The online racing simulator
Searching in All forums
(41 results)
2
Scawen
Developer
Quote from luchian :Will an update on client side be necessary also ? Or it is transparent for the player ? Thanks.

No, the player doesn't see any difference apart from the skin thing.

Quote from Faultygearbox :Could this possibly mean that we'll see a real Linux host in the future?
I'd love to host a server and implement some nice rolling mini series to make casual racing more interesting... But with Wine, I'll still have to wait.

Why is that? I'm interested to know what you could do without Wine that you can't do with it. DCon is supposed to make it work quite well / more easily with Wine than the old version.

There are some problems porting to Linux, not only that some parts of code (input / output - mainly sockets) would have to be changed and some language peculiarities would have to be dealt with (in hundreds / thousands of lines - I know this from when I rewrote the master server for Linux). The biggest problem is that some of the OOS checking would fail because the calculations that take place (when a car is built, for example) would have very slightly different results due to the different floating point optimisations used by different compilers. So some things would have to be done in a completely different way.
Console based dedicated server
Scawen
Developer
Hello LFS Racers,

For anyone who runs a multiplayer server, we have released a new version of the dedicated host program in the form of a console application.

- Faster text updates when messages appear on screen, reducing packet delays
- Easier to run LFS hosts on Linux computers
- Improved protection against hackers

You can download DCon from our additional downloads page and you will find more information in the README.txt file that accompanies the dedicated host.

Differences in DCON compared with the old DEDI :

- It is easier to run LFS hosts on Linux servers because fewer Windows functions are called.
- There is no graphical output at all, so there is no real hesitation or CPU usage when updating the screen with new messages.
- You can enter text using the keyboard but it is invisible while you type. This is to separate stdin and stdout.
- When a player joins or leaves, some status information is output to the console including the selected track, a list of user names and the time and date.
- You can get a status message at any time by pressing ENTER without typing anything.

Other changes since the original 0.6E :

- More protection against hackers
- Network debug is always enabled
- More logging in the joining process
- Use of skin not found on LFS World causes player to be spectated

Fixes :

Live Host Progress Lap count was not cleared by /pitlane or /pit_all
Spectator to garage from lobby wrongly set LFSW status to "in pits"
Case insensitivity now works on high Latin characters in usernames
The hostXXXXX.txt file is now updated after using /maxguests command

- LFS Developers
Last edited by Scawen, .
Scawen
Developer
asercom, that is a really unusual problem. I don't think it is a bug in LFS, but some problem with the configuration of your computer. Your case is the only time I can remember hearing of this.

"bind failed" normally means that LFS cannot listen on a TCP socket because another program is already listening on the port that you want to use. For example this error message would come up correctly if you started two instances of LFS host using the same port number. But the /reinit command closes the original listening socket before trying to open the new one, so the bind should not fail in that case.

I guess that for some reason, Wine or Linux is reporting that the port is still in use for a while after the socket was closed, so LFS cannot bind to it.
Console Dedicated Host TEST5
Scawen
Developer
Hello Hosters,

Here is the fifth test of the long requested console based dedicated host. The fourth test seems to have been working well. The text input system has been made more efficient so you can send text into your host using the Windows SendMessage function. Two other bugs have been fixed. If this test works well we may release it as an official version of the dedicated host. Maybe we will not release the old style "grey window" dedicated host again.

Changes from TEST4 to TEST5 :

FIX : Excessive console text input could cause freeze or crash
https://www.lfsforum.net/showt ... php?p=1800156#post1800156

FIX : Number of laps was not cleared in Live Host Progress by /pitlane or /pit_all
https://www.lfsforum.net/showt ... php?p=1799225#post1799225

FIX : Spectator to garage from game setup screen wrongly set LFSW status to "in pits"
https://www.lfsforum.net/showt ... php?p=1768629#post1768629

Changes from original 0.6E to TEST4 :

- More protection against hackers
- More logging in the joining process
- Network debug is enabled by default.
- Use of skin not found on LFS World causes player to be spectated

Some Notes on the console version :

This version makes it easier to run LFS on Linux servers (e.g. using Wine) because fewer Windows functions are used. It is a true console program with no graphical output or pixel rendering. There is no real hesitation for the screen update, saving CPU and allowing network packets to be forwarded as quickly as possible.

