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Scawen
Developer
Quote from Rubbel_31 :When my friend typed ./light extra, I realized that I didn't see her lights.

And he said he experienced the same thing with me

Thanks again. Is there a public mod I can use (with extra light) to quickly test my fix?
Scawen
Developer
EDIT: I think I understand.

EDIT2: Thanks, I got it, will be fixed in next test patch hopefully this evening.
Last edited by Scawen, .
Scawen
Developer
Thanks for the test. The limit bug is known and fixed in the code, will be there in the official version hosts.
Scawen
Developer
Test Patch D56 is now available for test patch users! Smile

Changes in D56

Transparency now works correctly with popup headlight objects
Popup headlights now support flip function

https://www.lfs.net/forum/thread/106005
Scawen
Developer
I prefer it if you don't tell me how to do my job. Nothing here is meaningless and I update because it is extremely important to check these changes thoroughly in the last few days before a massive update.

If you don't want to be involved in testing, don't download the test patch in the first place.

And when were you forced to update? Your whole post is rubbish.
Last edited by Scawen, .
Scawen
Developer
At first sight it's not really a 'bug' as such, but more that skins were not designed for use with the swap side process.

A little logic is applied by LFS when flipping the mapping, which it does for each mapping that is used by any triangle that is set to swap sides.

That is:

IF texture is skin OR texture is mirror/clocks OR mapping name starts U_
> avoid flip
ELSE // standard texture
> do not avoid flip

For Flame's case: If you do it with the texture *not* as a skin, then I think you get the result you want. In that case you can make it act as if it was a skin by naming the mapping "U_..."

It seems we have a way to force mappings using standard textures to "avoid flip", by naming them "U_..." but the trouble is we don't have a way to do the opposite thing, force mappings using a skin to "not avoid flip".

I don't know what the best solution would be yet. A special name will not work, as you already named them like C1_ or M2_ etc. I suppose we would need a special switch in the mapping to force the required swapping behavior.

Or maybe I'm barking up the wrong tree and really the exclusion "texture is skin" should be excluded from the code above.

I've tried this and it seems to work with normal cars. Also it 'works' with Henricat's BUG WAGON. That now behaves as Flame would like the bus to behave. Image swaps side with the driver swap, and text is reversed. But there is no "shading error" where the darker patches are on the shaded texture. But with standard mapped cars I'm not seeing a problem.

The only question now is, how much stuff will be broken if I simply remove this code, that looks like it was added for a reason? Maybe that reason is simply no longer valid? One way could be - release a test patch quickly and see if the complaints come in!
Scawen
Developer
Quote from RealistAdam :Hello, after the new test patch is released, event announcement photos do not appear and an error warning...

Thanks. I have contacted Victor about it. It's not related to the test patch.

The website update was quite major, including upgrades, so not everything has remained fully operational and Victor is working on those things that he couldn't fully test in advance.
Scawen
Developer
Quote from Degats :Hard crash immediately when loading RO3 in single player, with a test mod selected (which should have already been loaded from driving on another track seconds before

Are you able to reproduce this?

The crash address points to loading an integer from a file, so not much to go on at this point.

I can't reproduce it by loading a test mod (with popup headlights) driving on another track then loading RO3. I wonder if you can do it again.
Scawen
Developer
Test Patch D54:

Lights:
FIX: XR GTR mistakenly had the road car popup lights enabled

Interface:
Pedals are now shown to the left of the list of connections

AI:
FIX: AI would reverse assuming "stuck" during stop-go penalty

https://www.lfs.net/forum/thread/106005
Scawen
Developer
Editor Test Patch D53:

Lights:

Lights now work on subobjects (e.g. bike handlebars)
New object type "Popup headlight"
- set axis, angle and time of rotation in modeller
- test using slider bar in vehicle editor Lights tab

Modeller:

Option to keep an empty (rotated) subobject after "merge into main"
- and break off main object into rotated subobject works as expected
- for example the following sequence of operations is now possible:
1) rotate a subobject to convenient orientation for modelling
2) merge into main but keep the empty rotated subobject
3) model and map the subobject in that position
4) break off into the rotated empty subobject

https://www.lfs.net/forum/thread/106004
Scawen
Developer
Test Patch D53!

