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Scawen
Developer
One more thing you could try.

Start LFS, and enter this command:
/log msg.txt

Now everything you type will go into a text file msg.txt

So now you can try to enter the text you want (into LFS text dialog) and you can open the text file to see the text encoded into "code page" style.
Scawen
Developer
Player name was never the problem, it was just an example, to hopefully demonstrate the correct encoding.

In my copy of Notepad, there is a menu in "Format" "Font..." and in there is a drop-down "Script" where you can select the code page represented by the characters in the file. I think you may need to select the correct "Script" for the language you are typing in there.
Scawen
Developer
It seems likely you are not using the code page correctly, but it's not for me to describe. It's an old Microsoft system, which you can look up if you want.

LFS can help a bit though. You can try writing a player name using the word you want, then exit from the player options, now have a look in data\misc - I think the new .ply file name will have the correct character encoding.
Scawen
Developer
I think in the external program the code page needs to be selected in the text sent to LFS, using one of these character sequences:

^J: Japanese (code page 932)
^H: Traditional Chinese (code page 950)
^S: Simplified Chinese (code page 936)
^K: Korean (code page 949)

The characters after the code page selector can use the character encoding according to the selected code page.
Scawen
Developer
I think it may be the high rise buildings with hundreds of windows, in those cases Eric doesn't want to model them in an 'expensive' way with light emitting surfaces behind a glass layer, as he has done with various buildings around Kyoto (and also South City) but not the high rise ones. Although it's not something we have discussed recently, I guess the priority isn't that high yet.

EDIT:

How the lights are modelled in LFS, each object with self-lit surfaces has a lighting value that can be set (per object or object type). There are 3 different values (always on, night white and night yellow). These values are inserted in the vertex structure when the editor model is built as a game-ready mesh (on load). When drawing the triangles in game, the special values (3 mentioned above) are multiplied by the current state of that light (always on is... always on [pit garages etc] and night white / night yellow are on between sunrise and sunset). Some lights also use a "night mid" and they get half of night white and half of night yellow, to allow a bit more variation in the light colours.

These resulting light colours are used both to render those lights every frame and also in the lighting baking render which is done over several hours, getting light values from every point.

But I fear I may get more questions now that I started talking about technical things. Please forgive me if I don't answer!
Last edited by Scawen, .
Scawen
Developer
Google translate:
Quote :After clicking download, it prompts that the download failed. Is it because of a problem with the Chinese network?

It's possible that the Chinese firewall can cause problems, and that may vary. There are two ways to download a mod.

1) Click a mod in-game (on the mods screen). From China (and other Asian regions, and of course America) I think you are redirected to the USA downloads. You can disable the USA redirect with:
Options... Misc... Allow regional downloads: [no]

Maybe that can help.

2) If you were clicking a mod like on the website and it failed, we would need to know the exact message, maybe you can set LFS to English and report the message. This depends on LFS being installed with associations enabled, so that web links can be used to start LFS.

I think it would help to know if it worked for you before, and it has recently stopped working?
Scawen
Developer
I've started one of these requests on a test account, to have another look after 7 days. I've tested thoroughly before several times on a short time frame test while developing it and it was working fine, and I'm sure I've seen it on the full week test as well. There isn't a way for it to be affected by failed emails or expired domains, etc. It's not an active process, it just sets a time in the database and that is affected when you visit the page after some time.

After the first 7 days, you should be able to set a new email address without receiving one on the old email address.

After a further 7 days, if you don't set a new address, then it returns back to the original state. That is 14 days after you first clicked.
Last edited by Scawen, . Reason : typo
Scawen
Developer
Hi, that is unfortunate timing. You wait 7 days and then, for the second 7 days, you are able to change your email address without receiving an email on the old address. On the 14th day it expires and you are back to the start.
Scawen
Developer
This conversation is going nowhere.
Scawen
Developer
Asking for a free license is not General LFS Discussion.
Scawen
Developer
I wonder if there may be a way to reproduce the issue, maybe some pattern to it?

As we know, it seems to work at first, checking every minute, then apparently it can go wrong at some point.

If I understand the pattern it might help direct me how to figure it out (remembering this is all Victor's code and it's better if I don't bother him unless it's an important issue).

I'm busy on other things but maybe if you detect a pattern, let me know and it might me some time when I do look into it.
Scawen
Developer
By the way, we don't store any credit card details. Our site doesn't even see them during the payment process. And we have to run regular PCI DSS checks to comply with the security standards.

Some other companies store your credit card details for use in future purchases. We don't.
Scawen
Developer
Unless I am mistaken, we've been selling online longer than Steam.
Scawen
Developer
Quote from Byrontr :I think there's no way to play with friends in the demo, I've never looked.

Maybe try to find out if you don't know.
Scawen
Developer
We have already discussed this and there's not much more to say.

To buy S3 in Turkey is already half price.

It costs one single payment of around 1000 Lira, for a lifetime subscription to S3 content and free updates as long as LFS continues.

If you can find better deals that that, I'd like to hear about it.

We also give a free game to everyone who doesn't want to pay. It's your choice.
Scawen
Developer
I'm not sure if you know, you can buy a license from lfs.net once and have access to other updates too.

Why do you want to buy it from Steam rather than lfs.net?

