Thing is we're not trying to get "very far", the purpose (at this point) is not to slowly gather the final names on which everyone agrees, the idea is to see if this has any chance of working whatsoever. For this purpose, the results are already very good.
As i posted earlier there will probably be atleast one more "phase" of the project, in which we'll probably do things a bit differently.
The way i see the results of this thing being used is something like pretty track maps with the "winning" names being stored somewhere, at the Wiki perhaps, along with a bit of text explaining where the maps and names came from. I don't think the names will be added to the game.
From my point of view the current system has been extremely successful, approaching a thousand suggested names and already over 10,000 votes.
I also sort of have an idea of how to wrap things up, i've been thinking about dropping all but the top 2 or 3 names for each corner, disabling new suggestions and letting everyone vote a second time, one track at a time would work good at this point along with any needed discussions / polls on the forum. Gathering suggestions will stay just as it is, all tracks at once.
While the results will be "finalized" for this project, there's nothing stopping people from continuing without the website, i'm sure there's atleast a few pretty decent suggestions you could carry over to a new project, if you'd want to. It's just a big idea collector, use the ideas for whatever you want.
Luckily the hardest part of adding straights is figuring out a new title for the site. FEL handles all the maps and he'll be travelling to some distant lands for some time, upon his return we'll probably add a few straights.
For naming sections, suggest the same name for multiple corners. As for some corners "not being a corner", maybe it can become part of a section/area instead.
Config-specific corners - probably not. Most corners probably won't need it, the few that do could be discussed separately.
Comments at the site - no. I'm trying to keep the amount of database queries as low as possible, i don't want arguments on every page, and the forum provides alot better messaging features then any comments system i could add.
One track at a time - no, it'll take too long and the site needs alot of content to keep people interested while the project is running. Discussing one track at a time could work when it's time to wrap things up.
Multiple suggestions - no. I'll be adding a delete button letting you delete your own suggestion if it has received zero positive votes or has a low enough score.
If "T1" ends up winning a poll, i guess the corner could be named "Turn one / Turn last" or something similar.
That error was caused by the ampersand character, it only occured when the site tried to ask for your opinion on a suggestion containing an ampersand. It's also been fixed. All things considered, it would be very strange if this particular error is the one you're getting. The generic "not well-formed" error shouldn't be the case either since the pages pass validation and seem to work fine for most people.
In short: i don't know what to look for (or where), please be more specific (browser / page / exact error).
If i'm not mistaken, you're asking for an example of what LFSWorldSDK looks like when used on a webpage? Simple answer is it doesn't look like anything at all. It works sort of like database communication functions, hopefully letting you grab the information you want and present it in the way you want to.
LFSWorldSDK creates no page output whatsoever, it only helps gather data so you can create the page yourself.
As FEL has foretold, i forgot to turn a few quite important things back on last night after the LXCC race. Things should be working now, pm's should have been sent out to those who registered during the day.
Small update, at corners where you've made a suggestion you'll now get an info box with vote stats instead of the add-new form. A delete button will be placed here later on, letting you delete suggestions with zero positive votes and / or a low enough score.
You can suggest the same name for different corners, which could be a way of naming complexes.
I'd also like to suggest for suggesters to avoid adding names like "esses 1" and "esses 2", unless you actually mean the name is supposed to include the number just go with "esses" for both corners.
Joined a few seconds before race start, no setup, 0 laps, tossed in 85% fuel and had just enough time to connect the pedal connector to the wheel before the lights went green. I went for slow n cautious, partly because i hadn't practiced and mostly because i suck at rally, was way off pace and almost got shocked by mr Mooney's speed lapping me in like lap 10.
Anyway, i managed to pass a few cars, and i managed to break the right rear suspension. Pitted for damage, tried to fight FEL for 7th or 8th, beat FEL's pb by 0.01 seconds but lost ze position, and finished the race like 3 laps down.
Since it's sort of (completely) geared towards single users, there's no real way of adding a batch of suggestions from <source>, but i guess you could just get in there and suggest the ones you've used in STCC?
The project/site needs all the user content it can get and probably wont "take off" without a good amount of things to vote for, so to anyone who's got some ideas-- suggest them!
Yay for new packets, but the update i'd like most of all would be to drop the juggling of "player identifiers" (UniqueId, PName, UName) and just use one single never-changing key per connection, per session. Put PName and UName into one single requestable packet such as NCN, then stick to this truly non-changing id for everything else, such as private messages, /spectate, /pitlane, etc.
It'll be slow(er), no doubt. Hopefully countered a bit by ease of use.
I think there's one or more .ini settings for socket timeouts, but i can see why you'd use PEAR stuffies. I'd probably be a PEAR user myself if the contents weren't distributed thru and / or relied on PEAR.
Where, for example, getCarName() always returns the full name whether you call it with car bits or the abbreviation (or the full name, even).
This will of course not run under PHP4 at all, has __toString() design issues with some versions of PHP5, but should hopefully run as intended on PHP6. I am however writing it under PHP5, and it works good enough. Currently backing this thing with no issues thus far.
In any case, there will be a difference between having LFS spend time synthesizing the engine notes of 20 cars, to just moving on after having done say, 8?
Could use the LOD distance system which already exists, unless it's some "automatic" DirectX thingie.
Rubbish soundcards aside, it's actually a really good suggestion. In a 20-car grid getting mashed together into something like turn one on SO1, sound robs me of about 10 fps. This would be fine if i dropped from 90 to 80 fps, but it's more like 26 to 16.
Lowering the directsound acceleration helps quite a bit, but maximum number of sounds is a very common setting, and should really be implemented as LFS has a rather advanced sound engine.
I'm actually surprised by how well it works, long time no see.
The game can really be quite fun, but just as normal racing requires people to make an effort, so does this thing. For example, you probably don't need to change car during the countdown since it's very likely you'll delay the spawning of the ball, wait until the ball is being fought for in a corner somewhere. Likewise you don't need to pit each time your car is slightly damaged, you will get damaged again before you know it.
Trying to hit the ball at very high speed is probably the worst available strategy, ie. driving back to your side and returning at 120 km/h. An ordered list of probable achievement follows:
1) You miss the ball and hit another player instead.
2) You miss the ball and end up in a wall.
3) You hit the ball with such force it goes out of bounds.
4) You hit the ball sending it flying thru the goal at too high speed.
..
62) You score a goal.
*Edit: short explanation of the most intrusive restrictions:
No manual pitting - pitting manually will let players leave the garage at the same time, ending up inside each others car in the mid circle, having a huge crash as soon as anyone moves.
No moving at start - if not forbidden, players will be heading for the mid circle at about a million miles per hour during the countdown, this results in everyone crashing, getting badly damaged and trying to pit, chaos.