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Scawen
5th July 2006, 19:14
ADDITIONAL INFO you may need if you are testing some of the features in the TEST Patch
FUNCTION NAMES FOR the /button AND /key COMMANDS :
"steer_left",
"steer_right",
"steer_fast",
"steer_slow",
"throttle",
"brake",
"shift_up",
"shift_down",
"clutch",
"handbrake",
"left_view",
"right_view",
"rear_view",
"horn",
"flash",
"reset",
"pit_speed",
"tc_disable",
"zoom_in",
"zoom_out",
"reverse",
"gear_1",
"gear_2",
"gear_3",
"gear_4",
"gear_5",
"gear_6",
"gear_7",
"ctrl_f1",
"ctrl_f2",
"ctrl_f3",
"ctrl_f4",
"ctrl_f5",
"ctrl_f6",
"ctrl_f7",
"ctrl_f8",
"ctrl_f9",
"ctrl_f10",
"ctrl_f11",
"ctrl_f12",
FUNCTION NAMES FOR the /axis AND /invert COMMANDS :
"steer",
"combined",
"throttle",
"brake",
"lookh",
"lookp",
"lookr",
"clutch",
"handbrake",
"shiftx",
"shifty",
PARAMETERS FOR the key commands (press / ctrl / shift) :
Letters A to Z
Numbers 0 to 9
F1 to F12
up, down, left, right
space, enter, esc, tab
less, more
NOTES / TIPS :
To unassign a button or axis from a function, you can assign -1 to that function.
Example 1 : /button -1 shift_up <- unassign the button that was assigned to shift up
Example 2 : /axis -1 clutch <- unassign the axis that was assigned to clutch
NEW AUTOCROSS FEATURE - Restricted areas and route control :
In "marshall" mode you can place Marshall areas and Route checkers.
Marshall areas are shown by a red circle. If a car enters one of them
in single player, it will receive a 1 minute penalty. In multiplayer
mode, the player will be forced to spectate.
Route checkers are shown by a green circle. Each route checker has a
route index number which is shown near the top right of the screen
when a route checker is selected. Cars must pass through these route
checkers in the correct order, or they will receive a penalty or be
forced to spectate. The route index is automatically generated in the
order the route checkers are created. You can manually edit the route
index by clicking on the route index button.
Lible
5th July 2006, 19:40
Idea: script.txt in /docs folder helping to write scripts.
This is a little embarassing, but I now find that I don't *KNOW* where to find all the button numbers for the DFP. Some (a few) are numbered in the profiler, but others aren't. Is anyone up on this and can post linkage? If there isn't a definitive list, I could put together an image and build on it for future reference, if people can feed in knowledge/discoveries.
Firstly, thanks for the patch.
This is a little embarassing, but I now find that I don't *KNOW* where to find all the button numbers for the DFP. Some (a few) are numbered in the profiler, but others aren't. Is anyone up on this and can post linkage? If there isn't a definitive list, I could put together an image and build on it for future reference, if people can feed in knowledge/discoveries.
LFS lists them as you bind them to an action. I'm currently looking at some DX input docs to see if I can write an app to make this easier. :)
Scawen, is nikimere's suggestion about the speedometer of RWD's being connected to front wheels etc. still being taken into consideration? There is no mention of it.
LFS lists them as you bind them to an action.
You're absolutely right! Thanks for that!
The reason it wasn't obvious to me,I just realised, is that I still had the Logitech profiler running, and it was hijacking the buttons I was pressing, and directing them elsewhere. I killed the profiler, tried again and the POV UP button sprang to life as Button32.
Hint for anyone setting up your DFP, kill the profiler first ;)
Wordan
5th July 2006, 19:54
Sorry I am not sure if this is the correct place to report bugs for test patches. I have a Sidewinder FF2 joystick, but LFS calls it a wheel. Not a show stopper, but had me a little confused at the start while I tried to find the option to combine throttle and break.
thisnameistaken
5th July 2006, 19:58
Suggestion: What if commands like /say, /run, etc. were assignable to buttons? I currently use the Logitech profiler to bind chat macros ("Sorry", and so on) to buttons on my wheel, but the above would allow me to do that within LFS itself.
I suppose it would introduce the possibility of scripting changes to live settings by simply hitting a button, which may or may not be desirable.
Scawen
5th July 2006, 20:12
Suggestion: What if commands like /say, /run, etc. were assignable to buttons? I currently use the Logitech profiler to bind chat macros ("Sorry", and so on) to buttons on my wheel, but the above would allow me to do that within LFS itself.Take a look at the new "Text Keys" section in Options... Controls
There are a lot of chase view drivers out there! And their only request for future patches is the virtual mirror. So my request is the virtual mirror for chase view!!! Or if not, then delete it from tyre-view as well!!
Scawen
5th July 2006, 20:13
Sorry I am not sure if this is the correct place to report bugs for test patches. I have a Sidewinder FF2 joystick, but LFS calls it a wheel. Not a show stopper, but had me a little confused at the start while I tried to find the option to combine throttle and break.That is strange. I suspect it's a bug in the driver software. Please can someone else tell me if their joystick or game pad is reported as a joystick or gamepad. Only one reply per controller type will do.
duke_toaster
5th July 2006, 20:36
That is strange. I suspect it's a bug in the driver software. Please can someone else tell me if their joystick or game pad is reported as a joystick or gamepad. Only one reply per controller type will do.
I use a crappy pad (so crap that the manufacturers were too ashamed to put their name on it, hey, it was a fiver from GAME and it works), and LFS is under the illusion that it is a wheel.
nesrulz
5th July 2006, 20:38
Internal mirror offset limit increased to 400 mm
Thanks!:trampolin
K.David
5th July 2006, 20:59
Server info Legend somewhere within the server list window please?
Should we have a spin-off thread for scripting help?
I'm trying to bind SHIFT+M to a button, to cycle through mirror modes. I'm sure it's just me being stupid. I'm very conscious about my inability to take on new scripting concepts, even though I have <proud> successfully got road and GTR cars automatically using the shifter, while S-S's using paddles (including the FOX :razz:) </proud>
Help! Dumbass Inside.
Horci
5th July 2006, 21:04
I found something. Maybe a bug, but i can't post it, because, the other thread was closed (for some reason :) ) :scratchch
I read it, and this too, but I didin't found my problem.
So, when you in spectate mode, go to garage, change something in the setup, and then click to join, the set isn't saved, just only the fuel amount.
But if you choose spectate, it saves the changes.
And of course thanks for the patch ! I like the new speedo, it works just like in the real life. :thumb: (as far as i can remember, my cars speedo didnt measure in reverse :) )
Bob Smith
5th July 2006, 21:27
Is it just me, or does LFS now try to access the internet as soon as it loads, instead of just when you try to go online? IIRC I read Scawen saying he hated programs that access the net for no reason, so, err, what's changed? :scratchch
RoCkBiGdAvE
5th July 2006, 21:40
The 90degree min steering should be awesome! My xbox wheel dont fully lock so now it _should_ turn properly for me.
Nice one Scawen.
Scawen
5th July 2006, 21:43
Is it just me, or does LFS now try to access the internet as soon as it loads, instead of just when you try to go online? IIRC I read Scawen saying he hated programs that access the net for no reason, so, err, what's changed? :scratchchNo.... nothing.
Okay, I can't seem to rumble the SHIFT for SHIFT+M, so I'm going to sneak in a quiet request for either keystroke or perhaps a command "/mirror_mode real/virtual/off". Truth is, I only opt for the virtual mirror in the BF1, because I just can't see the wing mirrors and see the road ahead, so I can live happily as things are. Am I missing something, or is there a means to send keystrokes and stuff already?
I'm REALLY loving the scripting, Scawen. I have ideal FOVs set for all the cars I use, all embedded in their respective CAR.lfs files, and I'm like a pig in sh.. anghai :D
Shotglass
5th July 2006, 22:20
shouldnt the xrr fxr and fzr scripts default to sequential.lfs ? currently they rund road.lfs which i assume is the h-shifter script
and i hope someone writes an app that shows the numbers of a button if you press it to help with scripting
and following honeys idea ... id still like to have slow throttle and slow brake buttons like the slow steering button
Primoz
5th July 2006, 22:33
Or maybe how it's in U11 and before but clicking on a track area (Blackwood, Aston, etc.) doesn't load any tracks.
EDIT: Clicking any number on Aston selects national. Bug?
Suggestion:
The ability for more complex binds: /key A run script.lfs
I can see it coming in handy, especially if there are functions for buttons for F9-F12 :) and the things you can do in there
ie. "strategy_settings"
"pit_fuel_increment"
_--NZ--_[HUN]
5th July 2006, 22:44
Thanks for the patch Scawen!
I have two suggestions.
The script system can be used for spamming if somebody makes a script like this:
/say SPAM1SPAM1SPAM1
/say SPAM2SPMA2SPAM2
/say SPAM3SPMA3SPAM3
/say ....
and then binds it to a button. IMHO this should be filtered somehow.
I cannot find a command (if there is one then sorry) to set wheel rotation, but I think it would be useful.
thisnameistaken
5th July 2006, 22:46
Is there any way to switch auto-clutch, throttle blip and throttle cut using scripting? I like to use a clutch pedal in road cars but not the faster single-seaters, but I don't have a fancy H shifter so it seems I can't use the two options in the Player menu to set this up. Am I missing something?
Pasci
5th July 2006, 22:49
TEST Patch U11
--------------------------------------------------------------------------------
OK, it took me all day to fix the black screen bug.
So here's the fix, plus two more improvements :
1) Clutch now defaults to button
2) A small optimisation that may improve frame rate
(Source: http://www.lfsforum.net/showthread.php?p=159591#post159591)
I've read before, that the bug with the black screen while switching with Shift + F4 are fixed. Possible I missunderstanding this? My english is really bad! :-) But with the U12 I do have still this problem.
After the race starts I've switch from fullscreen to window. Closing some programs (LFS works still fine), then I'm switching back to fullscreen with Shift + F4... and now black screen. I could press ESC key and I hear the click sound of lfs, but nothing is shown.
I'm using: ATI X850 with Catalyst 6.4 (if this help).
The official lfs version (0.5U) works fine while switching between the modes.
Ask, if you need other hardware/software information, logs or something else.
The workaround (Thread U11) works.
Leifde
5th July 2006, 22:57
Thanks for the patch, just a small bug though (not sure if it's fixed in this version - haven't tried it) the 'stoppers' for the accelerator and brake bars aren't there in spectate mode. Its there for the clutch bar but not the other two. :shrug:
Is it just me, or does LFS now try to access the internet as soon as it loads, instead of just when you try to go online? IIRC I read Scawen saying he hated programs that access the net for no reason, so, err, what's changed? :scratchch
No.... nothing.
I see this too Bob. In previous patches, when I updated the files my firewall would indicate that the lfs.exe had changed and was trying to access the internet only when I looked for online games.
With the U12 patch however, as soon as I double-clicked the lfs.exe my firewall prompted me.
Sorry Scawen, but it appears something has changed in this respect!
edit: I use sygate personal firewall 5.6.2808 if it matters.
