Also Opera 10.00 Beta 2 user - no problem here. Nothing pops out.
I couldn't reproduce it, check attachment.
Win XP, latest Java. 'Exceptions Have Stacktrace' from attachment is ticked off.
Child protection - can't find that, probably OFF
Windows Firewall - OFF
Also, if this is relevant:
Automatic Updates - OFF (since day 1)
Internet Explorer - Version 6! (I never use it)
Maybe newer versions add parts that I must have in order for trackInfo to work?
I've also played with Windows Internet Properties settings (Security & Privacy tabs) - changed everything to LOW. Then ran ConvWr.bat - no results.
Do you mean:
a) trackInfo.cfg works only with last version of Lapper? (Yes, I know)
b) trackInfo utility works only with last version of Lapper?
If b), then must I unzip trackInfo1.3.zip in Lapper folder?
Also, my trackInfo utility folder is not read-only.
Thanks
Anyway, I'm not convinced anymore that problem is on my side:
- contradictory information inside of ConvWr.bat (-t instead of -i; missing -mlc)
- contradictory information after launch of ConvWr.exe ("only" -t instead of -i this time)
- "Input string was not in correct format" error message indicates faulty programing (many things can change since June 2007!)
Just to be sure I'm talking about trackInfo1.3 (only version available to me), that has been ran right after un-ziping, as in: DEFAULT state! (with my own Idk)
Thanks again for all help Tim, but problem isn't that simple. EDIT: I know now I really DO have a working version (confirmed by Tim NL - Thanks ), but I still can't get it to produce me a trackInfo.cfg on my PC, despite everything.
Hi again,
Thanks for trying to help me out Tim, and for confirming that premium thingy is not needed
I've tried all that kids stuff . Thing is - it don't work!
Have you tried it on your side, with your Idk?
Just to confirm it really works, and that the problem is on my side
Thanks
This thread caught my eye because my video card is from same series (X1950). And, same thing here too.
Don't worry much, it's called "Texture Flickering". Happens when there are multiple texture stacked atop each other, also, mip bias has something to do with it. If you browse internet abit you'll see that it happens all over the place - ATI/AMD, nVidia - don't make a difference.
I haven't found a way to get rid of it, but here is one interesting observation: screeny from your post is Aston something track, if you try and reproduce it in Blackwood or South City tracks (most recent tracks in graphical updates terms) you'll see that problem is completely gone in Blackwood and barely visible in South City. So, could be driver related and/or LFS related. Point is: nothing you can do about it but wait it out till it gets fixed. But hey, if you find a way lemme know right here
Yes Tim, I did that before I made my 1st post here = no results.
The Pubstat system is accessable in two variants: - Free, but tarpitted (only one request per 5 seconds allowed), <-- [B]That's mine[/B] - Premium, the tarpit is removed - unrestricted access for a fee based on usage.
Does it require premium PUBSTAT? Could anyone confirm this? Maybe application is outdated (June 2007 in Readme.txt)?
I've been trying to get this nice application (bottom of Post 1) to work but I always get this error (attachment). There is no sign of trackInfo.cfg.
I've followed readme.txt instructions: placed my own Idk, etc... Internet connection was on, firewall wasn't blocking. NET 2.0; 3.0; 3.5 installed.
The default coefs are no good for me so I wanted to make my own.
For this case, I left DEFAULT settings (to make it easily reproducible), only placed Idk in correct place.
So, what is the problem? Does it require premium PUBSTAT?
This is great work man
I like the yellow one because I can see interior more clearer
Thanks alot!
I really appreciate You took the time to include default files too - good thinking!
Off-topic request:
Do You know if it would be possible to move the stitch on the wheel in the dead center (where the polygons meet)? To the spot I marked red on the screeny.
Game designer moved it slightly to the left - extremely annoying!
If You can do it would be great (and could be applied to XRG/XRT wheels as well)
Enjoy Your holidays!
More precisely: from what I saw in garage "Info" tab, car is 2kg heavier and weight balance is 0.1% more to the rear. Because of that Yxx XFG hotlap replyes are obsolete (Yxx mpr's are okay).
Hi,
I never commented on your work before guys so let me say now that I congratulate you all on everything that has been done so far - it's truly amazing work
Also, good luck with everything that lies ahead - I wish all the best
One thing:
... Today's test patch will include updated interiors for the XF and XR (GTR and road) cars... ... When Patch Z is released, the existing hotlaps for eight of the cars (XFG / UFR / XFR / XRT / RB4 / XRR / FXR / FZR) will need to be deleted...
