F1 2016 - jennyanne_m
Last week, F1 2016 won 'Best Racing Game' at the TIGA Awards, and it seemed fitting to talk to Creative Director Lee Mather for all the details:

It’s been some time since I last wrote a blog post, the last one being when I started my Career play through in F1 2017.  Today feels like the perfect opportunity to update you all on some of the more recent developments in the world of F1.

 

As I write this, I’m currently sat on a train from London, heading back to the studio with a TIGA award for Best Racing Game, which we won for F1 2016.


I feel I need to set the scene a little here.  I’ve worked in the games industry for 25 years now, and in that time I’ve been lucky enough to experience some pretty incredible things and visit some amazing places.  I’ve driven rally cars, had amazing access at F1 races, travelled the world promoting the game,  and above all else, I’ve had the pleasure of chatting about F1 with other passionate like minded people.  But, something I never thought I’d be doing would be attending an awards ceremony at the Victoria and Albert Museum in Knightsbridge.





It’s always a huge honour to be able to represent Codemasters and the F1 team at any event, even more so when it’s in a location as grand as the Victoria and Albert Museum, and when nominated for an award which is voted for by your peers.  The standard of an event such as the TIGA Awards really highlights just how far we’ve come as an industry.  To be at a point where our awards evenings are hosted in such amazing surroundings with everyone making a real effort to dress up, shows not only how the industry has matured, but also what a great big family the entire games industry is.


Last night Codemasters were nominated for 4 awards, one of which was in the Best Racing Game category with F1 2016, so we were all hopeful that we’d be leaving with something. The other three were for Independent Studio (Large), Publisher and Technical Innovation.  These nominations really highlight what a strong, diverse and talented company Codemasters really is.

As it is every year, the Best Racing Game category was as hotly contested as ever, with a lot of big hitters on the list:
  • Codemasters: F1 2016
  • Dumpling Co., Ltd: Dashy Crashy TURBO
  • FuturLab: Tiny Trax
  • Hutch: Hot Wheels: Race Off
  • Kooapps: Pets Race
  • NaturalMotion: CSR Racing 2
  • Playground Games: Forza Horizon 3
  • Sony Interactive Entertainment Europe: WipEout Omega Collection
  • Spil Games: Uphill Rush
  • Stainless Games Ltd: Carmageddon: Crashers
  • Virtual Arts Ltd: Cargo Racing VR
Based on the reception F1 2016 received when it launched, we were confident we stood a very strong chance of winning . From a team perspective, it’s  a game which was driven by passion and enthusiasm for not only the sport of F1, but also for making the best racing game out there.  F1 2016 was a landmark title for us, and it’s success was something which everyone involved in felt incredibly proud of.   To have our love and belief in the title rewarded in this way couldn’t be more important to the team, and it’s a great thank you for all of the hard work and effort everyone in all areas of Codemasters have worked towards over the last few years.

As for actually collecting the award, it was all a bit of a blur to be honest.  Myself and Senior Producer Hugh Pearson rushed to the stage, accepted the award, shook some hands and had our photos taken.  From there it was a quick run backstage for more photographs, before returning to the rest of the team back at our table.


Last night was something special, and being nominated alone is a great honour.  Winning just took the evening to a whole new level.  F1 2016 and its success would never have been possible without such a great team across all areas of Codemasters, and their support, and belief that the game we were making was something special.


Obviously, since F1 2016 we’ve moved on to the even more successful F1 2017, which hopefully will see us nominated for further awards next year.

With that I’ll sign off from this  blog post.  My train is fast approaching Birmingham, and there are more exciting things to work on once I’m back in the studio.  One final word from me is ‘thank you’, to everyone who believed in Codemasters and in the F1 series we’ve produced, thanks to everyone who has purchased and played any of our F1 as well as any of our other amazing racing titles.

Take care,


Lee
F1 2016 - contact@rockpapershotgun.com (Alice O'Connor)

F1 2017 [official site], Codemasters’ latest annual adaptation of The Chain by Fleetwood Mac, roared off the grid this morning. Once again, the avant-garde artgame uses fast cars to represent throbbing basslines and lyrical concepts such as running in the shadows, damning your love, and damning your lies. I can’t say I feel Codies’ interpretation in my heart own but hey, who am I to judge how a song feels to them? You can’t say they don’t commit to the metaphor, as they’ve released an update every year since 2009. And if you don’t love me now… (more…)

F1 2016 - Stgx
F1 2016 is now available for MAC!
31 Ιαν 2017
F1 2016 - jennyanne_m
Hi guys,


