View Full Version : Incompatible TEST W17 - 32 Cars
matze54564
1st May 2007, 19:21
Bug detected: If you drive outside the track you get Auto-Reset at some places. You get than replaced in the middle of the track and cause some damage also if Car-reset server side disabled. So i suggest that everybody who drive in a Auto-Reset-Area should be sent directly to spectators.
See also: http://www.lfsforum.net/showthread.php?t=23691
Furhermore i suggest that everybody who press this Space-Button will sent directly to spectators also when a player connecting and i suggest the remove of the "Arcade-Option" Car reset within repair the car.
kamo2000
1st May 2007, 20:44
....i suggest the remove of the "Arcade-Option" Car reset within repair the car.
+1
And what is "BLANK: OVERFLOW" Message i was getting today on my server?
Lfs hanged and was sitting like this(if this is spam than i'm sorry :( ) :
I was pressing my f keys - that was the only thing that worked..and everytime somone was trying to get on my server got that message as on screen.
Zipppy
2nd May 2007, 20:54
I found a bug when loading up W17; It said InSim : first byte in packet does not match size and it kept on flooding the screen with it and I lost my unlock and W0.5 got locked too and I did not get that message.:scratchch only V is unlocked. no more Citydriving for me (for now though):) look at the picture; this shows what I mean
Edit: I used pitspotter
GeForz
2nd May 2007, 21:24
perhaps you shouldn't try running programs which expect the old insim system...
Zipppy
2nd May 2007, 21:40
It only happened yesterday. I used pitspotter. It did not happen before on this test patch for me
:confused:
AndroidXP
2nd May 2007, 22:08
If you had read the changelog, you'd have seen that InSim underwent quite a few changes. This means that pretty much ALL existing InSim plugins are broken with the new patch, pitspotter included. Either stop using that plugin for now, or revert back to patch W ;)
Theafro
2nd May 2007, 22:30
Any chance we could have a display of start reaction time in the post-race results.
cheers for the patch guys, pretty damn good (and bug free for me!) :thumb:
Tweaker
2nd May 2007, 23:24
Any chance we could have a display of start reaction time in the post-race results.
cheers for the patch guys, pretty damn good (and bug free for me!) :thumb:
I don't think that is really needed. I am sure someone is making a script for servers (like the 0-60 one) online. No need for feature requests :scratchch
Zipppy
3rd May 2007, 01:28
If you had read the changelog, you'd have seen that InSim underwent quite a few changes. This means that pretty much ALL existing InSim plugins are broken with the new patch, pitspotter included. Either stop using that plugin for now, or revert back to patch W ;)
I hope it doesn't happen again! (at least I can have fun in LFStweak :razz:) lol
hectic
3rd May 2007, 07:08
Hello :)
I don't know if this bug is related to Patch W only, or if it has been fixed in future patches, but I'll post anyway.
Scenario: By accident I've forgotten to stop utorrent which is maxing out my 128 kilobits/sec upload (10-15 kb/s). Not downloading anything at this stage. Fire up LFS --> Multiplayer --> Display List of Games --> let the server list show up, press back twice, then an application error (screenshot attached).
This is reproducible everytime I'm uploading. This error can be avoided by not uploading, I'm not saying that I want to upload and LFS at the same time lol (think of the the lag ingame xD) but just thought that it might warrant some looking at.
edit: noticed that it has happened again, same 'instruction' but different 'referenced memory' : 0x02e66378, had "Closing 2 connects in the background'
crankcase
3rd May 2007, 11:18
Need help with server. Trying to start W17 servers and keep getting this error message Out of bounds Maxguests
Any Ideas lads http://arse.norbtech.com/phpBB/images/smiles/frown.gif
Max racers and max guests are set at default in the config which is 32 and 48
Scawen
3rd May 2007, 11:36
maxguests default is not 48. There are only 48 connection slots, of which one is the server, so that leaves 47 guests max.
There's no way I could put that as default, you need one monster server to upload that kind of bandwidth. :)
Fischfix
3rd May 2007, 12:23
how many cars are allowed on autocross layouts? plz
tomylee
3rd May 2007, 15:30
BUG: I don't know if it was said already but the cars in the map are very bad to see when the map is at the right side cause of the blue sky and the yellow and green markers.
The option to move the mirror is in Y at 0 and that means the mirror is not at the top of the screen. I don't like to use virtuall cause then I have two there. Just a little change that I can move the mirror up to the top would be great.
KMSpeed
3rd May 2007, 17:05
Tomylee, the first one is not a bug. If you read the new features section you'll see that if you go to Options>Display>Interface (the button at the low right hand corner) now you can CUSTOMIZE all colors of the mini map. :)
The 2nd one is a request/Improvement suggestion and although it's a good one, this thread isn't for this purpose ;)
faster111
3rd May 2007, 18:44
No suggestions allowed in the test patches topics and forum cause admin will close this section down till theres a new test patch.
mixer13134
3rd May 2007, 20:34
Dunno if this has been reported. But about the false start system.