Leifde
5th July 2006, 23:10
I see this too Bob. In previous patches, when I updated the files my firewall would indicate that the lfs.exe had changed and was trying to access the internet only when I looked for online games.
With the U12 patch however, as soon as I double-clicked the lfs.exe my firewall prompted me.
Sorry Scawen, but something has changed in this respect!Doesn't happen for me :shrug:
Thanks for the patch, just a small bug though (not sure if it's fixed in this version - haven't tried it) the 'stoppers' for the accelerator and brake bars aren't there in spectate mode. Its there for the clutch bar but not the other two. :shrug:
I don't think you should be posting bugs about a test patch that's been and gone. Your post, and mine, I think should be removed. Download the new patch, test THAT, and post if the problem persists. Anything else is contrary to the new process insisted upon.
Pablo.CZ
5th July 2006, 23:20
Please can someone else tell me if their joystick or game pad is reported as a joystick or gamepad. Only one reply per controller type will do.
I have DFP and it is correctly reported as DFP with second line "Steering wheel", when I plug in my joystick I'm using as shifter, LFS reports text "2 controllers detected".
When I plug in _only_ my joystick, it is reported with its name and there is second line "Steering wheel".
RoCkBiGdAvE
6th July 2006, 02:38
Please can someone else tell me if their joystick or game pad is reported as a joystick or gamepad. Only one reply per controller type will do.
Mine tells me its a Cyborg Force Rumble Pad, which it is, but underneath it says Steering Wheel, which it isnt, its a joypad. :shrug:
RiGun
6th July 2006, 03:11
I found something. Maybe a bug, but i can't post it, because, the other thread was closed (for some reason :) ) :scratchch
I read it, and this too, but I didin't found my problem.
So, when you in spectate mode, go to garage, change something in the setup, and then click to join, the set isn't saved, just only the fuel amount.
But if you choose spectate, it saves the changes.
And of course thanks for the patch ! I like the new speedo, it works just like in the real life. :thumb: (as far as i can remember, my cars speedo didnt measure in reverse :) )
I've got the same problem.
Bob Smith
6th July 2006, 06:07
Without my wheel plugged in, LFS picks up my Nostromo n52 Speedpad and reports it as "steering wheel". It's a keyboard, essentially (but does have a digital D-pad which appears to have two axes).
Zero7
6th July 2006, 06:59
I was starting up a Single Player game and when clicking on the "add AI player" LFS reports that A Race is in Progress (see screenshot).
Scawen
6th July 2006, 07:38
shouldnt the xrr fxr and fzr scripts default to sequential.lfs ? currently they rund road.lfs which i assume is the h-shifter scriptNo decisions have yet been taken about which GTR cars will get a sequential shifter. And we won't discuss it here, it's already been discussed enough for us devs to make our minds up.
Scawen
6th July 2006, 07:42
']The script system can be used for spamming if somebody makes a script like this:
/say SPAM1SPAM1SPAM1
/say SPAM2SPMA2SPAM2
/say SPAM3SPMA3SPAM3
/say ....
and then binds it to a button. IMHO this should be filtered somehow.Have you actually tried that online or is that just a theory? I would be extremely surprised if that can bypass the existing spam prevention.
']I cannot find a command (if there is one then sorry) to set wheel rotation, but I think it would be useful.Why? Wheel rotation is a fixed property of your wheel. I don't see any reason why it needs to be changed with a function.
_--NZ--_[HUN]
6th July 2006, 07:57
Have you actually tried that online or is that just a theory? I would be extremely surprised if that can bypass the existing spam prevention.
Why? Wheel rotation is a fixed property of your wheel. I don't see any reason why it needs to be changed with a function.
I've tried it online several times, and I can easily send 7 messages at the same time.
Sorry, I didn't mention that I have a DFP and I set the wheel rotation to correspond the car's wheel rotation, so that's why I would be happy If we could set it from script.
Scawen
6th July 2006, 08:08
Thanks for the reports. I have found the bug in my code, where it set all controllers to "wheel", just after detecting the actual controller type. I'll add this as a known issue.
Eldanor
6th July 2006, 08:11
']I didn't mention that I have a DFP and I set the wheel rotation to correspond the car's wheel rotation, so that's why I would be happy If we could set it from script.
You can set it to 900º and LFS then adjusts it to each car wheel rotation :)
Scawen
6th July 2006, 08:23
You can set it to 900º and LFS then adjusts it to each car wheel rotation :)Yes that is one way.
But... maybe NZ HUN wants to have the wheel stoppers at the limit, so he adjusts it on the DFP itself, and also in the LFS screen to match? In which case the request is so that he only has to adjust it on the DFP, and not in LFS each time?
Is that right, NZ HUN ? I'm just trying to get a picture of how the problem is and what the fix would solve.
Scawen
6th July 2006, 08:26
']I've tried it online several times, and I can easily send 7 messages at the same time.Thanks. Indeed it bypasses the spam protection. I won't add this to known issues as I don't want to give this one extra publicity.
Scawen
6th July 2006, 08:44
So, when you in spectate mode, go to garage, change something in the setup, and then click to join, the set isn't saved, just only the fuel amount.
But if you choose spectate, it saves the changes.Thank you. Now fixed in my version. I've added it to the list of known issues.
Scawen
6th July 2006, 08:50
I was starting up a Single Player game and when clicking on the "add AI player" LFS reports that A Race is in Progress (see screenshot).Thanks but... do you know a way to reproduce the bug? I think it is rare (and not new) and if I don't know how to make it happen, I can't fix it. We need a way to make it happen every time, then I'll be able to fix it.
Scawen
6th July 2006, 08:52
I see this too Bob. In previous patches, when I updated the files my firewall would indicate that the lfs.exe had changed and was trying to access the internet only when I looked for online games.
With the U12 patch however, as soon as I double-clicked the lfs.exe my firewall prompted me.
Sorry Scawen, but it appears something has changed in this respect!
edit: I use sygate personal firewall 5.6.2808 if it matters.I promise you, this is not an LFS issue. Every now and then this type of bug comes up and the user is always certain that LFS has changed in some way. Usually after a lot of investigation, the user finds the cause and it's absolutely nothing to do with LFS.
And yes, it's always "LFS has not done this before, it's only this patch so it must be LFS" etc, etc. I'm sorry but I don't know where the previous threads are on this subject.
Scawen
6th July 2006, 09:19
Thanks for the patch, just a small bug though (not sure if it's fixed in this version - haven't tried it) the 'stoppers' for the accelerator and brake bars aren't there in spectate mode. Its there for the clutch bar but not the other two. :shrug:OK, fixed in my version, and now added to the list of known U12 issues.
This will probably be unjustifiably difficult to code for how much it will be used but if it is not, could we maybe have if statements in scripts combined with a few boolean variables, a few numeric variables and < and > operators... :shrug:
CrazyICE
6th July 2006, 10:25
scawen, do u add the function descriptions (posting 2) in the readme too, or maybe in the "docs" folder, when the patch is finished?
think this might be neccesary!
Tokartta
6th July 2006, 10:26
Bug (either just on my system, or no-one else has spotted it yet): All of the config buttons for Aston load as3.
EDIT: eep, Primoz spotted it above, sorry.
Zero7
6th July 2006, 10:28
Thanks but... do you know a way to reproduce the bug? I think it is rare (and not new) and if I don't know how to make it happen, I can't fix it. We need a way to make it happen every time, then I'll be able to fix it.
Yes, I was thinking this after posting and tried to reproduce it again without success. I'll keep trying and will post back if I find a way to reliably get the same result.
ORION
6th July 2006, 10:50
Will there be official icons for the extensions set mpr spr and lyt?
I made some in another thread, don't know if you have seen that Scawen. You can freely use that stuff if you want, as usual :)
http://www.lfsforum.net/showthread.php?t=9522 (thread with some different icon sets)
http://www.lfsforum.net/attachment.php?attachmentid=12538&d=1152109019 (my ones, updated version to include .lyt)
_--NZ--_[HUN]
6th July 2006, 11:20
Yes that is one way.
But... maybe NZ HUN wants to have the wheel stoppers at the limit, so he adjusts it on the DFP itself, and also in the LFS screen to match? In which case the request is so that he only has to adjust it on the DFP, and not in LFS each time?
Is that right, NZ HUN ? I'm just trying to get a picture of how the problem is and what the fix would solve.
Yes, that's right. Thank you!
DanneDA
6th July 2006, 12:24
I think I've found a bug in the new test patch as I don't remember seeing it before I used any of the test patches.
When showing the pedal infobars a thin white line will be seen when the pedal is at 100 %. Would a fix for this be possible with a compatible update?
I've attached 2 screenshots showing the problem. Look at the lower right corner of the screen.
tristancliffe
6th July 2006, 12:27
The thin white line is MEANT to be there, as you will know from reading the first posts in the test patch thread(s).
Scawen
6th July 2006, 12:28
That is not a bug, it's a long requested feature, so that people know their pedals are functioning properly and giving them full power.
DanneDA
6th July 2006, 12:41
Okay, sorry about the post. I did read the first post. Twice. I still didn't see that line. Must have been blind.
Blues
6th July 2006, 12:42
Okay, sorry about the post. I did read the first post. Twice. I still didn't see that line. Must have been blind.
"Maximum value reached marker added to virtual pedals"
DanneDA
6th July 2006, 12:49
"Maximum value reached marker added to virtual pedals"
Saw that now...
And now a bug, I got when I was setting up the controls for U12: Got to the maximum lock of the ingame wheel before I used the full movement of the of my wheel. This was after calibrating the wheel. Haven't been able to reproduce this. Now it goes to maximum lock when the wheel does.
Bob Smith
6th July 2006, 13:07
I think that's just a calibration quirk with the wheel drivers.
Doesn't wheel turn compensation have that effect on some cars?
Scawen
6th July 2006, 16:37
I'm trying to bind SHIFT+M to a button, to cycle through mirror modes. I'm sure it's just me being stupid. I'm very conscious about my inability to take on new scripting concepts, even though I have <proud> successfully got road and GTR cars automatically using the shifter, while S-S's using paddles (including the FOX :razz:) </proud>I've added three new functions /press /shift and /ctrl
So for your case : in U13 you can simply set one of the Text Keys to "/shift m" then assign the text key to a button.
duke_toaster
6th July 2006, 16:37
Will there be official icons for the extensions set mpr spr and lyt?
I made some in another thread, don't know if you have seen that Scawen. You can freely use that stuff if you want, as usual :)
http://www.lfsforum.net/showthread.php?t=9522 (thread with some different icon sets)
http://www.lfsforum.net/attachment.php?attachmentid=12538&d=1152109019 (my ones, updated version to include .lyt)
What about also .lfs (script) icons?
Also, there isn't a subforum for scripts.
Scawen
6th July 2006, 16:39
Is there any way to switch auto-clutch, throttle blip and throttle cut using scripting? I like to use a clutch pedal in road cars but not the faster single-seaters, but I don't have a fancy H shifter so it seems I can't use the two options in the Player menu to set this up. Am I missing something?I've added :
/wheel_turn X (degrees)
/autoclutch X (0 or 1)
/gccut X (0-1)
/gcblip X (0-1)
thisnameistaken
6th July 2006, 16:42
I've added :
/wheel_turn X (degrees)
/autoclutch X (0 or 1)
/gccut X (0-1)
/gcblip X (0-1)
You are a proper little charmer! Thanks Scawen. :)
Scawen
6th July 2006, 17:01
I will now delete various posts which I have dealt with in U13 - you can see in the list of updates for U13. So if you wondered where your posts have gone, take a look at the moved posts thread.