Lights now work on subobjects (e.g. bike handlebars)
Popup headlights are also supported (already on XRG and XRT)

https://www.lfs.net/forum/thread/106005
Scawen
Developer
you are just a spammer

EDIT:

A test patch thread has one purpose - to discuss a test patch. It's not for making "demands" about the development of LFS.

You bought a license to use LFS at some point, and you get free updates for ever more. You can make suggestions and even talk to the developer. You cannot demand anything, and you cannot abuse test patch threads or be rude. Simple really.
Last edited by Scawen, .
Scawen
Developer
I don't really care about your opinions, you are abusing my test patch thread, and I am too busy to deal with you.
Scawen
Developer
Is this a joke?

From first post:
Quote :PLEASE... NO OFF TOPIC FEATURE REQUESTS!

I don't care about your "demands". If you have a SUGGESTION then please go to the suggestions section of the forum.

You can only post here SPECIFICALLY about the TEST PATCH.

I am far too busy and I am not reading your post.
Scawen
Developer
Quote from cuni :Got this when updating via LFS.
Updating now with file download from forum

Do you have the program LFS_restart.exe in your LFS folder?

Some people have been known to delete it simply because they don't know what it is. Then they can't get auto updates any more.

If you don't have it, you can get it here: https://www.lfs.net/forum/thread/106062

Quote from Degats :You should never need to run anything to do with LFS as admin, unless you installed it somewhere where a normal user doesn't have write access (eg Program Files).

Windows 10 users do usually need to run LFS as admin to get an auto update when it is one of these test patches as they are simple self-extracting archives and they don't have a 'manifest' that the official patch installers do contain, so WIndows gets all worried about it and you have to try again, running LFS as admin.

But I think that is unlikely to be cuni's problem as you get a different message in that case.
Scawen
Developer
Editor Test Patch 0.7D52:

Wheel object visibility:

No change in editor but game now matches the editor
- "inside covered" or "open wheel" only affect logo and lighting
- visibility of brake disc and spoke object is no longer affected

Rim and spoke objects:

Rim now gets material properties from first mapping in spoke object
Spoke object can have more than one texture page, including _ALP
- for example a chrome material can now be added as first mapping
- and in that case the rim would also use that chrome material
- no alpha sorting: transparency should only be used for overlays

Lights:

Multiple mappings per special name e.g. more than one l_head
- a second word is allowed e.g. 'l_head front' / 'l_head top'
- the second word is only to make it clearer for the mod creator
- extra names such as l_sbrk and l_tbrk are no longer needed
- reduced number of special light mapping names from 18 to 12
- mesh configurations are now fully supported by the lights
- e.g. separate mappings like 'l_head stock' and 'l_head sport'
- NOTE: maximum of 4 mappings per special name in a configuration
- NOTE: all mappings in use in a group must share a single texture

Dashboard:

Option: Show low and high beam icons simultaneously
- (shows icons for lights less than the current light switch)
Option: Show dim icons when not illuminated [default yes]
- (allows you to disable the faint image of icons that are off)
Option: Show dim segments of digital displays [default yes]
- (disable the faint non-illuminated segments of gear / speed)
Editor options: Dash lights off/on / Expand dash texture display

https://www.lfs.net/forum/thread/106004
Scawen
Developer
Test Patch D52:

Lights:

Support for multiple light mappings (enabled in LFS editor D52)
Virtual gauges now show sidelights / low beam / high beam symbol

Dashboards:

Support for new options (minor updates) now available in editor

Interface:

Multiplayer N-list +/- buttons now refer to size of buttons

Wheels:

Support for new rim material settings (enabled in LFS editor D52)
Wheels set to "inside covered" now match the editor
- "inside covered" or "open wheel" only affect logo and lighting
- visibility of brake disc and spoke object is no longer affected

https://www.lfs.net/forum/thread/106005
Scawen
Developer
Quote from Scawen :I expect to release an update tomorrow.

