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Scawen
Developer
Here's another test patch with some Westhill path fixes, a fix at the Autocross skid pad and opacity sliders for small maps.

Changes from 0.6Q7 to 0.6Q9 :

Small map opacity can now be set for light and dark map colours
Westhill paths adjusted and regenerated to avoid graphical holes
Autocross paths regenerated and physical hole fixed at skid pad

https://www.lfs.net/forum/thread/90208
Last edited by Scawen, . Reason : skid pad, not car park
Scawen
Developer
Test Patch 0.6Q7:

Small map rotation enabled on new open configuration maps
Small map is now available on car park and autocross areas
Improvements on track selection screen using the area maps
Improved and cleaned up the Westhill, Rockingham, Kyoto maps

https://www.lfs.net/forum/thread/90208
Scawen
Developer
Test Patch 0.6Q5 is now available with fixes and improvements!

Changes from 0.6Q3 to 0.6Q5 :

New map view for open configurations and track selection screen
Skid marks now remain when race restarts (excluding replays)
Skid marks are now visible on unmovable layout objects

FIX : Missing part of shadows at rear of LX4 and LX6
FIX : Shadows seen from a distance were not affected by haze effect

https://www.lfs.net/forum/thread/90208

Some other requests I still considering. Some requests, including the drift maximum lock increase, would cause an incompatibility issue. I do expect to release an incompatible version in the near future, so it looks like that should be possible, up to 45 degrees (no new tracks, cars or tyre physics in the incompatible version).
Scawen
Developer
Quote from SergoMorello :Sorry, for off topic, Scawen. Is it possible to make a little more adjustment for steering angle for rear wheel drive cars? As you already know how big drifting community is in LFS. Maybe just a few more degrees. It will not affect grip racing and mess with hotlaps. But it will help LFS drifters a lot, and will bring new emotions.

thank you

I don't know if this can be done without messing up all the hotlaps for those cars. But as it seems so popular, I can look into it. If it would mess up the hotlaps then I won't do it, an increase in steering range would have to wait for the new tyre physics, which I have been working on.

But, to help me, can you tell me exactly which cars need more steering angle to help with drift and how much that extra angle should be? It really must remain within the realms of "realistic" and I guess that means it should not include any cars with front drive.

Quote from mbutcher :Is this going to be released as a stable build soon or is there more to come?

There is more to come. Explanation below.

Quote from pasibrzuch :So shadows dissapeared from places they shouldn't be.

Will they come up to where they should be? e.g. yellow lines in pit entry/exit areas, layout surfaces or some 3d objects?

ps. btw of lyt surface, any texture for it + visible skid marks? :]

At the moment the shadows do not affect transparency, and I didn't do anything to change that. It's a good point and I haven't even thought about that! I think with all the other things I am working on, the shadows on alpha surfaces will not be changed in this update.

The problem with skid marks on concrete is if the concrete object disappears, we could have floating skid marks. I haven't yet worked out a system to solve this. Though I haven't put much time into it. I suppose it's possible by registering every bit of skid on an object, so they can vanish if the object is deleted... again, probably not in this update.

Quote from k_badam :Can we see more of what is to be expected from this patch? It has been almost a month with no changes...

I've been diverted onto some updates on the tyre physics, because I needed to send Eric an update with new editor functions, but the new tyre physics were in an "intermediate" state. Now I've brought them to a driveable state, I can update Eric's dev version and I can get back to some patch things.

But I don't want to try and say what else will be in the patch.

Quote from Jacobys :Dear Scawen, since everyone is waiting and expecting "wow" content I cannot do something else but stop and ask myself , what can we do to help other than suggesting and demanding improvements? What is our part other than contributing with the licence upgrade?

Yeah, normally the test patch threads are more lively and I keep adding more updates. This time, the shadows were tested, no serious bugs exist and then I've been diverted onto other things and there was also two weeks with the kids at home.

I'm back to work now so hopefully there should be more to test soon!
Scawen
Developer
I've been working mainly on the tyre physics.

Eric has been working on tracks.

Sorry but there's not much more to say at this point.