I tried this with AI. Basically when I do a false start, I pit, then wait until the green light goes on and then unpit. Basically, not on all tracks, but you can gain first position by doing this. I tried this on fern bay gold rev, and it's possible.
I don't know if you understood me. :D
theycallmeebryan
4th May 2007, 05:36
Dunno if this has been reported. But about the false start system.
I tried this with AI. Basically when I do a false start, I pit, then wait until the green light goes on and then unpit. Basically, not on all tracks, but you can gain first position by doing this. I tried this on fern bay gold rev, and it's possible.
I don't know if you understood me. :D
Yeh, but online you cant do this. There is a counter of 10 seconds that disallows you to start from the pits at the same time the race starts. This used to be a problem, people would pit before the race started, and pit out once it did. Some tracks you would be able to lead into T1 by doing this.
The false start system needs to be refined for sure. If there is lag, a driver that jumps behind you can drive all the way into the person infront of them, causing that person to also false start.
The false start system needs to be a client side thing, and not a server based. This way, lag will not effect you getting penalized for jumping the start.
I also feel that if you get a false start and are sent to pits, there should be an automatic 20 second timer on the join button. That way, you cant pit and join back in the race in order to releive your penalty.
Hope i didnt cause too much clutter, shawen :thumb:
Yaamboo
4th May 2007, 06:31
Didn't see a mention of this anywhere, but should the /pit_all command OOS the replay? That happened to me while testing if my computer could handle 20 AI cars in singleplayer (it didn't btw :D ).
Here's the corrupted replay.
Edit: and then I do a better search and see that the same problem was mentioned http://www.lfsforum.net/showthread.php?p=405056#post405056 <- there, and the reason was explained http://www.lfsforum.net/showthread.php?p=405202#post405202 <- here.
Delete this if needed ;)
AndreABG
4th May 2007, 07:20
well, I don't know if this is reportet yet, but when I false start and hit another car, this is also penalysed for false start - sure it does so, but its a bit unfair. Maybe its possible to not give him a penalty when he's on full brake (and not on throttle) and immediately get the false starter to spectate when he hits another car. I tried this just in single player and don't wanna do it in MP, but should be the same there
GeForz
4th May 2007, 10:29
in MP you are send to spec before you can reach another car
Bladerunner
4th May 2007, 12:41
When will Victor be updating the Insim Relay on LFSW to accept the changes to Insim? At the moment when running my Dedicated server on W17, JUST connecting to the relay I am getting the 'First packet does not match' error.
in MP you are send to spec before you can reach another car
Sometimes when there are a lot of racers, you can bump the car infront... but thats due to lag...
Cue-Ball
4th May 2007, 18:55
Sometimes when there are a lot of racers, you can bump the car infront... but thats due to lag...Do you have a replay showing this? So far, nobody else I've talked to has been able to hit another car because they are spectated before they can touch.
ussbeethoven
4th May 2007, 19:02
On some servers false starters get a stop&go p. only, that means it is possible to ram the car in front.
matze54564
4th May 2007, 19:43
On some servers false starters get a stop&go p. only, that means it is possible to ram the car in front.
Thats not true, stop&go p. give it when it is to late to achieve the car in front because the time to the green light is not enough.
DEVIL 007
4th May 2007, 20:03
EDITED:useless post:shrug:
Yisc[NL]
5th May 2007, 11:52
I know it's not related to the test-patches, since is there for a long period, but I never had a replay to show it. Now I have one. The problem is in the last corner before you drive up to the main straight. If you hit the curb on the inside and bounces back on the track, suddenly your cars is "grabbed" and stuck to the track. (See replay, second lap, car "[R-R] Yisc[NL]". Hopefully something can be done to it, since it ruins the race after just a small mistake.
mkinnov8
5th May 2007, 12:22
Not new to these test patches, has been like that since S2 was released last year, perhaps even longer. Its annoying, but funny too.
Bladerunner
5th May 2007, 13:17
A small glitch that I found completely by accident last night while drag racing...if you pull a false start, although you get a 30 sec penalty, you can STILL get the actual time as a new pb... example...previous pb was 9.03 secs.. but with a false start I now have a registered pb of 8.60 secs...
I think that only the NET time (time+penalty) should count for pb's.
geeman1
5th May 2007, 14:54
I think that only the NET time (time+penalty) should count for pb's.The penalty only adds to the total time. So it isn't a problem on regular tracks, only on drags because in there total time = 'lap' time. 30 second penalty for false starting on drags seems a little odd for me too. A 30s penalty basically has the same effective penalty as DQ. I don't know what the penalty is in RL, but maybe on drags the penalty should be DQ?
Do you have a replay showing this? So far, nobody else I've talked to has been able to hit another car because they are spectated before they can touch.
No, I don't... I didn't remember to save the replay :shrug:
Yisc[NL]
5th May 2007, 16:59
Not new to these test patches, has been like that since S2 was released last year, perhaps even longer. Its annoying, but funny too.
But I think it should be fixed as quick as possible, since it's very annoying and destroys races for people. Hopefully Scawen can fix it within patch X.
Lautsprecher[NOR]
5th May 2007, 17:06
Why are there so few servers running W17?
askoff
5th May 2007, 17:48
;414263']Why are there so few servers running W17?
