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Test Patch Z20 (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 : Z20.

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 Z20.

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 Z20 :

FIX : Z19 problems going full screen in some versions of Windows

Changes in TEST PATCH Z19 :

Updates :

Road car dashboards updated to use dashboard light symbols
Shift lights removed from all road cars other than RaceAbout
OutGauge : Dashboard lights reported in new OutGaugePack fields
Included "Latino" translation : South American / Mexican Spanish
New command : /view reload - reload a custom view without saving
New command : /view save - save any changes made to a custom view
Mouse steer/look/axes now relative to interface (not entire screen)
Window size and position now restored after full screen or exit LFS
Cleaned up code : window create / resize / switch to full screen

Fixes :

FIX : Car shake when following in SHIFT+U mode with above 100 fps
FIX : Roll in SHIFT+U mode was not reported in InSim IS_CPP packet
FIX : Car shake when using left mouse in SHIFT+U to adjust position
FIX : Full width external views option was not saved in config file
FIX : Dedicated host did not save skins used in MPR (for downloads)
FIX : SoftTH users could not click side screen interface buttons
FIX : Overhead text (driver names) appeared too late in mirrors
FIX : Zoom keys could change screen angle setting (now limited)
FIX : LX4 number plate no longer intersects with spare tyre

Changes from Z to Z18 :

Improved multiple monitor and curved screen support :

The number of left and right screens can be manually entered in the
View Options screen and you can set the angle between monitors.

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

The FOV slider does not set the total field of view. Instead, you
set the FOV of the main screen. LFS then calculates each screen's
field of view and offset according to your settings.

Use "Screen angle" setting to specify the angle between monitors.

Use "View offset" to move the steering wheel off centre.

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.

To reproduce the old single projection 3 three screen mode, either
- set the number of left and right screens to zero, or
- set left and right screens to 1 and set "Screen angle" 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 2 screen setup with side screen at 30 degrees and offset wheel
- A 5 screen setup with each screen at 45 degrees - total FOV 225
- A 3 projector setup with each screen at 90 degrees - total FOV 270

Note :

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

Related settings :

Option to force external views to use full width
Bezel compensation - to allow for the gap between monitors
Screen widths - for centre and side screens with a different width

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 improved so you should not usually see
missing parts of your seat or the car body when looking around.

Graphics :

Improved wheel drawing system including rotating brake discs
Formula BMW wheels updated to use the new wheel drawing system
Headlights and tail lights can now be switched on by pressing '3'
Improved shadows - sharper and ambient shadow effect now included
Slight increase in wheels LOD reduction distance (increases detail)
Increased maximum value of Mirror LOD user setting (default now 0.3)
Virtual dash uses symbols (soon to be implemented on real dashboards)
FIX : Physics objects & smoke can now be seen through your windscreen
FIX : Turn signals were switched off if car received any damage
FIX : Lightmap (lighting on cars) was positioned inaccurately

Interface :

Click car arrow on small map to view that car
Blue and yellow flags removed from cruise mode
Connections list is now shown in alphabetical order
New key : SHIFT+Z to show the mouse cursor when it would be hidden
Names in race position list can now be clicked to view that player
V / TAB / P / HOME / F1 / F2 / F3 / F / SHIFT+M / N work in options
Direction to turn and speed limit is shown when leaving pit garage
New text command /showmouse [yes/no] does the same as SHIFT+Z
Improved order of "sort by version number" in List of Hosts
New message from host replaces "Did not receive guest info"
Progress indicator for skin downloads while joining a host
Unlock screen : clear button to remove name and password
FIX : F12 tyre display for remote car could go off screen
FIX : Central message sub-text disappeared in escape menu
FIX : Colour extended into skin download progress indicator

Autocross :

New key : SHIFT+O to enter options from SHIFT+U mode
FIX : Autocross editor buttons were wrongly scaled with the interface
FIX : Selected object in editor vanished behind anything transparent
FIX : Could cross finish line without passing all route checkers
FIX : Autocross route checkers only worked for one lap

Training :

Included Slovenian translation of training lessons
FIX : Short cuts were possible in slalom course training

Misc :

Implemented ABS brakes in XRG / RB4 / FXO / XRT / FZ5
Misc option "Shadow generation" to select optimal shadow draw
InSim : Traction Control and ABS are now reported in IS_NPL packet
InSim : New packets to start / search replays and take screenshots

Fixes :

FIX : Crash in game setup screen after removing a player
FIX : MPR buffer overflow vulnerability (reported by muhaa - thanks)
FIX : Skin names containing a '.' could not be loaded in LFS
FIX : MRT5 gear indicator and fuel gauge are now visible
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 : Follower view angle setting changed when LFS restarted
FIX : Closing X connects (message in List of Hosts screen)
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 Z20 (Version Z must already be installed) :
www.liveforspeed.net/file_lfs. ... me=LFS_PATCH_Z_TO_Z20.exe (3.1 MB)

DEDICATED HOST Z21 (non-graphical version for hosting only) :
www.liveforspeed.net/file_lfs.php?name=LFS_S2_DEDI_Z21.zip (1.6 MB)

EDIT : I forgot to update the patch docs with the new InSim.txt - now attached (with new dashboard lights output)
Last edited by Scawen, . Reason : changed dedicated host link to Z21 (UDP list of hosts support)
Test Patch Z19 (online compatible)
Scawen
Developer
WARNING : THIS IS A TEST

WARNING : AN ISSUE HAS BEEN REPORTED - ON SOME VERSIONS OF WINDOWS THE INTERFACE CAN BE OFFSET WHEN YOU FIRST START IN FULL SCREEN. APPARENTLY IT IS FIXED IF YOU THEN GO TO A WINDOW AND BACK TO FULL SCREEN (SHIFT+F4)

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

Hello Racers, here is a new Test Patch : Z19.

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 Z19.