This message appears is "List of Hosts" (LoH) screen.
(Tested in patches Y and Y24)
How to reproduce:
- in LoH screen, click refresh. Stop refresh (we only need one host for this)
- click |?| to open host window and leave it open
- then, set CARS filters to ALL and all HOSTS filters to [yes] (waiting for reply lasts longest - we need this for testing purposes)
- click refresh and while waiting for reply (before hosts start showing up) quickly press X (on that host window we left opened) to close it
- Error while waiting for reply
After clicking ok, you're back in "Multiplayer" screen. No harm done. I just thought that You would like to know about this :P
... I was thinking of the timing required to match your gearshift keystroke with your clutch keystroke ...
Hehe, it does require timing but not in a way it sounds when You said it (sorry if I wasn't clear enough). If I understood correctly, You mean: gearshift + clutch (simultaneously - at the same time) to change gears. I would be insane (I am a little, but not that much :P {but, by the end of this thread... who knows }) to use manual clutch if it worked like that. It would require tremendous amount of luck to do it right (practise wouldn't mean s*** here - especially with high/max button control rate). In reality it works like this: gearshift (press and hold) + clutch. Clutch needs to be pressed after gearshift (not simultaneously - but they are pressed at the same time at one point). That's easy with a few laps practise
The pre-select shift method allowed people with H-gate shifters to make insanely quick shifts....
Yes, I see what You mean. Good good, now we're getting somewhere
Basically, You're saying that pre-select H-gate shifters players combine benefits of a wheel and button shift with insanely quick shifts. Am I right? Well, shift can only be fast as fast you can push your clutch (pedal/button/whatever). But changing gears speed is limited by the H-gate shifter mechanism and the speed of your arm. For example: try imagine you have to down shift four gears quickly (if your aim is quick lap that is): 6-5-clutch-4-clutch-3-clutch-2-clutch (non-skip pre-select). I can do this faster with my fingers on buttons than anyone on this planet can do it with arm on H-gate shifter. So the issue is not insanely quick shifts with H-gate shifter, but insanely quick shifts with buttons. The pre-select don't influence shift speed.
... It pretty effectively prevented mis-shifts, too....
That's partially true, no argue there. But my guess is that it's not difficult to improve that with practise. Who mis shifts? Is it the mechanism's fault or the player's? It's interesting. One thing - you CAN mis shift with pre-select too: say you put from 5th to 7th accidentally (who watches gearstick in race anyway - :eclipseeh <--- this guy ain't) - press clutch - nothing happens (non-skip pre-select) :P
... At the very first the ultra-stabilised keyboard assist was removed, now throttle blip and cut are gone, as is a comfortable shifting method ... ... Reimplementing these keyboard-conveniences would be a step backwards, IMO.
Come on, don't put words in my mouth (like "we" gonna put some :soccer: :soccer: :soccer: in "your" net on 8.6. )
Thanks for your feedback.
I see that you like my post - well, since this forum is the official one (6th line) to post for Improvement Suggestions, some degree of quality must be maintained. At least that is how I feel about it.
Sorry AndroidXP, but your post is 100% wrong - just kidding, up to the 1st "," it's good (nothing personally) :P
Let's see:
... however the point is that LFS is supposed to be played with a wheel. Keyboard and mouse support are rudimentary on purpose, because they are mainly there to allow new racers to try the sim before they commit themselves and buy a wheel.
When I read it 1st time it made me laugh. It sounds like You programed the game yourself. Unless You know more via private channels, wheel is highly recommended and should be used (LINK). Until it says: required - leaves plenty of room for mouse/keyboard, don't You think? Furthermore, it is far from truth to say mouse/keyboard support are rudimentary. Actually, it is among the best on the racing games market (well that's arguable, my knowledge on that is not perfect :P).
