The online racing simulator
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nacim
S3 licensed
Nice to see you still there, I'm still following with attention this thread, keep it up! Thumbs up
LX4 shiny roof
nacim
S3 licensed
Check this out, LX4 soft top is shiny, while it shouldn't.

https://www.lfs.net/cars/LX4




EDIT:

While I'm at it, skins preview are sometimes glitched and cutted :

nacim
S3 licensed
I seriously hope Oculus Rift will be completely destroyed by the Vive on the marketshare, and that HTC will make their VR headset more affordable (300€ will be acceptable, 200€ would be even better but we know it's just a dream for now).
nacim
S3 licensed
It's perfectly fine in french too Big grin
nacim
S3 licensed
Demo user don't have reverse day (= night) Big grin
nacim
S3 licensed
I lol'd
nacim
S3 licensed
Nice, keep it up ! Big grin
nacim
S3 licensed
Quote from Bone34 :I honestly think the biggest thing you should focus on after all the S3 content that you're working on is released should be an ability to create community-made maps, which is one of the big features of other simulators. Just let's face it, there would be endless amounts of new tracks modeled by players that we could race on.

Quote from Scawen :I am actually interested in releasing a track editor and providing a system to automatically download track updates when the creator updates their track and textures. I think the download would be a low priced paid service (like premium skins) even if the tracks are free (paid tracks are another thing entirely). But this is absolutely impossible to supply to S2 licensed users, unless we want to discard any possibility of making money. So it would have to be an S3 thing. This type of possibility is one of the reasons why Eric and I are working hard to get to the S3 license, because it will allow us to produce and release cool things for S3 licensed users.

Happy ? Smile
nacim
S3 licensed
There will never be an S4, S3 is meant to be the final stage of LFS.
nacim
S3 licensed
Quote from Bigbob1993 :

This ! I think we could say that to at least 40% of the community. When a 300€ prebuilt machine is more powerful than your computer, it time to seriously think of upgrading. Big grin

EDIT: Here is a part list for a computer that matches current-gen consoles (PS4 / Xbox One), for the same price range:

Quote :PCPartPicker part list / Price breakdown by merchant

CPU: Intel Core i3-4130 3.4GHz Dual-Core Processor ($109.99 @ SuperBiiz)
Motherboard: Gigabyte GA-H81M-HD2 Micro ATX LGA1150 Motherboard ($39.99 @ Micro Center)
Memory: Kingston 4GB (1 x 4GB) DDR3-1600 Memory ($17.99 @ SuperBiiz)
Storage: Seagate Barracuda 1TB 3.5" 7200RPM Internal Hard Drive ($45.88 @ OutletPC)
Video Card: PNY GeForce GTX 750 Ti 2GB Enthusiast Edition Video Card ($98.98 @ Newegg)
Case: Fractal Design Core 1300 MicroATX Mini Tower Case ($49.99 @ Directron)
Power Supply: Corsair Builder 430W 80+ Bronze Certified ATX Power Supply ($19.99 @ Newegg)
Total: $382.81
Prices include shipping, taxes, and discounts when available
Generated by PCPartPicker 2015-12-23 06:47 EST-0500

Last edited by nacim, .
nacim
S3 licensed
Wow, DEMO driver since 2003, congrats ! Big grin
nacim
S3 licensed
Quote from Dygear :Oh god, please no more flash!

He said Flash IDE. Flash IDE and Flash Player are two different things. I don't know if everything in the code is compatible to be ported on WebGL/HTML5 with the latest update of Flash IDE, but it would be great ! Smile

EDIT:

Quote from TheNoobisonFire :Why does it take 7-8 years to develop Tyre physics, or S3 in its whole

ETC...( any question mostly asked and always unanswered by the Devs)

Use the search function before posting things like that, it had been answered tons of times.
nacim
S3 licensed
Nice documentation, it will inspire me for my future works, thanks Smile
nacim
S3 licensed
Found a bug, forces are now only white Big grin

Took some screenshots. With theses new shaders, we can clearly see the lack of reflected objects on the car, there is only fences and tree that are really close to the car. That's too bad, I was hyped for a new one pass rendering technique to do full sphere mapping on DX9, but this is just wrong I'd say, it's still as unrealistic as before on covered areas of the track (on RO for example, with bleachers not displayed on reflections).
I hope Scawen will not wait too long before adding way more displayed objects and field of view, but I've read today that is was on his #1 priority before Rockingham, so let's hope it will be on the first 2016 test patch.
nacim
S3 licensed
Stunning ! Omg omg omg
I knew linear color space would be a nice addition to LFS, but just looking at this start, I'm totally convinced that it's the way to go ! But for a fully realistic effect, we need to check everything in the pipeline (shaders but also textures) to get the most accurate result. Smile

Keep it coming bro ! Thumbs up
nacim
S3 licensed
Wow, TIL ! That's such a weird behaviour, it makes the choice of S1/S2/S3 when creating the server nearly useless actually. But nevermind, I was wrong, thanks for correcting me. Smile
nacim
S3 licensed
Quote from Yisc[NL] :If you install the latest patch, you can connect to S3 servers, as long as they don't run the Rockingham track.

