I've just added some noise to asphalt textures in Blackwood, so they look more detailed. Unfortunatelly they look darker than before - maybe I'll make it better soon. If you like it I can write a tutorial how to do it for other textures if someone wants to do complete LFS2 pack but dont know how to.
Oh. DDS files are huge, I dont know why - I was using DDS Converter 2.1 and no matter what compresion option I took I had the same size
In what way can I bind some expressions to buttons? Like "good pass" "good race" etc.? I can not find already defined ones in any config file so Im lost.
BTW in LFS Mesh Viewer F1-F4 communication binds also works.
I was wondering if it is possible to get them from the replays - as far as i understand LFS show the current dituation during replays using normal physics like in normal game so information about car setup has to be included to the replay.
I just hate system recovery for one reason - it captures everything you do on your computer - it takes huge amount of space. Once I tried to recover the state of the system from one month earlier. Every single file I have written during that period was gone. Every program and every game. And everything I uninstalled was back on the disk. I recovered again to the state before the lucky recovery and everything was fine.
My question is : what the hell for XP keeps all the uninstalled files ???? I uninstalled them because I didn't want them ANY MORE.
When I start a multiplayer mode there is a screen with some info (about demo servers = crashers etc.). I think it would be a good idea to create a sort of list of regulations concerning racing on a track and put them on that screen. Only a few paragraphs not to worry the player too much but saying how to behave during overtaking on corners, who has pas, who should slow down, what are the flags for - something like FIA regulations but shortened to the minimum.
Many players dont know (especially newbies) what are the rules on the circuit so I think it would be quite sensefull idea
It would be very easy to do, since there is C++ function executing the text-string argument so the only effort is with detecting the command and detaching the "!" which would be no problem at all. .... but what the hell for ??
I would like to see blowing tires as a result of hitting something. It's quite strange that a car hitting a wall at 120 mph can continue racing if suspension was luckily damaged symetricaly (me sometimes). With tyres blown it would be impossible. Indestructable tyres are also someway unrealistic. It would be quite easy to implement at this stage of developement of LFS.
There are too few situations in LFS when player has to visit pits to continue racing (at least in demo races). With more of them races would be much more thrilling IMHO.
One question, how do you guys spawn those "jumpers" in the middle of the road? Do you have an edited track or smth? AFAIK there is no track editor so for
Simply : more GPU memory causes less exchange of data between graphic card memory and RAM, here comes an issue of AGP speed and PCI-Express. In some games that loads a lot of textures you can feel half-a-second break when you're comming into a room with new textures in it.
DON'T BUY GEFORCE MX4000 128MB AGP TV OUT. I suppose it's the only card on the list that does not have pixel shader and vertex shader pipelines.
Not exactly. Vertex shaders are small programs run by GPU usually moving or transformating vertexes (points the triangles are made of). Before shader technology all vertex moving and rotation, ragdoll effects, and physics were done by CPU. Now these effects are done by VShaders. Of course not all physics but deformations or cloth effects (see flags or cloths in SW Battlefront 2) are 90% done on HVS.
Pixel shaders are small programs that transform pixels. For example moving some pixels in some other place like heat haze effect in Far Cry, Doom3. Doing some lighting - DOT3 bump mapping, emboss lighting (light reflecting from surfaces). I suppose all lights in Doom3 were implemented on pixel shaders.
Hope some new air haze over the asphalt will be implemented in LFS. It'd be cool.
But before the change everything was ok. I was using old drivers on 9700 not to have VPU Recovery problems ... maybe when I install the old ones evrything will be ok. I'll go check it.
edit:
Yeah, fool of me, aftre putting Riva TNT 2 into my computer and doing some races (30 / 40 fps on 640x480 not bad as for such an oldie) and putting 9800 PRO inside, the vertex shaders were turned off.
I used to have Radeon 9700 and everything was fine (70/80 fps). When I changed the graphic card the fps tends to drown to 20 fps when there are >7 cars in field of view. I have simillar FPS on RIVA TNT2 !! When I see no car I have 80 fps. Then, when only one appears on the screen it drops to 40 fps. It is very sensitive to the models of cars in the sight.
There wasn't any change to anything apart from GPU.
CPU cooler is ok and my temps are below 40 Celsius.
I'm going to change drivers to old ones and reinstall DirectX.
I recently changed my Radeon 9700 into Radeon 9800Pro, installed latest stable Omega drivers and started playing LFS. Everything was ok apart from this: http://himself.republika.pl/lfs.jpg
The nearest polygons to the camera posision are rendered very weirdly.
I thought it due to the drivers but i changed it into latest ATI Catalyst but the problem remained. I don't observe this bug in any other game.
The performance is also a bit lower than it should be. I'm doing now 50/60fps. On 9700 I was doing 70/80.