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Scawen
11th October 2009, 11:34
WARNING : THIS IS A TEST

NOTE : THIS DOES NOT CONTAIN NEW PHYSICS / VW SCIROCCO / ROCKINGHAM

Hello Racers, here is a new Test Patch : Z18.

It is online compatible with version Z.
You can view hotlap replays made in version Z.

ABS brakes have been added to 5 cars (as a setup option) so for now you cannot upload hotlaps made in Z18.

Please keep a backup of your LFS.exe from version Z so you can go back to Z if there are any problems.

Changes in TEST PATCH Z18 :

Changes in the multiple monitor support system :

New slider : Screen angle - to set the angle between monitors
New slider : View offset - to move the steering wheel off centre

The FOV slider no longer sets the total FOV. Instead, you set the
FOV of the main screen. LFS then calculates all the necessary
fields of view and offsets per screen according to your settings.

This allows a much wider range of setups. You can use a wider
field of view without needing to set your monitors to an extreme
angle. The new settings also make a dual monitor setup usable.

Other updates :

Option to force external views to use full width
Connections list is now shown in alphabetical order
New key : SHIFT+Z to show the mouse cursor when it would be hidden
Names in race position list can now be clicked to view that player
Slight increase in wheels LOD reduction distance (increases detail)
Increased maximum value of Mirror LOD user setting (default now 0.3)
New text command /showmouse [yes/no] does the same as SHIFT+Z

Fixes :

FIX : A crash if a car drove outside the path area (no camera found)
FIX : Central message sub-text disappeared if escape menu was active
FIX : Flicker using roll function in SHIFT+U mode above 100 fps
FIX : LOD was wrongly affected by the previous rendered image
FIX : A debug message appeared when changing the AA setting

KNOWN ISSUES :

LX4 number plate intersects with spare tyre
SHIFT+U mode : "follow car" with frame rate above 100 fps, the observed car appears to shake (if moving)

Changes in TEST PATCH Z17 :

Fixed tyre related multiplayer OOS / JOOS bug found in Z16
Bezel compensation remained active even when not applicable

Changes in TEST PATCH Z16 :

Improved multiple monitor and curved screen support :

The number of left and right screens can be manually entered in the
View Options screen.

If you specify more than one screen, multiple views are rendered in
different directions. This allows much wider fields of view.

2 screens - maximum FOV 180 degrees
3 screens - maximum FOV 270 degrees
4 or more screens - maximum FOV 360 degrees

As before, there are two separate sets of settings. Wide mode
becomes active when the screen width is 3 or more times the height.
Normal mode and wide mode have all the same settings, but normal
mode defaults to 1 screen, while wide mode defaults to 3 screens.

The old single projection 3 three screen mode can be reproduced by
setting the number of left and right screens to zero.

A curved screen can be supported by setting the number of left and
right screens to the maximum of 5 each. This 11 screen setup is
an approximate cylindrical projection, ideal for curved screens.

Various other setups can now be properly supported, for example :

- A 5 screen setup with each screen at 45 degrees - total FOV 225
- A 3 projector setup with each screen at 90 degrees - total 270

Other new settings :

Bezel compensation - allows for the gap between monitors
Screen widths - for centre and side screens with a different width

Note :

External views (TV, helicopter and SHIFT+U mode) are always drawn as
a single render and confined to the same area as the 2D interface.

Other changes to view system :

Two button look (left + right) is now double the one button look and
this allows up to 180 degrees look (like old versions of LFS).

Rear look (instant 180 degree view from centre of car) is now the
same on all cars (no longer shows a virtual mirror) but is disallowed
if the host activates forced cockpit view.

Cockpit view Z-buffering has improved so you should not usually see
missing parts of your seat or the car body when looking around.

Other updates :

Click car arrow on small map to view that car
Included Slovenian translation of training lessons
New key : SHIFT+O to enter options from SHIFT+U mode
Pit speed limit is now shown below the pit direction arrow
Misc option "Shadow generation" to select optimal shadow draw
Headlights and tail lights can now be switched on by pressing '3'
V / TAB / P / HOME / F1 / F2 / F3 / F / SHIFT+M / N work in options
Virtual dash uses symbols (soon to be implemented on real dashboards)

Fixes :

FIX : Pit lane arrow is now only shown in driving views
FIX : Pit lane arrow was shown even when car was going the right way
FIX : Autocross editor buttons were wrongly scaled with the interface
FIX : Physics objects & smoke can now be seen through your windscreen
FIX : Selected object in editor vanished behind anything transparent
FIX : Turn signals were switched off if car received any damage
FIX : Crash in game setup screen after removing a player

Changes from Z to Z15 :

Graphics :

Updated wheels on Formula BMW
Improved wheel drawing system including rotating brake discs
Improved shadows - sharper and ambient shadow effect now included

Interface :

Direction to turn is shown when leaving pit garage
Improved order of "sort by version number" in List of Hosts
New message from host replaces "Did not receive guest info"
Progress indicator for skin downloads while joining a host
Unlock screen : clear button to remove name and password
Blue and yellow flags removed from cruise mode

Misc :

Implemented ABS brakes in XRG / RB4 / FXO / XRT / FZ5
InSim : Traction Control and ABS are now reported in IS_NPL packet
InSim : New packets to start / search replays and take screenshots

Fixes :

FIX : MPR buffer overflow vulnerability (reported by muhaa - thanks)
FIX : Could cross finish line without passing all route checkers
FIX : Skin names containing a '.' could not be loaded in LFS
FIX : Colour extended into skin download progress indicator
FIX : F12 tyre display for remote car could go off screen
FIX : MRT5 gear indicator and fuel gauge are now visible
FIX : Short cuts were possible in slalom course training
FIX : Autocross route checkers only worked for one lap
FIX : LFS could crash when many cars were in view (e.g. during MPR)
FIX : Vista 64 power save switched off monitor in full screen mode
FIX : No response in List of Hosts after failing to join a host
FIX : Lightmap (lighting on cars) was positioned inaccurately
FIX : Follower view angle setting changed when LFS restarted
FIX : Closing X connects (message in List of Hosts screen)
FIX : Mouse steering was stuck on full lock after minimising window
FIX : Player name was wrong in entry screen on entry or after replay
FIX : Added checks to prevent guests joining with no user name or ID
FIX : OOS starting race after joining autocross host in entry screen

DOWNLOADS :

PATCH Z to Z18 (Version Z must already be installed) :
www.liveforspeed.net/file_lfs.php?name=LFS_PATCH_Z_TO_Z18.exe (2.2 MB)

DEDICATED HOST Z18 (non-graphical version for hosting only) :
www.liveforspeed.net/file_lfs.php?name=LFS_S2_DEDI_Z18.zip (1.6 MB)

Taavi(EST)
11th October 2009, 11:36
Good job! :)

HaobenXia
11th October 2009, 11:38
So fast.:thumb:

I have to test it.

J@tko
11th October 2009, 11:39
:thumb:

Taavi(EST)
11th October 2009, 11:44
Shift + U Tilting the view still flickers above 100fps.

R3DMAN
11th October 2009, 11:51
i noticed that in shift+u and you watch, if you then tilt, although it doesnt do it like before where the entire screen flickered, its just the car that your watching does it.

i set full AI on rallycross and followed one of the ones in the middle of the pack, and messed about with the view options through shift+U.

i also set all the LOD's to 1.00 or highest they will go.

maybe that is something to do with it.

edit:

after a bit of testing, it only happens when Vsync is off.. if you set it to on, you can set it to any FPS you like.. and it will be fine. i tried 60 up to 100 and it was ok on all.

changing the LODS made no difference.

Scawen
11th October 2009, 11:52
Shift + U Tilting the view still flickers above 100fps.Are you sure you have Z18? Please check the entry screen.

I could reproduce the bug in Z17, found the problem, fixed it and now cannot reproduce it any more.

Taavi(EST)
11th October 2009, 11:56
Also flickers with no roll set with SPR replays.

This is my entry screen.

hotmail
11th October 2009, 11:58
Shift + U Tilting the view still flickers above 100fps.
Are you very sure,

For me its Solved!
I am running 320 fps, i had it before , but not on Z18!:nod::thumb:

mcintyrej
11th October 2009, 11:58
Having not tried it this may be a silly question, but....

If I have two screens, one in the center and one to the left, is there support to keep the center screen as it is normally in LFS, and then for the left screen to just carry on the view on that side? Like a 3 monitor setup but with no right monitor...

R3DMAN
11th October 2009, 11:58
Shift + U Tilting the view still flickers above 100fps.


if you enable vsync @ 100fps does it still happen?

Byku
11th October 2009, 11:59
Shift + U Tilting the view still flickers above 100fps.

It doesn't flicker on my pc(and it was flickering at Z17).

hotmail
11th October 2009, 12:00
Also flickers with no roll set with SPR replays.

This is my entry screen.

What for hardware do you have ?

I am on a Q9950, ATI HD4890, Asus P45, 4gb Memory, 32-Bit Windows 7! (last week drivers).....

AndroidXP
11th October 2009, 12:01
I can confirm that with Z18, the observed car flickers when the fps are > 100 in Shift-U mode.

E: Roll doesn't matter, and you have to set the option to follow the car. If the camera is still or you move it around manually, no flickering occurs.

Scawen
11th October 2009, 12:01
Having not tried it this may be a silly question, but....

If I have two screens, one in the center and one to the left, is there support to keep the center screen as it is normally in LFS, and then for the left screen to just carry on the view on that side? Like a 3 monitor setup but with no right monitor...Yes.

As you are UK I guess you drive on the right of your car, so you would probably set set 0 right monitors and 1 left monitor.

Set "monitor angle" to be the true angle that the second monitor is set relative to the first monitor (e.g. 30 degrees).

You can also use an offset to improve the view, as you can see in the attached photo.

(The Stig)
11th October 2009, 12:02
I can't download Z15 neither Z16 Scawen do you know why?

mcintyrej
11th October 2009, 12:03
Yes.

As you are UK I guess you drive on the right of your car, so you would probably set set 0 right monitors and 1 left monitor.

Set "monitor angle" to be the true angle that the second monitor is set relative to the first monitor (e.g. 30 degrees).

You can also use an offset to improve the view, as you can see in the attached photo.

Looks brilliant! Thanks for the in depth reply. :shy:

hotmail
11th October 2009, 12:04
I can't download Z15 neither Z16 Scawen do you know why?
In Patch Z18 Include All the Fixes that was made after Patch Z, So why do you need Z15 , Z16 ?

Scawen
11th October 2009, 12:06
I can confirm that with Z18, the observed car flickers when the fps are > 100 in Shift-U mode.

E: Roll doesn't matter, and you have to set the option to follow the car. If the camera is still or you move it around manually, no flickering occurs.OK, I confirm I can see this new bug.

Added it to the known issues.

Flame CZE
11th October 2009, 12:06
Good job Scawen, I tested all new features & bugs and it works fine (e.g. the flickering is not reproducable in my LFS). I like the alphabetical sort of the conn list, it's a lot easier to count the team members connected etc, also the differentiation of the host & other players is a good solution.

Anyway, you can add '3' to the reserved keys list.

By the way, Czech translation's up to date :)

Taavi(EST)
11th October 2009, 12:07
http://www.youtube.com/watch?v=els9MiXpB7g

Intel2Duo E2160 (1.8GHZ)
GF8600GT
2GB DDR2

bukhem
11th October 2009, 12:10
Folks, how do I spread LFS over two monitors?

Windows uses both as one big desktop.
I set LFS to use one monitor in the middle, one on the right.

Resolution is set to 1680x1050.

Any hints, please? Would love to try the new features.

Cheers.

hazaky
11th October 2009, 12:11
In Patch Z18 Include All the Fixes that was made after Patch Z, So why do you need Z15 , Z16 ?
Agree'd. But im not sure if its the same what i mean.

If i have default Z and i download then i miss the Z1 to Z17 or all the new updates are included in the latest test patch? :tilt:

Scawen
11th October 2009, 12:14
Folks, how do I spread LFS over two monitors?

Windows uses both as one big desktop.
I set LFS to use one monitor in the middle, one on the right.

Resolution is set to 1680x1050.

Any hints, please? Would love to try the new features.

Cheers.Go into Options... Screen. Can you see a mode whose resolution is the same as your desktop?

If so, then click that resolution.

If that works (LFS goes full screen over two screens) then you can follow what I said in this other post :
http://www.lfsforum.net/showthread.php?p=1281581#post1281581

AndroidXP
11th October 2009, 12:14
Agree'd. But im not sure if its the same what i mean.

If i have default Z and i download then i miss the Z1 to Z17 or all the new updates are included in the latest test patch? :tilt:

Z18 includes everything from Z1-Z17.

I really hope nobody actually downloads & installs Z1 to (Zn-1) prior to upgrading to Zn :schwitz:

Scawen
11th October 2009, 12:16
Agree'd. But im not sure if its the same what i mean.

If i have default Z and i download then i miss the Z1 to Z17 or all the new updates are included in the latest test patch? :tilt:Yes, all are included.

You can see this by the patch name, because it is Z_TO_Z18 - that means you do not need any previous patches. And that is why it says "Version Z must already be installed".

If it was that you needed Z17 already installed then the patch name would have been Z17_TO_Z18 and the warning message would say that "Z17 must already be installed".

SparkyDave
11th October 2009, 12:18
The shift U viewed car flicker bug in Z18 dissapears when increasing minimum sleep from 1 past 8 or 9 ms not sure if that helps or not :)

SD.

Scawen
11th October 2009, 12:18
Z18 includes everything from Z1-Z17.

I really hope nobody actually downloads & installs Z1 to (Zn-1) prior to upgrading to Zn :schwitz:We find really odd things in the download log.

