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Scawen
Developer
Sorry that this has taken so long to fix. It must have been frustrating. Frown

I have now looked into this and fixed it in my version. I hope to release another test patch this week with some more performance improvements.
Scawen
Developer
Quote from cargame.nl :
Quote from Scawen :In your case, is there any noticeable change from H to H2 / H2 to H3 or does it all seem much the same?

Wanted to do some screen recordings of the screen(s) here to show the differences but for some reason its not so easy reproducable at the moment... But, this machine has a bit more power. The streaming computer I cannot use anymore because of screen lag (whats the proper name for this?) .. That machine has an i7 720qm ... Its a bit weird to buy a different system just for LFS, then to see that single thread performance of much newer processors are also questionable ... Its also the wrong approach of "fixing" a problem.

I will do some random streaming to show what issues Im talking about. Will link later to video's.

I also wonder, it affects the screen, it's hard to drive.. But will it affect physics/steering input as well? I guess so. Will it affect the Rift experience? I think too, because that device is even more hardware hungry? ...

I'm confused by your text. Not really sure what you mean. It's not clear to me if you are saying there is a difference between H / H2 / H3 on your computer.

Anyway, when you say "screen lag" maybe you are talking about the effect normally called "input lag" which is when there is a noticeable delay between (e.g.) moving the controller or mouse and the on-screen steering wheel moving. This can happen when the CPU is not loaded but the GPU is drawing quite a lot. Then the GPU can get several frames behind the CPU (while trying to work through its list of things to draw and never catching up to real time) causing this strange effect. This effect can be quite extreme in some cases.

LFS has a prevention method for this (checks that the card is finished before sending more instructions to the card) so most people would never have seen that. It should be better in H3 than it was in previous versions, because it now uses an event query (DX9 function) instead of a lock (DX8 style). Though on most systems this shouldn't make a noticeable difference.

One test result I heard suggests that the input lag prevention mechanism may not have worked properly on SLI setups before H3 but should be OK now. Though LFS doesn't get any benefit from SLI anyway and may run faster with SLI disabled.
Last edited by Scawen, .
Scawen
Developer
A bit sad when people make posts like that, it's a real deflating feeling when I am hyped up and working 10-12 hour days getting loads of good things done. Not a good end to the day. Maybe I should be careful how I browse the forum in future. Just thought I'd check in and see what useful commend had been posted on the test patch thread. What I found was this spam (which was originally on the test patch thread).

Deep breath... turns off computer...
Scawen
Developer
Thank you for the bug reports and suggestions (e.g. Sleep needed at some times). I confirm I can reproduce the shiny buildings bug, when a car shadow is near some of the buildings or other objects with sky reflections.

One CPU usage / frame rate optimisation I should explain to you. There is a test key (CTRL) for you to see the effect. It is an optimisation for the code when LFS is deciding, each frame, which objects to draw (by checking if their bounding sphere is on the screen). Previously it would visit each object in memory to do this crude elimination but now the centre and radius of each object is stored in a special list so that LFS doesn't have to jump around the memory to get the data. This saves on memory access and is a lot faster in some situations. The situation where it is most helpful is this :

When you are in a place where a lot of objects may be visible from that location but you are looking in a direction where not so many of them are visible. Smile

You can test this effect by holding down CTRL at any time. You should then see a frame rate drop as it uses the old style draw. The optimisation (i.e. when you do not hold CTRL) is most useful in SHIFT+U mode, because there are no draw lists to hide most of the objects (that already avoided the radius check on most objects).
Last edited by Scawen, .
TEST PATCH 0.6H2 (now H11)
Scawen
Developer
NOTE : FULL VERSION 0.6J IS NOW AVAILABLE!
www.lfs.net/forum/thread/88217


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 : 0.6H11

It contains a good performance increase which is helpful at the new Westhill track.
Also there are more fixes and improvements including support for the Oculus Rift 0.6 runtime.

Entering Rift mode is now very simple : Options... View... 3D button at the top of the screen.
Do not force vertical sync in Rift mode as it would limit frame rate to monitor refresh rate.
SLI in Rift mode will probably cause a stuttering image - please disable SLI.

This test patch IS compatible with version 0.6H
This test patch CAN play replays from version 0.6H

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 0.6H so you can easily go back if there are any problems.