Anyway, here is a new compatible test patch with some small improvements. Most notably the car shadows are no longer cast towards the light. See the attached screenshot in the Test Patch 0.6Q3 thread.
https://www.lfs.net/forum/thread/90208
Scawen
Developer
Thanks for the report.

This is fixed in Test Patch 0.6Q3: https://www.lfs.net/forum/thread/90208
Scawen
Developer
Thanks for the report.

This is fixed in Test Patch 0.6Q3:
https://www.lfs.net/forum/thread/90208
Test Patch 0.6Q3 (now Q9)
Scawen
Developer
WARNING : THIS IS A TEST

NOTE : THIS DOES NOT CONTAIN NEW TYRE PHYSICS OR ANY NEW CONTENT

PLEASE TEST BEFORE YOU POST


Hello Racers,

Here is a new TEST PATCH : 0.6Q9

This is only a minor update as I have mainly been working on the tyre physics.
There is an improvement in the car shadow system, which until now could cast shadows in the wrong direction.
Skid marks now remain remain when the race restarts and are visible on layout objects.
There is a new map view for open configurations and the track selection screen.
Please read the list of changes below for more information.

0.6Q9 is fully compatible with 0.6Q

- You can connect online with 0.6Q
- You can play replays from 0.6Q

You cannot upload hotlaps made with this test patch because it is only a test patch, not an official patch.

Please keep a backup of your LFS.exe from 0.6Q so you can easily go back if there are any problems.


Changes from 0.6Q7 to 0.6Q9 :

Small map opacity can now be set for light and dark map colours
Westhill paths adjusted and regenerated to avoid graphical holes
Autocross paths regenerated and physical hole fixed at skid pad


Changes from 0.6Q6 to 0.6Q7 :

Small map rotation enabled on new open configuration maps
Small map is now available on car park and autocross areas
Improvements on track selection screen using the area maps
Improved and cleaned up the Westhill, Rockingham, Kyoto maps


Changes from 0.6Q3 to 0.6Q6 :

New map view for open configurations and track selection screen
Skid marks now remain when race restarts (excluding replays)
Skid marks are now visible on unmovable layout objects

FIX : Missing part of shadows at rear of LX4 and LX6
FIX : Shadows seen from a distance were not affected by haze effect


Changes from 0.6Q to 0.6Q3 :

Shadows are no longer cast upwards or towards the light
Ambient (non-direct) shadow darkness now depends on distance
New text command /lang X to load language (data\language\X.txt)
Increased LOD distances of humans / drivers / marshalls

FIX : LFS could crash using /axload with a long layout name
FIX : Traffic lights did not work after texture resolution change


INSTALLATION INSTRUCTIONS :

A FULL version of LFS 0.6Q must already be installed


To install the PATCH using the SELF EXTRACTING ARCHIVE :

1) Move or save the patch into your main LFS folder
2) Double click the patch to extract it to that folder
3) When you see "Confirm File Replace" select "Yes to All"
4) Now you can start LFS in the normal way

NOTE : You can see if the patch is correctly installed when you run
the program (LFS.exe). At the bottom of the entry screen : 0.6Q9


DOWNLOADS :

PATCH 0.6Q TO 0.6Q9 (SELF EXTRACTING ARCHIVE) (if you already have 0.6Q) :
www.lfs.net/file_lfs.php?name=LFS_PATCH_6Q_TO_6Q9.exe (13 MB)
Last edited by Scawen, .
Scawen
Developer
I say bug ridden because of what you can see with a quick glance at the Oculus Support Forum. In my case, the Rift starts getting one-second black screen events after a few minutes, until eventually the screen goes black and does not recover. The only cure then is to restart the Oculus runtime. So that sadly makes the Rift unusable for anything but a quick demo. Also it allows me to test things I've worked on, so that's great but actual racing is not possible.

I say bloatware because you have to download over 1GB to use the Rift at all. Then if you want to run anything in VR, it always starts the Oculus home shop program in the background and that cannot be closed or the Rift doesn't work.

Other things I don't like about it are that there is no option to avoid Oculus software starting when your computer starts, and constantly accessing the internet every few minutes even if you are not using your Rift. I've found a way to disable this so I can start it when I want to but it is bad that they don't provide a simple option for that.

