View Full Version : Test Patch Y15 - AA / AF / East Asian support
Scawen
5th April 2008, 10:57
WARNING : THIS IS A TEST
Hello Racers.
Here is a new fully compatible test patch Y15.
It contains Chinese, Japanese and Korean Translations.
Various fixes including a South City hot lapping issue.
Full-scene antialiasing and anisotropic filtering are now supported.
Please read the list of changes below.
TRANSLATORS :
Lesson names are now translatable :
- Add the name as the first line in the lesson text
- Start that line with an @ character
Changes in TEST PATCH Y15 :
Reduced stray pixels at edges of textures
Improved the colours of various language flags
Antialiased virtual start lights and steering guage
Translatable lesson names - start text file with @Lesson Name
FIX : Code page error on List of Hosts after changing language
FIX : Sometimes incorrect message "Road tyres on rallycross track"
FIX : Unused mirrors / dashboards corrupted on changing AA setting
FIX : Host welcome text was displayed in local code page (now Latin)
FIX : Script / setup file read : high ASCII / double byte characters
Known issues :
Stray pixels at texture edges increased by AA / AF
Dedicated host does not display double byte characters
Name of active Chinese input method is not shown in Vista
Changes in TEST PATCH Y14 :
Full-scene antialiasing is now supported in Graphics Options
Graphical and audio dynamic lod reductions are now instantaneous
FIX : Fences at Blackwood used the road surface mip bias setting
FIX : NVidia cards lost mip bias settings on changing screen size
FIX : Crash on pressing SHIF+F5 to reload language in help screen
Changes in TEST PATCH Y13 :
Added support for anisotropic filtering in Graphics Options
Improved control of mip bias : 4 sliders in Graphics Options
Improved filter (16 bit / 32 bit / all) in Screen Options
Path edges in track selection screen now appear smooth
Improved lesson description blocks width and spacing
FIX : Multiplayer in-game text often appeared blurred
FIX : Unnecessary message "Could not get input context"
FIX : Double byte AI number plates in overtaking lesson
Changes from Y to Y12 :
Double byte character support :
Included Chinese, Japanese and Korean translations
Selectable fonts for these languages in Game Options
Input method editor support including candidate lists
IME automatically switched on and off in text entry dialog
Input language is shown when editing text (white if IME active)
Name of active Chinese input method is shown (but not in Vista)
Interface :
Faster text drawing system improves frame rate
Separate text entry field for AI number plates
Welcome screen now has three columns of languages
Added flags beside names of translations in Game Options
Czech / Japanese / Simplified Chinese lesson translations
Network debug messages are no longer sent in InSim packets
Text input box is now drawn above user messages so easier to type
Line breaks in help text and lesson text now depend on actual width
New game setup screen info message "X removed Y from the start grid"
FIX : Low ASCII characters can no longer be read from text files
FIX : Corrupted text in top left corner after changing language
FIX : Corrupted "finished" at top right after changing language
Multiplayer :
New command /ndebug=no/yes to switch off/on network debug
Dedicated host and network debug show connecting guest IP
FIX : Rapid /ai NAME command resulted in AI with same name
FIX : Rapid /ai command could exceed number of cars allowed
FIX : Joining a host with same name AI resulted in Join OOS
FIX : Skin name buffer overflow exploit
Fixes :
FIX : Replay could open reversed configuration in DEMO
FIX : Wall riding was possible on soft walls at South City
FIX : Could select invalid configuration and weather in cfg.txt
FIX : Admin could crash dedicated host by mistake with some commands
DOWNLOAD :
PATCH Y15 (Version Y must already be installed) :
www.liveforspeed.net/file_lfs.php?name=LFS_PATCH_Y_TO_Y15.exe (1.6 MB)
DEDICATED HOST (for hosting only) :
www.liveforspeed.net/file_lfs.php?name=LFS_S2_DEDI_Y15.zip
Windows XP : East Asian Language Support / Font Installation
LFS does not support double byte characters with Windows 98 / ME. Windows XP and Vista should work well but you may need to install fonts.
If you have Windows XP and currently cannot see the East Asian translations, here's how to set up your computer so it works.
See the attachment - in Control Panel click on "Regional and Language Options" then under the "Languages" tab select "Install files for East Asian Languages".