About me missing a point - none taken . But let me repeat what You said in Your 2nd part of 2nd sentence - I'll only leave one word out: "Coding improvements would be a waste of time". Sounds bad doesn't it? Well keyboard/mouse support IS here, it IS great, but it CAN be better - hence my thread.
sinbad: Just use auto-clutch [no]. It's what it's there for. I did - never set it to [Yes] since :P
Dark Elite: Good post
I agree, it's not realistic to button shift (not for all cars though). However it is absolutely the same as shifting with manual clutch (already implemented). It is not easier, it is not harder, it is not same - only difference is: it requires one less keystroke at the same time. So, to remove button shifting means: axis clutch only. And that (even I know) will not happen anytime soon (if I can guess: never). Few thousand reasons (I don't know all their names :P)
- Please no more buy wheel/alternative-controller posts, I appreciate your suggestions but I'm fully aware of those. If and when I acquire a wheel is my own business. Stick to the topic only.
Before anything is said: this only affects players that use manual clutch and drive with keyboard only. In some cases manual clutch + mouse + keyboard.
What is Pre-Select shifting method?
It's how I call the shifting method that was used in X patch. You pressed the "Shift Up" or "Shift Down" buttons how many times you wanted - game "remembered" it, but didn't change gear until you clutched. So, if you were in 5th, pressed "Shift Down" two times (still in 5th gear), then clutched, you ended up in 3rd gear. Skipping one gear - I'll come back to that later. Same with up shifting.
Why add it?
Technical reasons (and I liked it better). Some, if not many, keyboards have a keypress limitation. Limiting the number of keys that can be pressed at the same time (but to work properly) to three. Meaning, if you pressed fourth key it wouldn't register.
In Y patch, you must shift differently - press AND hold "Shift Up" or "Shift Down" then clutch to change gear. For a keyboarder, a car approaching a turn this means: brake + turn + shift down + clutch (+ blip in some cases). That's 4-5 buttons at the same time.
With pre-select, need to hold "Shift Up"/"Shift Down" while clutching is eliminated because key press was "remembered". So it would look like this: shift down, brake + turn + clutch (+ blip in some cases). That's 3-4 buttons at the same time. Manageable.
- About skipping one gear: if it's a problem (might be considered as an advantage or a cheat) then limit the shifting so it must go 5-4-3 without skipping.
How to implement:
(just an idea)
In Options -> Driver, add a "Gear shift method" (or whatever) toggle button bellow "Auto clutch:" (it appears only if Auto clutch: [no]). Button toggles between normal/pre-select (or whatever).
Here's a link to some post I found with info about keypress limitation - http://www.retroremakes.com/forum2/showthread.php?t=8282. 1st post has a PDF attached with technical explanation why it happens. Post bellow explains a good way to "solve" keypress limitation problem - redefine your keys :P
What is it?
(from LFS Manual)
"This is for when you assign a button to an analogue control (e.g. handbrake or clutch) how fast the control moves when the button is pressed. Higher is faster."
Why separate?
In order to greatly improve cars maneuverability. Note this will only significantly benefit those who assign those four controls to buttons (keyboard/mouse/wheels with Accelerate and/or Brake and/or Clutch and/or Handbrake assigned to button).
For example: max button control rate (bcr) is good for clutch because shifting gears is fastest as it can be, but it's very bad for accelerate as it reaches 100% almost instantly making it difficult to control speed in corners. If you set bcr to favor accelerate then clutch suffers - shifting is slower (making you lose unnecessary time). Things get more difficult as engine power increases. Similar thing is with brake/handbrake.
Ways to implement:
(just an idea)
1) Add new sliders for those controls (same values: 2-10)
2) Keep one "Button control rate" slider, but add one button with control name between "Button control rate" and the slider (or after slider). When you click on that button it toggles its name (Accelerate/Brake/Clutch/Handbrake) and slider value is remembered for each control. Similar thing is already in options->game->AI names - man/woman button (Y patch and after).
Off-Topic suggestion:
In Options - Controls, put a |?| button next to all sliders/buttons (those above "Buttons 1", "Buttons 1", etc...) with detailed description (descriptions from LFS Manual are good enough). From my experience, majority of players don't know what certain functions mean. And for this case I believe it's more convenient for the explanations to be present in-game too.
- I know this has been posted before (Button control rate - post #2 idea is excellent) but not in so many words, and I also added a few things. This would be a significant improvement for players that use buttons.
Hmmm, sounds familiar... I had similar issue few months back.
When I turned my audio jack back and forth I could hear even more stutter. I found out my headphones wire or connector was damaged. No problems since I connected new headphones. Hope it helps as I don't think I can help you further.