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Project CARS: Build 306 Released
Game News | Project CARS | By Paul on 23 September 2012 19:40

Slightly Mad Studios have released build 306 of the popular Project CARS, making various changes and improvements to the game.

As usual, you'll need to either use the automatic update software, or download from the WMD Portal.

Don't forget to visit our Project CARS game profile for much more on this game, and you can also keep up to date by following us on Twitter.

Build 306 (21/9/12, Team Member+)

Time sync WIP:
* Changed the PC datagram protocol so that the game can now reliably distinguish rebroadcast incoming packets from peer-to-peer packets
* Added time sync online API
* Added time sync message types, hooked time sync singleton from core message handling
* Implemented migration handling and time sync reset calls
* Actual send/receive/process of time sync messages not implemented yet
Fix memtrace name
Memory updates for LiveEdit and Environment adding memtraces and mempools
Removed all GUI handlers from application precompiled headers. The GUI handlers were causing a lot of other headers to be included in the PCH
Online sessions:
* Waiting for time synchronziation now happens before sending the race sync message, which can thus depend on the synchronized time
* Members will start the game timer with a synchronized time in the ready-to-pre-race state. (The time synchronization is still fake.)
* Post-load sync messages contain some extra data generated by the host
* Admin will send a countdown event to everyone. This does not 100% work with host migration, but this is good enough for now, because the whole race start sequence will be changing later to support join-in-progress and multi-stage races, so the players will be entering an in-race lobby instead of the race track after load
* Countdown in MP races will use the values generated by the admin, instead of locally generated random values
OnlineSupport_SessionVariable.cpp added to Aries.vcxproj
Multiplayer Create/Lobby screens now enabled, Free Practice access now fixed
CreateMultiplayer and MultiplayerLobby screens created (disabled during implementation)
Additional Bathurst texturemap
Desaturated a bit the castle textures of Eifelwald
Belgian Forest update trees for marshal huts
Northampton texture tweak
Belgian forest add new texture (marshal huts)
Northampton. New textures
Northampton. Added details into the windows
Added new kerbs textures for Eifelwald, first revision
Placeholder texturemap of the videoboard for the GUI scene
New Azure Circuit export
New Bathurst export
New Belgian Forest export
New Eifelwald export
New Northampton export


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