I've started one of these requests on a test account, to have another look after 7 days. I've tested thoroughly before several times on a short time frame test while developing it and it was working fine, and I'm sure I've seen it on the full week test as well. There isn't a way for it to be affected by failed emails or expired domains, etc. It's not an active process, it just sets a time in the database and that is affected when you visit the page after some time.
After the first 7 days, you should be able to set a new email address without receiving one on the old email address.
After a further 7 days, if you don't set a new address, then it returns back to the original state. That is 14 days after you first clicked.
You could sell a car with some nice improvements and also a leaking fuel tank, some holes in the bodywork, faulty electrics and an uncomfortable seat. Or you could fix the known issues and release it at that point instead. Which is better?
This is an entirely new version. There is no compatibility between tracks in the old and new versions. The old version cannot possibly load the new tracks, and the new version looks terrible with the old tracks. Good news though, they have all been updated, as you can see by reading the previous progress reports I linked to above.
The new version is not a patch for old LFS. It has to be released all at once, and it will be released with flaws, in as a test version. But there is absolutely no point releasing it when it is not ready for testing and we are working full time trying to fix all the issues we already know about.
There is a point to release it before it is perfect (and will never be perfect anyway) but we aren't at that point yet.
EDIT: As mentioned, some important things are simply not done yet. Also, at some point I need to build a public version, actually exporting everything from the development version into a publicly releasable folder. Even that will take me a few days, probably a week by the time I've added some code support to help me build a clean version a few times during the testing stages. To move from a development version to release isn't simply a matter of declaring it ready. It's a careful process of exporting and encrypting the necessary files, possibly stored a bit differently from the current public version. It's not a big deal, I'm just trying to illustrate that there isn't a version to release yet, even if it was ready which it isn't.
OK, we get that in Edge too. In Firefox it goes where it's supposed to. So I don't think this test tells us much so far. My son got that result and he is not a moderator.
My hypothesis at the moment is that redirect is browser related and doesn't shed any light on Zero7's mod download issue.
Eric has recorded two unedited videos of AI drivers racing around the updated South City and Kyoto Ring, the two most time-consuming of our updated tracks. The videos are taken from a high viewpoint, using a time multiplier of 200, so you can see the day to night transitions.
Video 1: LFS AI drivers at Kyoto Endurance
Video 2: LFS AI drivers at South City Long
Program development:
I've had to work a lot since 25th July on security updates.
Here is a short list of a few notable updates from before that time.
May:
Daylight saving time is now accounted for (on the UK tracks)
Specified start time is now given in track local time (not UTC)
Accurate sun direction using astronomical calculations
- previously used a rough model based on circular orbit
- apparent sun direction now adjusted for atmospheric refraction
Leap years are now supported (can set 29 February on a leap year)
Fixed time renamed to "set" and includes a time multiplier option
June:
Multithreading update for sun position
- sun position is updated as part of the game update
- means that sun height can now affect physics (e.g. temperature)
- initial test increases air temperature for higher sun direction
Removed jaggies from sky texture around dome edge (at horizon)
Display AI calculated wing and final drive settings in setup screen
AI decide to pit at pit lane transition point rather than last split
July:
Front of vehicles now consistently aligned with start grid slots
Splits and finish line activate when front of vehicle crosses line
Improved AI pit garage entry and exit
My family members insisted that what looked like a link, in the unlock error dialogs from the master server, should actually be clickable. So now they are, and they take you to details page (or login page if you are not logged in) and when taking you to your details page they may highlight the unlock code with red, if the original message was about the unlock code.
Also more translations have been updated! Thumbs up
So with all the updates there is quite a process now, that takes you right through what is necessary.
For example, if you have not yet set an unlock code, and you start up LFS in version F (or earlier)...
-----
1) Message on entry screen "A new update is available". This flashes for a few seconds. There is a button to visit the forum and another to directly download in game.
2a) Visit forum, you will see the test patch thread.
OR
2b) Click direct download, you go straight to the download screen.
OR
2c) Ignore that and click "List of Hosts", you see the download screen.
3) Install patch manually or using the auto updater.
4) Start LFS. The "Unlock LFS" or "S3 licensed" button is flashing.
5) Click the button. There is a message that you need to update your unlock code and an "external link" icon button.
6) Click the external link, you go to your details page and the option "Set a new unlock code" is in RED text so you can't miss it.
-----
The worst issue remaining is for totally new players, they will install LFS and it already says "A new update is available" on the entry screen, but they cannot use the auto updater.
So that means it is a high priority to release the full version.
I've now changed the info sent to LFS entry screen so that if you have at a version from F to F13 there is a message in game "A new update is available" and it links to the Test Patch thread (no automatic download).
