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View Full Version : TEST Patch X2 (compatible with X)


Scawen
22nd June 2007, 16:56
WARNING : THIS IS A TEST

Hello Racers.

Here is a new compatible test patch X2. Please read the list of changes below.

The patch is fully compatible with version X.
There was a small bug in version X with bad consequences - a guest could cause a host to crash by mistake or on purpose.
The fix is on the host side so I recommend hosts should upgrade to version X2 so the host cannot be crashed by guests.

I took the opportunity to do some InSim updates as well and included any updated translations.

Changes in TEST PATCH X2 :

Updates :

Various translation files have been updated

InSim :

Driver model byte added to IS_NPL packet
Minimum MCI / NLP time interval reduced to 50 ms
New packet IS_AXO sent when an autocross object is hit
New packets IS_AXI and IS_AXC report layout information
FIX : Dedicated host could not fill in split nodes info
FIX : Dedicated host did not report race positions

Multiplayer :

Added handicaps / start position / user name to MPR header
FIX : It was possible for any guest to cause a host to crash

DOWNLOAD :

PATCH (Version X must already be installed) :
www.liveforspeed.net/file_lfs.php?name=LFS_TEST_X2.exe

ZIP VERSION (If you prefer a zip file) :
www.liveforspeed.net/file_lfs.php?name=LFS_TEST_X2.zip

DEDICATED HOST (for hosting only) :
www.liveforspeed.net/file_lfs.php?name=LFS_S2_DEDI_X2.zip

mobiholik
22nd June 2007, 17:00
woooooooooooow
that was fast :)
testing ... :thumb:

duke_toaster
22nd June 2007, 17:01
(Version W must already be installed) :
www.liveforspeed.net/file_lfs.php?name=LFS_TEST_X2.exe


You mean patch X? :)

DLing now :)

Scawen
22nd June 2007, 17:03
You mean patch X? :)Oh yes, I had to forget something! :D

For once, I did update the master server so unlocking with X2 is possible! :)

Lotesdelere
22nd June 2007, 17:06
Multiplayer :
Added handicaps / start position / user name to MPR header
FIX : It was possible for any guest to cause a host to crash
Argh!
Looks like it's too late for this bug (http://www.lfsforum.net/showthread.php?t=25921) to be fixed, isn't it ? :(

Matt0snap
22nd June 2007, 17:09
yay, awsome work.

Since this is a test patch, but it is compatible with X, should I be downloading this version to my test patch version of LFS, or just my regular one?:scratchch

Vykos69
22nd June 2007, 17:11
scawen, is the mpr header changer affecting the structure of the header heavily? So a Parser e.g. would get problems now (again)? Or is it done this way, that this is additional information?

DarkTimes
22nd June 2007, 17:22
Yeah, would it be possible to see where the new bytes are in the MPR header? :p

Scawen
22nd June 2007, 17:55
Argh!
Looks like it's too late for this bug (http://www.lfsforum.net/showthread.php?t=25921) to be fixed, isn't it ? :(Hm yes that's still on my bug sheet. I don't yet know if it's possible to do in a compatible patch because I didn't have time to look at it before the deadline I set for this patch. Let's see what happens with X2 before I try to predict when X3 might be.
yay, awsome work.

Since this is a test patch, but it is compatible with X, should I be downloading this version to my test patch version of LFS, or just my regular one?:scratchchDefinitely just use it in your normal folder, don't waste your hard drive space. Just keep a copy of the X LFS.exe in case you need to roll back for some unknown reason.
scawen, is the mpr header changer affecting the structure of the header heavily? So a Parser e.g. would get problems now (again)? Or is it done this way, that this is additional information?There was enough spare space in the results, or I would not have updated it. This patch is fully compatible.

Yeah, would it be possible to see where the new bytes are in the MPR header? :pYes, see attachment.

DarkTimes
22nd June 2007, 17:56
Yes, see attachment.
Fantastic! :thumb:

Zachary Zoomy
22nd June 2007, 17:59
great! and its compatable with X. great!

faster111
22nd June 2007, 21:02
Am going download it and test it.

garph
22nd June 2007, 21:06
Am going download it and test it.
lmao!

