SRINI87 Posted October 14, 2011 Author Report Share Posted October 14, 2011 drift atempt Link to comment Share on other sites More sharing options...
MarketTantrik Posted October 14, 2011 Report Share Posted October 14, 2011 That's great.....how much did have to pay for signing up? I chose the 25Euro option. Link to comment Share on other sites More sharing options...
SRINI87 Posted October 16, 2011 Author Report Share Posted October 16, 2011 Src : gaf Design doc Link to comment Share on other sites More sharing options...
MarketTantrik Posted October 16, 2011 Report Share Posted October 16, 2011 Played this Friday's build. Minor performance improvements. Love the sound design. Its raw, loud and overwhelming. The AI is a bit spotty but thats to be expected. Link to comment Share on other sites More sharing options...
SRINI87 Posted October 19, 2011 Author Report Share Posted October 19, 2011 Link to comment Share on other sites More sharing options...
MarketTantrik Posted October 19, 2011 Report Share Posted October 19, 2011 ^^ Its not just that. There is an incredible amount of tire physics modeling going on even in this early alpha stage. Aggressive driving like overshooting kerbs and running onto the grass can deliver some a*s-clenching moments. Link to comment Share on other sites More sharing options...
devil_angel Posted October 19, 2011 Report Share Posted October 19, 2011 ^^ Is there any competitive racing on offer yet? (online or off) What's the size of the core software, and the weekly builds being released? Link to comment Share on other sites More sharing options...
MarketTantrik Posted October 19, 2011 Report Share Posted October 19, 2011 Yup. You can race against the AI. The download size in ~800 MB. There is no segregation as such into core and updates. Its all one big setup file. Link to comment Share on other sites More sharing options...
devil_angel Posted October 19, 2011 Report Share Posted October 19, 2011 That's tempting :| Link to comment Share on other sites More sharing options...
mango_man Posted October 19, 2011 Report Share Posted October 19, 2011 is there only cockpit view? i havnt seen any video with the pulled back full car view! Link to comment Share on other sites More sharing options...
SRINI87 Posted October 19, 2011 Author Report Share Posted October 19, 2011 ^ here is one http://www.youtube.com/watch?v=WIlow3m8f2g&feature=player_detailpage Link to comment Share on other sites More sharing options...
mango_man Posted October 19, 2011 Report Share Posted October 19, 2011 Great! lookin good! thanks.. Link to comment Share on other sites More sharing options...
MarketTantrik Posted October 19, 2011 Report Share Posted October 19, 2011 is there only cockpit view? i havnt seen any video with the pulled back full car view! There are several views available. Cockpit, bumpercam, pulled back, hood cam. Link to comment Share on other sites More sharing options...
SRINI87 Posted October 20, 2011 Author Report Share Posted October 20, 2011 More info: Car Models "We're working to roughly 200,000 polygons for the top LOD exteriors and an additional 50K for the cockpits. Actually a fun stat is that we are running more polygons in the suspension than we had for a whole car in GTR 2002." -- Ian Bell, Studio Head "A few cars here have more polygons in the suspension than an entire S2U car. The current generation of consoles are ace polygon pushers. We've done some tests on them with ultra-high polycount cars and they cope reasonably well. The real issue is memory. When you start quadrupling the polycount, the mesh data size goes up accordingly and that simply won't jive with a system that only has 512MB to play with. There'd be little left for environments, sound, game systems, etc." -- Casey Ringley, Vehicle Lead Weather "We plan to implement a very detailed dynamic weather system. Fully dynamic wet-to-dry and the reverse, drying lines based on the amount of rain thrown off by the amount of cars driving on them. We did a lot of this in GTR2 but here we plan to go insane with it. Snow isn't something that appeals to me personally except on specialist rally stages. If that appears it would most likely be a future addon unless I'm out shouted by you guys (our team)." -- Ian Bell, Studio Head Steam "We'll go with whatever helps sell the most games . Too early to say for sure but I think Steam is highly likely to be a part of that." Andy Garton, Development Director Build 74 -- Release Notes - Instant replay enabled (placeholder UI and cameras) - Fix for 5:4 aspect rendering - Fix for blue tint bug affecting certain Nvidia cards - Language set to English only - Security implementation to support builds per member level - Made look left/right faster - Sound improvements for the Racer - AI aggression reduced a little - AI improvements at Connecticut Hill - Formula B physics updates for better performance over kerbs and turning in general - Additional Connecticut Hill art updates Apparently the tuning screen will look similar to this... src:Neogaf Team VVV first look Link to comment Share on other sites More sharing options...
MarketTantrik Posted October 20, 2011 Report Share Posted October 20, 2011 Holy Mother of ..... !!! The proposed tuning menu Link to comment Share on other sites More sharing options...
Big Boss Posted October 20, 2011 Report Share Posted October 20, 2011 This is looking like a mother of all racing simulation games. MIND=BLOWN. Link to comment Share on other sites More sharing options...