Windows will probably ask you to get your XP CD and the fonts will be installed from it.
This is important even if you do not use Chinese, Japanese or Korean translations so you can see East Asian text and player names correctly when you are online.
AndroidXP
5th April 2008, 11:05
Yay!
*testing*
Dyllaann
5th April 2008, 12:48
also, yay! =]
baSh0r
5th April 2008, 13:54
yay? maybe?
VoiD
5th April 2008, 14:39
hmm, I noticed more texture-flickering as in Y14.
Tried AA/AF-settings inGame and via driver (AtiTrayTool).
RacerAsh3
5th April 2008, 15:23
Many thanks Scawen :)
minichris502
5th April 2008, 15:26
testing...1...2...3...testing.:)
Tisza
5th April 2008, 15:53
Seems nice! Good job! Will test it later:)
detail
5th April 2008, 16:40
Since Y15, in the hosts list, Russian "ms" string ("мс") is shown in wrong codepage.
Edvin87
5th April 2008, 16:48
YEAH:thumb:
Whiskey
5th April 2008, 19:33
Just installed hehe
nesrulz
5th April 2008, 19:38
Antialiased virtual start lights and steering gauge
Hm, bad quality... :scratchch
AndroidXP
5th April 2008, 19:41
What do you mean?
That is the glass/light texture, not jpeg artefacts, in case you were wondering...
nesrulz
5th April 2008, 19:46
Quality from Y14...
AndroidXP
5th April 2008, 19:50
...
Again, these are textures to make them look like actual glass lights instead of the single colour blobs we had before. Not "bad quality."
Stang70Fastback
5th April 2008, 20:27
I have to admit, I don't really agree with the new start lights. In my opinion, since it's a digital representation of the real thing, it SHOULD look like it used to - because that's what it IS - a digital representation. What a REALLY think should be done is a view of the real start lights should be used (like picture-in-picture as if a camera was pointed at them in reality.)
nesrulz
5th April 2008, 20:31
Exactly.
mcgas001
5th April 2008, 20:34
I have to admit, I don't really agree with the new start lights. In my opinion, since it's a digital representation of the real thing, it SHOULD look like it used to - because that's what it IS - a digital representation. What a REALLY think should be done is a view of the real start lights should be used (like picture-in-picture as if a camera was pointed at them in reality.)
Im not disagreing with you, i think the lights where better in Y14 too, but if its the case it should be close to real life. Shouldnt there be no lights atall? Just the lights on the main start banner.
rediske
5th April 2008, 21:09
Hi Scawen, grats and here's a typo...
Changes in TEST PATCH Y15 :
Reduced stray pixels at edges of textures
Improved the colours of various language flags
Antialiased virtual start lights and steering guage
Translatable lesson names - start text file with @Lesson Name
FIX : Code page error on List of Hosts after changing language
please delete post...
shiny_red_cobra
6th April 2008, 00:20
What happened to the drag strip? Applied Y15 patch and now it looks like this. :shrug:
Also, changing AA or AF doesn't change anything.
AndroidXP
6th April 2008, 00:23
I think that's something on your side. At least it looks normal for me.
opc_daddy
6th April 2008, 00:40
Thx you for the new patch :thumb:
hm.. all testpatch was it, I had no errors. :nod:
dawesdust_12
6th April 2008, 09:05
For my useless input - I actually think that the start lights look neater and more fitting this way than they did before.
Scawen
6th April 2008, 09:57
I agree that an inset picture would be nice and more "realistic".
However, that is not easy to do quickly - don't really have time for that right now and there needs to be a default system like this anyway for tracks that don't have start lights (example : an autocross layout at BL car park).
I prefer it smaller neater and antialiased like it is now than how it was before, but there is a question of whether to use a plain (antialiased) circle (very easy to do that) or a slightly more traffic light looking thing like it has now, or maybe a cleaner version of what it has now. Interested to hear opinions on that...
dawesdust_12
6th April 2008, 10:03
Scawen, as it is now, I think it's a step in the right direction. I'm trying to think though how it could be better, maybe have a bit more LED look to it, similar to traffic lights from Electrik Kar's Texture mod. I'll find a screenshot.