When a player joins or leaves, some status information is output to the console, including which track is selected, a list of the connected user names and the time and date. You can also get one of those status messages any time by pressing ENTER without typing anything.

You can input text using the keyboard but it is invisible while you type. This is to separate stdin and stdout which can be helpful.

HOW TO USE :

Save DCon.exe into a DEDI folder then you can run it as usual with a command line or a setup.cfg file.

EDIT : TEST6 is now available for download with an important fix : https://www.lfsforum.net/showt ... php?p=1805551#post1805551
Last edited by Scawen, .
Scawen
Developer
From a quick look, I can't see how to do colour. How to do it seems to depend on where the output is going. I can only see how to do colour on Linux consoles, not Windows.

Anyway that is of low priority. I think there should be an option to show the text with or without ^X colour codes. If you want to take that output text from stdout and show it on another system, you might like to use the colour codes. I'm thinking one more option is needed, to avoid "high ascii" characters. When displayed on a linux console, e.g. using "screen" some of those higher Latin characters can start moving the cursor around and various funny things. So if you aren't piping the output to your own program, you might want to just have question marks instead of ambiguous or troublesome characters.

About input, I'm thinking maybe it should be invisible, so we have a complete separation between input and output. So you could still type /exit or /restart or /ban dawesdust_12 999 but you will not see that text while you type it. This means (according to my limited understanding about console applications) you could send text in either from the keyboard or stdin some other way and it doesn't directly affect the output.

It's worth carrying on with this today. By removing libs, I'm also able to cut out some calls to Windows functions. I don't know if that might help with Wine, but anyway it's part of the appropriate cleaning up and simplification of this program.
Scawen
Developer
Quote from MadCatX :"Timer binding" seems to be working fine. LFS no longer freezes on abrupt time jumps backwards and InSim apps don't timeout when time jumps forward. However, all sounds go silent when such a jump takes place and the only way to get it back is to switch the sound off and on again with SHIFT+N (sound buffer reset?).

I'd like to know how to reproduce this. Which computer is doing the time jumping and which computer is losing the sound? For example, do you have a remote computer on Wine whose time is jumping around and you are losing sound on your local Windows PC that is connected to it? It is forward or backward jumps that make the sound disappear? Or is the time jumping on your local computer? Any way to reproduce this reliably would be very helpful.

Quote from Nilex :One thing i feel is made worse tho. Like troy written there is only one connection bar visible bottom-left. So the only way to identify someone is lagging is to visually identify him. When that's done it usually too late, if u get me. As i said we can't tell if someone has connection issues as there are no signs of it except directly visual. Multiple bars showing was the other, not ideal but something

I'm thinking about this. I realise that all we see now is everything seems to be fine then someone either loses connection or times out, and that's the first we knew about it, so that's a bit disturbing.

Quote from LFSMasterMan :Updated my LFS and my server. i also keep getting 'TIMER BOUNDED'

Is that the host message or the local message? The one from the host says "> HOST : TIMER BOUNDED" and the local one is just "TIMER BOUNDED". Which operating system is the host running on and what about your local computer? The reason I ask is that this is the result of a fix for servers running on Wine that sometimes have a problem where the reported time jumps around (Wine bug : elapsed milliseconds reported by the timeGetTime function is affected by Linux system time changes). When this happens you should see the message and hopefully things recover on the guests in a while.

Quote from Senninha25 :I also get "TIMER BOUNDED" when I switch from windowed mode to fullscreen (I do that pretty often). It took about 10 seconds for the screen to display everything again (on B I would time out if it took that long). Is this "TIMER BOUNDED" message supposed to come up?