RiGun
6th July 2006, 17:56
With the /press command I get parameter invalid when I try to use a Fn (n=1-12 number) key, example: /press f9. Is this ok or it's a bug? I wanted to make a script to rotate from Temp - Suspension - Off and without being able to use the press command for Fn keys it's imposible. :(
I get the same message from /ctrl and /shift commands.
it is not only for keyboarders or mouse users, it's for everyone (see the "look right 27°" example), you should not have worries because setting a fixed partial throttle/brake will make impossible for you to compete for WR, since a WR holder must be a "trail-braking master" and even more, if someone wants to cheat, there are yet many automation tools that can automate directx inputs and thus it is already possible (and in a more effective way) to produce a mathematically perfect lap or just corner sequences and this not only for lfs but for anything.
the reason i requested for an implementation via script is because for such things to be implemented with GUI requires a lot of work by scawen whilst with scripts i think it will be much much less.
Yes you're right, i've got this paranoid idea because long time ago some friends tryed to code a script for a FPS game where you could get some advantages from your adversaries, I hope that if it is implemented that won't happen.
Renku
6th July 2006, 17:57
In patch U and previous patches until I remember, when I had to change FFB level (changing cars) and I used to do it as follows:
press ESC -> Options -> Controls -> Right Click with the mouse on the Force Strength slider -> entered nr. and then pressed ENTER twice: 1st time to store new FFB level and with the 2nd time all menus disappeared.
But now when I press ENTER for the 2nd time - nothing happens, I have to use the mouse again to press OK.
Patch U: I used mouse -> keyboard
Patch U12/13: I have to use mouse -> keyboard -> mouse again (which is slower and annoying)
PS: using "<" and ">" ("," and "." in Estonian layout) to change the FFB level by 5 units is useless, if I need to change by a certain amount that doesn't devide by 5.
PPS: I went directly from U to U12.
Scawen
6th July 2006, 18:01
With the /press command I get parameter invalid when I try to use a Fn (n=1-12 number) key, example: /press f9. Is this ok or it's a bug? I wanted to make a script to rotate from Temp - Suspension - Off and without being able to use the press command for Fn keys it's imposible. :(That's planned. I only had 10 mins available to do that so I just did the keys that can be expressed with one character. I will be adding "named" keys as well like F1, F12, enter, space, etc.
Scawen
6th July 2006, 18:05
In patch U and previous patches until I remember, when I had to change FFB level (changing cars) and I used to do it as follows:
press ESC -> Options -> Controls -> Right Click with the mouse on the Force Strength slider -> entered nr. and then pressed ENTER twice: 1st time to store new FFB level and with the 2nd time all menus disappeared.
But now when I press ENTER for the 2nd time - nothing happens, I have to use the mouse again to press OK.I removed the ENTER key to exit from there because I found myself exiting the screen by mistake.
You don't need the mouse though, you can use the ESC key.
But I think there's a better solution for you - if you want every car to have different FF amount. Just add the line /ff=[number] into each of the CAR.lfs files you will find in the script folder.
CrazyICE
6th July 2006, 18:28
What about also .lfs (script) icons?
Also, there isn't a subforum for scripts.
as orion said...
some other's did icons too...
me got also one for .lfs files...
==> http://www.lfsforum.net/showthread.php?p=163060#post163060
hackerx
6th July 2006, 19:29
First, thanks for putting in my suggestion about Enter key for race setup screen. But second, unfortunately there's problem with this too. The join function doesn't work unless you are first to join the grid, i.e. works only if large button on bottom right says "no drivers", otherwise Enter key sets "Ready" without joining grid first.
Also my idea was that Enter key should toggle "Ready", i.e. be equivalent to clicking that large button on bottom right corner, no matter what's written on it.
Thank you for attention. :-)
maczo
6th July 2006, 19:29
FIX : Join button in garage did not save setup changes
As i didnt see anyone mention this, and i dont have LFS on this computer for me to check it myself (so pls dont flame me):
was the problem fixed for colour schemes as well? I'm pretty sure I had this issue yesterday. Spectate -> shift+s -> change colour (skin) -> join. I was still with the previously-chosen skin.
Can anyone check this?
thisnameistaken
6th July 2006, 19:55
There's currently no "un-bind" syntax that I can find. Again, it would be handy in my current clutch pedal situation, because it initialises to 50%, which means I have to tread on it once to switch it off in my auto-clutch cars. Would probably be useful for other situations too.
Pasci
6th July 2006, 20:40
I've read before, that the bug with the black screen while switching with Shift + F4 are fixed. Possible I missunderstanding this? My english is really bad! :-) But with the U12 I do have still this problem.
Scawen: Today I've tried U12 again and now U13. Both works now fine (switching between window and fullscren mode). :nod:
Yesterday I've really tried U12 and U many times with same effect (U12 with black screen).
I don't understand that. :shrug: Sorry! So, I think, black screen problem is really fixed. :thumb:
Knight_Atack
6th July 2006, 23:05
Just wondering if this maybe could be added because IMO, it would be a good thing. Unless it's already there and I have no idea how to do it, hehe. I know we can slow down replays down to 0.125x and all, but it would be good to slow it down to 0x. A kind of pause. Would be good for photoshooting.
EDIT: Thanks for the responses folks. It helped :)
Highsider9
6th July 2006, 23:07
Just press "p" to pause the Replay. :)
zeugnimod
6th July 2006, 23:08
Yes, its already there. ;) Just press P. But IIRC, you have "Paused" in big letters on the screen then. :shrug:
Highsider9
6th July 2006, 23:11
Then press Ctrl+F to get rid of it. :)
ORION
6th July 2006, 23:14
Just got a blackscreen in U13.
Started in fullscreen, went to windowed once then connecting, back to full, then after a couple of races, back to windowed, resized the window (top left corner), black.
:(
S14 DRIFT
6th July 2006, 23:14
WOW!! Scawen, barely 1 hour ago it was test U12, I check now before bed, and WOW, its U13, Great work, oh master coder :thumb:
Gabkicks
7th July 2006, 01:08
thx for the hardwork and listening to the communty!! we all apreciate Scavier's hard work and unprecidented dedication and focus.:thumb: I feel like a few of the changes in the latest patch were made just for me lol... you probably dont want posts like this in this thread :(
ajp71
7th July 2006, 01:29
Thanks for the patches Scawen :thumb:
I know this is being very awkward and may not be feasable but could the steering wheel be shown in a static position in the F08/BF1 when wheel draw is turned off, like in GP4. If this is possible would there be anyway to get the shift lights into the virtual clocks?
It'll probably get pruned to another thread during maintenance, and that's fine.. I do agree, tho.. Scawen, your efforts and determination to achieve results are very much appreciated by us all, I'm quite sure! :)
Okay.. now to make this post worth having around:-
BACK UP YOUR \SCRIPT FOLDER!!
You might not think of it, when a new patch comes, and be as eager as me to download, extract and run the new EXE. I would have you learn from my mistake.. along with the exe file, the new patches come with default scripts for cars and gears. If you edit and save your scripts, with all your button and key assignments, and then download a NEW patch.. your scripts are at risk. Back 'em up!
Yes, it's obvious. I know it's obvious, but if I can help PREVENT someone else making the same dumbass mistake I made, then I've done a good thing ;)
Nick_ll
7th July 2006, 05:41
Got no idea if this would be a compatible improvement, but I thought I might let you know Scawen. Might not even be possible to fix. Anyways here goes:
- When I race on a server that is in the same LAN as me, in the present case NAL Long Run (which is a public server of LFS North American League), LFSW doesn't seem to see it. So if I drive 1000km on that server, LFSW will record my pb's and stuff but not on which server I last raced. I'll say I last raced on the server I raced before the one that's on my LAN.
Not sure it's possible to fix tho.
If post is irrelevant, sorry.
TassieDevil
7th July 2006, 08:58
I am having an issue with my Hyper Simulator Wheel and pedals, for some reason in these later patches, from maybe patch S onwards, I haven't used the wheel for awhile but my son is getting into it so I set it up for him, but you just can't drive the game the wheel flickers all over the place while accelerating, but stops when I backoff the throttle, I even brought brand new steering pot and throttle pot and put them in, they are perfect in the Hyper Stim Menu system and calibration. If I use an earlier version of the game the wheel is fine, I tried it on Patch P and had no issues with the wheel, but go back into Patch U and it plays up. And also why doesn't LFS keep my settings from my Hyper menu like any deadspots I put in or my range changes???
TassieDevil
Chaos
7th July 2006, 09:14
just a small one Scawen, please could you shorten the /spectate command to /spec ? sometimes it just takes too long to type (and the more letters, the higher the probability of a typo) and this decides wheter a wrecker hits his target or not...
Scawen
7th July 2006, 09:28
I know this is being very awkward and may not be feasable but could the steering wheel be shown in a static position in the F08/BF1 when wheel draw is turned off, like in GP4. If this is possible would there be anyway to get the shift lights into the virtual clocks?I dislike the idea of a static steering wheel, and can't understand why anyone would want that. Off means off.
But I have added that special new virtual central dashboard, that comes on automatically in the FO8 and BF1 when you turn off the driver and wheel. So I thought I solved the problem of vanishing dashboard.
Have you seen that? If not, that must be a bug. If you have seen it, then please explain what's wrong with it and why you need a stationary steering wheel to be visible. The new virtual dash contains the complete steering wheel dash, so all the info is there.
Scawen
7th July 2006, 09:37
I am having an issue with my Hyper Simulator Wheel and pedals, for some reason in these later patches, from maybe patch S onwards, I haven't used the wheel for awhile but my son is getting into it so I set it up for him, but you just can't drive the game the wheel flickers all over the place while accelerating, but stops when I backoff the throttle, I even brought brand new steering pot and throttle pot and put them in, they are perfect in the Hyper Stim Menu system and calibration. If I use an earlier version of the game the wheel is fine, I tried it on Patch P and had no issues with the wheel, but go back into Patch U and it plays up. And also why doesn't LFS keep my settings from my Hyper menu like any deadspots I put in or my range changes???Have you tried "recalibrate axes", "remove deadzones" and "calibration lock" ?
They are visible down at the bottom when Axes are selected.
Other than that I have no idea, the controller changes are mainly about where the info is stored, nothing changed in the way axes are read and those values are processed.
TassieDevil
7th July 2006, 10:15
Have you tried "recalibrate axes", "remove deadzones" and "calibration lock" ?
They are visible down at the bottom when Axes are selected.
Other than that I have no idea, the controller changes are mainly about where the info is stored, nothing changed in the way axes are read and those values are processed.
Hi Scawen Tried all that and nothing works....but why does it work in patch P but not the newer patches????