Isn't it obvious? It's a test patch and for testing use only. You should use patch W17 only if you want to test how the new features work and don't mind possible bugs. It won't take long until next stable patch is released.
mkinnov8
5th May 2007, 18:16
;414259']But I think it should be fixed as quick as possible, since it's very annoying and destroys races for people. Hopefully Scawen can fix it within patch X.
Indeed, but i dont think it will be done for X.
matze54564
5th May 2007, 19:00
;414000'] If you hit the curb on the inside and bounces back on the track, suddenly your cars is "grabbed" and stuck to the track.
I watched the replay, its not a bug, donīt cut the curve.
Lautsprecher[NOR]
5th May 2007, 19:34
Isn't it obvious? It's a test patch and for testing use only. You should use patch W17 only if you want to test how the new features work and don't mind possible bugs. It won't take long until next stable patch is released.
W9 was much better populated, so i don't see why those running W9-servers haven't upgraded.
;414410']W9 was much better populated, so i don't see why those running W9-servers haven't upgraded.
Because W17 is also non-compatible patch so everyone would have move to the test patch, before it didn't matter what version you were running.
W9 was incompatible with W, btw
Yisc[NL]
5th May 2007, 22:38
I watched the replay, its not a bug, donīt cut the curve.
It's not the curb that's causing the problem. The problem is some point on the middle of the track, which somehow 'grabs' the car and hold on to it. It doesn't happen when your normally driving over that point, only when you hit the curb or the tire wall (no intention to cut off the corner), get back on track and suddenly your stuck to it.
Fischfix
6th May 2007, 00:31
ok guys, i know i've asked this 4 or 5 times by now. but i never got an answer to it:
How many cars are possible on Autocross AU1? is it still 16 like in the older patches or are there more now? i hope i can get an answer before the 14th of may, as we will have an event on that date. and i did not manage to motivate enough people to join a autocross server to find it out myself.
so once again:
HOW MANY CARS ARE THE MAXIMUM ON AUTOCROSS AU1?
Scawen
6th May 2007, 10:20
Two crashes on same host at the same time, first one is mine and second is Shittie's. Nobody else was around at the time.
That's really strange... was there a host control program running? I can only think that somehow it got into a state of loading autocross objects at the same time as loading a track, but that should be impossible. Maybe through InSim it can be done...?
Lfs just crashed (W17):
I started training mode...went fine to the first f08 lesson at westhill and bah.
Check screnshot...addres is there.
hi i got a crash when doing lessons in the test patch W17
heres the crash address: 0x000000000a8f2c20
it was with the LX4 and i was about to do a lap on southcity, as soon as i went to pull into the gates at the end of lap it crashed.
thanks racemaniaI'm having difficulty reproducing this, so I need more info, if you have a few mins to try and reproduce it. Unfortunately the crash addresses are not inside LFS, so I guess LFS is causing a crash in the graphics somehow.
Some questions :
Does it happen if you just drive straight into the gates without doing a lap?
Does it happen every time?
Are you driving slowly or fast into the finish gates?
What is your setting for Options...Display...Checkpoint text?
Is it *instantly* crashing as you pull into the games or do you get a finished message, or anything?
Please can you try putting these layouts in your layout folder, then try it in-game, not in a lesson.
Scawen
6th May 2007, 10:22
ok guys, i know i've asked this 4 or 5 times by now. but i never got an answer to it:
How many cars are possible on Autocross AU1? is it still 16 like in the older patches or are there more now? i hope i can get an answer before the 14th of may, as we will have an event on that date. and i did not manage to motivate enough people to join a autocross server to find it out myself.
so once again:
HOW MANY CARS ARE THE MAXIMUM ON AUTOCROSS AU1?I never answered at first because I didn't understand your question, and I still don't understand really.
Only one car can start at a time on autocross, and others can join after that. So what do you mean, is it the number of spectators? Or do you have a race track layout and you are using the start grid? If there was a 16 limit in the old one, I guess it's the same now. But you can have up to 47 spectators.
racemania
6th May 2007, 11:19
Quote:
Originally Posted by racemania http://www.lfsforum.net/images/buttons/viewpost.gif (http://www.lfsforum.net/showthread.php?p=407784#post407784)
hi i got a crash when doing lessons in the test patch W17
heres the crash address: 0x000000000a8f2c20
it was with the LX4 and i was about to do a lap on southcity, as soon as i went to pull into the gates at the end of lap it crashed.
thanks racemania
I'm having difficulty reproducing this, so I need more info, if you have a few mins to try and reproduce it. Unfortunately the crash addresses are not inside LFS, so I guess LFS is causing a crash in the graphics somehow.
Some questions :
Does it happen if you just drive straight into the gates without doing a lap?
Does it happen every time?
Are you driving slowly or fast into the finish gates?
What is your setting for Options...Display...Checkpoint text?
Is it *instantly* crashing as you pull into the games or do you get a finished message, or anything?