Changes from 0.6H10 to 0.6H11 :

Removed some debug code from the exe
Combined the test patch 0.6H2 to 0.6H6 change logs
More updated translations - thanks again translators


Changes from 0.6H6 to 0.6H10 :

Misc :

One more graphical optimisation for slightly higher frame rate
Z-buffer depth setting can now be changed without restarting LFS
Reduced some of the Z-buffer issues when using a 16 bit Z-buffer

Fixes for Windows 10 :

High CPU/GPU on ALT+TAB from full screen with vsync in Windows 10
Pause when exiting from replay or reaching end of List of Hosts


Changes from 0.6H to 0.6H6 :

Optimisations :

Static vertex buffers reorganised to reduce DirectX instructions
Frames buffered (default 1) to allow next frame to start rendering
More efficient car distance sorting system for sound and graphics
Dynamic vertex buffers now set to use hardware vertex processing
Better frame rate in places where many objects may be visible

Graphics :

Sky texture is now drawn in mirrors
Layout editor object selection buttons are sorted by distance
Mirror now uses 24 bit Z buffer if Z buffer setting is more than 16

Frame rate limitation system :

Frame rate limitation system is now accurate and has better values
New frame info display shows sleep / physics updates / gpu waiting
Now using an event query instead of a lock for input lag prevention
Minimum sleep setting changed to "Sleep every frame" (yes / no)

Misc :

Now using Direct3D 9Ex if available (Windows Vista and later)
Reduced glitch when autocross objects are optimised (e.g. on load)
Reduced min / max values for "Sound lag" setting - default now 0.08
New Audio Option "Sound when window is inactive" (off / on)

3D view modes :

Added a 3D level slider option to adjust monitor-based 3D views
Reduced CPU / GPU usage by sharing scene preparation for both eyes

Oculus Rift :

Now using Oculus SDK version 0.6.0.1 which includes timewarp
You can now enter and leave Rift mode without restarting LFS
Smooth display (if you do not use SLI or force vertical sync)
Monitor window view options : blank / one eye / two eyes

Oculus Rift compatibility mode :

For users who cannot use the Oculus 0.6 runtime, you can still use
the 0.5 runtime. Simply rename the ORDIRECT.dll to some other name
and LFS will then use LFSORDLL.dll instead (extended mode only).

Fixes :

Some buildings at Westhill track were drawn using a slow method
Mouse clipped to window (CTRL+C) now works properly with ALT+TAB
Using mouse wheel to change gear did not work properly at high fps
Layout editor object selection buttons used interface button slots
Crash changing texture resolution with two or more objects selected
Anisotropic filtering did not work on car textures (including skin)


INSTALLATION INSTRUCTIONS :

A FULL version of LFS 0.6H 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 : 0.6H11


DOWNLOADS :


NOTE : FULL VERSION 0.6J IS NOW AVAILABLE!
www.lfs.net/forum/thread/88217


PATCH 0.6H TO 0.6H11 (SELF EXTRACTING ARCHIVE) (if you already have 0.6H) :
www.lfs.net/file_lfs.php?name=LFS_PATCH_6H_TO_6H11.exe (1.3 MB)

PATCH 0.6H TO 0.6H11 (ALTERNATIVE ZIP) (if you already have 0.6H) :
www.lfs.net/file_lfs.php?name=LFS_PATCH_6H_TO_6H11.zip (1.5 MB)
Last edited by Scawen, .
Scawen
Developer
Quote from nacim :Thanks for finally adding sky on mirrors Smile
Just by curiosity, when can we see the new reflections ? Big grin
I really want to see how your rendering technique is in game. Smile

I still need to finish the car reflections and also move all the track rendering shaders to HLSL. The vertex shaders for the track objects are still written in DirectX 8 style.

But I'll release this test patch before that, hopefully today.
Scawen
Developer
Have you tried restarting the router, and restarting your computer? Sorry about the obvious suggestion but some people never turn off their computer and have been known not to try a restart!

Vanishing cars can sometimes be cured by clicking the "UDP" button in the connections list. That is visible in the game setup screen or when you click N while in game. That will change to "TCP" and you will be receiving car position updates by TCP instead of UDP. However, that doesn't really sound as if it would solve your problem, because you are also getting disconnected from the server. So it sounds like you are losing all packets, not only UDP...

Quite strange as LFS is really reliable with its connections. Are you using any software firewall that can be switched off, for a test? If so, please try it, and do try restarting the PC and the router / modem if you have not yet. Also, if you are using a wireless connection, can you try connecting directly with a network cable?
Scawen
Developer
A question for any Rift users who have installed the new SDK 0.6.0.0.