S14 DRIFT
22nd June 2007, 23:05
There was a small bug in version X with bad consequences - a guest could cause a host to crash by mistake or on purpose.


*cough* imthebestracerthereis *cough*

:D

shiny_red_cobra
23rd June 2007, 03:06
X2? No no no, Xmen 3 is the latest one. Come on Scawen get it right! :D

(Nice to see it's compatible with X though.)

funnybone2
23rd June 2007, 04:18
lol cobra

wheel4hummer
23rd June 2007, 05:26
Patch X3 needs to be called patch XXX.

hiroshima guy
23rd June 2007, 05:43
Well I hope S3 is going to come out. Or better still Patch Y!:D I'm gonna try this out. That's quick by the way.

h3adbang3r
23rd June 2007, 06:46
Well I hope S3 is going to come out. Or better still Patch Y!:D I'm gonna try this out. That's quick by the way.S3 is still a year or 3 away. If you didnt notice, S2 is still in 0.5x ALPHA. After patch Z, It could go to 0.6A Alpha, or maybe it will go Beta.

z3r0c00l
23rd June 2007, 10:00
Wheel4Hummer: Patch XXX would be patch 30.... :smileypul

Roman Numerals MotherF***er can you read em!

SpikeyMarcoD
23rd June 2007, 10:26
X2? No no no, Xmen 3 is the latest one. Come on Scawen get it right! :D

(Nice to see it's compatible with X though.)

You must have been waiting a long time for X to come out and the first testpatch to make that joke.:smileypul

traxxion
23rd June 2007, 11:49
Yes, see attachment.
I'm trying to update my mpr parser for the new mpr header format at the moment. I have a 0.5X replay where the start time (UTC) bytes represent 24279366 seconds (0x01727946), which can't be right :) Is it possible this is a bug or is my maths going downhill?

Uploaded replay here (http://www.1stracing.nl/v2/modules/inc/escc2_r7_1.mpr).

EDIT: NO BUG http://www.lfsforum.net/showthread.php?p=465185#post465185

DieKolkrabe
23rd June 2007, 12:02
Sorry for the noobish question, but I'm unclear on this. I run the Team Eire public server on my machine, should I update to X2?

DK

traxxion
23rd June 2007, 12:04
Sorry for the noobish question, but I'm unclear on this. I run the Team Eire public server on my machine, should I update to X2?

The fix is on the host side so I recommend hosts should upgrade to version X2 so the host cannot be crashed by guests.

Do you think?

AndroidXP
23rd June 2007, 12:08
I'm trying to update my mpr parser for the new mpr header format at the moment. I have a 0.5X replay where the start time (UTC) bytes represent 24279366 seconds (0x01727946), which can't be right :) Is it possible this is a bug or is my maths going downhill?

Uploaded replay here (http://www.1stracing.nl/v2/modules/inc/escc2_r7_1.mpr).
You're reading it wrong.

In the file it is 01 72 79 46, but in the MPR.txt it reads that the 4 byte integer is saved with the lowest byte first. So you actually have to read it as 46 79 72 01, which is 1182364161 seconds, which translates to "20.06.2007, 18:29:21"

traxxion
23rd June 2007, 12:13
You're reading it wrong.

In the file it is 01 72 79 46, but in the MPR.txt it reads that the 4 byte integer is saved with the lowest byte first. So you actually have to read it as 46 79 72 01, which is 1182364161 seconds, which translates to "20.06.2007, 18:29:21"
Ooohhh, stupid! Thanks a lot!

510N3D
23rd June 2007, 13:08
just found a small bug. I was watching a replay and just before it ended the message: "a new player is connecting" appeared. The replay do not show him connecting anymore. After that i deleted an old player name, profil however its called and then i was about to exit the game but i couldn't. The message "please wait - a player is connecting" appeared and i could not exit using the "ok" button but esc worked as usual.

