You have to be more specific than that. Do you need a timer, counter or a delay? What exactly are you trying to do? There were already some solutions for creating a timer in lapper, you need to search the forum.
Yes, exactly that. Some sort of shared library of original 3D models, to be used in creation of every track. Ofc, the assets could be continualy updated. Here there is no such thing as too many or a low quality. Even a simple green bush, or a rock pile is welcome.
Access to this library can also be paid to lfs team, shall they chose to host it and maintain. Something like car skins in lfs world or similair stuff.
One concern though is track graphical optimization. It must look acceptable and at the same time have decent frame rate, as the rest lfs tracks. This I think is the hardest part, lfs dev team has much more experience than any other potential modder. Their input durring various stages of track creation is crutial. So other than some legal guidelines, we would need also more technical things like limits on triangle count, track digital size and so on. The same goes for assets and the total allowed number of them in a track.
Lack of reviewers, tracks taking ages to create and approve. To me, this should be a collaborative task, where a few guys would work together on a single track for some time. Would be good if there is a place to store all of the created track assets. Track makers could then use those and keep filling up the archive. Again, the process of checking and approving each asset is a major time investment, but when considering smaller chunks it should be manageable.
No, that is not a good way to do defense from ddos, Here's why:
How will you be able to tell if a lfs user is not the attacker? What about new users and who decides if a new user IP wil be allowed? What about if someone doesn't have a static IP address, which is the case for most of us? Having to keep adding IP's to some text file and maintain it, is a nightmare job.
Just add some extra blue pixels around that area on hud, top and right side. It should fill it in. You probably have some edge cutting after resizing the skin back to 1024×1024px. Here we could really be talking about a single black pixel somewhere. Where is it exactly you have to find out.
We should be able to have access to logs back tracking at least 7 days. After that, it may start overwriting the oldest logs untill the 7 day buffer gets full again.
The log should contain everything from the chat window, plus admin typed inSim commands. Not sure if anything else is really needed.
Thanks for sharing that info versiu. It fills our hearts with hope I'm sure devs have many ideas floating in their head about how to practically execute this, using an optimized and approximative approach. But all in due time, no pressure, no rush.
It's very interesting to think about it, so I'll share my view. This can be done in stages. For example, we don't need full dynamic weather at once. It's enough to have dry-only conditions and implement dynamic track surfaces, where the track temperature/grip and certain parts of it will depend on the air temperature and how much rubber is laid on it by the passing cars. Once that infrastructure exists in the physics engine, then comes different weather conditions including rain. After that, the graphical implementation of water puddles, rain, clouds, fog, and so on.
I didn't mention snow deliberately, as that is on another level of difficulty, which is not really necessary before allowing the creation of rally stages using a track editor.
So far, I only made 3 technical suggestions and all of them were implemented. I couldn't be more happy, as in my eyes I feel like that was exactly what lfs needed.
There were many more great suggestions proposed by others over the years that also got implemented and made lfs better for everyone. This drive is what makes a very close connection between devs and community. I can only speculate if it were not for all of those suggestions, if lfs would've taken a different evolution path. Probably, no one knows that. But it sure feels good to be the part of that evolution.
It's allways about the motive. Who got most affected by recent change to lfs net hosting? Some personal dispute with devs, community member or hoster. It may also be just a bithurt kid, discovering some hacker tools and playing around with it, without any particulair reason. There's not much point in thinking about who does it or why, as allways, it will just eventualy stop once we do not pay attention to it.
Well, one suggestion at a time, over 20+ years, it adds up you know.
I think there's nothing wrong with suggestions. Afterall, we as a community are pretty much filtering out the nonsence requests, by approving or tanking it. The devs are perfectly capeable to choose and decide which topic to focus on at any moment and we fully support that.
I understand what you mean and I feel where this is comming, it's very reasonable. Given the recent turn of events, they for sure need our support. Best we can do at the moment is to keep crusing, racing and hosting events - bussiness as usual.
Have you tried running lower screen resolution like 1280x720? On max settings at 1080p LFS uses about 800MB of vram, so this is really a fps killer in your case. Lowering screen res will reduce vram usage and then you should be able to see +60fps I think. I'm running lfs on intel 4th gen i7 mobile cpu with HD4600 gfx, it runs perfectly fine even on 1080p, but I had to disable antialiasing completely from windows driver control panel.
Lfs instalation asks you if you want to overwrite the files. If you click yes to all, you basically alowed your picture to be overwritten. Alternative is to go one by one clicking yes or no. Or simply backup your picture and replace it just after instalation.
I would like to know more about the current changes/updates that took place going from E12 to E13 hosting versions of lfs. Also what are the methods or plans to make lfs more robust and less vulnerable to ddos attacks? I think it's worth delaying progress of gfx/phys updates if it'll take a few more days or even weeks to do whatever devs feel is neccesary.
It is indeed anoying, another delay, but if not taken care of it now, new gfx/phys will be useless if we can't use the servers in a normal way.
You don't need more than 100fps, as lfs physics engine at the moment runs at 100Hz. However, it does make sense to cap fps to 120, if you have a 60Hz monitor. It's only going to give you a bit more smoothness, at a small computational cost. If you have a 120Hz or even higher refresh rate monitor, then I would recommend to use vsinc, to lock fps to whatever is display Hz, as that gives best smoothness, while not introducing significant enough wheel/controller input lag, compared to 60Hz where 16ms is too much lag.
It's very rewarding to see so much progress on this project. My hats off to you man, this track has a huge potential. In the comparison video you posted it seems like an extremely good match with the terrain and the basic track elements. The fence model is top-notch. Once you add some textures, it's going to be eye candy.
One question, I suppose the hardest part for the finishing touches is to add some roughness to the track surface. Do you plan it and how do you plan to do it? Of course, it largely depends on whether you can get laser-scanned track data or not. Also what Aleksandr pointed out if we can get the track editor or not.
What I would hate seeing if we get a track editor is you having to redo the track in order to fit with whatever the track editor wants.. I hope that all your time and effort pay off in the end. I personally, would be willing to give some eur if this gets into lfs within some license scheme like S4 or something.
By taking it slow I mean that we only restrict for now to updates of layout editor, but baby steps first. Those 3-4 new objects first, then if they get implemented we go on from there - slowly.
You will greatly increase the chances of someone making your helmets if you provide some picture references of your desired designs. Some graphical guide lines even in paint will works also.
I think that if we keep talking more about track editor, it may just become real
Jokes aside, there are many many things to consider, as here sky is the limit or in other words, it's Pandora's box regarding the possibilities. We do not want devs to suffer, we have to take it slowly if we wish these ideas to even be considered.