NOTE: I hear it's a bad release so please don't install to test this! But if you have already installed it...

I posted this on the Oculus forums: https://forums.oculus.com/viewtopic.php?f=42&t=15110&start=80#p273314

Quote :I have just read about the new SDK 0.6.0.0. Apparently it no longer supports client based distortion rendering.

I would just like to know if the current version of LFS (built with the older SDK) still works on your DK2 if you have installed 0.6.0.0.

Please do not install 0.6.0.0 as a test! I read that it is a bad release, full of bugs. I'm just asking those who have already installed it, if you could try LFS and let me know what happens.

Thanks.

New Westhill DCon - 0.6H
Scawen
Developer
Dear Hosters,

Here is the Dedicated Host for the new Westhill version 0.6H which we plan to release today.

It is not compatible with the previous test patches.

https://www.lfs.net/file_lfs.php?name=LFS_S2_DCON_6H.zip
Scawen
Developer
Quote from valiugera :I have a problem. I trying to add AI drivers but i can only one. - 0.6G19

I don't see this. Can you give more detail? Which track was selected, were you online or offline? E.g. if you were at Drag Strip then you can only add yourself or one AI. When online, only one player may be allowed. If an open config is selected, AI cannot be added...

Quote from loopingz :Do you plan to fix the AI not pitting after karting races?

No. There isn't really anywhere for them to park and it would be a really big job to do that. I have no idea how to do it. So I don't it's a good one for release day! Big grin

Quote from Rickymania :i have find a mistake in Autocross Builder.

The objects on one site goes with 180 and on other site 178.6

Thanks, it's not really a mistake. These are the true values represented by the "Heading Byte". I know it seems a bit strange but just remember to go to -180 if you want 180. Or go to 178.6 then press the '.' key.

Quote from P V L :Really great job so far, much more than expected. Now with the new checkpoints not working if 1.50 meters above

I found out our lap at Kyoto isn't taking the checkpoint on oval cause inside is much less Z than outside.Big grin

May be get the finish line and checkpoints a pitch could solve it. Wink

Not a bad idea. Thanks for the test report - it's a good point. But I don't think I'll change it (at least not now). What you can do to solve it, in that extreme case of checkpoints on the oval banking, is put the checkpoint underground. So the process would be, set it up in the air where you can see it, then finally lower the Z value until you can only see the part of the checkpoint that is on the flat area on the inside of the curve.

As it allows some quite good possibilities, I think it should be left as it is.
TEST PATCH 0.6G18 - New Westhill Circuit
Scawen
Developer
WARNING : THIS IS A TEST

NOTE : THIS DOES NOT CONTAIN NEW TYRE PHYSICS

PLEASE TEST BEFORE YOU POST

NO OFF-TOPIC FEATURE REQUESTS

NO UNRELATED COMMENTS


Hello Racers, here is a new TEST PATCH : 0.6G18

It includes the new Westhill Circuit with additional configurations.

This test patch IS NOT compatible with version 0.6G
This test patch CAN play hotlap replays from version 0.6G

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 0.6G so you can easily go back if there are any problems.


Changes from 0.6G17 to 0.6G18 :

FIX : Bug in 90 degree versions of the concrete wedge objects


Changes from 0.6G14 to 0.6G17 :

Misc :

New Westhill track update with various fixes
Maximum multiplayer car draw distance up from 300 to 500
Off path side messages only shown with Network Debug enabled
More translations updated. Thank you translators!

Layouts :

Maximum autocross objects increased to 1800
New concrete objects Wedge and Short Slab Wall
Car shadows now appear on the concrete objects
Raised start positions now work with concrete objects
Up/down buttons beside checkpoint width / circle diameter
Custom pit stop box can now be used to repair car and refuel
Custom pit stop box disables pit lane and default pit stops
Interface buttons now drawn in front of the object buttons

InSim :

ISP_NCI packet added to give host more info about new guest

Fixes :

Coloured concrete often did not go back to grey in editor
InSim IS_REO packet was ignored if more than 32 players


Changes from 0.6G to 0.6G14 :

Westhill :

New version of Westhill with additional configurations
Full support for open configurations including access roads

Autocross Editor :

