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View Full Version : Test Patch Y16 - AA / AF / East Asian support


Scawen
10th April 2008, 12:38
WARNING : THIS IS A TEST


Hello Racers.

Here is a new fully compatible test patch Y16.

- Chinese, Japanese and Korean Translations.
- All tracks now use JPG textures for adverts
- Lesson names are now translatable
- Various fixes including a South City hot lapping issue.
- Full-scene antialiasing and anisotropic filtering are now supported.

Please read the full list of changes below.

NOTE TO 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 Y16 :

JPG advert textures now used in all tracks (folder : data\pic)
Tips section in training can have more lines if purpose is not full
Translated lesson names in Brazilian, Japanese, Czech and Lithuanian
FIX : Ping "ms" string in List of Games was shown in wrong code page
FIX : Overlapping text in F12 menu asymmetrical settings (in Polish)

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 Y15 :

Reduced stray pixels at edges of textures
Improved the colours of various language flags
Antialiased virtual start lights and steering gauge
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


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 Y16 (Version Y must already be installed) :
www.liveforspeed.net/file_lfs.php?name=LFS_PATCH_Y_TO_Y16.exe (4 MB)

DEDICATED HOST (for hosting only) :
www.liveforspeed.net/file_lfs.php?name=LFS_S2_DEDI_Y16.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.

ATHome
10th April 2008, 12:39
Thanks alot :)

mcgas001
10th April 2008, 12:41
Great work Scawen, but is there any chance of getting the InSim/OutGauge bug fixed? Pretty please? :shy:


BUG(Read edit 3): http://www.lfsforum.net/showthread.php?t=41298

J@tko
10th April 2008, 12:41
- All tracks now use JPG textures for adverts
Nice :thumb:

Thanks Scawen :)

JO53PHS
10th April 2008, 12:49
Nice :thumb:

Thanks Scawen :)

Damn, that means my Kyoto 500 ddses will be fit for the bin come the next official patch :( :D

LiveForBoobs
10th April 2008, 13:28
Nice :) I always like when i see a different number of the patch ^^

Btw,

Translated lesson names in Brazilian, Japanese, Czech and Lithuanian


Theres no such language as Brazilian, theres Portuguese from Brazil (and Portuguese from Portugal) Just as theres no "american" but english from america or english from UK.

Scawen
10th April 2008, 13:39
Yes, I know that, but the LFS filename is "Brazilian". I know it's really "Brazilian Portuguese" but that is inconvenient for filenames. :)

I think in LFS it always appears as "Português do Brasil" except in one case, if you hold CTRL+SHIFT in Game Options, then you see the filenames.

JO53PHS
10th April 2008, 13:43
When you say 'The trackside ads are now in JPEG', will I still be able to use the Trackside ads I am making for Kyoto if I simply save them as JPEG instead of DDS?

Or is it more complicated than that?

mxpxun
10th April 2008, 13:46
Testing... :thumb:

Scawen
10th April 2008, 13:48
That's nearly it but it is one step more complicated because the filenames have changed.

Westhill :

WST_ADS1.dds -> WE_ADS1.jpg
WST_ADS2.dds -> WE_ADS2.jpg

Kyoto :

HGA_ADS1.dds -> KY_ADS1.jpg
ADSKyoto2.dds -> KY_ADS2.jpg
HGAbariers1.dds -> KY_ADS3.jpg
KYO_ADS4.dds -> KY_ADS4.jpg
HGA_adback.dds -> KY_ADS5.jpg

Aston :

ADS_AST_1.dds -> AS_ADS1.jpg
ADS_AST_2.dds -> AS_ADS2.jpg
AST_ADS1.dds -> AS_ADS3.jpg
Michelin2.dds -> AS_ADS4.jpg

Autocross :

ads7_dirty.dds -> AU_ADS2.jpg

JO53PHS
10th April 2008, 13:50
Thanks Scawen, that new file naming should make it easier to find the files for the different tracks :)

Töki (HUN)
10th April 2008, 14:19
Good, very good. Thanks Scawen!

