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View Full Version : Test Patch 0.6A3 (old content / old physics / many updates)


Scawen
14th June 2011, 14:34
WARNING : THIS IS A TEST

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

PLEASE TEST BEFORE YOU POST

RULE : NO OFF-TOPIC FEATURE REQUESTS

RULE : NO UNRELATED COMMENTS

Hello Racers, here is a new Test Patch : 0.6A3

You can read the story behind this thread in the main forum thread :
http://www.lfsforum.net/showthread.php?t=73874

0.6A3 is NOT compatible with version 0.5Z28.
0.6A3 CAN play most version 0.5Z28 replays.
0.6 and 0.5 versions cannot connect to each other.

You cannot upload hotlaps made with 0.5Z30 to 0.6A3 because they are test patches.

Please keep a backup of your LFS.exe from version Z28 so you can go back to Z28 if there are any problems.


Changes from 0.6A2 TO 0.6A3 :

Save layout button is now displayed in an SPR (same as in an MPR)
W/E/,/. keys now move values in minimum steps and use auto repeat
FIX : Name of loaded layout now remains or is cleared as expected
FIX : Select tyre while in objects menu - got wrong tyre colour
FIX : Multiple object rotation system did not work in 0.6A2


Changes from 0.6A1 TO 0.6A2 :

More updated translations included
Driver sent his / her setup - message is now displayed only once
FIX : Replay OOS error after saving an SPR with autocross objecs
FIX : Crash when "agree" was pressed on the Agreement screen
FIX : Avoided some possible unauthorised connections


Changes from 0.5Z34 TO 0.6A1 :

Autocross editor :

All autocross objects are now available at all tracks
Multiple object selection - press CTRL and click object button
Selection can be deleted, copied (O), moved (M), rotated (, / .)
Prevented mouse camera movement between button click and release
FIX : Start position sometimes remained active after deleting it

Open configuration support :

Random time from red to green lights now works with open configs
It is now possible to start a qualifying session on open configs

Various :

All translations have now been updated
CTRL+C now clips the mouse so window size cannot be adjusted
Admin commands from all connections are now logged (if enabled)
If logging is enabled a message is logged when an admin connects
The digit "1" now occupies the same screen space as other digits
Maximum qualifying time increased from 60 minutes to 240 minutes
TC Allowed Slip slider now goes up to 20% (previous maximum 10%)
On changing allowed cars disallowed cars will join the spectators
Improved multiple line text formatting - Japanese training now ok
FIX : It was possible to set qualifying on an autocross layout

Hotlapping support :

Tyres section in garage - settings for tyre warmer temperatures
You can load a layout in hotlap mode (may include start position)
NOTE : LFS World hotlaps may include start position - not objects
Hotlapping is possible on open configurations (not for LFS World)
Exit from pits now results in a clean restart to hotlap position
Reliable detection of wall side impacts (e.g. at South City)
Pit stops are no longer available in Hotlapping mode

Tracks :

SO : Removed a ghostly collision object in South City pit lane
SO : Removed two barriers embedded in tyre wall (Sprint Tracks)
WE : Fixed the position of the reversed configuration finish line
KY : Removed some barrier end segment errors from Oval / National

InSim :

New packet IS_OBH reports information about any object hit
New packet IS_HLV reports incidents that would violate HLVC
New packet IS_PLC sets allowed cars for individual players
New packet IS_AXM to add / remove / clear autocross objects
New packet IS_ACR to report (attempted) admin commands


Changes from 0.5Z28 to 0.5Z34 :

Contact detection and collisions :

Improved contact detection with road / walls / pit garage exit
Improved collisions with unmovable objects (e.g. red barriers)
Unmovable objects (e.g. ramps) now have concrete friction level
Improved wheel contact detection to reduce bad car collisions

SHIFT+U mode :

New free view mode replaces the old "low" and "high" path modes
Object or ground targeted by the mouse pointer is now detected
Left mouse button moves view point by "dragging" target point
Double click to move view point directly towards target point
Mouse wheel moves view point towards or away from target point
Left + Right mouse buttons rotate view point around the target
Arrow key movement follows ground below view point when possible
Store up to 10 views per track configuration with SHIFT+NUMBER
Recall a stored view with CTRL+NUMBER (or click the button)
Click on a car to follow it / look away to stop following
List of connections is now displayed in SHIFT+U mode
FIX : N key with options on caused overlapping text

Autocross editor :

Maximum number of autocross objects is now 800 on all tracks
Object positioning is much better - using mouse target detection
Less CPU / better checks when adding / moving / deleting objects
Adding / removing autocross objects no longer resets all objects
Added a new Ramp2 like Ramp1 but 2.8 metres wide (at all tracks)
Reduced Z-buffer flickering of chalk objects and pit stop markers
Speed limit no longer enforced if autocross start position exists
FIX : Could click on invisible replay slider when buttons visible
FIX : High altitude layout objects appeared under ground on load
FIX : Could add marshall circles out of bounds then undeletable

Open configurations :