Tassie
TassieDevil
7th July 2006, 10:35
Try to delete your config files and recalibrate everything. I had to recalibrate everything as well. It works for everybody but not for you... so i guess it is not LFS fault.
And what does everybody have a Hyper then do they....man I hate people trying to be a smartarse, when all I want to do is find out why my controller doesnt work now, but does on the earlier patch, which I have just tried because I still have a copy of it on my system....
Tassie
Honey
7th July 2006, 11:08
Got an idea here.
For that we would need to be able to cycle through F9, F10, F11 and F12 with one button only, but then it could work if that's possible.
What I'd like to suggest would be that Mouse 3 (pressing on scroll wheel) would be the cycle button, then you use the mouse wheel to go up and down in the menu and then mouse left for + and mouse right for - for the values.
Of course that would only work for people who don't use mouse. Still I think it could be nice.
Scawen, do you think that would be possible to do with scripts?
+1
but for cycling it is already possible (with more "work"), you just need to do 4 lfs scripts let's say you want to use the "+" to cycle one direction, then script 1 has 2 lines: one that press F9 the second that assign script 2 to key "+"; script 2 has 2 lines: one that press F10 the second that assign script 3 to key "+"; etc.
for the rest, it just needs for the arrow key to be pressable
TassieDevil
7th July 2006, 11:32
Why a smartass? I just wanted to help u.. when u delete the cfg.txt etc then LFS will create a new default CFG as soon as u start it again and then calibrate everything again. Sorry that i wanted to help ya... wont try to do this anymore!
I hope Scawen will delete these posts cause they arent really related to the patch.
Because you did sound sarcastic, I am sincerly sorry if I took it the wrong way. But you have now helped me after re-reading your post I have deleted the correct file, and now it does work thank you so much, I was looking at the files on the misc folder relating to controllers, and not the main cfg file in the root directory of LFS..... I feel like a complete tosser now for saying that, I really hope you do accept my my utmost sincere apology....
Tassie
Scawen
7th July 2006, 11:32
I'm just making a temporary post here to alert scripters of my suggestion over there in the scripts thread in the programmer forum :
http://www.lfsforum.net/showthread.php?p=163766#post163766
I just want to check with those of you who will be writing scripts, if the idea of removing the slash at the start of every line in scripts is good or could cause problems.
Vagner
7th July 2006, 12:26
But I have added that special new virtual central dashboard, that comes on automatically in the FO8 and BF1 when you turn off the driver and wheel. So I thought I solved the problem of vanishing dashboard.
Nice work, but, when i press F, the virtual dashboard shows in front of the wheel.
Misko
7th July 2006, 13:22
Nice work, but, when i press F, the virtual dashboard shows in front of the wheel.Hehe, yes indeed. :) This happens if clocks are set to real, either in cockpit or cusom view. If clocks are virtual then its same as before. Driver and wheel always get shown when F is pressed regardless of the option to turn them off (its always been like that I think).
I hope I'm not sounding confusing.
just a small one Scawen, please could you shorten the /spectate command to /spec ? sometimes it just takes too long to type (and the more letters, the higher the probability of a typo) and this decides wheter a wrecker hits his target or not...
It just struck me.. "/drop", as in to drop from a race. If they're naughty, you can drop, kick and ban them.. which in some strange way would be quite satisfying for some of the nastier ones ;)
Typing "/spectate" is, more often than not, hit and mostly miss for me too.. most especially because when I'm typing it, I'm trying to get it typed in a hurry before the little git that I'm after has cut across the grass and blindsided some other poor driver. I suspect it's not a compatible request, though, because it will probably involve the server side too. If that's the case, my apologies.
duke_toaster
7th July 2006, 18:14
just a small one Scawen, please could you shorten the /spectate command to /spec ? sometimes it just takes too long to type (and the more letters, the higher the probability of a typo) and this decides wheter a wrecker hits his target or not...
Provided they both work, I'm happy :)
I'm not that lazy :D
Scawen
7th July 2006, 18:15
There's currently no "un-bind" syntax that I can find. Again, it would be handy in my current clutch pedal situation, because it initialises to 50%, which means I have to tread on it once to switch it off in my auto-clutch cars. Would probably be useful for other situations too.You can remove buttons and axes assignments. Assign -1 to the function.
Example :
/button -1 shift_up <- now there is no button for shift up
/axis -1 clutch <- now there is no axis assigned to clutch
Shotglass
7th July 2006, 20:59
You can remove buttons and axes assignments. Assign -1 to the function.
Example :
/button -1 shift_up <- now there is no button for shift up
/axis -1 clutch <- now there is no axis assigned to clutch
maybe an unbind all command could come in handy so you can adjust the cars input from a clean start
dawesdust_12
7th July 2006, 21:15
+1
but for cycling it is already possible (with more "work"), you just need to do 4 lfs scripts let's say you want to use the "+" to cycle one direction, then script 1 has 2 lines: one that press F9 the second that assign script 2 to key "+"; script 2 has 2 lines: one that press F10 the second that assign script 3 to key "+"; etc.
for the rest, it just needs for the arrow key to be pressable
Thats what I did last night manually with my MX518, I set the +/- buttons to Right/Left , set the Thumb buttons to up/down, and the App-switch top button to F12, but I think the cycle idea would be the most efficient and effective way to do that. or even just cycling thru F11 and F12, instead of the whole F9 and F10, possibly a seperate button for that?
george_tsiros
7th July 2006, 21:31
I know this is not the place to say this, but this is where the developers will read something while they are in the specific mood for fixing bugs and therefore it is the best time for me to say it, in the hope of giving some mental support:
I appreciate your effort so so so much, thank you and keep up the good work! :woohoo: :bowdown:
Scawen
8th July 2006, 00:00
Got no idea if this would be a compatible improvement, but I thought I might let you know Scawen. Might not even be possible to fix. Anyways here goes:
- When I race on a server that is in the same LAN as me, in the present case NAL Long Run (which is a public server of LFS North American League), LFSW doesn't seem to see it. So if I drive 1000km on that server, LFSW will record my pb's and stuff but not on which server I last raced. I'll say I last raced on the server I raced before the one that's on my LAN.
Not sure it's possible to fix tho.
If post is irrelevant, sorry.OK, Victor took a look at this and when he tried to reproduce it (using both methods - joining via master and joining locally by ip address) he could not reproduce the bug.
But he thinks it may be because you did not finish the race. As you mentioned it's a "long run" server - maybe this means you do not get your last race set.
That is probably the reason, if you are referring to info like what you see in this attachment. This info is only set when you actually finish a race. It is not the last host you visited.
ajp71
8th July 2006, 00:58
But I have added that special new virtual central dashboard, that comes on automatically in the FO8 and BF1 when you turn off the driver and wheel.
My appologies Scawen I had installed U13 but not tried it in the FO8/BF1 with the wheel hidden because I had (wrongly) asumed from the update log that it would put the guages up shown in wheels view. The dash that's now shown looks a lot better than a static wheel will ever do :thumb:
Scawen
8th July 2006, 11:21
Note : Slash character is no longer needed at the start of each line.
It should now be possible to control pit instructions from your wheel by using commands like "press up" assigned to your text keys (CTRL+F1-F12).
Although there is no support for cycling keys yet, you could now make a cycling key (for example F9 to F12 live displays) by using the /ctrlf function and one script for each stage of the cycle, like this :
1) Set your CTRL+F1 text key to /run cycle1 and assign that to a wheel button.
2) Make a script "cycle1.lfs" containing two lines :
press F9 <- simulates pressing the F9 key to bring up the tyre temperatures
ctrlf 1 /run cycle2 <- reprograms the cycle key (CTRL+F1) to call the cycle2 script...
3) Make a script "cycle2.lfs" containing two lines :
press F10
ctrlf 1 /run cycle3
4) Make a script "cycle3.lfs" containing two lines :
press F11
ctrlf 1 /run cycle4
5) Make a script "cycle4.lfs" containing two lines :
press F12
ctrlf 1 /run cycle_end
6) Make a script "cycle_end.lfs" containing two lines :
press F12 <- presses F12 again to make the pit instructions vanish
ctrlf 1 /run cycle1 <- reprograms the cycle key to call the cycle1.lfs script
Don't know if I explaned that well enough - tell me if it doesn't make sense.
[ EDIT : It wasn't clear enough and contained some mistakes, so I made it clearer. I have now removed the posts about that. ]
hackerx
8th July 2006, 11:31
Seems like a poor design to me - why not just "press F9 F10"?
Scawen
8th July 2006, 11:37
Seems like a poor design to me - why not just "press F9 F10"?
The "press" command just presses a key. It's nothing to do with key assignments, so that wouldn't work at all.
There is currently no specific support for cycling keys. So I was describing a way that people could use the scripts to create a cycling key effect, right now, even without the support, if they want to (this way is made possible with the ctrlf command). If you know a simpler way using the current system, please describe it. But your example doesn't work. The "press" command only takes one parameter.
Seems like a poor design to me - why not just "press F9 F10"?
Because it won't work - you run the script. The script doesn't know for which time it is being run, just that its been called.
Are you thinking of something else? This is so that the button changes its function every time you press it.
EDIT: Bah, beaten. :/
BlakjeKaas
8th July 2006, 11:47
I don't know if that cycling script is finished (from cycling from F9 to F12) but is it just once a cycling, or is the cycling infinite long...?
If it's done, could someone post it here?
three_jump
8th July 2006, 11:55
I don't know if that cycling script is finished (from cycling from F9 to F12) but is it just once a cycling, or is the cycling infinite long...?
If it's done, could someone post it here?
It should now be possible to control pit instructions from your wheel by using commands like "press up" assigned to your text keys (CTRL+F1-F12).
You could also make a cycling key (for example F9 to F12 live displays) by using the /ctrlf function like this :
1) Set your CTRL+F1 text key to "/run cycle1" and assign this to a wheel button
2) Make a script "cycle1.txt" containing two lines :
press F9
ctrlf 1 /run cycle2
3) Make a script "cycle2.txt" containing two lines :
press F10
ctrlf 1 /run cycle3
4) Make a script "cycle3.txt" containing two lines :
press F11
ctrlf 1 /run cycle4
5) Make a script "cycle4.txt" containing two lines :
press F12
ctrlf 1 /run cycle1
- this should set the cycle to loop :)
(just contunied scawens posting)
-----
about the cycle
would it be possible to introduce something like some basic variable?
so we could write the script something like that?
- Set the CTRL+F1 text key to "/run cyclexxx" and assign this to a wheel button
and the cycle.txt to something like this:
int i = 0;
if ( i = 0) { press F09; i++; }
if ( i = 1) { press F10; i++; }
if ( i = 2) { press F11; i++; }
if ( i = 3) { press F12; i = 0; }
don't know if this would be possible to program
hackerx
8th July 2006, 11:57
Oh well... Just the way you described it seems quite cumbersome. How many parameters "press" takes is up to you tho :), and it wouldn't be that hard to keep track of what key was last pressed, I guess? Would be much easier for user.