Please can you try putting these layouts in your layout folder, then try it in-game, not in a lesson.
hi i can get it when i just pull straight in and when i do a full lap or 2,
im driving slowly, checkpoint text is split times, and it instantly crashes, i will try the layout and let you know.
ive had it 3 times now i dont know if its my pc causing it or just a slight bug.
Edit: ok just tried WE config and got this : 0x0000000000004c35
that was with just starting and pulling in no lap at all.
now ill try a lap
Edit 2: ok done a full lap no crash but somthing weird the laps counted to 59 verry fast no crash just that so i think its when you pullin without doing the full lap is where its crashing. after trying again i tried to make sure i can crash it over and over again and seen the laps count up everytime i crash lfs.
ill try get a replay for you.
Edit 3: seems i cant get a replay now cause everytime i pull in it crashes lol
Scawen
6th May 2007, 14:09
Thanks for that test - I can reproduce the very fast lap counting as well - only it never crashes on mine. Well, I'll fix the lap counting bug and we'll see with the next test patch if that somehow fixes the crash for you.
racemania
6th May 2007, 14:34
ok thanks
That's really strange... was there a host control program running? I can only think that somehow it got into a state of loading autocross objects at the same time as loading a track, but that should be impossible. Maybe through InSim it can be done...?
Yes, the insim program rotates tracks whenever the race is ended and some of the tracks in rotation have autox objects by default like barriers and bales to prevent cutting.
edit: confirmed, insim was connected at the time. (The dedi didn't crash.)
Shizzle
6th May 2007, 14:57
That's really strange... was there a host control program running? I can only think that somehow it got into a state of loading autocross objects at the same time as loading a track, but that should be impossible. Maybe through InSim it can be done...?
Insim was loaded (using udp).
There is an autocross layout for every track on this server which it may have been loading.
When insim receives TINY_REN (end screen) it sends /track /cars /mustpit.
During that it crashed, can't define an exact moment or command that caused it.
edit: insim doesn't load autocross layouts/objects
GP4Flo
6th May 2007, 15:40
I can reproduce the very fast lap counting as well - only it never crashes on mine.
Maybe LFS crashes because checkpoint and finish line are very close together? They are placed to each other, so the time between passing checkpoint and finishline is very short or maybe even 0 at high speed.
Edit: I just noticed that there are no starting lights at the skid pad lesson (throttle control #1 MRT).
Edit 2: Same goes for Fern Bay Overtaking - FXO.
Edit 3: AI REPAIR is still being displayed in the training lessons (e.g. rallyx overtaking rb4).
Edit 4: Strange behaviour in Rallyx Testdrive 2 - RB4: After driving into the finish square, I cannot control (steer, brake, throttle) the car anymore (driving on keyboard).
Fischfix
6th May 2007, 16:18
Or do you have a race track layout and you are using the start grid?
Thats it :). ok so i am stuck with 16. thx for reply :)
Scawen
6th May 2007, 18:13
Found a minor bug...
In cockpit view the minimap is usually one color... light grey in this case. If you use look left/right/behind it stays light grey. But in custom view, the map turns dark grey when using those keys. (also in external/chase cam, the map is dark grey)
Don't know if it should be like that, but just seemed odd :shrug: Also, strange... this somehow doesn't happen to some cars at random, it is weird. And, the map should turn dark grey no matter what if you are lapped traffic right? Well sometimes the cars would pit out and the map would be light grey for them (even after they pass the splits and do several laps to verify they are lapped down), but only dark grey if you used the look keys???
When I noticed this happening, I was on a server that was in progress and set to 10 laps, and nobody was finishing the race, they were just driving around. Finally they restarted the race, and now everyone's maps were dark grey, but as soon as someone pit in/out, the bug came back again. Like it has something to do with people pitting out of the garage when a race is in progress, then if it restarts, it still thinks the person really leading that new race should still have the old dark grey map. I dunno, I am really confused with these colors changing atm, lol!
It's supposed to be dark grey if you have a car with an open roof, because that looks best against the sky, but if you have a roof, it should be light grey so you can see it. If it changes when looking, I guess that means you have a road car selected and you are using a custom view with the body drawn in main look but invisible (equivalent to open roof) when looking. Helicopter view has a light map (because the map is often over road or dark ground) and TV cam uses a dark map (because the map is often in the sky).
The dark and light grey are user settings in the interface options so you can make them constant if you prefer.
Scawen
6th May 2007, 18:21
Maybe LFS crashes because checkpoint and finish line are very close together? They are placed to each other, so the time between passing checkpoint and finishline is very short or maybe even 0 at high speed.No, you can reproduce the lap counting bug even if you move the checkpoint further back, as long as they are still in a line, so that when you cross the finish line you are still within the checkpoint's width, then the counter can go crazy. LFS just assumes you are "behind" the checkpoint when you cross the finish line, then next frame it finds you are in front of it, so it thinks you have crossed it, then it assumes you are behind the finish line, finds you have crossed it, etc...
That doesn't really explain the crash or loss of control of the car though. :scratchch
kamo2000
6th May 2007, 18:54
That's really strange... was there a host control program running? I can only think that somehow it got into a state of loading autocross objects at the same time as loading a track, but that should be impossible. Maybe through InSim it can be done...?
