Wieviele waren es bei FM4? Meine mal was von um die 150 Mitarbeiter gelesen zu haben. Von FM3 zu FM4 irgendwas um die 2-3 Jahre Entwicklungszeit - und die hatten ne solide Basis auf der sie aufbauen konnten...Ich zähle da ca 60+ Mann.
Keine SorgeIch hoffe für dich, das sie deine Erwartungen und deine Vorfreude nicht enttäuschen
Ich hatte das extra in " geschriebenDas Grundgerüst allerdings steht, da muss ich dir leider widersprechen
Da musste ich grinsen...Diese Woche Neu bei pCars:
Pagani Huayra hat funktionierende Scheibenwischer gekriegt.
Und das ist eigentlich auch gut so, wozu sich mit halbfertigem rumärgern. Ist doch ein Unterschied ob man mit Fachleuten hinter verschlossenen Türen werkelt und die eine oder andere Sache verwirft wo es keiner mitkriegt (und sich drüber aufregen kann...) als das man das alles öffentlich macht und man es zulässt das Leute (wie ich z.B.) das Projekt zerpflücken bevor es auch nur annähernd Fertig ist...So interaktiv in der Entwicklung eingebunden wie bei pCars ist man ja eher selten.
Zitat
Build 287 (24/8/12, Team Member+)
Online:
* Added game and user setup parameters to OnlineSupport_Session
* Added state variables to OnlineSupport_Session, remembering DS and
session connection state and a few similar pieces of information, and
simpler handlers of joined/left server, joined/left session, user
joined/changed/left
* Added events used for synchronization of game setup and user setup for a particular session
* Added synchronization of game setup and user setup in session as users join the session
* Added API for changing the game and user setup, including triggering resynchronization when something is changed
* Added g_OnlineSession macro, allowing direct access to the session
component of online support. Removed most debugging session proxy
functions in online support, replaced the calls to use g_OnlineSession
directly
* Session id is no longer reported to the App, it's internal online platform-specific id. So do not try to remember it
Fixed setting attributes not working correctly when only some attributes are changed on PC
Bathurst trees exported with new foliage shader update
Fix for black foliage issues
Back out revision 16 from
//data/Aries/trunk/Aries/Render/Shaders/foliage_treewall.fx - fix for
black treewalls, until we can sort out the problem with default
parameters or re-export all tracks with the new shader
Belgian Forest - add new textures for Old pit building
Eifelwald - fixed trees placement. few of the were levitaing
Adjusted backlighting and diffuse multiplier for trees at nordschleife and conifers
Removed mip to avoid bad streaks on non lighted parts of the lightpoles in Bologna
Adding diffuse multipliers to foliage / tree shaders so that artists can
use brighter textures darkened down without causing other problems
Tweaked maps for Bologna
Tweaked lightmap for Bologna garage
Fixed visual blocker positions for invisible collisions in armco openings of bologna
Monterey. Created textures/PSD files. 1st commit
Bologna lights and static files updated
First viewer lights added to Bathurst start straight area
New tree / foliage shaders with a tree boost multiplier colour in the
shader, specifically aimed at allowing greater per-tree variation by the
artists
New Bathurst export
New Belgian Forest export
New Bologna exports
New Eifelwald export
Build 286 (23/8/12, Senior Manager)
Updated attribute handling. Set pCARS attribute descriptors to Online on startup, use generic attribute accessors
Rewrote game session attribute support, replacing fixed game-specific
structures by array of generic attributes described by structures
provided by App. Added platform-specific identifiers to attribute
descriptors
Updated custom PhysX memory allocator, to allow direct comparison of used memory between different PhysX SDKs
Renderer/VS Props: Created Renderer VS2010 project, it builds PC, x64
and 360 currently. Updated common props with some 360/x64 tweaks
Online.