Anyhow, thanks again for that Enter thingy. :D
BlakjeKaas
8th July 2006, 12:01
I think it's ok now :D
kaspur
8th July 2006, 12:29
Working pretty nicely, a bit slower then with profiler but i guess its just the cycle time when script commands are being taken care of. Anyway it seems that the scripting doesnt work on replays. I tested it only with the following: set my buttons to press F9-12 (button X = CTRL+F9 and CTRL+F9 = /press F9). When im driving or speccing online it works perfectly, on replays however it doesnt.
Honey
8th July 2006, 12:40
implement the command "exec" to execute .exe and .bat (or whatever extension recognised by windows, in other words the "start" command of windows console), but only into the "executable" subfolder of lfs (for security reasons) or any subfolder of that one.
this is usefull to start stop mods in easy way, or to start lfsworls from lfs, or to make scripts to install/uninstall mods making proper backups/restore of original lfs files.
PS i noted that my suggestion for "button R llokr 0.3" and "button A throttle 0.6" was deleted, but is not included into the list of already suggested things, i think it was deleted by mistake.
PS i noted that my suggestion for "button R llokr 0.3" and "button A throttle 0.6" was deleted, but is not included into the list of already suggested things, i think it was deleted by mistake.
It was moved to OT requests.
SiL-X
8th July 2006, 12:46
Dunno what this ctd mean: :shrug:
(Have Patch U14)
Scawen
8th July 2006, 12:46
PS i noted that my suggestion for "button R llokr 0.3" and "button A throttle 0.6" was deleted, but is not included into the list of already suggested things, i think it was deleted by mistake.No, I deleted it because it is beyond the scope of this test patch. I don't think that syntax is the way I would go. Keyboard is not the way to use LFS - keyboard support is good enough already, keyboarders who like LFS but don't want a wheel should go down to the local shop and buy a gamepad [ edit : ANALOG GAMEPAD! ] at least (that doesn't take up desk space). I understand your look command but I would implement partial look angles into the interface in a different way that is not compatible.
Basically that is for improvement suggestions forum if you want it to go there. It has nothing to do with this series of test patches so should not be in this theead, which I must keep clean to keep my head clear.
Scawen
8th July 2006, 12:48
Dunno what this ctd mean: :shrug:
(Have Patch U14)How did you make that happen? Please give me as much information as possible, where were you? In-game, entry screen, what did you press, was it online / offline? I need all the information possible to catch a crash.
EDIT : I see from the crash address you must have been in-game at the time. Does this happen every time or just once?
birder
8th July 2006, 13:09
request
Please add ff_up and ff_down to the functions so we can assign < and > to buttons.
Question
fz5.lfs has "run road" inside
road.lfs, i have added "button 2 horn"
press button 2 and the horn sounds, fine
If i add "button 2 horn" and remove "run road" in fz5.lfs the horn does not sound when btn 2 is pressed, yet i understand fz5.lfs is run on car selection
It may be me but i just cant see why?
SiL-X
8th July 2006, 13:26
How did you make that happen? Please give me as much information as possible, where were you? In-game, entry screen, what did you press, was it online / offline? I need all the information possible to catch a crash.
EDIT : I see from the crash address you must have been in-game at the time. Does this happen every time or just once?
I was In-Game in Hotlapping Mode...
I just race around the track and then sometimes LfS crash! :(
It happens sometimes... After 5mins or sometimes after hours oder i have no crash!
Scawen, just in case you missed this: http://www.lfsforum.net/showthread.php?goto=newpost&t=9958
Krane
8th July 2006, 14:29
Safe to skip/delete post and the one above
(QUOTE=axus)Scawen, just in case you missed this: http://www.lfsforum.net/showthread.php?goto=newpost&t=9958(/QUOTE)
Axus, just in case you missed this: http://www.lfsforum.net/showthread.php?p=155961&highlight=forgot#post155961
Besides: why do you report issues in a obsolete version, while you seem to be very much aware that you have an old version :really: :pillepall
oopsie, you didn't report it but noemfie..
He had old test patch U9, not the latest official U patch
And he edited his post that he'd need latest test patch to fix the issue..
(Responded here to not clutter the thread furthermore)
Axus, just in case you missed this: http://www.lfsforum.net/showthread.php?p=155961&highlight=forgot#post155961
Besides: why do you report issues in a obsolete version, while you seem to be very much aware that you have an old version :really: :pillepall
I have a current version, U14, however this is a TEST patch and it shouldn't make the latest official version obsolete.
RiGun
8th July 2006, 14:55
Loving the new script system features :) Exelent patch Scawen, hope to see more updates like this in the future :thumb:
Scawen
8th July 2006, 15:26
I was In-Game in Hotlapping Mode...
I just race around the track and then sometimes LfS crash! :(
It happens sometimes... After 5mins or sometimes after hours oder i have no crash!From what you say, and from the crash address, and because no-one else is getting a crash, I think this looks like overclocking / overheating / faulty memory issue.
Some people know a lot about that kind of thing so they could tell you a program to run that can test memory etc.
And yes, these kind of things can happen more in one patch than another, simply because the faulty memory byte is now used by a different part of the program.
KiDCoDEa
8th July 2006, 15:30
http://alek.xspaces.org/2005/07/07/memory-stress-testing-windows-xp
http://www.memtest.org/
http://forums.amd.com/lofiversion/index.php/t12201.html
ORION
8th July 2006, 16:14
We need a sticky thread that contains info for ppl with such hardware problems. I remember many posts like those, and I have posted the links to memtest, prime95, atitool, hdtach, etc. already like 100 times :D
PS Scawen: LFS is undrivable with a gamepad, specially as most pads have digital axes :P
RoCkBiGdAvE
8th July 2006, 16:26
PS Scawen: LFS is undrivable with a gamepad
Nonsence, i know loads of people and myself use a gamepad. :)
Never had a hard job driving once.
KiDCoDEa
8th July 2006, 16:40
lfs is the only sim with specialized input code for digital inputs. its been tested and deved for around a 2 year cycle and went thru many iterations, votings, testings and its been settled as it is.
the perfect balance was achieved imho, making it hard enuff not to be frustrating /easy enuff while not being overassisted and not allowing better times than wheel configs for not so good drivers...
also the assistance to key code was deved as if a real car maker was forced to make a car with key input. no funny tricks occur, all could have been done irl.
MZWiZard
8th July 2006, 19:24
I'm just waiting eargerly for that possibility to rewind a replay. Would save lots of time, when trying to do screenshots etc. :thumb:
ORION
8th July 2006, 19:45
Never had a hard job driving once.
I bet 100$ that you cant beat me with wheel if your pad has digital axes (digital = either maxlock or 0 deg steering, same for throttle/brake) :smileypul
even keyboard no help is faster :D
I bet 100$ that you cant beat me with wheel if your pad has digital axes (digital = either maxlock or 0 deg steering, same for throttle/brake) :smileypul
even keyboard no help is faster :D
Well, driving with that is just crazy :pillepall
Analog gamepads should be fine though..
GeForz
8th July 2006, 22:14
Hmm as we have the "quick start" feature... what about a "quick close" feature. i don't really need that "do you really want to quit lfs" and the credits screen ^^
Hmm as we have the "quick start" feature... what about a "quick close" feature. i don't really need that "do you really want to quit lfs" and the credits screen ^^
ALT+F4
Bob Smith
8th July 2006, 23:14
Heh.
While you're in the mood of making changes to the control setup menu, how about being able to alter button control rate when using a wheel, without having to switch to mouse/kb mode and back again. :)
Rob76
9th July 2006, 00:01
It's probably me, but if I type:
/key 3 ctrl_f1
I get the message 'unknown key function'. If I type:
/button 3 ctrl_f1
it does correctly assign ctrl+f1 to controller button 3. If I assign shift_up command to key 3 it works fine. Are the ctrl_F# not allowed to be assigned to keys?
ATHome
9th July 2006, 02:00
I think it would be handy for the "SHIFT + CTRL" function to alter between clock/fps and stay like it, I'd prefer a clock than an fps counter there anyday ;) but thats my opinion so dont batter me :x lol
+1
Shouldn't be that hard to program, too
e2blade
9th July 2006, 08:09
it seems with the new patch i get ALOT of disconnects, not as much now with u14 but still its annoying, i have a 8meg connection so dont even go there with my connection lol
Scawen
9th July 2006, 08:46
it seems with the new patch i get ALOT of disconnects, not as much now with u14 but still its annoying, i have a 8meg connection so dont even go there with my connection lolIt's almost certainly something to do with your connection - either at the ISP or the cables or the computer or your router.
It's nothing to do with your download bandwidth. Just having an 8 mbit connection does not mean that your ISP or your computer is immune to packet loss.
You should search threads or ask in technical assistance. There are websites and programs dedicated to analysing packet loss.
Also there is often someone who installs a patch and claims that it makes them lag or lose conenction more - even though I change nothing in the multiplayer code. But it's just a coincidence. People get connection issues occasionally. And sometimes that happens to be at the same time a patch comes out.
Scawen
9th July 2006, 08:47
Are the ctrl_F# not allowed to be assigned to keys?That's true. I haven't implemented anything to assign keys to keys.
Scawen
9th July 2006, 08:55
requestQuestion
fz5.lfs has "run road" inside
road.lfs, i have added "button 2 horn"
press button 2 and the horn sounds, fine
If i add "button 2 horn" and remove "run road" in fz5.lfs the horn does not sound when btn 2 is pressed, yet i understand fz5.lfs is run on car selection
It may be me but i just cant see why?I have just tested this and cannot reproduce. It seems to work fine.
Try to debug it by adding an "echo" command in your script, so it writes a message to your screen.
For example, before your "button 2 horn" line add a line "echo about to set horn" and on the line after it add "echo just set horn". Then you'll know for sure that LFS did run those script lines.
Also, remember, it won't run if you are already sitting in your car. You must actually do the action of "getting in the car" to run the script - either by leaving the pits, or entering the game from the setup screen, or taking over someone's car.
BlakjeKaas
9th July 2006, 09:23
Isn't there a script to 'hold' and 'unhold' a button?
like press ctrl+f1 and then your lights stay on....
and when you press it again they go off
Vagner
9th July 2006, 10:42
FIX : FO8 / BF1 new virtual dash could appear at the wrong time
Sorry boder you.:shrug:
When in Player Options (shift - O -> player), the virtual dashboard came out.
GeForz
9th July 2006, 11:12
ALT+F4
does not really work ;)
or do you mean scawen should enable alt+f4?
birder
9th July 2006, 11:15
I have just tested this and cannot reproduce. It seems to work fine.
Reinstalled U14 with all its contents and it now works fine
does not really work ;)
or do you mean scawen should enable alt+f4?
ALT-F4 is a universal way of force quitting an application in Windows, it isn't LFS specific. It works on LFS too, as it's a Windows app. I don't think a "fast close" is necessary though. It would save you 2,3 seconds or something. Not worth time and effort (if it's even possible)
EDIT: hmmm, I was wrong it seems. It doesn't work in LFS. Could've sworn it did, oh well
kiss me
9th July 2006, 13:11
with all these new patches i sometimes couldnt connect master server, then i retryed and worked.
now witch patch u14 i can hardly connect. i have to like retry 10 times before i can connect master server to get the server list.
before i allmost never had this problem...
not so fun, now i'm playing on U normal :( and i really would like the new little addons ;)
Bob Smith
9th July 2006, 16:23
Seeing as we can spin the wheels at silly speeds and get the speed measured, I thought I'd point out the standard digital speedo disappears once you pass into 4 digit numbers. The speedo on the F1 simply goes back to 100 once you hit 1000, and then goes even weirder once you hit 10,000. Yes, I can get the wheels to spin at 10,100km/h :D
Not exactly something you'll always notice, but does it qualify as a bug?