New "drive anywhere" open configs (CTRL in track select screen)
Open configs can be selected with text command like /track=SO1X
Open configs can be used as racing circuits by adding checkpoints
Checkpoints can now be up to 62 metres wide to include pit lane
Custom layouts race progress / history now stored at LFS World
Positions list and blue flags are supported on open configs

Optimisations :

Frame rate increased - drawing most world objects is much faster
Optimised transparent objects (e.g. fences) to help open configs
Much better frame rate with many autocross objects (faster draw)
Removed continual small memory leaks (materials list corruption)
Number plate generation is much faster - reducing pit-out glitch

Interface :

Unlock screen now renames unnamed player to user name on exit
Clicking selected track loads that track (like pressing ENTER)
Windows messages processed in a cleaner way (affects key presses)
Mouse movements are processed more efficiently (drag / slide)
FIX : Mouse look info could go off screen in some languages
FIX : An invalid view could be selected when no cars in race
FIX : Meeting room scroll bar was invisible in recent versions
FIX : Occasionally refuelling did not match set amount

Graphics / Audio :

Improved display of help text / lesson text / welcome messages
F9 tyre diagram and SHIFT+L suspension diagrams now antialiased
Improved tyre optimisation - no missing parts of deflected tyres
Entry screen logo and frame are now drawn if a dialog box is open
FIX : In Driver Options the driver intersected with world objects
FIX : Reset from behind a barrier at South City could stop sound
FIX : Missing shadow on ground near fences at Autocross track

Multiplayer :

Wear limit for changing tyres can be set to 100% (never)
List of hosts can now show hosts you are not licensed to join
Host name is displayed in task bar and window title (if Latin)
Dedicated host window now adds new messages without flickering
Implemented VOB mod protection (physical changes will cause OOS)
Host options are now readable when opened from game setup screen
Default host IP address is now 127.0.0.1 (address of local host)
CTRL+SHIFT now displays time and date in all multiplayer replays
Removed TCP filter that allowed old versions in the list of hosts
FIX : On joining host, cars not past finish line showed wrong lap
FIX : Some problems resulting from multiple requests to join race
FIX : Pit stop did not end if car was knocked out of the pit lane
FIX : Some crashes that could result from an invalid unlock state
FIX : Some missing images (e.g. track select) caused LFS to crash
FIX : Suspension could incorrectly stay broken on remote computer
FIX : It was possible to get stuck on the track selection screen
FIX : Host restart exploit caused by multiple join packets

Text commands :

New command /ck cancels any kick or ban votes in progress
New command /cv cancels game votes (restart / end / qualify)
Command /modified=yes allows a private host to avoid CP checks

InSim :

NLP / MCI minimum time interval reduced to 40 ms (was 50 ms)
New packet IS_CON reports details of contact between two cars
Longer IS_MST now up to 128 chars / specify sound / send to all
Lap timing info added to IS_RST (standard / custom / checkpoints)
OutGauge : OG_SHIFT and OG_CTRL (keys) bits added to OutGaugePack
Security : InSim can no longer be initialised from a URL command
FIX : Clutch axis / button was not reported from Controls screen
FIX : IS_BTN did not allow documented limit of 240 characters

Misc :

New Ukrainian translation included
Hungarian translations of training lessons updated
Misc options : F9 / F10 accelerometer can be shown as one value
Improved detection of invalid window positions when starting LFS
URL command is now case insensitive - LFS:// or lfs:// both work
Cruise : no need to drive a lap before serving DT / SG penalty
Cruise : current lap is not displayed if lap timing is disabled
FIX : InSim camera with vertical pitch would cause LFS to crash
FIX : OutGaugePack ID was always zero regardless of ID in cfg.txt


DOWNLOADS :

NOTE : Z28 (or later) must already be installed! If it is not, please install Z28 before installing this test patch.

PATCH Z28 to 0.6A3 (SELF EXTRACTING) (If you already have Z28) :
www.liveforspeed.net/file_lfs.php?name=LFS_PATCH_Z28_TO_6A3.exe (2.2 MB)

PATCH Z28 to 0.6A3 (ALTERNATIVE ZIP) (If you already have Z28) :
www.liveforspeed.net/file_lfs.php?name=LFS_PATCH_Z28_TO_6A3.zip (2.7 MB)

DEDICATED HOST 0.6A3 (non-graphical version for hosting only) :
www.liveforspeed.net/file_lfs.php?name=LFS_S2_DEDI_6A3.zip (1.6 MB)

aroX123
14th June 2011, 14:46
Save layout button is now displayed in an SPR (same as in an MPR) Check
W/E/,/. keys now move values in minimum steps and use auto repeat Check
FIX : Name of loaded layout now remains or is cleared as expected Check
FIX : Select tyre while in objects menu - got wrong tyre colour Check
FIX : Multiple object rotation system did not work in 0.6A2 Check


Thanks very much Scawen :thumbsup:

CodieMorgan
14th June 2011, 14:46
Ran it and I think I spotted something - but ill verify it before I note it here:


On another note that has been bugging me, especially since the object limit was increased recently.

On A host with like 700+ objects layed out ......

If we get disconected and reconnect to the the same host - we have to load all these object all over again - but not the track itself ( because the track is already loaded ).

