project CARS (build 833) Crack ALI213 & Revolt #Nems #Kortalseeders: 55
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project CARS (build 833) Crack ALI213 & Revolt #Nems #Kortal (Size: 16.72 GB)
Description
Project CARS (ALI123 SP Crack and Revolt MP Crack), brought to you by Nemss and Kortal please let the downloaded game folder in your torrent client download directory, so for next update, you will just have to add the new torrent, and only new files will be downloaded instead of the full game (16GB) the game is already cracked, run pCARS.exe, or pCARS64.exe if you want to play multiplayer, copy the files located in the Steamworks-Fix directory. You will have to use a fake steam account (thanks BzinhoGames) ingame screenshots: http://imgur.com/a/v4GUA Enjoy Build 833 (21/10/14) - 372.5 MB Audio: * Tweaks to the Gumpert engine (louder decel) and shift wobbles. * Rebuilt the Mercedes Evo2 DTM with new incar and exteriors. That induction snarl was an important element to capture. Plus an AI version, backfires, gears, backfires, distant roll-offs and trajectory etc ... Next-Gen: * XB1: Fixed matchmaking errors sometimes not being propagated to app, fixed uncaught exception when destroying secure device associations to peers leaving. First pass of soft-kick host migration code. Render: * Removed force enabled USE_ENVMAP_SHADOWS * ImplSetMatrix matrix validation in debug builds * PC: Fix for shattered glass issue when using Ultra reflections * Added missing Identity Init for pop-up matrices in VehicleRenderGI * Increase renderables available to Dynamic Envmap query with Ultra settings * Enabled stretched car lights reflections (now enabled / disabled from FE settings) * Reflective_water_translucent: Implemented shadows on envmap (specialisation USE_ENVMAP_SHADOWS) * Corrected app logic for the creation of high-resolution shared small targets (deferred rendering helper) * Paired all begin / end render targets and confined to individual tasks and modules. This greatly tidies up the assumption of which render target is set. * Removing cull testing inside the rendering engine as the gather process already handles it .. also there may be a bug with the internal culling as clouds are so big .. * All platforms: Removes unused parts (now redundant) of render thread API. Adds robust checks for render targets during the recording and play back of command buffers. PS4 - general tidy up of the render thread internals and removed a lot of unused params. Effects: * Drying line source texture updated * Seams fixed on new wet road texture * Adding more detail to drying line texture * New wet road texture added for Sven to test on tracks. longer puddles that follow the shape of the road, mainly appearing off the line and at the edges of the track GUI: * Abandon season option * CoG adjustmets design corection AR-2275 * Abandon season button visibility and multi season flow * In-race dialogs for immediate notification of disconnects * Besos, Monza and California Highway: Updated track centre data in the TRD * FIX AR -2572: The custom colours for last3laps are now derived from the file itself * Snetterton: Updated track location data to be "UK" rather than "England" to fix issue WMD-1028 Cameras: * Pitstops: Updated cameras with local positioning Online / Multiplayer: * Peer to peer networking improvements (mostly for XB1) * Each session members monitors their connection to all other peers, as before. * Information about pings and connection quality is now shared with all other session member. * On connectivity issues everyone has (potentially) full information about peer-to-peer connection quality, which is used to decide which members need to be dropped from the session to be ablet co continue playing. * Internally the peers now "vote" on who to kick from the session if there are connectivity problems based on their knowledge about the connection status, and soft-kicking is then used to remove peers with problems. * Implemented "soft-kicking", allowing the game to remove a session member logically from the game even when it's impossible to kick them from the platform-specific session / lobby - issue mostly on XB1, but to lesser extent on all platforms when the host is the one with connectivity problems. Characters / Animations: * Hided glove LODB - LODC into gloves LODX * Driver CDP: Setted paddle additive to FALSE * Drivers: Color mask minor updates and cleanup * Driver male: Updated Head EU with racingsuit mod.preset * Pitcrew: Skined eyes to head bone + draw in envmap flag ON for lODA and LODX * Added gloves LODX - LODA, updated meshes - model, added glove LODB and C as temporary "box" mesh with smsop AI / Pitstops: * Tweaked order of NavInfo and rolling start setup * P2P PaintRaceGroove adjustments for start waypoint * Recent changes to Stuck behavior have it firing during the pit slide. Adding a check agaisnt that happening. Career: * Career Contracts: GT4 contract liveries matched to motorsport teams. * Career Motorsport Teams: LMP1 - Rebalanced teams for championship series. * Career Contracts: Greetings emails rebalanced for more even spread across teams and sports. * Career Championships: Hooked up victory celebration videos for all motorsport championships. * Career Invitationals: Configured appropriate motorsports type entries for all invitationals. * Career Invitationals: Endurance - Matched inviting team with correct team set (livery, vehicle) * Career Motorsport Teams: FORMULA GULF - All entries configured, matching driver names and liveries. * Career Invitationals: Added Invitationals motorsport type strings, and hooked up Quick Guide texts for all invitational series. * Career Invitationals: Historic events - Disabled team scoring in series as required, matched correct Motorsport name to each series. * Career Motorsport Teams: Invitationals LM24 Endurance - All teams configured, matching vehicles and liveries to teams, and ensuring a balanced spread of vehicle models through each class * Career Motorsport Teams: ENDURANCE - All teams configured, matching vehicles and liveries to teams, matching teams to correct series, spreading teams over various series, and ensuring a balanced spread of vehicle types used in all series. Physics: * Mercedes C DTM: AI tire model tuning * Tire updates for Mercedes 300SEL, McLaren F1, Zonda R * Aston Martin Rapide: Collision model update, AI tire model tuning * Mercedes A45: Collision model update; AI tire model tuning; Player physics updates * McLaren F1: AI tire model tuning, reduced minimum ride height so standard setup is 120mm high * Updated vehicle statistics to include wheelbase and weight balance, includes fingerprint update Vehicles: * Renault Clio Cup: Livery19 fixed logo * Renault Megane RS: Livery06 changed to yellow * Aston Martin Rapide: Approval fixes for liveries * Aston Martin Vantage GT4: Approval fixes for liveries * Mercedes 300SEL: Collision update, AI tire tuning, fuel consumption & other physics finishing Tracks: * Azure Circuit: Instances changed, tweaked textures for prefab building. * Mount Panorama: Gravel materialsetting and UVs updated * California Raceway: Tweaked signs, new texture maps, 1st commit * Brands Hatch: Updated the kerbs-maps according to feedback from Hamilton * Oulton Park: Start trigger position tweaked, reduced ground shader usage, autograss CSM optimized * Sakitto, Snetterton, Oulton, Cadwell Park: Updated incorrect Global positioning and Timezone data * Le Mans: Added textures for distant makers, new 2x2 starting gris to match painted start boxes. Adresses Jira WMD 1160, fix crowd position around missing platforms, merge latest assets and add distant makers Known issues: - Replays: Working but sometimes you can not watch saved replays plus other issues - Speed ??sensitive camera option is missing from UI - None of the debug tools (F1, Ctrl + F, Ctrl + I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again) - If you want to run x86 Gold, run the pCARSGld.exe directly - DO NOT RENAME FILES! - Due to hurricane Gonzalo striking the English shores this morning, the clouds have relocated. Expect them back in your next build. - DX9 not booting Build 832 (20/10/14) 594.9 MB Next-Gen: * PS4: Clear render target pointers. * XB1: Simplified joining new user flow. * XB1: Added code to automatically leave the user from any non-active online sessions they might still be part of at boot time. Render: * DX9: Align SSAO with DX11 * Fix for cutscene flickering bug * Fix for shadow glitch in phase 2. * Changed order of phase 2 to occur after shadow task. Effects: * Lighting balancing on gravel and grass particle effects. Cameras: * Cockpit camera centered horizontaly with steeringwheel * Showroom Cameras: Wide/medium/close/extreme close-up (x10/8/8/8) GUI: * Localised player grid positions * Fixed missing dirt screen data loading * Minimap coloring for previous and next participant * Photo page code pass: Missing Focals lengths and Blur intensity * Metric thread fixup, when only 1 low priority tick is requested to be registered. * Added photo filter mapping to photo page, uses HRDF fiel to set details and text ID * More fixups surrounding the relationship between AI lap time generation, and metric calculations. * Fixed a core issue which led metrics to be registered multiple times, causing inconsistencies with the monitoring storage & retrieval * Added mirror control to Graphics Config so that it is possible to have it on or off in game for performance reasons. Also added AppLink ready for integration into GUI. * Achievement fixes: Eastdown & Down (WMD-2241), Consistency Is King (WMD-2020), Mailbox full (WMD-1904), Pristine Paintwork (WMD-1902), Sunday Driver(WMD-1809), Chewie, Do You Smell Somethin (WMD-1664) ... NOTE: make sure units are set to metric when comparing against HUD! Characters/Animations: * Added LODX hand for Oli Webb and Hamilton * Fixed correct play of animations for 32 bit platforms * Drivers GT and F1: Updated class with only HELMET and OUTFIT * Drivers: Updated driver textures to match new hand UVs + minor tweaks * Pitcrew: Chiefmechanic L/R: added trigger to act as start for ..move_pit_origin.. of pitcrew * Pitcrew: Fixed skin in head and eyes meshes. Tweaked modifiers in stuck to be displayed properly. Career: * Career Motorsport Teams: Cleaned out redundant Endurance team files. * Career Motorsport Teams: GT4, GT5 - All teams configured, matching liveries to teams, spread across series. Physics: * Formula C: Fixed a mistake in fuel consumption rate * Vehicle control value is cleared on deinitialisation. * Locally cached player participant slot helper value is updated when race mode is changed. * Player control flag of participant manager is updated when player participant