We've set a brand new patch - 1.08 - live on Steam now. You can find the notes below:

  • Fixed tyre wear being incorrect following a pit stop

You can find out more about this patch by visiting our forums here

14 Οκτ 2016
F1 2016 - jennyanne_m
Hey guys,


Just to update you on the newest patch v1.7. You can find the notes below:

  • Added the Master difficulty option when starting a new Career and Championship Season.
  • Fixed a bug that could give players who rejoin a multiplayer session the wrong tyres.
  • All cars now use the same gearbox when playing with Equal Performance.
  • Nvidia Scalable Link Interface (SLI) performance improvements.
  • Fixed a number of crash bugs.


Notes on the SLI speed improvements.

We have been in discussion with Nvidia for a while regarding a shadow corruption bug occasionally seen when running F1 2016 on a PC with SLI. Some of our performance improvements may have made this issue more frequent for a few of you, but we felt it was better to release them and give you a choice about how you want to run the game.

If you do experience this problem, we have several workarounds for you.

1. Have the full speed increase, but live with the potential of occasional shadow corruption.
2. If you do see the issue you can limit your FPS to reduce its frequency and potentially prevent the problem altogether.
3. If neither of these solve the problem, turn off SLI to stop the issue from occurring.


F1 2016 - jennyanne_m
Hey guys,

We've just set a brand new patch live, you can find the notes below.

  • Added the Master difficulty option to bridge the gap between Expert and Legend.
  • Changed the tyre rules so the tyre you start the race on counts as mandatory for the race.
  • Corrected a few translation issues.
  • Fixed a bug that could cause race sessions to occasionally never end.
  • Fixed a number of crash bugs.

Anything you spot that isn't the way it should be, please let us know.
28 Σεπ 2016
F1 2016 - jennyanne_m
Hey,

There's a new patch on PC that has gone live. You can find the notes below.

  • Fixed a crash loading specific mid-session saves from a previous version.
  • Fixed the LCD display on the steering wheel not always showing the current gear.
  • Fixed a multiplayer bug that would sometimes show players who pit under the safety car as being in first place which led to the queue breaking and penalties being awarded incorrectly.
  • Players who disconnect now behave like players who have paused, they will ghost and drive at the chosen AI difficulty level.
  • The session starts in countdown will no longer reset when a new player joins the lobby.
  • Fixed a number of crash bugs.

Any questions, problems, or issues, please let us know!
F1 2016 - jennyanne_m
Hey guys!

We've got another patch for you. This patch contains updated vehicle appearances for Mercedes, Red Bull, Ferrari, McLaren, Manor, Renault, Force India and Toro Rosso, as well as containing bug fixes and stability improvements.

Here's the full list of patch notes:

  • Updated vehicle appearance for Mercedes, Red Bull, Ferrari, McLaren, Manor, Renault, Force India and Toro Rosso.
  • Made adjustments to relative performance of teams and drivers based upon 2016 results so far.
  • Stability improvements for all game modes
  • Various Multiplayer Fixes
  • Various graphical bug fixes
  • Various other bug fixes.

Let us know if there's anything you spot that isn't as it should be.
5 Σεπ 2016
F1 2016 - jennyanne_m
We're releasing a new patch on PC, here's what's been fixed:


- Performance improvements for AMD graphics cards.

- Fixed a potential crash when rebinding controls on unsupported controllers.

- Fix for rain beads shimmering when Weather Effects is set to High or Ultra High.

- Fix for Logitech G29 LED lights not functioning.

- Fixed a problem where selected files were not opening in Steam Workshop at the start of a race.

- Added Audio Accessibility option to the Advanced Audio Settings menu.

- Fixed a problem where the turbo could be heard on stationary cars.

- Further stability improvements.
2 Σεπ 2016
F1 2016 - jennyanne_m
Good afternoon guys,

The PC patch detailed below is now live. In accordance with our topic here Time Trial leaderboards will be wiped.

Below are the fixes contained in this patch:



Game Additions

· Added the fuel remaining level next to the fuel mix setting in the MFD

· Added the ability to chose whether to select a front wing change during pit stops

· Added ability to alter fuel mix levels during the race start procedure.

· Added braking telemetry to ghost car DRL within Time Trial

· Added HUD area adjustment option.



PC Specific Fixes

· Setting Benchmark mode to loop will now loop the benchmark.

· Improved framerate when running the career hub in 4K and using the laptop.

