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View Full Version : TEST Patch T3 - OPTIONAL - Small Update 1MB


Scawen
25th April 2006, 13:03
Hello Racers.

This is just a small update you can get, if you want to, and you already have version S or T. It's fully compatible (online and replays) with S and T and contains just a few fixes. It's the exe only. I'm just trying to get to a fully stable version without bugs, so that's why I'm putting this up for testing.

VERSION S OR T MUST BE INSTALLED BEFORE THIS PATCH!

To Install : Replace your LFS.exe with the LFS.exe from this zip.

Changes in Test Patch T3

FIX : Croatian should be selected by default on Croatian computer.
Throttle blip on downshift is now allowed again with manual clutch.
Suspension is stronger before it bends, but then bends more quickly.
Race penalties are now sent as stats to LFS World (awaiting update).

Changes in Test Patch T2

FIX : LFS could crash sometimes, when leaving a multiplayer game.
FIX : Downloading Skin message was partially off screen.
FIX : Colour alternation on list of games screen.
Some very small optimisations in graphics code.


PATCH Download (1MB) :

http://www.liveforspeed.net/file_lfs.php?name=LFS_T3_EXE.zip


EDIT : The DEDICATED HOST Download :

Dedicated host hasn't really changed much, except that it now reports time penalties and disqualifications to LFS World, and also number of laps will be correct when you finish a race with more than 255 laps. So if you are racing on a T3 or later host, you can see a more complete and correct race history on LFS World.

EDIT2 : LFSW Online Race Results now shows number of laps, pit stops, and the type of penalty awarded, if any.

EDIT3 : Handling of the bans.ban file has been changed - T4 (see posts 27 and 30 of this thread)

www.liveforspeed.net/file_lfs.php?name=LFS_S2_DEDI_T4.zip

felplacerad
25th April 2006, 13:04
ah, i like this part of the development :)

tristancliffe
25th April 2006, 13:13
Thanks Scawen, keep up the excellent work. I'm loving the constant improvements, although I know they can't go on indefintely.

Edit: Regarding the logging of penalties, what is this going to entail? Will every drive-through penalty be recorded, or only when a race is in progress (i.e. we're free to muck about in the pitlane after/between races?). I'm sure we'll get more details soon, but I thought I'd ask.

AndroidXP
25th April 2006, 13:26
How exactly did you manage to tweak the suspension strenght without making the patch incompatible? Like if some WR replay has a tiny tiny suspension damage (due to weak suspension) while if we watch it with T3 the suspension was strong enough to withstand this damage. Wouldn't the replay go OOS immediately after that?

Also, don't T3 users have an advantage over users of a earlier version, because their suspension doesn't bend as easy? Seems kinda dodgy :shrug:

nikimere
25th April 2006, 13:26
ty

Scawen
25th April 2006, 13:29
How exactly did you manage to tweak the suspension strenght without making the patch incompatible? Like if some WR replay has a tiny tiny suspension damage (due to weak suspension) while if we watch it with T3 the suspension was strong enough to withstand this damage. Wouldn't the replay go OOS immediately after that?Good point. In fact, T3 can watch S/T/T2 replays but they cannot watch T3 replays.

T3 sets different damage parameters depending on the replay version.

BigDave2967
25th April 2006, 13:34
Fantastic, thank you.

XRRoy
25th April 2006, 13:39
ah, i like this part of the development :)
exactly the same here. Testing tonight:D

-wes-
25th April 2006, 13:42
found a joos connection bug when joining the server in the pic. (for the bf1 car)

error: joos -car whl eng r1 r2 r3 r4
initial sync failed
http://www.-wes-.f2s.com/joos_bf1_oval.jpg
Its a S version server but I can join other S and T servers running the bf1 without a problem.

The only difference is that they have autocross objects loaded for the oval.
I connect and then 10 seconds later I get droped with the error.



I was one of the people that had crash problems with S (fixed in T).

