I've made a quick test patch in which you can enter any user agent up to 7 characters. I don't really like this, I believe that LFS should use its true identity when connecting.
This feature is just a test and may be removed in future.
If it really is that your ISP is blocking the "LFS" user agent (for example they might think indicates a bot) then maybe if you try some other random sequence of characters then it's possible that it could bypass their blocking.
Basically I would like to know if:
1) replays saved after you restart your host, now have the correct date?
or:
2) You restarted your host but new replays recorded after the restart, still say 20 July?
My test: I started a host and recorded a replay. Restarted the host on a different server and saved another replay. Both have the correct date.
Restarting the host will not correct the replays that were already recorded in the past, but hopefully new replays have the correct date.
Hi, please can you check out this thread on this specific issue? I am trying to investigate UK users with slow in-game downloads. There is a test you may be able to do.
For those who have got consistent slow downloads of skins, mods, mods browser and event list in LFS:
We are trying to establish what could be the cause. It seems particularly strange in the UK, where connections are good and our servers are located just across the sea in the Netherlands.
Known UK users with the issue are o000o, Zero7, Cimanu, Boypower, ka darai
TEST 1: This test was to see if there is some issue with plain http, between your ISP and our servers.
Using Firefox so you can view http (not https) visit the 'LX skinning competition' and see if the images and skins download at normal speed: http://competition.lfs.net/lx_skinning/
Results so far: those people who could visit it, reported no issue.
TEST 2: This test is to get closer to what LFS does in game.
I can't see or reproduce any bug. Something appears to be wrong in your code or analysis.
The TextStart byte refers to the actual offset in the original binary representation of the string in the packet, but you seem to be comparing it with some interpreted or converted strings.
Your "to utf16(?)" strings don't mean much to me. For instance, in the original output packet there is no ^c - there is just a plain colon.
To deal with your examples:
1) If you restore the ^c to : then the offset of "test" is 14 as expected.
2) Single width katakana (1 byte for this katakana) again the offset it correct if you replace ^c with :
3) Double width character so it's one more than example (2).
Basically if you look at the original bytes in the packet before doing any conversion into other text encoding systems, you should find the offset points to the first character of the message. I've verified this in my own InSim packet checker.
About the purpose you describe, I won't delete all those hotlaps without some kind of preservation, at least of the world records, I guess.
I certainly would have to discuss with the hotlappers what to do.
When the new version is first publicly available, it will be in alpha or beta so uploading hotlaps will not be allowed at all, until a new table is in place.
I don't know yet how to preserve the old hotlaps but there could be one archive file of WRs like you say. I guess we shouldn't try to preserve all the hotlaps ever done, but I am just guessing that as it sounds too much, though I haven't actually looked into it. E.g. what is the actual data size and if a full archive could be kept online.
A vague memory suggests that Victor kept an archive of old hotlaps the last time something changed... not sure if anyone knows about that, and it it is true, how it is accessed?
A separate thought about clicking on hotlaps. I think it would be nice if at some point it could be changed to work more like the "Test a mod" button. So clicking the hotlap link would request LFS to play that hotlap. LFS would check if it already exists locally and play it from there if it does, or download it if it doesn't. It sounds like a better system but I'm not sure if it's worth the effort. I wondered if it would reduce one of the use cases of the WR pack? But I still think the WR pack is not often wanted. You are the first to mention it since I removed it some weeks ago.
As discussed on the other thread the skin and mod downloads are not https but plain old http and I wondered if BT doesn't like that.
It may be complicated by the fact that it goes through cloudflare too. I really have no idea.
I came up with a test, people who have the slow download problem could use their browser without https to see how that works to our website. There are some old pages of our site that can be accessed without https. The idea is to see if the same problem that you experience in LFS, is also reproduced in your browser when you use http.
BUT you have to use Firefox browser for this test! Other browsers do funny things so the results are unpredictable.
So, I wonder if people with slow connection can or cannot see this part of our site at good speed (using firefox).
In there you can visit the skinning competition and there are skin thumbnails to click on so you download skins, and can see if that is slow / doesn't work, etc.
I think both commands can be set at any time but the /grid command only affects the lobby. The /static command really only applies in game because it is when restarting after qualifying or a race that the automatic grid rearrangement takes place.
Yes, the idea is the /grid command does not lock out admins at all, so they can still add / remove / rearrange the grid at will.
Yes, the self option applies to you and your own AI drivers.
I don't want to change any in-game display at this time. Although some in-game indication would be nice, what I am talking about in this thread is purely a quick server-side update to help race organisers and I need to get back to the development version in about one day from now, not start working on the UI and releasing new test patches.
Hi, the problem you are experiencing is not related to the LFS update. No changes were made in the code to download mods.
It has happened quite often that someone gets an internet issue around the same time as an update comes out, then they think it's because of the update.
I am sure, if you still have that problem and you revert LFS to the previous version, you will still have the problem, proving that it's not related to the update.
There may be a problem with your ISP or your firewall or something on the internet between your LFS instance and our server, but I'm sorry to say there's nothing we can do about it. If there's any way you can try a different internet connection, that could be a good test.
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