Got join request working here, works nice, thank you. Would it be possible to keep the car setup window open (if the player had it open) while waiting for the join reply? This would stop it from looking like the join is always going to work.
EDIT: Oh, exactly this is happening now. Must have been a timing issue before.
I don't use fixed ranges, my buttons are all dynamically allocated. Wouldn't need to be a dynamic array, could be bitmap of 30 bytes with a bit set indicating which buttons to remove.
cargame is right, this would be far more useful if it contained the handicaps (well, pretty much everything) as in the IS_NPL packet. (Which might suggest that maybe IS_NPL should be repurposed.)
Also, restricting shift-p/shift-s might be nice somehow. Server-side would allow insim to do something custom, but even if just client side (require double-press?) that would solve accidental pitting/speccing (it's been known to happen when responding to chat...)
Not sure when this started happening but extended characters are being rendered strangely, either cut off or with garbage on the right hand side. I've gone back to 0.6G and this exhibits the same issue, so it seems like it's something that was working but a system update broke -- it happens for more than just me, though.
It's particularly noticeable with Japanese 81 set.
When you do this, LFS assigns a spurious chat history line -- it takes a slot away from chat even though it is not visible. I'd guess this applies to any / commands though it's more noticeable in this case. Would be nice if this could be fixed.
This always happened to me for a long time, it's not a new issue in K6. On my triple screen set up, I also get a single pixel spilling over to the left monitor.
It's only the UI that does this though, the rendered view is fine.
nacim, the "Analogue steer smooth" on the "Misc" settings can help with control pad steering. I always thought it odd that this setting is not under "Controls", though.
Narrowed it down a bit. Seems to be related to having NPClient.dll in place (I've been using FaceTrackNoIR and Opentrack) regardless of whether headtracking is running.
If I move that DLL out the way then LFS is working as expected.
I'm aware that pressing both doubles -- weird effect with this is that (90 + 90) * 2 = 360... I feel like an owl
Here's some shots from 2 separate locations I know about. There are multiple or long holes in each area. One give-away that there is something not right is that the shadow disappears briefly.
It's not there if you have Postprocessing enabled.
I just got my car stuck in a hole on Rockingham, seems to be some of edges slightly away from the track are not solid, especially the little green tarmac patches leading to paths.
At some point in the development of the stereoscopic rendering, the "One button look" angle setting became doubled, so that, for example, when set to 45 degrees your view will turn 90 degrees instead.