If you want me to try somthing I'll be hanging around for a bit.


found a T server with the same track+autocross object layout, connected fine. Might be limited to the t3 patch and version S servers.

franky500
25th April 2006, 13:44
nice one. Looks like another server update to do!!!

As tristian sais though.. any chance on elaberating on what data is actually logged?

AndroidXP
25th April 2006, 13:51
Good point. In fact, T3 can watch S/T/T2 replays but they cannot watch T3 replays.

T3 sets different damage parameters depending on the replay version.
Ahh thanks. I guess such a small thing is ok to be handled as a special case. :)

Shotglass
25th April 2006, 13:51
Good point. In fact, T3 can watch S/T/T2 replays but they cannot watch T3 replays.

T3 sets different damage parameters depending on the replay version.

wont it go oos then if a driver does a move that damages the suspension on a t2 client but not on a t3 one ?

Gabkicks
25th April 2006, 13:57
downloading now:tilt:

Hyperactive
25th April 2006, 13:58
wont it go oos then if a driver does a move that damages the suspension on a t2 client but not on a t3 one ?

That crossed my mind as well. How do they work online? (hopefully well) :)

Vain
25th April 2006, 13:59
wont it go oos then if a driver does a move that damages the suspension on a t2 client but not on a t3 one ?T3 can default back to S/T/T2-damage-behaviour when it finds that the replay was created with one of thse versions. And S/T/T2 will deny to play a T3 replay.

As far as I know the damage isn't included in the damage prediction online. That means when a T2 and a T3 player both crash identically the T2 player will have suffered damage, but the T3 player not. The T2 player will be slower and jitter just as much as damaged cars do now in LFS.

Vain

tristancliffe
25th April 2006, 14:04
I bet if you join a <T2 server your LFS will run in <T2 damage mode. Otherwise it wouldn't be fair. But it's only really an issue until T3 becomes an official patch and everyone upgrades.

tr1ax
25th April 2006, 15:10
You are really on it Scawen, great job.

Shotglass
25th April 2006, 15:24
so in other word t3 is fully backwards compatible but s/t/t2 arent upwards compatible to t3 servers ?

csimpok
25th April 2006, 15:25
What about the option that we could determine which tyres we want to change and whether we want the car to be repaired or not? Is it possible to do in a small compatible patch like this? (It would be good :))

Hyperactive
25th April 2006, 15:33
I bet if you join a <T2 server your LFS will run in <T2 damage mode. Otherwise it wouldn't be fair. But it's only really an issue until T3 becomes an official patch and everyone upgrades.

Basically it all comes to the fact that T3 is the superior version of the program used and therefore any user using T2 (or pre-T2) versions is delibaretely putting himself in worse position. There is no reason to use any other than the latest version anyway :)

OR are there any bugs in the latest T3 that you should use the T2 or older version?

Imho the benefit is the same as always when using 1.0 or 1.1 version of some program ;)

What about the option that we could determine which tyres we want to change and whether we want the car to be repaired or not? Is it possible to do in a small compatible patch like this? (It would be good :))

And make the name of the setup in use appear in the F12 view?

axus
25th April 2006, 15:35
Thanks for the update! Glad to see you managed to find a way to work around the suspension issue.

I'm just wondering here... is it not possible to encode a part of the physics engine into the replays - more specifically, the equations. This way you could test updated physics with the whole community more easily, atleast while in alpha stage. Or is it too much data to save? It could also work with the host sending the updated physics equations when you enter a server if you have an older version, storing the equations in a physics file so that you can still access versions of physics you already have. I might be getting a bit dreamy here but could the hotlapping mode work with the current official physics, and the online/single player physics be based on the host version? The official physics could only be updated when there is major improvement. I imagine all hell would break loose when there are 30 physics versions online, but that could be controlled in that there would only be a host update a few weeks before an official physics patch to see the community's opinion on progress.