· Fixed an issue where the Low Detail graphical preset was displayed as Custom in the advanced Setup menu

· V-sync Interval now fades out when v-sync is set to OFF

· AMD - Crossfire – Fixed an issue that resulted in vehicle reflections causing cars to flicker when set to HIGH or above

· Fixed an issue where some players were not receiving their pre-order bonus features.

· Steam multiplayer region filter expanded to worldwide.

· G27 steering wheel is now recognised.



General Multiplayer



· Players on pause during multiplayer races are now driven at the speed level of the chosen AI and ghost to avoid accidents.

· Safety Car icon has been added to the mini map in online multiplayer races.

· Fixed a hang where a user JIPs into a session as its transitioning to a race.

· Fixed an issue where JIPing into a practice session, quitting and rejoining prevents the player from taking control of a car.

· Fixed an issue where game assets fail to render correctly when a client spectates an ongoing multiplayer qualifying session.

· Fixed an issue where the AI refused to overtake a paused player during online sessions.

· Added an icon next to the player nametag to indicate when the AI has taken control of another player in online multiplayer.

· Fixed an issue where players could spawn in on top of each other on the grid if both players receive a 5 place grid penalty in practice

· Fixed an issue with an incorrect position indicator on the formation lap after a driver is reset to grid.

· Fixed an issue in multiplayer championship in which the client’s setup is forgotten after a reboot.

· Fixed an issue where if a host left an OSQ session their ghost was the only vehicle visible for all clients and results were showing them in 1st place.

· Multiplayer Championship – Auto save feature enabled when player client joins session.

· Fixed an issue where accepting an invite on the race results was failing to take user into the game lobby.

· Added option for clients to save Multiplayer Championship after host migration

· Fixed an issue where an absent player vehicle was retiring at the start of a practice session, preventing the player dropping into multiplayer championships

· Fixed an issue where drive through penalties were not being enforced after a Formation Lap

· Fixed an issue where if a player quits/is disqualified from an online practice or longer qualifying session, many AI were not setting a lap time at all

· Added ability to kick player in Online Championship if they don't have a vehicle.

· Various other bug and stability fixes.



General Game

· Fixed AI vehicles blocking cars on hot laps in qualifying and practice sessions.

· Fixed AI vehicles suddenly moving off the inside line of corners and causing collisions

· Improved AI ability to recover to track after being involved in crashes.

· Made changes to the AI to improve overtaking along straights.

· Improved AI ability to race closer in corners without backing out of moves.

· AI vehicles are now able to reliably keep within the Safety Car delta times.

· Updated safety car release frequencies to result in SC being deployed more often.

· Updated safety car severity release frequencies – More likely to be released for the more severe accidents.

· Practice Sessions – Re-balanced tyre management tests.

· Improved performance and framerate within the career mode hospitality suite.

· Fixed an issue in qualifying where the player was given new vehicle for Q2 after terminally damaging their car during Q1.

· Fixed a crash in a 100% race replay at Singapore.

· Fixed an issue where drive through penalties were not being enforced after a Formation Lap.

· Fixed an issue where marbles were not sticking to tyres when driving over them on the outside of corners.

· Fixed sector times incorrectly displaying purple on the timings screen in practice and qualifying.

· Fixed an exploit in full qualifying where you could move up the grid after Q1 by advancing to race.

· Fixed an issue on the strategy screen where it was possible to leave a gap in the race strategy.

· Fixed an issue where no response was heard after requesting driver in Front or driver behind status update.

· Fixed an issue where time trial laps that were penalised are appearing as legitimate times. - Please note this requires a leaderboard wipe to remove penalised lap times.

· Leaderboards now display total players and ranking position.

· Fixed a crash when attempting qualification pace practice program in FP2 and FP3.

· Fixed a crash when selecting flashback after entering the pits.

· Stopped the game forcing players to serve stop-go penalties whilst under safety car conditions.

· Altered formation lap start procedure so users do not think they are starting the race.

· Season objectives for teams in career now update at the start of a new season depending on previous seasons performance.

· MFD - Extended the strategy timer to 30 seconds.

· Sparks VFX is now played for plank collisions with track surface.

· BRAZIL - PIT LANE - Speed limit sign now matches 80Kph speed limit.

· AUSTRALIA – Pit Lane – Speed limit sign and pit limit OSD now match at 60Kph

· Stability improvements for all game modes.

· Various other bug and graphical fixes.

· Various audio issues fixed and re-balanced.

· Further updates to name filter in career mode.
...

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