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C.A.R.S
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JPIERRE70



Joined: 09 Feb 2011
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PostPosted: Mon 7 May 2012 - 22:24    Post subject: C.A.R.S Reply with quote

Previous post review:

pour repondre a evrix

oui, j'ai bien la version  5.10.127

J'avoue n pas comprendre , car toutes mes autres commandes et boutons fonctionnent
Publicité






PostPosted: Mon 7 May 2012 - 22:24    Post subject: Publicité

PublicitéSupprimer les publicités ?
[VdM]evrix
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PostPosted: Mon 7 May 2012 - 22:28    Post subject: C.A.R.S Reply with quote

Parfois tout con, mais as tu essayé d'autres prises USB?
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PostPosted: Tue 8 May 2012 - 11:50    Post subject: C.A.R.S Reply with quote

Un truc important à faire avant d'installer une nouvelle build, c'est effacer l'ancien profil (répertoire CARS présent dans 'mes documents'). Il sera recréé à l'installation.
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JPIERRE70
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PostPosted: Tue 8 May 2012 - 18:34    Post subject: C.A.R.S Reply with quote

bon, j'ai trouvé enfin, cela venait du fait que j'ai changé d'ecran
je suis sur un ecran de 32 pouces,reglé en 1360*768
et le jeu se regle en maxi 1280 *1080 donc je suis pas sur tout l'ecran , du coup, la position de la souris etait decalée ,et il me faut la positionner un peu au dessus de la ligne
bref, reglé pour les pedales

mais a nouveau S.O.S   comment faire pour etre en plein ecran??  merci
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PostPosted: Tue 8 May 2012 - 18:45    Post subject: C.A.R.S Reply with quote

Quelle est la résolution de ton écran?

Sinon tu as tous les résolutions à choisir dans le jeu: Options, puis Display et tu as en haut à droite les résolutions proposées en cliquant à droite ou à gauche de 1900 X 1080 (par exemple)
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PostPosted: Wed 9 May 2012 - 16:29    Post subject: C.A.R.S Reply with quote

bon, cela a l'air pas mal pour l'instant
aujourd'hui, j'ai pu remettre ma definition dans le jeu a 1360*760 (il ne me le proposait pas hier (sans doute auraiis-je du relancer le jeu

donc voila ca tourne bien, juste la petite bande bleue en haut mais cela ne gene pas

par contre si je regle mon ecran a 1920*1080 et le jeu pareil, je ne vois que la moitié de la voiture de la page d'accueil
mais ,je prefere laisser comme je suis pour l'instant
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PostPosted: Wed 9 May 2012 - 17:01    Post subject: C.A.R.S Reply with quote

C'est normal si ta TV est en 1360 X 760
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PostPosted: Mon 14 May 2012 - 15:39    Post subject: C.A.R.S Reply with quote

     A force de regarder les videos........je me suis inscris sur CARS........team member Wink   Smile       
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PostPosted: Mon 14 May 2012 - 15:54    Post subject: C.A.R.S Reply with quote

Okay
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PostPosted: Mon 14 May 2012 - 19:15    Post subject: C.A.R.S Reply with quote

[VdM]Devil Styl wrote:
     A force de regarder les videos........je me suis inscris sur CARS........team member Wink   Smile       




Super, bientôt le on line, on va pouvoir se frotter les portières en ZONDA!!!
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PostPosted: Mon 14 May 2012 - 19:20    Post subject: C.A.R.S Reply with quote

 
            Il faut vite que je m habitue a la chose  lol............j arrive au bon moment Okay Wink
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[VdM]Devil Styl
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PostPosted: Tue 15 May 2012 - 09:36    Post subject: C.A.R.S Reply with quote

         Hier le dll terminer, j installe CARS........je lance le jeu   tout marche du 1 coup WAAAAAAAAAOOOOO Wink
            Essai a l arrache  au pif ........c est une PAGANI sur IMOLA.........waooooouuuuu   Okay
      superbe,   le son   les graphismes le ffb tres bon     sans rien de regler  c est tres bon  .     598 temps sur 2 tours.......
      reglage vite fait    410 temps  2sec de mieux  ........tres bon feeling avec ce jeu.        Cette fois GTR2  prends un coup de vieux.... Wink         mais c est la meme musique je crois... Very Happy         Jai finis a 4 heures du matin......leve 7 Laughing
          
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PostPosted: Tue 15 May 2012 - 09:57    Post subject: C.A.R.S Reply with quote

JPIERRE70 wrote:

bon debut, c'est vrai que ce jeu tient ces promesses


meme pour les septiques, essayez ce jeu, pour 10 euros vous aurez un bon apercu Confused
 alors , Devil, c'etait pas un bon conseil que je donnais Very Happy
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[VdM]Devil Styl (15/05/12)
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PostPosted: Tue 15 May 2012 - 10:24    Post subject: C.A.R.S Reply with quote

Super Hervé!!
Pour la musique oui tu as raison, il y des anciens de chez Simbin qui sont chez WMD et qui ont travaillés à l'époque sur GTL et GTR.