Sorry but this won't happen. Slight change to implement as mentioned above, which is a bit more complicated than you might imagine, because of backward compatibility (auto-repair code) and I don't have that much coding time this weekend. Free to work all day Monday so I expect to release D52 test patches Monday afternoon.
Scawen
Developer
Nothing to do with test patch, but I've passed the message on to Victor.
Scawen
Developer
Quote from Rizzerz :Hello, quick question, now the slots to join on server its like 78, when will you increase the slots to drive to 70?

The plan is to look at increasing max cars in race sometime after the big update is released.

We need to see how the new physics works on everyone's computers (in the multithreaded system, which should help, if CPU has at least two, but preferably four cores) and after evaluating that we can see how the performance will be when extending to 48 cars in race.

The purpose of this current test patch is to release an official version with much better mod support than in the currently official version, so that mod makers can keep making nice mods while I get on and finish the physics for the new version (improved tyre physics and much better graphics, with significantly updated tracks) that we are all waiting for.
Optional update for LFS_restart.exe
Scawen
Developer
Hello Racers.

The latest (Test Patch D51) versions of LFS and LFS Editor have new icons kindly provided by Flame CZE.

These icons look better and contain a larger icon image that works well with modern versions of Windows.

If you don't use the test patch, you will get the new icons when you update to the official version (soon to be released).

But there is one file that can't be updated when you are getting an update from the auto update system, and that is the small program file LFS_restart.exe which normally sits in your LFS folder, waiting to be used when you get an update for a new version.

So if you would like LFS_restart.exe to have a nicer looking icon, click this link to download a zip file containing LFS_restart.exe which you should save into your LFS folder, overwriting the existing file.

Download: https://www.lfs.net/file_lfs.php?name=LFS_restart_2023.zip (85 KB)
Last edited by Scawen, .
Scawen
Developer
Thanks you for responding to the poll. We have a clear winner! Nod

It is now low beam / high beam in Test Patch D51
Scawen
Developer
Test patch D51 is now available!

Interface:
F key messages not starting with '/' are added to open text dialog
F key /commands are executed without affecting dialog (as in D50)
Text for lights "dipped / full" changed to "low beam / high beam"
Command /light head now accepts values low/high/low_off/low_high
E.g. /light head low [switch on low beam aka dipped headlights]
New +/- buttons to adjust number of connections shown in N-list
FIX: Mod list request could prevent entry to car selection screen

Misc:
Front fork with adjusted ride height went wrong if colour selected

Dashboard:
Support for new dashboard lights / symbols: sidelights and neutral

Multiplayer:
FIX: Ability to exceed IS_PLH values (will be fixed in D51 hosts)

Translations:
Updated translations - thanks again translators!

Download: https://www.lfs.net/forum/thread/106005
Scawen
Developer
Quote from Flame CZE :Is it possible to make it available for all vehicles types, not only bikes? For instance, my RADIX P6 mod also has a neutral light on the dashboard.

I plan to do that.

Quote from bayanofmansorofisky :after the D50 patch i noticed a stutter, more like a stuck situation

I moved your post to Test Patch D50 thread
Scawen
Developer
Quote from P V L :Hello, what to do to run the [DS] servers at D50 ? As most people already switched to D50 patch

they cant drive anymore without problems.I looked at hosting, can just set to LFS7D there. P V L

As far as I knew there would only be these rare issues, such as OOS in the known cases listed in the first post. I'm not investigating OOS cases to see if they are the ones described or some other reason. Unless a D50 guest gets an OOS on a D50 server.

I didn't know the new test patch would be so popular. I'm not sure how important it is to bring a test patch into the official server rental system, although it looks more important that I first thought.

Obviously some testing was required. It looks pretty stable but I have had one error reported, don't know if it's something new.

Also I see a lot of "WOULDBLOCK" UDP errors on TC. I don't know if this is due to the higher bandwidth and if I can do something about it.

So the general idea is we are just testing and I need to have a look at issues, and due to the popularity of the patch, it is worth considering if D50 servers should be selectable.

Quote from Bass-Driver :Do the new commands require a new hostversion?

As tankslacno says, these commands need a new version.

Please bear with us, the situation is as I've described.
FGED GREDG RDFGDR GSFDG