The online racing simulator
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denis-takumi
S3 licensed
most likely due to the fact that in my life except php can not see anything =)

replace to html =)
denis-takumi
S3 licensed
no, i replace my local images to new images from img.lfs.net
https://www.lfs.net/forum/thread/37411

may be u must clear browser cache?

Last edited by denis-takumi, .
denis-takumi
S3 licensed
Update insim.h to 0.6G18
denis-takumi
S3 licensed
upd: support new westhill
denis-takumi
S3 licensed
polygon glitch
denis-takumi
S3 licensed
upd: color selector
fix: polygon splash color
add: github lick
denis-takumi
S3 licensed
Victor, i wait new WE.tif file for LFSPolygon site
denis-takumi
S3 licensed
Quote from Gutholz :It seems in AX editor the diameter of routecheckers/marshals can not be changed? (always 6 meters)
It says "Diameter: 6m" but no up/down buttons to adjust and right-click does nothing.

press "W" or "E"
denis-takumi
S3 licensed
BUG with clock?
in online is good but single play is bad
denis-takumi
S3 licensed
@Scawen maybe use polygon with clockwise way? use some hotkey and colorize path when a player put point
like this http://turbosnail.ddo.jp/polygon/
denis-takumi
S3 licensed
What about dxd9.dll?
denis-takumi
S3 licensed
I fixed a bug when canvas not show in "Polygon2"
denis-takumi
S3 licensed
Some bug with cyrillic
php bb code bug
denis-takumi
S3 licensed
I try post some text with php bb code

isert some php text php

<?php 
text
?>


insert url php http://www.lfs.net/ php


<?php 
http
://www.lfs.net/
?>

Contents -> Cars
denis-takumi
S3 licensed
1. Login on website
2. Go to the https://www.lfs.net/cars
3. Select car with yours skins
4. Open console (F12)
5. Click on any skin and wait about 1-2 minutes
6. Skin not loaded

GET https://www.lfs.net/get_skin.php?id=576481 504 (Gateway Time-out) merged88.js:596
GET https://www.lfs.net/ajax_misc.php?a=nextSessionCar 504 (Gateway Time-out) merged88.js:178

denis-takumi
S3 licensed
I found some shadow bug.
denis-takumi
S3 licensed
install gcc-4.8.1 and g++-4.8.1 for <mutex>



<?php 
g
++ -o main.---std=c++11 -march=i686 -Imain.cpp
g
++ -o test cinsim.o main.o
done building targets
.
?>

added new branch gcc4.8
denis-takumi
S3 licensed
InSimDotNet / InSimDotNet.csproj

<Project ToolsVersion="12.0" ....>

Some IDE's can work only with ToolsVersion <= 4 (SharpDevelop 5 beta)
denis-takumi
S3 licensed
Quote from repeat83 :don't use gcc 4.9.0
http://habrahabr.ru/post/231243/

Open Linus bug 61904 (gcc bugzilla) was closed as a duplicate of bug 61801. 61801 existed in versions with gcc 4.5.0 on 4.8.3, 4.9.0 and 4.9.1 (but not to 4.9.0 error led to trimming constants in the code load_balance). Fixed since 4.8.4, 4.9.2, 4.10.0.
denis-takumi
S3 licensed
in some future i'll try use gcc 4.8 for using <mutex>
LFSWorld User Info
denis-takumi
S3 licensed
I opened my info, look at my team - n/a

but in teams tab - i'm in Crazy Drifters

and what about "Name" field?
denis-takumi
S3 licensed
Scawen, i think what in 2005-2008 years nVidia GeForce 6600 was most popular videocard because all my friends and me was have this videocard

NVIDIA has ceased driver support for GeForce FX series. (SM20 only)
Windows 9x & Windows Me: 81.98 released on December 21, 2005
Windows 2000, 32-bit Windows XP & Media Center Edition: 175.19 released on July 9, 2008
Windows Vista & 7: 97.34 released on November 21, 2006

GeForce 6 seria support SM 3.0 and DX9.0c
the GeForce 6 seria started from 2004 and stop at 2006 years.

GeForce 7 seria support SM 3.0 and DX9.0c
the GeForce 6 seria started from 2005 and stop at 2007 years.

ATI Radeon R520 (X1300-1950) started from Oct. 2005, support SM 3.0 DX9.0c

ATI does not provide official support for any X1000 series cards for Windows 8;
the last AMD_Catalyst for this generation are the 10.2 from 2010 up to Windows 7


think you can safely turn shaders 3 versions without any problems
Last edited by denis-takumi, . Reason : x1000 support
denis-takumi
S3 licensed
you can query for device capabilities reported by your card using the IDirect3D9::GetDeviceCaps method. This will give you a structure containing a lot of interesting information about what the hardware supports. The resulting structure called VertexShaderVersion and PixelShaderVersion

you can add "option" in grapthic settings
Shader Model: [2.0] [3.0]
(disable 3.0 if device not support this like z-buffer option)

P.S. you can make getting a shader version and send it to your server to keep track of statistics
denis-takumi
S3 licensed
Quote from bogdani.cojocaru :This is actually very accurate.

A SM 4.0 videocard will get more FPS in a 3.0 enviroment than it does in a 2.0 using same graphical test. FutureMark apps can be used for reference.

DX 9.0c support only SM 3.0 =(
denis-takumi
S3 licensed
Quote from Scawen :Anything's possible but I don't yet know why I would or wouldn't.

Shader Model 3.0 appeared in 2004. It is 10 years ago!

- reduces resource consumption GPU in complex calculations thereby increasing the FPS

per pass can be applied to a object maximum four light sources. For comparison, the cards that support only 2.0 shaders, each light source requires one pass rendering.

it reduces the requirements for memory bandwidth and performance vertex shaders. And the number of processed triangles can be reduced up to 40%

You can compile TEST PATCH with SM 3.0 like TP with DX9
FGED GREDG RDFGDR GSFDG