Yisc[NL]
23rd June 2007, 13:17
Scawen did you see this thread? Sorry if you have seen it and I have no intention to push this issues down your throat or what so ever. I should have posted it in the bugs-section anyway, but I noticed it too late.

http://www.lfsforum.net/showthread.php?t=25730

I just discovered another problem. (all with version X by the way)
I was racing 10 AI's on BL1 and in the first corner some AI's hit eachother. AI3 made a safe reset, hit a wall, jumped over the fence and ended up on the wrong side of it. After that, it kept resetting itself but stayed on the wrong side of the fence. I have a SPR to go with it, but it's too large too upload on this forum. (7 Mb)

Breizh
23rd June 2007, 14:16
Unrelated to what you're working on in this patch, but I just found a simple bug: creating a new skin setup in the garage, pitting out, and pitting back in will unselect the skin you just added to the list in the garage.
I did this in qualifying, and I think I had this bug before during a race too.. so it shouldn't be too hard to duplicate. If it isn't, I'll check back later and give more info.

Mikkel Petersen
23rd June 2007, 17:32
Yes, see attachment.
weather, huh? :razz:

AndroidXP
23rd June 2007, 17:35
weather, huh? :razz:
Cloudy, sunset...

Fischfix
23rd June 2007, 17:58
FIX : Dedicated host could not fill in split nodes info
FIX : Dedicated host did not report race positions



not sure what this should fix, but it did not fix, the problem, having the correct positions and splits on lfs-world race progress bars on AU1 and on BL3 it does not even show you are on BL in lfsworld. it tells you: "you are on track" and then nothing.

at least a race-position would be something good to have on the top right in the client, but this is not the right forum i know...

GeForz
23rd June 2007, 18:46
weather, huh? :razz:

Yeah you know... Clear Day, Cloudy Afternoon and Cloudy Morgning in the top left when selecting a track...

shiny_red_cobra
24th June 2007, 04:56
weather, huh? :razz:

Come on, we all know it means sunny, cloudy, evening, morning, etc. No need to bring it up...

matze54564
24th June 2007, 13:11
Screenshot of the out of bounds bug (http://lfscitylife.mplo.de/outofboundsbug.jpg) This place should be out of bounds, but isnt.

Mikkel Petersen
24th June 2007, 13:13
Come on, we all know it means sunny, cloudy, evening, morning, etc. No need to bring it up...
sorry, didn't think of that. :shrug:

Barroso
24th June 2007, 15:10
i think this was already reported but anyway...
if you exit a replay when the "New player is connecting" message appears, and then try to change any of the options in the main menu you wont be able to change nothing, and LFS wont quit either, only by the task manager, the debug message is "Please wait - a player is connecting".

[TDRT] Spøgelset
25th June 2007, 00:49
Hard to reproduce but I really believe this guy who explains me after a race that even with activated pitlimiter me got this 84km/h in the pits. See att. file.

I´ll check on the replay once more.

510N3D
25th June 2007, 02:35
i think this was already reported but anyway...
if you exit a replay when the "New player is connecting" message appears, and then try to change any of the options in the main menu you wont be able to change nothing, and LFS wont quit either, only by the task manager, the debug message is "Please wait - a player is connecting".

just found a small bug. I was watching a replay and just before it ended the message: "a new player is connecting" appeared. The replay do not show him connecting anymore. After that i deleted an old player name, profil however its called and then i was about to exit the game but i couldn't. The message "please wait - a player is connecting" appeared and i could not exit using the "ok" button but esc worked as usual.

Esc didn't worked for you?

h3adbang3r
25th June 2007, 05:54
Spøgelset;466660']Hard to reproduce but I really believe this guy who explains me after a race that even with activated pitlimiter me got this 84km/h in the pits. See att. file.

I´ll check on the replay once more.Wait a minute there, explain why you posted an S2 screenshot as a demo racer, and have no stats in LFSW? Basically you just committed account suicide.

Jonesy_
25th June 2007, 06:53
Wait a minute there, explain why you posted an S2 screenshot as a demo racer, and have no stats in LFSW? Basically you just committed account suicide.

Hang on now, why are you so damn nosey 'bout everyones accounts?
You´re just making yourself look like a fool.
And if you really suspect someone to be hacking, this part of the forum isn't really the correct place, now is it? Just like this post, neither yours has nothing to do with the test patches.


http://www.lfsworld.net/?win=stats&racer=R.Kolz

Hard to reproduce but I really believe this guy who explains me after a race that even with activated pitlimiter me got this 84km/h in the pits. See att. file.