nesrulz
25th April 2006, 15:36
EDIT : The DEDICATED HOST Download :

Dedicated host hasn't really changed much, except that it now reports time penalties and disqualifications to LFS World, and also number of laps will be correct when you finish a race with more than 255 laps. So if you are racing on a T3 or later host, you can see a more complete and correct race history on LFS World. LFS World needs a small update to the race history window and that will appear in around 1-2 hours.

www.liveforspeed.net/file_lfs.php?name=LFS_S2_DEDI_T3.zip (http://www.liveforspeed.net/file_lfs.php?name=LFS_S2_DEDI_T3.zip)

:nana:

Thanks Dev's!

Bramski
25th April 2006, 15:42
I've got a new crash address for ya with T3 Scawen. I must be a jinx :shrug::D

Rtsbasic
25th April 2006, 16:00
Great stuff, thanks for re-enabling the blip on downshift option.

The way it behaves (and always has) is a bit strange though - it blips the throttle when I upshift as well, I think maybe because it does it when coming out of a gear all the time, if it did it when coming into the gear and if the selected gear was lower than the previous gear it blipped that might be better? Either way, good work on all the recent patches :thumb:

Scawen
25th April 2006, 16:03
I bet if you join a <T2 server your LFS will run in <T2 damage mode. Otherwise it wouldn't be fair. But it's only really an issue until T3 becomes an official patch and everyone upgrades.No, you have your own damage mode. Damage happens on local computer anyway and is transferred to the others in a packet. So this doesn't make any difference.

Scawen
25th April 2006, 16:04
What about the option that we could determine which tyres we want to change and whether we want the car to be repaired or not? Is it possible to do in a small compatible patch like this? (It would be good :))No. I could think of hundreds of small features like that, and it would add up to a year's work. I'm not trying to add features at all. I am very tired from the patch. I am just trying to make a stable version without bugs in it, so I can leave it and take some time off and recover.

SamH
25th April 2006, 16:14
Scawen..
Thanks for the updated exe. I'll install and test thoroughly (though T worked perfectly out of the box for me).

On the dedicated host front, would it be possible to consider changing the bans.ban file handling so that during a ban, the bans.ban file is read into memory, the new ban inserted, and the file written immediately? Also, when a new guest connects, the dedi checks to see if the bans.ban file has been modified since last loading (in case the new connection is banned from other servers running from the same bans.ban file)

The above is just my theory on how to achieve an effective bans.ban file. I'm not a programmer, so I'm only going on what I BELIEVE is happening at the moment versus what I believe would work better. You da boss. I've just been hitting big problems up til T, where multiple server configs are running from one exe and the bans we're asserting aren't sticking after servers are restarted/reinit'd.

[EDIT to add] I'll devote any and all time required to test.. and I'll willingly ban any of our team from our servers, if it will help. Hell, I'll even quit my day job to give more time to it (it's a sucky job anyway). At your disposal.

Micha
25th April 2006, 16:17
Excellent work so far Scawen!
You really deserve some time off.

Micha

nesrulz
25th April 2006, 16:24
No. I could think of hundreds of small features like that, and it would add up to a year's work. I'm not trying to add features at all. I am very tired from the patch. I am just trying to make a stable version without bugs in it, so I can leave it and take some time off and recover.


Respect!

Scawen
25th April 2006, 18:27
On the dedicated host front, would it be possible to consider changing the bans.ban file handling...Been thinking a bit, and it seems fairly simple and safe to do a change. How does this sound?

- Load at startup (funny thing is this one might not be needed)
- Load on entering bans screen (in non-dedi version)
- Load before any "check if connecting user is banned"
- Load before adding or removing a ban
- Save after any change (ban / unban / time change)
- Don't save on exit LFS

It seems to me that would cover all situations. Any ban on any of your hosts would automatically take effect in your other hosts which share the same folder. You could also use an external ban editor successfully if required.