I really don't mind if you buy it or not, I'm just curious about what you think Steam could offer that we can't.
Scawen
Developer
Quote from Gutholz :As I was watching yesterday's lunar eclipse, I wondered:
Will there be a moon?

I really want to add the moon, it seems quite wrong not to! Smile

But don't worry everyone, this is obviously one of those things that has to wait until after the release. Wave
Scawen
Developer
You could sell a car with some nice improvements and also a leaking fuel tank, some holes in the bodywork, faulty electrics and an uncomfortable seat. Or you could fix the known issues and release it at that point instead. Which is better?

This is an entirely new version. There is no compatibility between tracks in the old and new versions. The old version cannot possibly load the new tracks, and the new version looks terrible with the old tracks. Good news though, they have all been updated, as you can see by reading the previous progress reports I linked to above.

The new version is not a patch for old LFS. It has to be released all at once, and it will be released with flaws, in as a test version. But there is absolutely no point releasing it when it is not ready for testing and we are working full time trying to fix all the issues we already know about.

There is a point to release it before it is perfect (and will never be perfect anyway) but we aren't at that point yet.


EDIT: As mentioned, some important things are simply not done yet. Also, at some point I need to build a public version, actually exporting everything from the development version into a publicly releasable folder. Even that will take me a few days, probably a week by the time I've added some code support to help me build a clean version a few times during the testing stages. To move from a development version to release isn't simply a matter of declaring it ready. It's a careful process of exporting and encrypting the necessary files, possibly stored a bit differently from the current public version. It's not a big deal, I'm just trying to illustrate that there isn't a version to release yet, even if it was ready which it isn't. Ya right
Last edited by Scawen, .
Scawen
Developer
OK, we get that in Edge too. In Firefox it goes where it's supposed to. So I don't think this test tells us much so far. My son got that result and he is not a moderator.

My hypothesis at the moment is that redirect is browser related and doesn't shed any light on Zero7's mod download issue.
Scawen
Developer
Oh that is strange, for me it stays on the competition pages and I can click around them. Uhmm
Scawen
Developer
I guess pinging the master is probably not relevant as the mods and skins don't come from the master server, but do come from our web server.

I wonder if BT could be blocking http (rather than https) connections.

Yesterday I came across part of our site that is so old it uses only http. I wonder if BT allows you to connect to that from your browser.

Link: http://competition.lfs.net/
Scawen
Developer
Sorry, I know there are other questions but I can't answer them all as I'm still busy working long days every day.
Quote from nacim :So there is only baked ambient occlusion during the day, and baked lighting during the night right ?
So no baked Global Illumination that blends during the various time of day for the moment ?

In our system, I call the following ambient lighting:
1) Lighting from the sky
2) Lighting from nearby objects
3) Lighting from artificial lights (excluding headlights which are obviously dynamic)

These are linked together in our system, values baked into vertex lighting and they are in operation at all times, with a varying effect depending on the lighting situation. Some artificial lights are on at all times (e.g. pit garages) and some come on only at night (street lights).

Quote from tankslacno :Does this new dynamic lightning system force you to release all updated track environments at the same time? Is it even possible to release a patch, where one of the track environments is updated and that particular track environment uses the new dynamic system, while all the other tracks still use the current 2-4 static lightning options for time being?

No, all tracks must be updated. This has all been explained. I know it's a lot of reading but there are links at the bottom of this page:
https://www.lfs.net/patchInfo/report-dec2024-ky.php
Scawen
Developer
That ambient lighting, including from the artificial lights, is baked and vertex based. Where there is an issue like the one you spotted, Eric can improve it by manually increasing the geometry in those areas.


EDIT: To be clear, in the older versions of LFS, we had automatic geometry splitting to try to allow more detailed shadows (that were also for sun shadows). It worked OK in some places, but sometimes it creates long shards of undesirable lighting. In the new version of LFS, direct lighting shadows are done using shadow maps. Vertex lighting is now only for the ambient lighting (including sky lighting and street lights). Automatic splitting then seemed to cause more problems than it could solve, so we decided that it would be better if Eric has full control of the geometry instead of leaving anything to a flawed algorithm.

The design compromise of storing lighting in vertices has pros and cons, it's very efficient and helps LFS keep running on less powerful GPUs that is important for many of our customers. In my opinion it usually works quite well but there can be problems in some places, e.g. sometimes near street lights or occasionally there are excessive ambient shadows. I think it's not worth trying to make it too perfect but it can be improved a bit in some places where it might be seen a lot or has obvious issues.
Last edited by Scawen, .
Scawen
Developer
Thanks for the updates! Smile

I had a fun race against 3 AI in VR at Fern Bay Club.

The climb was a struggle for that car and the internal rear view mirror is not very useful! Big grin

Nice mod and I learned some more about 2CV history. Thumbs up
Scawen
Developer
Yeah I know that's hard, and some people are good at working with LFS strange sound engine. Smile

Anyway, I had a quick go and it improved just by setting it to flat twin and max inertia mul.

I'm not familiar with this old 425cc version, but I found a short video of it. Smile
https://www.youtube.com/watch?v=1S-IYaQ4MIU

Anyway in the SHIFT+A editor I think I got a better result by reducing the "Collector MIX" and turning up "Header MIX" and I think maybe "Unevenness" isn't needed for this engine?
Last edited by Scawen, . Reason : removed off-topic
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