Another bug is that if the Oculus software is running (which is is, if you turn on your computer) then the Rift gets hot even if you are not using it. So something is wrong there. If you shut down the Oculus software (after quite a bit of research and investigation and writing an appropriate shortcut with command line options) then the Rift doesn't get hot.

So... there are good reasons for some DK2 owners to stick with the old runtime!
Last edited by Scawen, .
Scawen
Developer
I'm not making any test patch plans at the moment.

Right now I am working on the carcass simulation. Then I'll be working on the tread simulation. That's all I know for now.
Scawen
Developer
Last chance to try the test patch before the new full version.
Please give it a go to make sure it works on your setup!
https://www.lfs.net/forum/thread/89703
Scawen
Developer
OK, thanks for the feedback.
Another test patch was needed : 0.6P9
https://www.lfs.net/forum/thread/89703

Changes from 0.6P8 to 0.6P9 :

Mirrors :

Mirror offset sliders only shown if a car has an interior mirror

Graphics :

Improved detection of nearby objects that should be shadowed

Fixes :

Unassigned controls regained default key or button on restart
Scawen
Developer
Test Patch P8, hopefully the final test patch before the full version...
https://www.lfs.net/forum/thread/89703

Changes from 0.6P7 to 0.6P8 :

Mirrors :

Increased resolution of mirror texture
Accurate view frustum for object culling in mirrors
Increased virtual mirror width from 0.3 to 0.333

Graphics :

Improved lighting on tyres and drivers - noticeable in dark places
Smoothed downward ambient lighting colour to avoid flickering

Misc :

New text command /horn X to set horn type (X = 1 to 5)

Fixes :

Your own car's shadow was not visible in the mirrors
Scawen
Developer
Test Patch 0.6P7 is now available: https://www.lfs.net/forum/thread/89703

Changes from 0.6P6 to 0.6P7 :

Mirrors :

Mirror adjustment and other view settings change with driver side
Reduced mirror up/down adjustment range to 20 degrees each way

Graphics :

Car shadow is now drawn when you are in an internal view

Fixes :

Mirror views could become corrupted when the car was damaged
Extreme adjustment of one mirror could corrupt other mirror views
Added checks to avoid a crash in LFS after a graphics driver error

Misc :

More translation updates - thank you translators
Scawen
Developer
Quote from borja_s13 :Notice that there is also little bug with translation. Im Spanish user , and mirrors text need to be update

I see the Spanish translation has now been updated.
It will be in the next test patch but you can get it here already:
https://www.lfs.net/lfs_translate/public_translation_viewer.php
Scawen
Developer
Quote from felplacerad :A crash report on this otherwise nice patch! (0.6P6)
...
Edit: I am not able to reproduce it by toggling the drop shadows. :\

Thanks for the report. I think your use of the drop shadows option at the time is just a coincidence. It draws some black text slightly offset from the plain text on screen (like race position and lap times) for a shadow effect that makes it more readable against the sky.

I think when I've seen LFS go to a black screen but still running invisibly, it has been when the video driver has crashed. But then Windows did tell me that the driver had stopped responding and had been restarted. The crash address is in a place where LFS was trying to add vertices to a buffer. It's possible that the buffer had been closed after a driver crash and then LFS was trying to add vertices to a buffer that no longer existed.

So it's possible that may be the cause, rather than the test patch. It would be nice if LFS could deal with that and reinitialise D3D.
Last edited by Scawen, .
Scawen
Developer
Thanks for the bug reports and suggestions which I will look into. I also found a bug. If your car is damaged in a way that moves the central mirror (e.g. damage to roof) then the mirror image can become corrupted.

I was hoping to release this weekend but decided to let the test patch settle a bit, have a more relaxed week doing a few fixes then release next weekend.
Scawen
Developer
Mirrors are now adjustable in Test Patch P4! https://www.lfs.net/forum/thread/89703

Changes from 0.6P3 to 0.6P4 :

Mirrors :

Mirror adjustment is now possible (in View Options)

Fixes :

Raceabout passenger seated positions were missing
Various steering animations included some unwanted leg movement
Internal mirror setting was overwritten by external setting on load
Helmet in mirror no longer moves with view when using a custom view
Scawen
Developer
Here are the fixes for the driver steering animation leg movements and the missing raceabout passenger frames.

