1) I am not the 'server guy'
2) There is no notification by @name system on tthis forum.
All you achieve by writing @scawen is to annoy me, and make me less willing to help you.
Please, in future, let us know the problem and one of us will have a look to see if we can help. Do not try to suggest which one of us should stop our development to come and help you.
I don't know much about the relay service but I could see it was running (not crashed or stopped).
I've tried restarting it, in case that may help.
EDIT: Do please let me know if it works, and if not, when was the last time you know of that it did work? So I can try to find out if any changes were made around the time it stopped working.
I've restarted the hosts that were stopped. In my test server I didn't notice any difference when the other hosts were stopped.
My ping number (in 'N' list of connections) sits stable for a while then goes red and up to 2, 3, 4, 5, seconds before recovering. This seems to happen every minute, it's not a rare event.
After looking for quite some time, I can't see any explanation for this so we will ask the providers if they have any ideas.
I am running tests to try to work out reasons for connectivity issues with the Turkish server.
I am talking about a problem that has nothing to do with DDoS attacks. It is about jerky, intermittent connections when there is no apparent DDoS attack going on.
As a test, I have temporarily closed the hosts that had no players on them. I closed 11 hosts. You are free to restart them if you want, but if you don't need your host for now, you may wish to leave it OFF and I will restart it later.
The idea is to see if the number of hosts is causing any problems, although it should not, as the CPU, memory and bandwidth of an empty host is very small. But I am trying to eliminate issues before we ask the server providers.
So, if your host disappears and reappears, it's not a bug, it's me testing. Sorry for the disruption but I am trying to help.
EDIT: This is not helped by the fact that DDoS attacks on the Turkish server are ongoing today at various times. If the attacker would kindly stop that would be much appreciated. I am trying to help Turkish people and it would be fantastic if you would stop attacking, so we can try to make a good fun game for everyone to play. It's best to try and have a good time in life, and help others to do that whem possible.
As we are nearing the end of the current series of test patches, and because some hosters have moved to the E12 version which you cannot join with 0.7E, I have put the E12 version on the auto updater.
This is a different way of doing things. Normally we wait until the final, official, version and I am sure we will do that in future, when things need testing before going public.
It's different this time as it would be good to get hosts onto E12. The patch is very well tested.
How to update:
Method 1: AUTO install: Start LFS and click List of Hosts and select a download mirror
Method 2: MANUAL install: Visit the test patch thread to read the changelog and manually install
How to update your game host:
Stop host
Select E12
Start host (you are forced to wait for 1 minute after stopping)
I've rebuilt the E12 patch as an installer instead of a self-extracting archive.
Also, as a well tested patch, and now that some hosts are using the improved E12 hosting version, I have put this update on the auto updater system for everyone.
This is experimental, it's a different way of doing things. I'm sure it cannot be done for all test patches but it seems OK right now as this one is well tested.
The test patch forum was opened and the thread moved there at the same time that the E12 server became available.
The test patch thread was originally in the mods section because the earlier test patches were primarily about changes related to mods. This is fairly obvious if you look at the change log. https://www.lfs.net/forum/thread/106967
So then we didn't really need a whole forum section dedicated to a test patch that was all about mods.
Just recently some updates on the host side have required an updated client version. That point I delayed as much as possible, but now we are near the end of the life cycle of this test patch, so things need to be tested.
It does raise the question about making E12 'official' in the sense that it could be automatically downloaded by E clients using the auto updater. Some people might say that is a no-brainer, in the sense that it would be a good idea to provide more frequent updates like that. Maybe they are right, I'm not sure. We haven't done that before. Official updates have always come with an announcement and a new full version. This method has worked for us for many years. Roughly 20 years, I guess.
Either way, it probably would make more sense to use a better installer instead of the self-extracting archive that has served us quite well up to now. But I understand we are moving into an era where many people own a PC and play games but are confused about simply moving a file into a known location on their computer. This can seem hilarious to those of us who have used PCs since the days of MS-DOS. But I do understand the convenience of the proper installer and I am looking into that a bit.
The trouble is, although it's understandable to want to make such a small change for the fun of it, the time of such tweak mods has really passed. Of course you are free to play around with them on your local computer but it is unlikely to make it to publishing on the public system.
Over the last few years, the mods system has gone through many stages, ups and downs and now mods are not published unless they get community support. There are so many good mods now, the community won't really support mods that don't bring something new and interesting.
Sometimes when we get near to an official release, hosts move onto an incompatible version for various reasons and people must use the test patch in order to visit those hosts.
E12 is quite a bit better than E and I would like to release an official version soon, there are just a few more things on the list to sort out.
Although I agree that is not ideal, I don't think it has changed in recent times. I tested using 0.7E and the same thing happens, the mouse axis doesn't seem to reach the absolute limit.
But you can solve that by setting the multiplier on Mouse Y to 1.1 which may be a reasonable solution.
I think what you saw was down to 2 different things.
1) You saw damage on his car, but he did not. This could be that on your computer, damage was inflicted on his engine due to differences on your computer calculating the physics, compared with the 'real' case on his computer. Soon, some info came from his computer correcting the engine damage your computer had estimated too high.
2) Later, he and you had engine damage but the other could not see it. This could be due to granularity due to compressed data. Your engine health would have to be worse than 99.8% to be visible on a remote computer. But it only has to be worse than 99.95% to be visible on the local computer.
As far as I can understand, carreragt339 is not really talking about the actual *mouse control* option (when you click mouse/keyboard). It seems to me that he is talking about the option to use axis-based mouse control (when you click wheel/joystick without a game controller connected) and that he simply would like a deadzone option for axes (and some additional precision on the multiplier). This is a long requested feature particularly for game controllers. I don't think it is in any way related to the standard mouse control option.
It's not a high priority compared with other things but a deadzone option does feature on one of the notes that I am surrounded by.
Hi, sorry it has taken so long to get back to you.
This system was written by Victor but he has been very busy at his full time job so I have to take over some of the maintenance he would have done in the past. I'm learning more about the website but there's a lot to take in and I don't know how everything works.
I found the old folder of your host on the Netherlands server. I think that shouldn't really remain when you move your host, so I have deleted it (leaving the one in USA that is still running). Please could you try moving it to the Netherlands again and see if it now works?