*******C.A.R.S - Community Assisted Race Sim*********

Build 164 should be out today for Team Members and up.

It apparently uses a new lighting engine which is unoptimised, so be prepared for crashes I suspect.

Stick to 160 if you don't want to try the new lighting.
 
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What's this like with a 360 gamepad and does it require a beefy GPU?

i'm mostly running my games on a i5 8GB ATI 5650 1GB laptop at the moment due to one reason or another...

Pretty much getting bored of F1 2011, GRID and DiRT 3 - all of these games run a pretty much max settings 2 x AA at 1080 x 1920 on my laptop at pretty decent fps...

DiRT 3 I need to tone it down a little to meduim however still very good performance....

Don't mind playing games at 1280 x 768 either, played Crysis 2 at this res and said laptop did ok..
 
Just got my first taste of this, it is looking very promising.
This game has brought me back to PC gaming buying a new rig after over 6 years absence.
 
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I've got my Logitech Driving Force GT pretty much set up now, much better than using the 360 pad! It's quite fun to play actually, I'm loving the attention to detail on the cars :)
 
Some news regarding the addition of Multiplayer coming in tomorrows build.

1. There will be a Dedicated Server written and compiled in Java which has many benefits such as speed of development, interfacing with other technologies and portability across operating systems. The idea here is that the DS can be hosted by WMD members on public servers and LAN environments.

2. The DS will comprise two internal components which for now we're calling the Game Host (GH) and the Game Manager (GM). The Game Host component will be a fairly dumb packet forwarder, at least to begin with (all game clients will send network packets to the GH and the GH will forward them onto other clients participating in the game). The GM component manages a pool of Game Hosts; the idea being that players can matchmake into an existing game or create a new game (internally the GM will auto-spawn GH's to meet demand, one per thread).

3. As mentioned in #2, the GH will be quite dumb during early MP development. Later we will profile the performance of the games, players, bandwidth and so on in order to determine where intelligence should be added and optimisations implemented.

4. There will be a Matchmaking server hosted SMS-side with which the DSGMs communicates. The Matchmaker will maintain the overall list of games available, directing players looking for games to the various Game Hosts as advertised by DSGMs. In the early days of development, there will probably be no Matchmaker server; members will need to connect manually to Game Hosts either in a LAN environment or to a known server that WMD members create and advertise via the forum and browse the games hosted by that DS.

5. On the game client all multiplayer participants will connect to the DS for their communication but will additionally attempt to make peer to peer connections. Clients will always send network packets to the DS for redistribution via the GH but will also send their vehicle position updates to peers where direct connections are possible (thus reducing ping time). Direct connections are not always possible however (see NAT below).

6. The Matchmaker will be capable of connecting players by various criteria (rank, driver aids, driving quality/incident percentages, preferred car/track, time of day, dry/wet weather etc), and then further down the line the potential exists for organised races (open/fixed setup and so on), series, self-scheduled races, league racing etc. This is a long-term development goal.

7. As mentioned above there are NAT (http://en.wikipedia.org/wiki/Network...ss_translation) difficulties to overcome but in the first instance the DS will require the player to manually open ports on routers in order to allow incoming connections from game client. There will be enough on the forum here to help with that and later we will add some level of NAT punch-through to attempt to overcome these obstacles.

8. There will be numerous debug screens as we develop; you'll be able to see the connection mapping (eg via DS / peer to peer etc), latency, stages of connection and so on.

9. Early games are likely to be a bug-fest but the quality will quickly improve

10. LAN games will not appear in the Matchmaker game browser list but will still need to report back to the servers (authentication, statistics, game profiling and so on).

Source: http://forum.wmdportal.com/showthread.php?3775-Multiplayer-kick-off-plan
 
sadly its not coming tomorrow, it was Andy's usual sense of humour teasing us again

Andy Garton (Development director) said:
It was a joke sorry. I assumed everybody would realize a complete MP system wouldn't be possible in 24 hours.
 
yea i read that. gutted. But eventually it will come? maybe next week?

i doubt it will be with us until april at the earliest tbh, making everything you need for multiplayer will take some serious work. they havent even finished everything they will need for ghosts racing yet, and a lot of that will probably be transferred to the multiplayer servers coding
 
may finally crack and get a junior :p

what cars tracks do you get on junior ?

am i restricted much by gameplay because of this ?
 
I caved and got this, jesus and the jackernoodling christ!

pcars2012030700360294.jpg
 
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