The online racing simulator
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sicotange
S3 licensed
It's not easy to make a less cluttered editor without removing functionalities. My main concern is productivity and intuitivity. It won't be easy to make V3 less cluttered since I'm working on new features adding even more buttons
sicotange
S3 licensed
I'm glad you like it I might work more seriously on V3 once the new LFS InSim features are released.
sicotange
S3 licensed
No but Scawen made allusion to implementing it soon. I do hope he manages to do that.
sicotange
S3 licensed
I still think it gives the InSim app maker more options which in my eyes is only a good thing. Besides, you can easily detect if a player left the pits or not. When an admin types /restart some players are also AFK thus not ready to race.

Not being able to detect which skin & setup a player would have liked to use when his car gets "forcespawned" is problematic yet it also adds some interesting things in the mix. Suppose your InSim application spectates all players on track. The InSim application then "forcespawns" a specific car which would use a random skin (or not) and the default LFS setup. This could (and in my opinion would) make races epic.

The setup debate is a long one but I think Scawen acknowledged that the best option would be to allow both. Although I adore playing with the LFS setup capabilities I think racing with same setups can be a lot of fun too. A packet giving the possibility to "forcespawn" a specific player with a specific car anywhere anytime would offer a tremendous amount of possibilities.

Quote :But other then this situation, why can it be handy to reset a car controlled by InSim?

Custom race grids, destruction derby, learning tutorials, drift competitions etc. I can think of many things making use of such a powerful packet. A safety car "cheating" it's way in front of the race leader in the event of a crash is another example.

The only real problem I can think of is performance issue(s). Resetting 32 cars at once...but that's where Scawen's mastery & magic come into play
Last edited by sicotange, .
sicotange
S3 licensed
Perhaps it would be a good compromise if the intersecting object check could be disabled with a command.
sicotange
S3 licensed
Quote :A few additional suggestions I would like to make in the hope that the new InSim features mentioned above will be implemented:

ISP_AXM:
• Ability to add 2 (or more) autocross objects at the same position (x, y, z coordinates) if (and only if) the object (index) is different. It can be useful to be able to stack up objects vertically using the same coordinates or to add several different objects at the same position.

A quick look in the code suggests that you can already add objects in the same place as other objects. The only thing you can't do is have X, Y, and Index all matching. You can't do this in the in-game editor because of an intersection check, but with a packet it looks like you should already be able to... but I haven't tested so please do tell me if I'm wrong about that.

My bad, you are right. You can indeed add 2 objects at the same place if the index is different. My suggestion is to make it possible to add objects with same index at the same place if and only if the height (ZChar) is different. At the moment you can't stack up objects at a perfect vertical angle (See screenshots below) because of the "Can't add : intersecting object" check.

Quote :• A new PMOAction to move objects instead of adding/deleting them
But there is only space for one set of coordinates, used to find the object to delete, or to place the new object. A "move" function would need two sets of coordinates and that won't fit in the compressed structure. I think it's ok to send "delete" and "new objects" immediately after eachother, isn't it?

Yes, that is what I currently do to move "groups" (patterns) of 30 (or less) objects. With the SHIFT + U editor when you select objects by clicking on the orange dot you see the objects selected and you can move them without adding or deleting them. Ignore this suggestion, it is merely nitpicking + I will have a hard time explaining what I mean exactly and why it could be useful


Quote :I seem to remember there is an unused bit spare though, to make objects not go to the ground (your original request).

I'm much more than satisfied if this can be done. My other suggestions are merely nitpicky. Although what would also be neat is if you can also make a new ramp object (a flat slab), it would complement the Ramp2 object nicely.

Quote :ISP_RCP (ResetCarPosition):
• Ability to choose to reset the car the player in question has selected in the garage at a specific position instead of specifying the car to reset.

I don't really understand, can you explain as an example?

My original proposed packet "reset at (X, Y, Z, heading) with damage repaired yes/no" is supposed to be for a car that has already left the pits.

I'm also slightly confused now. This packet can only be used if the car has already left the pits? In essence you choose to reset a particular car at a particular place for a particular player no matter if they are racing, idle on track, spectating, in garage, in pitlane or doing a pitstop. I suppose this can't be done easily?
Last edited by sicotange, .
sicotange
S3 licensed
Quote :And as it's incompatible there is a possibility of changing a couple of other things, which ideally should be ready and testable in the first test patch. E.g. an InSim packet to reset a car at a position and direction (with or without damage repaired) and a new bit in the Autocross object creation InSim packet to allow objects to stay exactly as positioned, without lowering themselves to the ground.