SamH
25th April 2006, 18:47
Sounds perfect to me! Brill! :thumb:

axus
25th April 2006, 18:51
This is freaking me out... I don't know if its a bug or not but when I'm driving the BF1 on a track, when I go over a bump the in-game wheel turns quite a bit (I'd say up to 5degrees, depending on the bump) while I'm keeping the wheel in my hands in the same position. Also, I don't feel any FF from this. It looks really odd. Is this a bug?

Stuff
25th April 2006, 18:55
T3 going fine for me in some limited testing. For loading the bans on startup, yeah probably not needed but it would be a good place to check the bans.ban file for any errors before it actually goes to use the file :)

SamH
25th April 2006, 19:01
Scawen, I've just discovered a bizarre one. I noticed it as soon as the new patch came out, and thought it was my lousy config file authoring when I was rushing to get 20 servers up and running. I just added another server, in response to a request from another thread, and found the same bug re-occurring. I wonder if you could check into it:


/host=^1ukct.net ^6Blackwood UFR XFR
/admin=***********
/ip=***.***.***.***
/port=63221
//insim=47204
/mode=s2
/usemaster=yes
/track=Blackwood
/config=1
/reversed=no
/weather=1
/cars=ufr+xfr
/maxguests=23
/carsmax=20
/carshost=1
/carsguest=1
/pps=6
/qual=0
/laps=15
//hours=24
/wind=0
/dedicated=nogfx
/vote=no
/select=no
/autokick=spectate
/midrace=yes
/mustpit=yes
/start=finish


This loads Blackwood with the UFR and XFR, but laps are at 1.

If I kill it, change track to "/track=Aston" and start up, it's ready to go at 15 laps. Kill it, change back to "/track=Blackwood" and start up.. laps back to 1.

More hassle than you need and less "pressing" for me, but I thought I'd draw your attention to it if you're already elbow-deep in dedi code :)

Scawen
25th April 2006, 19:05
Is there a (possibly empty) Blackwood autocross layout in the layouts folder?

Empty layouts have the undesirable effect of setting the number of laps.

BWX232
25th April 2006, 19:12
Been testing that a bit. It seems that I disabled cut and blip when manual clutch is set, because when using auto cut, the throttle can get stuck off, because it seems that it cuts the throttle until the clutch is pressed. And that was just confusing.

It looks like I can re-enable blip on downshifts with manual clutch, as long as I don't enable throttle cut on upshifts with manual clutch. I hope to release test patch T3 within a couple of hours so you can try it out.




That's awesome.. thank you. I never used throttle cut anyway- so that's perfect. Throttle cut is a lot easier to do by yourself anyway- usually not braking at the time :-)

SamH
25th April 2006, 19:14
Is there a (possibly empty) Blackwood autocross layout in the layouts folder?
Yes there was! Now there isn't! It was broken! Now it isn't! :D

Thanks Scawen!

BWX232
25th April 2006, 19:22
This is freaking me out... I don't know if its a bug or not but when I'm driving the BF1 on a track, when I go over a bump the in-game wheel turns quite a bit (I'd say up to 5degrees, depending on the bump) while I'm keeping the wheel in my hands in the same position. Also, I don't feel any FF from this. It looks really odd. Is this a bug?
That happens to me in a lot of cars- but I can feel it on the FF.. It is weird that the wheel moves differently that in your hands.. but it is a kind of cool affect. It happens like when you are turning and go aver a small bump- the ff gives out a second for me though, while the wheel on screen is turning a little and then when it lands back down it straightens out to what I have in my hand.

It has happened ever since I can remember though. It would be nice if it just stayed put with the wheel in hand though.

SamH
25th April 2006, 19:30
It would be nice if it just stayed put with the wheel in hand though.
I suspect that, if your FFB were strong enough to be accurate, the wheel in your hand WOULD move in direct correlation to the one on-screen.

The first thing F1 drivers learn from hitting a wall is that the LAST thing they wanna be doing is holding the steering wheel at the point of impact. Many broken thumbs have been suffered at the "hands" of the F1 wheel.