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 Z19 :

Updates :

Road car dashboards updated to use dashboard light symbols
Shift lights removed from all road cars other than RaceAbout
OutGauge : Dashboard lights reported in new OutGaugePack fields
Included "Latino" translation : South American / Mexican Spanish
New command : /view reload - reload a custom view without saving
New command : /view save - save any changes made to a custom view
Mouse steer/look/axes now relative to interface (not entire screen)
Window size and position now restored after full screen or exit LFS
Cleaned up code : window create / resize / switch to full screen

Fixes :

FIX : Car shake when following in SHIFT+U mode with above 100 fps
FIX : Roll in SHIFT+U mode was not reported in InSim IS_CPP packet
FIX : Car shake when using left mouse in SHIFT+U to adjust position
FIX : Full width external views option was not saved in config file
FIX : Dedicated host did not save skins used in MPR (for downloads)
FIX : SoftTH users could not click side screen interface buttons
FIX : Overhead text (driver names) appeared too late in mirrors
FIX : Zoom keys could change screen angle setting (now limited)
FIX : LX4 number plate no longer intersects with spare tyre

Changes from Z to Z18 :

Improved multiple monitor and curved screen support :

The number of left and right screens can be manually entered in the
View Options screen and you can set the angle between monitors.

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

The FOV slider does not set the total field of view. Instead, you
set the FOV of the main screen. LFS then calculates each screen's
field of view and offset according to your settings.

Use "Screen angle" setting to specify the angle between monitors.

Use "View offset" to move the steering wheel off centre.

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.

To reproduce the old single projection 3 three screen mode, either
- set the number of left and right screens to zero, or
- set left and right screens to 1 and set "Screen angle" 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 2 screen setup with side screen at 30 degrees and offset wheel
- A 5 screen setup with each screen at 45 degrees - total FOV 225
- A 3 projector setup with each screen at 90 degrees - total FOV 270

Note :

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

Related settings :

Option to force external views to use full width
Bezel compensation - to allow for the gap between monitors
Screen widths - for centre and side screens with a different width

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 improved so you should not usually see
missing parts of your seat or the car body when looking around.

Graphics :

Improved wheel drawing system including rotating brake discs
Formula BMW wheels updated to use the new wheel drawing system
Headlights and tail lights can now be switched on by pressing '3'
Improved shadows - sharper and ambient shadow effect now included
Slight increase in wheels LOD reduction distance (increases detail)
Increased maximum value of Mirror LOD user setting (default now 0.3)
Virtual dash uses symbols (soon to be implemented on real dashboards)
FIX : Physics objects & smoke can now be seen through your windscreen
FIX : Turn signals were switched off if car received any damage
FIX : Lightmap (lighting on cars) was positioned inaccurately

Interface :

Click car arrow on small map to view that car
Blue and yellow flags removed from cruise mode
Connections list is now shown in alphabetical order
New key : SHIFT+Z to show the mouse cursor when it would be hidden
Names in race position list can now be clicked to view that player
V / TAB / P / HOME / F1 / F2 / F3 / F / SHIFT+M / N work in options
Direction to turn and speed limit is shown when leaving pit garage
New text command /showmouse [yes/no] does the same as SHIFT+Z
Improved order of "sort by version number" in List of Hosts
New message from host replaces "Did not receive guest info"
Progress indicator for skin downloads while joining a host
Unlock screen : clear button to remove name and password
FIX : F12 tyre display for remote car could go off screen
FIX : Central message sub-text disappeared in escape menu
FIX : Colour extended into skin download progress indicator

Autocross :

New key : SHIFT+O to enter options from SHIFT+U mode
FIX : Autocross editor buttons were wrongly scaled with the interface
FIX : Selected object in editor vanished behind anything transparent
FIX : Could cross finish line without passing all route checkers
FIX : Autocross route checkers only worked for one lap

Training :

Included Slovenian translation of training lessons
FIX : Short cuts were possible in slalom course training

Misc :

Implemented ABS brakes in XRG / RB4 / FXO / XRT / FZ5
Misc option "Shadow generation" to select optimal shadow draw
InSim : Traction Control and ABS are now reported in IS_NPL packet
InSim : New packets to start / search replays and take screenshots

Fixes :

FIX : Crash in game setup screen after removing a player
FIX : MPR buffer overflow vulnerability (reported by muhaa - thanks)
FIX : Skin names containing a '.' could not be loaded in LFS
FIX : MRT5 gear indicator and fuel gauge are now visible
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 : Follower view angle setting changed when LFS restarted
FIX : Closing X connects (message in List of Hosts screen)
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 Z19 (Version Z must already be installed) :
www.liveforspeed.net/file_lfs. ... me=LFS_PATCH_Z_TO_Z19.exe (3.1 MB)

DEDICATED HOST Z19 (non-graphical version for hosting only) :
www.liveforspeed.net/file_lfs.php?name=LFS_S2_DEDI_Z19.zip (1.6 MB)
Last edited by Scawen, .
Scawen
Developer
Looks like the test patching has gone on too long. When some people start to think it's just a place to have general chatting with me, something is wrong.

In the past we have closed test patch threads for this very reason. I'm trying to sort out the next test patch and keeping my eye on the thread. Every off topic post brings me back here and wastes my time.

Just think, if I spend half my time replying to off topic posts, then it will take me twice as long to get back to the physics.
Scawen
Developer
Quote from aroX123 :I didn't know where to post so i post here since you are here most.
At your first post you say Note: this does not include: Bla bla, Rockingham, bla bla.
So that means there will be a Z testpatch with it?
But we gotta be s3 to test it?

Ummm....

It means that Rockingham, Scirocco and New Physics are not in this test patch.

That's all it means, so that's all I said. It doesn't mean any other things that you just imagine.

Please, this is the test patch thread, if you don't have something to report about Z18 then it's better not to post here. I've got a lot to do and prefer it when I don't have to be distracted and waste two minutes for no reason.
Scawen
Developer
Heiko1 :

No, because the autocross objects are saved in each track. So all tracks would have to be updated. Making a special autocross objects file which is available on all tracks would be a nice idea, also many updates I would like to do to the autocross editor but will not go into them now.

Now is all about : fixing any bad bugs left in Z18 so I can get back to physics. I have massive lists of things to do, surrounding me in my office and I am not looking for more things to add to the lists, because I will be swamped by paper.
Scawen
Developer
Quote from smove :I'm using FlipCams and I'm afraid this practical little add-on doesn't work anymore with Z18 - is this a FlipCams or LFS related problem? Maybe because of the changes concerning multi monitor support? With Z17 it worked if I remember correctly ...