I'm thinking that maybe this timer bounding should only take place on non-graphical hosts. I'm surprised it takes so long to switch to full screen. Are you using a full screen resolution that is different from your desktop resolution? On my computer it's much faster when they are the same. But anyway, there is no benefit in this case of the timer bounding coming into action. The bounding takes place any time that LFS is told that the time step is 6 seconds or more. So if LFS is not given any CPU time for 6 seconds, the bounding will take place. And that is even if there has not been a Wine style timer error.

Anyway, I realise now that 6 second hangs (from LFS's viewpoint) are quite common and don't usually need any timer adjustment action, so I think I should disable that code when LFS is running in graphical mode - or maybe allow up to 30 seconds or so before bounding the timer. But in dedicated hosts (or normal LFS running in dedicated=nogfx mode) it seems like quite a good idea.

Though people who get this on their dedicated host should look at finding a solution. Timer bounding is not really good, it just avoids disconnections due to timeouts. You should really fix your system time adjustment setup or the timeGetTime function.

Quote from Beaver08 :Since the patch update seem to be getting a weird error when people take over/ rent their vehicles maybe it's an insim error of mine

› Username : Bad Packet (2)

Second image shows Bad Packet (81)

I see why this is happening. It's a mistake I've made. Let's say player B takes over player A's car. But just after the takeover packet was sent, but in that split second before the takeover actually takes place, player A sent a packet related to that car's state. Now the takeover takes place, then the car state packet arrives from player A, now relating to player B's car. The host thinks this is bad and kicks A.

I'll figure out a solution to that and hopefully release an update today.
Last edited by Scawen, .
Scawen
Developer
Quote from sicotange :I have nothing worrying to report in relation to my Windows server (WS • Metropolis) using 0.6B3.

Am I right to assume that:
• The probability to encounter the error on a full server is much higher.
• The issue concerns both Windows & Linux servers.

- Network activity does also fill the buffer, so it increases the probability of encountering the overflow. But it can happen on an empty server.

- I think the timer / overflow error is not likely on a Windows server unless it is overloaded and fails to give LFS any CPU time.

So, it's good for any servers running on Linux / Wine, specially if they have the clock adjustment problem or ever see OVERFLOW in their log and sometimes have to restart their host.
Last edited by Scawen, .
Operating System Poll (pre-poll check)
Scawen
Developer
I'd like to set up a poll to see how many users use each operating system.

Before I set up the poll, please can you tell me if I've missed out any important operating systems from this list?
I'm not interested in every single version like Vista 64 and so on - that would just be Vista.
(XP x64 is apparently different from XP so that's why I've included that 64 bit version separately)

- Windows 98
- Windows ME
- Windows NT
- Windows 2000
- Windows XP
- Windows XP x64
- Windows Vista
- Windows Seven
- Server Longhorn (2008)
- Server 2003
- Macintosh
- Linux
Scawen
Developer
Personally I can't help, as I have no idea about Wine. I don't know why Z25 would be different.

Just in case you don't get a reply here, maybe it would be a good idea to ask in the Hosts forum section.

I think some other people must have started Z25 hosts on Linux.

http://www.lfsforum.net/forumdisplay.php?f=74
Test Patch Z16 (online compatible)
Scawen
Developer
WARNING : THIS IS A TEST

NOTE : THIS DOES NOT CONTAIN NEW PHYSICS / VW SCIROCCO / ROCKINGHAM

Hello Racers, here is a new Test Patch : Z16.

It is online compatible with version Z.
You can view hotlap replays made in version Z.

ABS brakes have been added to 5 cars (as a setup option) so for now you cannot upload hotlaps made in Z16.

Please keep a backup of your LFS.exe from version Z so you can go back to Z if there are any problems.

Changes in TEST PATCH Z16 :

Improved multiple monitor and curved screen support :

The number of left and right screens can be manually entered in the
View Options screen.

If you specify more than one screen, multiple views are rendered in
different directions. This allows much wider fields of view.

2 screens - maximum FOV 180 degrees
3 screens - maximum FOV 270 degrees
4 or more screens - maximum FOV 360 degrees

As before, there are two separate sets of settings. Wide mode
becomes active when the screen width is 3 or more times the height.
Normal mode and wide mode have all the same settings, but normal
mode defaults to 1 screen, while wide mode defaults to 3 screens.