New adjustable concrete objects
Custom start positions and pit start points
Maximum autocross objects increased to 1500
Movable start lights included as an autocross object
Pressing S/F/1/2/3 when object is selected now moves it
Pressing S/F/1/2/3 when object exists is now more helpful
Clicking colour instantly changes selected tyres or chalk
Clicking marshall position instantly changes selected marshall
Improved the appearance of marshall circles in the editor
Route checker index numbers now start at 1 instead of 0
The W/E keys instantly adjust width, no need to press M
Floating object buttons shown with different colour
X/Y/Z positions are now shown and can be typed in
Right click on X/Y/Z to move in steps of 1 metre
SHIFT+click to snap to 1 metre grid

Tracks :

Increased max cars in race from 32 to 40
Increased AU Autocross grid from 16 to 20
Increased BL Rallycross grids from 24 to 30
Regenerated lightmaps and visible object lists on most tracks
Added paths at Fern Bay to cover road near Club and mini oval
AI drivers hit wall entering pit lane at SO Classic / Town
Removed a corner marker from some configurations at Aston
Some tyres at Kyoto National disabled in other configs

New commands :

/zero_all
- Reset all lap counters and checkpoints passed as if the race had
just been started. This removes checkpoints passed.
So using this command on the first lap, before the first
checkpoint is passed, has no effect. After the first
checkpoint there is an effect. The first lap will not be
counted. This is intended to help with a rolling start after
a parade lap.

/setlap username X
- X is positive : Set the lap that the user is currently on (as
seen at the top right, not the number of laps completed). This
does not affect checkpoints passed. This may help with a driver
who reconnects after an unintended disconnection.
- X is zero : Same as the /zero_all command but for one driver.
- X is negative : subtract from the number of laps, without
affecting checkpoints passed. This may be useful as a penalty.


INSTALLATION INSTRUCTIONS :

A FULL version of LFS 0.6G (or later) 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 : 0.6G18


DOWNLOADS :

NOTE : If you already have the new Westhill (G14 or later) you can use the auto updater. Simply start
LFS and click for a List of Hosts and you will have the option to update to version 0.6G18.

PATCH 0.6G TO 0.6G18 (INSTALLER) (if you already have 0.6G) :
www.lfs.net/file_lfs.php?name=LFS_PATCH_6G_TO_6G18_setup.exe (140 MB)
Last edited by Scawen, .
Scawen
Developer
That worked! Thanks for the test!

Here is the replay! Smile
Scawen
Developer
Quote from Bradracer :Great work guys!

In relation to the grid-size increase, we're still getting "Race is Full" with 32 cars on track (/carsmax=40 entered). Are we to assume the max 40 slots is only when the custom start points etc. are used?

Thanks,

No, you should not need custom start points for that to work.

I'm trying to figure out how this can be happening.

I wonder if it could be related to the mass OOS. As a test, could you set your limit to 32 and see if the OOS still happens?

Or is there a known and reproducable cause for the OOS.
TEST PATCH 0.6G14 - New Westhill Circuit
Scawen
Developer
WARNING : THIS IS A TEST

NOTE : THIS DOES NOT CONTAIN NEW TYRE PHYSICS

PLEASE TEST BEFORE YOU POST

NO OFF-TOPIC FEATURE REQUESTS

NO UNRELATED COMMENTS


Hello Racers, here is a new TEST PATCH : 0.6G14


EDIT - WE HAVE MOVED ONTO A NEW VERSION :
https://www.lfs.net/forum/thread/87573-TEST-PATCH-0-6G17---New-Westhill-Circuit


It includes the new Westhill Circuit with additional configurations.

This test patch IS NOT compatible with version 0.6G
This test patch CAN play hotlap replays from version 0.6G

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 0.6G so you can easily go back if there are any problems.


Changes from 0.6G to 0.6G14 :

Westhill :

New version of Westhill with additional configurations
Full support for open configurations including access roads

Autocross Editor :

New adjustable concrete objects
Custom start positions and pit start points
Maximum autocross objects increased to 1500
Movable start lights included as an autocross object
Pressing S/F/1/2/3 when object is selected now moves it
Pressing S/F/1/2/3 when object exists is now more helpful
Clicking colour instantly changes selected tyres or chalk
Clicking marshall position instantly changes selected marshall
Improved the appearance of marshall circles in the editor
Route checker index numbers now start at 1 instead of 0
The W/E keys instantly adjust width, no need to press M
Floating object buttons shown with different colour
X/Y/Z positions are now shown and can be typed in
Right click on X/Y/Z to move in steps of 1 metre
SHIFT+click to snap to 1 metre grid