People trying to download patches that do not yet exist or will never exist, trying all sorts of filenames to try and download patch Z43 or whatever. :schwitz:

I don't know why they do... if any patch is released, there will be a post here about it within 1 minute.

Marco1
11th October 2009, 12:19
Hi guys :)
good job, good job :)


I will Thank the Devs AND! the coumunity
u want to kow why ?

Without the Devs AND the coumunity LFS wouldnt be so poppular and so Sucessful over 5 Years :thumb:

an thx to the couminity without you lfs would have not the standart what it actualy have ....
you guys have helped the devs alot to find bugs issuses ect :) :nod:

I would Thank you all guys :)

Have a Nice day

Greez from Germany
Heiko :thumbsup:

Quint999
11th October 2009, 12:22
Edit Sorry
** scratch that , Eyefinity working ok, damm beta ATI drivers.

Heiko1
11th October 2009, 12:25
Hey guys ive found a bug on an Z18 server:

it seems to be only on client users on server

With adminpassword: Left Pic

Without adminpassword: Right Pic

AndroidXP
11th October 2009, 12:25
The shift U viewed car flicker bug in Z18 dissapears when increasing minimum sleep from 1 past 8 or 9 ms not sure if that helps or not :)

SD.
That is because increasing minimum sleep limits the framerate. If you "do nothing" for 10ms each frame then the maximum achievable framerate would be 100. In combination with actual physics calculations and rendering, setting it to ~8ms will already suffice to limit the fps to < 100, and as we all know the bug only happens when the fps is > 100.

The whole point of minimum sleep is btw really to do nothing. This means that LFS doesn't use 100% CPU and other programs can catch up with whatever they need to do. I think it was first introduced when on some systems even the window message queue was blocked due to LFS using up all CPU and wheel / HID inputs were delayed or something similar.
We find really odd things in the download log.

People trying to download patches that do not yet exist or will never exist, trying all sorts of filenames to try and download patch Z43 or whatever. :schwitz:

I don't know why they do... if any patch is released, there will be a post here about it within 1 minute.
Maybe they think they'll find a secretly uploaded S3 beta that way :D

aroX123
11th October 2009, 12:26
Great job scawen :thumbsup:

NotAnIllusion
11th October 2009, 12:33
We find really odd things in the download log.

People trying to download patches that do not yet exist or will never exist, trying all sorts of filenames to try and download patch Z43 or whatever. :schwitz:

I don't know why they do... if any patch is released, there will be a post here about it within 1 minute.
Fishing for closed beta patches with Sciroccos and Rockinghams I suppose. I'm not admitting anything though :tilt:

Ontopic:
Car flickers in shift-u when Follow Car is enabled, with around 250 FPS.

Chrisuu01
11th October 2009, 12:37
Fishing for closed beta patches with Sciroccos and Rockinghams I suppose. I'm not admitting anything though :tilt:

Ontopic:
Car flickers in shift-u when Follow Car is enabled.


I think its what u said excactly

aroX123
11th October 2009, 12:38
I'm here :razz:

Meh, i migth not be that lucky :( (Lucky to be chosen, not that I hAS WVSV SCICCOCO, U all r n00b)

1993weeman
11th October 2009, 12:42
When am in Shift + U mode and following a car. The car is very jumpy. Am getting 150 FPS but the car is still just jumpy. Its not from lag. Is it juts me that is having this problem?

Mischa NED
11th October 2009, 12:43
Great stuff Scawen! Thanx for including the screen angle and fov update in this patch. I'm going to test it right away and will let u know if I find something strange.

Flame CZE
11th October 2009, 12:47
Hey guys ive found a bug on an Z18 server:

it seems to be only on client users on server

With adminpassword: Left Pic

Without adminpassword: Right Pic
That's supposed to be like that, it's not a bug. Hosts are with white bg and quests with black bg.

Scawen
11th October 2009, 12:49
Edit Sorry
** scratch that , Eyefinity working ok, damm beta ATI drivers.Just wondering... how many screens are you using with your Eyefinity? I'd be very interested to see a picture of a setup with more than 3 monitors. :)

Hey guys ive found a bug on an Z18 server:

it seems to be only on client users on server

With adminpassword: Left Pic

Without adminpassword: Right PicThe host and admins are shown in a lighter colour. But you only know who the other admins are if you are an admin yourself, so that seems to be as intended. This is better than the old version which showed the admins as yellow text but that was overwritten by any colour in names.

Fishing for closed beta patches with Sciroccos and Rockinghams I suppose. I'm not admitting anything though :tilt:If any fishermen are reading, I'll just let you know that any closed beta tests are stored in a completely different location with an impossible to guess URL and the downloads are also protected by passwords, so you will never find a Scirocco or Rockingham by making up test patch names with high numbers.

When am in Shift + U mode and following a car. The car is very jumpy. Am getting 150 FPS but the car is still just jumpy. Its not from lag. Is it juts me that is having this problem?It is not just you, there are quite a few reports about this and it is now listed in the Z18 known issues.

Heiko1
11th October 2009, 12:58
might you dont unterstood me... mh

in patch Z17 it was : (as non Admin)
Vote (Yes)
Black: Connections (Conn.Num)
White: Phil Collins | Kick | Ban | SS | W |
White: Other name | Kick | Ban | SS | W |

Vote (No)
Black: Connections (Conn.Num)
White: Phil Collins | | SS | W |
White: Other name | | SS | W |

Now in patch Z18 it is: (as non Admin)

Vote (Yes)
Black: Connections (Conn.Num)
Black: Phil Collins | Kick | Ban | SS | W |
Black: Other name | Kick | Ban | SS | W |

Vote (No)
Black: Connections (Conn.Num)
Black: Phil Collins |the with is larger| SS | W |
Black: Other name |the with is larger| SS | W |

Okey Edit: with the button collor its now all ok but the with of the [Kick/Ban] button is larger as before when you do: /vote=no
in Z-Z17 and on Z18..
mh ..

Regards Heiko1

Flame CZE
11th October 2009, 12:59
Heiko1: screenshots would be better I think.

1993weeman
11th October 2009, 13:01
It is not just you, there are quite a few reports about this and it is now listed in the Z18 known issues.

ok thats fine. Thanks for the patch aswell :thumbsup:

Marco1
11th October 2009, 13:01
Marco alias Heiko1 habe u read the whole post from Scawen ?
xD i dont think so its a new add ...



@ Scawen maybe u have forgott to name that in the Fix/Update list :) ?

emit-nl
11th October 2009, 13:13
Hi,

I'd like to report a small bug. My screen has a resolution of 1920x1080
So I have set the resolution of LFS to 1920x1080 / 60Hz.
When I run LFS Z18 in full screen, everything went fine.
But when I put it into windowed mode, I will get black stokes at the left and right side of the screen.

The problem with the strokes will occur when: starting LFS, in the menu and when spectating in an online host.
When you join the race, the screen is back to normal.

I included a screenshot to make it more clear.

Regards,

Tim - Sinsanity Team Manager


by the way; I think it would be really cool if LFS dedicated host gets a server option to allow only [default] setup of a certain car.
Then it will be possible to race with each other on skills, and not on the quallity of your setup.

Whiskey
11th October 2009, 13:18
^^ maybe you are looking for this

Option to force external views to use full width

jasonmatthews
11th October 2009, 13:19
Has anyone been able to get LFS working in Dual monitor setup with NVidia card in Windows 7 or Vista?

As far as I know, these OS's do not support span mode at all. After some research, I read somewhere that the only way to achieve this is if the game itself provides the multi monitor setup.

I would love to be able to use dual monitor, especially with this new patch, but cannot for the life of me get LFS to register the extra resolution settings of the 2nd monitor, unless I am missing something?

josemspain
11th October 2009, 13:50
http://i36.tinypic.com/impbms.jpg
lagmeter now touch the inferace... i think before z18 patch it didnt happen

yeah, i think this wasnt happening before:
http://i37.tinypic.com/rw051e.jpg
Down left

Mp3 Astra
11th October 2009, 14:00
*Ignore*

Bass-Driver
11th October 2009, 14:04
i have seen a lil texurebug on the rearlights
i dont know if it is a bug

Mango Juice
11th October 2009, 14:15
Thanks for this.

Just wondering what LFS Developers' priorities are right now.
Rockingham and new tyre physics - OK.
But if you ask me, vehicle detail (and therefore better damage systems - parts of car falling off etc.), weather & day/night, and overall graphics improvements. Just thought id' say it here.

Mp3 Astra
11th October 2009, 14:22
*ignore*

Quint999
11th October 2009, 14:22
Just wondering... how many screens are you using with your Eyefinity? I'd be very interested to see a picture of a setup with more than 3 monitors. :)


Just the three :), at the moment there are only 3 port per card versions available and it doesnt allow eyefinity monitor groups spread over crossfire ( not sure if thats a driver or hardware limitation). The card has 4 ports, but only certain combinations of them allow upto 3 monitors via eyefinity or extended desktops.

The six port version of the 5870 is promised soon & was demo'd by ATI at launch, but not seen any dates as yet. Plus with the 6 port you'll need either display port capable monitors or 6 Active display port to dvi adaptors (@ about $100 each, passive adaptors dont work )

Bass-Driver
11th October 2009, 14:27
i found a bug in the hostlist
check the pic

bukhem
11th October 2009, 14:34
Go into Options... Screen. Can you see a mode whose resolution is the same as your desktop?

If so, then click that resolution.

If that works (LFS goes full screen over two screens) then you can follow what I said in this other post :
http://www.lfsforum.net/showthread.php?p=1281581#post1281581

I can see a resolution for 1680x1050, which is the resolution for a single monitor. Anything wrong in my Windows settings? :shrug:

Mp3 Astra
11th October 2009, 14:37
Just another thing, the connection list is displaying correctly apart from the first person on the list. As you can see here: 225 comes before 16h. Is that because the server isn't updated to the latest test patch?

Not sure if this was deliberate or not, but you can't click arrows on the map during replays. You also can't click on the position list during replays.

[And during single player races]

Ignore this, for some reason I'm still on Z15. I'm not really sure why though.

EDIT: OK, now I'm on Z18. I'll see what I can find.

bukhem
11th October 2009, 15:09
I can see a resolution for 1680x1050, which is the resolution for a single monitor. Anything wrong in my Windows settings? :shrug:

Fixed. :)

iFastLT
11th October 2009, 15:12
that text sometime flickers, it also did it in z17, in z15 I hadn't noticed it, maybe because I used this car VERY rarely.

hda
11th October 2009, 15:22
If any fishermen are reading, I'll just let you know that any closed beta tests are stored in a completely different location with an impossible to guess URL and the downloads are also protected by passwords, so you will never find a Scirocco or Rockingham by making up test patch names with high numbers.

damn I was going to use this quote for my sig but it's to long :shy:

the connection list looks good :-) most of the time i can't get over 100 fps so shift+u works fine

Christof Blum
11th October 2009, 15:32
The FOV slider no longer sets the total FOV. Instead, you set the
FOV of the main screen.Thanks !!!! I have always wished this for better peripherical view on a single Monitor, THX THX THX :thumb::thumb:

I can't even drive with the old view. :D The landscape "escapes" in the edges, what feels weird since this new feature.

The only setting i wish is for the width of the "main screen" for single monitor. I would use it for more narrow "bars" at the sides for this periferical view.

Thanks a lot for progress in LFS, my best sim so far. :)

Velo Wringer
11th October 2009, 15:47
Has anyone been able to get LFS working in Dual monitor setup with NVidia card in Windows 7 or Vista?

(hi Jason ;))
it is possible to use softTH for dual monitors, maybe that's a workaround.

Scawen
11th October 2009, 16:01
Has anyone been able to get LFS working in Dual monitor setup with NVidia card in Windows 7 or Vista?

As far as I know, these OS's do not support span mode at all. After some research, I read somewhere that the only way to achieve this is if the game itself provides the multi monitor setup.

I would love to be able to use dual monitor, especially with this new patch, but cannot for the life of me get LFS to register the extra resolution settings of the 2nd monitor, unless I am missing something?I'd like to know more about that too. Of course, it works fine in XP where you can set the two monitor ports to act as a single screen.

Why would they go backwards? Is this something to do with copyright protection? I can't think why... just wondering why MS had to "break" their new OS's.

i found a bug in the hostlist
check the picI think those are two corrupted (or hacked) hosts that aren't working properly but still keep reconnecting to the host list. I'll have to do some investigation to find out what's up but I think that's where the problem is.

burnsy1882
11th October 2009, 16:15
Has anyone been able to get LFS working in Dual monitor setup with NVidia card in Windows 7 or Vista?

As far as I know, these OS's do not support span mode at all. After some research, I read somewhere that the only way to achieve this is if the game itself provides the multi monitor setup.

I would love to be able to use dual monitor, especially with this new patch, but cannot for the life of me get LFS to register the extra resolution settings of the 2nd monitor, unless I am missing something?I'd like to know more about that too. Of course, it works fine in XP where you can set the two monitor ports to act as a single screen.

Why would they go backwards? Is this something to do with copyright protection? I can't think why... just wondering why MS had to "break" their new OS's.

I run W7 as well, and have had that same problem. I overcame that by just making the LFS window span across the two monitors, since I run in windowed mode anyway. LFS recognized that it's resolution was now bigger, and enabled two monitors automatically. I just had to tweak it a bit and it worked well. Kinda disorientating with only one side monitor, but is neat anyway.

chucknorris
11th October 2009, 16:16
The "Send setup" and "Takeover" button should not appear at the hosts connection if I'm right.

hotmail
11th October 2009, 16:20
The "Send setup" and "Takeover" button should not appear at the hosts connection if I'm right.
It was allways there before. but i think it has got no function...