I don't know the reason. Are you using a wide screen mode? What is the effect of trying to use FlipCams... does anything happen at all? Is this the same for anyone who tries to use FlipCams with Z18?

Quote from detail :With the quoted new things, is it possible now to make a 2nd screen work as a rear view monitor?

No, all these updates are concerned only with the main view and I don't think I'll be adding any more features, in fact I've been trying to get off views and back to physics for at least two weeks now!

Quote from Glenn67 :Not with Eyefinity just TH2G and fourth monitor on second video output of a nvidia GTX260+, looks great but kills my FPS and have only been able to get it too work in windowed mode so far.

Thanks for the picture. I can imagine a 5 monitor setup using a future version of Eyefinity will be great, with each screen at 45 degrees, 5 sides of an octagon would be quite immersive. Even better would be a three projector setup...

That reminds me of something else I was thinking. This is another thing for the future but LFS could fully support a stereoscopic view, needing only a dual head card and two projectors. So a left eye view would be drawn on the left half of the render surface - and sent to the left projector. A right eye view would be drawn on the right half and sent to the right projector.

The two views would just need to be rendered from a slightly different view point (the distance between two eyes). The projectors would need polarising filters on the front and then you could see the full 3d view through polarising glasses. I haven't read up fully on this but it seems that you would not need any special "3d" stuff apart from the filters and glasses. A bit expensive with two projectors but apart from that it would be quite good.

Add to that a TrackIR but with the rotation disabled, so it just moves the view point left and right a bit when you move your head, that would complete the illusion very nicely.
Scawen
Developer
Quote from VT-1 :one thing that i notice from Z to Z18 (or somewhere along the line)
I have always used slightly different FOV from single seater to closed cars. LFS always saved the different views setings for all the car types.
I just recently got TH2Go and have begun playing with all the features. It is all working 100%.
LFS still saves the x, y, z for the different car types, but defaults to the last FOV settings. Also, the new slider that shifts the view defaults to last and does not save from car type to car type.

Quote from MAGGOT :I haven't tried Z18 yet, but if this is the case it will be an issue for me as well. I can understand it from a practicality standpoint (those with multiple screens don't need to set it up for every single car, for instance) but we still need to be able to have different settings for different cars, imho.

Quote from JasonJ :Sorry BUT I am pretty sure that the FOV was never saved for each car. It's like a global setting and that's why it's in that top group of settings like number of screens, angle of each screen and the new wheel offset setting. Same as head movement setttings in the bottom group.

You can add a script for each car to change the FOV with
/fov [degrees]
see:
data/script/XRT.lfs
data/script/XRR.lfs
data/script/XRG.LFS
data/script/FXO.lfs
data/script/FXR.lfs
etc etc

The only ones that are saved for each car have always been the X,Y,Z offset settings (the seat position), rotation and pitch settings. Mirror Z,Y position to IIRC.

That's true, it's only custom views that ever saved a fov per car. You can set up a custom view that looks just like a cockpit view or use the /fov X command in the car scripts as JasonJ suggests.

Quote from Crady :As far as I know this is a NVidia driver related problem. With the new Aero they are not able to use the span mode anymore.

Anyway, facing this issue it would be REALLY great if you could manage to broach every single display - as Windows system configuration does: I have 3 displays with 2 display cards. But using Win7 (or Vista) I cannot either span all three of course nor two of them. I only can uses every screen as a single screen (or clone them).

I like that behaviour in Windows - I would hate having one BIG desktop! So I never would buy a TH2GO...

Perhaps you are able to "read" the windows display setup and LFS might know that the main display is a 1080p display, the two others are 1280x1024 displays and how they are ordered and then LFS would render 3 independent pictures...

Or perhaps if it is not possible to read the windows setup an option to enter how many screens are connected with which resolution may do the trick too.

However, else there are no issues with Z18 yet thx

It's not an easy job to support multiple display adapters at the same time. For example, every texture and every object must be separately sent to each graphics card. It's not an impossible task but would require a big rewrite of the 3d support system so that it opens two (or more) D3D objects and then duplicates all the calls to them. That would take a while but then there would be a lot of refinement to the system, for example how to handle when a call to one device works but the other fails, how to recover and still display LFS to the user... I don't even want to think about it.

So that is really not going to happen any time soon because the priority is the physics and the VWS patch, after fixing the last couple of bugs in this new multiple display support system (which only supports multiple renders to a single surface).

Quote from mxpxun :two lines in language.txt file are missing: 3h_resulfov and 3h_viewoffs

I think Lithuanian was not updated in time for the patch but it is now :
http://www.lfs.net/lfs_transla ... ion=1&lang=Lithuanian
Test Patch Z18 (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 : Z18.

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 Z18.

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 Z18 :

Changes in the multiple monitor support system :

New slider : Screen angle - to set the angle between monitors
New slider : View offset - to move the steering wheel off centre

The FOV slider no longer sets the total FOV. Instead, you set the
FOV of the main screen. LFS then calculates all the necessary
fields of view and offsets per screen according to your settings.

This allows a much wider range of setups. You can use a wider
field of view without needing to set your monitors to an extreme
angle. The new settings also make a dual monitor setup usable.

Other updates :

Option to force external views to use full width
Connections list is now shown in alphabetical order
New key : SHIFT+Z to show the mouse cursor when it would be hidden
Names in race position list can now be clicked to view that player
Slight increase in wheels LOD reduction distance (increases detail)
Increased maximum value of Mirror LOD user setting (default now 0.3)
New text command /showmouse [yes/no] does the same as SHIFT+Z

Fixes :

FIX : A crash if a car drove outside the path area (no camera found)
FIX : Central message sub-text disappeared if escape menu was active
FIX : Flicker using roll function in SHIFT+U mode above 100 fps
FIX : LOD was wrongly affected by the previous rendered image
FIX : A debug message appeared when changing the AA setting

KNOWN ISSUES :

LX4 number plate intersects with spare tyre
SHIFT+U mode : "follow car" with frame rate above 100 fps, the observed car appears to shake (if moving)

Changes in TEST PATCH Z17 :

Fixed tyre related multiplayer OOS / JOOS bug found in Z16
Bezel compensation remained active even when not applicable

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" to select optimal shadow draw
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 from Z to Z15 :

