The online racing simulator
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Scawen
Developer
Thanks for the test, I've added some more unlocks to your account.
Scawen
Developer
Quote from Scawen :Now, in the last day of coding, I am doing a few safe remaining things.

Normally I request for people to avoid spamming me with the same reports they already made before.

That still applies, but in the case of actual bugs or anything that we would regret not fixing before this weekend's release, please do tell me if I seem to have missed or forgotten anything.

Development is now finished for 0.7E!

Report IMPORTANT BUGS ONLY please!

(I have updated the spinner ending rotation and plan to release that in a test patch tomorrow)
Last edited by Scawen, .
Scawen
Developer
Thank you for the test!

I see what you mean. My fix was only when ENTER key is pressed, but I can instead do the fix when any key is pressed.

It should work now, in D62. Please let me know! Smile

https://www.lfs.net/forum/thread/106005
Scawen
Developer
The fix is in Test Patch D61.

Please let me know if it works! Smile

https://www.lfs.net/forum/thread/106005
Scawen
Developer
Well, that would take a few weeks, and the release is this weekend, so no.

That is something to do when I only have to work on one version of LFS,

By the way, can you tell me where I asked for random off topic requests on the test patch thread? I thought it was pretty clear what a test patch thread is about. Some people seem to have great difficulty understanding.
Scawen
Developer
[duplicate of post in LFS test patch thread]

Now, in the last day of coding, I am doing a few safe remaining things.

Normally I request for people to avoid spamming me with the same reports they already made before.

That still applies, but in the case of actual bugs or anything that we would regret not fixing before this weekend's release, please do tell me if I seem to have missed or forgotten anything.
Scawen
Developer
Test Patch D60

Graphics:

Support for stretched tyres (when rim is wider than ideal)

Commands:

/key command accepts 12 keys described by a word (see Commands.txt)

Misc:

Updated document Commands.txt (in docs folder)

Download: https://www.lfs.net/forum/thread/106005
Scawen
Developer
It's not the right place, as that is a suggestion unrelated to this test patch. That sounds like a mod suggestion and there is a dedicated forum section for that.
Release this weekend - call for testing
Scawen
Developer
Dear Racers,

We plan to release a new official version this weekend, probably on Sunday.

There's a lot in it, including many improvements for mods. In the new year I will be focussing on the new graphics and physics version, but that is not what this patch is about.

Please test the LFS version now if you can.
LFS Test Patch: https://www.lfs.net/forum/thread/106005

If you are a mod creator, please test the new editor patch.
LFS Editor Test Patch: https://www.lfs.net/forum/thread/106004

You'll see the list of changes is really long. Have a look through the changes if you can!

Or just get the patch and do what you normally do, let us know if there are any problems.

Thanks! Thumbs up
Scawen
Developer
Test Patch D59

Graphics:

Small indicators on side of XRG/XRT/FXO/LX4/LX6/RAC/FZ5 now flash
Subobject indicators left / right now relative to whole vehicle
FIX: Lighting of subobjects and wheels was as if at vehicle centre

https://www.lfs.net/forum/thread/106005
Scawen
Developer
Test Patch D58

Lights:

Headlight switch now incompatible between versions < D50 and >= D50
FIX: Extra light of remote cars was not visible when switched on

Moving subobjects:

Popup headlight system generalised for moving objects with switches
Light / horn switches work even if car does not have that feature

Download: https://www.lfs.net/forum/thread/106005
Scawen
Developer
Editor 0.7D58:

Moving subobjects:

Popup headlight system generalised for moving objects with switches
Subobjects can rotate a set angle, slide or spin at a given speed
This can be connected to switched lights / ignition / horn / siren
New test system in vehicle editor "Class / Inputs" tab (top left)

Download: https://www.lfs.net/forum/thread/106004
Scawen
Developer
For now they are purely graphical, but it does seem to suggest interesting possibilities for the future.

I'll be a few more hours, the changes are merged into the public version and it's fairly well tested, but I need to update the test facility in the vehicle editor or it will be too frustrating to use.
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, .
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