:A: Since a command exists to insta clear objects I think it would be a good idea to allow client side caching of the track layout objects so if we reconnect to the host we can simply load the cached - once connected have the client "verify" that no objects have changed.

The reason for this is on a slow or very busy server the 'repeately' waiting for the server to load the same layout over and over again is somewhat annoying. If the track remains in memory after DC or after disconnection then It could make sense to allow the layout to stay in memory as well instead of resetting it every time you are disconnected, or at least make it a slectable option in the client settings.

This way when reconnecting to a server ( or after getting joosed by a server after connecting ) we don't have to sit and wait for 800 objects to load all over again. Basically speeding up the reconnect by 'not' clearing the layout from the loaded track when your connection gets dropped. But only maintaining the layout in memory under the condition:


Reconnecting to the same server
Server has not changed track
server has not /end-ed race

4: after connection - cycle through objects and modfy/edit/update objects that have been changed since last DC - if any ( usually not ).

:B: when switching server then load the new layout from scratch again but clearing the cached layout if the other server uses the same track.

Stölzel
14th June 2011, 14:48
W/E/,/. keys now move values in minimum steps and use auto repeat

idk but...
The "W, E" Key for size the CP Line makes minimum 2m.
Example: The Checkpoint is on 20m. I press W then jump the Checkpoint to 22m.

The ", & ." Key for Rotate the Objects make 1.2° Rotation.
Example: The Barrier is on 45°. I press the , key then jump the Barrier to 46.2°.

Scawen
14th June 2011, 14:53
idk but...
The "W, E" Key for size the CP Line makes minimum 2m.
Example: The Checkpoint is on 20m. I press W then jump the Checkpoint to 22m.

The ", & ." Key for Rotate the Objects make 1.2° Rotation.
Example: The Barrier is on 45°. I press the , key then jump the Barrier to 46.2°.Nearly right... but the steps are 1.4 degrees, not 1.2 degrees.

I've described that in detail on the previous test patch thread :

http://www.lfsforum.net/showthread.php?p=1605167#post1605167

CodieMorgan
14th June 2011, 14:58
attached image

DANIEL-CRO
14th June 2011, 15:00
Scawen have you tested this http://www.lfsforum.net/showthread.php?p=1605032#post1605032

Also is possible to somehow inform drivers who have vob mods, to remove them because they got OOS kick. Every few seconds someone connect and got OOS, thats little annoying, and also cause server lag.

KassadGLA
14th June 2011, 15:00
Ok, i have tested it and it works fine for me.
I suggest more sensibility when rotating layout objects because I can't select long straight barriers sections, is realy hard try adjust it and i need take smaller straight barriers sections.

I have done a layout with new autocross objects for test it and I will upload it now on Layout section in the LFS Forum.

Some people tell me that they think that isn't a good idea at all fix this:
Driver sent his / her setup - message is now displayed only once

They think that because sometimes they are racing and someone send a setup and they didn't noticed that if who sent the setup do it "spamly".

Thanks for all

Edit: I have read this and that feedback my suggestion about the sensibility for now... http://www.lfsforum.net/showthread.php?p=1605167#post1605167

Flame CZE
14th June 2011, 15:01
Nearly right... but the steps are 1.4 degrees, not 1.2 degrees.

I've described that in detail on the previous test patch thread :

http://www.lfsforum.net/showthread.php?p=1605167#post1605167
In my opinion, that could be also used when clicking on the two arrows beside the value slider. So if you clicked on the > arrow, it would increaste the angle by 1.4 degrees. I don't know though how hard it is to implement.

By the way, I've tested the fixes, all seems to be ok now.

sinanju
14th June 2011, 15:04
FIX : Select tyre while in objects menu - got wrong tyre colour also fixed was the same issue with lines

I'm now able to load 830 objects in autocross layout.

Squelch
14th June 2011, 15:05
...
Something like skins download would work I expect.

There is one possible way to do it now. The local client issues an /axsave to create a local copy. I don't know if it's easy to check if layout name is already local though.

All of the fixes seem to work as expected, and the repeat based size/rotation feels much smoother than before, so is an improvement.

Flame CZE
14th June 2011, 15:08
I'm now able to load 830 objects in autocross layout.
[/COLOR]
I managed to place only 802 objects (BL3), strange :schwitz:

rockclan
14th June 2011, 15:12
A friend of me gets an error whilst loading A3:

Could not load font

Any idea what this means Scawen?

sinanju
14th June 2011, 15:14
830 - See screenshot

EDIT

And copy of layout

[Audi TT]
14th June 2011, 15:19
Scawen, bug with marking

Flame CZE
14th June 2011, 15:22
Got a layout save bug:

- place some objects in a layout,
- save the layout (unoptimised),
- click 'optimise'.

Then when you try to save the layout, the layout name will not appear, only the track abbreviation and underscore.

Edit: Oh and thanks mbutcher for the clarification below, now I get it.

mbutcher
14th June 2011, 15:23
Restricted areas and route markers are not contained within the 800 object limit.