Graphics :

Updated wheels on Formula BMW
Improved wheel drawing system including rotating brake discs
Improved shadows - sharper and ambient shadow effect now included

Interface :

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

Misc :

Implemented ABS brakes in XRG / RB4 / FXO / XRT / FZ5
InSim : Traction Control and ABS are now reported in IS_NPL packet
InSim : New packets to start / search replays and take screenshots

Fixes :

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
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 : 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 Z18 (Version Z must already be installed) :
www.liveforspeed.net/file_lfs. ... me=LFS_PATCH_Z_TO_Z18.exe (2.2 MB)

DEDICATED HOST Z18 (non-graphical version for hosting only) :
www.liveforspeed.net/file_lfs.php?name=LFS_S2_DEDI_Z18.zip (1.6 MB)
Last edited by Scawen, .
Scawen
Developer
Quote from N.OzolS :I hope it wont be disturbing. The Connection box was already annoying for me, as a mouse user, and thats the only view where I can see the mouse.

I don't really understand. Are you saying you do want to see the mouse cursor? I thought that the mouse cursor would the the thing you did not want to see at all - because if you use cockpit view you can see the steering wheel. If you use a custom view with steering wheel invisible, you can turn on the virtual steering gauge. If I am wrong about this, and a mouse user does want to see the mouse, please let me know.

Other bug reports, crash reports and relevant requests :

Thank you for the reports. I have made notes about them. I'm trying to get another test patch out as soon as possible - hopefully Friday or Saturday. Not all requests will be done but if I can get the most important issues fixed it will be worth releasing another test patch. If things work out more tricky than expected then it should be early next week.

I wanted to get back to the physics but of course could not do so while there are crashes in the test patch. I did spend the last three days on another important update to the views system. There are two new sliders in the multiple views system : monitor angle and view offset. This makes a dual head view quite reasonable now (see attached pictures). This is with a main screen FOV of 65 degrees, a side monitor angle of 30 degrees (the true angle of the side monitor relative to the main one) and a main screen offset of -0.5 (to move the steering wheel half way to the left edge of the main screen).

For triple head users the new system allows you to use a wider FOV without the need to set your side monitors at such a large angle. It took a while because the maths is a bit tricky - each view is not centred on its own screen but they must all line up perfectly along their edges. It gives a lot more flexibility with the views than the previous system.
Scawen
Developer
Quote from JO53PHS :Not a bug, but I thought it's worth mentioning that for Z16 and Z17 have given me quite an FPS hit compared to Z15 and previous.

Used to be 40-60 FPS nearly all the time, and now I'm looking at 20 - 30, but generally closer to 20.

Nothing significant has been changed on my PC Is there something code wise that is now (largely?) more complicated than before that would cause this?

Quote from !RAM! :Im getting closer to 10fps, I use to have around 60...And my graphics are on lowest

It's surprising to me that some people get a lower frame rate, I thought all changes I made would only improve frame rates (unless you use multiple renders).

Unfortunately, these reports of low frame rates so far are quite meaningless, because they are not accompanied by a description or a screen shot. So I don't have a clue what could be slowing you down - scenery, cars, shadows, wheels - there are so many things...

What would be useful is a screenshot from Z17 and the frame rate, also a screenshot with exactly the same scene visible in an older version. Then we can start to consider what might be happening. Assuming the problem is graphical, please remember to pause so there is no physics processing in each case.

Quote from raczger :I know, this is not actually z17 bug:
I put bl1, and demo cars on server, what normally s2(0.5 z13), and the lfsworld say it is demo server. My friend try join to server (with demo licence), but he can't, lfs say: it is s1 server.

(Sorry for my bad english)

Maybe you have a layout loaded or you have set maximum guests too high.

Why it is different on LFS World I do not know, but please let us know if you find the answer.
Scawen
Developer
Quote from JasonJ :hmmm I guess it's good to know in case you actually forget if your setup has ABS on or off after leaving pits.
(i don't really mind, some might)

Yes, I thought it was on the virtual dash but is not. So much code has been changed around with the recent dashboard updates, it's quite hard to check every feature is still in the public version. In the VWS version it is on the car dashboard and the virtual one as well.

Quote from Resu :I know this subject has already been discussed, but i never really understood it. It's not even something relevant but, scawen if you paid a little bit attention to the lights in the lastest test patch, why don't you make a little update in the key configurations to let us be choose the buttons we want for the indicators and lights? Doesn't seem that hard, and i think it would make some people pleased. But again, i don't see it as something that important atm :P

You are right it's not hard, but really needs a new "lights" section in the controls screen and the code for all those "one push" buttons needs some reorganising, actually would take about half a day to redo the code the way I want it (as very often it's a thing that if I delve into it, there are some updates and cleanups to do on the way). It's on my list but I put it at low priority compared with the physics we are all waiting for. Anyway you should be able to bind it to a steering wheel button using a F key with the text : /press 3

Quote from Takumi_lfs :Bug in Z16 and Z17 when you rotate in Shift+U mode the screen will flicker very weird.

No problems in Patch Z

http://www.youtube.com/watch?v=RrikmWl6rL4

Video of it provided, Happens on all cars and on all track.

Yes, this is strange that some people get it and some don't. Unfortunately the bug doesn't seem to appear on my computer but that is on the list and as a real bug it does have a high priority.

The other high priority one is the crash some people have reported, an "integer divide by zero" (c0000094) at address 4c6a07. I do know the line where it happens, don't know why yet.
Scawen
Developer
Quote from LiveForBoobs :I have tried this version and for me it works perfectly fine.

A question Scawen, why did you put the strongest lights indicator, and not the mediums one?

I take it in races, most of the time by far the mediums are the ones to use?

The reasoning for this is, we don't have a headlight dipper switch yet and it's not easy to make a real difference between full beam and dipped in LFS at the moment.

And we do need the blue "full beam" light for the "flash" function. It was easiest to say simply, LFS lights are on full beam. We don't have a dipper switch but never mind, we aren't going to blind anyone.

It's because my priority is the physics, not making every light option that we don't even need yet.
Test Patch Z17 (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 : Z17.

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 Z17.