Tisza
10th April 2008, 14:23
Thanks Scawen! Good job! Keep it up! :)

blackbird04217
10th April 2008, 14:34
Hey Scawen, sorry this isn't a bug report of the current Patch 16 as I know how important it is to keep within those limits however InSim vs OutGuage is holding me up on some things I was trying to make. It seems you can't run both at the same time. Mcgas001 ran into this issue as well. It may be designed that way, so I am just wondering if this is an easy fix... A link to the original thread describing some of the issues...

http://www.lfsforum.net/showthread.php?t=41298

Scawen
10th April 2008, 15:00
Yes, I made a note when I saw Mcgas's post. But the thread you've linked to is a bit confusing... are there two bugs or one?

To save me too much time trying to work out what's up, please could you make one single post outlines the exact issues involved? And please keep it simple for me, describing the packets sent and their contents and what happens, in each case?

Thanks!

mcgas001
10th April 2008, 15:22
OK, Firstly i'll explain the bugs.


The first bug is a little issue with the InSim packet SMALL_SSG. Basically, As InSim.txt says: You have to give a uVal to SMALL_SSG. In this case, Its the port. If you set the uVal to 0. OutGauge will say its closed. If you set this to anything higher then 0, LFS will say "OutGauge : UDPPort was not specified".
The second bug is a issue with running InSim and OutGauge together. Basically, Setup OutGauge in cfg.txt as required. Then once in LFS, OutGauge data will be sent. If you try to inatilize InSim("/insim PORTNUM"). OutGauge will close instantly, And upon closing LFS. It will also adjust cfg.txt and set OutGauge mode = 0.The way to reproduce this is as follows...


Get an InSim app. Load LFS. Type "/insim PORTNUM" to match the InSim app. Make the InSim app send a SMALL packet with a SubT = SMALL_SSG. Set the uVal = OutGauge_PORTNUM. Then start the InSim app. If you specified 0 as uVal, LFS will say OutGauge is closed. If its higher LFS will give an error saying you didnt specify a port.
Get an OutGauge app. adjust cfg.txt to the correct settings for your OutGauge app. Start LFS and then goto single player. Join the race. OutGauge data is being received fine. Type into LFS, "/InSim PORTNUM". The instant you do that. OutGauge will stop sending data. = Bug reproduced(Patch Y through to Y16).I hope that helps. Ive tested the reproduction methods a few times each to the same results.

E: Sorry for not explaining better in the other thread. :(

KiRmelius
10th April 2008, 15:59
oh, new update :) i'mm too slow to download them all in time :D

ACCAkut
10th April 2008, 16:09
nice, another patch on the way to perfection:thumb:
Will we get server specific banners in Patch Z, seems so for me:scratchch

mcgas001
11th April 2008, 11:44
hmm, Out of intrest Scawen. Was that info above enough to find the bugs? Do you need anything else? :)

Scawen
11th April 2008, 13:02
I won't know if it's enough info until I try to fix them with that info.

coolxiang
11th April 2008, 15:11
Hello
First I want to say that you are doing great work.:thumb:
So I want to know if you are working on the damage of
the chassis and other parts of the car in this patch, or
did you know when you going to do this:schwitz:

Thank you for the answer

JO53PHS
11th April 2008, 15:13
Hello
First I want to say that you are doing great work.:thumb:
So I want to know if you are working on the damage of
the chassis and other parts of the car in this patch, or
did you know when you going to do this:schwitz:

Thank you for the answer

AFAIK, The devs do a Compatible patch, a Multiplayer incompatible patch and then a physics incombatible patch.

So even if the devs were planning on doing better damage soon, its at least 3 patches away

_--NZ--_[HUN]
11th April 2008, 15:24
OT:

AFAIK, The devs do a Compatible patch, a Multiplayer incompatible patch and then a physics incombatible patch.

So even if the devs were planning on doing better damage soon, its at least 3 patches away

LFS devs released only one multiplayer incompatible patch, version 0.5X. All other official patches were compatible or physics incompatible.