Scawen
14th June 2011, 15:24
Scawen have you tested this http://www.lfsforum.net/showthread.php?p=1605032#post1605032No. I'd be more willing to try and fix it if someone can provide an exact way to reproduce it. When I can reproduce it, I can fix it. But it has not reached the top of my priority list. I don't know if it will, but it would if there is a reproduction method.

A friend of me gets an error whilst loading A3:

Could not load font

Any idea what this means Scawen?Incorrect installation, I guess.

830 - See screenshotYou can load 800 actual objects - including start position / checkpoints / finish line. PLUS up to 96 marshall circles. So the highest number you could see there is 896.

mbutcher
14th June 2011, 15:26
Scawen, why do you allow the use of 896 objects and not a round number like 1024?

Scawen
14th June 2011, 15:30
Got a layout save bug:

- place some objects in a layout,
- save the layout (unoptimised),
- click 'optimise'.

Then when you try to save the layout, the layout name will not appear, only the track abbreviation and underscore.When no changes have been made since the last save or load, you get a "Save layout" button instead of the "Save changes" button. The "Save layout" button doesn't try to include the currently loaded layout name. There is no point saving an unchanged file with the same name.

What you are doing is actually pointless. Optimising your objects with the optimise button does not affect the saved file in any way. It just puts the objects into static vertex buffers on the video card. This is always done when you load a layout anyway. So don't waste your time pressing "optimise" before saving. :)

Flame CZE
14th June 2011, 15:32
When no changes have been made since the last save or load, you get a "Save layout" button instead of the "Save changes" button. The "Save layout" button doesn't try to include the currently loaded layout name. There is no point saving an unchanged file with the same name.

What you are doing is actually pointless. Optimising your objects with the optimise button does not affect the saved file in any way. It just puts the objects into static vertex buffers on the video card. This is always done when you load a layout anyway. So don't waste your time pressing "optimise" before saving. :)
Ah, understood, sorry :shy:

Scawen
14th June 2011, 15:34
Scawen, why do you allow the use of 896 objects and not a round number like 1024?I saw a need to increase the number of objects, so that number was increased to 800, but I haven't heard of a need to increase the number of marshall circles.

DANIEL-CRO
14th June 2011, 15:45
No. I'd be more willing to try and fix it if someone can provide an exact way to reproduce it. When I can reproduce it, I can fix it. But it has not reached the top of my priority list. I don't know if it will, but it would if there is a reproduction method.


load replay, click on me (looking from my car), press 4 (racing line) before I took wrong route
then comes message:
Could not open file : data\knw\BL2_FBM.knw

when I leave pits look at me, You can try pressing 4 but nothing happens.

Also I remember something like this happens on for example cargame s2, when you leave pits youll see racing line from different car

mbutcher
14th June 2011, 15:47
I saw a need to increase the number of objects, so that number was increased to 800, but I haven't heard of a need to increase the number of marshall circles.

I meant why isn't the total number of objects 1024 (Eg. 928 physical + 96 invisible) because 896 doesn't make much sense. Is it 800 simply because the object-draw is more efficient now meaning 1024 would be excessive?

[Audi TT]
14th June 2011, 15:47
Could not open file : data\knw\BL2_FBM.knw
These things are not compatible. Slick + primer

mbutcher
14th June 2011, 15:51
when I leave pits look at me, You can try pressing 4 but nothing happens.

Also I remember something like this happens on for example cargame s2, when you leave pits youll see racing line from different car


That's because the FBM is not designed for RallyX layouts. Only cars designed for RallyX tracks have racing lines. Eg, the XFG has a line for BL2 because it is capable of having rallycross tyres whereas the FBM isn't.

DANIEL-CRO
14th June 2011, 15:52
That's because the FBM is not designed for RallyX layouts. Only cars designed for RallyX tracks have racing lines. Eg, the XFG has a line for BL2 because it is capable of having rallycross tyres whereas the FBM isn't.

I know that about FBM, but I can't get racing line with XFG after that happen.

chucknorris
14th June 2011, 15:53
Probably some minor thing, but the dedicated server
throws a couple of "Emergency send" even during
startup sequence:

Jun 14 17:51:18 LFS DEDICATED HOST : 0.6A3
Jun 14 17:51:19 ?
Jun 14 17:51:19 ?
Jun 14 17:51:19 ?
Jun 14 17:51:19 ?
Jun 14 17:51:19 ?
Jun 14 17:51:19 ?
Jun 14 17:51:19 ?
Jun 14 17:51:19 ?
Jun 14 17:51:19 ?
Jun 14 17:51:19 ?
Jun 14 17:51:19 ?
Jun 14 17:51:19 ?
Jun 14 17:51:19 load bans
Jun 14 17:51:19 load font
Jun 14 17:51:19 -----
Jun 14 17:51:19 create english file
Jun 14 17:51:19 initialisations
Jun 14 17:51:19 tables
Jun 14 17:51:19 load objects
Jun 14 17:51:19 start intro
Jun 14 17:51:19 Aston
Jun 14 17:51:19 end of initialisation
Jun 14 17:51:19 Emergency send
Jun 14 17:51:19 Emergency send
Jun 14 17:51:20 Handicaps :
Jun 14 17:51:20 Emergency send
Jun 14 17:51:20 Handicaps :
Jun 14 17:51:22 Track loaded

Squelch
14th June 2011, 15:53
when I leave pits look at me, You can try pressing 4 but nothing happens.
I see the same in your replay - race line present before pitting, no race line after pitting.