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 Z17 :

Fixed tyre related multiplayer OOS / JOOS bug found in Z16
Bezel compensation remained active even when not applicable

KNOWN ISSUES :

LX4 number plate intersects with spare tyre

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

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 Z17 (Version Z must already be installed) :
www.liveforspeed.net/file_lfs. ... me=LFS_PATCH_Z_TO_Z17.exe (2.2 MB)

DEDICATED HOST Z17 (non-graphical version for hosting only) :
www.liveforspeed.net/file_lfs.php?name=LFS_S2_DEDI_Z17.zip (1.6 MB)
Last edited by Scawen, .
Scawen
Developer
Quote from fraghetti :the new dashboard icons really look neat with enabled speedo.
but why arent they in cockpit? :/

They are in our test version and that will be released with the VW Scirocco and new physics.

Quote from dauwe :Using XFR on AS7.

and b.t.w. where are the R4??? in 4 weeks we got a longrun on AS7 and R3....

Thank you, this is the key to the problem. If anyone joins with R4 tyres, all Z16 racers are kicked. Thanks to your report, I have found the bug in the code and will release the fix as soon as possible. Maybe this evening but probably Sunday morning.

Quote from hiben1 :As you can see from the pictures attached the new symbols for the virtual dash are not working properly on my computer, I have tried installing the new patch on two different computers, one a laptop and a desktop which are both on Vista Home Premium, I have also tried re-downloading LFS and reinstalling the patch but with no luck!

Your patch installation did not work correctly. There is a file lfs.abc in your data\abc folder and that should be the new one with file date 8 September 2009.

Quote from Highharti :I got the XFR/UFR-Bug thingy:

It's the tyres.
Both cars can now use R1 tyres. That wasn't possible before the patch.
They were able to use R4 instead (what they can't do anymore).

That's why people using Z16 getting OOS errors as soon as someone joines the track on R4-Tyres...

Thanks.
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)
New Tyre Physics (work in progress)
Scawen
Developer
Hello LFS Racers,

We are pleased to announce that a new tyre physics model is currently in the testing and refinement stage.

Many community members have been wondering what happened to the release of the new VW Scirocco and why there was no news about it. Here are the reasons why :

While we were working on the Scirocco in December, we found that we could not make the LFS model handle as well as the real car. One of the reasons for this was that the LFS tyres had too much grip and this was causing the inside wheels to lose too much load while cornering. But simply reducing the grip would not have been a good approach... the result would have been just the same old LFS but at lower speeds.

We decided to look into a completely new core tyre model.

For several weeks it was just research and mathematics on paper, then the implementation started. A lot of old programming needed to be removed and refined in order to allow the new model to slot into its place. Next was the early refinement stage, at first seen only by the developers, while the main issues were sorted out. During this period we did not want to make any announcements about what we were working on, because it was possible that the new tyre model would not really work out. That did seem less likely as time went on, as more of the problems with the old tyre model came to the surface. The new LFS tyre model has a good mathematical basis for the way forces are produced from the physical state of the tyre, resulting in improved handling and feel with greater realism.

After some time we got to a stage where we felt the model was a clear improvement on the old physics. We updated all the default setups to use realistic values that would be found on similar real world cars and finally released it to our beta testers. Their verdict is unanimous : the new tyre physics model makes the cars much better and more realistic to drive.

There is quite a bit of refinement to be done and other aspects of car physics to update. Also the traction control and stability control of the VW Scirocco still need to be updated. So we cannot yet give a release date. This news item is intended as a progress report and to assure you that Live for Speed will be better when you do get the update!

A reminder :
- The new physics will be a free update for all LFS users
- The VW Scirocco will be available to S1 and S2 license holders
Scawen
Developer
That is interesting, maybe the "CopyRects" function is slower on your computer / OS. The standard mode is supposed to be quicker (and is in my tests) because it avoids setting a render target several times (once per shadow / twice for each car). I'd be interested to know how it affects frame rate on other computers (and also yours Dustin, with more visible shadows and LFS paused) so if anyone would like to test this (Windows or Wine) then here's what to do :

- Add as many AI as possible to the grid and start race
- Pause LFS (we are not interested in slowdown from physics)
- Use V and TAB to select a view where you can see a lot of shadows
- Check frame rate in both SHIFT+K modes

Dustin, your result may be false because you tested with only 4 AI. It's possible that TEST mode is faster when there are not many cars on screen, but STANDARD mode is faster where there are a lot of shadows. In that case STANDARD will be the better choice.
Scawen
Developer
Thank you for your offers of help translating, guys from Saudi Arabia.

I just thought I'd reply as it's been a long time since I wrote on this thread.

Anyway Arabic in LFS is not forgotten - I'm interested in supporting the right-to-left languages like Arabic and Hebrew, after studying them at some point but I think it will still be a long time before these become a priority... as you know the Scirocco is the main priority at the moment then I think this year's focus will be physics, content and other things at the core of LFS which are important for all LFS racers.
Scawen
Developer
Quote from Aid :Skid Pad bug still on but now i can't even close to one of the gates. Car get shot in a space about 10m away from gate and when falls it get stuck in a gate and jumps again.

Please could you try that with your LFS.exe from version Z?

The reason I ask is that the physics should not have changed at all (apart from allowing ABS).
Scawen
Developer
All hotlaps you can see on LFS World will run in your current Version Z, and that proves the physics have not changed (otherwise the replay would display OOS error and stop).

All hotlaps were cleared when Patch Y was released. Hotlaps for 8 of the 20 cars were cleared when Patch Z was released (because those 8 cars changed a little or a lot).

That's the whole story, so this poll is in fact for no reason, and so I will close the thread. This is to avoid confusion for other forum members.

I realise you did not know that, DiXi91 - but now you know!
Scawen
Developer
Quote from maxelmar :I want to take back what I said about the devolopers being pathetic, not very respectable of me.
But I've waited long for a decent answer or a fix for this problem, nothing yet, a new patch gets you all excited but still you can't enjoy the game (and the new patch)

Normally when LFS doesn't start, instead giving you a message "Probable error in graphics drivers", this means either DirectX or your video card drivers have some kind of bug, conflict or issue. It can usually be solved by reinstalling DirectX (visit microsoft.com) and the most recent drivers for your graphics card.

