures for Azure Circuit, first revision
Static file-Removed some temp barriers around the anthony noghes curve, Azure circuit
Lotus 49 textures. Darker diffuse for better chrome and very glossy metals
Formula Rookie: added new livery
New Northampton pit area textures
Azure Circuit. small changes for the new loft tweaks
Add loading screen applinks for track image, logo and map
Belgium Forest – updated trees and crowds for new terrain
Hide loading screen track map, logo and image to make pop-up less noticeable
Physics settings for ambient and track temps added, as well as wind speed
Modified lightmap shader to ensure it cannot possibly result in a divide by zero. This reduces the maximum light strength possible to 100, which seems plenty strong enough to me
Removed some pakfile entries which are in the bootsplash phase and permanently loaded, so not needed elsewhere. This is the cause of the pakfile assert which occurred in debug builds
Placeholder sky texture added
Fixed update tool launch for profile removal using temp files
New Atom Mugen export
New Azure Circuit export
New Belgian Forest export
New Northampton export
Nel link sono presenti le nuove immagini del gioco.
Link resto notizia..http://www.spaziogames.it/notizie_videogiochi/cons
in data 03-07-2012 09:38 AM
Ecco cosa offrirò la nuova build di Project CARS.
Build 245 (2/7/12, Team Member+)
Anyone who is using a work around of old data and new .exe. Will have to replace the files back to the way they were on 244, or do a full uninstall, re-install, then install the patch.
Adding changes to render bridge to allow recording of debug information to a binary log
Modified render bridge logging system to allow writing to user folder (along with graphics configs etc)
Added call to dump raw data from render bridge
Added command line arg to wait for tweakit connection
Modified render bridge logging to pass in project subfolder
Integrate changes to switch car preview when car is selected in quick solo
Fix for game freezing when pressing start
New FE garage with corrupt meshes fixed
Added support for misc scene exports for menu background
Generic materials. Renamed carbon_gloss material to paint_carbon_gloss
Formula B: added missing mirrors to wireframe/template
Loading Screen – improved weather icon for Partly Cloudy
Changed direction of arrows for Concord and Chesterfield MAP files
Added camera files back in for menu background
Formula Rookie: added new livery
Removed background video so 3D scene is now default
Nel link sono presenti delle nuove immagini del gioco.
Link resto notizia..http://www.spaziogames.it/notizie_videogiochi/cons

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