So any users who come along and don't already know about this, will at least be helped by the new patch more easily without searching around for information.
EDIT:
Request to translators of the languages that haven't yet been updated:
I hope to release the official patch and full version this week so if you have some time it would be great if you could update the translation. If you were up-to-date before it is only 9 new lines. Thanks!
More informative if unlock code needs to be set or is wrong
Also more helpful if license has been upgraded since the last unlock
- Info about license level and unlock code detected on entry screen
- Flashes the "Unlock" or "Licensed" button if attention is required
- An appropriate message and link is displayed on the unlock screen
- For license upgrade (when code is correct) the unlock button flashes
17 translations are now updated - thanks to all the translators
Unfortunately with this change you won't get a list of hosts.
When we go official there will be a message at the top saying a "A new update is available" with a link to a test patch thread. Hopefully that will help a bit.
I'll have a go with the flashing button too, it could be useful.
It's no problem if you select the space. Spaces before and after are removed. If interested, you can safely test that, you don't lose any unlocks for failed or successful confirmations.
Improved support for the new system in Test Patch F13:
F13:
Improved support for the new "unlock code" (replacement for old GAME password)
- removed the EYE button - the unlock code is visible when you enter a new code
- error messages if there is any problem getting text from the clipboard
- 11 translations updated - thank you translators!
F12:
- Correctly named field (Unlock code)
- EYE button beside the unlock code (see what you have entered)
- Informative message if your unlock code is not 20 characters
- Automatic exit from unlock screen after successful unlock message
Here is a new test patch that can help with the unlock code.
- Correctly named field (Unlock code)
- EYE button beside the unlock code (see what you have entered)
- Informative message if your unlock code is not 20 characters
- Automatic exit from unlock screen after successful unlock message
Hi, I hope someone might have a suggestion if they see it here.
From my reply in your original report on the test patch thread:
Apparently something is blocking your LFS from making certain connections to our web server. These are the ones that use the HTTP protocol, unlike the game packets that use a custom protocol that seems to work fine, as you can get a list of hosts and join hosts. It's only event list, skins and mods that seem to cause the problem. These are different from the game packets as they connect directly to our web server and make HTTP requests.
Can you test with a different internet connection, in case your ISP is blocking HTTP?
Which version of Windows are you using, and any additional antivirus or firewall software?
In case you get one of these messages and you don't know what it is:
A change has been made to improve security.
You now have only one password, that you use for the website.
In game, you use an "unlock code" instead of the old "GAME password".
How to use your unlock code:
Please install the test patch with better support for the new unlock code. Test patch: [EDIT: official version is now available]
Then...
1) Visit details page
2) Click: send email with a new unlock code
3) Get email
4) Paste code from email into LFS "GAME password" (or "Unlock code" in the new test patch)
5) Click unlock
The "GAME password" or "Unlock code" field is in the LFS unlock screen, accessible by a button at the bottom right of the entry screen.
If you do not have access to your registered email account:
You will need to register a current email address to receive your unlock code. But with our improved security, to change email instantly you need to confirm the change by receiving an email on your old address. Alternatively you can wait 7 days to proceed without confirming the email on your old address.
To do this, visit your details page and click the link "send email to set new address" even though you know you won't receive the email. Now you can see the time, 7 days ahead, when you will be able to set a new email address without the instant confirmation. This time remains visible on your details page.
Why do we need confirmation on the old email address or force you to wait 7 days?
This is to prevent license theft by anyone who manages to log into your account by somehow obtaining your password. Some people may have had passwords that were easy to guess. Others entered their LFS user name and password into at least one site run by hackers. This really happened and we had to rescue hundreds of accounts and return them to their original owners.
Before recent changes it was possible to change password and emails instantly, enabling theft of licenses. Now we send an email to the old email address and we give the recipient seven days to respond.
There was a 20 minute break when I zeroed the old passwords on the master server. Testing in a test environment only resulted in a few seconds pause, but the main master server took a lot longer than expected. Maybe that's what you are talking about?
I think it may be a good idea to release a compatible patch for this and the other updates in the current Test Patch with the new translation texts that you mention.
As part of the ongoing security updates, We have made a change which is significant in a way while not technically a big change.
The WEB password is now called simply "password" and you can no longer manually set a GAME password.
The GAME password is now called "unlock code" and is set automatically and sent to you in an email when you click a link on your details page.
In the next few days we will start passing through and zeroing any old GAME passwords that have not been updated for the new system.
EDIT: Now that we have already zeroed the old GAME passwords...
How to use your unlock code:
Please install the test patch with better support for the new unlock code. Test patch: [EDIT: official version is now available]
Then...