I'm having difficulty reproducing this, so I need more info, if you have a few mins to try and reproduce it. Unfortunately the crash addresses are not inside LFS, so I guess LFS is causing a crash in the graphics somehow.
Some questions :
Does it happen if you just drive straight into the gates without doing a lap?
Does it happen every time?
Are you driving slowly or fast into the finish gates?
What is your setting for Options...Display...Checkpoint text?
Is it *instantly* crashing as you pull into the games or do you get a finished message, or anything?
Please can you try putting these layouts in your layout folder, then try it in-game, not in a lesson.
I won't be able to sleep if i don't reply :P
- for me it crashes everytime i try it with one lap or without it - just tested it - as usual different crash addresses.
- both slow and fast = crash
- option = split times
- it crashes instantly so i on't see any message.
- lol it crashed in single player with layout loaded - f08 default set race 3 laps - i did saw finished message and then boom crash address -->0x0000000000004c30. I went to multiplayer on my own server ( started new) no crash only funny message finished 30/5 then 19/5 it's random i guess.
edit: i don't get it..now it didn't crashed in single player.. and no problems in south city.
edit2: and now it crashed in single again lol addres 4c33
ok enough testing :)
LupusC
6th May 2007, 21:16
It seems that there is wrong packet size in the documentation of IS_PSF in W17. IMHO the size should be 9 instead of 12.
GeForz
6th May 2007, 22:37
It seems that there is wrong packet size in the documentation of IS_PSF in W17. IMHO the size should be 9 instead of 12.
not really.
1 byte Size; // 12
1 byte Type; // ISP_PSF
1 byte ReqI; // 0
1 byte PLID; // player's unique id
4 MSHT Time; // stop time
4 unsigned Spare;
======
12
Scawen
6th May 2007, 23:42
hi i can get it when i just pull straight in and when i do a full lap or 2,
im driving slowly, checkpoint text is split times, and it instantly crashes, i will try the layout and let you know.
Maybe LFS crashes because checkpoint and finish line are very close together? They are placed to each other, so the time between passing checkpoint and finishline is very short or maybe even 0 at high speed.
I won't be able to sleep if i don't reply :P
- for me it crashes everytime i try it with one lap or without it - just tested it - as usual different crash addresses.Thanks for your help guys, I figured out a good way to work out the checkpoint crossing, so now it works fine and registers only 1 lap when you cross those two checkpoints, and it doesn't matter how close they are as long as the finish is after the checkpoint.
I also saw the reason for the loss of car control and the state it was in was unpredictable (due to a lot of packet sending for all those checkpoints and finishes - even single player sends packets). I guess this is the reason for the crash so we can assume it's fixed. Please have a quick go when the patch is released, just to make sure the crash isn't something different, though I think it will be fine.
Burnzoire
7th May 2007, 00:09
any idea when this patch will become official? :D
For me, this is the most anticipated patch in a long time... So few are playing w17 in my timezone but it is sooooo much better than the current patch. Manual starts & handicaps are really refreshing!
Tweaker
7th May 2007, 00:13
It's supposed to be dark grey if you have a car with an open roof, because that looks best against the sky, but if you have a roof, it should be light grey so you can see it. If it changes when looking, I guess that means you have a road car selected and you are using a custom view with the body drawn in main look but invisible (equivalent to open roof) when looking. Helicopter view has a light map (because the map is often over road or dark ground) and TV cam uses a dark map (because the map is often in the sky).
The dark and light grey are user settings in the interface options so you can make them constant if you prefer.
This still doesn't explain the randomness of the map changing during the race though. I've never used a car with an open roof when noticing this. These are all tintops, and it is either light grey or dark grey no matter what position they are, it just has something to do with people pitting out in the middle of races. It won't always be a dark map for TV cam, or a light map for Heli, it is switching around for different cars, and it doesn't matter what position they are in (do you still have the map change color depending if they are on lead lap vs. a backmarker? - If so, it is freezing a different color map whenever someone pits out during a race).
I should spectate several drivers and just take notes how many times the map color changes. Felt like a bug to me, especially if you were just watching in one view.
Why not just keep the map at a light grey color /w a translucent outline? That is what is usually done in design to contrast it against most other backgrounds and keep everything consistent, rather than have it change colors so often. Chase came uses a dark grey map, I can't see that on tracks that have high trees on the side and dark colors. And similar problems arise with other views.
Scawen
7th May 2007, 00:44
It won't always be a dark map for TV cam, or a light map for Heli, it is switching around for different cars, and it doesn't matter what position they are in (do you still have the map change color depending if they are on lead lap vs. a backmarker? - If so, it is freezing a different color map whenever someone pits out during a race).No, it has never changed colour depending on positions. The code is simple and I've never seen it go wrong. I'm looking at it right now.
In heli or TV cam it's light grey
In cockpit view it's dark if you have a roof, light if no roof
In custom view it's the same as cockpit view if the car is visible
That's all, it really is as simple as that, there's no changing map colour depending on race position, or any random changes, nothing that can really go wrong with it.