_--NZ--_[HUN]
25th April 2006, 19:36
This is freaking me out... I don't know if its a bug or not but when I'm driving the BF1 on a track, when I go over a bump the in-game wheel turns quite a bit (I'd say up to 5degrees, depending on the bump) while I'm keeping the wheel in my hands in the same position. Also, I don't feel any FF from this. It looks really odd. Is this a bug?
I've noticed this too, but not only in BF1 and not only in this version.

BWX232
25th April 2006, 19:44
I suspect that, if your FFB were strong enough to be accurate, the wheel in your hand WOULD move in direct correlation to the one on-screen.

The first thing F1 drivers learn from hitting a wall is that the LAST thing they wanna be doing is holding the steering wheel at the point of impact. Many broken thumbs have been suffered at the "hands" of the F1 wheel.
Actually mine does move, just not as much as the one in the car..

What happens is like this- I am forcing against the FF in a felt hand turn.. I go over a small bump in the road and the front tires must go off the ground for a fraction of a second.

At the same time- (exactly the same time).. the FF goes limp and I turn more left.. for a second.. but the wheel on the screen goes more left.. Then when the front wheels "land" the FF strength returns.. And it force my hand back to the right a little- but the steering wheel in car goes back a little further then rebounds again to catch up--

I am using 256 or 512 FF steps though...

jonnie
25th April 2006, 19:46
Changes in Test Patch T3

FIX : Croatian should be selected by default on Croatian computer.

Verified, works fine now! Thanks, Scawen! :thumb:

ekze
25th April 2006, 20:00
Hmm... Seems dedicated server T3 doesn't work for demo... only S2...

Scawen
25th April 2006, 20:05
Sounds perfect to me! Brill! :thumb:OK, it's done.

Please can you try T4 as soon as possible and let me know if it works ok.

You can now ban someone on one host and he will be banned on all (as described in post 30).

Scawen
25th April 2006, 20:08
Hmm... Seems dedicated server T3 doesn't work for demo... only S2...I can't see why that could be. I've just tested T4 dedi and it works for demo. Didn't change anything regarding Demo / S1 / S2.

GP4Flo
25th April 2006, 20:28
I just had a crash (T3) which is related to a graphic error I got since some weeks. I think the graphic error is related to some bug in the ATI drivers, because it already happened with S2Q. Just posting the crash address here anyway, maybe you can see where exactly it crashes.

To the graphic problem: It happens after some time when switching between windowed and full screen several times (e.g. for screenshots). Suddenly the game begins to stutter and all textures seem to get flushed. The FPS goes down to about 1 FPS or less and it either crashes or I have to exit LFS with the task manager. :(

It happens to other people as well, all having an ATI card of the 9600-9800 range.

This screenshot is from the viewer, but it looks exactly the same in-game:
http://www.ampix.net/tps/vbug.jpg

Klichka
25th April 2006, 20:28
Is there a (possibly empty) Blackwood autocross layout in the layouts folder?

Empty layouts have the undesirable effect of setting the number of laps.

Wait, so how do we clear the track layout when we want a clean park with no laps?

GP4Flo
25th April 2006, 20:30
Wait, so how do we clear the track layout when we want a clean park with no laps?
/axclear

ekze
25th April 2006, 21:05
I can't see why that could be. I've just tested T4 dedi and it works for demo. Didn't change anything regarding Demo / S1 / S2.
hm... as you can see here http://www.lfsworld.net/?win=hosts&whichTab=demo&abc=2, there is no T3 servers in demo, ive just seeing for server there, but maybe its some lfsw bug...
(i didn't look in ingame servers list)

SamH
25th April 2006, 21:32
OK, it's done.

Please can you try T4 as soon as possible and let me know if it works ok.

You can now ban someone on one host and he will be banned on all (as described in post 30).
Upgraded our dedis, and nabbed me a victim (thanks JohnUK89!).