I´ll check on the replay once more.
And whilst I´m at it, may I suggest he is using "blip at gear change down"?, since if you change up to say 6th and rapidly change down to 2nd it gives that blip on every downshift thus gives a km/h or two everytime if throttle pedal is just kept floored.

h3adbang3r
25th June 2007, 06:57
Sorry, he just looked a little suspicious :(

traxxion
25th June 2007, 09:35
I'm sorry if this has been mentioned before. Noticed this many times now:
The starting light sequence has often already started before my car is put on the grid (one, or sometimes even two lights are already on). This seems to be worse when there's less cars on the grid. Therefore I take it the delay time before starting the light sequence depends on the amount of cars on the grid?
Isn't it possible to "see" when every car is positioned on the grid? In that case you could use that as a trigger to start the light sequence...
I'm almost sure you have already given this option a thought if it would be possible, but you never know... :)

N I K I
25th June 2007, 11:21
if there is just few cars on grid red lights are on emedietly, and if there is 20+ cars, you'll wait 10+ sec to see red lights...

Richard Torp
25th June 2007, 13:13
Wait a minute there, explain why you posted an S2 screenshot as a demo racer, and have no stats in LFSW? Basically you just committed account suicide.


Maybe another acoount name too?..

He has a valid S2.. I know that for sure.. :)

And the picure is from a race yesterday showing Jimmy Larsen.... not Spøgelset..

I got a link for that.. http://www.lfs-forum.dk/showpost.php?p=6659&postcount=5

DeadWolfBones
25th June 2007, 15:12
Last night I managed to get the "WRONG WAY - SPECTATE" message and not actually get spectated. The message stayed on my screen and I was able to continue driving around (in the right direction). I then tried it again (wrong way) and got the message twice before it actually spectated me. Is this the expected behavior or is there something weird going on?

I'm not sure if it's reproducible, but I'll try it again when I get home from work.

DarkTimes
25th June 2007, 18:36
Edit: Sorry, my mistake. Brain melted by a whole day of programming...

AndroidXP
25th June 2007, 18:40
The 24 and 36 are the wrong way round in the first one... Other than that the whole MPR seems A-OK. :)No, it's correct. Did you even read what those numbers mean? The lfs user name is 24 bytes long starting at offset 36. Nothing wrong there.

\/\/\/ Ah yeah, typical programming burnout syndrome :)

DarkTimes
25th June 2007, 18:58
Ah, sorry. Got the length and offset mixed up. Yes, I did read then, I just made a mistake. Sorry...

AeoIus
26th June 2007, 08:03
Maybe not a bug but still irritating:

I was driving in the pitlane after a pitstop with the limitor on and somebody raced out of his pitbox (just joined) I get hit and go over the speedlimit and receive a stop and go penalty.

There seems to be something wrong there, but do not have a clue on how to solve it.

Sage
26th June 2007, 08:46
I keep getting "did not recieve skin info" and player info a lot. Is this me or LFS?

zurdospeed
26th June 2007, 11:48
Hi, about the new skin system, I had the option for "Full Skins" (so the skins are taken from /data/skins folder) but then checked "Compressed Skins" (so now they are taken from /data/skins_dds folder) and my helmet desapeared and a message like "couldn`t found Helmet" came out. If I checked again "Full Skins" my helmet appeared again and so on. So I went to "Compressed Skins" and then went to my Player Options and when I clicked on the button to change helmet, LFS started to convert my /data/skins to DDS (including my helmet).

Some friends of mine were having troubles with their helmets and skins online (they uploaded to LFSWorld correctly but nobody could view them online) and the problem was fixed after they clicked on the change helmet button (Player Options).

Hope It´s clear enough :razz:

Brikkah
26th June 2007, 18:56
Just got this:

Was racing a few minutes ago on LFS Demo League server and finisht 2 laps behind.. LFS says i have fasted lap, but that isn't true.. nr 1 has fastest lap...

http://xs216.xs.to/xs216/07262/lfsbug35435.PNG

Edit:

I now see St. has quitted... but still I don't have fasted lap of that race...

GP4Flo
26th June 2007, 19:04
That fastest lap bug happened here as well. Looks like the lap gets reset when someone quits.