It would be logical if it had a function like:
If you ss too the Host that you ss too all the people in the server:shy:

Demon68
11th October 2009, 16:31
Has anyone been able to get LFS working in Dual monitor setup with NVidia card in Windows 7 or Vista?

As far as I know, these OS's do not support span mode at all. After some research, I read somewhere that the only way to achieve this is if the game itself provides the multi monitor setup.

I would love to be able to use dual monitor, especially with this new patch, but cannot for the life of me get LFS to register the extra resolution settings of the 2nd monitor, unless I am missing something?

Same problem here with an Ati card and Windows 7 :(

Tim NL
11th October 2009, 16:51
Originally Posted by jasonmatthews http://www.lfsforum.net/images/buttons/viewpost.gif (http://www.lfsforum.net/showthread.php?p=1281662#post1281662)
Has anyone been able to get LFS working in Dual monitor setup with NVidia card in Windows 7 or Vista?

As far as I know, these OS's do not support span mode at all. After some research, I read somewhere that the only way to achieve this is if the game itself provides the multi monitor setup.

I would love to be able to use dual monitor, especially with this new patch, but cannot for the life of me get LFS to register the extra resolution settings of the 2nd monitor, unless I am missing something?


Hi,
I use Vista and can run LFS on two monitors when i use UltraMon. (only in windowed mode , not full screen ).

liveforspeedskins.tk
11th October 2009, 16:52
I run W7 as well, and have had that same problem. I overcame that by just making the LFS window span across the two monitors, since I run in windowed mode anyway. LFS recognized that it's resolution was now bigger, and enabled two monitors automatically. I just had to tweak it a bit and it worked well. Kinda disorientating with only one side monitor, but is neat anyway.

I also did not get it working (NVIDIA 8600 GS, Vista) on two screens. I thought it was not possible because the two screen have different resolutions.

Also had to use windowed mode. Then it happened multiple times that the FPS went from 60~65 to 25~30 for some minutes. Small adjustment of the size of the window sometimes had great effect on the FPS (jumping back to ~60 fps)

EDIT: on Z15

smove
11th October 2009, 17:00
I'm using FlipCams and I'm afraid this practical little add-on doesn't work anymore with Z18 - is this a FlipCams or LFS related problem? Maybe because of the changes concerning multi monitor support? With Z17 it worked if I remember correctly ...

morpha
11th October 2009, 17:07
I suppose MS introduced the new window layer manager for Aero and it's probably a smart thing, the only problem being that no-one knows to handle it correctly yet. ATI seem to have figured it out, it won't take the others long to follow.

A better approach than relying on the SLS mode would be if LFS itself created multiple Direct3D-Devices. Supreme Commander had this (although limited to 1 additional screen) and it worked quite well :nod:

manneF1
11th October 2009, 17:25
Nice again:)

Shotglass
11th October 2009, 17:34
A better approach than relying on the SLS mode would be if LFS itself created multiple Direct3D-Devices. Supreme Commander had this (although limited to 1 additional screen) and it worked quite well :nod:

from what i understand this would also allow using monitors with differing resolutions and vertical size

jasonmatthews
11th October 2009, 17:36
That is what I was hoping that this new multi monitor support would do, but it seems not. If LFS could provide this feature, it would be great :thumb:

morpha
11th October 2009, 17:46
from what i understand this would also allow using monitors with differing resolutions and vertical size

That's correct.
I think it'd be wise to wait for DX9+ before attempting to implement this though, because AFAIK DX8 lacks some crucial features for it to work efficiently. Kegetys's expertise on this matter would certainly be of help, since SoftTH does exactly what we're talking about.

detail
11th October 2009, 17:54
New slider : Screen angle - to set the angle between monitors
New slider : View offset - to move the steering wheel off centre

With the quoted new things, is it possible now to make a 2nd screen work as a rear view monitor?

AndroidXP
11th October 2009, 17:55
since SoftTH does exactly what we're talking about.
Does it? Don't get me wrong, I never used SoftTH, but I always thought what it does is fake a display device that has a wider screen resolution. Then again, maybe for splitting the data it actually does create multiple D3D devices, sending a third of the output to each device. :shrug:
With the quoted new things, is it possible now to make a 2nd screen work as a rear view monitor?
No, because all the viewports are still "connected" and the maximum monitor angle is whatever you set your main screen fov to, which is in multi-monitor mode limited to 90°. So you would need three screens to allow a look-behind.

Shotglass
11th October 2009, 17:58
im not sure what exactly softth does but in practice it allows you to use lower resolutions on the side monitors and afaik mix monitors with different aspect ratios

Danny LFS
11th October 2009, 18:02
Hey guys ive found a bug on an Z18 server:

it seems to be only on client users on server

With adminpassword: Left Pic

Without adminpassword: Right Pic

This isn't a bug. The ones whose buttons don't seem to be presed are admins.

morpha
11th October 2009, 18:06
Does it? Don't get me wrong, I never used SoftTH, but I always thought what it does is fake a display device that has a wider screen resolution.
It has to, because LFS currently uses a single large surface colour buffer to draw on.
Then again, maybe for splitting the data it actually does create multiple D3D devices, sending a third of the output to each device. :shrug:
Yep, that's how I think it works.

JasonJ
11th October 2009, 18:12
The alphabetical sorted list is nice. MUCH easier to find players.

Please don't take this as ungrateful, but just personally, the dark background for the connections list kinda makes things look a bit jumbled.
93918

In the past to find admins you could still press Shift+Ctrl to list the Usernames and the admin's licence names showed up as light greenish and this was really ok. All the backgrounds were light grey and the list looked neater and more professional in this respect. Somewhat easier to read when all bg colours are the same. Other people may disagree.

Otherwise :thumb:

Flame CZE
11th October 2009, 18:25
JasonJ : I think it's easier to find the admins/hosts with the different bg, than by pressing shift+ctrl and looking for green font. Just my opinion.

JasonJ
11th October 2009, 18:28
I always know who the admins are anyway, my memory is good for this. :smileypul Anyway, did you see the last name in my example? It's almost illegible.

And sorry if this is off topic, I didn't want to create a 3 page debate about something that has been decided on. I just wanted to point it out. Some will agree some will not.

Flame CZE
11th October 2009, 18:42
Anyway, did you see the last name in my example? It's almost illegible.
Ah yes, I didn't notice that. They can make it a bit brighter (grey) to prevent this. Like this (http://www.lfsforum.net/attachment.php?attachmentid=93924&d=1255282677). Or maybe to add a next table cell with A test to the right of the player name :shrug: like [ A ] [ Flame ] [ ] [ SS ] ...

And by the way, one little bug report...

The interface test buttons should be drawn over the racer list. See here (http://www.lfsforum.net/attachment.php?attachmentid=93923&d=1255282677).

TysCaargh
11th October 2009, 18:58
Positive feedback here, the angle slider for the additional screens does its magic. Wonderful.

Fire_optikz001
11th October 2009, 20:58
nvm i saw the awnswer a few post up

Flame CZE
11th October 2009, 21:00
i was looking at the connection list and i was wondering what was the dark and light buttons for? see pic.
White = guest
Black = admin / host

J03130
11th October 2009, 21:15
New key : SHIFT+Z to show the mouse cursor when it would be hidden


Hooray i was hoping this was in thank you s much Scawen!! If i find a bug ill tell you :)

avih
12th October 2009, 00:16
At the mirror (tested virtual only), in "Name over cars" mode, the name only appears when the car behind is really REALLY close. On earlier versions I was able to tell the names over at least several cars behind (all LOD settings at max details), but now it's practically useless... as in.. 98% of the time the cars are just too far behind (I'd say 0.5s is enough) to display it..

MijnWraak
12th October 2009, 00:29
At the mirror (tested virtual only), in "Name over cars" mode, the name only appears when the car behind is really REALLY close. On earlier versions I was able to tell the names over at least several cars behind (all LOD settings at max details), but now it's practically useless... as in.. 98% of the time the cars are just too far behind (I'd say 0.5s is enough) to display it..
Yep, I'd really like it if it was the way it was before. Right now you only see the name when they're on your bumper.

Mp3 Astra
12th October 2009, 01:26
At the mirror (tested virtual only), in "Name over cars" mode, the name only appears when the car behind is really REALLY close. On earlier versions I was able to tell the names over at least several cars behind (all LOD settings at max details), but now it's practically useless... as in.. 98% of the time the cars are just too far behind (I'd say 0.5s is enough) to display it..

Yeah, same problem here. I didn't really think about it until you mentioned it.

VT-1
12th October 2009, 03:18
one thing that i notice from Z to Z18 (or somewhere along the line)

I have always used slightly different FOV from single seater to closed cars. LFS always saved the different views setings for all the car types.

I just recently got TH2Go and have begun playing with all the features. It is all working 100%.

LFS still saves the x, y, z for the different car types, but defaults to the last FOV settings. Also, the new slider that shifts the view defaults to last and does not save from car type to car type.

MAGGOT
12th October 2009, 03:43
LFS still saves the x, y, z for the different car types, but defaults to the last FOV settings. Also, the new slider that shifts the view defaults to last and does not save from car type to car type.

I haven't tried Z18 yet, but if this is the case it will be an issue for me as well. I can understand it from a practicality standpoint (those with multiple screens don't need to set it up for every single car, for instance) but we still need to be able to have different settings for different cars, imho.

AlienT.
12th October 2009, 03:45
The triple screen angle adjustment is just what was needed, it has made a huge difference, great job with that :)

roadrash17
12th October 2009, 03:51
No bugs as far as I have seen...

But one thing that I noticed is that my FPS increased by about 50% I love this new patch! :thumb: Keep up the good work, guys.

BOSCHO
12th October 2009, 05:13
great work :thumb:
my fps dint increased :schwitz:

JasonJ
12th October 2009, 05:29
Sorry BUT I am pretty sure that the FOV was never saved for each car. It's like a global setting and that's why it's in that top group of settings like number of screens, angle of each screen and the new wheel offset setting. Same as head movement setttings in the bottom group.

You can add a script for each car to change the FOV with
/fov [degrees]
see:
data/script/XRT.lfs
data/script/XRR.lfs
data/script/XRG.LFS
data/script/FXO.lfs
data/script/FXR.lfs
etc etc



The only ones that are saved for each car have always been the X,Y,Z offset settings (the seat position), rotation and pitch settings. Mirror Z,Y position to IIRC.


edit: sorry, didn't realise that FOV used to be saved for Custom Views. I only use Cockpit view.

mxpxun
12th October 2009, 05:35
two lines in language.txt file are missing: 3h_resulfov and 3h_viewoffs

Flame CZE
12th October 2009, 06:15
two lines in language.txt file are missing: 3h_resulfov and 3h_viewoffs
How do you mean missing? They are in the online system, but they are untranslated only I think.

GeForz
12th October 2009, 07:21
two lines in language.txt file are missing: 3h_resulfov and 3h_viewoffs

you should add the language they are missing in ;)

BrandonAGr
12th October 2009, 07:25
that is what i was hoping that this new multi monitor support would do, but it seems not. If lfs could provide this feature, it would be great :thumb:

+1

Crady
12th October 2009, 07:44
I'd like to know more about that too. Of course, it works fine in XP where you can set the two monitor ports to act as a single screen.

Why would they go backwards? Is this something to do with copyright protection? I can't think why... just wondering why MS had to "break" their new OS's.


As far as I know this is a NVidia driver related problem. With the new Aero they are not able to use the span mode anymore.

Anyway, facing this issue it would be REALLY great if you could manage to broach every single display - as Windows system configuration does: I have 3 displays with 2 display cards. But using Win7 (or Vista) I cannot either span all three of course nor two of them. I only can uses every screen as a single screen (or clone them).

I like that behaviour in Windows - I would hate having one BIG desktop! So I never would buy a TH2GO...

Perhaps you are able to "read" the windows display setup and LFS might know that the main display is a 1080p display, the two others are 1280x1024 displays and how they are ordered and then LFS would render 3 independent pictures...

Or perhaps if it is not possible to read the windows setup an option to enter how many screens are connected with which resolution may do the trick too.

However, else there are no issues with Z18 yet :) thx :thumb:

Scawen
12th October 2009, 09:34
one thing that i notice from Z to Z18 (or somewhere along the line)
I have always used slightly different FOV from single seater to closed cars. LFS always saved the different views setings for all the car types.
I just recently got TH2Go and have begun playing with all the features. It is all working 100%.
LFS still saves the x, y, z for the different car types, but defaults to the last FOV settings. Also, the new slider that shifts the view defaults to last and does not save from car type to car type.

I haven't tried Z18 yet, but if this is the case it will be an issue for me as well. I can understand it from a practicality standpoint (those with multiple screens don't need to set it up for every single car, for instance) but we still need to be able to have different settings for different cars, imho.

Sorry BUT I am pretty sure that the FOV was never saved for each car. It's like a global setting and that's why it's in that top group of settings like number of screens, angle of each screen and the new wheel offset setting. Same as head movement setttings in the bottom group.

You can add a script for each car to change the FOV with
/fov [degrees]
see:
data/script/XRT.lfs
data/script/XRR.lfs
data/script/XRG.LFS
data/script/FXO.lfs
data/script/FXR.lfs
etc etc

The only ones that are saved for each car have always been the X,Y,Z offset settings (the seat position), rotation and pitch settings. Mirror Z,Y position to IIRC.That's true, it's only custom views that ever saved a fov per car. You can set up a custom view that looks just like a cockpit view or use the /fov X command in the car scripts as JasonJ suggests.

As far as I know this is a NVidia driver related problem. With the new Aero they are not able to use the span mode anymore.

Anyway, facing this issue it would be REALLY great if you could manage to broach every single display - as Windows system configuration does: I have 3 displays with 2 display cards. But using Win7 (or Vista) I cannot either span all three of course nor two of them. I only can uses every screen as a single screen (or clone them).