Small feature request - is it possible when opening SPR/MPR's that they are also copied to the appropriate folder in LFS\data? :)
SiL-X
9th July 2006, 18:03
Hmm... I have this ctd now in every race!
Sometimes at start, sometimes in race... After a second or 5mins...
I does this Memtest an he find 2 Errors. Dunno what i can do!
http://www.lfsforum.net/showthread.php?t=9998
Scawen
9th July 2006, 18:51
I does this Memtest an he find 2 Errors. Dunno what i can do!
http://www.lfsforum.net/showthread.php?t=9998Ok, I am not an expert on hardware but I think you just need to replace your memory. Open your computer and remove the memory, buy some new ones that fit in the same slots, and put them in instead - problem solved. :)
If you have Windows XP, make sure you get at least 512 MB memory - as if you only have 256 MB you will then find your PC works better after that.
e2blade
9th July 2006, 18:51
yea ive noticed on treadmicro that im gettin ALOT more packets than sending, is that bad lol ?
currently after a couple hours of connection, 61,335,902 have been received and 7,434,452 have been sent
o yea i can host servers with no problems
balee
9th July 2006, 19:29
Found something strange. :)
Controls menu -> Pressing Shift Up button -> Number 1 appears
Controls menu -> Pressing Shift Down button -> Number 0 appears
:really::D
Kleppa
9th July 2006, 19:57
thats no bug. It's there just to display witch button you are pressing :)
dawesdust_12
9th July 2006, 21:57
Ya, the Logi Momo has the left paddle = 0 and right = 1 when most use right = up, left = down.
SladiVadi
9th July 2006, 22:26
Hi!
When you open a replay from Windows, it doesn't loop. It would be convenient to do so, like replays which are saved in the SPR-folder.
Greetings,
Sladjan
balee
9th July 2006, 22:26
Kleppa>
dawesdust_12>
Than it's all right. Anyway, it could get a better place.
Decibel
10th July 2006, 00:43
Just a small glitch I noticed, which i'm not sure is specific to the test versions or not.
When altering the button opacity in the interface options, it affects the opacity of the colour sliders in both the interface screen and the display screen.
Please see attached for an example ...
PS. Keep up the good work :thumb:
KiDCoDEa
10th July 2006, 00:58
Hi!
When you open a replay from Windows, it doesn't loop. It would be convenient to do so, like replays which are saved in the SPR-folder.
Greetings,
Sladjan
exactly. im also using fileassociation and love to click .spr directly from this forum and watch it. it should loop until we have more proper replay studio controls.
joeynuggetz
10th July 2006, 02:50
Hey Scawen, can you implement rain in the next patch?
Just kidding, keep up the good work mate :-)
sil3ntwar
10th July 2006, 10:16
could alt+f4 exit the game? I dont believe that combo is being used and i always push it when i want to exit but i keep forgetting it does nothing :)
e2blade
10th July 2006, 19:50
my problem was never solved....
KiDCoDEa
10th July 2006, 20:37
...and it only happens in lfs?
Renku
10th July 2006, 23:05
Especially since it's in 24 hour format (military time) when many people are accustomed to seeing 12 hour format.
Please explain many? If 12h format is used in USA, that makes it many?
Cue-Ball
10th July 2006, 23:34
Please explain many? If 12h format is used in USA, that makes it many?The US has nearly 12,000 licensed users and ranks third in the number of licensed users behind only Germany and the UK. So yes, that makes it "many".
SpaceMarineITA
11th July 2006, 01:09
I have just installed U14 and seems to works fine, but i could not find how to activate the lfs faststartup mode (the one without loading the track)
Anyone now how?
ekze
11th July 2006, 02:54
SpaceMarineITA: It's the last option in the misc menu...
BurnOut69
11th July 2006, 07:39
Dont know if it would be possible without losing compatibility, but folders for setups would be really helpful.
Also, +1 for different colours for cars behind in the same or different lap, makes things a bit confusing at times.
Plastik8
11th July 2006, 08:44
Also, +1 for different colours for cars behind in the same or different lap, makes things a bit confusing at times.
+1 for this request. Perhaps at a later date, you could somehow have numbers instead of dots, and then have numbers in the connection list - representing different players.... or numbers indicating position or something similar.
nesrulz
11th July 2006, 09:40
are you sure you're not loading an out of date setup, or a corrupted file?
I am (100%) sure.
axus
11th July 2006, 09:57
I don't get how you can call an error message a bug. :shrug:
If a setup can't load, there's probably good reason for it.
SpaceMarineITA
11th July 2006, 13:55
SpaceMarineITA: It's the last option in the misc menu...
Thks, the Italian translation of that line was complelety misunderstandable.
However i have another problem:
when i go in the server browser, the game automatically enter in window mode from full screen mode.
In old patches there was an option for mantaining the game always in fullscreen that was located in the Unlock S2 menù.
Now this option is no more there.
How can i set the game for not entering in window mode in the server browser?
SamH
11th July 2006, 13:58
You don't get this?
SpaceMarineITA
11th July 2006, 14:00
You don't get this?
Omg, lol, im sleeping today! o_O!!!
Thks, seems not a good day for me :schwitz:
SamH
11th July 2006, 14:07
Omg, lol, im sleeping today! o_O!!!
Thks, seems not a good day for me :schwitz:
My life is filled with these days.. don't sweat it :thumb:
Scawen
11th July 2006, 14:40
my problem was never solved....Please can you give more info?
If you are talking about the disconnects, I tried to help here :
http://www.lfsforum.net/showthread.php?p=165000#post165000
You need to check the packet loss on your connection, using the special software that some people can advise you about.
nesrulz
11th July 2006, 17:16
This happen since U Test Patches.
http://img236.imageshack.us/img236/4926/11tn2.jpg
http://img112.imageshack.us/img112/2685/21eu.jpg
/spectate don't work.:shrug:
http://img160.imageshack.us/img160/1736/untitled9cy.jpg
Sometimes when try connect on some/various server i get this message.
DEVIL 007
11th July 2006, 21:12
Hmm... I have this ctd now in every race!
Sometimes at start, sometimes in race... After a second or 5mins...
I does this Memtest an he find 2 Errors. Dunno what i can do!
http://www.lfsforum.net/showthread.php?t=9998
Hi Scawen,Victor,
sorry for this not reply related to this topic but I am just trying to help.
Sil-X...please read my reply in your main thread your created for your problem.
detail
11th July 2006, 21:18
U14. Open Kyoto Ring Long, bright clear in single player mode. Start a training session, then end race and exit from LFS. Then start LFS again. The weather will change to cloudy.
Lible
12th July 2006, 15:28
Hello people!
I want just noticed that when you got more than 5 or 6 nicknames in Players menu, the selection of players is mistaken for some reason. Could somebody confirm this bug?
Also I´m having problems with shift+u mode when race restart, this already was posted by sparkyDave and happened with me too.
Beyond the scripts, this patch is very good in handling of keyboard, i think that keyboard sample frequency was increased.
Somebody knows about if some script can be enable when pits or go to garage?
Congratulations Scawen
Regards
I'm pretty sure that it didn't change anything with keyboard, the only thing that may have affected you was resetting controller options :D.
ORION
12th July 2006, 15:31
Maybe Scawen changed one of the default values for button control rate, steer rate, or whatever. You should tweak them manually though, as they are very important :)
Turb0
13th July 2006, 01:42
how about an option to change tyre types when you pit before the race(in garage menus) like you can do with fuel?
Kommienezuspadt
13th July 2006, 06:27
Start new game with no track selected goes to select track
If you click on Multiplayer -> Start new game with no track selected, it goes to the track screen. After selecting the track it goes back and you have to click the Start new game button again.
It would be good if it went straight into the Start new game screen, similar to the way it just loads the game in Single player.
Thanks,
Kommiene.
RasKK
13th July 2006, 14:42
as NESrules already said, /spectate username doesnt work anymore. /spec username also doesnt help
also i would like to see:
a option to disable restart/trackchange votes during qualify
a option to disable restart/trackchange votes during race
a longer time for qualify than 60 mins (for example 24 hours)
- could require:
lfs kicks out slowest laps out of the timelist
lfs kicks times out of players which have been disconnected since xx minutes (variable)
axus
13th July 2006, 16:15
as NESrules already said, /spectate username doesnt work anymore. /spec username also doesnt help
also i would like to see:
a option to disable restart/trackchange votes during qualify
a option to disable restart/trackchange votes during race
a longer time for qualify than 60 mins (for example 24 hours)
- could require:
lfs kicks out slowest laps out of the timelist
lfs kicks times out of players which have been disconnected since xx minutes (variable)
Not multiplayer compatible, so this is not the place for it.
Xaid0n
13th July 2006, 17:46
*deleted*
cannonfodder
13th July 2006, 20:23
how about an option to change tyre types when you pit before the race(in garage menus) like you can do with fuel?In multiplayer games, you can change your tyre type before you pit with the F12 menu. Scroll up and down with the arrow keys and select type with left and right.
Jakg
14th July 2006, 10:28
have a new problem, whenever i run LFS (since U14) i get this, but only when i run it full screen, well, it was shut down in full scree last time, so whenever i run it i get it, is therea command to ALWAYS run it in windowed mode?
PS - excuse the "ghetto" screenies, i didnt know how else to do it!
Jakg
14th July 2006, 10:38
have a new problem, whenever i run LFS (since U14) i get this, but only when i run it full screen, well, it was shut down in full scree last time, so whenever i run it i get it, is therea command to ALWAYS run it in windowed mode?
PS - excuse the "ghetto" screenies, i didnt know how else to do it!hmmm... ran a q replay by accident and it worked in full screen, then windowed it, ill run it again in a min!
RiGun
14th July 2006, 14:39
have a new problem, whenever i run LFS (since U14) i get this, but only when i run it full screen, well, it was shut down in full scree last time, so whenever i run it i get it, is therea command to ALWAYS run it in windowed mode?
PS - excuse the "ghetto" screenies, i didnt know how else to do it!
That looks like messed up refresh rate :S but as I don't know anything about LCD monitors I don't really know if that is possible :shrug:
The only thing I think you could try is to use another resolution and see if it still happens.
Scawen
14th July 2006, 15:13
Just making sure you know how to make LFS start in a window :
Edit the cfg.txt and change "Start Windowed" to 1.
Jakg
14th July 2006, 18:43
That looks like messed up refresh rate :S but as I don't know anything about LCD monitors I don't really know if that is possible :shrug:
The only thing I think you could try is to use another resolution and see if it still happens.nope, i havent changed anything except the patch, and thanks scawen!