Le FFB est effectivement le plus abouti sur la ZONDA et sur ce circuit, ce qui n'est pas encore le cas de toutes les voitures.
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PostPosted: Mon 21 May 2012 - 16:56    Post subject: C.A.R.S Reply with quote

http://vimeo.com/41210575





   
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[VdM]evrix (21/05/12)
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PostPosted: Sat 2 Jun 2012 - 09:47    Post subject: C.A.R.S Reply with quote

Nouvelle build dispo depuis hier. 
C'est une full release sans patch. 3.3 Go (coome à chaque début de mois pour les juniors)

Build 226 (1/6/12, Junior Member+)
Fix for ps3 compiles
Fix for the broken track select navigation. SetMenuAutoScroll and SetMenuScrollOnlyOnClip needed set for the location and map screen menus
Code fix for menu data flag issues in car setup screens (similar to track select fixes)
Ghost system:
- Ghosts will be recorded (and potentially saved and uploaded) in all game modes, to mirror the behavior of stat uploads
- Lap Data Header chunk contains information about bit precision used for the data stored in the Lap Data Stream chunk. This makes the compressor more extensible for the future and increases backward and forward compatibility of the data format
- Reordered fields in the Lap Data Header chunk.
- Ghost player sets up participant for the ghost that is supposed to be replayed in the race
- Ghost participant is set up with the correct upgrade specification (fixed a bug where physics and render specifications were mixed up).
Belgian Forest - update trees and crowds for new inner terrain
Additional Track Photos submitted by the WMD community
Caterham R500: camber animation source files added
Palmer JPLM: added TM hotlap contest livery
BAC Mono: Tiny UV fix
Caterham SP300: added CPIT meshes, prepared for 1st export, fixed various issues
Updates on textures of Harrison Pike. Rescaled , replaced polished up
Added missing strings for the Tuning Slot screens
BAC Mono: texture tweaks
Ariel Atom - Added LODD meshes to all 3 cars
Caterham sp300r : animation pack1
Added helmet view for 70', 80' and stock
Sakitto: new textures for kartbuilding
Stockcar90: Added 2 more liveries
X4: LODC reworked, LODD added
Additional textures for bathurst
X4: fixed damage on LODC and LODB, LODD refined rear a bit
Basic_windows shaders modified to use a parameter to scale the emissive strength - this is so that a wider range of effects can be achieved without suffering from texture banding issues
New Thrustmaster Static Adverts for Thrustmaster Sakitto Event
Grid texturemap bologna
New Emmissive maps added to tents and vendors assets
New Emmissived added to Illuminated Trackside Trucks
New Dynamics Scene for Sakitto GP
Caterham SP300: added livery 01.02 names
Sakitto_GP Thrustmaster event dressing
Caterham SP300: added new black rim
Caterham SP300: added new livery
Separated VSOUTPUT and PSINPUT in cloud_model.fx to allow for centroid usage (PS3 doesn't like it on VSOUTPUT)
Thrustmaster specific textures .dds files
Sakitto - Concrete Barrier Fix for Thrustmaster event
New BAC Mono export
New Caterham R500 export
Caterham SP300R added
New Bathurst export
New Belgian Forest export
New Harrison Pike export
New Satikko exports

Build 225 (31/5/12, Senior Manager)
Implemented additional session calls (and App API for them):
- Change session attributes
- Promote users to session admins
- Advance session state
- Kick users from session
Updated physics to record actor-related events to replay buffer with up-to-date simulation time
Timestamp for start of wheel release phase is now set to up-to-date simulation time
Ghost system:
Fixed ghost decompressor not dealing properly with event id and event version
- Renamed some variables called ghost to ghostId to make it clear when the internal ghost ID is used.
- Ghost player can have either owning or aliasing pointer to the ghost data it is replaying.
- Ghost system will initiate load and decompression of ghosts that should be included in the race.
- Ghost system has a list of ghosts that are being loaded for the upcoming race.
- Ghost system will delay race setup until the ghost data needed to create participants are either loaded or known to have failed loading.
- Format of the ghost car visual chunk has been extended to be more flexible when adding new visual information in the future.
- Ghost format supports interior livery indices.
- Decompressor supports chunks that can be present multiple times in the data stream
- Added support for vehicle upgrade spec to the ghost data stream
Animation fix: gear_to aniumation modified, so that hand never cuts through car mesh in 3PV
Sakitto GP and East tracks: Added pit lane support with 27 pit spots and 54 garage spots. Increased grid size to 54 to match
Fixed up new Track Select and Layout Select screens
Fixed scrolling for car setup load and save screens
Tidied scrolling code for track and layout select
Cloud Work in Progress. (currently the code is disabled)
Basic Cloud Manager creating clouds in a circle in the sky
Setup of Cloud model fx shader that allows passive lighting
Build pipeline changes required for clouds
Setup code for MorphMesh Type
Sakitto: new textures
Ariel Atoms: setup range adjustment, damper ranges from Koni reference, engine/gearbox data matched to source Honda parts
PALMER: vinyl cover update over wood splitter
Stockcar90: Added painting contest winner liveries (Top20)
Stockcar90: added wildcard liveries
Controller Images w-i-p
Set initial wet parameters on treaded tires
Stockcar90: Added LODX/Ultra setup
Stockcar90: fixed missing CGP file for Oval version
Stockcar90: checked/fixed LODs
Update to cloud loading and new changes for shader so it pivots from the pivot center
Belgian Forest - add missing textures
New Stockcar export

Known Issues: Track select screen has some issues with scrolling.