I like that behaviour in Windows - I would hate having one BIG desktop! So I never would buy a TH2GO...

Perhaps you are able to "read" the windows display setup and LFS might know that the main display is a 1080p display, the two others are 1280x1024 displays and how they are ordered and then LFS would render 3 independent pictures...

Or perhaps if it is not possible to read the windows setup an option to enter how many screens are connected with which resolution may do the trick too.

However, else there are no issues with Z18 yet :) thx :thumb:It's not an easy job to support multiple display adapters at the same time. For example, every texture and every object must be separately sent to each graphics card. It's not an impossible task but would require a big rewrite of the 3d support system so that it opens two (or more) D3D objects and then duplicates all the calls to them. That would take a while but then there would be a lot of refinement to the system, for example how to handle when a call to one device works but the other fails, how to recover and still display LFS to the user... I don't even want to think about it.

So that is really not going to happen any time soon because the priority is the physics and the VWS patch, after fixing the last couple of bugs in this new multiple display support system (which only supports multiple renders to a single surface).

two lines in language.txt file are missing: 3h_resulfov and 3h_viewoffsI think Lithuanian was not updated in time for the patch but it is now :
http://www.lfs.net/lfs_translate/public_translation_viewer.php?action=1&lang=Lithuanian

Ripley
12th October 2009, 09:51
Hi Scawen.
While you're at it, would you mind taking into consideration (or just add it in your to-do list) my suggestion to save the last used setup for each combo ?
So every time you go back to a specific combo, you find it already selected ??
I tried to find my post (I'm quite sure I already asked this) but couldn't find it...
Thanks.

avih
12th October 2009, 09:52
Scawen, did you notice this post?
At the mirror (tested virtual only), in "Name over cars" mode, the name only appears when the car behind is really REALLY close. On earlier versions I was able to tell the names over at least several cars behind (all LOD settings at max details), but now it's practically useless... as in.. 98% of the time the cars are just too far behind (I'd say 0.5s is enough) to display it..

Scawen
12th October 2009, 09:58
Scawen, did you notice this post?I do read every post and make notes.

What you will notice is that I do not also write "Hello, I've noticed your post" to every post I notice. Because that would mean I would waste time writing it on my notes and also on the forum, and also I'd look kind of silly saying "Hi, I noticed your post!" every time there is a bug report.

I make notes about all relevant points that I should look into. I reply to specific bug reports if I need more information before fixing them.

J03130
12th October 2009, 10:26
I do read every post and make notes.

What you will notice is that I do not also write "Hello, I've noticed your post" to every post I notice. Because that would mean I would waste time writing it on my notes and also on the forum, and also I'd look kind of silly saying "Hi, I noticed your post!" every time there is a bug report.

I make notes about all relevant points that I should look into. I reply to specific bug reports if I need more information before fixing them.

lmao well said mate!

aroX123
12th October 2009, 11:07
There is something that i've notices is that you can not reset when outside the map. Atleast i cant. I get specced if canreset no. but when its yes, and i am out of bounce i never come back to track.

avih
12th October 2009, 11:41
I do read every post and make notes.

What you will notice is that I do not also write "Hello, I've noticed your post" to every post I notice. Because that would mean I would waste time writing it on my notes and also on the forum, and also I'd look kind of silly saying "Hi, I noticed your post!" every time there is a bug report.

I make notes about all relevant points that I should look into. I reply to specific bug reports if I need more information before fixing them.
No need for sarcasm. The discussion moved to other topics and I was afraid the comment went "lost". A simple noted/thanks/etc would have been enough.

Velo Wringer
12th October 2009, 11:58
first of all thanks for the excellent new triple screen rendering and adjustments, works flawless for me!
one little thing tho, when i set the number of monitors (left or right) from 1 back to 0, the screen moves to the side and i cant make changes any more. after some digging i found that deleting views.bin set things back to normal.
using softTH.

SmegFirk
12th October 2009, 12:34
No need for sarcasm. The discussion moved to other topics and I was afraid the comment went "lost". A simple noted/thanks/etc would have been enough.
Think he was being completely genuine. I think Joseph saw something in the post which wasn't there.

Question regarding driver name in mirror

What changed? Or did you do nothing specific but it is a consequence of something else. I thought it was something to do with the new mirror LOD but playing around with that doesn't seem to affect it.

alliennas
12th October 2009, 12:41
sorry for this, but I don't understand this improvement "Option to force external views to use full width", anyone to explain please? :)

Flame CZE
12th October 2009, 12:58
Hi Scawen.
While you're at it, would you mind taking into consideration (or just add it in your to-do list) my suggestion to save the last used setup for each combo ?
So every time you go back to a specific combo, you find it already selected ??
I think you can sort the setup list by date.

AndroidXP
12th October 2009, 13:01
sorry for this, but I don't understand this improvement "Option to force external views to use full width", anyone to explain please? :)
When Scawen implemented the new multimonitor support, he also made it so that external views (Shift-U, etc.) only display stuff on the "middle" monitor. Apparently there are people who do want the whole screen width to be used and this option controls whether the view in external modes is limited or not.

alliennas
12th October 2009, 13:05
When Scawen implemented the new multimonitor support, he also made it so that external views (Shift-U, etc.) only display stuff on the "middle" monitor. Apparently there are people who do want the whole screen width to be used and this option controls whether the view in external modes is limited or not.

great, thx

Bob Smith
12th October 2009, 13:12
when i set the number of monitors (left or right) from 1 back to 0, the screen moves to the side and i cant make changes any more. after some digging i found that deleting views.bin set things back to normal.
using softTH.
Aha, I think this is the issue I've been having. If you don't delete that file, what happens if you just repeatedly mash the left and right mouse buttons instead of just single clicking? That seems to get it to work for me.

Velo Wringer
12th October 2009, 13:31
just tried that (even have 2 mice attached lol), but no response whatsoever, also blind click and enter 1 doesnt work. so you can really get stuck there ....

Ripley
12th October 2009, 13:40
I think you can sort the setup list by date.
Yes you can, but whenever you change car, "default" set is chosen.
And even if you sort them by date, that doesn't mean you get the right one at the top (if you didn't edit it).
Anyway, even if it's a simple implementation, sure it's not a top priority fix for Scawen.

HuckD
12th October 2009, 13:47
Just wanted to say thanks for the triple screen support. I've been using SoftTH and three 19" monitors for a while but it's never looked this good. z18 really allows me to line things up for a realistic view. I've found that by nosing my car directly into a straight wall or fence I can adjust the left and right monitors so that the alignment is spot on. Excellent work!

HuckD
Albany, GA USA

Scawen
12th October 2009, 13:51
No need for sarcasm. The discussion moved to other topics and I was afraid the comment went "lost". A simple noted/thanks/etc would have been enough.It wasn't really sarcasm. That thing you did (asking me if I noticed something on this same thread - it is still there on the previous page) happens quite often but is quite annoying. So I don't know what do do but explain to you how I work and why I don't reply to every bug report / repeated bug report / feature request etc. If I explain this occasionally then maybe other people who want to repeat their post will think again. I'm trying to work efficiently using a thread that gets full of duplicate bug reports and some spam. The way to do it is to make notes as I go, rather than using the thread itself as a to-do list (tried that before and it was hopeless). Experience working with these test patch threads told me to write down the bug reports as I go, asking immediately if something is not clear. Later I go through my list, try to reproduce all the issues and see what I can do. Sometimes it is quite tedious work. All I really want to do is get back to development, but I will not if there are bugs in test patches. There is no need for me to say "noted" to each post. They are all noted if they are relevant.

About the mirror thing, it is noted but I have not investigated yet. When I get to it, I'll either fix it, or come back to ask a question if I need more info. That's how I use the test patch threads.

first of all thanks for the excellent new triple screen rendering and adjustments, works flawless for me!
one little thing tho, when i set the number of monitors (left or right) from 1 back to 0, the screen moves to the side and i cant make changes any more. after some digging i found that deleting views.bin set things back to normal.
using softTH.I'm not quite clear here... views.bin is only loaded once, when LFS starts. Deleting it while LFS is running can have no effect, so that implies you had to delete it after exiting LFS. Is that what you did? If so then that means, if you don't delete that file, you can actually start LFS and already the mouse buttons are not clickable?

I remember Bob Smith said that the buttons were actually clickable, meaning they made a sound and changed colour, only problem was they did not do anything. Is that the same?

A lot of questions there but it's a puzzling issue...

sorry for this, but I don't understand this improvement "Option to force external views to use full width", anyone to explain please? :)The meaning of that has been explained to you now but I'll just add one thing :

That option only appears when it would actually have an effect - for example if your window is wider than 16:9 and you are looking at View Options when you are in an external view.

Velo Wringer
12th October 2009, 14:02
exactly, i deleted views.bin after exiting. and true, without deleting buttons not clickable after restart. and same as Bob, they make sound and change color.

it might have to do with softTH screen coords that suddenly changed after changing the setting. i wonder if its the same probs with TH2GO?

i will try some different settings in softTH and see if that makes a difference.

Scawen
12th October 2009, 14:03
Just wanted to say thanks for the triple screen support. I've been using SoftTH and three 19" monitors for a while but it's never looked this good. z18 really allows me to line things up for a realistic view. I've found that by nosing my car directly into a straight wall or fence I can adjust the left and right monitors so that the alignment is spot on. Excellent work!

HuckD
Albany, GA USAThanks :) I'd just like to add some tips. Hopefully this gives the same results as your method :

Screen angle : should be set to the actual angle between monitors (zero means they are in a straight line). Easy if you have a protractor. :)

Bezel compensation : if you measure the width of your bezel, and multiply by 2 so you have the combined bezel width of a monitor, then divide by the total width of a monitor, this should give the correct value. So that percentage is the fraction of your total monitor width that is taken up by bezels.

Scawen
12th October 2009, 14:09
exactly, i deleted views.bin after exiting. and true, without deleting buttons not clickable after restart. and same as Bob, they make sound and change color.

it might have to do with softTH screen coords that suddenly changed after changing the setting. i wonder if its the same probs with TH2GO?LFS does already do a certain correction when some coordinates get changed, for example if you put LFS into a window from full screen, LFS tries to make a wide window, but the drivers of Windows or SoftTH force the window to the centre screen. Before that fix there was a very bad effect. Now at least that should be working correctly, if LFS graphics do appear to be aligned correctly in your window and not squashed.

The bizarre thing about your bug is that LFS seems to correctly and accurately notice the mouse click but the mouse release has no effect. Seems like maybe the mouse release looks to LFS like it is in a different place (as when it is working correctly, you can click and if you move the mouse off the button before releasing, the button's function is not executed).

Not Sure
12th October 2009, 14:18
I have had no problems with the patch, everything works as advertised :)

Scawen, since you have been improving the view settings code, consider adding this option?: http://www.lfsforum.net/showthread.php?t=37537

No need to reply

Flame CZE
12th October 2009, 14:19
Scawen, since you have been improving the view settings code, consider adding this option?: http://www.lfsforum.net/showthread.php?t=37537
No need to reply
When it's available via insim, averyone can run it himself :)

avih
12th October 2009, 14:29
It wasn't really sarcasm. That thing you did (asking me if I noticed something on this same thread - it is still there on the previous page) happens quite often but is quite annoying. So I don't know what do do but explain to you how I work and why I don't reply to every bug report / repeated bug report / feature request etc. If I explain this occasionally then maybe other people who want to repeat their post will think again. I'm trying to work efficiently using a thread that gets full of duplicate bug reports and some spam. The way to do it is to make notes as I go, rather than using the thread itself as a to-do list (tried that before and it was hopeless). Experience working with these test patch threads told me to write down the bug reports as I go, asking immediately if something is not clear. Later I go through my list, try to reproduce all the issues and see what I can do. Sometimes it is quite tedious work. All I really want to do is get back to development, but I will not if there are bugs in test patches. There is no need for me to say "noted" to each post. They are all noted if they are relevant.
...
Fair enough. I do understand and appreciate your efforts in listening to users and managing bugs, I'm a developer/maintainer of several projects too and so I happen to be in a similar position often.

I understand it's tedious to see bugs re-submitted, especially by the same eager user (the latter could probably be eliminated with my previous suggestion), but people still like feedback, even minimal, and so I also offer a possible solution:

Do you think it would be possible to keep a locked thread listing your current *public* checklist/buglist regarding the currently discussed release (and possibly open bugs/issues from previous releases too)? This way people wouldn't have to wade through hundreds of posts (as was in Z15 and others) before they post a bug, and I imagine it would also help reduce resubmissions in general and will make everyone happier.. less posts, more order, etc...

Even better, if you use a bug tracking system, you can occasionally export such report (possibly manually removing entries not for public consumption) and thus you wouldn't even have to manage this locked thread manually.. export, copy, done. Or even do so automatically periodically..

Anyway, just my $0.02

Glenn67
12th October 2009, 14:50
Just wondering... how many screens are you using with your Eyefinity? I'd be very interested to see a picture of a setup with more than 3 monitors.

Not with Eyefinity just TH2G and fourth monitor on second video output of a nvidia GTX260+, looks great but kills my FPS and have only been able to get it too work in windowed mode so far.

Scawen
12th October 2009, 14:50
I have had no problems with the patch, everything works as advertised :)

Scawen, since you have been improving the view settings code, consider adding this option?: http://www.lfsforum.net/showthread.php?t=37537

No need to replyYes, someone made a post about that in the previous test patch and I like the look of that. I'm quite interested in having a go at some time but it would take a little while to get it right. Because it's not just a simple option which keeps the camera level to the ground (imagine that when the car goes upside down or up a steep hill). When you think about it, it needs many of the options provided in that InSim / OutSim program and ends up being a few days work and testing to get it working well in all the possible situations.