If the replay is rewound, the race line is not present before your accident either. The replay must be reloaded to get it back prior to your pitting. I'm not sure if this has significance.

(I don't normally use race line, so cannot confirm that this happens live)

Scawen
14th June 2011, 15:58
I meant why isn't the total number of objects 1024 (Eg. 928 physical + 96 invisible) because 896 doesn't make much sense. Is it 800 simply because the object-draw is more efficient now meaning 1024 would be excessive?800 was chosen as it was a good number to add without slowing things down too much. It's also divisible by 16 which was the old packet size. Though that consideration is meaningless now that the objects are sent in packets of up to 30 objects. I don't see any problem with the 800 limit though. It was 512, but now that computers are faster, it's ok to allow 800.

avetere
14th June 2011, 16:24
I see the same in your replay - race line present before pitting, no race line after pitting.

If the replay is rewound, the race line is not present before your accident either. The replay must be reloaded to get it back prior to your pitting. I'm not sure if this has significance.

(I don't normally use race line, so cannot confirm that this happens live)


I can reproduce this!
Actually this results in the racing line not being displayed ever again during(!) a session (be that a race, qual or replay), if the error-message came up, that the knw could not be loaded.

To reproduce this yyou might do the following:
- check BL2 with road-car (xfg)
- add ai (thusdriving xfg)
- pick fbm yourself
- start race
- press 4 to show racing line
- spec ai (producing the errormessage as the new focus is on fbm)
- go to pits and rejoin race with xfg
- no line will be displayed any more

I haven't tried this with other combos and I do doubt it is a high priority thing, as you aren't supposed to rallycross a fromula car anyway but it is reproducable ;)

DANIEL-CRO
14th June 2011, 17:16
I haven't tried this with other combos and I do doubt it is a high priority thing, as you aren't supposed to rallycross a fromula car anyway but it is reproducable ;)

Well, I dont drive formula car on rallycross, but there are people doing this, so it should be fixed, because there are people who don't know to drive without racing line ( me :P )

One small suggestion, adding command /ai=no on hosts config, which will disallow AIs on server.

Squelch
14th June 2011, 17:30
Well, I dont drive formula car on rallycross, but there are people doing this, so it should be fixed, because there are people who don't know to drive without racing line ( me :P )

One small suggestion, adding command /ai=no on hosts config, which will disallow AIs on server.that is really beyond reasonable to expect though. Formula cars on rally tracks is pretty daft.

The server has setting to control ai guests already.

Edit:
This issue is way off from what I expected it to be, my apologies if this has become a diversion.

Scawen
14th June 2011, 18:02
Thanks for the reproduction method. There is no racing line available for the FBM on rallycross, because it comes from the AI path. So that part of it cannot be fixed. But it's not good that you can never load a racing line again after that error comes up. So it's on my list of the last few things to look at.

SJB
14th June 2011, 18:12
Why do you reset the option "window while connecting" to "yes" at every patch? Its now the 6th time I set it back to "no" :shrug:

numbazZ
14th June 2011, 18:12
lol) patches every day :thumb: cool)

bunder9999
14th June 2011, 18:14
I saw a need to increase the number of objects, so that number was increased to 800, but I haven't heard of a need to increase the number of marshall circles.

this is not a request... but i've ran out of circles before.

Mischa NED
14th June 2011, 18:15
Sorry I don't dare to write this to you because it's such a minor thing and I don't want to waste your time on it, but in the insim.txt file is written:

// InSim for Live for Speed : 0.5A2

:x

three_jump
14th June 2011, 18:19
Why do you reset the option "window while connecting" to "yes" at every patch? Its now the 6th time I set it back to "no" :shrug:

My guess is that some software firewalls (or similar) tend to pop up there asking for permission. So people will notice instead of comming here and saying "that patch can't go online".

mbutcher
14th June 2011, 18:26
800 was chosen as it was a good number to add without slowing things down too much. It's also divisible by 16 which was the old packet size. Though that consideration is meaningless now that the objects are sent in packets of up to 30 objects. I don't see any problem with the 800 limit though. It was 512, but now that computers are faster, it's ok to allow 800.

Gotcha, thanks, been wondering for a while ;)

this is not a request... but i've ran out of circles before.

This is quite rare though.

EQ Worry
14th June 2011, 19:25
One documentation note: If I'm not mistaken, the new admin commands (such as /cv and /ck, maybe others [tweak]) are mot mentioned in the server docs nor shown on /help lines. :really:

Otherwise I found no bugs in the new InSim packets so far, even though e.g. the hit object is surprisingly often reported with index 0, unknown, despite it being a standard tyre stack or cone/pole on BL1. :thumb:

The only thing I miss now is more info about current server state (demo, tweak, vote, midrace, ...), updated on every change. And the user license status in LFSW data, which Victor hesitates to add. :shy:

Litro
14th June 2011, 20:00
[Not test patch related] The racing lines are not
People race STD/TBO/LRF on rallycross and the racing line error pops up when you tab between a STD/TBO car and a LFR too (its not as outlandish as a FBM on rallycross :razz:)
Oh, yeah. When racing line is on and you switch to LRF car, racing line are away from LFS, can't turn it on again, without leaving server. But maybe in this patch it is repaired?