A few additional suggestions I would like to make in the hope that the new InSim features mentioned above will be implemented:

ISP_AXM:
• Ability to add 2 (or more) autocross objects at the same position (x, y, z coordinates) if (and only if) the object (index) is different. It can be useful to be able to stack up objects vertically using the same coordinates or to add several different objects at the same position.
• A new PMOAction to move objects instead of adding/deleting them
//nitpicking
• Ability to setup pitch and roll of an object (it was discussed briefly in 2012 if my memory serves me right, Scawen mentioned that it would require a lot of work)
• Improve precision of ZChar & Heading of objects (granularity)


Quote :// Values for PMOAction byte

enum
{
PMO_LOADING_FILE, // 0 - sent by the layout loading system only
PMO_ADD_OBJECTS, // 1 - adding objects (from InSim or editor)
PMO_DEL_OBJECTS, // 2 - delete objects (from InSim or editor)
PMO_MOVE_OBJECTS, // 3 - move objects (from InSim or editor)
PMO_CLEAR_ALL, // 4 - clear all objects (NumO must be zero)
PMO_NUM
};

ISP_RCP (ResetCarPosition):
• Ability to choose to reset the car the player in question has selected in the garage at a specific position instead of specifying the car to reset.
• Ability to choose to disable the ground level check when you reset the car meaning that you can reset a car somewhere in the air. The idea is to be able to reset a car on a ramp for example but I suppose the LFS physics won't like this (?).

Quote :struct IS_RCP // ResetCarPosition
{
byte UCID; // connection's unique id
unsigned Car; // car to reset (if not set choose car selected in garage by player, if no car selected in garage discard packet)
short X;
short Y;
byte Heading;
char Zchar; // if set discard the ground level check
byte Flags; // repair car or not, ground level check on or off
};

sicotange
S3 licensed
Quote :And as it's incompatible there is a possibility of changing a couple of other things, which ideally should be ready and testable in the first test patch. E.g. an InSim packet to reset a car at a position and direction (with or without damage repaired) and a new bit in the Autocross object creation InSim packet to allow objects to stay exactly as positioned, without lowering themselves to the ground.


Big thumbs up if you can introduce this in the next patch

sicotange
S3 licensed
I updated the first post with the following information:

Quote :NOTE:
------
• You will have to install .NET framework 4.0 (http://www.microsoft.com/en-us/downl....aspx?id=17851)
• ClaViCo AP only works with LFS dedi, single player is not supported
• ClaViCo AP V1 is no longer supported

I am currently working on ClaViCo as well as several ot its plugins, one being ClaViCo AP. I might rename ClaViCo AP to ClaViCo AUP to maintain some clarity (at least for me ).

For those interested in some background information, ClaViCo is an InSim app using the InSim.NET library. It is written in C#. ClaViCo as a whole has never been released, I keep it private at the moment and have no intention to make it public for now. ClaViCo AP is one of the plugins ClaViCo is made of.

A summary of what it is made of so far:
-> ClaViCo (core)
-> ClaViCo AUP (=AUtocross Plugin)
-> ClaViCo CRP (=CRuise Plugin)
-> ClaViCo RAP (=RAce Plugin)
-> ClaViCo DEP (=DErby Plugin)
-> ClaViCo DRP (=DRift Plugin)


Except for ClaViCo AUP which is released (see first post) all the other plugins are being developed as we speak and are not yet ready for a (hypothetical) release. If upcoming LFS release(s) are bringing back some players I might finish & release the other plugins.
sicotange
S3 licensed
Neat I'm trying to figure out if it's worthwhile to go for more expensive glasses though.
sicotange
S3 licensed
ScaViEr remains full of (good) suprises *rejoice*
sicotange
S3 licensed
The trouble I had with AA is over. Wine 1.4 was to blame. Updated to Wine 1.7 and AA enabled does still impact FPS but only a little (just like it did on Windows). This is on an ultrabook with an IGP.
sicotange
S3 licensed
Quote :No. It's about the same as what happens under Windows.

Good to know, I guess my hardware doesn't like Linux or vice versa. I should try a more recent of Wine.


I could try a more recent version of Linux. To be honest I'm looking for the Linux version of XP. A no-bullshit OS stripped of glitter. I had the best Linux experiences with LinuxMint, Debian, Slax and Ubuntu 8.x. I also tried Ubuntu 10.x and 12.x but was disappointed. Somehow it felt messy. I'm not sure the latest is the greatest but I didn't know about this i915 driver update. Fedora is tempting.
sicotange
S3 licensed
It's even worse with HTML5. Somehow Firefox manages to hang when a clip plays on youtube in HTML5 modus. That is when LFS is running. I suspect Wine is creating some sort of conflict.
sicotange
S3 licensed
Quote :Wine 1.7.19 64bit on Arch/Linux. I'm having no sound for some reason. SHIFT+N always result in OFF.

I had the same issue. I still don't have sound at the moment but when I restarted LFS SHIFT + N switched to ON/OFF again. Looking for the culprit...


EDIT: This is becoming interesting. It seems to be Adobe Flash or Wine... If I launch a clip on youtube and start LFS, LFS has no sound. If I start LFS and then launch a clip on youtube it's the exact opposite, LFS has sound but the clip doesn't. Adobe Flash always seemed unstable to me (apparently Adobe is no longer planning to support Flash on Linux, 11.2 being the last version to be supported). Keling, can you also reproduce this?