So at this time it's sitting on my notes to take a look one day when all the high priority things are done. And there are a lot of high priority things...

BOSCHO
12th October 2009, 15:03
unknown car id :tilt:
happened once

Silverracer
12th October 2009, 15:07
unknown car id :tilt:
happened once
Seen it happen quite frequently when trying to join track (randomly, to lots of ppl) - not a Z18 issue :shrug:

senn
12th October 2009, 15:07
i don't think its a Z18 related bug, i get those on occaision when playing online.

Napalm Candy
12th October 2009, 15:39
I play with the multimonitor options. It is good the new slider screen angle, but now it is a bite difficult to adjust to a real FOV.

So, you can calcule what FOV is what you seeing with simple math, knowing the distance from your eyes to the monitors, knowing the size of monitors, and assuming that the angle between them is correct.

In the last patch was easy to put the final FOV, but now I don't understand why you put the central FOV, but I think you have a good reason. It have some minor problems like if you change the config beetwen 5-1-5 to 1-1-1 the general FOV will change drastically

Also, I like more a Cylindical correction than a multiview, but I think it will consume a lot of FPS, so without multiview ( 0 - 1 - 0 monitors config) I have 74FPS in a grid start in pause, with 1 - 1 - 1 I have 63 FPS, and 39 FPS with 5 - 1 - 5 with the same total FOV.

I remember you said you would do a graph that is generated automatically to find the actual arrangement of the monitors relative to the FOV. I imagine that like an image I uploaded in the last patch topic (I upload again), where indicates the distances between visor and monitors (radius circle) relative to the FOV, and angle between them. LFS only need one more data to calcule, and is the width of each monitor.

It will very usefull for a very big multimonitor/multiprojector view to match the exact FOV, and for sure very easy. So the big majority of people don't know what really means FOV

Napalm Candy
12th October 2009, 15:47
Not with Eyefinity just TH2G and fourth monitor on second video output of a nvidia GTX260+, looks great but kills my FPS and have only been able to get it too work in windowed mode so far.

I think you can use your TH2GO for the 3 center monitors, and use SoftTH to add up to 1 each side monitor... 1 + 3 + 1, with the SoftTH you can manage only 3 monitors, but the center monitor can have the width what you want, so you can do a config like 1024 + 3840 + 1024, and play it in fullscreen. Now I have TH2GO and 3 monitors, and I thinking about 5 monitor setup, thanks to the new multimonitor options of LFS :)

Scawen
12th October 2009, 15:47
I'm using FlipCams and I'm afraid this practical little add-on doesn't work anymore with Z18 - is this a FlipCams or LFS related problem? Maybe because of the changes concerning multi monitor support? With Z17 it worked if I remember correctly ...I don't know the reason. Are you using a wide screen mode? What is the effect of trying to use FlipCams... does anything happen at all? Is this the same for anyone who tries to use FlipCams with Z18?

With the quoted new things, is it possible now to make a 2nd screen work as a rear view monitor?No, all these updates are concerned only with the main view and I don't think I'll be adding any more features, in fact I've been trying to get off views and back to physics for at least two weeks now! :)

Not with Eyefinity just TH2G and fourth monitor on second video output of a nvidia GTX260+, looks great but kills my FPS and have only been able to get it too work in windowed mode so far.Thanks for the picture. I can imagine a 5 monitor setup using a future version of Eyefinity will be great, with each screen at 45 degrees, 5 sides of an octagon would be quite immersive. Even better would be a three projector setup... :)

That reminds me of something else I was thinking. This is another thing for the future but LFS could fully support a stereoscopic view, needing only a dual head card and two projectors. So a left eye view would be drawn on the left half of the render surface - and sent to the left projector. A right eye view would be drawn on the right half and sent to the right projector.

The two views would just need to be rendered from a slightly different view point (the distance between two eyes). The projectors would need polarising filters on the front and then you could see the full 3d view through polarising glasses. I haven't read up fully on this but it seems that you would not need any special "3d" stuff apart from the filters and glasses. A bit expensive with two projectors but apart from that it would be quite good.

Add to that a TrackIR but with the rotation disabled, so it just moves the view point left and right a bit when you move your head, that would complete the illusion very nicely.

Scawen
12th October 2009, 16:04
In the last patch was easy to put the final FOV, but now I don't understand why you put the central FOV, but I think you have a good reason.The reason is because the FOV is calculated all based on the central screen's FOV. The number of screens, screen widths and monitor angles all affect the final FOV.

LFS calculates the values of each screen using an iterative process, working outwards from the centre, each screen's FOV and offset is worked out from the result of the previous one. Finally, from the result of the left and right screen edges, the final FOV is found by a simple subtraction.

So it is not easy with this new system, to set the final FOV as a user input and then somehow find the correct input variables to produce that output.

That is the one thing we lost in going from Z17 to Z18, but we gained a lot of flexibility.

I guess it could be possible to compute the main screen fov from the final FOV (as a user input) by another iterative process, taking a guess for the first iteration then repeatedly performing the original process I described until finally homing in on the best value, just like a user must do now, selecting an input value to produce the desired resulting FOV... :scratchch

I remember you said you would do a graph that is generated automatically to find the actual arrangement of the monitors relative to the FOV. I imagine that like an image I uploaded in the last patch topic (I upload again), where indicates the distances between visor and monitors (radius circle) relative to the FOV, and angle between them. LFS only need one more data to calcule, and is the width of each monitor.

It will very usefull for a very big multimonitor/multiprojector view to match the exact FOV, and for sure very easy. So the big majority of people don't know what really means FOVI did say say that was my plan but now I have run out of time (and space on the View Options page).

fireb0llch
12th October 2009, 16:05
Hello, I got this bug now, that I cant see my gears anymore in desktop.. Look Attachement. :shrug:

Patch Z18.

BOSCHO
12th October 2009, 16:09
it works fine with nvidia 3D setup :thumb:

Hello, I got this bug now, that I cant see my gears anymore in desktop.. Look Attachement.

Patch Z18.

move your sit up

Flame CZE
12th October 2009, 16:14
Hello, I got this bug now, that I cant see my gears anymore in desktop.. Look Attachement. :shrug:

Patch Z18.
What gears in your desktop? Did you mean the gear number on the dashboard? I can see it in your screenshot (not entire though).

Scawen
12th October 2009, 16:16
it works fine with nvidia 3D setup :thumb:I'd like to know how that works.

Are all the offsets applied correctly?
Does the mirror work in 3d?
What about the shadows? I remember someone posting a 3d thing before and the shadows were all offset as well, because the shadows themselves are also a rendered image and they were being offset by the same software that was creating the offset for the 3d.
Does that use alternate frames to render the left and right views?

scipy
12th October 2009, 16:42
Because it's not just a simple option which keeps the camera level to the ground (imagine that when the car goes upside down or up a steep hill).

While we're on the view settings and cameras, would it be possible to have a camera height in Shift+U mode level with the ground (0.0 m height instead of minimum of 0.4 m that it is now)? Since telemetry export of "ride height left" is based on suspension and not body height from the ground, it would be usefull to have a camera on the ground level to check for body bottoming out.

We've had problems when body sustained frontal damage and weren't sure if it's actually going to scrape the ground (the sound wasn't there during full throttle), but on braking it would scrape and unload the front tires - which would then lead to huge flatspots and tire blowing 10 laps early.

Glenn67
12th October 2009, 16:44
I think you can use your TH2GO for the 3 center monitors, and use SoftTH to add up to 1 each side monitor... 1 + 3 + 1

I was thinking the very same thing, but it would need some serious horsepower I think. I get 150 - 180 FPS with three screen / three viewports and about 130 FPS with four viewports but it drops to 10 FPS when I stretch to the fourth monitor (all monitors set to 1680x1050, I got 30 FPS by reducing the resolution).

Running two graphics cards, SoftTH with the secondary card running two monitors and the TH2G from the main card might just work, and I'm awefully tempted to give it a go :tilt:

@Scawen 3D would be nuts :D

boothy
12th October 2009, 16:48
While we're on the view settings and cameras, would it be possible to have a camera height in Shift+U mode level with the ground (0.0 m height instead of minimum of 0.4 m that it is now)? Since telemetry export of "ride height left" is based on suspension and not body height from the ground, it would be usefull to have a camera on the ground level to check for body bottoming out.

As an interim fix, you can use LFS TV Director (http://www.lfsforum.net/showthread.php?t=14147) to set the shift + u camera to any height, from 0 (usually under the ground) to 700m upwards if you really want to. :thumb:

Flame CZE
12th October 2009, 16:52
While we're on the view settings and cameras, would it be possible to have a camera height in Shift+U mode level with the ground (0.0 m height instead of minimum of 0.4 m that it is now)?
I would welcome that too, it's useful while taking some artistic screens or making movies.

Scawen
12th October 2009, 17:10
I'm not sure it would be very artistic, being able to see through the ground. That is the problem with allowing the camera to go to zero height. The bottom half of the image is underground, you can see edge of the clipping plane plus distant objects through the "ground" and it's one of those things we try to avoid as game developers. There's no cars or world there at all, just a load of textured triangles but we try to avoid showing that.

Just thought I'd add that to the discussion...

Flame CZE
12th October 2009, 17:15
You're right... it would be great to have some good artistic shots from this angle but cropped out the ground. But from the developer view, I'd agree to keep it on the 0.4, it doesn't look good in those shots and some people may get confused.

nice rockingham btw :)

Dmt
12th October 2009, 17:16
I'm not sure it would be very artistic, being able to see through the ground. That is the problem with allowing the camera to go to zero height. The bottom half of the image is underground, you can see edge of the clipping plane plus distant objects through the "ground" and it's one of those things we try to avoid as game developers. There's no cars or world there at all, just a load of textured triangles but we try to avoid showing that.

Just thought I'd add that to the discussion...

Give us Rockingham and we can test it in practical way. :razz:

Heiko1
12th October 2009, 17:17
Hey scawen,

got a question about SHIFT+U option(s):

Does it is possible to add the RAMP on all track's?
I just wan a YES, NO or an: It will take more than 10hours

Regards and best wishes to all the Test Patches
Heiko1

-> KILL THE BUGS WITH THE ANTIBUGSPRAY <-

PS: dont flame me i know its sugested million times before!

boothy
12th October 2009, 17:22
Hmm, you could go lower (see attached) but then you have to keep the camera horizontal as if you tilt it down a bit, you start to see some untextured stuff. :razz:

Scawen
12th October 2009, 17:22
Heiko1 :

No, because the autocross objects are saved in each track. So all tracks would have to be updated. Making a special autocross objects file which is available on all tracks would be a nice idea, also many updates I would like to do to the autocross editor but will not go into them now.

Now is all about : fixing any bad bugs left in Z18 so I can get back to physics. I have massive lists of things to do, surrounding me in my office and I am not looking for more things to add to the lists, because I will be swamped by paper.

Furiously-Fast
12th October 2009, 17:23
Haha, I like how he teases us with showing us a close up of the tyres and the LX4 on Rockingham. :D

Flame CZE
12th October 2009, 17:24
Or what about increasing the maximum height? Sometimes you want to view a big part of the track. Is it not implemented also because of the unnecessary untextured spaces?

Edit: rogger, Scawen :)

AndroidXP
12th October 2009, 17:29
Yes, someone made a post about that in the previous test patch and I like the look of that. I'm quite interested in having a go at some time but it would take a little while to get it right. Because it's not just a simple option which keeps the camera level to the ground (imagine that when the car goes upside down or up a steep hill). When you think about it, it needs many of the options provided in that InSim / OutSim program and ends up being a few days work and testing to get it working well in all the possible situations.
Having this feature in LFS itself would be great. It makes you feel much more there when not 100% glued to the car. Suspension movements and track unevenness become much more apparent than the current view system could ever hope of achieving to show. I think this would be a very good addition coupled with the new tyre physics and/or Rockingham.

The funny thing is, at least through InSim the basic functionality is a dead simple thing to code as I've found when implementing my own version. All you do is instead of instantly applying the car's pitch/roll to the view, you average the values over the last X physics iterations (say a queue/buffer size of 20) and apply that instead, coupled with the automatic camera smoothing of InSim. Then add a proper over-/underflow handling (so the view doesn't go beserk when doing a barrel roll) and you're done. No need for actually simulating the driver's head in any way.

The only issue I can see for a proper implementation is what to do when the user presses the look buttons or uses TrackIR (= does not look into the same direction as the car is pointed), and for both occasions simply disabling the free-float or fading the effect out the farther you look away from where the car is pointing would work as a preliminary solution. The real solution would of course be a proper translation of the car vector to the look vector and all the calculations that go with that... I can see how a proper solution could be too much work for now.

Now personally I have no problem with just continuing to use InSim for that, but I think a lot of people miss out on this great little feature unless it's implemented in LFS itself. :)


But sorry for OT, this has really nothing to do with the test patch.

Ricou
12th October 2009, 17:30
Hi guys,

I'd like to thanks Scawen for his very good work.
The feature I wanted (triple screen external views) is back, and now we can even adjust screen angles... very nice options :)

Just a little problem though: it seems that the said "Option to force external views to use full width" isn't saved.

just tried that (even have 2 mice attached lol), but no response whatsoever, also blind click and enter 1 doesnt work. so you can really get stuck there ....

I'm not quite clear here... views.bin is only loaded once, when LFS starts. Deleting it while LFS is running can have no effect, so that implies you had to delete it after exiting LFS. Is that what you did? If so then that means, if you don't delete that file, you can actually start LFS and already the mouse buttons are not clickable?

I remember Bob Smith said that the buttons were actually clickable, meaning they made a sound and changed colour, only problem was they did not do anything. Is that the same?