[ EDIT : Attachment removed as Test Patch P4 is now available with fixes ]
Last edited by Scawen, .
Scawen
Developer
Test Patch 0.6P3 with realistic mirrors. Smile

Changes from 0.6P2 to 0.6P3 :

Mirrors :

Mirrors are now realistic and include your own car in the image
A separate viewpoint is used to draw each mirror's view
Minor updates to some car models to improve visibility
Mirrors now use the same LOD setting as the main view
Virtual mirror is now available in follow view

VR :

Mirrors now use a full 3D view

Minor graphical updates :

Corrected downward ambient lighting colour (was too bright)
Slight reduction in near clipping plane distance

Multiplayer :

Increased UDP send buffer size from 12KB to 32KB

https://www.lfs.net/forum/thread/89703
WOULDBLOCK error - possible fix
Scawen
Developer
I have updated the first post on the test patch thread with an update for the dedicated server.

The send buffer for UDP car position packets has been increased in size.
This may prevent errors such as "UDP ERROR (27) : WOULDBLOCK" on busy servers.

https://www.lfs.net/forum/thread/89703-Test-Patch-0-6P2
Scawen
Developer
I'm still working on the graphical update and hope to release a compatible test this weekend.

FOR HOSTING ONLY

For hosts, if you have experienced the WOULDBLOCK error, I have updated the first post with an update for the dedicated server.

The send buffer for UDP car position packets has been increased in size.
This may prevent errors such as "UDP ERROR (27) : WOULDBLOCK" on busy servers.

https://www.lfs.net/forum/thread/89703-Test-Patch-0-6P2
Scawen
Developer
Hi Tim,

Thanks for the reasonable requests. I'm a bit busy with some graphical improvements, so don't want to think too hard about this yet, but you are welcome to remind me of them after the next test patch.

About the controllers, please can you try with P2? The controller initialisation is better and the FF device is automatically detected.
Test Patch 0.6P2 (now P9)
Scawen
Developer
WARNING : THIS IS A TEST

NOTE : THIS DOES NOT CONTAIN NEW TYRE PHYSICS OR ANY NEW CONTENT

PLEASE TEST BEFORE YOU POST

PLEASE AVOID : OFF-TOPIC FEATURE REQUESTS / UNRELATED COMMENTS


Hello Racers,

Here is a new TEST PATCH : 0.6P9

- Realistic mirrors rendered from separate viewpoints
- Stereoscopic mirrors in VR and other 3D modes
- Controller improvements including a steering wheel turn limiter
- A new "walk" option for free view mode (SHIFT+U)
- Please read the change log below

0.6P9 is fully compatible with 0.6P

- You can connect online with 0.6P
- You can play replays from 0.6P

You cannot upload hotlaps made with this test patch because it is only a test patch, not an official patch.

Please keep a backup of your LFS.exe from 0.6P so you can easily go back if there are any problems.


Changes from 0.6P8 to 0.6P9 :

Mirrors :

Mirror offset sliders only shown if a car has an interior mirror

Graphics :

Improved detection of nearby objects that should be shadowed

Fixes :

Unassigned controls regained default key or button on restart


Changes from 0.6P7 to 0.6P8 :

Mirrors :

Increased resolution of mirror texture
Accurate view frustum for object culling in mirrors
Increased virtual mirror width from 0.3 to 0.333

Graphics :

Improved lighting on tyres and drivers - noticeable in dark places
Smoothed downward ambient lighting colour to avoid flickering

Misc :

New text command /horn X to set horn type (X = 1 to 5)

Fixes :

Your own car's shadow was not visible in the mirrors


Changes from 0.6P6 to 0.6P7 :

Mirrors :

Mirror adjustment and other view settings change with driver side
Reduced mirror up/down adjustment range to 20 degrees each way

Graphics :