Quote from Deejayyaj :...But can we make the Frame Rate much higher even if PC's running in 64mb or 128mb video graphic cards, (e.g. Laptops with only 64mb or 128mb integrated video cards) so even out of town with the lappy on it can still play LFS Just a quick and a little question on this..

The best thing if you have an older card or not that much graphics memory, is to use low resolution textures (in Graphics options). Also, use 16 bit sky and do not use anisotropic filtering or antialiasing.

Quote from mrodgers :S2 license....

I click on CTRA Race 1....

Loads up skins, etc, and gives me a pop-up....

"Host is S1"

And I'm back at the server list.

It happened to me twice, then the third time I was able to get on the server. I could understand a "Host is full" message (of which it was not full), but the "Host is S1" and that's it was strange.

Normally that would be if you had not unlocked. So your LFS would be in demo mode and the host would give you the message "Host is S1".

Quote from FBUT Bishop :Hello! Great work from Devs, but one think i don't understand: Why does the bug of some FE and SO walls is not fixed? I talk about this "pinball wall" bug (eg: on the bridge of SO). I hope you understand me, my english is sooooo bad
CU on race track

There were no updates in the physics system, only some cars were updated to improve handling and class balancing.

The collision and damage system improvements are a high priority task on my programming sheet as it will clearly help the racing.
LFS S2 - Patch Z
Scawen
Developer
Hello LFS Racers. Announcing... Patch Z!

The patch contains a lot of updates including :

- New interiors in XF and XR cars (road and GTR)
- Updated interiors in Formula XR and Formula V8
- General improvements to interface and graphics
- Improved weight distribution of GTR racing cars
- XR Turbo and RB4 suspension improvements
- Replay controls (click any point on time line)
- Demo racers must now register to go online
- Chinese, Japanese, Korean and Bulgarian


Three ways to get Patch Z :

1) AUTO UPDATER - If you already have version V, W, X or Y :

- Click on "Multiplayer" then "List of Games" in LFS and choose a download mirror.

2) MANUAL PATCH - If you already have version Y :

- Click HERE and save the patch into your LFS folder.
- With the patch correctly positioned in your LFS folder, run it and select "Yes to all" when asked about overwriting files.

3) FULL VERSION - If you are new to LFS or making a fresh installation.

- Click HERE to visit the download page and follow the installation instructions


More detailed information :

INCREASED FRAME RATES :

By using the same Hardware Vertex Shading system as the car body, the subobjects (steering wheel, gearstick, brakes, mudguards, etc) now make better use of your graphics card, saving CPU time and increasing the frame rate on most computers. Those that do not experience much frame rate increase should find it is smoother and more consistent. There are small graphical improvements as a side effect of this change. You should find that the pit-out glitch is reduced as well.

REPLAY CONTROLS :

Multiplayer replays now have the same interface as single player replays.
They loop and the Escape Menu is available while watching.
Also, replay controls have been added. A timeline is visible when you move the mouse.
You can click anywhere on the timeline and the replay will go back or forward to that point.

Some new keys have been added :

1) Single frame step : ',' or '.' (SHIFT + ',' or '.' = one second step)
2) SPACE to pause / unpause during a replay (same as P)
3) ESCAPE to break out of fast forwarding
4) SHIFT + F now has 3 states if you are in a replay (the 3rd state hides everything including all messages and replay controls)

DEMO LICENSE SYSTEM :

User name and password are now required to go online in DEMO.
DEMO / S1 / S2 all appear in the same List of Hosts.

NOTE to DEMO users :

- You will need to set a GAME password at www.lfs.net to go online
- Log in and click on "account details" to set your GAME password
- You will see all compatible demo hosts and demo compatible S1 / S2 hosts

NOTE to S1 users :

- You will see all S1 and S1 compatible S2 hosts in the list of hosts

NOTE to HOSTS :

- Hosts in S2 mode - all S2 users can join
- Hosts in S1 mode - all S1 and S2 users can join your host
- Hosts in Demo mode - all LFS users can join your host

XFR / XRR MIRROR SKIN MAPPINGS :

The XFR and XRR have new mirrors and the old mappings could not be used.
An updated CMX Viewer is available in the additional downloads section

CAR PHYSICS CHANGES :

Big GTR class :

XRR : weight dist back 1.5% - CoG down 13 mm
FZR : weight dist forward 1.5% - CoG down 5 mm
FXR : weight dist back 1.5% - CoG down 8 mm

TBO class :

XRT : weight dist back 1% - CoG down 3 mm
RB4 : CoG down 10 mm

XRT and RB4 also got a small rear suspension update to raise the rear roll centre a little. This should reduce body roll and make them nicer to drive.

Small GTR class :

XFR CoG down by 10 mm and weight distribution back 1.0%
UFR CoG down by 22 mm and weight distribution back 1.5%

XFR also now has a sequential gearbox.

HOTLAPS :

Because of the physics changes, the hotlap tables for eight cars will need to be removed :

XFG / RB4 / XRT / UFR / XFR / FXR / XRR / FZR

Hotlaps for the other 12 cars will remain and can still be run in version Z.

EAST ASIAN LANGUAGE SUPPORT :

Windows 98 / ME : LFS does not support double byte characters
Windows Vista : Double byte characters should work automatically
Windows XP : It should work but you may need to install fonts.

If you have Windows XP and currently cannot see the East Asian translations, here's how to set up your computer so it works.

- In Control Panel click on "Regional and Language Options" (see attached screen shot)
- Under the "Languages" tab select "Install files for East Asian Languages".
- Windows will probably ask you to get your XP CD and the fonts will be installed.

This is important even if you do not use Chinese, Japanese or Korean translations so you can see East Asian text and player names correctly when you are online.