A lot of questions there but it's a puzzling issue...

I use SoftTh with 3 screens so I ran into this matter when I changed the number of screens. When LFS is set with 1 - 1 - 0 screens or the opposite, menus are moved to one side and buttons don't seem to work.

But in fact, it is possible to click the buttons. For example when everything was moved to the right I had to click more to the right, and below too. You just have to click randomly until you find one :D No need to delete anything, but I reckon it's not really comfortable.

Scawen
12th October 2009, 17:38
Ricou / Velo Wringer / Bob Smith :

I've just added a test debug message to this attached exe.

It displays the X and Y coordinates when you click or release the mouse.
Obviously it should be the same values if you click and release without moving the mouse.
I've displayed the raw (integer) values that Windows has sent in a message
and the converted (float) values.

Would you mind reproducing the bug and see if the "click" and "release" give dfferent coordinates while that bug is happening?

Maybe this will help us understand the problem.

ANYONE ELSE : THERE ARE NO OTHER UPDATES IN THIS EXE
JUST AN ANNOYING MOUSE CLICK MESSAGE - AND YOU CANNOT UNLOCK!

BOSCHO
12th October 2009, 17:48
I'd like to know how that works.

Are all the offsets applied correctly?
Does the mirror work in 3d?
What about the shadows? I remember someone posting a 3d thing before and the shadows were all offset as well, because the shadows themselves are also a rendered image and they were being offset by the same software that was creating the offset for the 3d.
Does that use alternate frames to render the left and right views?

Yes the mirror works in 3D
the shadows are 3d too.. you can see on the picture the red color that actually makes the 3d image
you can see the pictures for more info
the bad thing is that the 3d mode drops the frame rate from 60 to 25..
if i race with 30+ players i gonna have 1fps so the nvidia system is not too good idea
im with nvidia geforce 9500 , 2gb ram, intel D 2.8

Heiko1
12th October 2009, 17:52
Thanks scawen to reply to my post:thumb:

good luck and so less bugs than possible to your great work!

HIP HIP HORAY!

aroX123
12th October 2009, 18:08
[Ignore]
Everyone stop post bugs, so scawen can :hide: release new stuff:x
[Ignore]

geeman1
12th October 2009, 18:15
Yes the mirror works in 3D
the shadows are 3d too.. you can see on the picture the red color that actually makes the 3d image
you can see the pictures for more info
the bad thing is that the 3d mode drops the frame rate from 60 to 25..
if i race with 30+ players i gonna have 1fps so the nvidia system is not too good idea
im with nvidia geforce 9500 , 2gb ram, intel D 2.8
It renders the image twice from two slightly different view points afaik so no wonder your fps is halved :p
What I have tested the 3d effect works really good on some games and on same games it doesn't. Looking at those pictures with 3d glasses, the cockpit doesn't work at all, depth tries to bee too big and my brain can't connect the images properly. On the outside view the car looks really good though. Another trouble with red-blue glasses is that the colors are distorted and everything has this red/blue shimmer to it which gets annoying in the long run.

Zen321
12th October 2009, 18:19
Having this feature in LFS itself would be great. It makes you feel much more there when not 100% glued to the car. Suspension movements and track unevenness become much more apparent than the current view system could ever hope of achieving to show. I think this would be a very good addition coupled with the new tyre physics and/or Rockingham.

The funny thing is, at least through InSim the basic functionality is a dead simple thing to code as I've found when implementing my own version. All you do is instead of instantly applying the car's pitch/roll to the view, you average the values over the last X physics iterations (say a queue/buffer size of 20) and apply that instead, coupled with the automatic camera smoothing of InSim. Then add a proper over-/underflow handling (so the view doesn't go beserk when doing a barrel roll) and you're done. No need for actually simulating the driver's head in any way.

The only issue I can see for a proper implementation is what to do when the user presses the look buttons or uses TrackIR (= does not look into the same direction as the car is pointed), and for both occasions simply disabling the free-float or fading the effect out the farther you look away from where the car is pointing would work as a preliminary solution. The real solution would of course be a proper translation of the car vector to the look vector and all the calculations that go with that... I can see how a proper solution could be too much work for now.

Now personally I have no problem with just continuing to use InSim for that, but I think a lot of people miss out on this great little feature unless it's implemented in LFS itself. :)


But sorry for OT, this has really nothing to do with the test patch.

This is a good idea indeed Android. However, I see one problem with it is that the view stays fixed to the horizon level and does not come back gradually to its "standard" position during the whole period during which forces are exerced on the car.

What would be best, I think, is that for a little moment the camera stays like in Camlevel, then goes back to the position defined by the incar view or custom view. You will notice when taking corners in real life that you tend to put your head back to its position during the corner instead of having it tilted all the time. This way, it would feel even better than with Camlevel as it currently is.

Apart from that, no bugs to be found on Z17 or Z18 for me Scawen. Keep up the amazing job !

Velo Wringer
12th October 2009, 18:40
Ricou / Velo Wringer / Bob Smith :
Would you mind reproducing the bug and see if the "click" and "release" give dfferent coordinates while that bug is happening?

i tried different combinations in softTH screen coords, but there was no difference.

windowed LFS goes correctly to the center screen, looks good, not squashed or anything. you can change the multiple screen options there, but when going back to full triple screen, nothing changed.

thanks for this, i know how you are longing to start with the physics :)

edit: when clicking on center monitor click and release values are the same

Furiously-Fast
12th October 2009, 18:40
[Ignore]
Everyone stop post bugs, so scawen can :hide: release new stuff:x
[Ignore]

How the hell are you supposed to be ignored if you post stuff anyway?

By the way, would you rather wait for something that will be complete with (almost) no bugs, or get something now that is totally s:xt?

Kinda like comparing GT5 and Forza 3. :D

AndroidXP
12th October 2009, 18:45
What would be best, I think, is that for a little moment the camera stays like in Camlevel, then goes back to the position defined by the incar view or custom view. You will notice when taking corners in real life that you tend to put your head back to its position during the corner instead of having it tilted all the time. This way, it would feel even better than with Camlevel as it currently is.
This is exactly what happens when you average the view in a buffer as I described - it does NOT stay level with the horizon, but just "lags" behind the car's movement and smooths it out :). If you start driving on a banked part of the road or up a steep hill, the view momentarily lags behind what the car does and then aligns itself with the car again. The "real life roll pitch insim" app already does this, you probably just didn't notice. Or you're talking about a different application that I don't know about (camlevel?).

Flame CZE
12th October 2009, 18:50
Everytime I go to Online game > show list of hosts, let it load and then leave the game, it crashes with following address.

smove
12th October 2009, 18:55
I don't know the reason. Are you using a wide screen mode? What is the effect of trying to use FlipCams... does anything happen at all? Is this the same for anyone who tries to use FlipCams with Z18?

Thanks for taking on this problem. - No, I don't use a wide screen mode, apart from a wide screen resolution (1280 x 720) which I haven't even changed between Z18 and the older (test) patches.

I still use FlipCams, but when I try to cycle through the views nothing happens, solely the text string appears - like it's supposed to do (see attachement). I didn't delete or modify any files or settings btw..

hotmail
12th October 2009, 19:02
Everytime I go to Online game > show list of hosts, let it load and then leave the game, it crashes with following address.
have you maybe downloaded the .exe file what scawen just posted ?

Flame CZE
12th October 2009, 19:04
have you maybe downloaded the .exe file what scawen just posted ?
No, I haven't, I'm using clean Z18.

AndroidXP
12th October 2009, 19:05
Everytime I go to Online game > show list of hosts, let it load and then leave the game, it crashes with following address.
Cannot reproduce, but I notice that when I let the list load, click on a server and then exit LFS it takes an awfully long time to actually exit, leaving me staring at a black screen for several seconds.

Flame CZE
12th October 2009, 19:14
It seems it's a host-related problem - when I select only Private hosts, it doesn't occur but it looks to happen when some hosts return no reply (as seen in the No reply : X).

xaotik
12th October 2009, 19:16
Everytime I go to Online game > show list of hosts, let it load and then leave the game, it crashes with following address.

Cannot reproduce, but I notice that when I let the list load, click on a server and then exit LFS it takes an awfully long time to actually exit, leaving me staring at a black screen for several seconds.

I can't reproduce any of the above behaviours. Even let LFS list all 991 or so online hosts just to see. It closes just fine.

Degats
12th October 2009, 19:17
Same here with the flipcams problem.

The program appears to be operating properly - message appears, folders in /data are renamed - but the views aren't reloaded/updated from the files.

Edit: maybe LFS no longer reads the views file every time the view changes to custom?

Scawen
12th October 2009, 19:42
i tried different combinations in softTH screen coords, but there was no difference.

windowed LFS goes correctly to the center screen, looks good, not squashed or anything. you can change the multiple screen options there, but when going back to full triple screen, nothing changed.

thanks for this, i know how you are longing to start with the physics :)

edit: when clicking on center monitor click and release values are the sameOK... that is strange. At this point, I don't think I can fix it and I think it is a bug in SoftTH. Maybe you could have a word with Kegetys about that? If you do, please show him that post with the test exe. Or if you want me to contact him, let me know.

The reason I dont think it is an LFS bug is that when LFS is receiving a windows message saying the mouse has been clicked or released, it is saying the mouse is in a completely different position.

There is just one thing LFS does that might affect something... when you click the mouse, LFS calls "SetCapture" and when it is released, LFS calls "ReleaseCapture" but this should have no effect on mouse coordinates.

Everytime I go to Online game > show list of hosts, let it load and then leave the game, it crashes with following address.Is it possible to get a call stack of that crash? I can't reproduce the bug, it I can't get a call stack. Your crash address is outside the LFS range of addresses so I don't know where that Windows function address was called from.

Same here with the flipcams problem.

The program appears to be operating properly - message appears, folders in /data are renamed - but the views aren't reloaded/updated from the files.

Edit: maybe LFS no longer reads the views file every time the view changes to custom?I think you have found the problem. LFS does not keep loading and saving the custom views if it has no reason to think anything has changed. I haven't looked into this properly. Maybe I will need to add a text command like "/reload_view" or something like that. Flipcams would need to be updated. How does Flipcams try to reload views? Does it flick to cockpit then back to custom view?

Flame CZE
12th October 2009, 19:49
Is it possible to get a call stack of that crash? I can't reproduce the bug, it I can't get a call stack. Your crash address is outside the LFS range of addresses so I don't know where that Windows function address was called from.
No, I don't know how to do that. Is there any software required?

By the way, it seems that one host doesn't seem to appear at my LFS host list but does at the LFSW one.

When I set all public servers (demo, S1 and S2) and select UF1, XFG, XRG, LX4 and LX6 and do that query in both LFS and LFSW, the host called !!BOREWICZ!! doesn't appear in my LFS and one host is with no reply in LFS. And maybe it can cause the crash.

Scawen
12th October 2009, 19:51
No, I don't know how to do that. Is there any software required?I don't know, sorry. :schwitz:

MS DEV gives me call stacks. I have seen some users here have posted call stacks that have been quite useful. But I don't know how they got them. :shrug:

Degats
12th October 2009, 19:54
How does Flipcams try to reload views? Does it flick to cockpit then back to custom view?

Default behaviour is: /press v then /shift v
An alternative behaviour commented out in the script file is /view custom.

Default won't do anything if you're not already in custom view, alternative switches to the new view regardless of current view.

Edit: If you were to add "/reload_view" the only change to flipcams needed would be to add that command to a single script file.

MudPuppy
12th October 2009, 19:59
ABS brakes have been added to 5 cars (as a setup option) so for now you cannot upload hotlaps made in Z18.


I've never tried a test patch so far, but this feature has me intrigued.

Can you (or anyone else) say which 5 cars please? Not much point grabbing it and setting it up only to find out I can't explore it.

Flame CZE
12th October 2009, 20:01
I've never tried a test patch so far, but this feature has me intrigued.

Can you (or anyone else) say which 5 cars please? Not much point grabbing it and setting it up only to find out I can't explore it.
XRG, XRT, RB4, FZ5 and FXO I think.

Napalm Candy
12th October 2009, 20:17
The reason is because the FOV is calculated all based on the central screen's FOV. The number of screens, screen widths and monitor angles all affect the final FOV...


I have found a little problem with. You adjust you FOV and monitor angles how you like, and then in game play adjust FOV with the 5 and 6 keys, if you put minium FOV and then put again the last FOV, the monitor angle will not be the same again and need to go to option and readjust. The simple and easy solution that I can think, is to not maintain the number of degrees of monitor when you increases FOV, so maintain the position of the Screen Slider. I don't know if I have explained well, it is very hard to me to express in english

And if the FOV is adjusted in the center monitor (I put arround 15º) it is possible to add 1 decimal? It has very low precision and have considerably difference between 11º and 10º

Sorry if I give you too work :razz:

Ripley
12th October 2009, 20:21
......How does Flipcams try to reload views? Does it flick to cockpit then back to custom view?
I sent a PM to Flipcams developer...he will eventually show up.

Napalm Candy
12th October 2009, 20:23
Yes the mirror works in 3D


I think he want to know if you look in a mirror you view the image in 3D, so you can adjust a camera behind a mirror and look. In the screens I see the exact images in mirros in blue and red, so I think it is not in 3D

Bob Smith
12th October 2009, 20:26
Scawen, values are the same when the bug is not occuring, when it does, I get two click releases, the first is wrong (and presumably is the one used) and the second one is correct. Right clicks do not trigger the messages at all.