AndroidXP
14th July 2006, 18:47
I hope it hasn't been posted already, but:
The right-click-value-entry doesn't work with German comma values anymore. For example entering 4.5 at the gear ratio works, but entering 4,5 results in a value of 4.0. I know it worked before, so it must be something introduced by the test patches :)
ATHome
15th July 2006, 16:22
I hope it hasn't been posted already, but:
The right-click-value-entry doesn't work with German comma values anymore. For example entering 4.5 at the gear ratio works, but entering 4,5 results in a value of 4.0. I know it worked before, so it must be something introduced by the test patches :)
Wanted to post this so many times, but after I quitted LFS I forgot about it.
So, yes, I've got this problem, too.
510N3D
15th July 2006, 20:22
yepp just like nesrulz /spectate (or /spec (for script only?)) wont work anymore somehow which is pretty bad for those who left the desktop and after race started again i need to kick them instead of simple spec em.
+FIX : FO8 / BF1 new virtual dash could appear at the wrong time
still appears after quick driver-changing (with tab:nod: :tilt: ) even with arms & wheel enabled.
Da Mc Style
16th July 2006, 12:55
how can I do an custom view?
Jakg
16th July 2006, 13:17
Options>Views>Custom (?)
detail
16th July 2006, 14:11
1. I can't understand what 3g_ct_first First person controller means. ???
2. Also it has been strange for me to see a translation string 3g_car_tn_x (Car's steering wheel turns %.0f° (lock to lock)) while there is already 3g_whe_turn (Wheel turn %.0f° :).
3. What does 3g_set_sh_x (Settings for %s) mean?
4. There are settings for the external view (top and trackside camera), for the in-head and the in-car view, but for the chasecam it's not written that it is external view. Fix?
Scawen
16th July 2006, 14:59
1. I can't understand what 3g_ct_first First person controller means. ???
2. Also it has been strange for me to see a translation string 3g_car_tn_x (Car's steering wheel turns %.0f° (lock to lock)) while there is already 3g_whe_turn (Wheel turn %.0f° :).
3. What does 3g_set_sh_x (Settings for %s) mean?
4. There are settings for the external view (top and trackside camera), for the in-head and the in-car view, but for the chasecam it's not written that it is external view. Fix?1) It's a controller for a first person shooter. I don't really know what it means but anyway, DirectX tells the program that.
2) "Wheel turn X" is the setting for your desktop steering wheel. but "Car's steering wheel turns X" is some information displayed to you in the Garage screen in the Steering section. It is information about the simulated car - not a setting.
3) Settings for X refers the auto clutch settings for "Sequential" or "Shifter" and you can see it in the player options.
4) I don't know what you mean about that. So called chase cam is hardly supported in LFS. Some people want me to improve it but I can't understand why anyone would ever drive in that view. It's only there to watch the forces.
Scawen
16th July 2006, 15:06
I want just noticed that when you got more than 5 or 6 nicknames in Players menu, the selection of players is mistaken for some reason. Could somebody confirm this bug?Thanks. Yes, I can confirm that if you used the scroll bar then the wrong player is selected. And I've now fixed that in my version.
ldriver
16th July 2006, 16:40
U15?
axus
16th July 2006, 17:12
U15?
Scawen and Victor are developers. They have things and test them before we do. :)
Scawen
16th July 2006, 17:40
/spectate don't work.:shrug:I have reproduced this and fixed it in my version (and added to known issues).
If you need the command, /spec does work though. But... that doesn't work if you are connected to a dedicated host. Anyway it's all fixed in the next update.
510N3D
16th July 2006, 17:45
I have reproduced this and fixed it in my version (and added to known issues).
If you need the command, /spec does work though. But... that doesn't work if you are connected to a dedicated host. Anyway it's all fixed in the next update.
very nice hope you have some fun on autox beside your dev stuff with victor :thumb:
GP4Flo
16th July 2006, 17:50
very nice hope you have some fun on autox beside your dev stuff with victor :thumb: Maybe they are just building "tracks" like this one. :D ;)
Scawen
16th July 2006, 18:02
Uh... how did you do that? Is that a mod? :scratchch
Edit : OK I just noticed the name... it is a mod then. :tilt:
ORION
16th July 2006, 18:36
Kegetys has many interesting screenies in his junk folder (http://koti.mbnet.fi/kegetys/lfs/shots/junk/) :D
Lible
16th July 2006, 18:58
So that's how devs put objects on tracks... Or do they do tracks like that? Wouldn't mind getting a mod like that from "underground" :).
Dredd
16th July 2006, 19:55
hmm, i don't get car sounds nomore, just music playing,
510N3D
16th July 2006, 20:09
off-topic: (maybe for the "junk-folder") lol
what about this one? Nothing is impossible :tilt:
MarioX
16th July 2006, 20:29
hope i'm posting in the right place now :shy:
as work is being done to the controls system/saving, i thought i would make a request for improvement in digital control of accelerator, brake and clutch:
would be great to have three separate sections of "control rate" for these pedals. even better - each of those "sections" having two values: "rise rate" and "fall rate" (such thing is well implemented in RBR for example which let me drive competitively even with kb there)
if that can be done, it'd make mousers' (me being one of them) life a lot easier as taptaptaping mouse buttons for entire race doesn't help to be smooth and consistent :schwitz:
Good to know that LFS is improving all the time and tnx for your work ScaViEr :thumb:
Scawen
17th July 2006, 09:08
MarioX : I won't be working on mouse and keyboard support. They are just there for people to be able to try LFS before they get equipped. We have worked on them a lot in the past and I will definitely not be adding options, button control rates and that kind of thing now. I have a massive list of things to do that are much more important than that. You really need to buy a suitable controller if you have a problem with digital pedals. That is of course what an analogue controller is for - to solve the problem that a keyboard and mouse are not suitable for controlling a game and specially a simulator. Obviously a force feedback wheel is the way to go but if there isn't space at your desk then you need an analogue gamepad.
ORION
17th July 2006, 09:25
Another thing would be using some sort of controller software, that can simulate keypresses. You could assign some keys on your keyboard that simulate a keypress X times in a second. Im not sure if its possible to bind this alias to a keyboard or mouse button, though (I guess only wheel buttons).
If you have a more advanced mouse, you could take a look at it's driver settings / utilities as well.
Or take a look at the LFS script system (Im not sure if it's possible to change the trottle, though.)
Scawen
17th July 2006, 11:53
hmm, i don't get car sounds nomore, just music playing,Are you using Windows Vista?
That is a known problem with Windows Vista Beta. At the moment, it is basically impossible to use LFS with Windows Vista and there is no workaround, other than having very lagged sound (one third of a second before hearing any sound - increase "Sound Lag" in Misc Options). This is not a bug in LFS. It appears to be a severe problem with Windows Vista, that effectively rules out the possibility of live sound generation.
http://www.lfsforum.net/showthread.php?p=168815#post168815
Honey
17th July 2006, 16:20
scawen is it possible for next patch to add a command (for script clientside) to reset network connection (serverside and maybe even clientside) to get rid of the "invisible car" problem? on some servers this is too frequent...
thanks.
:)
axus
17th July 2006, 16:33
scawen is it possible for next patch to add a command (for script clientside) to reset network connection (serverside and maybe even clientside) to get rid of the "invisible car" problem? on some servers this is too frequent...
thanks.
:)
I highly doubt that will be network compatible or that it will solve your problems... if so many people run LFS and say it has the best net code and don't experience this you should look into it being a problem on your side/your ISP's side.
Or are you refering to cars becoming invisible and showing "LAG 3.85s" or something like that? That's most certainly not fixable because that is, oddly enough, because of lag. Try requesting TCP/IP packets for position updates (its shift+something - you'll find it down the right hand side in options -> controls).
detail
17th July 2006, 17:03
As for the sound, Scawen, can you add Z co-ordinate to calculation of engine's doppler effect? Because now it sounds abnormal: you fly in Shift+U 30 metres above the ground, but the sound is like you are at the same level with cars passign by.
ORION
17th July 2006, 17:10
good one detail :up: :up:
Honey
17th July 2006, 21:02
I highly doubt that will be network compatible or that it will solve your problems... if so many people run LFS and say it has the best net code and don't experience this you should look into it being a problem on your side/your ISP's side.
Or are you refering to cars becoming invisible and showing "LAG 3.85s" or something like that? That's most certainly not fixable because that is, oddly enough, because of lag. Try requesting TCP/IP packets for position updates (its shift+something - you'll find it down the right hand side in options -> controls).
lfs has a very good net code or "the best" as you prefer...but this does not mean it is flawless, i do not want to go again into this discussion, because i go very upset when people do not want to hear, if you prefer "it's my problem"...btw mine or not i simply asked a feature request that will solve this problem despite of where it resides...the feautere i requested will solve the problem since disconnecting from a server and reconnecting fixes it...for a smart guy this is quite enough to understand it is an lfs bug and not an isp bug, btw whether it's lfs or any isp, such feature will make lfs more robust and that will avoid childish people like me who have a crappy isp, to blame lfs for anything.
btw the shift + ??? didn't worked.
this bug is more common that you may think, it's only that people don't figure out, i found out that some chat fights about "you wrecker!!! etc." were actually because one guy was "invisible", till now i haven't succeed to convince people to report it as bug (only one did), but i know that one day it will be admitted as lfs bug, or it will be magically fixed...
sorry if i was too rude, you didn't deserved this, but i didn't expect/want to make a discussin in this thread, only a request...it's just that whenever i posted a problem (only 2 times i think), people came out saying "oh, it's only you...no problem here! it must be your pc!", you know...people that act as they know everything (especially about you) and you know nothing...that's why i do not want to start a discussion, i already said what i wanted in the past and for me once it's enough for people who do want to hear.
apologies for my attitude :):tilt:
cannonfodder
18th July 2006, 20:07
If I may make a hopefully small, compatible request, :shy: would it be possible to have a private server option to control access with a whitelist instead of a password? Basically a text file of LFS account names that the server checks before allowing someone to join. It could make league management smoother as well as preventing password leaks.
rediske
18th July 2006, 20:09
Hi,
I know since patch U13(?) it's now possible to watch spr or mpr replay files by just clicking them directly from the browser. Well there are threads of the kind 'was it my fault or his...' or similar ones where it could be handy to watch a certain replay several times over and over again, in different views for instance.
Is there a key defined for the replay to restart without having to end LFS everytime you want to look at the replay again?
thanks for the improvement patches btw! :up:
dawesdust_12
18th July 2006, 21:00
Hi,
I know since patch U13(?) it's now possible to watch spr or mpr replay files by just clicking them directly from the browser. Well there are threads of the kind 'was it my fault or his...' or similar ones where it could be handy to watch a certain replay several times over and over again, in different views for instance.
Is there a key defined for the replay to restart without having to end LFS everytime you want to look at the replay again?
thanks for the improvement patches btw! :up:
Shift+R does that I believe.
KiDCoDEa
18th July 2006, 21:22
loop has already been requested.
rediske
18th July 2006, 21:33
loop has already been requested.
could you please point me to that discussion? :)
thanks!
axus
18th July 2006, 21:36
could you please point me to that discussion? :)
thanks!
http://www.lfsforum.net/showthread.php?p=164443#post164443
Fixing that will also imply adding what you requested.