OTHER IMPORTANT CHANGES :

- Chinese, Japanese and Korean Translations
- All tracks now use JPG textures for adverts
- Various fixes including a South City hot lapping issue
- Full-scene antialiasing and anisotropic filtering are now supported


Full list of changes in Patch Z :

Graphics :

updated interiors in FOX / FO8 / XF and XR (GTR and road) cars
Improved frame rates - subobjects now use hardware vertex shading
Improved sky rendering - less distortion, small frame rate increase
Smarter level of detail calculations for best detail and frame rate
Driver names are now directly above car with no acceleration offset
Antialiasing and anisotropic filtering support in Graphics Options
Mirrors with horizontal offset applied now stay inside windscreen
JPG advert textures now used in all tracks (folder : data\pic)
Improved control of mip bias : 4 sliders in Graphics Options
Graphical and audio dynamic lod reductions are now instant
Increased maximum number of car shadows from 8 to 16
Antialiased virtual start lights and steering gauge
FIX : RB4 dashboard wrong in left hand drive mode

Physics :

XF GTR now has a sequential gearbox with ignition cut
Wind speeds and variations are now more moderate / less wild
Small improvements to default setups of XR Turbo / XR GTR / XF GTR
Moved and lowered centre of gravity in GTR cars for better handling
Lowered centre of gravity and updated rear suspension of XRT and RB4

Replays :

Escape menu and options now available during a multiplayer replay
Replay controls & timeline visible with mouse at bottom of screen
SP and MP replays now loop unless started by /mpr or /spr commands
External replay starting now works from replay screen or in replay
FIX : Paused indicator is now shown when paused at start of replay
FIX : Hang if escape menu was open at the end of a non-looping SPR
FIX : Could get stuck leaving a paused MPR while guest connecting
FIX : LFS wrongly allowed replay after adding AI in single player

Licensed demo racers system :

Demo racers now need a user name and GAME password to go online
Unified List of Hosts - S2 users can all Demo / S1 / S2 hosts
Demo / S1 racers can see all hosts running Demo / S1 content
Demo racers now automatically download skins but not upload

Double byte character support :

Included Chinese, Japanese and Korean translations
Selectable fonts for these languages in Game Options
Input method editor support including candidate lists
IME automatically switched on and off in text entry dialog
Input language is shown when editing text (white if IME active)
Name of active Chinese input method is shown (but not in Vista)

Translations support :

New Bulgarian translation including training lessons
Added flags beside names of translations in Game Options
New and updated training lesson translations in various languages
Tips section in training can have more lines if purpose is not full
FIX : Host welcome text was displayed in local code page (now Latin)
FIX : Overlapping text in F12 menu asymmetrical settings (in Polish)
FIX : Code page error on List of Hosts after changing language
FIX : Corrupted in-game text after changing language

Interface :

Faster text drawing system improves frame rate
Separate text entry field for AI number plates
Various minor graphical improvements in the interface
Improved filter (16 bit / 32 bit / all) in Screen Options
Network debug messages are no longer sent in InSim packets
Interface improvements including updated entry screen and options
Text input box is now drawn above user messages so easier to type
Hotlapping in demo version - user name is now stored in the replay
Controls setup now includes sensitivity multipliers for mouse axes
Auto mode switching so F9 to F12 / N / SHIFT+L work even if hidden
Line breaks in help text and lesson text now depend on actual width
Success or failure message is now shown for one second after CTRL+S
New game setup screen info message "X removed Y from the start grid"
FIX : In some rare cases SHIFT+U mode did not move with an arrow key
FIX : Changing gear shift type while driving made SPR go out of sync
FIX : Enter pits "Could not load colours" after renaming car colours
FIX : Autocross / drag can no longer be selected in hotlapping mode
FIX : It was possible to join a race with same name as an AI driver
FIX : Disabled various text commands from training (including /ai)
FIX : Sometimes incorrect message "Road tyres on rallycross track"
FIX : Code page of text when adding a new music track in channels
FIX : OutGauge and OutSim are no longer closed by starting InSim
FIX : Info button in List of Hosts showed laps instead of hours
FIX : Wall riding was possible on soft walls at South City
FIX : Command /entry did not work while watching a replay
FIX : ALT+F4 did not exit LFS from a training lesson

Multiplayer :

Dedicated host and network debug show connecting guest IP
New command /ndebug=no/yes to switch off/on network debug
New option /lytdir allows dedicated hosts to specify layout folder
On local network hosts only - false start no longer causes spectate
FIX : Admin could crash dedicated host by mistake with some commands
FIX : Host name code page error after clicking '?' in List of Hosts
FIX : Inaccurate remote cars lap time after passing a split in MPR
FIX : False message : Your skin was not found at www.lfsworld.net
FIX : Joining a host with same name AI resulted in Join OOS
FIX : Rapid /ai command could exceed number of cars allowed
FIX : Rapid /ai NAME command resulted in AI with same name
FIX : User could spam TCP requests causing overload
FIX : Skin name buffer overflow exploit

Misc :

Added output frequency and slip fraction to the RAF file output
Documentation references to '<' / '>' keys changed to ',' / '.'
InSim : A LAG bit is now available in the MCI CompCar structure
InSim : MCI packets are now sent at regular game update intervals
Improved cfg.txt Music Dir option (specifies folder for ogg files)
All paths (including reversed configs) now included (in SMX folder)
FIX : Removed continual memory allocations in car shadow processing
FIX : Number of AI now correctly limited when using the /ai command
FIX : Updated car scripts XFR.lfs / FXR.lfs / XRR.lfs (sequential)
FIX : Ban statistic was sent when attempting to ban a host by /ban
FIX : AI could decide to refuel too late at tracks with one split
FIX : Low ASCII characters can no longer be read from text files
FIX : Could select invalid configuration and weather in cfg.txt

Known issues :

Stray pixels at texture edges increased by AA / AF
Dedicated host does not display double byte characters
Name of active Chinese input method is not shown in Vista

- LFS Devs
Last edited by Scawen, .
Y33 now on auto updater.
Scawen
Developer
OK, I put Y33 with its tiny changes up there to be tested while we sort out the patch announcement, full versions, etc.

That will take some hours. Y33 is on the auto updater system and does not require unlocking if you already unlocked Y32.