is restarted. Vehicles: * McLaren P1: Collision model update * McLaren F1: Collision model update * Mercedes 190E DTM: Collision model update * Audi R8 LMS Ultra: Several approval fixes. Added wood piece and updated Carbon seat, added Signals and panels, updated R8 logo and tank inlet color, updated engine, updated signals, panels and seat updated. updated R8 logo and tank inlet color. Tracks: * Mount Panorama: Road UV2 adjusted * Besos: Tweaked texture saturation levels * Silverstone: Vertex painted all tarmac surfaces for puddle reflection mapping as appropriate * Snetterton: New kerbs, terrain updates, overlays, road materials, tyrewalls, armco, viewer placement tweaks * Wisconsin Raceway: Added grass skids, fixed lodding of terrain, removed a bunch of xtrees behind tree wall, added dirt edges next to kerbs * Azure Circuit: Files for new streetsigns, thumbs for new streetsigns, textures for new streetsigns, fixed position of tunnel rain blocker in Azure circuit Known issues: - Replays: Working but sometimes you can't watch saved replays plus other issues - Speed sensitive camera option is missing from UI - None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again ) - If you want to run x86 Gold, run the pCARSGld.exe directly - DO NOT RENAME FILES! - Cloud flickering/popping across tracks, issue has been identified and will be solved. Build 831 (17/10/14) 274 MB Audio: * Tweaks to the Pagani Cinque engine and other sounds. * Tweaks to the Mercedes 300SEL AMG incar and external engine sets and other sounds. Next-Gen: * PS4: Fix for compiler err in gold. * PS4: Added hsync override for better track profilling. * XB1: Fix for PostProcessing filters causing black screen/flicker during in-game intro sequence Render: * Added hsync override for better track profiling. * Fix for motion-blur resources being created in LDR. * PC: Envmap shadows are only rendered with the Envmap detail level set to High or Ultra. Weather: * Better culling for clouds..added code to the env callbacks to say if we want to render clouds. Effects: * Dirt screen functionality AR-2611 GUI: * Hightlighting player name * Added month names to text DB * Add Kart and Oval track types. * Added RaceAppCore text ID for Play Now button * Highlighted the players team in the team list * Fixed laps to show laps completed instead of current lap * Changes split time to be split time from leader, not driver in front * Unified the in-game standings lists, and fixed some associated common bugs. * Fixed missing applinks causing certain lists to not be initialised correctly * Made all highted text white, for the whole row, not just for the player/team name * Implemented standard auto-update for the simulate screen, in line with the other screens in-game lists. * Fixed all data inconsistencies with the live/overview lists, so they can all work from the same code with no duplication Leaderboards: * Fix for "find me" option which were clearing leaderboard. Cameras: * Pitstop Cameras update Replays: * Wiper control now goes via event queue to support replays. Add debug printing of vehicle animations. * Support time controller moving backwards in time. Add method to get time played for animation player. Characters/Animations: * Pitstops: Wheel attendant 2 : fixed offset, added triggers Career: * Career Motorsport Teams: GT3 - All teams configured, matching vehicles and liveries to teams, spreading teams over various series, and ensuring a balanced spread of vehicle types used in all series. Physics: * Lotus 98T: AI tire model tuning; drivetrain efficiency adjusted * Lotus 78: AI tire model update, checked that all latest tech is applied * Formula C: Set fuel consumption, heat & wear model, added all latest tech Vehicles: * Audi R18: LODC tweaks * Formula C: Collision model update * Marek RP339h: Collision model update * Marek RP219D: Collision model update * Aston Martin Rapide Hybrid: Fixed CPIT damage, lowered polycounts Tracks: * Azure Circuit: Textures for Mirabeau gardens. Updated speculars-fixed mipmaping. Fixes for incorrectly coloured flares and odd lamp placement * Cadwell: Finished broad terrain, merged terrain, road and kerbs, fixed microgaps, added missing overlays, fixed CSM issues, materials sorting, new verges * Oschersleben: Fixed main gaps between kerbs/road/terrain/fixed wrong csm mesh/fixed bad kerbsedges/fixed 1 bad mat/fixed issue WMD-1130 WMD-1875/added rain blockers where needed/added missing camera file, tyre stand outside garages, WMD-1130 Known issues: - Replays: Working but sometimes you can't watch saved replays plus other issues - Speed sensitive camera option is missing from UI - None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again ) - If you want to run x86 Gold, run the pCARSGld.exe directly - DO NOT RENAME FILES! - Cloud flickering/popping across tracks, issue has been identified and will be solved. Build 830 (16/10/14) 233.7 MB Audio: * Adding pit to car p3 5sec split time calls Next-Gen: * XB1: Fix for various RenderTarget flickering bugs * XB1: Enable Label, GUI and Phase 2 threaded rendering (now that the target flickering bug is fixed) Render: * Planers shadows supported in all lighting models. * Fix for failure to load post processing data and filters. * Removed all refs and files related to old lit particle code. * Related Torrents
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