Why not just keep the map at a light grey color /w a translucent outline? I'll consider that.
PLAYLIFE
7th May 2007, 02:07
Why not just keep the map at a light grey color /w a translucent outline? That is what is usually done in design to contrast it against most other backgrounds and keep everything consistent, rather than have it change colors so often. Chase came uses a dark grey map, I can't see that on tracks that have high trees on the side and dark colors. And similar problems arise with other views.
That's actually a pretty good suggestion... :scratchch So what took you five years to say it :tilt:
Shizzle
7th May 2007, 08:57
Yesterday in a race on OLT server, many (or everyone?) people got "Too many physics objects".
There were 42 people connected and 27 racers. There was an autocross layout loaded.
The error can be seen after the race at around 11:30:00
Don't know if this is anything to worry about but thought to post it.
mpr: http://shittie.1g.fi/temp/AS4_OLT_too_many_physics_objects.mpr (3.4mb)
Tweaker
7th May 2007, 09:18
That error has been around for a long time. If there are a lot of cars running, and an autocross track with a ton of movable objects, this is bound to happen if everyone starts to hit the objects and make them fly/roll around.
Too many physics calculations at once is what I always thought it meant.
Scawen
7th May 2007, 09:22
Yes, there is a limit to the number of physics objects, because physics calculations can cause massive slowdown if there are too many, all checking against each other. So finally it stops adding objects that have been hit, and gives you a warning message. But I'll have a quick look at how the limit is set, if maybe just a few more should be added because of the increased number of cars, maybe there aren't enough slots for other physics objects.
Yes, there is a limit to the number of physics objects, because physics calculations can cause massive slowdown if there are too many, all checking against each other. So finally it stops adding objects that have been hit, and gives you a warning message. But I'll have a quick look at how the limit is set, if maybe just a few more should be added because of the increased number of cars, maybe there aren't enough slots for other physics objects.
talking of those physics objects, why not add a server side option to decide the time to make those disappear instead of popping out after little time?
Tweaker
7th May 2007, 10:53
talking of those physics objects, why not add a server side option to decide the time to make those disappear?
since this patch is making no more cars pop up and out in the middle of track, i think that making the objects stay a little longer in the track will be better and more realistic :shrug:
That would just make things worse alongside allowing more objects to be hit before this message comes up. That just allows objects to roll/move for a longer period of time and that cannot be good... they disappear for a good reason, to rebuild the track before another pack of cars come 'round.
yes, but in real life objects stay a bit more in the track before being removed.
more like the no reset option for the cars, dont you think?
thats not the right place to discuss it btw |:
sorry for that.
Scawen
7th May 2007, 14:07
I have just joined a 47 player server and noticed some bugs when trying to join the race:
- My car joined right onto the track (qualy position) with the "Ready"-countdown, although the race was still under the way.
- Instead of "4/8" laps LFS displayed "4/1" (Edit: yes, like ussbeethoven it switched back to 9/8 after the race)OK, what happened, an admin created a start position on the track. When an autocross start position is created, the number of laps is set to 1 as well.
An object packet and an autocross laps packet arrive when I watch that race in the debugger.
So that explains why the total laps went to 1 and you started in a strange place.
Assuming it was a mistake by the admin, who just pressed S while in SHIFT+U mode, I am doing one small thing to help avoid this mistake. When you go into a race or qualifying, from the game setup screen, at that point it now switches off "Place objects". So that won't just be switched on from the last time you were in single player or whatever.
PLAYLIFE
7th May 2007, 16:42
Yes, there is a limit to the number of physics objects, because physics calculations can cause massive slowdown if there are too many, all checking against each other. So finally it stops adding objects that have been hit, and gives you a warning message. But I'll have a quick look at how the limit is set, if maybe just a few more should be added because of the increased number of cars, maybe there aren't enough slots for other physics objects.
I thought this was a well known "bug" or message - I've encountered it 4-5 times during the last year.
KOB_CHEESE
7th May 2007, 17:01
Hi Devs,
Apologies if you know about this already (i did search honest !), but toggling Full Screen Vertical Sync doesnt work for me in W17 - FPS is limited to my screen refresh rate whether the option is on or off. In the official patch W, my FPS will double upon toggling the option.
While I'm talking here (I don't post very often), just thought I'd let you know that I've loved this game for years and the new patches are keeping me hooked.. keep up the fantastic work :thumb:
Rob
Gener_AL (UK)
7th May 2007, 17:07
Hi Devs,
Apologies if you know about this already (i did search honest !), but toggling Full Screen Vertical Sync doesnt work for me in W17 - FPS is limited to my screen refresh rate whether the option is on or off. In the official patch W, my FPS will double upon toggling the option.
Rob
Well if its doubling surely it was on ?
Maybe check your driver options for graphics card to make sure its not being forced?