Banned from one of our S2 servers, he couldn't rejoin, OR join other S2 servers. :thumb:

Unbanned from the first, and he was immediately able to rejoin any of our S2s.:thumb:

NB: He was able to join Demo servers while under a ban. For me, that's not an issue. I was specifically looking for S2 server integrity, and it's there with T4.:thumb:

Thanks millions, Scawen!

three_jump
25th April 2006, 21:35
there is at least on t3 demo server running and also some T4 servers (all from ukct.net)

SamH
25th April 2006, 21:48
there is at least on t3 demo server running and also some T4 servers (all from ukct.net)
There can't be any T3s, because all the ukct.net servers are instances of the same T4 executable. The only difference between each one is the particular configuration file it is told to use :)

BWX232
25th April 2006, 21:49
Where the heck is T4!?

ebola
25th April 2006, 21:53
Where the heck is T4!?

I was thinking the exact same thing!!

SamH
25th April 2006, 21:59
First post, last edit :)

Flycantbird
25th April 2006, 22:06
Scawen,

An awesome job, anyway you look at it. I'm really enjoying the improvements:thumb: :thumb: :thumb:

I just looked at the manual - a great job as well

r4ptor
25th April 2006, 22:17
Not sure if this is a bug or not:

Since the S or T patch I've noticed that when I spectate (and only when I spectate) others, I often hear the gear change twice - at first I thought it was caused by poor internet connection, but I've now seen (heard) this happening several times but never experienced it prior to the S/T patch.

Not really a biggie, but annoying when spectating.

csimpok
25th April 2006, 22:38
Why do the cars (every car) consumes much less fuel now than before patch?

SamH
25th April 2006, 22:43
Why do the cars (every car) consumes much less fuel now than before patch?
Hey.. we're living in an increasingly ecologically-aware society! It HAD to happen! :D

BWX232
26th April 2006, 02:22
Why do the cars (every car) consumes much less fuel now than before patch?
Actually it was the government imposing stricter gas mileage laws.. those bastages.

xapexcivicx
26th April 2006, 02:51
Hahah that penalty thing isn't gonna be good for the pit drifters =x (But nobody likes them anyway)


Great idea Scawen :) keep em comin

GT Touring
26th April 2006, 03:38
I put this in another thread too, but I crashed (crash to restart)while hotlapping at West Internat. lap 3 in the FOX.

no overclocking and i have 4 fans,

Shotglass
26th April 2006, 05:55
is there any way you could put changeable dahboardcolour for the bf1 and fo8 in one of the future compatible patches ?

ORION
26th April 2006, 07:11
To the graphic problem: It happens after some time when switching between windowed and full screen several times (e.g. for screenshots).
I have a similar problem that has always been there in LFS, but somehow got less a problem in the last year or so. When switching to windowed mode and resizing the window, it often stays black and I have to exit the game by clicking the "x". Other people have the same issue, so its not just me. I have no idea if it could be related to a driver or if its only present when using nvidia cards, but sadly I dont have the time to do some tests for the entire week, including the weekend...
maybe later :smileypul

What was the "reinitialize graphics" key combo again?

FM-Failure
26th April 2006, 10:05
Hi,
T4 dedi works pretty well. Good job.
While youre working on the dedi server Scawen, here's my wishlist for some new and desperately needed features:
1. ping limiter: check players ping first if its below a specified value, if not dont let him in. Desperately needed since lfs is p2p and there are so many players out there downloading stuff while playing and lagging up the whole server.
2. motd: player see a full screen message when entering the server wich can be set by admins.
3. possibility to address clients using a clientnumber rather than using account/nickname, i.e. /pitlane 7
4. a better readable lagometer where its easier to determine who is using emule ;-) And if its just a little player number below each bar

I have loads more suggestions for the server side of things but if at least the mentioned ones would be addressed it would make things much much easier.
Keep up the good work!