[Audi TT]
14th June 2011, 20:03
Oh, yeah. When racing line is on and you switch to LRF car, racing line are away from LFS, can't turn it on again, without leaving server. But maybe in this patch it is repaired?
No. Scawen already answered on this question.

http://www.lfsforum.net/showthread.php?p=1603932#post1603932

cargame.nl
14th June 2011, 20:04
Can you maybe shut up for a week or two? You are not helping.

SJB
14th June 2011, 20:05
Dunno if its reproducable, but we were 12 people on the server. I had a 24h disconnect (ADSL customers are disconnected every 24h in germany), when I tried to reconnect: our server (hosted in a data center) was empty and I couldnt join "error while receiving packets" - I had to restart LFS dedi to get it back to work - z28 was stable running for atlest 6months :(

In the log file all users "timed out" or "lost connection"

BTW we are running 0.6A2 dedi (my client was 0.6A3), will install 0.6A3 on server now...

DANIEL-CRO
14th June 2011, 20:09
The only thing I miss now is more info about current server state (demo, tweak, vote, midrace, ...), updated on every change. And the user license status in LFSW data, which Victor hesitates to add. :shy:

would be very usefull, because there are many demo drivers who have laps in s2 combo, so Airio cant exactly say who is licenced and who is not

Litro
14th June 2011, 20:12
Can you maybe shut up for a week or two? You are not helping.
But it is bug, that should repair in future.

Kova.
14th June 2011, 20:13
I've found a little bug a few hours ago when I was training for Kyoto 500.
The tires temperature is a bit on tires' band, which prevent us of seeing tires degradation of FO8. :/

IDK if the same thing happened to other cars...

E: I know that NDR's server is 0.5Z28, but after checking, there is the same bug on 0.6A2

cargame.nl
14th June 2011, 22:27
But it is bug, that should repair in future.
Yes OK, he altered his posting with a link, which is a bit better.

ghostrider83
15th June 2011, 03:03
hmm for some reason when I left a server yesturday it left me online and now it says that my user name is online when I'm not on LFS. This is the first time it done this to me and it happened after I got the test patch.

arco
15th June 2011, 05:51
It's normal that one has to unlock LFS when upgrading from Z28 to A3? What if one has both versions in the same folder, to be able to run each version? Unlock every time they are run? :scratchch First post doesn't mention anything about that you need to unlock, so was a bit surprised to see unlock button on the screen after installing A3.

CodieMorgan
15th June 2011, 07:08
;1605308']Scawen, bug with marking

I was trying to point that out as well but I forgot to attach the image:


Here is mine ( this time without forgetting )


I think the 'elevation' of different color chalk above the road surface should be altered as it seems two chalk of the same type and color dont affect each other.

ACCAkut
15th June 2011, 07:32
It's normal that one has to unlock LFS when upgrading from Z28 to A3? What if one has both versions in the same folder, to be able to run each version? Unlock every time they are run? :scratchch First post doesn't mention anything about that you need to unlock, so was a bit surprised to see unlock button on the screen after installing A3.

somehow it is, depends on which files are changed in a patch. You have 2 free unlocks for cases like this, and get another one every friday (if you have less than 2)
Additionally, when a patch is released that requires unlocking, the devs make sure everyone has sufficient unlocks available.

[Audi TT]
15th June 2011, 09:27
I was trying to point that out as well but I forgot to attach the image:


Here is mine ( this time without forgetting )


I think the 'elevation' of different color chalk above the road surface should be altered as it seems two chalk of the same type and color dont affect each other.

I have noticed the micro cracks
in the asphalt, because that is
not visible part of the markup

morpha
15th June 2011, 10:58
What if one has both versions in the same folder, to be able to run each version? Unlock every time they are run? :scratchchYes, each version requires a new unlock once the other one was unlocked. To work around this, copy the files f1.xyz, f2.xyz and f3.xyz in LFS/data/misc/ to a backup folder (name it after the the currently unlocked version, e.g. "unlock_z28") before switching version. Then, after switching and unlocking the other version, copy them again into yet another folder ("unlock_a1").
Now everytime you switch version, you'll have to copy the files back to LFS/data/misc/ and it'll be unlocked.

chucknorris
15th June 2011, 11:36
What if one has both versions in the same folder, to be able to run each version?

Why would someone do that? Even if you give both .exe files different names, the depending resources in the subfolders will interfere with each other what will cause unpredictable side-effects and other problems nobody actually wants to deal with.
So bottom line, you will have to use different folders, in which case you also don't need to fiddle with unlock files.