Updated Documentation :

Changes in Y33 :
----------------
Dashboard lights a little brighter
French and German translation updates
Bulgarian translator names added to credits
Updated Y to Y32 documentation (see below)

Known issues :

Stray pixels at texture edges increased by AA / AF
Dedicated host does not display double byte characters
Name of active Chinese input method is not shown in Vista


Changes from Y TO Y32 :
-----------------------
Graphics :

updated interiors in FOX / FO8 / XF and XR (GTR and road) cars
Improved frame rates - subobjects now use hardware vertex shading
Improved sky rendering - less distortion, small frame rate increase
Smarter level of detail calculations for best detail and frame rate
Driver names are now directly above car with no acceleration offset
Antialiasing and anisotropic filtering support in Graphics Options
Mirrors with horizontal offset applied now stay inside windscreen
JPG advert textures now used in all tracks (folder : data\pic)
Improved control of mip bias : 4 sliders in Graphics Options
Graphical and audio dynamic lod reductions are now instant
Increased maximum number of car shadows from 8 to 16
Antialiased virtual start lights and steering gauge
FIX : RB4 dashboard wrong in left hand drive mode

Physics :

XF GTR now has a sequential gearbox with ignition cut
Wind speeds and variations are now more moderate / less wild
Small improvements to default setups of XR Turbo / XR GTR / XF GTR
Moved and lowered centre of gravity in GTR cars for better handling
Lowered centre of gravity and updated rear suspension of XRT and RB4

Replays :

Escape menu and options now available during a multiplayer replay
Replay controls & timeline visible with mouse at bottom of screen
SP and MP replays now loop unless started by /mpr or /spr commands
External replay starting now works from replay screen or in replay
FIX : Paused indicator is now shown when paused at start of replay
FIX : Hang if escape menu was open at the end of a non-looping SPR
FIX : Could get stuck leaving a paused MPR while guest connecting
FIX : LFS wrongly allowed replay after adding AI in single player

Licensed demo racers system :

Demo racers now need a user name and GAME password to go online
Unified List of Hosts - S2 users can all Demo / S1 / S2 hosts
Demo / S1 racers can see all hosts running Demo / S1 content
Demo racers now automatically download skins but not upload

Double byte character support :

Included Chinese, Japanese and Korean translations
Selectable fonts for these languages in Game Options
Input method editor support including candidate lists
IME automatically switched on and off in text entry dialog
Input language is shown when editing text (white if IME active)
Name of active Chinese input method is shown (but not in Vista)

Translations support :

New Bulgarian translation including training lessons
Added flags beside names of translations in Game Options
New and updated training lesson translations in various languages
Tips section in training can have more lines if purpose is not full
FIX : Host welcome text was displayed in local code page (now Latin)
FIX : Overlapping text in F12 menu asymmetrical settings (in Polish)
FIX : Code page error on List of Hosts after changing language
FIX : Corrupted in-game text after changing language

Interface :

Faster text drawing system improves frame rate
Separate text entry field for AI number plates
Various minor graphical improvements in the interface
Improved filter (16 bit / 32 bit / all) in Screen Options
Network debug messages are no longer sent in InSim packets
Interface improvements including updated entry screen and options
Text input box is now drawn above user messages so easier to type
Hotlapping in demo version - user name is now stored in the replay
Controls setup now includes sensitivity multipliers for mouse axes
Auto mode switching so F9 to F12 / N / SHIFT+L work even if hidden
Line breaks in help text and lesson text now depend on actual width
Success or failure message is now shown for one second after CTRL+S
New game setup screen info message "X removed Y from the start grid"
FIX : In some rare cases SHIFT+U mode did not move with an arrow key
FIX : Changing gear shift type while driving made SPR go out of sync
FIX : Enter pits "Could not load colours" after renaming car colours
FIX : Autocross / drag can no longer be selected in hotlapping mode
FIX : It was possible to join a race with same name as an AI driver
FIX : Disabled various text commands from training (including /ai)
FIX : Sometimes incorrect message "Road tyres on rallycross track"
FIX : Code page of text when adding a new music track in channels
FIX : OutGauge and OutSim are no longer closed by starting InSim
FIX : Info button in List of Hosts showed laps instead of hours
FIX : Wall riding was possible on soft walls at South City
FIX : Command /entry did not work while watching a replay
FIX : ALT+F4 did not exit LFS from a training lesson

Multiplayer :

Dedicated host and network debug show connecting guest IP
New command /ndebug=no/yes to switch off/on network debug
New option /lytdir allows dedicated hosts to specify layout folder
On local network hosts only - false start no longer causes spectate
FIX : Admin could crash dedicated host by mistake with some commands
FIX : Host name code page error after clicking '?' in List of Hosts
FIX : Inaccurate remote cars lap time after passing a split in MPR
FIX : False message : Your skin was not found at www.lfsworld.net
FIX : Joining a host with same name AI resulted in Join OOS
FIX : Rapid /ai command could exceed number of cars allowed
FIX : Rapid /ai NAME command resulted in AI with same name
FIX : User could spam TCP requests causing overload
FIX : Skin name buffer overflow exploit

Misc :

Added output frequency and slip fraction to the RAF file output
Documentation references to '<' / '>' keys changed to ',' / '.'
InSim : A LAG bit is now available in the MCI CompCar structure
InSim : MCI packets are now sent at regular game update intervals
Improved cfg.txt Music Dir option (specifies folder for ogg files)
All paths (including reversed configs) now included (in SMX folder)
FIX : Removed continual memory allocations in car shadow processing
FIX : Number of AI now correctly limited when using the /ai command
FIX : Updated car scripts XFR.lfs / FXR.lfs / XRR.lfs (sequential)
FIX : Ban statistic was sent when attempting to ban a host by /ban
FIX : AI could decide to refuel too late at tracks with one split
FIX : Low ASCII characters can no longer be read from text files
FIX : Could select invalid configuration and weather in cfg.txt
Scawen
Developer
I won't be doing any more physics changes. Actually I am finished now unless there are any serious bugs that come up today while we get everything ready.

It'll just be, the ignition cut isn't perfect (they are tricky to set up in real life as well) and if you are driving into a headwind you'd better release the throttle a fraction while changing gear. Anyway winds are more predictable now so if you take a look at the flags and wind turbines you'll have a quite good idea where the wind is coming from.

It's quite impossible to make changes to something like that now without danger of side effects.
Scawen
Developer
Quote from arco :Quick question about hotlapping:

Will hotlaps made in Y30-> be valid for upload when patch Z is released?

There was a small change to the XF cars that affected physics in Y31 compared with Y30, so the short answer is no.

I don't know what we will do, it'll probably be best to just say you can only upload hotlaps made in version Z (very soon).
FGED GREDG RDFGDR GSFDG