EDIT: Hmm, doesn't seem to be from his pack... maybe it's the default pitlights I'm thinking of. I'm not sure, and I'm not on my normal LFS that's all done up (and 10 GB small.. :p). I'll get a picture soon.
EDIT2: Yeah, it's the pitlights. I think having the lights having a look similar to that would look better.
St4Lk3R
6th April 2008, 10:31
I prefer it smaller neater and antialiased like it is now than how it was before, but there is a question of whether to use a plain (antialiased) circle (very easy to do that) or a slightly more traffic light looking thing like it has now, or maybe a cleaner version of what it has now. Interested to hear opinions on that...
To me, it looks great already. Opinion: I think it would look much cleaner if you could use a more modern traffic light image there, an image of a traffic light with LED lights. If you wish, I can go out and take photos of those.
Best regards
Electrik Kar
6th April 2008, 10:33
Eric redid the pit-lights for patch Y. I think the new (start) lights have a slight LED look to them already, and I like them more than the untextured plain fill ones.
dawesdust_12
6th April 2008, 10:36
Like I said, it's a step in the right directionl I'd like to see a few alternatives though by someone with skill (read: anyone but me).
EDIT: Like this, but with less suck.
eblise
6th April 2008, 11:02
wooo!! thanks you, i try
okijuhans
6th April 2008, 11:34
http://upload.wikimedia.org/wikipedia/commons/2/26/Led_traffic_lights.jpg
http://timesonline.typepad.com/photos/uncategorized/traffic_lights.jpg
http://mrsec.wisc.edu/Edetc/background/LED/traffic_light/images/trafLED.gif
Something like that ?
EDIT :
but i mean that they must be turned to virtual lights, Dawedust was faster :P
nesrulz
6th April 2008, 11:43
Virtual start lights before (Y15):
http://img89.imageshack.us/img89/623/27178094vy6.png
Virtual start lights (Y15):
http://img219.imageshack.us/img219/7334/semafor1dj2.png
Virtual start lights (dawesdust_12):
http://img88.imageshack.us/img88/4506/semafor2wl3.png
dawesdust_12
6th April 2008, 11:58
Mine were just rough, nothing serious, just a test. If anything, I'd go with less dots but larger.
... Or inverted.
AndroidXP
6th April 2008, 13:02
I just noticed that the original Y15 start lights are already very LED-like, but ingame they don't look like that. The reasons I've found are:
1) Too bright background. Due to being rendered additively a lot of detail/contrast is lost when it's in front of the bright sky texture.
2) It's influenced by the interface mip bias, so it can easily happen that lower detail mip levels are used where the LED style is not as apparent or completely lost. So if you're using an interface mip bias greater than -1, try setting it to -1 to see the difference.
Though I don't know if it's worth to lose too much thought about this. The start lights fulfil their role perfectly fine either way.
KiAn
6th April 2008, 14:02
Scawen good patch's
nesrulz
6th April 2008, 14:31
Yeah, better...
http://img505.imageshack.us/img505/566/111zu5.png
Virtual start lights (Y15):
http://img169.imageshack.us/img169/5479/sem1vh9.png
Virtual start lights (dawesdust_12):
http://img169.imageshack.us/img169/1020/123sf6.png
mcintyrej
6th April 2008, 14:54
I agree that an inset picture would be nice and more "realistic".
However, that is not easy to do quickly - don't really have time for that right now and there needs to be a default system like this anyway for tracks that don't have start lights (example : an autocross layout at BL car park).
I prefer it smaller neater and antialiased like it is now than how it was before, but there is a question of whether to use a plain (antialiased) circle (very easy to do that) or a slightly more traffic light looking thing like it has now, or maybe a cleaner version of what it has now. Interested to hear opinions on that...
Here's an idea for that problem - If you have some set grid lights built at the standard starting grid on the Carpark + AutoX (just an overhanging steel structure with some lights glued on) then that solves it that way, for custom start points why not combine the actual start point ("S" in the editor) with some small objects? It could be a prebuilt object, consisting of a few cones, maybe a hay bale and then a small traffic light start light, similar to those on the drag strip.