Anyways bringing up a possible bug here , i think, with W17 on 3 different servers ive noticed the Chat being cut short, if someone or myself has typed in a long sentence/paragraph. eg.
if i typed "today is the greatest day ive ever known, today i forgets how big this game has grown, today is the only day ive ever known, today is one day i dont want to spend alone" (copyright@AL)
other racers/ users would see somthing like "today is the greatest day ive ever known, today i forgets how big this game has grown, today is the only day ive"
*edit*2* ahh ok Rob makes more sense :)
KOB_CHEESE
7th May 2007, 17:31
ah sorry for not being clear - switching it OFF with patch W17 has no effect - that is the problem !
also, its not forced in my GFX driver, as I can turn it off in patch W (which doubles my FPS)..
admittedly its not the end of the world but hey ho thought I'd mention it! :shrug:
I got stuck with FXR on KY1 today. I was in pit, but car didnt move no matter what gear was on, like the handbrake would be on, but it was not. Exit/enter the track didn't help, but reset. I got replay recorded from this situation.
Bladerunner
7th May 2007, 19:51
Anyways bringing up a possible bug here , i think, with W17 on 3 different servers ive noticed the Chat being cut short, if someone or myself has typed in a long sentence/paragraph. eg.
if i typed "today is the greatest day ive ever known, today i forgets how big this game has grown, today is the only day ive ever known, today is one day i dont want to spend alone" (copyright@AL)
other racers/ users would see somthing like "today is the greatest day ive ever known, today i forgets how big this game has grown, today is the only day ive"
Yep...tested it out today and there is a definite truncation of messages..I think that the text string limit isn't cutting in on the entry side, allowing you to type longer messages, but it is still truncated in the display side...but NOT on your own screen...you still see the whole message.
Yep...tested it out today and there is a definite truncation of messages..I think that the text string limit isn't cutting in on the entry side, allowing you to type longer messages, but it is still truncated in the display side...but NOT on your own screen...you still see the whole message.
Yep, thirded although I think it's on the display side. If not, longer messages would actually be kinda nice :)
DEVIL 007
7th May 2007, 21:12
BUG report: random OOS in replay with wheel view
I have tested 20AIs on Kyoto ring and saved replay.After trying to play it I get random OOS only in wheel view no matter which AI I choosed.Sometimes after a half of lap, sometimes after a few seconds.Its really random and I cant find a pattern in this OOS bug.
Please see attached replay.Sorry for the ZIP but the replay was over 6MB in original size.
http://www.home.karneval.cz/0222338601/001/KY2.zip
hammer it
8th May 2007, 01:06
As far as the physics error goes. on the [noobs] jump! server (Blackwood with jumps added) there were many of these occuring. After removing 10-15% of the objects it didn't seem to change the amount of errors that occured. I have no hard data to back that up but that is how it seems to me.
flinty72
8th May 2007, 01:30
Hi Scawen, Noticed the following issues/bugs last night using W17.
Sorry if they have been mentioned before but I couldn't find them anywhere except for Lig's issue above.
1. After a Qual restart and upon exiting the pit garage the pit limiter is off. Most ppl get pit speed limit penalty 1st time as they don't realise it is so.
2. In Qual the result table can get so big (20+ races) that is obscures the top part of pit strategy window (F12). Making it hard to read the fuel consumption and remaining fuel details. I know ctrl+tab removes the standings table but in the heat of qual ppl may not want to be bothered trying to switch this on & off all the time.
3. The same as Lin above, when leaving the pit garage the car won't move when you initially engage 1st gear and accelerate. To get it moving I had to either hit the brake or my dedicated clutch button. I think the setting of a clutch button may be the cause but have not veutrified it yet. This occurred in FXR at City Classic, so not sure if it is car specific or not.
On a side subject & more of an improvement suggestion is that now that the grids are getting so large it can get difficult to see the front row start lights, many ppl don't like the virtual start light option (unrealistc), I noticed at City Classic that there was no second set of start lights mid way down the grid as I think there is for some other tracks. Is there any thoughts of having secondary start lights on tracks that don't have it now?
VorTeX3k
8th May 2007, 08:09
Ok, I have one problem running the server on my dedi:
If I put more than 32 connection, lfs server crashes after some seconds with an error "Out of bounds max connections" (or something similar).
When I do 32 connections and 32 cars, the server starts up fine, but after a while I get a red message inside the server window: "BLANK : OVERFLOW - host".
What does it mean?
f1r3b4ll
8th May 2007, 11:08
I got stuck with FXR on KY1 today. I was in pit, but car didnt move no matter what gear was on, like the handbrake would be on, but it was not. Exit/enter the track didn't help, but reset. I got replay recorded from this situation.
Looking at the Pedals - it shows that your brake is constantly on, I suggest you check your controller configuration...
Scawen
8th May 2007, 13:29
Anyways bringing up a possible bug here , i think, with W17 on 3 different servers ive noticed the Chat being cut short, if someone or myself has typed in a long sentence/paragraph. eg.
if i typed "today is the greatest day ive ever known, today i forgets how big this game has grown, today is the only day ive ever known, today is one day i dont want to spend alone" (copyright@AL)
other racers/ users would see somthing like "today is the greatest day ive ever known, today i forgets how big this game has grown, today is the only day ive"I've been trying to reproduce this on a local host, local internet hosts, visited some real internet hosts and I can always type 95 characters, and 95 will be displayed.