* Removed OnlineSupport from PCH
* Added explicit #include's for onlinesupport where needed
* Added consts to parameters in event handling functions, added documentation
* Added definition of a MP game mode
* Added gamesetup helpers for MP game modes
wtc edit - tree backlighting from 1 to 0.25
rackTextures/Eifelwald/Added new temp texture Wippermann kerb, first revision
Emmissive textures for Bologna
Fixed trees intersecting with walls
Drying line, wet skid and reflection noise textures added for when track ref tech and wet skid tech is in
Manually tweaked raindrop mips so that the distant rain doesn't fade
into grey square shaped smudges as much. This helps reduce the bad
pulsing hyperdrive effect you get when driving into the rain also. I've
also rounded off the corners a touch to make it look less square in
general
Eifelwald - fixed trees and bushes, Adenauer-Forst to Kallenhard (flying and intersecting with fences)
New Eifelwald export
Build 285 (22/8/12, Senior Manager)
Online support - stat flags:
- Fixed problem when flags used in leaderboards were always being
calculated as zero on consoles, introduced during restructulization of
online code
- Tidied functions calculating flags used in leaderboards
- Added documentation
Renamed OnlineSupport_TestSession class and methods to OnlineSupport_Session and similar
Removed the define that is used to enable TestSession inclusion; the session class will always be included
Removed dbg from some member names
Renamed OnlineSupport_TestSession files to OnlineSupport_Session (rename of the actual classes and functions will come next)
Ghost system: Added a getter to retrieve ghost properties from a GhostId.
emoved unnecessary string conversion in participant label string tokenizer
Eifelwald - fixed trees and bushes, Adenauer-Forst to Kallenhard (flying and intersecting with fences)
Bathurst - add new textures for flycam and construct
New Azure Circuit export
Build 284 (21/8/12, Manager+)
Added weighted selection for the speech sounds
Updated testing handling of session info now that the structure's internals differ on various platforms
Changes testing join session code to use the first joinable session rather than the first session found
Initial implementation of game session browsing for PS3, using NP
Matching room APIs. Features not supported in the Session API and
therefore not implemented yet:
- Advanced filtering by attribute values
- Requesting attribute values in the response
- Paging
Added Functions that raise flags return the unique flag Id
Added layer between vehicle problem detection and flag raising that will
smooth flag usage, e.g. eliminate bad situations like withdrawing the
flag half a second after it's being raised, or repeatedly raising and
withdrawing the flag if the vehicle oscillates around the threshold of
having a problem
Added first (simple) detection of slow vehicles for yellow flags
Hooked up detection of conditions leading to flags
Green flag is raised for a while upon race start
Fixed HUD crash when hiding flags from track map, but the HUD gui object does not contain the flag icon
Pagani Huayra wiper animation files
Conifer instances replacement at belgian forest circuit
Belgian Forest - add new textures - old ads
Conifers LOD distance set to 5000m
Azure circuit. New textures/1st commit
New Belgian Forest export
New Pagani Huayra export
Build 283 (20/8/12, Senior Manager)
Fetch world info after connecting to a NP server and cache it while connected
Implemented NP Matching server connect and disconnect
Track sections will query the 3D position of the section start from the
waypoint database, so that flags can (at some point) be shown on the
track map
Physics: Added accessors to enumerate all track waypoints
Azure Circuit - textures - new addition
Integrated Stephen's latest surface sound changes- surface balancing
changes to kerbs, roll, skid and peel, and new gravel sounds
Badenring and Sakitto crowd updates
California Raceway / removed "a certain" logo from broad maps
Eifelwald - texture brightnes tweak
Netter Traum, ein demokratisch entwickeltes Spiel. 100 Jahre Entwicklungszeit - Deine Urenkel freuen sich dann drüber...Und mal ehrlich wer würde sich so eine Mitsprache nicht bei jedem Spiel wünschen? Ein Fifa was nur glücklich macht. Ein Forza das endlich mehr Strecken hat. Das weil es die Community so gewünscht hat....![]()
Jup, ich fahre pCars mit meinem Elite und bin sehr zufrieden damit. Ein Super ForceFeedback und mir macht das Spiel als Abwechslung zu Forza ab und zu richtig Spaß!Fährt jemand von euch mit einem Fanatec Wheel?
Wie sieht es mit dem Force Feedback aus?
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Freakianer« (24. August 2012, 22:26)
Fährt jemand von euch mit einem Fanatec Wheel?
Wie sieht es mit dem Force Feedback aus?
Sieh mal an wer so alles von den alten Gesichtern pCars spielt.![]()
Dieser Beitrag wurde bereits 2 mal editiert, zuletzt von »Freakianer« (25. August 2012, 14:09)
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