Renku
26th June 2007, 21:06
That fastest lap bug happened here as well. Looks like the lap gets reset when someone quits.
This has always been like that, dunno if it's a bug.

Scawen
26th June 2007, 21:46
It's not really a bug, though it can appear to be a bug, because in a sense it is wrong.

It's just not a truly accurate thing - it reports the fastest lap by checking a new lap time against the best lap of all cars which are still on the track.

It's a safe way of programming this function, in such a way that the same message aapears on everyone's computer. I'm not sure that it's really worth changing. It's always true if no-one leaves after getting the best lap.

SamH
27th June 2007, 03:32
I'm sorry if this has been mentioned before. Noticed this many times now:
The starting light sequence has often already started before my car is put on the grid (one, or sometimes even two lights are already on). This seems to be worse when there's less cars on the grid. Therefore I take it the delay time before starting the light sequence depends on the amount of cars on the grid?
Isn't it possible to "see" when every car is positioned on the grid? In that case you could use that as a trigger to start the light sequence...
I'm almost sure you have already given this option a thought if it would be possible, but you never know... :)
I haven't seen it mentioned either, but I must agree absolutely with this. Today we've been testing with very small grids (3 or 4 cars) and I have to say that it's almost impossible, once the "Race Restarts 3" appears, to get to the pits** and join the race before the lights go green. Frequently today, I hit the grid just as the lights went green, and equally frequently I didn't get there in time at all.

I'm agreeing with traxxion and reporting it here as a bug. The start delay is too (unreasonably?) tight on less populated grids.

[edit] ** to the pits and straight out, without changing car or choosing a setup.

Becky Rose
27th June 2007, 08:17
I too would like a longer delay, I know with have a posh dynamic delay atm - but actually, when changing tracks and forming a new grid and stuff like that, a short wait of 10 secs would do everyone some good to take a deep breath :).

PLAYLIFE
27th June 2007, 10:49
I've also had trouble with that. By the time I realise which track it is, change car, find the setup etc., it's just waaay too late.

hammer it
27th June 2007, 11:15
I think it would be acceptable to start out in the pits after a track change rather than on the start grid.

Aegilops
28th June 2007, 12:29
I think it would be acceptable to start out in the pits after a track change rather than on the start grid.

+1 from me.

So if starting a race from the setup screen (i.e. the screen where you select the track / wind / number of laps) it could go into a bit of "post-race limbo" mode, i.e. put the game status into the same state it is after a normal race had been completed. I.e. everyone is in the pits, and there is no race about to start. This would then allow everyone to get their acts together / load new sets / set correct fuel etc, and then collectively Shift-R to progress to starting the actual race. If it was easy for Scawen to code in, I guess you could put the default mode into something similar to practice mode, except on the next restart (Shift-R vote) it would start the race itself properly.

I frequently get caught out with juggling all the setup options when changing cars and tracks, and running out of fuel towards the end of a new combo because you didn't take on extra juice is always a bit depressing.

Rakhsh

Scawen
29th June 2007, 13:15
Unrelated to what you're working on in this patch, but I just found a simple bug: creating a new skin setup in the garage, pitting out, and pitting back in will unselect the skin you just added to the list in the garage.
I did this in qualifying, and I think I had this bug before during a race too.. so it shouldn't be too hard to duplicate. If it isn't, I'll check back later and give more info.I don't seem to be able to reproduce this. I created a new skin colour config and it appears to save it correctly in my player's "favourite colours". And I can't see anything wrong in the code.

Is it possible you changed the selected player after creating the new colours? Because each player profile has its own favourite colours per car.

Breizh
29th June 2007, 14:09
No, I definitely only made a new FZR skin, pitted out with it right away (no setup changes or anything), pitted back in after a few seconds to check on my fuel before the race started; and that's when the skin changed.
There's no doubt that it was at the end of a qualifying session, at Blackwood, and maybe (it's how I pictured it when I first recalled it, to post here) in the evening weather.

Now this I'm not sure about anymore, but I remember bits of the picture: it selected one of the default blank skins with the yellow swatch at the top of the left hand side colors settings column.

And it had happened once before, although I can't remember anything about that occurence other than it happened at KyotoGP in daylight weather, and that I made a note to go post it in here.

I'll keep an eye out for it and report anything new.