The old single projection 3 three screen mode can be reproduced by
setting the number of left and right screens to zero.

A curved screen can be supported by setting the number of left and
right screens to the maximum of 5 each. This 11 screen setup is
an approximate cylindrical projection, ideal for curved screens.

Various other setups can now be properly supported, for example :

- A 5 screen setup with each screen at 45 degrees - total FOV 225
- A 3 projector setup with each screen at 90 degrees - total 270

Other new settings :

Bezel compensation - allows for the gap between monitors
Screen widths - for centre and side screens with a different width

Note :

External views (TV, helicopter and SHIFT+U mode) are always drawn as
a single render and confined to the same area as the 2D interface.

Other changes to view system :

Two button look (left + right) is now double the one button look and
this allows up to 180 degrees look (like old versions of LFS).

Rear look (instant 180 degree view from centre of car) is now the
same on all cars (no longer shows a virtual mirror) but is disallowed
if the host activates forced cockpit view.

Cockpit view Z-buffering has improved so you should not usually see
missing parts of your seat or the car body when looking around.

Other updates :

Click car arrow on small map to view that car
Included Slovenian translation of training lessons
New key : SHIFT+O to enter options from SHIFT+U mode
Pit speed limit is now shown below the pit direction arrow
Misc option "Shadow generation" replaces Z15 test shadows key
Headlights and tail lights can now be switched on by pressing '3'
V / TAB / P / HOME / F1 / F2 / F3 / F / SHIFT+M / N work in options
Virtual dash uses symbols (soon to be implemented on real dashboards)

Fixes :

FIX : Pit lane arrow is now only shown in driving views
FIX : Pit lane arrow was shown even when car was going the right way
FIX : Autocross editor buttons were wrongly scaled with the interface
FIX : Physics objects & smoke can now be seen through your windscreen
FIX : Selected object in editor vanished behind anything transparent
FIX : Turn signals were switched off if car received any damage
FIX : Crash in game setup screen after removing a player

Changes in TEST PATCH Z15 :

FIX : Pit exit indicator was a square in double byte languages
FIX : Rim / tyre polygon alignment was wrong (left wheels FXO / UF1)
FIX : Pitlane exit direction arrows did not work in training lessons
FIX : MPR buffer overflow vulnerability (reported by muhaa - thanks)
FIX : Could cross finish line without passing all route checkers
FIX : Skin names containing a '.' could not be loaded in LFS
FIX : Colour extended into skin download progress indicator
FIX : F12 tyre display for remote car could go off screen
FIX : MRT5 gear indicator and fuel gauge are now visible
FIX : Short cuts were possible in slalom course training
FIX : Autocross route checkers only worked for one lap

TEST key added for Wine users. The new shadows are known to go
wrong when LFS is run using Wine on a Linux computer. Press SHIFT+K
to try out a test version to see if it makes any difference.
On Windows computers, the test version is slightly slower.

KNOWN ISSUES :

LX4 number plate goes through spare tyre

Changes in TEST PATCH Z13 :

New message from host replaces "Did not receive guest info"
Progress indicator for skin downloads while joining a host
Improved order of sort by version number in List of Hosts
Unlock screen clear button to remove name and password
Direction to turn is shown when leaving pit garage
Blue and yellow flags removed from cruise mode
Removed Español Latino translation

FIX : LFS could crash when many cars were in view (e.g. during MPR)
FIX : Vista 64 power save switched off monitor in full screen mode
FIX : No response in List of Hosts after failing to join a host
FIX : Lightmap (lighting on cars) was positioned inaccurately
FIX : Follower view angle setting changed when LFS restarted
FIX : Closing X connects (message in List of Hosts screen)
FIX : Shine on wheels flickered while editing wheel colour
FIX : ABS now works in reverse

Changes from Z to Z10 :