Build 224 (30/5/12, Senior Manager)
Changed attribute parsing to skip over unknown attributes
Online:
- Error information from CSAPI is kept in the storage manager job structure so that it can be examined later
- Added an assert that guards from using uninitialized server URLs before they are known
Ghost system:
- Ghost cache entries have a reference to the cache
- Implemented ghost data server upload and download
- Added development-only code to set up ghost testing
- Added a handy shortcut function to calculate CRC32 of any ghost data, even if it's not in the CompressedLap data structures (which allows to perform full sanity checks before the full data structures are allocated)
- Added an extra print debug level to separate reasoning information and detailed information about jobs
- Implemented pruning of compressed and uncompressed ghost data from memory cache when the data is no longer needed
- Added interface for locking uncompressed ghost data in memory. This will instruct the ghost cache not to prune the data when it's locked, because someone outside the cache will need access to it in the future
New GUMPERT Apollo export

Build 223 (29/5/12, Manager+)
Game manager now checks that the server reported all session members before finalizing session create or join
Online:
- CSAPI will not append certain automatic parameters to the requests if the requests override the automatic handling
- Stat manager will properly pass user id through all layers of API and callbacks
Ghost system:
- Implemented support for changing ghost magic for ghosts in memory or the disk cache, if the ghost magic hasn't been set yet
- When upload is requested by the server, the ghost cache will set the ghost magic to the value sent by the server
- Implemented background compression and decompression of ghost data in ghost background thread
- Implemented support for compression and decompresison tasks in the ghost cache
- Save and load tasks will gracefully fail if their prerequisities are not fulfilled, instead of asserting. This is especially important in case of compression or download failure preceding a save
Fixed ps3/360 compiler error
Track photos asynchronous folder for Track Select screen
Placeholder images updated for TrackPhotos
Harrison Pike initial version of viewer spotlights
Memphis textures initial versions
New Memphis export

Build 222 (28/5/12, Senior Manager)
mplemented handling of all game session-related notifications from the server: user joined session, session member updated, session member left, session attribute changed, session state changed
Special handling of user and attribute updates while joining/creating session
Added logging of various networking/data issues to game manager
Updated adjustment of contact constraint orientation (preventing vehicle scooping) to correctly handle the case where constraint primary axis is perpendicular to vehicle's XZ plane
Fixed helmet cam audio so it doesn't remain on during replays or when switching to an AI car. Bug reported on WMD forum
Added on-demand reload of FFB tweaker file to F1 menu (Input/Load/Reload FFB Tweaks). Rename F1 menu option "FFB Grip Multi" to "FFB Grip Multi (Legacy)"
Ghost system:
- Added explicit initialization and cleanup calls for the object encapsulating the ghost background thread
- Implemented task queues (pending and finished) for the ghost background thread
- Ghost background thread is started on demand and stopped when it's idle for some time
- Compressor and decompressor have now a better interface for returning and/or releasing ownership of the output buffers
- Moved Entry class out of the Cache class, so that forward declaration can be used
- Moved the Cache and CacheEntry routines to more appropriate source files
- Implemented a skeleton of ghost background thread that will perform lengthy tasks like compression or decompression in the background
- Cache entries now have a list of tasks they're queued for and information about task that is in progress
- Added job queue for the ghost cache
- Deleting cache entries locked in memory will only queue them for deletion, instead of deleting them immediately.
- Ghost cache will now process certain tasks on ghost entries: load/save is implemented, upload/download and compress/decompress will be implemented later. The cache will either perform the tasks on its own, or will offload them to the background thread, as appropriate
- Added API to initiate ghost download. The cache will decide from where the ghost should be retrieved
- Cache search functions will ignore ghosts queued for deletion
Latest Loire HUD maps tweaked.
Delaware: New AIW. Added raceline, pitlane path, corridors edited to usable track width surface
Harrison Pike. removed trees intersecting with tribunes
Harrison Pike Raceway - add new textures for curved wires
Adding Autograss to the Harrison pike track
Forced rolling start and limited participant to 42 on Delaware
Memphis, Henrico, Delaware logos added to splash screen
BAC MONO: Livery colour updates
WTC overcast fog fix
Latest Belgian circuit HUD map added
Added co-ord's for : Belgian/Memphis/Harrison_Pike_Raceway maps
New Harrison Pike Raceway export
New Sakitto exports
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Championnat Falcon 2011
Championnat ADAC GT 2012-2013



"Les tôles ondulées, en Normandie les vaches aussi!"
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