Renku
18th July 2006, 21:39
could you please point me to that discussion? :)
thanks!
http://www.lfsforum.net/showthread.php?p=165525#post165525
rediske
18th July 2006, 21:42
aaahhh... thanks for replying so quickly! :grouphug:
ShannonN
19th July 2006, 17:57
Looked through all the posts i could and found no reference to this 'bug'
Since Patch U14, I find if I want to have a full field of AI cars clothed in my custom skin for the BF1 ONLY (offline) racing, the first 4 cars will not accept my custom skin but use one of the other skins I have available instead.
To summarise the procedure, I have AI set to use player colours and Settings.
I go to the main selection screen (makes no diff what track I try) select track I wish to use and then go to garage select BF1 (BMW Sauber) car and then select my custon skin to use, this appears on car in garage successfully.
I then try to add this car/colour combo to race grid but always first four cars assume colours different to selected combination in garage.
Always the same first four cars are affected, no matter what order i shuffle them, that is numbers 1 to 4 in the list, the other eight display fine etc. It makes no difference if this is done after racing other cars or if it is the first selection when starting LFS. It ONLY happens with this car all others accept my custom skins ok and add all cars clothed in that skin
To explain with greater clarity I have used fraps to record the process as a video.
Scawen, if you need this video, it is available here (http://www.monsoftmultimedia.net/BF1_Probs.rar) 4 mb rar file
KiDCoDEa
19th July 2006, 18:29
Thanks for explaining and caring.
thats no bug shannon.
thats a feature.
i always wanted to say this :)
what happens is that lfs automatically loads the color/skin profile saved with same name as AI.
I use this a lot and so do others. This way i can garatee for example my PopeJP2 ai always uses his skin automatically etc etc.
So whats happenning there is that u must have 1 ,2 ,3 ,4 as color profiles saved also. Which are profiles saved with those skins selected.
Understood?
Hope so :)
ORION
19th July 2006, 18:58
Don't the files need to have the exact same name as the AI?
like AI1.col
Scawen
19th July 2006, 20:15
Info in first post : http://www.lfsforum.net/showthread.php?t=9869
Jakg
19th July 2006, 20:17
thanks, ill try it now!
nesrulz
19th July 2006, 20:22
Thanks!
XCNuse
19th July 2006, 20:23
just curious scawen, but as im looking around in this new patch (i like the new times, of local and UTC) but, well im curious what you mean by "Restricted areas and route checkers added to autocross"
-edit, nevermind, i just tested to see what it does
2nd still stands:
also, i dont exactly know much about time, and as far as i can tell UTC is stands for universal time.. wouldn't it make more sense to have it say GMT rather than UTC?
Tweaker
19th July 2006, 20:25
Restricted areas and route checkers added to autocross
That could only mean that there is zones you can make in the editor where people should not drive. And also where people SHOULD be driving. I am gonna go try it out, sounds cool :)
And showing both the local time and UTC time is very nice. Helpful for leagues :up:
AndroidXP
19th July 2006, 20:25
With patch U15 only U15 hosts get displayed on the server list :)
Tweaker
19th July 2006, 20:34
Question about the editor's marshall features now...
The route checker is cool but how exactly would it work? Do you have to place each route circle in order in the direction you drive? Maybe make each one numbered where you click it or something?
Because I am unsure exactly how they could help. Is there some kind of lap benchmark we can do so we can drive through each route circle to "SET" what order they are in?
(I guess this would need a spinoff)
EDIT: Now I see it, there is a "Route Index #". Ok cool ;)
Scawen
19th July 2006, 20:37
With patch U15 only U15 hosts get displayed on the server list :)Should be ok now (forgot to update the master server)
Scawen
19th July 2006, 20:38
Question about the editor's marshall features now...
The route checker is cool but how exactly would it work? Do you have to place each route circle in order in the direction you drive? Maybe make each one numbered where you click it or something?
Because I am unsure exactly how they could help. Is there some kind of lap benchmark we can do so we can drive through each route circle to "SET" what order they are in?
(I guess this would need a spinoff)
EDIT: Now I see it, there is a "Route Index #". Ok cool ;)
Restricted areas and route control :
In "marshall" mode you can place Marshall areas and Route checkers.
Marshall areas are shown by a red circle. If a car enters one of them
in single player, it will receive a 1 minute penalty. In multiplayer
mode, the player will be forced to spectate.
Route checkers are shown by a green circle. Each route checker has a
route index number which is shown near the top right of the screen
when a route checker is selected. Cars must pass through these route
checkers in the correct order, or they will receive a penalty or be
forced to spectate. The route index is automatically generated in the
order the route checkers are created. You can manually edit the route
index by clicking on the route index button.
Bob Smith
19th July 2006, 20:41
something seems missing....
(check emails Scawen)
Tweaker
19th July 2006, 20:42
Clears it up now. I was just about to question the Restricted Area feature for layouts which do not have a Start arrow placed (which allows multiple starts on the grid). Singleplayer gave me a 1 min penalty, so I thought that was pointless. But if it forces you to spectate online, that is VERY VERY good because people take advantage of cutting some courses and ruining times. And even ruin the course for another person about to race. I guess Singleplayer-No-Start-Arrow layouts would be scored by total time to make the penalty effective.
Great new feature Scawen, this will improve online Autocrossing a bunch ;)
KiDCoDEa
19th July 2006, 20:55
maybe its made in china.
Tweaker
19th July 2006, 21:04
Now that you can put these marshall points on normal tracks, I'd imagine people making layouts to prevent people from cutting in online racing.
Now I think this could be the next step to a simple flag system. Rather than having it auto-punt them to spectate, in some cases you'd probably just want to give the person a black flag / stop-go penalty by having them pit. Could there be an option on what the action is? (Spectate or Pit Penalty).
It can all be very useful for typical track racing, I just think if players were forced to spectate in certain situations might ruin the nature of a race. And depending on the severity of the location where a person cuts, you can have it give the person a pit-penalty, or if it is dangerous for other racers, and insta-spectate is useful ;).
Chaos
19th July 2006, 21:06
Now that you can put these marshall points on normal tracks, I'd imagine people making layouts to prevent people from cutting in online racing.
Now I think this could be the next step to a simple flag system. Rather than having it auto-punt them to spectate, in some cases you'd probably just want to give the person a black flag / stop-go penalty by having them pit. Could there be an option on what the action is? (Spectate or Pit Penalty).
It can all be very useful for typical track racing, I just think if players were forced to spectate in certain situations might ruin the nature of a race. And depending on the severity of the location where a person cuts, you can have it give the person a pit-penalty, or if it is dangerous for other racers, and insta-spectate is useful ;).
would you like to get a pit-penalty if somebody hits you and you "cut" the track?
Tweaker
19th July 2006, 21:11
I know, I thought about that too.... so in a way wouldn't a pit penalty be better than being spectated wouldn't it? Because if people start to make layouts for racing online, it could be good, but also bad.
I can only think of a few places on some tracks which are avoidable by accidental crashes and often used by 'idiots' that feel like racing wrecklessly. The feature serves a purpose in some ways, but also if people start to use this on normal tracks, it might get annoying.
I would recommend only having the feature on the two autocross environments for now, but some people make layouts on normal tracks (like stunt tracks), so I guess we have to look out for this stuff.
ShannonN
19th July 2006, 22:01
Thanks for explaining and caring.
thats no bug shannon.
thats a feature.
i always wanted to say this :)
what happens is that lfs automatically loads the color/skin profile saved with same name as AI.
I use this a lot and so do others. This way i can garatee for example my PopeJP2 ai always uses his skin automatically etc etc.
So whats happenning there is that u must have 1 ,2 ,3 ,4 as color profiles saved also. Which are profiles saved with those skins selected.
Understood?
Hope so :)
Thanks for that explaination Kid you were right that was the problem, however I cannot ever remember saving the skins as 1.col, 2.col etc? Gremlins!. But all fixed now :) Thanks for taking the time to respond
axus
19th July 2006, 22:19
Thanks for the update. Some really nice features :thumb: - I quite like the UTC clock.
Just wondering, with the autocross updates, is it possible to have server-side adjustable penalties on a layout or would that be incompatible? Like making the cone hit penalty 5s instead of 2 and so on...
And another thing but this would probably be a bit more difficult - AFAIK, many real autocross events do not penalise someone for just hitting a cone but if the cone is knocked over then the penalty is given.
wabz
19th July 2006, 23:27
Hello,
I've found it's quite hard to join some servers from outside of LFS.
1) Server "ノマedline ノマacing " (the characters from codepage 932 will only show up here if you have an appropriate font installed). The problem here is not those characters, but the fact that the guys hosting this server have a demo server with the same name, and one of them has trailing spaces. This works fine through LFS, but trying to join this S2 server results in "host has a different game code" when trying to join with Browse For Speed or Join2LFS. I could never get it to work when joining specific server and entering those characters either - only by clicking the server from the ingame browser. I think LFS is trimming trailing spaces somewhere here...
2) Would it be possible to join (from /hostname) with characters from those code pages? Or do we have to give it the characters from latin-1 and ^J etc?
3) A server starting with a "/" is unjoinable through Join2LFS - LFS says parameter 1 is blank. Tried quoting/escaping.
I think the best solution to these problems is to support joining a server by giving the IP/Port, and possibly (though I don't believe necessary) the version - demo/s1/s2. At least, I think this is better than trying to code a work around for everything that can go wrong here.
:thumb:
mkinnov8
19th July 2006, 23:57
Might not be the same thing.. But Ive seen this Driving Through objects in autocross mode a long time before these test patches, the same way Tweak suggested (without the Marshall bits), and it stays that way until a restart. :shrug:
dawesdust_12
20th July 2006, 00:27
just curious scawen, but as im looking around in this new patch (i like the new times, of local and UTC) but, well im curious what you mean by "Restricted areas and route checkers added to autocross"
-edit, nevermind, i just tested to see what it does
2nd still stands:
also, i dont exactly know much about time, and as far as i can tell UTC is stands for universal time.. wouldn't it make more sense to have it say GMT rather than UTC?
XC, GMT = UTC :). Its prolly best to use UTC because some brit's think that GMT = UK time, when actually it is +1 UTC in the summer, so it's prolly best to have it be in UTC to make them think a bit.
Also Scawen, I was thinking, and would there be a way to have an option to use UTC or Local time as the counter? Sorry if that request is slightly off topic, but I think it could be useful for people racing in leagues that are drastically off their time zones, so they are offline praccying, and can get where tehy need to be easier.
KiDCoDEa
20th July 2006, 01:03
this sim is losing focus. this sim needs a vision, not cluttering temporary screens with clocks in several formats ffs.
visions need to be respected and shared. all i see lately is random flowers. not preety.
what makes utc more important than the ai pitting is what makes lfs small and not grand.
all the best for the next weeks, im gonna recharge my batteries somewhere else.
Burnzoire
20th July 2006, 02:05
Somehow I doubt the devs are focusing on UTC. Rather foolish to say the sim is losing focus. bye.
Small things like these can be quickly done and released very quickly, for all you know they're working on everything you talk about as we speak. We're not going to get these big changes in U16 or whatever, but in the V,W,X etc patches. Don't be so impatient, show some support for crying out loud.
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