Updated wheels on Formula BMW
Implemented ABS brakes in XRG / RB4 / FXO / XRT / FZ5
Improved wheel drawing system including rotating brake discs
Improved shadows - sharper and ambient shadow effect now included
InSim : New packets to start / search replays and take screenshots
InSim : Traction Control and ABS are now reported in IS_NPL packet
FIX : Mouse steering was stuck on full lock after minimising window
FIX : Player name was wrong in entry screen on entry or after replay
FIX : Added checks to prevent guests joining with no user name or ID
FIX : OOS starting race after joining autocross host in entry screen


DOWNLOADS :

PATCH Z to Z16 (Version Z must already be installed) :
www.liveforspeed.net/file_lfs. ... me=LFS_PATCH_Z_TO_Z16.exe (2.2 MB)

DEDICATED HOST Z16 (non-graphical version for hosting only) :
www.liveforspeed.net/file_lfs.php?name=LFS_S2_DEDI_Z16.zip (1.6 MB)
Scawen
Developer
Well... shadows (up to version Z) used to work fine in Windows or in Wine. Then with the recent shadow improvements, after we solved various problems, they worked fine in Windows, but several users reported a problem in Wine. I think it is good that some people use Linux instead of Windows, so I'd be quite happy if the shadows would work in Wine as well. So I decided to try one small experiment, to put in a SHIFT+K switch to toggle between two different methods of producing the shadow textures. On a Windows computer, where it's working correctly, the two methods should look exactly the same, only the TEST version is a bit slower.

Surprisingly enough, there is some success. Shadowww's images show that the "draw to texture" (TEST) method works quite well (still with some problems) but the "CopyRects" (faster) method does not work. That is a better result than I expected.

NOTE : This suggests there is a problem with the D3D8 "CopyRects" function in some versions of Wine (if anyone wants to report that on the Wine forums - but maybe you should discuss your Wine version and graphics card and drivers here first so we find out what combination causes the problem - to make it easy for the Wine developers to reproduce / identify the problem).
Last edited by Scawen, .
Test Patch Z15 (online compatible)
Scawen
Developer
WARNING : THIS IS A TEST

NOTE : THE VW SCIROCCO IS NOT INCLUDED

Hello Racers, here is a new Test Patch : Z15.

It is online compatible with version Z.
You can view hotlap replays made in version Z.

ABS brakes have been added to 5 cars (as a setup option) so for now you cannot upload hotlaps made in Z15.

Please keep a backup of your LFS.exe from version Z so you can go back to Z if there are any problems.

Changes in TEST PATCH Z15 :

FIX : Pit exit indicator was a square in double byte languages
FIX : Rim / tyre polygon alignment was wrong (left wheels FXO / UF1)
FIX : Pitlane exit direction arrows did not work in training lessons
FIX : MPR buffer overflow vulnerability (reported by muhaa - thanks)
FIX : Could cross finish line without passing all route checkers
FIX : Skin names containing a '.' could not be loaded in LFS
FIX : Colour extended into skin download progress indicator
FIX : F12 tyre display for remote car could go off screen
FIX : MRT5 gear indicator and fuel gauge are now visible
FIX : Short cuts were possible in slalom course training
FIX : Autocross route checkers only worked for one lap

TEST key added for Wine users. The new shadows are known to go
wrong when LFS is run using Wine on a Linux computer. Press SHIFT+K
to try out a test version to see if it makes any difference.
On Windows computers, the test version is slightly slower.

KNOWN ISSUES :

LX4 number plate goes through spare tyre

Changes in TEST PATCH Z13 :

New message from host replaces "Did not receive guest info"
Progress indicator for skin downloads while joining a host
Improved order of sort by version number in List of Hosts
Unlock screen clear button to remove name and password
Direction to turn is shown when leaving pit garage
Blue and yellow flags removed from cruise mode
Removed Español Latino translation

FIX : LFS could crash when many cars were in view (e.g. during MPR)
FIX : Vista 64 power save switched off monitor in full screen mode
FIX : No response in List of Hosts after failing to join a host
FIX : Lightmap (lighting on cars) was positioned inaccurately
FIX : Follower view angle setting changed when LFS restarted
FIX : Closing X connects (message in List of Hosts screen)
FIX : Shine on wheels flickered while editing wheel colour
FIX : ABS now works in reverse

