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Old 5th April 2008, 09:57   #1  -   
Scawen
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Arrow Test Patch Y15 - AA / AF / East Asian support

WARNING : THIS IS A TEST


Hello Racers.

Here is a new fully compatible test patch Y15.

It contains Chinese, Japanese and Korean Translations.
Various fixes including a South City hot lapping issue.
Full-scene antialiasing and anisotropic filtering are now supported.
Please read the list of changes below.

TRANSLATORS :

Lesson names are now translatable :
- Add the name as the first line in the lesson text
- Start that line with an @ character


Changes in TEST PATCH Y15 :

Reduced stray pixels at edges of textures
Improved the colours of various language flags
Antialiased virtual start lights and steering guage
Translatable lesson names - start text file with @Lesson Name
FIX : Code page error on List of Hosts after changing language
FIX : Sometimes incorrect message "Road tyres on rallycross track"
FIX : Unused mirrors / dashboards corrupted on changing AA setting
FIX : Host welcome text was displayed in local code page (now Latin)
FIX : Script / setup file read : high ASCII / double byte characters

Known issues :

Stray pixels at texture edges increased by AA / AF
Dedicated host does not display double byte characters
Name of active Chinese input method is not shown in Vista


Changes in TEST PATCH Y14 :

Full-scene antialiasing is now supported in Graphics Options
Graphical and audio dynamic lod reductions are now instantaneous
FIX : Fences at Blackwood used the road surface mip bias setting
FIX : NVidia cards lost mip bias settings on changing screen size
FIX : Crash on pressing SHIF+F5 to reload language in help screen


Changes in TEST PATCH Y13 :

Added support for anisotropic filtering in Graphics Options
Improved control of mip bias : 4 sliders in Graphics Options
Improved filter (16 bit / 32 bit / all) in Screen Options
Path edges in track selection screen now appear smooth
Improved lesson description blocks width and spacing
FIX : Multiplayer in-game text often appeared blurred
FIX : Unnecessary message "Could not get input context"
FIX : Double byte AI number plates in overtaking lesson


Changes from Y to Y12 :

Double byte character support :

Included Chinese, Japanese and Korean translations
Selectable fonts for these languages in Game Options
Input method editor support including candidate lists
IME automatically switched on and off in text entry dialog
Input language is shown when editing text (white if IME active)
Name of active Chinese input method is shown (but not in Vista)

Interface :

Faster text drawing system improves frame rate
Separate text entry field for AI number plates
Welcome screen now has three columns of languages
Added flags beside names of translations in Game Options
Czech / Japanese / Simplified Chinese lesson translations
Network debug messages are no longer sent in InSim packets
Text input box is now drawn above user messages so easier to type
Line breaks in help text and lesson text now depend on actual width
New game setup screen info message "X removed Y from the start grid"
FIX : Low ASCII characters can no longer be read from text files
FIX : Corrupted text in top left corner after changing language
FIX : Corrupted "finished" at top right after changing language

Multiplayer :

New command /ndebug=no/yes to switch off/on network debug
Dedicated host and network debug show connecting guest IP
FIX : Rapid /ai NAME command resulted in AI with same name
FIX : Rapid /ai command could exceed number of cars allowed
FIX : Joining a host with same name AI resulted in Join OOS
FIX : Skin name buffer overflow exploit

Fixes :

FIX : Replay could open reversed configuration in DEMO
FIX : Wall riding was possible on soft walls at South City
FIX : Could select invalid configuration and weather in cfg.txt
FIX : Admin could crash dedicated host by mistake with some commands


DOWNLOAD :

PATCH Y15 (Version Y must already be installed) :
http://www.liveforspeed.net/file_lfs...H_Y_TO_Y15.exe (1.6 MB)

DEDICATED HOST (for hosting only) :
http://www.liveforspeed.net/file_lfs...2_DEDI_Y15.zip


Windows XP : East Asian Language Support / Font Installation

LFS does not support double byte characters with Windows 98 / ME. Windows XP and Vista should work well but you may need to install fonts.

If you have Windows XP and currently cannot see the East Asian translations, here's how to set up your computer so it works.
See the attachment - in Control Panel click on "Regional and Language Options" then under the "Languages" tab select "Install files for East Asian Languages".
Windows will probably ask you to get your XP CD and the fonts will be installed from it.

This is important even if you do not use Chinese, Japanese or Korean translations so you can see East Asian text and player names correctly when you are online.
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Old 5th April 2008, 10:05   #2  -   
AndroidXP
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Yay!
*testing*
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Old 5th April 2008, 11:48   #3  -   
Dyllaann
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also, yay! =]
Old 5th April 2008, 12:54   #4  -   
baSh0r
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yay? maybe?
Old 5th April 2008, 13:39   #5  -   
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hmm, I noticed more texture-flickering as in Y14.
Tried AA/AF-settings inGame and via driver (AtiTrayTool).
Old 5th April 2008, 14:23   #6  -   
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Many thanks Scawen
Old 5th April 2008, 14:26   #7  -   
minichris502
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testing...1...2...3...testing.
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Old 5th April 2008, 14:53   #8  -   
Tisza
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Seems nice! Good job! Will test it later
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Old 5th April 2008, 15:40   #9  -   
detail
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Since Y15, in the hosts list, Russian "ms" string ("мс") is shown in wrong codepage.
Old 5th April 2008, 15:48   #10  -   
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YEAH
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Old 5th April 2008, 18:33   #11  -   
Whiskey
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Just installed hehe
Old 5th April 2008, 18:38   #12  -   
nesrulz
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Quote:
Originally Posted by Scawen View Post
Antialiased virtual start lights and steering gauge
Hm, bad quality...
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Last edited by nesrulz; 5th April 2008 at 20:12.
Old 5th April 2008, 18:41   #13  -   
AndroidXP
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What do you mean?