Tracks :

Increased max cars in race from 32 to 40
Increased AU Autocross grid from 16 to 20
Increased BL Rallycross grids from 24 to 30
Regenerated lightmaps and visible object lists on most tracks
Added paths at Fern Bay to cover road near Club and mini oval
AI drivers hit wall entering pit lane at SO Classic / Town
Removed a corner marker from some configurations at Aston
Some tyres at Kyoto National disabled in other configs

New commands :

/zero_all
- Reset all lap counters and checkpoints passed as if the race had
just been started. This removes checkpoints passed.
So using this command on the first lap, before the first
checkpoint is passed, has no effect. After the first
checkpoint there is an effect. The first lap will not be
counted. This is intended to help with a rolling start after
a parade lap.

/setlap username X
- X is positive : Set the lap that the user is currently on (as
seen at the top right, not the number of laps completed). This
does not affect checkpoints passed. This may help with a driver
who reconnects after an unintended disconnection.
- X is zero : Same as the /zero_all command but for one driver.
- X is negative : subtract from the number of laps, without
affecting checkpoints passed. This may be useful as a penalty.

INSTALLATION INSTRUCTIONS :

A FULL version of LFS 0.6G (or later) 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 : 0.6G14


DOWNLOADS :

EDIT - DOWNLOAD REMOVED. WE HAVE MOVED ONTO A NEW VERSION :
https://www.lfs.net/forum/thread/87573-TEST-PATCH-0-6G17---New-Westhill-Circuit
Last edited by Scawen, .
Scawen
Developer
We plan to release the Westhill Test Patch today.

Hosters may wish to download the dedicated host which is now available:

https://www.lfs.net/forum/thread/87528-0-6G14-New-Westhill-DCon
Scawen
Developer
Yes, Test Patch this month. Smile

Not today though. Smile
Scawen
Developer
Sorry guys, just wanted to make sure the 1.4 million demo racers get ready for the fun! Big grin

At the moment there is no plan to release another compatible test patch or version. I'm working on the incompatible things now.
Scawen
Developer
Compatible Test Patch G3 is now available with fixes and improvements.

https://www.lfs.net/forum/thread/87319
Scawen
Developer
My plan is to get compatible test patch G3 out as soon as possible, so I can get on with the remaining incompatible things to go into testing with the new Westhill.

G3 is compatible like G2 but with these fixes:

Misc :

Regenerated lightmaps and visible object lists on most tracks
Added paths at Fern Bay to cover road near Club and mini oval

Fixes :

AI drivers crashed entering pit lane at SO Classic / Town
Removed single-sided rectangle near the bridge at Fern Bay
Missing shadows on cars under bridges at Aston and Fern Bay
Shadows could appear at some path boundaries in open configs
Removed message about 93 objects when loading Autocross track
Restored shadows mistakenly removed from South City buildings
Default lightmap sometimes used lighting from previous track
Changing between reversed / forward configs - wrong lightmaps

If I've missed any of the G2 bugs please let me know.
Scawen
Developer
Test Patch G2 is available for testing.
It is fully compatible and therefore Westhill is not included.
It does have much better support for open configs and much better hidden object removal on all configs.
You should not see too much of objects popping into and out of view at the wrong time.
https://www.lfs.net/forum/thread/87319
TEST PATCH 0.6G3 (Open Configuration Support)
Scawen
Developer
WARNING : THIS IS A TEST

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

PLEASE TEST BEFORE YOU POST

NO OFF-TOPIC FEATURE REQUESTS

NO UNRELATED COMMENTS


Hello Racers, here is a new TEST PATCH : 0.6G3

Open configuration support has been improved as part of the new Westhill update we have been working on.

This test patch IS compatible with version 0.6G
This test patch CAN play replays from version 0.6G

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 0.6G so you can easily go back if there are any problems.


Changes from 0.6G2 to 0.6G3 :

Misc :

Regenerated lightmaps and visible object lists on most tracks
Added paths at Fern Bay to cover road near Club and mini oval

Fixes :

AI drivers hot wall entering pit lane at SO Classic / Town
Removed single-sided rectangle near the bridge at Fern Bay
Missing shadows on cars under bridges at Aston and Fern Bay
Shadows could appear on cars near path edges in open configs
Default lightmap sometimes used lighting from previous track
Removed message about 93 objects when loading Autocross track
Restored shadows mistakenly removed from South City buildings
Changing between reversed / forward configs - wrong lightmaps


Changes from 0.6G to 0.6G2 :

Open Configurations :

As part of the development for the Westhill track update that is
still in development, the support for Open track configurations
has been improved. When possible, LFS now uses a suitable path
from one of the default configurations so these things work :

- Hidden object removal gives high frame rates
- Lighting system now works so that car looks correct in shadow
- Echo maps are used so the sound changes depending on location

The X (forward) and Y (reversed) open configuration selection
buttons are now visible on the track selection screen.