Skagen
15th June 2011, 15:02
It's normal that one has to unlock LFS when upgrading from Z28 to A3? What if one has both versions in the same folder, to be able to run each version? Unlock every time they are run? :scratchch First post doesn't mention anything about that you need to unlock, so was a bit surprised to see unlock button on the screen after installing A3.
I have Z34 and A3 installed simultaneously in two different folders without any problems. The unlock seems to be stored somewhere in the LFS-folder. So theoretically you could have an infinite number of installations, given that you wait until you get new unlocks between each time you install LFS.

Squelch
15th June 2011, 15:04
;1605308']Scawen, bug with markingI was trying to point that out as well but I forgot to attach the image:


Here is mine ( this time without forgetting )


I think the 'elevation' of different color chalk above the road surface should be altered as it seems two chalk of the same type and color dont affect each other.I noticed the alpha background overlapping in 0.6A1 but dismissed it. It seems to be more problematic with arrows, and only sometimes with the lines.

Yes it does exist, but I can't think of a situation where we would need multiple chalk markers all overlapping like that.

This falls into a category of "you can do it, but why do it?" just like closely spaced speed humps that create sampling problems. I find it hard to support as being a bug.


Edit: slightly OT FYI

On the subject of speedbump boosting, a note to layout editors:

A spacing of 1 metre between speedbumps seems to work without giving a seed boost for cars up to GTR.

GTR and above suffer severe suspension damage anyway, so their race is effectively over if they hit multiple humps although their speeds may well be enough to get a boost at 1 metre spacing.

Research Aliasing, Wave theory and Nyquist for a technical understanding into why the boost happens.

boothy
15th June 2011, 15:06
I have Z34 and A3 installed simultaneously in two different folders without any problems. The unlock seems to be stored somewhere in the LFS-folder. So theoretically you could have an infinite number of installations, given that you wait until you get new unlocks between each time you install LFS.

:rolleyes: Z34 and A3 don't require unlocking between them. Though renaming the misc folder thing works perfectly fine for Z28.

[Audi TT]
15th June 2011, 15:22
This falls into a category of "you can do it, but why do it?"
There is such phrase: ah suddenly!
http://www.youtube.com/watch?v=awFcmt0cDQ4

robt
15th June 2011, 15:23
Just had lfs freeze when using 0.6A3 for the first time, clicked multiplayer and it hang on the "connecting to master server" part. Couldnt get any crash details sadly. Think it was probably more a glitch from my end though but thought id mention it just incase.

EDIT: Though CTRL+ALT+DEL and end program doesnt seem to work, does everything it says but the EXE doesnt stop running!

C:\DOCUME~1\ROB~1.HOM\LOCALS~1\Temp\WERdf5b.dir00\ LFS.exe.mdmp << that seems to be the file in question. the only other thing on the error report is szModName: Hungapp

Hubson PL
15th June 2011, 15:23
Scawen, why do you allow the use of 896 objects and not a round number like 1024?
made me smlie... from when 1024 is "round" number? ;) I was sure for whole my life that "round" numbers are 10, 20 ...
Maybe u fot about round power ot 2? (2^10 ? )

pajkul
15th June 2011, 15:48
I'm not sure if this bug has been adressed already.

So the thing is when in the hotlap mode a replay is played in slow motion, after pressing shift+R the restart takes too much time, the process is slowed down too. That's annoying.

Offtop: Where can I find the description of the forces displayed after pressing F button?

Squelch
15th June 2011, 15:53
I'm not sure if this bug has been adressed already.

So the thing is when in the hotlap mode a replay is played in slow motion, after pressing shift+R the restart takes too much time, the process is slowed down too. That's annoying.
All commands are slowed when in slow motion for any replay. This happens in Z28 too, so is not a new thing. To speed things up I find pausing before issuing any new commands works. HTH

baartlomiej
15th June 2011, 16:24
I tried to record a video, but my PC isn't very powerful, so I changed resolution to 640x480 and then I've got a graphic error with car smoke. As you can see at the photos the smoke doesn't have the color it should have.

Flame CZE
15th June 2011, 16:29
It seems like you have a 16 bit colour depth set. You can change it to 32 bit in Options - Screen.

baartlomiej
15th June 2011, 16:34
And I though that was a new error in new patch ;P It was 16-bit (Shift+F9) Thx for help ;)

denis-takumi
15th June 2011, 19:00
InSim.txt errors

line || string
1445 // Set the ISP_CON flag in the IS_ISI to receive car contact reports
1482 // Set the ISP_OBH flag in the IS_ISI to receive object contact reports
1523 // Set the ISP_HLV flag in the IS_ISI to receive reports of incidents that would violate HLVC

Must: Set the ISF_XXX flag...

and some idea: move "autocross objects" section after "autocros"

TexasLTU
15th June 2011, 20:09
Asked before in the previous threads, does the new patch has something to do with my wheel ******* around? Works perfect in Z28, but when I come to 0.6A* its acting in slow-mo.

robt
15th June 2011, 22:19
Just had lfs freeze when using 0.6A3 for the first time, clicked multiplayer and it hang on the "connecting to master server" part. Couldnt get any crash details sadly. Think it was probably more a glitch from my end though but thought id mention it just incase.