Car shadow is now drawn when you are in an internal view

Fixes :

Mirror views could become corrupted when the car was damaged
Extreme adjustment of one mirror could corrupt other mirror views
Added checks to avoid a crash in LFS after a graphics driver error

Misc :

More translation updates - thank you translators


Changes from 0.6P5 to 0.6P6 :

Mirrors :

Increased vertical adjustment range for central mirror position
Added a "Default position" button to restore moved mirrors
Improved shape of interior mirror for XR road cars

Fixes :

Audio devices were sometimes displayed using the wrong code page

Misc :

Various translations updated - thank you translators


Changes from 0.6P4 to 0.6P5 :

Mirrors :

Adjustment values are now displayed and can be typed in
Additional translation strings for left and right mirrors

Fixes :

Objects could disappear with extreme up or down mirror adjustment


Changes from 0.6P3 to 0.6P4 :

Mirrors :

Mirror adjustment is now possible (in View Options)

Fixes :

Raceabout passenger seated positions were missing
Various steering animations included some unwanted leg movement
Internal mirror setting was overwritten by external setting on load
Helmet in mirror no longer moves with view when using a custom view


Changes from 0.6P2 to 0.6P3 :

Mirrors :

Mirrors are now realistic and include your own car in the image
A separate viewpoint is used to draw each mirror's view
Minor updates to some car models to improve visibility
Mirrors now use the same LOD setting as the main view
Virtual mirror is now available in follow view

VR :

Mirrors now use a full 3D view

Minor graphical updates :

Corrected downward ambient lighting colour (was too bright)
Slight reduction in near clipping plane distance

Multiplayer :

Increased UDP send buffer size from 12KB to 32KB


Changes from 0.6P to 0.6P2 :

Free view (SHIFT+U mode) :

Free view is now shown as an option in the Escape Menu
New walk mode which is good for wandering around in VR

Controllers :

Exit controller screen warning is not shown for real ESC key press
FF device is automatically assigned (if two or more are connected)
A single controller can now be selected (if two or more connected)
LFS tries to move force feedback wheel to centre when car is reset
Button and axis numbers now start at 1 (affects /button and /axis)
Assigned arrow keys work better (e.g. movement in free view mode)

Force feedback steering wheel turn limitation :

In your wheel settings use a large turn amount e.g. 900 degrees
In LFS Options - Controls set "Wheel turn" slider to match that
In LFS Options - Controls set "Wheel turn compensation" to 1.00
You should now find your wheel is correctly limited in all cars

VR :

Mouse look in free view mode in VR avoids pitch (stays horizontal)
Rift errors "display lost" and "HMD not present" shown as message

Misc :

You can now select a specific audio device in Audio Options screen
D3DCompiler_43.dll and D3DX9_43.dll are now supplied in dll folder
The card_cfg.txt file is no longer used - options moved to cfg.txt


INSTALLATION INSTRUCTIONS :

A FULL version of LFS 0.6P must already be installed


To install the PATCH using the SELF EXTRACTING ARCHIVE :

1) Move or save the patch into your main LFS folder
2) Double click the patch to extract it to that folder
3) When you see "Confirm File Replace" select "Yes to All"
4) Now you can start LFS in the normal way

NOTE : You can see if the patch is correctly installed when you run
the program (LFS.exe). At the bottom of the entry screen : 0.6P9


DOWNLOADS :

PATCH 0.6P TO 0.6P9 (SELF EXTRACTING ARCHIVE) (if you already have 0.6P) :
www.lfs.net/file_lfs.php?name=LFS_PATCH_6P_TO_6P9.exe (3.0 MB)

PATCH 0.6P TO 0.6P9 (ALTERNATIVE ZIP) (if you already have 0.6P) :
www.lfs.net/file_lfs.php?name=LFS_PATCH_6P_TO_6P9.zip (3.9 MB)


FOR HOSTING ONLY

DEDICATED HOST 0.6P9 (non-graphical version for hosting only) :
www.lfs.net/file_lfs.php?name=LFS_S3_DCON_6P9.zip (1.8 MB)
Last edited by Scawen, . Reason : 0.6P9
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