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C.A.R.S - Community Assisted Race Sim

Pohvalno , narocito ce starije bendze da budu zanimljive za voznju. Jos samo kada bi se listi pridruzio M3 E46 :p
 
A gde je kilometarski post sta valja od ovih automobila i koliko ce moci/uspeti verodostojno da ih prenesu u igru? :D
 
... koji su ti likovi pokrali i napravili sopstvenu igru sa sve Porse licencom. :D Interesantan obrt cele price uz naravno nezaobilazno parnicenje.
 
Zbog toga se toliko dugo razvijala u tajnosti :d Al porse ne da zna da prodaje licencu nego zna. Prvo prodao exkluzivo EA na 10ak godina , ili tako nesto za NFS ,a sada ovo. :p
 
Kada se ocekuje ova igra, ili nesto sto ce biti blizu zavrsenog projekta? Sto se mene tice grafika me apsolutno ne zanima, mogu da budu automobili kao kocke, moze i tekstualni prikaz u smislu to i to se desava (kisa, noc), jedino je vazno da se to oseti u voznji. Mada, nije mi jasno to svaki auto ima "svoju fiziku", mislite na parametre neke, jer, fizika je fizika, ili bi trebalo da bude, makar ono sto moze da se simulira u nekom programu.
 
Pa valjda razlicitu fiziku imaju jer nemaju svi isti osovinski razmak sirinu poziciju motora itd.
 
Pa valjda razlicitu fiziku imaju jer nemaju svi isti osovinski razmak sirinu poziciju motora itd.

Ma jok, ne bi to trebalo tako da funkcionise. Kao da u fudbalu svaki tim ima svoju fiziku lopte, kolizije itd.. Komplikovano je to malo ali sam tako razumeo citajuci, kao da nisu sigurni u vezi fizike pa onda za svaki auto menjaju jako bitne stvari u engine-u, a ne samo parametre za taj automobil.
 
ma glupost , isti fizicki engine za sve samo su parametri drukciji + sto mozda imaju module , tipa sa aerial atomom da bi pogodili onakvo mehanicko vesanje fizicki engine za taj auto mora da se posluzi nekim dodatkom/pluginom ili slicno.

ne verujem da ce bas sad da pisu fiziku od pocetka za svaki auto .
 
Naravno da nece to je lose napisano/shvaceno.
 
Sta mu dodje "Jitter tweak" ? Nikako da skontam ...
 
Graficki stuttering sveta oko tebe dok vozis, tj. ako imas problema sa njim.
 
Graficki stuttering sveta oko tebe dok vozis, tj. ako imas problema sa njim.

Aha! Hvala na odgovoru.

Jos jedno pitanje se odnosi na build-ove. Jel se zna sta nas junior membare ;) ocekuje sad u petak sa novim update-om. Neka nova staza ili "nedaj Boze" auto ? :smoke:
 
Od staza ne verujem nista, a od vozila mislim da ce biti onaj Catheram classic i sudeci po progresu u vehicles sekciji nista vise... doduse za bmw i jos neke mislim da necemo toliko da cekamo:


Inace, u vezi novog tyre modela i AI-ja:

Ian Bell je napisao(la):
We're doing a lot of 'bitsy' work on the physics on an ongoing basis but the major improvements will only be implemented in the builds when they are at least roughly complete. As per AJ's thread, we are already internally testing the new tyre surface model which is an important part of the new tyre model as a whole.

The new dynamics model is basically complete also but again, a lot of implementation work is required. These things normally take years not weeks but we're doing it in months.

This is game dev, this is how it works. Normally a game is fairly shit at this stage of development. We're way ahead of the normal curve simply due to the WMD system forcing us to be.

Be patient :D

I've seen some AI mentions in here also. The above reply for physics also applies. We're completely rewriting the AI code from scratch. This takes a long time but we have our best people on it (SteveD mainly) and the aim, again, is to have the best AI ever.

First implementation of this new system is scheduled to hit the builds in 8 weeks time.
 
ladno bolje izgleda nego rl :d

[YOUTUBE]xfRwn0jIfNA[/YOUTUBE]
 
jos kada bi dodali taj camera shake, i kada ne bi bio takav motion blur... da sve vidis duplo i zamuceno oko sebe :p e to bi bila prava stvar
 
Mislis kad bi staza imala neravnine, posto je trenutno stanje kao da su je ancient aliensi pravili. :D
 
Kad bi trebao da se pojavi danas novi build za juniore, prvi petak je u mesecu?
 