Changes from Z to Z10 :

Updated wheels on Formula BMW
Implemented ABS brakes in XRG / RB4 / FXO / XRT / FZ5
Improved wheel drawing system including rotating brake discs
Improved shadows - sharper and ambient shadow effect now included
InSim : New packets to start / search replays and take screenshots
InSim : Traction Control and ABS are now reported in IS_NPL packet
FIX : Mouse steering was stuck on full lock after minimising window
FIX : Player name was wrong in entry screen on entry or after replay
FIX : Added checks to prevent guests joining with no user name or ID
FIX : OOS starting race after joining autocross host in entry screen


DOWNLOADS :

PATCH Z to Z15 (Version Z must already be installed) :
www.liveforspeed.net/file_lfs. ... me=LFS_PATCH_Z_TO_Z15.exe (1.9 MB)

DEDICATED HOST Z15 (non-graphical version for hosting only) :
www.liveforspeed.net/file_lfs.php?name=LFS_S2_DEDI_Z15.zip (1.6 MB)
Scawen
Developer
Quote from tomylee :Here a bug just right now on a server. All cars for every user had a lag but no disconnect. After restart and even change of track dis nothing change.

Hi. This isn't an LFS bug, it seems to be a bug in "Wine". I'll take that back if you tell me that server was not running under Wine on Linux. Wine appears to occasionally stop relaying UDP packets (used for car positions) to the LFS exe. So LFS has no idea where the cars are. Also no-one can join the server from that point on until it is restarted.

Quote from y2khippy : am just reporting an event and do not want to blaim this beautifuly crafted work that has been done. I am also linking the topic and OFF topic sections in this post as server lag will show up more in areas where many cars are in the same place at the same time.

Thanks. I do hope that hosters will seriously consider the bandiwdth requirements for hosts with 48 connections. They can use the in-game bandwidth calculator. It's no good to say "my connection is good so I can go for the max, no problem". The upload bandwidth for a full capacity host is so great you need a MONSTER upload capability to deal with it.

In game bandwidth calculator shows that a dedicated host with 32 cars on track and 47 guests requires :

552 KB per second

(that's more than half a megabyte per second / 4416 kbits per second)
Scawen
Developer
Quote from St4Lk3R :...I'm running a few hosts on a linux-rootserver, but they only do all show up on lfsw if I run them out of one folder. this is a bit annoying because I host servers for 2 different teams. If I run the servers from 2 or more folders then only the ones which have been started out of the "first" folder shows up on lfsw. I wonder if this is a server bug or something in my wine / firewall settings.

I can't understand that from an LFS viewpoint. LFS has no knowledge of which folder it is in or where another LFS may be running on the same computer. So I think it must be your wine or firewall settings. But I can't help with that as I don't know anything about Linux or Wine.
Scawen
Developer
Quote from 96 GTS :Sorta kind maybe off topic, but is the master server located in your home, Scawen, or is it in a remote server bank somewhere?

Yes it's in my house. This is for historical reasons - there used to be two very good reasons for it. One, because we didn't have our own internet server (i mean the big one in a rack, that runs our website). And two, because it's good to develop on it and watch it right beside me. In the earlier days the master needed a lot of development and bug fixing.

Now that we have our own internet servers, it's probably a good idea to convert to Linux and put it on our main server. Eaiser said than done of course because i don't know much about Linux, but presumably quite easy...

Anyway it's really not a big deal or a rush to do it as it's a solid business connection here with a Fixed IP. Power cuts in this part of the world are about once every 2 years, for 10 minutes.
Scawen
Developer
Hmm...

I don't think i can really help. Cedega must be doing something odd that makes some of the checks fail.

All i can say is, either try what Dumass said, or try to somehow figure out how to make Wine work at a good frame rate.

I don't have a clue about Linux, but i seem to remember someone writing a guide about using Wine and LFS - maybe it was at RSC.
2
FGED GREDG RDFGDR GSFDG