my 2 cents...the track as oval alone, i think it's mostly useless (see Bob Smith comment) unless more complex aerodynamics will be implemented, but if it mixes different layouts in the inside part...in other words the outer fast part can be used for very fast sections of a circuit...
well maybe such track can be useful also for another thing: playing rollerball using uf1 as ball
c'mon guys, also demo people: give me feedback about this work...should i continue with all tracks? or should i completely restyle those textures? do you want a "dark" version for Blackwood too?
thanks in advance for any feedback
omg i cannot believe the things i've read here! how can people who don't even got the age to drive, boldly state so untrue things?! i quote almost everything said by scawen.
plus: i can start my car in 5th, but that doesnt mean the first 4 gears are unuseful, actually i would like to have a 6th gear in my car...
i thought the intention was an high-quality mod pack with selected material, otherwise i don't see the point: there is already the "texture database thread" on this subforum wich is well organised and frequently updated, plus it's on the official forum...
hi guys, i want just to inform that i made a quick test of blackwood textures as i promised, so next week i promise i will find a day to finalise it and release it...keep in touch
i think that S1 racers could contact each other and organize an uncommon combo server, if that would happen i promise i will join to such S1 server...from time to time i look for S1 servers but i don't find any, it's up to you guys to arrange a good alternative, at this moment S2 servers are quite boring with always the same combos, you have a rare opportunity now: make it happen and you''l never be alone!
implement the command "exec" to execute .exe and .bat (or whatever extension recognised by windows, in other words the "start" command of windows console), but only into the "executable" subfolder of lfs (for security reasons) or any subfolder of that one.
this is usefull to start stop mods in easy way, or to start lfsworls from lfs, or to make scripts to install/uninstall mods making proper backups/restore of original lfs files.
PS i noted that my suggestion for "button R llokr 0.3" and "button A throttle 0.6" was deleted, but is not included into the list of already suggested things, i think it was deleted by mistake.
ok to put my textures into a megapack (but must include readme and license file), NO for hosting the single packs, use the download link i provided because i need it for keeping statistics and see if people prefers dark versions or bright versions, what track, if they are interested into source material etc. hosting will screw all it up, i hope you understand.
maybe your examples for events, just mislead us...only you have in mind what in the future you want or not want to implement, just keep in mind that powerful and robust interpreters (i.e. bash) have a "strong" sintax with clear delimiters and rules...if i was you i would keep the leading slash and also i will use another character like "^" or "|"...but that's just an opinion...
if you plan to implement events like this, then you definately must keep the slash, otherwise, what would happen for such lines?:
on race_start say race is starting in 1 min
in 5 sec say say
nicer sintax are always the worst, who is writing code always want unambiguos sintax...you may make it unambiguos to interpret but surely is damn ambiguos to read, imo yet as it is, the sintax should be enforced with commas and parenthesis to make it more clear and robust.
i cannot think of specific situations, but imo is better to keep the "/" sign for two reasons:
1) less programming skilled people who start to learn lfs scripts, may be higly confused and make a lot of mistakes putting the slash where is not needed and skipping it when they shouldn't -> i guess it will be the top reason for issues and make forum full of threads asking why their script with correct sintax is not working
2) in principle having two different sintaxes in two different contexes is not good, let's just imagine hypotetical situations where people are developing/debugging own scripts with lfs and notepad side by side, and coping/pasting from one to another -> when i copy from notepad i must remember to add a "/" at start of the line, when doing the contrary i must add...to me, different sintaxes are only an evil source of many little problems, otherwise i don't think there will be major issues.
what i feel to suggest is to replace the "/" sign with another one (i.e. "^" wich is already an lfs special character used for colours), because is not uncommon to use the "/" when talking and since "//" is already used for comments, to type a "/" it would need to type "///" or even a more complex sintax.
maybe a sintax like <command> could be more clean and robust, but also means more typing.
btw, thanks for the scripting system! it would be very useful for us and i guess for you too
but for cycling it is already possible (with more "work"), you just need to do 4 lfs scripts let's say you want to use the "+" to cycle one direction, then script 1 has 2 lines: one that press F9 the second that assign script 2 to key "+"; script 2 has 2 lines: one that press F10 the second that assign script 3 to key "+"; etc.
for the rest, it just needs for the arrow key to be pressable
it is not only for keyboarders or mouse users, it's for everyone (see the "look right 27°" example), you should not have worries because setting a fixed partial throttle/brake will make impossible for you to compete for WR, since a WR holder must be a "trail-braking master" and even more, if someone wants to cheat, there are yet many automation tools that can automate directx inputs and thus it is already possible (and in a more effective way) to produce a mathematically perfect lap or just corner sequences and this not only for lfs but for anything.
the reason i requested for an implementation via script is because for such things to be implemented with GUI requires a lot of work by scawen whilst with scripts i think it will be much much less.
with the new script system i think that will be very useful to assign buttons an axis value, i explain: with the command /button A throttle 0.6 will make the button "A" act as 60% of throttle (very useful for keyboarders and mouse users) and the command /button R right_view 0.3 will make the key "R" to look right for 0.3*90° = 27° -> very useful for anyone because helps looking only a bit on one side and thus keeping looking forward wich is a must when someone try to overtake
i really hope this could be possible with not too much work, thank you for the attention scawen
it happens to me also when i'm in a good shape i can get quite fast in few laps on new combos...some days ago, i didn't find any decent combo, so for desperation i tried the bf1 at fe green, after few laps someone was quering the server for my stats and then said "it's not possible for anyone to do 50s after 5 laps!!!" same thing at an occ rallyx server: i was winning most of the races and when i left i realised that my setup had even a ballast!!! i was about to open a thread like this one... i think it's the matured experience even if we never raced a particular combo, the experience of how other cars need to be setup for certain kind of corners, how take into consideration if a track is twisty or onto etc. put this together in a day when you are in a good shape and it's done! you are gonna surprise yourself and make "pat, pat" on your shoulder...
Hi!
first of all, don't worry: i need feedback! feel free even to say "hey, that's crap" -> i only ask to explain why so i may look deeper and improve this work you know the "eye of the beholder" will help me to keep to watch things from the right perspective, wich is difficult when you spend some time on one thing...said that, i tell you i'm quite surprised since i tried to focus mainly on the sense of speed! as you can see from the helicopter view screenshot there are subtle variations that at high speed should give s "stunning" (that was the purpose) effect, i know they are far to be perfect, but i feel a bit surprised since tire marks and elevation changes layers are 16% of the textures and adding more was giving aliasing (repetition effect), despite the fact that obviously it's all a matter of personal taste, maybe it could be that your monitor is far from a correct calibration or you use full AA/AF.
someone told me he had the problem of a "brownish look" and it turned to be an uncorrect monitor calibration, so maybe if you can try setting the highest value of the "white point" for you monitor and run a monitor calibration, that may help me understand better, thanks!
i confess was very happy when you defined "wicked textures" made me feel my work was appreciated
but as i said i always look for improvement