Is this something that happens every time you type a long sentence, or only sometimes?
You are supposed to be able to type and display 95 chars.
I tested with my latest version and W17 - no problems found.
Bladerunner
8th May 2007, 13:37
I've been trying to reproduce this on a local host, local internet hosts, visited some real internet hosts and I can always type 95 characters, and 95 will be displayed.
Is this something that happens every time you type a long sentence, or only sometimes?
You are supposed to be able to type and display 95 chars.
I tested with my latest version and W17 - no problems found.
We CAN type lots of chars, and the message is displayed in full on our OWN screens...but not on anybody else's.
If you feel like popping into [dSRC] Battle Grounds #1, we can demonstrate :)
Gener_AL (UK)
8th May 2007, 13:47
Scawen , the person typing sees his/her message, but others see a cut-short version. Ive tested on my own server, team [dSRC] server and OLT and some others all exhibit same problem.
asked various people to check who joined to make sure im not going mad :)
*edit*update
Ok i think i found the problem after scratching my head , and testing , its seems servers with insim relay are affected, servers with none seem fine.
banshee56
8th May 2007, 13:58
I can verify this from a stint on the Core W17 server last night. Another guy was on Ventrilo and I asked him if his whole message showed on his screen, which it did, and the same message on my screen was truncated.
If I can find a replay, I'll post it.
Scawen
8th May 2007, 14:44
Ah I see, that was a bit silly of me not to test what another guest could see! :D
Gener_AL (UK)
8th May 2007, 14:56
sorry to be a pain , but heres a strange one bug. W17 server with insim
its rare this happens from my own experience, anyways hope it helps.
http://www.lfsforum.net/attachment.php?attachmentid=30085&stc=1&d=1178636082
Barroso
8th May 2007, 15:36
sorry to be a pain , but heres a strange one bug. W17 server with insim
its rare this happens from my own experience, anyways hope it helps.
http://www.lfsforum.net/attachment.php?attachmentid=30085&stc=1&d=1178636082
ive seen that a few times even before w17, it only seems to happen to very laggy people, atleast from what ive seen online a few times, thing is i dont think eckh was lagging was he?
Scawen
8th May 2007, 16:11
It is more common in W17 if you join qualifying hosts, because of the new start position in the pits, the small piece of code that stops that happening wasn't activated. I've fixed that now so in the next test patch it should be rare again even if you join a qualifying host.
HeerBommel
8th May 2007, 21:58
LFS is getting better and better, great job....
But offline the AI drivers are still stupid drivers, and now they have to qualify out of the pitlane they have a new problem, they don't know how to drive through the pitlane.
When I start a offline qualifiing session with AI drivers I have the following message:
S2 Alpha - AI drivers can't yet qualify - they don't know how to drive through the pitlane.
http://i166.photobucket.com/albums/u118/rayman62/aidriverscantqualify.jpg
When are you going to fix the AI drivers in LFS ???
Hallen
8th May 2007, 22:07
LFS is getting better and better, great job....
But offline the AI drivers are still stupid drivers, and now they have to qualify out of the pitlane they have a new problem, they don't know how to drive through the pitlane.
When I start a offline qualifiing session with AI drivers I have the following message:
S2 Alpha - AI drivers can't yet qualify - they don't know how to drive through the pitlane.
http://i166.photobucket.com/albums/u118/rayman62/aidriverscantqualify.jpg
When are you going to fix the AI drivers in LFS ???
1) No yelling for features
2) Who do you think put that message in the program? Do you think Windows can magically figure out that AI can't drive the pit lane?:tilt: It is WAD for now (Working As Designed).
stevewhite
8th May 2007, 23:10
When are you going to fix the AI drivers in LFS ???
Im guessing friday of next week, unless something comes up.
Im guessing friday of next week, unless something comes up.
That's ambitious. For AI drivers to be able to know how to get through the pitlane, Scawen already mentioned that track updates are needed which will only come in a physics incompatible patch. So 4-5 months from now might be a bit closer to the truth. :)
(Disclaimer: Closer to the truth doesn't imply perfectly accurate. AI improvements might even come after Patch Y
Barroso
9th May 2007, 06:17
no features please, bug reports.
Hi,
Well i thought the moment would never come, but i found my first lfs bug. Although i doubt if it is a W17 issue.
I was doing some rounds on KY GP Long Rev with the RAC. In my third lap when i go under the bridge i am suddenly on top of the bridge for no reason whatsoever.
Anman
I found a bug I think. I use mouse and have autoclutch enabled. When I set it to OFF, the game starts lagging.
That's a bit ambiguous - lagging, in technical terms, usually means network lag (ie. a delay in the transfer of data due to a network). I think you're probably referring to stuttering - ie. a decrease in FPS. Does this actually happen consistently and does the problem go away when you enable auto-clutch again? The two things seem rather unrelated.
Scawen
10th May 2007, 19:41
Thanks you all for the testing and comments on W17.
I've now posted some updates and fixes in W20.
Not everything is fixed - I still have a list of things to be done - but the most important ones should be done.
http://www.lfsforum.net/showthread.php?t=24179
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