Hidden object removal :

The visible objects are now detected using a much better method
than in older versions. Visible object files for the existing
tracks are provided in the patch. You should find there is now
very little pop-up of objects, but still with a high frame rate.

The visible object lists for the TV cameras are now stored in a
separate list per camera rather than being path based. So you
should no longer see objects disappearing occasionally when using
the replay / TV cameras.

Misc :

Collision detection improved near the ends of long objects

Translations :

Updated Italian, Lithuanian, Russian and Ukrainian translations
Updated Brazilian Portuguese version of docs\Commands.txt


INSTALLATION INSTRUCTIONS :

A FULL version of LFS 0.6G (or later) 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 : 0.6G3


DOWNLOADS :

PATCH 0.6G TO 0.6G3 (SELF EXTRACTING ARCHIVE) (if you already have 0.6G) :
www.lfs.net/file_lfs.php?name=LFS_PATCH_6G_TO_6G3.exe (12.2 MB)

PATCH 0.6G TO 0.6G3 (ALTERNATIVE ZIP) (if you already have 0.6G) :
www.lfs.net/file_lfs.php?name=LFS_PATCH_6G_TO_6G3.zip (18.3 MB)
Last edited by Scawen, .
Scawen
Developer
Hi, thanks for the comments! That compatible test patch (without Westhill) is getting quite close now!

On Friday I did editor updates to help Eric. Also I was pleased to finally get DX9 debug output out of the development version of LFS. Previously I only got it from the public version. I actually had to list the specific LFS.exe in the DirectX control panel, in a place that looks like it only applies to DX10/11. Very strange, but good to see some debug output!

Edge3147, it's true I don't often put 110% into this. I'm not really into that expression, but I suppose 110% means somewhere higher than a sustainable effort. Well that can happen right before a patch and when I'm really on something, do some late nights and so on, while ending up tired. But I prefer not to do too much of that and I do have my cycling now as well (and a short trail run each week and a little swimming in the summer). As for work, I prefer to cruise along at an enjoyable rate. After all, work is a massive part of life and life should be enjoyed as much as possible.

Actually after 3 years of cycling I don't have a bad back any more. After too many years without proper exercise, and after carrying something too heavy on one occasion, I ended up with a problem where something in my lower back kept slipping to the wrong place and often gave a lot of pain! So it turns out that running and cycling increase strength and bring great benefits! Smile

Today I'll be looking into the hidden object files and seeing what else can be sorted for the compatible test patch.
Scawen
Developer
Working on it

On 24th January I gave quite detailed info about what I had to do, to release the compatible open paths test patch.
https://www.lfs.net/forum/post/1880248#post1880248

I just came to have a look here and I'm a bit disappointed to see old style groaning and moaning. It really is a bit 'old'.

Yeah, LFS needs updates and we are working on it. Are the moaners and groaners working on their personal issues? Get a hobby, ride a bike up a hill, just do something. Try another sim if you like, or something in the 'real world'. Just don't come here and moan and groan! It doesn't make us work faster. It wastes your time and ours.

For the people who 'believe' that we are working on something...

Referring to my post of 24th January...

1) I've completed the hidden object removal system for the external TV cameras which are now done a much better way, with individual draw lists per camera, instead of switching the visible objects in a path-related way. So the hidden object removal system is near complete. There is one more thing to do with that, on open configs, something about seeing start lights on the selected 'X' config, when you are on the path from another config.

2) I've completed, yesterday, the lighting on the cars, so that they use the path lighting data when they are on open configs. So, for example, the car goes dark when in a tunnel. This involves creating lighting textures per path. Seems to work well.

The biggest remaining thing for the compatible test patch is to create a way to save hidden object files for the existing public tracks. After I've done that last thing in (1) then I'll look at generating those files. I also do editor updates for Eric, as he's still going round Westhill finishing things, making sure there is good collision detection on everything, etc. There are some other things to look at for the compatible test patch.
FGED GREDG RDFGDR GSFDG