EDIT: Though CTRL+ALT+DEL and end program doesnt seem to work, does everything it says but the EXE doesnt stop running!

C:\DOCUME~1\ROB~1.HOM\LOCALS~1\Temp\WERdf5b.dir00\ LFS.exe.mdmp << that seems to be the file in question. the only other thing on the error report is szModName: Hungapp

Found out the reason in the end, for some reason Zone alarm wasnt having the permissions window pop-up for the new exe so instead the game just hang. Changed it manually and all working now!

=Wolf=[NO]
16th June 2011, 03:25
Asked before in the previous threads, does the new patch has something to do with my wheel ******* around? Works perfect in Z28, but when I come to 0.6A* its acting in slow-mo.

I have notised the same.

win7 64bit
logitech g25
LFS 0.6A3

TehPaws3D
16th June 2011, 04:22
My wheel seems to be fine, Are you sure you guys didn't change something before the patch? I'm quite sure it would in no way effect your wheel. O.o

Windows 7 64Bit here, G27, A3, No problems.

I have noticed my wheel alittle "Unresponsive" When going into curbs, But I doubt it's from my wheel, And more the fact I turned degrees of rotation up to 720.

I think someone had said that you need to remove deadzones. You guys might have accidentally clicked it, or the patch changed it.

Hope scawen comes out with a fix for you guys.

P.S. Scawen can you please ban all z25/z28 hosts from master server? :razz:

MadCatX
16th June 2011, 08:30
;1606112']I have notised the same.

win7 64bit
logitech g25
LFS 0.6A3
Does downgrade to Z28 solve the problem? If you do a fresh Z28 install and update it to A3, is the problem still there?

petercollins
16th June 2011, 08:47
All my barriers are blank?!

Scawen
16th June 2011, 08:51
I'm guessing you installed only the exe but not the new textures (in the pic and dds folders).

Jakg
16th June 2011, 09:18
Why do you reset the option "window while connecting" to "yes" at every patch? Its now the 6th time I set it back to "no" :shrug:

This is because some firewalls detected a changed exe (i.e. after patching), and then ignore your previous "allow" setting - this means if you get a popup, you'll be able to see it to allow LFS to connect to the internet.hmm for some reason when I left a server yesturday it left me online and now it says that my user name is online when I'm not on LFS. This is the first time it done this to me and it happened after I got the test patch.
This is probably not 0.6xx at fault - it's a bug when a server dies, but does not tell the master server you've left. It's been in LFS for as long as I remember.

Mischa NED
16th June 2011, 11:19
What does the (red) message "MAX ALPHA (unsorted)" in SHIFT+U mode mean?

When I'm in SHIFT+U with a lot of objects I'm spammed with these messages until I zoom in, close SHIFT+U or remove the objects.

I tried many things to find out when this message starts appearing and it seems that there must be 470 or more visible objects in SHIFT+U mode.

I hope you understand my explanation :)

UPDATE: It doesn't always send the messages. It seems to have to do with camera height too. I added a layout file with some objects so you can test it. When making it I found out the value isn't always 470 either. In this sample the message already appears above 444 objects.

Gougoodthing
16th June 2011, 12:08
i have an OOS error with replays. the replays are from Z28 and I am using A3. There is normally a jump where the AI starts to steer right. the replay is only like 30 sec long.

pipa
16th June 2011, 12:18
Small bug:

If i select singleplayer and change the track then suddenly the options for open configuration(X,Y) are gone.

In order to get them back i have to go back to the main menu and select singleplayer again.

Scawen
16th June 2011, 12:20
i have an OOS error with replays. the replays are from Z28 and I am using A3. There is normally a jump where the AI starts to steer right. the replay is only like 30 sec long.Normally a jump? Do you mean there should be a ramp there but it has not appeared in the replay?

EDIT : Explanation below - http://www.lfsforum.net/showthread.php?p=1606254#post1606254

Small bug:

If i select singleplayer and change the track then suddenly the options for open configuration(X,Y) are gone.

In order to get them back i have to go back to the main menu and select singleplayer again.Can you not see them if you hold down the CTRL key?

pipa
16th June 2011, 12:25
Can you not see them if you hold down the CTRL key?

Oh sorry my fault. The last times those options were already present without pressing "ctrl".

Scawen
16th June 2011, 12:50
i have an OOS error with replays. the replays are from Z28 and I am using A3. There is normally a jump where the AI starts to steer right. the replay is only like 30 sec long.OK, I've had a look and I now understand what has happened.

In fact, it's because your replay is from Z34 and includes a Ramp2. The Ramp2 was included in a temporary way in the Z30 - Z34 test patches, so any replays that include a contact with a Ramp2 will definitely go OOS.

Z28 replays should work in most cases.

Scawen
16th June 2011, 12:53
Oh sorry my fault. The last times those options were already present without pressing "ctrl".How it works : If an X or Y config is already selected, then the X and Y options stay visible, as if you were pressing CTRL.

Scawen
16th June 2011, 13:39
Thank you all for the testing.

There are a few fixes in 0.6A4, which we hope is the final test patch before the official version.

http://www.lfsforum.net/showthread.php?t=74850