MAGGOT
12th October 2009, 20:26
Just a query at this point, but is there any way to adjust relative height of monitors in LFS? I've got a two monitor set up, but I've just been using one in LFS in the past, and I'd like to try the second one once I get time, but they're at a slightly different height. Secondary monitor (right screen) is about a half inch lower than the center one. Does LFS currently have a way of compensating for this difference, or am I going to have to put my monitor on a piece of wood to raise it up a little? :shy:

Inouva
12th October 2009, 20:28
Tested in mi rig, works perfect , i have a bost of fps compared to z17

Z17 LOD max , Res 1280x1024 30 cars + objets (511) - 25-30 fps
Z18 LOD max , Res 1280x1024 30 cars + objets (511) - 60-113 fps

No flikering from the camera or problem with some in game camera

Flame CZE
12th October 2009, 20:34
Just to confirm, my bug (http://www.lfsforum.net/showthread.php?p=1282734#post1282734) only occurs when some hosts return no reply. But I can live with it, it's just interesting that nobody else can reproduce it. I'll hope it gets somehow "fixed" with the official patch.

And please, can anyone tell me how to run a call stack?

AndroidXP
12th October 2009, 20:55
You need Visual Studio or another dev environment that can debug/attach to a process. No stacktrace without that.

I also have a few no-reply servers, but LFS still doesn't crash for me :shrug:

FL!P
12th October 2009, 21:12
Same here with the flipcams problem.

The program appears to be operating properly - message appears, folders in /data are renamed - but the views aren't reloaded/updated from the files.

Edit: maybe LFS no longer reads the views file every time the view changes to custom?

I think you have found the problem. LFS does not keep loading and saving the custom views if it has no reason to think anything has changed. I haven't looked into this properly. Maybe I will need to add a text command like "/reload_view" or something like that. Flipcams would need to be updated. How does Flipcams try to reload views? Does it flick to cockpit then back to custom view?

Hi,

FlipCams currently reloads the custom view by running the script LFS\data\script\fc_reloadView.lfs. Here's its contents:

// this will reload the custom view if it's active but won't switch to it if it isn't
/press v
/shift v

// this will switch to the custom view and reload it, not matter which one is active
// view custom

As you can see, there are two different methods: flick to another view and back, or switch to the custom view (the former is used by default). In both cases, LFS used to reload the custom view from file.

So yes, something like /reload_customview would be cool, as long as it works also when the custom view is not displayed.

Thanks for looking into that, Scawen, and thanks to Ripley for the heads-up by PM!

Flip

Ricou
12th October 2009, 21:15
Hi Scawen,

Just tried your modified .exe and it appears that it's what you said: click position and release position are different. It's like that only on side screens, whatever how you set them in LFS ( 1 - 1 - 1 or 1 - 1 - 0).

See the attached pictures: last click is when I clicked on the left number of screens.

scipy
12th October 2009, 21:30
I'm not sure it would be very artistic, being able to see through the ground. That is the problem with allowing the camera to go to zero height. The bottom half of the image is underground, you can see edge of the clipping plane plus distant objects through the "ground" and it's one of those things we try to avoid as game developers. There's no cars or world there at all, just a load of textured triangles but we try to avoid showing that.

Just thought I'd add that to the discussion...

Actually, the 2nd picture you attached would be exactly what I'm looking for. I don't really need the bottom half of the screen, it doesn't even need to be 0.0 m. Any value that would enable to see almost parallel to the car's underbody (I guess even 0.1 m would work a lot better than the current 0.4). But it's not anything of critical importance, just something I'd like to have for very detailed setup-making.

DeadWolfBones
12th October 2009, 23:02
Hi Scawen.
While you're at it, would you mind taking into consideration (or just add it in your to-do list) my suggestion to save the last used setup for each combo ?
So every time you go back to a specific combo, you find it already selected ??
I tried to find my post (I'm quite sure I already asked this) but couldn't find it...
Thanks.

Yes please!

Takumi_lfs
13th October 2009, 00:11
This patch runs very stable on my system, no bug found atm. Screen doesnt flicker on SHIFT+U mode anymore. Played around Westhill with nice FPS for an hour.

Another solid patch it seems.

Goodjob

Shotglass
13th October 2009, 02:08
windbg should be able to give you call stacks
http://www.microsoft.com/whdc/devtools/debugging/default.mspx

Flame CZE
13th October 2009, 06:13
Thanks Shotglass, maybe I've got something.

This is what appeared when reproducing the bug:

(1588.12f0): Access violation - code c0000005 (first chance)
First chance exceptions are reported before any exception handling.
This exception may be expected and handled.
eax=ffffffff ebx=7c809c55 ecx=03d20048 edx=03cfd150 esi=03d20038 edi=0de2f70c
eip=7c809813 esp=0de2f6a0 ebp=ffffffff iopl=0 nv up ei pl zr na pe nc
cs=001b ss=0023 ds=0023 es=0023 fs=003b gs=0000 efl=00010246
*** ERROR: Symbol file could not be found. Defaulted to export symbols for C:\WINDOWS\system32\kernel32.dll -
kernel32!InterlockedDecrement+0x9:
7c809813 f00fc101 lock xadd dword ptr [ecx],eax ds:0023:03d20048=????????
Missing image name, possible paged-out or corrupt data.
Will this help?

Scawen
13th October 2009, 10:46
I don't think that helps - I don't see a call stack there.

LFS code addresses are 6 digits after some leading zeros.
The first non-zero digit is 4 or 5, so an LFS address would look something like this : 004025c0 or 004f15a0

A call stack is a series of those addresses, where one function calls another function and that calls another function, etc...

Thanks for trying. It is mysterious how that crash can still come up when leaving the host list, after all these years. I can't remember how many times I have investigated that and never found anything.

Scawen
13th October 2009, 11:21
Ricou / Velo Wringer / Bob Smith :

Another exe with the debug messages... and a possible solution :

Assuming the mouse positions are correct in mouse messages other than BUTTONUP messages, this version simply does not update the mouse position on receiving a BUTTONUP message.

I don't think this has any adverse effect on the interface but may solve the problem for you guys.

The same debug messages will come up and still look wrong but hopefully your buttons will now work even when they are on a side screen.

ANYONE ELSE : THERE ARE NO OTHER UPDATES IN THIS EXE
JUST AN ANNOYING MOUSE CLICK MESSAGE - AND YOU CANNOT UNLOCK!

Flame CZE
13th October 2009, 13:48
I don't think that helps - I don't see a call stack there.
...
I think I just found the call stack window but it doesn't matter yet, because the bug doesn't seem to be reproducable now, even if I choose to list all hosts.

So you don't have to bother with it anymore :)

Velo Wringer
13th October 2009, 13:50
thanks!
will test it a.s.p.
just sent Kegetys a message :)

edit: in a quick test: that works! great stuff Scawen :)

Scawen
13th October 2009, 15:13
I think I just found the call stack window but it doesn't matter yet, because the bug doesn't seem to be reproducable now, even if I choose to list all hosts.

So you don't have to bother with it anymore :)OK... well... if you have a few minutes to try again later, that would be great, it would be nice to get a call stack of that crash, just in case I can finally figure out what's going on.

edit: in a quick test: that works! great stuff Scawen :)Great, thanks. :) I did write to Kegetys as well, and I've just done so again letting him know this "bug avoidance" worked.

Scawen
13th October 2009, 16:23
This is not a feature request thread.

Did I change the ramps or autocross objects in Z18?

No, then this is not the place to talk about them.

Scawen
13th October 2009, 16:26
Looks like the test patching has gone on too long. When some people start to think it's just a place to have general chatting with me, something is wrong.

In the past we have closed test patch threads for this very reason. I'm trying to sort out the next test patch and keeping my eye on the thread. Every off topic post brings me back here and wastes my time.

Just think, if I spend half my time replying to off topic posts, then it will take me twice as long to get back to the physics.

Chrisuu01
13th October 2009, 16:30
Sorry dindt mean to upset you :(.

But fo the sound issue is thi nomal in z13 when i started up the car i got beep and engine sound its gone now or am i the only one having this problem?

pearcy_2k7
13th October 2009, 16:32
Sorry dindt mean to upset you :(.

But fo the sound issue is thi nomal in z13 when i started up the car i got beep and engine sound its gone now or am i the only one having this problem?

Maybe you should try downloading Z18 and seeing if its still there first?

yamakawa
13th October 2009, 16:33
Small worry in Outogauge

New OG_ABS (OG_FLAGS) always becomes ON by ABS-off and Non-ABS cars.

Anyway, Its an addition of great multiple screen function. :thumb:

Chrisuu01
13th October 2009, 16:33
Maybe you should try downloading Z18 and seeing if its still there first?
Yeah that fixed it worries gone

Flame CZE
13th October 2009, 16:50
OK... well... if you have a few minutes to try again later, that would be great, it would be nice to get a call stack of that crash, just in case I can finally figure out what's going on.
OK.

It's very strange, because now I can reproduce the bug again... Here's the stack it returned... I hope this helps a bit more

With "raw args" on
WARNING: Stack unwind information not available. Following frames may be wrong.
0f410048 0f410038 03666473 kernel32!InterlockedDecrement+0x9
0f410038 1013f70c 00000000 nvappfilter+0x478a
00000540 1013f74c 00000010 nvappfilter+0x6473
00000540 1013f74c 00000010 WS2_32!connect+0x53
00473cc0 00000003 00000000 LFS+0x73dbb


And with "addrs" on
WARNING: Stack unwind information not available. Following frames may be wrong.
1013f69c 0366478a kernel32!InterlockedDecrement+0x9
1013f6a8 03666473 nvappfilter+0x478a
1013f6c4 71a94a5a nvappfilter+0x6473
1013f710 00473dbb WS2_32!connect+0x53
1013ffec 00000000 LFS+0x73dbb

the underlined address seems to be a LFS one maybe...

Napalm Candy
13th October 2009, 18:28
For the 3D stereoscopic view, I tested the nvidia drivers and I see that the mirrors dont show a 3D image, is a 2D image for the real mirrors, and nothing of stereoscopic effect for the virtual mirrors. But I think it is not a problem

Run fine on 3 monitors multiview with the bezel cut, touching the options in the nvidia drivers, no problems about this

Ricou
13th October 2009, 18:58
Ricou / Velo Wringer / Bob Smith :

Another exe with the debug messages... and a possible solution :

Assuming the mouse positions are correct in mouse messages other than BUTTONUP messages, this version simply does not update the mouse position on receiving a BUTTONUP message.

I don't think this has any adverse effect on the interface but may solve the problem for you guys. [...]

Nice job, it's working as expected now :)

Napalm Candy> Are you using SoftTH or TH2G ?

senn
13th October 2009, 19:18
Small worry in Outogauge

New OG_ABS (OG_FLAGS) always becomes ON by ABS-off and Non-ABS cars.

Anyway, Its an addition of great multiple screen function. :thumb:

Could that be related to the ABS dash light not working that was reported in z16..or 17, it still doesn't work in z18, but just curious?

Napalm Candy
13th October 2009, 20:17
napalm candy> are you using softth or th2g ? th2go

morpha
13th October 2009, 20:54
It's very strange, because now I can reproduce the bug again... Here's the stack it returned... I hope this helps a bit more

nvappfilter is the evil nvidia firewall, my guess it that's where things go wrong.
Might be a combination of a certain winsock and nvidia driver version, or perhaps just the nvidia driver, either way I think Scawen can't really do anything about it.

Flame CZE
13th October 2009, 21:22
nvappfilter is the evil nvidia firewall, my guess it that's where things go wrong.
Might be a combination of a certain winsock and nvidia driver version, or perhaps just the nvidia driver, either way I think Scawen can't really do anything about it.
Thanks :) Disabling nVidia Firewall didn't help but exiting it did, so no bug anymore. But who knows, maybe it will be back tomorrow :tilt:

Edit: restarted and the bug is back, I'm confused... I think I'll let it be as it's not LFS related bug apparently.

J03130
13th October 2009, 21:56
Sorry dindt mean to upset you :(.

But fo the sound issue is thi nomal in z13 when i started up the car i got beep and engine sound its gone now or am i the only one having this problem?

Check the BOV sound in the Shift+A menu make sure they are all on.

pearcy_2k7
13th October 2009, 22:32
yeah that fixed it worries gone

J03130- Try read the farking thread.

Scawen
14th October 2009, 09:46
Small worry in Outogauge

New OG_ABS (OG_FLAGS) always becomes ON by ABS-off and Non-ABS cars.OK, thanks.

It should come on when ABS is switched off. This is because, as far as I know, on real life cars where you can switch off ABS, the ABS light will stay on as a warning.

But I agree the ABS light should not be on if the car has not ABS system at all.

I was considering a change to the OutGauge packet... to use the Spare2 and Spare3 fields for a complete list of dashboard lights. They would be integer bit fields. Spare2 would become a list of the available lights on the dashboard, and Spare3 would become a list of the lights which are switched on. OutGauge programs that use lights would need updating but at least the packet size does not need to change... not sure if I'll do that but maybe it would be a good improvement, and we would have space for more lights to be added to the dashboards in future.

OK.

It's very strange, because now I can reproduce the bug again... Here's the stack it returned... I hope this helps a bit more

.....

the underlined address seems to be a LFS one maybe...Yes that was an LFS address and I think it is a call to "connect" which is a request to create a TCP connection. This bug would happen when there is a host that takes a long time to reply (or does not reply at all) and so the call to "connect" takes several seconds. If you exit from the list of hosts at that time, it is supposed to close any open connections. Maybe this is what causes the problem in that external software that LFS has called.

It's a bit complicated so I can't really be sure if it is LFS's fault or not. Anyway I was thinking the real solution to this would be to stop that TCP host pinging and do it with UDP instead. TCP is really the wrong solution to the problem of pinging hundreds of hosts for information. No way would I do it that way now, but this was originally programmed before LFS used any UDP packets.