1) Visit details page
2) Click: send email with a new unlock code
3) Get email
4) Paste code from email into LFS "GAME password" (or "Unlock code" in the new test patch)
5) Click unlock
The "GAME password" or "Unlock code" field is in the LFS unlock screen, accessible by a button at the bottom right of the entry screen.
If you do not have access to your registered email account:
You will need to register a current email address to receive your unlock code. But with our improved security, to change email instantly you need to confirm the change by receiving an email on your old address. Alternatively you can wait 7 days to proceed without confirming the email on your old address.
To do this, visit your details page and click the link "send email to set new address" even though you know you won't receive the email. Now you can see the time, 7 days ahead, when you will be able to set a new email address without the instant confirmation. This time remains visible on your details page.
Why do we need confirmation on the old email address or force you to wait 7 days?
This is to prevent license theft by anyone who manages to log into your account by somehow obtaining your password. Some people may have had passwords that were easy to guess. Others entered their LFS user name and password into at least one site run by hackers. This really happened and we had to rescue hundreds of accounts and return them to their original owners.
Before recent changes it was possible to change password and emails instantly, enabling theft of licenses. Now we send an email to the old email address and we give the recipient seven days to respond.
This morning I've been detecting which of the listed user names have a password that matches an LFS WEB or GAME password.
Many of the users on the hacked database aren't really LFS users. We know this as around 40% don't have a user name that matches an LFS user name. Around 60% do match an LFS user name, but even then, it's not necessarily an LFS user.
The only way to be fairly certain it really is an LFS user, is if the hacker list username+password matches an LFS username+password (WEB or GAME password). Password matches are a significant minority that we have to deal with because of the security implications. In those cases (password match) we intend to change the password and notify the user (via email) using an automated process.
But I've done a quick test to find out which countries the matching user names come from. This is from the full list of hacker list usernames that match an LFS username, including DEMO accounts.
To be clear, these numbers are too high, because they include some user names that are not really an LFS user (e.g. someone just happened to choose the same username as an LFS user). Also to be clear these are mainly DEMO accounts. I've only shown countries that have more than 100 users listed.
Looking at the numbers below, it seems most likely to me that the source is "LFS Pro" which was a pirate community and master server system based in Brazil.
I'm thinking this because Brazil itself is 2nd on the list and Portugal is 4th, which is higher than expected given the size of Portugal. In my opinion it's because of the language connection to Brazil. Also 3rd on the list is Argentina, probably due to the South American connection.
I'm not really sure why Turkey is on top. Maybe it's because LFS has always been popular in Turkey and LFS seemed expensive there, so a lot of Turks went for LFS Pro. Or possibly the list has come from two separate sources?
TR 7523
BR 3745
AR 1250
PT 1167
BG 737
LT 727
ES 693
US 677
RO 488
PL 438
IN 428
ZA 399
GB 371
HU 337
FR 323
IT 309
DE 275
SA 264
GE 262
PK 245
CZ 236
RS 224
LV 221
CL 213
CO 187
FI 181
UY 167
SE 162
NL 162
GR 150
AE 148
DZ 144
PH 142
EG 141
AU 137
CA 130
ID 125
MX 124
EE 113
DO 110
BA 108
SK 107
MA 106
I don't think the cleanup function could have this effect. It simply deletes mods from your folder. It can't prevent LFS connecting to our website.
To me this issue doesn't seem related to mods specifically, if you can't see an event list either. It looks like some coincidental issue, or possibly antivirus or firewall blocking the connection.
I think it could be good to test a fresh install of LFS if possible, to see if you can do all the expected things with a clean installation.
Warning if you are joining a host that will log your IP address
- Your decision to trust that host is remembered, to avoid asking you again
- You can remove the "trusted" status by clicking the "trusted" button
- List of Hosts has a new IP column to indicate hosts that log your IP address
Stops on "Join Specific Host" after you click a join link on calendar or website
- You will need to click the "GO" button as if you had clicked in List of Hosts
In my test that seems to be working as intended. Adjusting the "Lowest wheel height" misaligns the fork, but the misalignment is corrected with "Forward" in Suspension settings (at top left of screen).
Although it seems odd, this is also intended.
It's something like: the first setup defines the geometry but the second setup works like an adjustment.
When you delete the base setup, the new base setup defines the geometry, so if its lowest wheel height was different from the deleted base setup, you will then need to adjust the lowest wheel height or the "Forward" value.
OK, let's figure this out. For some reason the subobject you are trying to move has type "SLIDER" but the internal 'mover' that moves it has type "SPINNER".
But of course the mover should have acquired its type from the subobject it represents. So the question is why is that happening. Could it be you have reached a limit? How many moving subobjects do you have?
EDIT: Incidentally, object type 'spinner' was not working in the latest version of the editor (Test inputs) but I've fixed it now. But that is not related to Tuttu's bug.