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.
Sorry, I know there are other questions but I can't answer them all as I'm still busy working long days every day.
In our system, I call the following ambient lighting:
1) Lighting from the sky
2) Lighting from nearby objects
3) Lighting from artificial lights (excluding headlights which are obviously dynamic)
These are linked together in our system, values baked into vertex lighting and they are in operation at all times, with a varying effect depending on the lighting situation. Some artificial lights are on at all times (e.g. pit garages) and some come on only at night (street lights).
That ambient lighting, including from the artificial lights, is baked and vertex based. Where there is an issue like the one you spotted, Eric can improve it by manually increasing the geometry in those areas.
EDIT: To be clear, in the older versions of LFS, we had automatic geometry splitting to try to allow more detailed shadows (that were also for sun shadows). It worked OK in some places, but sometimes it creates long shards of undesirable lighting. In the new version of LFS, direct lighting shadows are done using shadow maps. Vertex lighting is now only for the ambient lighting (including sky lighting and street lights). Automatic splitting then seemed to cause more problems than it could solve, so we decided that it would be better if Eric has full control of the geometry instead of leaving anything to a flawed algorithm.
The design compromise of storing lighting in vertices has pros and cons, it's very efficient and helps LFS keep running on less powerful GPUs that is important for many of our customers. In my opinion it usually works quite well but there can be problems in some places, e.g. sometimes near street lights or occasionally there are excessive ambient shadows. I think it's not worth trying to make it too perfect but it can be improved a bit in some places where it might be seen a lot or has obvious issues.
Anyway in the SHIFT+A editor I think I got a better result by reducing the "Collector MIX" and turning up "Header MIX" and I think maybe "Unevenness" isn't needed for this engine?
Last edited by Scawen, .
Reason : removed off-topic
I love the Citroen 2CV and drove my mother's 2CV6 a bit around 1990.
I thought I'd have a go on this nice looking mod.
I noticed it is too quick revving and doesn't sound right.
My suggestion: it should be a boxer twin, not inline 4. And the other thing I remember was the relatively heavy flywheel compared with the engine size, so it took longer than most engines to rev up but you could get quite a bit of acceleration on letting out the clutch from a standstill. Top speed was slow but could reach about 70mph if I remember correctly.
It's my understanding that the S3 price in Turkey (£18) is approximately 1000 Lira. I read on Wikipedia the minimum wage is around 26,000 Lira per month. So this leads me to believe it is around 1 day's work to buy an S3 license.
That is for a product we have worked on for around 25 years, and you keep that license for life, with unlimited access to our services (up to the S3 license level, as long as we continue to work on LFS).
To purchase 25 years of work and unknown future years of work, for one day of your own hard earned cash, doesn't seem really unreasonable to me. I understand that in some other countries, you can work less than half a day on minimum wage to purchase an S3 license. But it's not really off the scale. We do provide services to you that cost money and huge amounts of time.
The developers don't earn that much these days, and we also need to buy food, heat our homes, etc, and spend money on servers to keep our services running.
Nearly all the other products I see on the internet, you have to pay monthly or pay for upgrades in order to keep using them. I think we have one of the best deals available for an ongoing product in continual development.
As part of the privacy and security updates I have removed unnecessary data from our system, including birthday, so that's why the age graph has disappeared. We don't know anyone's age.
I've fixed a bug about friends lists in another window but don't think this would be related, as it was just a bug in that window.
I've just tested this now and it seemed to be working. I was looking at the live alert window and my friend appeared and disappeared as expected in the live alert window (I have a 1-minute polling interval in my LFSW settings).
Please can you tell me if it seems to be working now, or there is a different way to see the bug?
Yes, it's all with the 1000 Hz physics and multithreading which seems stable and solid.
I don't know if this helps, but I just ran 8 BF1 AI at KY Oval, in daytime, on my old PC, with everything turned up, I got 80 to 100 FPS.
EDIT: Internal view, mirrors on, shadow maps in mirrors, 4 shadow map cascades at 2048x2048 each, 1920x1080.
Spec:
Intel Core 2 DUO (dual core) E8500 3.17 GHz
8 GB RAM
NVIDIA GeForce GTX 1050 Ti
You can save by reducing textures to half res and reducing shadow maps and environment maps if needed.
I think it runs well on a lot of older computers. I think we tested and it ran OK (with some things turned down) on a really slow laptop with onboard graphics. But we don't have the resources to run tests on all sorts of configurations, so can't promise anything. I guess we'll find out in public testing.
Graphics and physics are both more demanding than in the old version but they are split over two CPU cores instead of just one.
I think the same will happen on "Chicanes" and "Oval" in the new version as Chicanes is just the Oval with a couple of chicanes.
The attached image shows how the issue came up - basically the pit lane is so long compared with the track. It would be dangerous for them to swerve off into that pit lane after passing the last split.
Of course there is a reason, I'm way too busy to waste my time coding random changes pointlessly.
Eric found that on the "Kyoto Chicanes" configuration (that uses a lot of the Oval) AIs in some cars would run out of fuel, because they decided to pit too late, given their starting fuel load.
At first I thought it must be an error in their fuel calculation but all seemed OK, they were just heading into the pits too late. It turned out that they made their decision at the last split, but on at least this configuration, the AI drivers' imaginary line to head for the pits starts before that final split point.
So when they would decide to pit, it was too late, I guess you see what I mean. So I made them make the decision to pit or not, at the last moment they could still enter the pits, which of course makes more sense and solves the bug.
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
The cars still have the same fake ambient shadow from the current version of LFS, which is good enough to make sure the cars look as if they are on the ground.
Most complaints were about the headlights from cars behind, illuminating your car's interior without shadow maps. But that's no reason to delay the release.
With an instruction from Victor, I was able to import a new IP database and your last used IP now appears to be from LV, so I hope that means it will work correctly now.