Build 164 (2/3/12, Junior Member+)
http://forum.wmdportal.com/showthrea...g-Expectations MUST START A NEW PROFILE WITH THIS BUILD
Reduced suspension forces linearly for AI at very low speeds
FFB road noise and force balancing tweaks
Remove custom printf hooks on exit to make sure they're not called during CRT cleanup
Shadow improvements to work with time of day changing
Add missing default for track order override property.
Tweaked Logitech rumblestrip force
Adding per-car tweakable values for the behaviour of the surface sounds
Weather fix for dynamic particle lighting.
Adjust shadow update threshold
Tyre scrub effect for more capable wheels
Fix for spot shadows
Disabled cloud domes on a toggle
Reduce jolt impact for player to vehicle collisions
Fixed order of in game exit process to prevent the intermittent return to GUI crash caused by particle deletion order. Fixed particle manager cleanup to prevent multiple calls to Reset function
Updated adjustment of friction factors of contacts between vehicles
Computation of relative velocity between vehicles in contact now uses velocities at contact point
HUD: added new minimal HUD
HUD: backgrounds slightly darker
Wtc and sky texture tweaks
Headlights turn off later, wtc edit
Loire texture updates
Ariel Atom 3 - cockpit glow texture
Asano TDX - cockpit glow texture
Asano TDX - Steering wheel glow texture
Caterham R500 - cockpit glow texture
Gumpert Apollo - cockpit glow texture
HUD: fixed broken lap gadgets
HUD: adding laptimes to all HUD variants
Reduced bump amplitude for bumpyroads1 from 2cm to 1.4cm
Hide car when rear looking from roof cam
Reduced adrenalin, stamina and concentration effects on AI
Added new HUD fonts
Quick Race and Display screens updated
Updated the TRDs and tracklists to appear in the correct menu order
Fixed Motec display colour
Fix for START button, and support for Min/Max opponent difficulty
Added HUD Motec to a few cars
Reduced headlight range a little
5-10% reduction in tyre force multiplier
Added 64 grid support to AIW. TRD also updated. Tracks: Bologna, Connecticut Hill, Connecticut Hill Short
Improved DX11 tree shaders - increased alpha cut-off to match DX9, and moved alpha test to before dither to ensure it makes best use of alpha to coverage
New Connecticut exports
New Loire exports
Build 163 (1/3/12, Senior Manager)
Moved hard-coded GameAudioManager skid sound tweaking out into SurfaceSoundConfig.hrdf. Updated the data to use HRDF instead of RTTI XML and removed old RTTI code/data
Widen race groove slightly
Weather system , new sphere dome
Reinstated phase 1 writing to trees, to block sun behind solid areas, plus increased phase 1 alpha test to prevent badly lit edges around trees
Wtc conditions removed to save texture mem
HUD: added generic Motec display
HUD: changed 3D elements for new minimal HUD
Temp sun disc stand in flare updated with proper one. new wtc added that uses hdr skydomes
Balancing changes - engine levels, exhausts, transmission, wind etc for all cars
Volume and 3D distance changes
New Northampton export
Build 162 (29/2/12, Senior Manager)
Fixed bug with "day lights" implementation which prevented light glows from appearing on them if the headlights were set up with a lens flare
Assign available custom liveries to AI.
Removed all the old wdf files as they are no use anymore.
Changed the cloud cover dds file to be clouds_shadow_heavy01
Set default weather clock speed to be 1 sec -> 1 min
Live editing enabled for all configs
Disable HUD vignette as it doesn't play nicely with night skies
Shadows blurred by FXAA pass
Time scale factor at 60x for now pending GUI additions
Add start time and progression options
Fix for failing to load sky ring mesh
Fix for FXAA blurring shadows on DX11
Changed default race start time to 1pm
Updated camera positions for Formula B and X4
Cloud shadow textures added
Fix for sky dome not rendeirng hdr
Leonus F68: default steering ratio lowered to 12.0:1
Gumpert: changed order of liveries/paint in RCF
Ariel Atom 3 - cockpit glow texture. Doubled size
TDX - cockpit glow texture. Doubled size
TDX - Steering wheel glow texture. Doubled size
Caterham Superlight R500. Cockpit texture. Resized to correct size
Caterham Superlight R500. Cockpit glow texture. Doubled size
Gumpert Apollo S - Cockpit glow texture. Doubled size
Balanced AI tweakers so adjustments are not made based on race phase
HUD: New HUD design
Foliage shader conversion to fully alpha (with solid areas)
Formula A: physics update
Caterham - Stiffer tyres
TDX - Fixed damper slow and fast swapped. Re-adjsuted to suit
Fix shaders to stop DX11 suffering from dithered glass and trees
Known Issue: As this is the first build to introduce the ToD feature, we have quite a few crashes. (We are working on them )
Build 161 (28/2/12, Manager+)
Filter out liveries with missing textures and validate profile data
Reset of custom DOF mode sets the camera focus to selected participant
Updated AI defaults
Fixed Ultra shadows back
Tyre sound thresholds adjusted to suit new tyres
HUD telemetry engine power and torque can show negative values
Adjust dirt buildup for a bit of dirt at race start and a lot at the end
Fixed bug in dirt generation
Reduce magnitude of FFB gear change effect for G25 and G27
Torque limiter and bump amplification, so that road is more visible during other forces
Racer car camera moved back and centered
Formula A: Adding more custom livery slots
Wheels shaders specular factor 1.0. Same diffuse reduction on both wheels shaders to fix evident blur transition
Fixed reported floating trees at Bathurst
Alterations to the chassis scrape sounds; using an additional bump sound and tamed scrape so that it's more of a hit than before with larger forces and just a scrape with lighter forces. Needs further tuning and per car setup
Asano LM11: switched brake balance with fuel load on cockpit display
Leonus F68: Updated physics
New Bathurst export
New Asano X4 export
Luka