Upravo je izasao...

Build 272 (3/8/12, Junior+)
Adding trd properties to allow use to be able to specify the center of the track
Now able to set the center of the tracks for clouds and skyring
Added logging to session message manager
Online:
- HttpApi now has a Unicode interface
- Changed services using HTTPAPI so that they use the Unicode http api, instead of each service doing its own conversions
Launcher:
- The error message in case of invalid username/password will be much clearer
- Added compile-time defines to point the launcher to the dev server
- Added configurations that define these defines
Belgian Forest - updated trees for paddock area
Eifelwald. Tweaked textures/PSD files
Badenring - add viewer lights and fix positions few static assets for new marshal huts
Tweaked lights around pitbuilding to avoid dark areas
Adding spotlights to Badenrings
Launcher: new executables
Integration to handle new speech data format
BFC Kerb texture updates
Badenring - add new and imrpove textures
Added new temp textures for Eifelwald, first revision
Bathurst 3D eucalyptus instances, statics and instances
Billboard bush instances for bathurst
Lotus 49: drag adjustment. top speed now back up around 190mph
BAC Mono: fix for tabs and spacing in the CDF (readability issue)
BAC Mono: re-balanced aero to factor in drag torque effects. Shift from 120% rear to ~85%. Small other setup tweaks to fit with this change. Wider tuning ranges
Eifelwald textures improvement
Connecticut Hill - Added Track Centre Data to all TRDs for Cloud rendering
Pagani Huayra: Added support for custom liveries
Caterham Classic: Fixed overlapping front fender UVs + custom livery support
New Badenring exports
New Belgian Forest export
New Eifelwald export
New Memphis export
New Test Track export

Build 271 (2/8/12, Senior Manager)
Online logging cleanup:
- Removed Sabre's implementation of LiveLog (conflicting with OneSock's, missing features)
- Added category support to LiveLog. Logging levels (verbosity) can now be specified per-category in DevModeConfig
- Exposed OneSock's LiveLog singleton to Sabre, which defines its own log categories
- Switched Awards code to use the global OneSock log
- Fixed potential buffer overwrite when logging long strings
- Non-Info logging levels now use the correct BLog call, they will now be correctly logged as [Warning] and [Error]
Storage: Implementation tweaks, const corrections.
Moved Storage module into Base namespace.
Moved Storage system from SaveGame to Base.
Added few OneSock lock safety checks.
Bathurst/Bologna - Track Centre data test for Kevin (To help with Cloud and Skyring development)
Pagani Huayra cockpit glow. Gauge reflection polishing.
pass3 3D eucalyptus trees (set shadow cast and shadow receive for 3D LODA)
mip and coloradjust for tree texturemap
Cameras: set up on-car cameras with new feature to ignore world movement
pass2 3D eucalyptus static instances
Eifelwald-Texture
Eifelwald - improved kerb texture
Changed default DevModeConfig settings to enable OneSock logging.
Updated DevModeConfig with new OneSock+Sabre logging categories.
Caterham classic: new expoprt

Build 270 (1/8/12, Senior Manager)
Added debug-only function to check if the OneSock lock is locked
Added online interface for session messaging
Hooked session networking's callbacks when session members are joining/leaving and when a new game packet is received
Camera: Added new property that allows a certain camera to ignore the profile setting of world movement dampening, and use the full value
HttpApi:
- Moved construction of extra HTTP header fields from the downloader to each connection setup, to potentially allow each connection to use different headers.
- HTTP download parses and remembers the content-type and charset of the reply.
- Added getter to retrieve server response in an Unicode string.
Launcher: Fixed case-sensitive comparison of Content-Type charset header
Parameter type fix for stream close calls
Implemented handling of incoming packets:
- Send back ACKs when Guranteed message or Sequenced message part is received
- Store incoming Sequenced message parts and reassemble them once all parts are received ; ignore duplicate parts and parts of a sequence received after the sequence is finalized
- Turn incoming Event messages into App Events and send them to App for processing
Minor fixes/additions after testing with GamerProfile integration
Launcher:* Usernames and passwords are set correctly to the server, regardless of characters used
Updated Eifelwald textures
Memphis: New AIW for new geometry changes. New main and race path with corridors. Still needs pit lane path
Checking in WIP FDP for integration. Still needs lots of tweaks and balancing. Will probably require separate set for Formula A and 1 cars
WIP AI for Formula A based on new player car audio
Pagani Huayra cockpit glow texture. Gauge reflections minor fix
New Pagani Huayra export