SRINI87 Posted October 22, 2011 Author Report Share Posted October 22, 2011 a sneak peak of the next build... Build 76 (20/10/11) Car setup menu added (first pass, many bugs) Kart added (first export, no bug reports yet please) Glencairn track added (first export, no bug reports yet please) Nuke 3 added (first export, no bug reports yet please) Fix for DX11 "grey square around the player car" bug Updated exports of all tracks (various fixes and improvements) Idle throttle adjusted on all cars so you can stall if clutch not used properly Disabled exhaust backfire on LM2011 Various UI fixes Build 78 (24/10/11) Toned down heat haze Added a few more options to visuals menu Added gamepad filtering option Added cloudy weather selection to race menu Fix for DX9 windscreen corruption bug Fix for groundcover crash Updated Glencairn track Updated Racer car Updated kart Improved lighting settings for most tracks Fixes to car setup menu (still lots of bugs) Change audio balance to bring out more wind noise Version number added to UI Various UI fixes and improvements Fixed direction of driver head lean in corners Enabled fuel consumption and tyre wear Added free camera (Ctrl-F then the mouse and WASD keys) src:neogaf Link to comment Share on other sites More sharing options...
SRINI87 Posted October 22, 2011 Author Report Share Posted October 22, 2011 Here's a proposal for a re-skin of the UI... GOAL To create an HD interface that promotes easy navigation for mice and is aimed primarily at a no-nonsense sim audience. THE CONCEPT This proposal borrows heavily from the Windows 8 'tile' interface for a number of reasons... - Easily expandable (ie, if new features come online they simply get added as new tiles) - Size of each tile corresponds to importance (ie, the features you use more are bigger than those you use sparingly) - Easily allows for multiple media types (photos, video, text, or iconography) to be combined without being limited to just one - Each screen can be bespoke to its purpose rather than having to fit within an established style/size formation - Brings an attractive quality to otherwise dry content (eg, sliders and statistics) - Works great in high resolutions (more space means more tiles onscreen) - Is a modern and proven interface method - Can easily be achieved in the GUI Tool - Tiles can be used against any background - Tiles can overlap each other - Easy-to-use with mouse navigation - Compartmentalizes content - No need for scrolling or scroll bars EXAMPLES Main Menu is comprised of a number of areas... Top Row - Exit, My Profile, Current Car Left Column - Miscellaneous for now, but would likely contain Upgrades/Setup/Customization Right Column - Various game modes As more features go into the game, this page would simply add more tiles for Career, Online, Community, etc. In this example the current menu of sliders gets broken down into attractive tiles for each specific area. Typical options for going Back, Undo-ing, and Saving become more prominent and ergonomic to use. src:Neogaf Link to comment Share on other sites More sharing options...
SRINI87 Posted October 27, 2011 Author Report Share Posted October 27, 2011 Build 0078 Gameplay http://www.youtube.com/watch?v=dppVOKW2vzI&feature=player_detailpage Link to comment Share on other sites More sharing options...
SRINI87 Posted October 28, 2011 Author Report Share Posted October 28, 2011 Build Release Notes Build 79 (25/10/11) Improved the lift-off oversteer Option to turn off cockpit mirrors Fixed issue of 'reset' button still being active during the steering/pedals calibration process Fixed right front suspension geometry for LEONUS F68 CROMWELL V8 Telemetry screen layout change Added engine mesh for the RACER V8-RS New Aussie Hill export Build 80 (26/10/11) New exports of Bologna and Connecticut Hill New track layouts: Bologna Reverse, Connecticut Hill Reverse, Connecticut Hill Short Reverse, Glencairn Reverse, Glencairn East Reverse, Glencairn West Reverse New export of Asano X4 Removed slip audio effects at low speed Fix for shadow mapping 'black edge around car' bug Added grip points to debug physics screens Some bug fixes and performance improvements for RenderContext setting in DX11 Fix to enable loading of WDF files on the F1 debug menu from the 'lighting edits' directory within my_documents/cars/ Formula B: multi-part chassis collision for more accurate shape Fixed names of the Leonus cars to match the forum Improved carbon shader Improved Fresnel paint Build 81 (28/10/11) DX11 HDRControl updated to match optimised bloom threshold and downsampling shader "Texture Filtering" option was being ignored by DX11 renderer - now fixed Fixes for WDF lighting menu to allow extra entries to load/save Added various HUD tacho variations (Nuke 3 and Kart) More exhaust smoke for the Kart Fixed Kart AI volume and increased the rev limit to 18000 RPM Fixed ambient shadow width and tweaked gear stick movement (Nuke 3) Changed default livery for LEONUS F68 CROMWELL V8 New Racer V8 RS and L4-RS exports Upped LOD distance for calipers (Nuke 3) Completed reverse AIW for Connecticut Hill Reverse, and Connecticut Hill Short Reverse Temporary AIW for Bologne Reverse with basic path and 32 start spots Added track groups to save on build sizes and also organised both track lists in alphabetical order Changed loading screen music And here's a sneak peek of the Aussie Hill/Bathurst track that we'll be getting in tomorrow's build. It's obviously far from being done, but it already shows great promise. src: Neogaf Link to comment Share on other sites More sharing options...
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