Quote :Graphics looks fine with D3D9 winetrick. Performance is only slightly lower than under Windows.

Turning Full-scene antialiasing does not impact your FPS dramatically?
Last edited by sicotange, .
sicotange
S3 licensed
Mirror antialiasing doesn't seem to impact performances at all. I don't see a substantial difference.

Full-scene antialiasing makes it unplayable (5-10 FPS) but it seems to be because of Wine? Feedback from Windows users should be more representative?
sicotange
S3 licensed
Update done. Bonnes trouvailles Flotch

I often hesitate to keep some things in English or not. For example "HUD" could be "ATH" (=Affichage Tête Haute) but I somehow feel that even for unilingual Frenchies HUD rings a bell but ATH doesn't. It is hard to imagine yourself in the shoes of someone not understanding English sometimes...
sicotange
S3 licensed
D3DX9_43.dll definitely did wonders. I wonder though if the antialiasing issue is due to Wine.

In single player on AU1X I get 60 FPS but as soon as I turn on antialiasing the FPS drops to an unplayable 5-10 FPS. Does anyone experiences this with a more powerful PC than mine (Asus UX32A)?


Quote :OT : By the way sicotange, did you see Flotch spotted a few spellings / typos in the French translation?
I could copy over the fixes but I guess it's best if I leave it to you!

I'm looking into it as we speak
sicotange
S3 licensed
Formatted hard drive, installed the latest Linux Light distribution (Linux Lite 2.0 Codename 'Beryl' 64bit - 2nd June, 2014). Kernel version: 3.8.0-34-generic.

Wine 1.4
======

0.6E
===
Got Wine then installed LFS 0.6E. LFS worked fine with with 30-40 FPS with everything on max settings (somehow only 2 resolution options were available) except for antialiasing which was disabled. When I enabled antialiasing (no matter which option) FPS dropped dramatically to an unplayable 5-10 FPS.


0.6E17
====
Textures could not be loaded when I start LFS (see screenshot attached). I will now try with some changes to Wine.

FYI, this is on an ultrabook with an i3 Sandy Bridge CPU.

EDIT: Installed D3DX9_43.dll with Winetricks and everything works fine now. LFS seemed snappier on the whole (instant access to main page) and I have a slightly higher FPS. On the other hand antialiasing is still not usable as it still reduces FPS to an unplayable 5-10 FPS. That's the main difference I noticed performance wise compared to Windows 7.
Last edited by sicotange, .
sicotange
S3 licensed
Neat tool, there is definitely a speed improvement However, I'm not sure I like to lose the visual details in the pic folder. I wonder if there is a big performance difference if you only the convert the dds files.
sicotange
S3 licensed
Hello, I uploaded a new version of ClaViCo AP (V2). It has not much in common with V1. If there is interest and Scawen implements the much desired InSim features I might release V3 with more features. Please note that ClaViCo AP will not work in LFS single player. You will need LFS dedi (http://www.lfs.net/?page=addons)

Don't hesitate to give some feedback if you use this tool. It could help me making ClaViCo more intuitive & useful or eradicate bugs
sicotange
S3 licensed
I agree with Scawen. In my opinion we face 2 giant problems:
• Overpopulation
• The unstoppable quest for more more more

To digress even more, capitalism is also influencing the net. The amount of information you unconsciously provide Facebook is becoming worrying.

Also, in my opinion net neutrality might be one of the important keys for a better world:

http://en.wikipedia.org/wiki/Net_neutrality
http://www.youtube.com/watch?v=60rLq-tSm_o
sicotange
S3 licensed
The new range feature concerning switch is rather neat:

switch i
{
case 0, 1, 2:
println("Small")
case 3...7:
println("Medium")
case 8..10:
println("Large")
case _ where i % 2 == 0:
println("Even")
case _ where i % 2 == 1:
println("Odd")
default:
break
}

I don't have a Mac though...and I don't really want one. I tried out an iMac a few times and I didn't like it to be honest. Yet Swift seems to be a definite improvement over Objective-C.
sicotange
S3 licensed
I tried to install Visual Studio Express 2013 on my Windows 7 computer but it wouldn't allow me to...Apparently I need Windows 8 but the next time I format my PC it will be to install a Linux distribution. Microsoft is treating developers like aseptic sheep. They try to manipulate you into thinking that you are supposed to upgrade and pay.

It's annoying especially when you know that Microsoft has the know-how to make productive software. I always longed for a Windows 7 light (faster OS stripped of unnecessary things) but it seems to me Linux is the new haven. For me an OS should be improved, optimized and not replaced every time the shareholders are not happy about their dividend...
sicotange
S3 licensed
Could it be possible 0.6E16 (or DirectX 9, I have yet to test older patches) introduced this rather futile anomaly related to the autocross measuring tool? The measuring tool looks fine with 0.6E.
FGED GREDG RDFGDR GSFDG