The online racing simulator
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CodieMorgan
S2 licensed
You are wrong - I set my clock to 2004 . Now im happy with the graphics because they up to date.


Try it. Time travel is fun.
CodieMorgan
S2 licensed
This conversation sucks
CodieMorgan
S2 licensed
Quote from BWX232 :I reported him at about 2am EDT. I got the email update with the spam post. He's gone now.

Good
CodieMorgan
S2 licensed
Ah thanks M8.

Only now did I realize you were A fellow deviant.
CodieMorgan
S2 licensed
D;
CodieMorgan
S2 licensed
Quote from bunder9999 :one thread wasn't enough?

More the merrier I guess?
CodieMorgan
S2 licensed
Quote from Matthewrobinson :hi just wondering if theres any programs for making new track because i want to make my own track for a demo server ?

You will need S1 or S2 for Open Configs.

No other form of 'legal' track modification is available in any shape size or form - if u see one - chances are it is non-legal.
CodieMorgan
S2 licensed
Someone post original VOB for FZR please - it seems like mine is corrupted ( and I dont want to redl LFS again )

D;

^ might be the reason im getting JOOSED in Z32??????
CodieMorgan
S2 licensed
Hell No!
CodieMorgan
S2 licensed
Quote from didomusicuk :I have a Logitech G25, love the fact that LFS is pretty much the only game that supports the clutch pedal properly. Currently have the wheel set to 720, but practically all the cars in the game handle poorly and unrealistically. I know the tyre model is STILL in development, but the current one should never have been released. Its terrible. At the moment, its easy to spin any car in the game at very low speeds, it feels like I'm driving around on ice most of the time. There is almost no grip, regardless of the car setup. Braking causes skids at low speeds too - real cars do not do this! I hope this huge wait is worth it - Z28 is showing its age now, and even cheap racing games have decent car handling and physics, such a shame LFS is being left behind.

You are very wrong - stop playing artificial sims ( such as SHIFT )
CodieMorgan
S2 licensed
Give me a cruise server were there are pedo bears - and Ill show you someone who comes and joins the Pedo Bears as a Pedo Cruiser on your server =)
CodieMorgan
S2 licensed
Quote from bunder9999 :have what turned around? an autocross layout? lfs doesn't (and can't) do that by itself. you need to turn the S/F line around, reassign the checkpoints in proper order, along with any route checkers you have installed... it's not that hard of a task, but lfs isn't just going to do everything magically for you just because you clapped your hands...

Your IQ might be very small...... It seems he wants the START GRID to start facing the other way around on X / Y layouts
CodieMorgan
S2 licensed
No idea - but I have been geeting alot of JOOS messages the past 2 weeks trying to connect to some servers older than Z30 ( im running Z32 ) -- but I doubt it is related.
CodieMorgan
S2 licensed
+1 enable viewing but +1 without taking a connection slot away from those who plan to drive and have S2 licenses - in other word - a readonly connection that doesnt take server slots away from S2 drivers that wish to connect.
CodieMorgan
S2 licensed
Now imagine the confusion when a custom layout enforces au-Turn on the oval T2 on KY3x


-

hhmmmmmmm
CodieMorgan
S2 licensed
Bloom is annoying.

But in MMOS ( AION ) it's fun.

In LFS I see it as a way to handicap yourself.
CodieMorgan
S2 licensed
Quote from shashdev : It better not be some half-assed refund as well. I got this S2 account for the avatar feature alone. Everything else was a free extra. I want a full refund if they give the demo people the avatar feature. And you can't take away my S2 account to make up the emotional distress.

YOU WANTED S2 FOR AN AVATAR?


holy **** you're funny!
CodieMorgan
S2 licensed
Quote from yongyutu :

I pointlessly revived this thread


What the hell.....


/thread FFS.


Edit: correction - above user is a spambot and requires a permaban!
CodieMorgan
S2 licensed
Allow me to remain moderatly confused as I try to drink a glass of smurf with a raised eyebrow.
CodieMorgan
S2 licensed
DX9C would only benefit for LFS wfor the following:

1: Specular and Bump Mapping for Aslphalt,gravel/etc and would make Parralax ( fast ) deep normals mapping possible via shader scripts.

2: wet weather effects (ONLY AFTER WET WEATHER PHYSICSS HAVE BEEN IMPLEMENTED) - EG: specular mapping + rendertotexture reflection layers ( would only require 1 extra camera for inverse angle )

3: camera + cube map generating car reflections ( 1 camera + cube map per car , but must have the option to switch back to the current spherical simple ref maps ) Cub map rendered from a 360 camera allowing realistic reflections of sarrounding environment and objects

4: speed optimizations that became available in DX9c

5: DX9 allows use of SM2.0/SM3.0 - so all bump , specular, parralax, and other shader effects can be rendered at great speed while taking some work off the GPU it self - shaders have their own home on graphics cards. But in LFS ase it should be used wisely in a way that does not tick off die hard LFS otaku, such as myself.