/OT

Y16 is working fine so far. Thanks Scawen.

Scawen
11th April 2008, 15:27
There is no specific order but it probably works out that way.

A few months per year are spent cleaning up the code and adding compatible features.
A few months per year are probably spent on multiplayer incompatible features.
A few months per year are spent on physics updates.

Anyway, Patch Z will be compatible so there will be no changes to damage or physics.

JO53PHS
11th April 2008, 15:28
;766488']OT:



LFS devs released only one multiplayer incompatible patch, version 0.5X. All other official patches were compatible or physics incompatible.

/OT

Y16 is working fine so far. Thanks Scawen.

As you may notice the hotlap tables have remained consistent, as most people know, I do compatible things one patch, multiplayer incompatible for another patch, then physics incompatible for another patch.

Well, Im only sawing what he said :D

_--NZ--_[HUN]
11th April 2008, 15:35
Well, Im only sawing what he said :D

IIRC Scawen said that about patch W, X and Y. If you read the news archive you see that there weren't any multiplayer incompatible patches other than Patch X. Probably patch Z will be physics incompatible. But this is offtopic here.

blackbird04217
11th April 2008, 16:54
;766496']IIRC Scawen said that about patch W, X and Y. If you read the news archive you see that there weren't any multiplayer incompatible patches other than Patch X. Probably patch Z will be physics incompatible. But this is offtopic here.

Anyway, Patch Z will be compatible so there will be no changes to damage or physics.

Well this is bringing the topic too far but, Patch Z will be compatible :)

Dmt
11th April 2008, 17:20
Pitline is in car..

mxpxun
11th April 2008, 17:31
Pitline is in car..
it's a track bug, not patch y16 false

Dmt
11th April 2008, 18:17
Well, they could fix that, you whiner..

Scawen
12th April 2008, 14:51
Moved the skins not found discussion to website bugs forum :

http://www.lfsforum.net/showthread.php?t=41651

Scawen
13th April 2008, 08:57
Move the off topic requests to... Off topic requests :)

http://www.lfsforum.net/showthread.php?t=9937

Lotesdelere
13th April 2008, 15:58
So the only mystery is why your unfocussed frame rate with cars in race sometimes goes down to 64.
I"m still not sure about how the no focus/64 FPS lock occurs but I've found a way to 'unlock' the FPS:

If I'm running another DirectX app such as the standalone Flash player or Media Player Classic or VLC, then the FPS are going back to normal (still when LFS doesn't have the focus, of course). It doesn't matter which other window has the focus.
As soon as I close the other DirectX app the FPS are locked to 64 again.

mongoosetierney
14th April 2008, 10:35
Thanks for the continuing hard work guys. Cnat wait for the next 'proper' patch.:thumb:

alxf1
14th April 2008, 13:36
I think it's not Y16 related but

after watching a replay (this one: http://www.lfsworld.net/get_spr.php?file=12257) at the end of the replay when LFS tried to close the replay and show the replays menu, I pushed the ESCape key... and it has "frozen", showing only the background of the main menu.... without any buttons... tried to close LFS but ALT+F4 didn't work... so I had to kill the process...

faster111
15th April 2008, 17:54
Could not load fonts error am useing vista 32 bit home premium.

Scawen
15th April 2008, 19:48
I think that error would come up if you did not correctly install the patch. You must save it into your LFS folder and extract it right there.

faster111
15th April 2008, 19:56
I think that error would come up if you did not correctly install the patch. You must save it into your LFS folder and extract it right there.

Ok i done that now i get an error Could not open file:date/skins/HEL_DEFAULT.jpg

Glad when patch z comes then no more annoying errors.

Scawen
15th April 2008, 19:57
Well that error is if you unzipped in the wrong place. There is nothing wrong with the patch. But that's all it is, a patch, so it must be extracted into an existing LFS folder.

faster111
15th April 2008, 20:00
Well that error is if you unzipped in the wrong place. There is nothing wrong with the patch. But that's all it is, a patch, so it must be extracted into an existing LFS folder. it is extracted into a existing lfs folder.