Using UDP, LFS could ping all the hosts much more quickly, with no need to establish a TCP connection for each one. Also the type of bug you reported would no longer be possible as there would be no "connect" calls. With UDP you simply send a packet and see if you get a reply.

Just wondering if it's worth another diversion at this point. I could get this going now in a compatible version. Z19 hosts could reply to either TCP or UDP list of hosts requests. Master server could send to Z19 guests, a list of TCP and UDP hosts. The result would be that if you used Z19, then you'd see all the Z19 hosts very quickly, followed by the usual TCP checks of the pre-Z19 hosts. Next incompatible update, there would be no more TCP hosts.

BurnOut69
14th October 2009, 10:00
IMO it would be worth it, any increase of the speed getting the host list would be greatly appreciated :thumbsup:

Glenn67
14th October 2009, 10:20
IMO it would be worth it, any increase of the speed getting the host list would be greatly appreciated :thumbsup:

+1 I'm guessing all LFS users that live some distance from the UK would see a significant difference in how quickly LFS brings up the hosts list.

Tungsten
14th October 2009, 11:33
Hello,
With Z18, in IS_CPP INSIM packet, "Roll" information is not transmitted :Looking_a
With Z15 work well.

Bye

Flame CZE
14th October 2009, 12:48
explanation...
Thanks for the reply, nicely explained. :thumbsup:

Rocket47
14th October 2009, 14:04
Hello guys, I have a problem

When I tried to install this update, dunno if I did it right, probably not, and when I start my lfs, it first opens that black screen with lfs logo and it first downloads some textures in left low corner. Then it says on the left up corner in the main screen: Too Long: 3g_cfg_rixg (by 1), and then it says LFS.exe is already running, even if it's not.

And before I tried to install this, I didnt have music on background, and it didnt go on a window when I open the server list.

I tried to do some stuff, but I think I just made it worse. Could you help me out, got frustrated to this. It does the same every time.

Flame CZE
14th October 2009, 14:09
Hello guys, I have a problem

When I tried to install this update, dunno if I did it right, probably not, and when I start my lfs, it first opens that black screen with lfs logo and it first downloads some textures in left low corner. Then it says on the left up corner in the main screen: Too Long: 3g_cfg_rixg (by 1), and then it says LFS.exe is already running, even if it's not.

And before I tried to install this, I didnt have music on background, and it didnt go on a window when I open the server list.

I tried to do some stuff, but I think I just made it worse. Could you help me out, got frustrated to this. It does the same every time.

The message comes from the translation and says that the line 3g_cfg_rlxg is too long. But in my Suomi.txt, the line is the same as the English one.

And about the LFS running - CMX viewer counts to that (I'm not sure though), check your task manager if there isn't any LFS process.

rockclan
14th October 2009, 15:13
Hey Scawen,

Z18 works fine on Windows 7 :)

Except for the flickering ofcourse but that was already known.

-V-Max-
14th October 2009, 16:25
Big fan of the UDP idea. But I don't think it should push any more important changes to the background. You spend more time enjoying physics than refreshing host lists..

Scawen
14th October 2009, 17:24
I agree. The principle is simple, but the implementation is slightly complicated and would take some testing and adjustment to get it right. It would probably end up taking quite a few days so now is not the time. I'll just clear this bug list and release a test patch of fixes, hopefully tomorrow but Friday at the latest.

Flame CZE
14th October 2009, 17:25
OK, never mind, it's not very big bug for me now :thumb: Just focus on what is your priority now.

BOSCHO
14th October 2009, 18:23
found bug
when the height is adjusted to 1.1 or less the textures in the background are hiding

Flame CZE
14th October 2009, 18:35
I think that it's just an optimalisation of the object drawing and I think it isn't z18 related. Or is it?

aroX123
14th October 2009, 18:37
found bug
when the height is adjusted to 1.1 or less the textures in the background are hiding
Old bug, and not related bug

JO53PHS
14th October 2009, 21:43
Thought I'd try and post something vaguely helpful regarding the low FPS problem. For me, there are currently several 'problem areas' in the replay posted. These being at the exit of T1, mid way through T2, the exit of T3 and the T5/6 bit. As well as probably most other turns followed by AutoX objects.

LFS Patch Z: 50-60 FPS in all the problem areas.
LFS Patch Z18: 10 - 20 FPS in the problem areas.

I also tried with Z15, which was pre-improved multiple screen support. There was still the same 10 - 20 FPS in the problem areas, as in Z18.

I don't know if this helps, but it would be interesting to see what FPS other people get when playing this replay in Z18. (Ignore the fact the replay is named Good FPS. This has no relevance to anything :tilt:)

:shy:

BOSCHO
14th October 2009, 21:55
Thought I'd try and post something vaguely helpful regarding the low FPS problem. For me, there are currently several 'problem areas' in the replay posted. These being at the exit of T1, mid way through T2, the exit of T3 and the T5/6 bit. As well as probably most other turns followed by AutoX objects.

LFS Patch Z: 50-60 FPS in all the problem areas.
LFS Patch Z18: 10 - 20 FPS in the problem areas.

I also tried with Z15, which was pre-improved multiple screen support. There was still the same 10 - 20 FPS in the problem areas, as in Z18.

I don't know if this helps, but it would be interesting to see what FPS other people get when playing this replay in Z18. (Ignore the fact the replay is named Good FPS. This has no relevance to anything :tilt:)

:shy:

im having problems with the FPS too

JasonJ
14th October 2009, 22:09
Thought I'd try and post something vaguely helpful regarding the low FPS problem. For me, there are currently several 'problem areas' in the replay posted. These being at the exit of T1, mid way through T2, the exit of T3 and the T5/6 bit. As well as probably most other turns followed by AutoX objects.

LFS Patch Z: 50-60 FPS in all the problem areas.
LFS Patch Z18: 10 - 20 FPS in the problem areas.

I also tried with Z15, which was pre-improved multiple screen support. There was still the same 10 - 20 FPS in the problem areas, as in Z18.

I don't know if this helps, but it would be interesting to see what FPS other people get when playing this replay in Z18. (Ignore the fact the replay is named Good FPS. This has no relevance to anything :tilt:)

:shy:

My specs: e8400, 4GB, HD4890oc1GB, res 1920x1080
edit specs: Win XP Pro SP3

I think maybe your CPU is getting bottlenecked by layouts which are quite CPU intensive.

For some reason this spot attached below has the FPS is lowest for me. Quite similiar from Z10-Z18. Mirrors was set to 0.3 in both versions. Everything else is the same.
Paused in both screenshots
Z10 - 78.0 FPS
Z18 - 77.8 FPS

Funny though cause in my head when I was playing both versions I was under the impression that z18 was 5% less FPS. :shrug:

VoiD
14th October 2009, 22:19
...it would be interesting to see what FPS other people get when playing this replay in Z18...

Uptodate Win XP Sp3
AMD X2 4600+ @2800MHz; 2Gb @400MHz; ATI x1950 pro 512Mb 1280x1024 32bit, ingame all maxed out, cockpitview, no virtual mirrors.

Normal Z18 with all the eycandy and sounds on. But this time with vsync=off / unlimited FPS.

Did some runs with fraps, benchmark started at 1 second till racestart


Frames, Time (ms), Min, Max, Avg
3115, 42795, 48, 107, 72.789

JO53PHS
14th October 2009, 23:05
I think maybe your CPU is getting bottlenecked by layouts which are quite CPU intensive.



Now that you mention it, that is probably quite likely. I know it really shouldn't be, but the speed of my CPU does seem to be the weak point of my computer.

:schwitz:

EDIT: Although saying that, my CPU usage never went about 57% when running that replay. Maybe if I wait till my Norton subscription expires (20th November 2009 - looking forward to it :D), I might see an improvement.

At present, there is no way to turn off or close Norton 360 unless you unistall it. Fail.

aroX123
14th October 2009, 23:24
Now that you mention it, that is probably quite likely. I know it really shouldn't be, but the speed of my CPU does seem to be the weak point of my computer.

:schwitz:
Seems like you need to do a pc update.
LFS is updating slowly so you dont really find out untill few fps left.

Heiko1
15th October 2009, 16:11
Hey guys,

ive got an error report from windows when ive switched from lfs per ALT+TAB to desktop and then back to lfs

after 2-3sec. Black screen
theyre shown in BYTES and in Words/ Chars in both txt files
that showed up:

SmegFirk
15th October 2009, 16:18
Hey guys,

ive got an error report from windows when ive switched from lfs per ALT+TAB to desktop and then back to lfs

after 2-3sec. Black screen
theyre shown in BYTES and in Words/ Chars in both txt files
that showed up:
It doesn't fix your problem but I'm sure I read somewhere that LFS isn't particularly alt+tab friendly sometimes and is recommended to use shift+f4 to get quick desktop access.

Marco1
15th October 2009, 16:27
just press 1 sec the "Windows" button an voila ^^

Heiko1
15th October 2009, 16:32
It doesn't fix your problem but I'm sure I read somewhere that LFS isn't particularly alt+tab friendly sometimes and is recommended to use shift+f4 to get quick desktop access.

it also happend when ive done it with Windows key...

@ Scawen:

I hope ive got something usefull in the two error-reports

Scawen
15th October 2009, 16:44
Hi, I don't think I can see anything in these error reports because the crash address is in NTDLL.dll

Was this in Z18? (Just checking, in case you used an earlier test patch)
Does anyone else get this crash? (I don't seem to be able to reproduce it)

geeman1
15th October 2009, 16:45
SHIFT+F4 is the recommended way to get out of LFS. Using other methods can cause problems and you use them at your own risk.

Heiko1
15th October 2009, 16:45
Dmnit.. :(

mh
its in Z18

Reproduce:

Switch as fast as you can with ALT+TAB from LFS to Desktop and back.

or w8 i create you a little app that do it for you till it crashes :)
so u need less time

replace the .txt to .cmd
cuz i cant upload .cmd in here :)

i hope it works

Marco1
15th October 2009, 16:48
Dmnit.. :(

mh
its in Z18

Reproduce:

Switch as fast as you can with ALT+TAB from LFS to Desktop and back.

if i make that im getting only a 4sec black screen and voila lfs is back again
can´t reproduct it sry

NotAnIllusion
15th October 2009, 16:50
Alt-tabbed between LFS (full-screen) and desktop for a good 30 sec as fast as I could. No crashes under Vista 32-bit HP.

Scawen
15th October 2009, 16:54
SHIFT+F4 is the recommended way to get out of LFS. Using other methods can cause problems and you use them at your own risk.But LFS should never crash.

I think the ALT+TAB (etc) problems are just in some version of Windows, where after using ALT+TAB (if I remember correctly) Windows seemed to give LFS zero CPU time - it was never updated so you would lose connection if you were connected to a host. I don't know if that is still a problem but anyway there should not be a crash.

Marco1
15th October 2009, 16:55
But LFS should never crash.

I think the ALT+TAB (etc) problems are just in some version of Windows, where after using ALT+TAB (if I remember correctly) Windows seemed to give LFS zero CPU time - it was never updated so you would lose connection if you were connected to a host. I don't know if that is still a problem but anyway there should not be a crash.


exactly that what you said was happend to Heiko1 @ my server
he timed out :thumb:

Mp3 Astra
15th October 2009, 16:59
exactly that what you said was happend to Heiko1 @ my server
he timed out :thumb:

Yes, but that will be because LFS crashed. Scawen said that people may time out, but that LFS should not crash.

Marco1
15th October 2009, 17:04
mh yes
its confusing ...

Heiko1
15th October 2009, 17:09
Hey got it now how to reproduce it:

start my "Error-Reproduce.cmd"
then w8 if all has started
then go to task manager and try to close lfs.exe
and then there is the error message

Heres the whole .temp file from error report

WARNING: YOUR SYSTEM MAY CAN HANG OVER OR GET AN BLUE SCREEN

PS: Only post usefull stuff in this thread as scawen said a few posts above! <-----

NotAnIllusion
15th October 2009, 17:13
Under which real-life scenario would one have that many GUI clients open to begin with :scratchch

Heiko1
15th October 2009, 17:23
GUYS....only post usefull stuff in here!
cuz scawen need to read it all... and that takes time! so please delete them.:thumb:

Takumi_lfs
15th October 2009, 17:55
GUYS....only post usefull stuff in here!
cuz scawen need to read it all... and that takes time! so please delete them.:thumb:

Enough is enough heiko, You should get banned from this thread. Banned from all threads. Lord, give him a mind that works :shy:

Btw, Scawen
We also get the Forced setup option right? So that everyone uses the same setup in a server which also was announced while ago if I remember correctly.

Marco1
15th October 2009, 17:59
Enough is enough heiko, You should get banned from this thread. Banned from all threads. Lord, give him a mind that works :shy:

Btw, Scawen
We also get the Forced setup option right? So that everyone uses the same setup in a server which also was announced while ago if I remember correctly.

dont pitch whit stones in a glasshouse ... :x
maybe u dont understadn the word HELPING
some people here want to help the developers to found screetchy bugs ect...
an some users here mean they are the kings and can talk like fools ..
sry for this spam guys...
and i hope u know the forum rules ...

Crady
15th October 2009, 18:08
Ok, I got 86-87 FPS on that SPR...

Q9550, 4GB, 9600GT, Win7 64Bit - all eye-candies on (8xAA, 16xAF etc...) @ 1620x1080x32

But I am planning to buy a GTX260 or 275 next month - or an HD5770...

EDIT: Forgot to compare with plain Z version...

With plain Version Z (just exchanged the exe from my Z18 install) I just got around 78 FPS...

Rocket47
15th October 2009, 18:48
Could ya still help me out with that too long: 3g_cfg_rixg thing on starting the lfs? Someone said about the translation text or something, should I delete something there or?

I think it really doesn't affect my driving, but still it annoys me a bit :D
Thanks