That is the glass/light texture, not jpeg artefacts, in case you were wondering...
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Old 5th April 2008, 18:46   #14  -   
nesrulz
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Quality from Y14...
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Old 5th April 2008, 18:50   #15  -   
AndroidXP
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...

Again, these are textures to make them look like actual glass lights instead of the single colour blobs we had before. Not "bad quality."
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Old 5th April 2008, 19:27   #16  -   
Stang70Fastback
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I have to admit, I don't really agree with the new start lights. In my opinion, since it's a digital representation of the real thing, it SHOULD look like it used to - because that's what it IS - a digital representation. What a REALLY think should be done is a view of the real start lights should be used (like picture-in-picture as if a camera was pointed at them in reality.)
Old 5th April 2008, 19:31   #17  -   
nesrulz
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Exactly.
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Old 5th April 2008, 19:34   #18  -   
mcgas001
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Quote:
Originally Posted by Stang70Fastback View Post
I have to admit, I don't really agree with the new start lights. In my opinion, since it's a digital representation of the real thing, it SHOULD look like it used to - because that's what it IS - a digital representation. What a REALLY think should be done is a view of the real start lights should be used (like picture-in-picture as if a camera was pointed at them in reality.)
Im not disagreing with you, i think the lights where better in Y14 too, but if its the case it should be close to real life. Shouldnt there be no lights atall? Just the lights on the main start banner.
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Old 5th April 2008, 20:09   #19  -   
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Hi Scawen, grats and here's a typo...

Changes in TEST PATCH Y15 :

Reduced stray pixels at edges of textures
Improved the colours of various language flags
Antialiased virtual start lights and steering guage
Translatable lesson names - start text file with @Lesson Name
FIX : Code page error on List of Hosts after changing language

please delete post...
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Old 5th April 2008, 23:20   #20  -   
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What happened to the drag strip? Applied Y15 patch and now it looks like this.

Also, changing AA or AF doesn't change anything.
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Quote:
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aroX123 please can you find something else to do, instead of wasting my time.
Old 5th April 2008, 23:23   #21  -   
AndroidXP
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I think that's something on your side. At least it looks normal for me.
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Old 5th April 2008, 23:40   #22  -   
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Thx you for the new patch

hm.. all testpatch was it, I had no errors.
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Old 6th April 2008, 08:05   #23  -   
dawesdust_12
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For my useless input - I actually think that the start lights look neater and more fitting this way than they did before.
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Old 6th April 2008, 08:57   #24  -   
Scawen
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I agree that an inset picture would be nice and more "realistic".

However, that is not easy to do quickly - don't really have time for that right now and there needs to be a default system like this anyway for tracks that don't have start lights (example : an autocross layout at BL car park).

I prefer it smaller neater and antialiased like it is now than how it was before, but there is a question of whether to use a plain (antialiased) circle (very easy to do that) or a slightly more traffic light looking thing like it has now, or maybe a cleaner version of what it has now. Interested to hear opinions on that...
Old 6th April 2008, 09:03   #25  -   
dawesdust_12
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Scawen, as it is now, I think it's a step in the right direction. I'm trying to think though how it could be better, maybe have a bit more LED look to it, similar to traffic lights from Electrik Kar's Texture mod. I'll find a screenshot.

EDIT: Hmm, doesn't seem to be from his pack... maybe it's the default pitlights I'm thinking of. I'm not sure, and I'm not on my normal LFS that's all done up (and 10 GB small.. ). I'll get a picture soon.

EDIT2: Yeah, it's the pitlights. I think having the lights having a look similar to that would look better.
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Last edited by dawesdust_12; 6th April 2008 at 09:13.
Old 6th April 2008, 09:31   #26  -   
St4Lk3R
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Quote:
Originally Posted by Scawen View Post
I prefer it smaller neater and antialiased like it is now than how it was before, but there is a question of whether to use a plain (antialiased) circle (very easy to do that) or a slightly more traffic light looking thing like it has now, or maybe a cleaner version of what it has now. Interested to hear opinions on that...
To me, it looks great already. Opinion: I think it would look much cleaner if you could use a more modern traffic light image there, an image of a traffic light with LED lights. If you wish, I can go out and take photos of those.

Best regards
Old 6th April 2008, 09:33   #27  -   
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Eric redid the pit-lights for patch Y. I think the new (start) lights have a slight LED look to them already, and I like them more than the untextured plain fill ones.

Last edited by Electrik Kar; 6th April 2008 at 09:41.
Old 6th April 2008, 09:36   #28  -   
dawesdust_12
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Like I said, it's a step in the right directionl I'd like to see a few alternatives though by someone with skill (read: anyone but me).

EDIT: Like this, but with less suck.
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Last edited by dawesdust_12; 6th April 2008 at 09:52.
Old 6th April 2008, 10:02   #29  -   
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wooo!! thanks you, i try
Old 6th April 2008, 10:34   #30  -   
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http://upload.wikimedia.org/wikipedi...fic_lights.jpg

http://timesonline.typepad.com/photo...fic_lights.jpg

http://mrsec.wisc.edu/Edetc/backgrou...es/trafLED.gif

Something like that ?

EDIT :
but i mean that they must be turned to virtual lights, Dawedust was faster :P
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Last edited by okijuhans; 6th April 2008 at 10:38.
 

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