CrazyICE
26th April 2006, 10:56
Been thinking a bit, and it seems fairly simple and safe to do a change. How does this sound?

- Load at startup (funny thing is this one might not be needed)
- Load on entering bans screen (in non-dedi version)
- Load before any "check if connecting user is banned"
- Load before adding or removing a ban
- Save after any change (ban / unban / time change)
- Don't save on exit LFS

It seems to me that would cover all situations. Any ban on any of your hosts would automatically take effect in your other hosts which share the same folder. You could also use an external ban editor successfully if required.

coOL...
this is greate...
so my BAN-Editor (http://lfstools.crazyice.net/pafiledb/index.php?act=view&id=59) makes more sense :)
and I don't have to restart the server after sending the new file with
LFS:RemoteControl NG (http://lfsdedi.crazyice.net/lfsrcng.php) :)

thx scawen!

Lautsprecher[NOR]
26th April 2006, 12:17
I'm sad :( LFS throws me an "Unknown Command" when i try to unlock it. Not sure if this has already been answered.

Scawen
26th April 2006, 12:52
']I'm sad :( LFS throws me an "Unknown Command" when i try to unlock it. Not sure if this has already been answered.Sorry. I forgot to update the master server for the new patch. Now it will work.

Macfox
26th April 2006, 15:07
All good Scawen. Thank for the ban update. There's now a real opportunity to have some decent coordination between servers so we can weed out the wreckers.

Scarap
26th April 2006, 15:08
@Scawen

I still got the problem I mentioned over here: http://www.lfsforum.net/showthread.php?t=7101

and as I know from the German 4players forum I am not the only one. :scratchch (there are one or two other guys)
What other information beside the deb.log can I provide in order to help you analyse this issue?

CU
Scarap

Macfox
26th April 2006, 15:31
Install Ethereal and WinCap and capture the network stream from LFS client and server. There's a good chance it will reveal the source of the problem, if its a IP or LFS protocol issue.

http://www.ethereal.com/

Yaamboo
26th April 2006, 15:34
Something happened when playing on my server with a friend. After quali ended, my screen just froze (I was watching my friend). I could still hear his sounds and his messages were arriving (I heard the sound) but the screen was frozen. I also wrote him 2 messages. Then I proceeded to press esc and the lower left corner, testing if the game would un-freeze but it didn't and I got stuck on a black screen from which the only way out was to hard-boot the computer (4th time I've ever had to do ever with this machine during over 2 years).

The music (I was playing with Vic's game music ;) ) also froze into a 1-second-long loop when the screen froze, that could be a reason for the crash...
I found this error in the event viewer:
Faulting application lfs.exe, version 0.0.0.0, faulting module lfs.exe, version 0.0.0.0, fault address 0x0010ae3c.

I also attach my friend's replay, although I don't know if you can see anything from that... My computer wasn't recording the replay as I saved it earlier after a spin :) The crash happens a couple of seconds before I write "mitä norjaa" near the end.

I was using (as the server) patch T3 and my friend T2.

Scawen
26th April 2006, 15:41
Yaamboo.

I can't really explain that. And because it's not a crash, there's no crash address and no way to investigate it. Let me know if it happens again / or if there's any way to reproduce it.

Scawen
26th April 2006, 15:43
@Scawen

I still got the problem I mentioned over here: http://www.lfsforum.net/showthread.php?t=7101

and as I know from the German 4players forum I am not the only one. :scratchch (there are one or two other guys)
What other information beside the deb.log can I provide in order to help you analyse this issue?

CU
ScarapI don't know, it sounds like an internet connection problem. After every patch, there are some people saying that the new patch doesn't allow them to stay connected. But it's usually just a coincidence, that a few people's ISP has some issues, at the time the patch came out.

Scawen
26th April 2006, 15:44
I'll close this thead now, as there is a T4 :

http://www.lfsforum.net/showthread.php?t=7234