Töki (HUN)
6th April 2008, 15:25
I don' know, I have less FPS since Y14. In Y15 I have ~20 more. This small fps loss is almost a death for notebook users
shiny_red_cobra
6th April 2008, 17:56
I think that's something on your side. At least it looks normal for me.
What problem might I be having though? It doesn't occur on any other track, not even other autocross tracks.
AndroidXP
6th April 2008, 18:10
No idea really, tried reinstalling LFS yet? The dragstrip start is supposed to have the "tyremarks1ALPHA.dds" overlay, seems like that texture is for some reason corrupted on your machine. :shrug:
STROBE
6th April 2008, 19:31
I love LFS and when i could be a Girl,i want to marry with u xD
:really:
Sorry to say that Scawen is taken. ;)
On topic: gave Y15 a quick test last night, and couldn't find any problems. Just looking forward to this patch going official, so that my main LFS installation looks smooth and anti-aliased. :) Regarding the virtual start lights, I don't think they're really important, and can't believe people really think it's a significant issue that they've changed slightly. You only see them once per race for a few seconds (unlike the actual start lights, which you see every lap when you go past the start line) and as long as they're clear and do the job, then it's job done imho. :thumb:
yaper
6th April 2008, 19:40
Talking about interface polishing.
I've found that F12 menu with polish language and asymmetric cars settings produce a little bit off mess at left/right-camber/pressure lines.
Looks like two strings are not concatenated, but displayed using some tabulation, which overlaps at left/right translations longer than original ones.
See attachment:
shiny_red_cobra
6th April 2008, 20:08
The dragstrip start is supposed to have the "tyremarks1ALPHA.dds" overlay, seems like that texture is for some reason corrupted on your machine. :shrug:
Wow you're completely right. I did modify that texture a while ago, strange that I haven't noticed this until now! Thanks.
JO53PHS
6th April 2008, 23:04
Sorry, didn't mean to bash your work AT ALL, as you are doing an absolutely amazing job, i'm just slightly dissapointed with the content part of LFS (eric's work). As i understood, he's still photographing the GTR interiors, and i kinda expected them finished back in 2006 you know.. :shrug: not to mention what would new track meant for LFS community, just can't understand why those GTR interiors are taking that long, not to mention the other cars which by the sound of it, haven't been worked at, at all.... and then you see a changed texture to the virtual start lights (which, majority of people doesn't even use ;) ) so i felt slightly dissapointed, sorry about that, i know YOU are doing the best you can.. :thumbsup:
The reason the GTR Interiors were delayed was because of the FBM. Eric had to make all the textures and so on because of that. In the dev's opinion, I think that getting the FBM done was the priority because of the V1 thingy :)
It is hard work to make good looking interior(s), and I doubt that eric wants to rush them :)
okijuhans
7th April 2008, 05:50
I rather wait a little longer and get perfect-fit textures.
Hoshimodo
7th April 2008, 06:10
I rather wait a little longer and get perfect-fit textures.
Exactly :thumb:
_--NZ--_[HUN]
7th April 2008, 06:40
OT:
Sorry, didn't mean to bash your work AT ALL, as you are doing an absolutely amazing job, i'm just slightly dissapointed with the content part of LFS (eric's work). As i understood, he's still photographing the GTR interiors, and i kinda expected them finished back in 2006 you know.. :shrug: not to mention what would new track meant for LFS community, just can't understand why those GTR interiors are taking that long, not to mention the other cars which by the sound of it, haven't been worked at, at all.... and then you see a changed texture to the virtual start lights (which, majority of people doesn't even use ;) ) so i felt slightly dissapointed, sorry about that, i know YOU are doing the best you can.. :thumbsup:
I suggest you read this:
http://www.lfsforum.net/showthread.php?p=623415#post623415
/OT
The test patch is working fine here. Thank you!
Scawen, you mentioned that you want to use hardware draw for subobjects. Could this be done in a compatible patch to increase frame rates (without the more advanced damage modelling)?
needforspeeyy
8th April 2008, 09:19
keep up yhe good work:smileypul
Inouva
9th April 2008, 04:54
Sorry for the late
In patch Y14 , Geforce 6200 Drivers 84.66 , All perfect , can control the AA and AF from the game without any problem
In Patch Y15 , same , all works perfect and i notices a little more of fps
Keep it up scawen for the patch =)
XingZhiWei
9th April 2008, 06:45
YEAH:thumb:
The Radness
9th April 2008, 16:56
The AA/AF incorporation is perfect. No real loss of frame rates even online.