Im happy with the rendering engine as it is - and any graphical upgrade in terms of rendering , and technology must have reason to do so - EG: in the event that wet/snow weather effects are needed or others.


The only real benefit for DX11 for LFS without adding useless effects is the ability to make cross thread rendering calls and such .... ( multithreaded rendering ) as well as some other API improvements.


Quote from Specht :You know what I wouldn't mind?

Dynamic shadows, with self shadow in-cockpit aswell, day/night cycles and particle effects.

That would be relatively easy to implement with a raycasting or r2t approach - but It seems LFS uses another mechanisim for calculating shadows that uses a region map of sorts ( the map is not available on X open layouts - were the cars aern't affected by shadows under bridges and stuff =( )

However it can also be a CPU/GPU drain if u have to cast dynamic shadows : even shadow mapping can do this - especially with alot of cars on track.
I think the cars are casting shadows using a raycasting approache ( the LFS car viewer led me to think this ) - but under assumption that Scawen chose not to have the cars cast these shadows on themselves - instead to ONLY cast shadows on track surfaces - probably for performance reasons.
Last edited by CodieMorgan, .
CodieMorgan
S2 licensed
Quote from [Audi TT] : I was molested by a smurf

Could you have posted all this in one post instead of 2 consecutive posts?
CodieMorgan
S2 licensed
Quote from vistaman :@BOSCHO: Not everybody is using Nvida Graphic Cards...

Ambient Occlusion is...:

0: NOT EXCLUSIVE TO NVIDIA

1: Resource Intensive at worst....

2: Resource Intensive at best....

3: Extremely GPU intensive.

4: will make your mother fat....

5: Require Pixel Shaders 3.0 or better

6: is not available on DX8
( Boscho - this means it CANNOT be done in LFS anyway unless LFS upgrades to DX9C/DX10/DX11 )

Ambient Occlusion is rendered in real time - every frame - every time the camera or object is move - and WILL TAKE too much performance away from LFS to be practical.

Also - it is a form of real time RADIOSITY - it is not a form os casting shadows - they are seperate.

LFS track shadows on the other hand may need improvement - but they are not gonna suck your GPU away.

I would have prefered a cached/caching radiosity render feature ( meaning calculate once use forever ( until daylight changes or sun position is relocated ) ...... using a 'render to texture' aproach to create cached shadow mapping and application....

-- and a cached prerendered radiosiy shadow map DOES NOT require any shaders - and would remain DX8 friendly.



Boscho - IT IS NOT , and will NEVER BE exclusive only to NVidia - all graphics chipsets capable of SS3.X etx can support it.

Shaders are scripted - and ambient occlusion can be scripted into a game - to be compiled by the GPU and applied to the envitonment :

1: meaning the GAME must have a shaderFX script for it usually.
2: if NVidia maintains a precompiled shader then it would be in Nvidia's API - but then again - games running on ATI would need a shader script for it - and it would vary depending from game to game and on whoever wrote it - howver - it's easier to just supply your own shaders with your own game - or use a game engine that already has them put together and tested.


But who gives a **** anyhow - It will never happen because your request is simply not possible on DX8. DX8 has very limited shader support ( bump mapping .. specular mapping --- the basic stuff ) compared to newer versions.

Additionally: Ambient Occlusion ( if forced on us ) would prevent people with slower computers and weaker cards from seeing track shadows in LFS -
Ambient Occlusion does not work great on huge environments and is kinda pointless on outdoor environments..... in the end Baked Radiosity/Lighting is better for tracks that dont have dynamic sunlight.

Radiosity Baking and caching a light map would only need one rund - then Raycast generic ( rendertotexture) shadows for direct dynamic lighting...




No wait a minute --- why the hell am I talking about this shit all over again ....


Reminds me of trying to set 'JustASimFan' straight (impossible to fix a retard there anyhow)

..... fuxxit - this is a waste of time anyhow because you probably wont be listening anyhow.
Last edited by CodieMorgan, .
CodieMorgan
S2 licensed
For some reason I had to reactivate LFS after originally applying Z30 - but Z31 did not do this.

Maybe it is just me.
Last edited by CodieMorgan, . Reason : typo
CodieMorgan
S2 licensed
Too be honest the barrier layout looks a bit messy
CodieMorgan
S2 licensed
I love everybody in a way that isn't gay in hopes that people would finally talk sense.
FGED GREDG RDFGDR GSFDG