Build 269 (31/7/12, Manager+)
Setup default BDbgMetrics module configuration in BaseConfigure
Added Timer Test Manager with basic timer metrics
Added hybrid timer test
Enabled BDbgMetrics module in all configs
PC Session CPU Info now also contains strings for the Architecture, Processor Type and CPU Status, instead of just the OS int value
Updated BDbgMetrics macro so that objects can be Broadcast via either the default byte array method, a member function or a custom callback
Metrics file saving is now disabled by default
Added App title and build version to metrics session info
Metrics session platform now includes CPU details
Launcher: OK button will be disabled in the login dialog if username or password is empty
Launcher: Application now uses Unicode API
Ghost system:
- Added API for accessing save game ghosts to the ghost and cache manager.
- Implemented save and load ghost from/to saved game.
Implemented Storage system
Change to how we render the sky rings so that they can allow the clouds and moon to go behind them
Tweaks to audio levels
Further changes - new rumble layer, levels, dsp and pitch changes
Adding exhaust rumbles to Formula A engine set to test
Low and high pass filtering added for in car onloads

Build 268 (30/7/12, Senior Manager)
Session message manager WIP. Subtasks implemented:
- Management of free message pool, outgoing message queue and guaranteed message queue.
- Message sending - standard, guaranteed and sequenced
- Guaranteed message resending and handling or received ACK messages
- Outgoing queue throttling
Tweaked viewer lights to avoid dark areas on pit building
Tracks, Eifelwald. Tweaked textures - PSD files, 1st commit
Tracks, Eifelwald. Tweaked textures
New engine set for Formula A
Level and dsp tweaks
Switched to new engine based on the 98T with extensive dsp and car specific tweaks
Updates to levels
Formula A engine update new version (samples)
Adding updated FA interior sounds - more towards TV style interior shots
Fix for instance billboard trees
Eucalyptus statics 1st pass
Various cars: engine idle adjustment so they don't drop too many rpm simply from dropping the clutch in neutral
Eifelwald: Logo Changed to Yirotires
....
 
:trust:
Vec pocinju da me plase, svaki auto rade sa toliko detalja da sumnjam da ce igra da izadje i 6 meseci nakon njihovog predvidjenog datuma, dosta staza nije ni poceto, o auticima i da ne pricam, fizicki model se radi/menja i daleko je od gotovog, online tek treba da se pusti pa testira. Nisam bas siguran koliko ljudi radi na projektu ali mi se cini da im treba bar 3 puta toliko. Znam da je ovo pre-alpha ali je taj maj 2013. blize nego sto oni izgleda misle.
 
A da li si video da ce pored ovog comunity funded projekta da rade jos jedan koji se zove Biker Bash i da je mix Road Rash-a uz fajtacinu iz Street Fightera? :)

Ne znamo mi tacno koliki je njihov studio i koliko tacno ljudi radi na projektu i plus koliko toga se modelira i radi iza kulisa. Moze sve fino da se zavrsi do leta 2013. kada je okvirno datum za izlazak, ali kraj zavrsetka rada na igri ne zavisi od kolicine uposlenih ljudi, vec od finansija, sto je nekoliko puta receno. Trenutno je na oko 2.9 miliona evra, a do zavrsetka projekta treba jos nekih 850k.
 
Ajd predlozite mi Racer L4-RS car setup za Nirburgring. Also, moze i za Bathrust.

Obe za suve dnevne uslove.
 
fin video , mada je meni nabacio osmeh na lice zbog poruke na kraju , koja nekako ide in the face Codemastersu :d

[YOUTUBE]uCtiKDRvPW4[/YOUTUBE]
 
Nisam znao da je Spa perfektno ravan kao ploca... :p

[YOUTUBE]bL5XbsTyxvo&feature=related[/YOUTUBE]

Uzasno me zivcira nedostatak neravnina i bumpova na stazama. Nadam se da ce to srediti uskoro...
 
Ja sam rezervisan po tom pitanju i verujem da ce se to doraditi do finalne verzije.

Ali mi i dalje automobili nekako mnogo vise strce od staza , nekako mnogo bolje izgledaju , ne znam mozda je i do grafickih podesavanja.
Ne mislim konkretno na Spa posto znam da on nije zavrsen , vec i na ostale mnogo starije , koje bi trebalo da su zavrsene.

Siguran sam da ce nam Gdin_M vrlo brzo dati objektivno objasnjenje :d
 
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