The text on screen looks alot more crisp. New start "lights" look really good to me.:thumb:
ATi Radeon 800
2.3 Ghz
1gb ram
kanutron
9th April 2008, 18:32
I don't know if this was discussed, but, the attached SPR is not valid in Y14 and Y15 but is a current WR.
It's valid on Y?
AndroidXP
9th April 2008, 18:49
I don't know if this was discussed, but, the attached SPR is not valid in Y14 and Y15 but is a current WR.
It's valid on Y?
Changes from Y to Y12 :
FIX : Wall riding was possible on soft walls at South City
Yes, it's probably valid in Y and will become invalid on version Z - or whatever the next official release version will be called.
Scawen
10th April 2008, 02:12
Removed spam and posts related to the spam.
Lotesdelere
10th April 2008, 09:27
I'm not sure if it's related to the test patches only but this is a FPS strange behaviour report:
In windowed mode, by using Shift+F4:
Screenshot 1: The window has the focus, normal FPS.
Screenshot 2: The window does not have the focus (clicked on the desktop), normal FPS.
Screenshot 3: The window does not have the focus, but the FPS are stuck to 64.
Screenshot 3 is showing the most usual behaviour I got when the windows does not have the focus. FPS are stuck to 64.
I haven't found a way (yet) to reproduce every time the normal FPS I got in screenshot 2 (no focus, normal FPS).
Now something even more strange when there are no cars on track:
Aucune voiture en course = No cars on track
Screenshot 4: FPS suddenly drop down to about 40 FPS (focused)
Screenshot 5: 32 FPS only if the window doesn't have the focus (Hm that's half the 64 FPS we have seen before)
Screenshot 6: Everything is normal when there are cars on track (focused)
Screenshot 7: Same view with no cars on track (focused)
Screenshot 8: Same behaviour on another track and in full screen mode
Windows XP, DirectX 9.0c (March 2008), Radeon HD 3870.
Catalyst 8.2 video driver only with ATI Tray Tools (Control Center is not installed).
Vsync is OFF in both video driver and LFS. AA is OFF, AF 4x (set in-game, video driver is set to application preference).
Scawen
10th April 2008, 10:17
When there is no car in the race, there is a minimum sleep of 25 ms - same as in entry / game setup screens. So the frame rate won't go above 40 ms in that case. This is because LFS wants to avoid using all your CPU / GPU power when there is nothing going on.
I don't know why you have two different non-focussed frame rates (64 / 205). But it's normal for a program without focus to be given less CPU time by windows.
EDIT : So the only mystery is why your unfocussed frame rate with cars in race sometimes goes down to 64. Maybe you could check the CPU usage in the CTRL+ALT+DELETE menu in this case.
shaun463
10th April 2008, 10:46
For some strange reason in Y14 I get blocks for cars and blocks for text and buttons often.
And also it crashes like mad!
But Y15 doesn't crash as much and I haven't had the block problem yet.
Lotesdelere
10th April 2008, 11:31
So the only mystery is why your unfocussed frame rate with cars in race sometimes goes down to 64. Maybe you could check the CPU usage in the CTRL+ALT+DELETE menu in this case.
Here we go:
P... = CPU usage
Screenshot 1: LFS has the focus. CPU usage is about 30% average.
Screenshot 2: LFS doesn't have the focus. I still have normal FPS but CPU usage is about 3-5% lower average.
Screenshot 3: LFS doesn't have the focus. FPS are stuck to 64 and CPU usage is 0.
It seems that I got normal FPS with no focus when I've just started LFS but after using Shift+F4 many times, and/or opening/closing other apps, it got stuck to 64 FPS and won't go back to normal FPS again.
Still I haven't yet found a way to reproduce that every time :shrug:
Although I noticed the 'loss' of a GDI object in screenshot 2.
Scawen
10th April 2008, 12:40
A few updates and fixes in test patch Y16.
Not a very significant update but released now to help translators.
http://www.lfsforum.net/showthread.php?t=41557
Thanks again for the testing! :)
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