J@tko
15th April 2008, 20:03
it is extracted into a existing lfs folder.
Put this in your lfs/data/skins folder.

xaotik
16th April 2008, 06:52
In the latest translation update the 3a_mode_dmo is now 1 character too short for the greek word for "demonstration".

Same for 3h_smal_dmo.

Scawen
16th April 2008, 11:39
OK, Firstly i'll explain the bugs.


The first bug is a little issue with the InSim packet SMALL_SSG. Basically, As InSim.txt says: You have to give a uVal to SMALL_SSG. In this case, Its the port. If you set the uVal to 0. OutGauge will say its closed. If you set this to anything higher then 0, LFS will say "OutGauge : UDPPort was not specified".
The second bug is a issue with running InSim and OutGauge together. Basically, Setup OutGauge in cfg.txt as required. Then once in LFS, OutGauge data will be sent. If you try to inatilize InSim("/insim PORTNUM"). OutGauge will close instantly, And upon closing LFS. It will also adjust cfg.txt and set OutGauge mode = 0.Thanks for the description.

1) Is not a bug at all, the number in the SSG packet is the rate, not the port. The UDPPort is specified in the IS_ISI packet.

2) I've now changed this so that if OutSim or OutGauge are set up in cfg.txt then InSim will not be allowed to affect it in any way.

In the latest translation update the 3a_mode_dmo is now 1 character too short for the greek word for "demonstration".

Same for 3h_smal_dmo.OK, I've allowed up to 11 characters now and uploaded it to the translation system. I've made a note in the code not to reduce this in future.

G. Dierckx
16th April 2008, 14:55
Post from mcgas001 (sean):
"Scawen, That cant be right with number 1, The Udp port in the ISI is for the MCI and NLP"

AndroidXP
16th April 2008, 15:00
It does work like that, but there seems to be a conflict when trying to run InSim and OutSim (initialised via InSim) at the same time, that's true. From my experiments it does work right now, but InSim is then not fully functional - or you'd at least need to write a handler that can handle both InSim and OutSim packets as both arrive at the same port.

blackbird04217
16th April 2008, 17:24
Post from mcgas001 (sean):
"Scawen, That cant be right with number 1, The Udp port in the ISI is for the MCI and NLP"

And also for the incoming OutGauge packet when you initialize it through the SSG packet.

blackbird04217
16th April 2008, 17:26
It does work like that, but there seems to be a conflict when trying to run InSim and OutSim (initialised via InSim) at the same time, that's true. From my experiments it does work right now, but InSim is then not fully functional - or you'd at least need to write a handler that can handle both InSim and OutSim packets as both arrive at the same port.

Shouldn't be hard to do, but would be nice if the OutGuage packet had an identifier at byte 2 so that we could check it and sort it just like the InSim packets... But, there is always the test to see if it is NOT and InSim packet and then check the size.

DarkTimes
16th April 2008, 17:37
Shouldn't be hard to do, but would be nice if the OutGuage packet had an identifier at byte 2 so that we could check it and sort it just like the InSim packets... But, there is always the test to see if it is NOT and InSim packet and then check the size.
Yes, I agree that it would be nice if OutGauge and OutInSim packets had size and type inserted before the rest of their packet data, would make life a little easier checking the packets coming in on the UDP port. That said, there are workarounds for it, so a breaking change like that to InSim probably wouldn't be worth all the fuss it would cause really.

aroX123
16th April 2008, 17:54
I was playing with my friend.
And evry time i joined i got this joobs - obj or something
Then i joined some times then suddently i got the backround we have in pit on the main and i couldn't push any.
Then i got error messenge.. Lol

tristancliffe
16th April 2008, 17:57
If you wish to file a bug report, then please do so methodically, carefully stated what you did, how you did it, and what the result was, possibly with screenshots if it helps.

If you need to use the term 'Lol' in a bug report, then it won't be good enough.

Scawen
16th April 2008, 21:46
New test patch Y18.

Thanks for the testing! :)

http://www.lfsforum.net/showthread.php?t=41861