I'll answer quickly:
Quote from Yisc[NL] :That's not true.

A server set to S3 can't be played by S2 users, even if it's not playing on RO, just like a S1 user can't join a S2 server that allow only S1 cars and plays on S1 tracks.
nacim
S3 licensed
No no, it's more than just a time issue. There are some technical problems that made his technique not really doable correctly, because the car's reflection is going full retard when the car is flipped over for example. Big grin

About the current shader, Scawen had to it before official patch but I guess that Rockingham release made him get his priorities straight. LFS Graphic Override developer has gone faster than us and already fixed the distortion of the reflection.

I'm already trying to do some experiments on the shaders, but work and school gives me not that much time to work on it, plus I'm not really used to see such "messy" shaders (I got mines all clean and in separate shaders for all different types of surface, when there is only one for every world objects on LFS). But when I'll get the logic of it, it will be okay I guess. Big grin

EDIT: About the bottom reflection, with Keiichi's idea, it would have been possible to fake it somehow by using the old reflection texture and applying on the bottom of the car, but since the old texture is no longer passed to the shader, we can't do it, so we're a bit stuck on two choice, try to ignore it while Scawen decides to work on it, or wait for good graphic override extensions to override the current system while a solution is developed by Scawen.
Last edited by nacim, .
nacim
S3 licensed
Quote from Scawen :But just on this one occasion, we couldn't really do a test patch. Because we would have had to sell licenses only for a test patch without any official version to support them.

That's what I've been thinking, but I'm sure people like me would have brought it to help you test it, because we know that a test patch means an official patch shortly after. Smile


Quote from Scawen :So we did some good testing with a small group of beta testers and decided that would be the best way forward, although we do prefer full public tests.

Consider me as a beta tester next time then. Big grin

Quote from Scawen :There is the possibility of an update, e.g. in January, if there are enough issues to make it worth while, though incompatible updates are a bit annoying. If it's not needed, I guess Eric would like to get stuck into finishing some other content after the holiday.

I'm sure that it's better to do an incompatible update as soon as possible, so people are not frustrated that their best lap times got reset. January looks good to me ! Smile
nacim
S3 licensed
So... S3 right ?

I've brought it without taking time to read the news, because I just needed an excuse to thank you for all those fun moments I've spend on S2. Smile

However, I'm disapointed that there were no test patch before official release. Rockingham feels less polished than Westhill, with texture mapping issues, floating lamps, Z-fighting on text and skid marks on asphalt, and weird collisions/weight with banners/turn signs. See screenshots for illustrations of reported problems.

I really hope that we'll have a new test patch soon to correct all of theses, and add the small thing that I asked (post-process without depth buffer is really too limited). Smile

Anyways, that's a nice track and it's for me a license full of hope, and I'm sure that this sale boost is something you needed to really get back on track, so keep it up Scavier ! Thumbs up
nacim
S3 licensed
Okay, no problem, I perfectly know how you work on it, keep it up ! Smile

PS: Still waiting for a new LFS World integrated into this shiny new website. Big grin
Rocokingham
nacim
S3 licensed
Replay analyser doesn't know how to spell Rockingham I guess. Looking

http://www.lfsworld.net/rafa/
nacim
S3 licensed
The default car shader definitely needs more work IMO. I'm waiting for the stable patch to get working on something.

My try at it:





@Flame: I've linked the FZ textures of my dds folder (they are default one) for you, enjoy. Smile

@Lynce: Hey nice textures you got on your FZ, where do I get those nice headlights and remove this grey around them? Smile
nacim
S3 licensed
Quote from pasibrzuch :Like for spinning wheels?

Like for stuff that gets blurry around when you go fast. For spinning wheels, it would need object-based motion blur, which requires more time and more performance but it is really nice and accurate. Wink
nacim
S3 licensed
Quote from Lucas McFly :24 AI on track - info only 20 Ai

It would be great if we had the option to turn off theses info by the way.

@Scawen: Could you send the depth-buffer texture to the postprocess shader ? It would add more options, like Depth-of-Field, Fog, Screen Space Ambient Occlusion, and motion blur (if we could get a float3 for camera velocity if would be even better, we could create a basic camera based motion blur) for example. Smile
FGED GREDG RDFGDR GSFDG