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vitaly_m
S3 licensed
Quote from Scawen :
Interesting that while I was posting, you came up with this that matches my proposed solution.

Still it is hard to tell what to do with low suspension cars scratching the road... I don't think you should take responsibility of filtering those out in any complicated way, but simply report them with some specific flag, or just exclude from report.

Interesting note btw, there is this wooden thing they put on racing cars, so that metal parts are protected a bit.
vitaly_m
S3 licensed
Hard to do deep analysis so easy. Here are things to consider:

* being able to detect specific curbs (the set ones on blackwood) might help insim clients to detect illegal or unsafe moves, crashes, whatnot

* those are not good considering traffic saving and backwards compatibility (the fixes seem to be easy for my app though)

Personally, I think it would be ok to have info about the whole drivable surface crossing(with another type of packet, not with IS_OBH). But contact report should really happen only when you hit something movable, or when you hit it with any car part but rubber.

Those my initial thoughts, need to consider more...
vitaly_m
S3 licensed
Quote from Scawen :Normally that is because another server is already using the port (default 63392). Sometimes it hangs on to that port after a server closes, you can't start again for a minute or so with the same port number.

Anyway, make sure no other servers are using the port and you can try another port number.

That happens on wine almost every time. After closing a server I gotta close all wine programs and wait a bit until I can restart the server.
vitaly_m
S3 licensed
Ye, Here is what I get, for example:
C @0x7ff95eab5698 CarContOBJ
Direction 4 byte
Heading 5 byte
Speed 39 byte
X 2524 short
Y -10375 short
Zbyte 0 byte
Index 0 byte
OBHFlags 8 byte
PLID 4 byte
ReqI 0 byte
Size 24 byte
Sp1 0 byte
SpClose 12 word
Time 64110 word
Type 51 byte
X 2501 short
Y -10347 short
Zbyte 0 byte

To reproduce, I just need to drive over BL1 curbs (preferable ones with sausages or turf maybe)
vitaly_m
S3 licensed
Quote from Scawen :
I've only heard this from you but maybe no-one else has been checking their InSim output!

Can you describe in more detail what is happening, and I'll have a look?

If there are no other reports then it's most likely my bug... I will try to debug it tommorow
and tell if there is any problem with DCon.
vitaly_m
S3 licensed
Is it only me constantly getting Object Hit insim packet every lap on GP config every time I enter the lap?
vitaly_m
S3 licensed
There is a development server running with a new !top window design, try it out: LFSTop Tracker Testing
vitaly_m
S3 licensed
Version 2.0.6 released with important bug fixes:
Linux Windows


2.0.6
- Fix crash when getting a lap without any splits
- Fix crash while processing !stints with too many args
- Fix outputting wrong stint when clicking above page 1
- Fix making opened window not to work anymore after faulty query
- Keep 10 recent packets from LFS in exec memory for debugging purposes

vitaly_m
S3 licensed
Quote from MicroSpecV :Yeah after hearing that, and what's on the pipeline for LFS I guess I'll drop my project too. Let's hope whatever the team comes up with that it's gonna be superb Rofl

Myself I think that's the whole reason why editor is not published - first, Victor stressed hard about the tools he used (felt like he doesn't like them too much), but more like it is just not finished to the point ready to publish.

I wonder if devs do even know how shitty all those other editors are Big grin
vitaly_m
S3 licensed
If you really do want to make a track (be it LFS track or not), you should try and drive it. There are other sims that do allow putting mod tracks into it, so you can start from there. I tried it myself and here are some interesting notes from what I learned:

-
  • First and foremost, you should polish the pipeline up to the level when you can do cycles of <change track model, put it into the game, test with a vehicle> at least 10 minutes short, because you need to do it quite often until you're completely happy with the spline
  • The way you set up checkpoints, grid slots, pit slots, garage slots and others is different everywhere...
  • There is a big question of what is the reasonable polygon density for each game you gonna put it into. From what I learned Rfactor 2 can tolerate somewhat smaller polygon density than Assetto Corsa, but that is just empirical data, and I can't give you any numbers really. In AC, also, some people like 10..30cm polygon density for physical mesh and then much more sparse graphical mesh.
  • Right when you start doing your road/grass surface you need to manage UV layouts (the ones that maps textures onto polygons) according to the way it is done in the given engine. In Assetto Corsa, for example, there is some (not quite publically documented) neat way to make road/grass/dirt align and vary so that it really does look like a grass, not as a green carpet.
  • Making a drivable road + grass around the track is like 20% of the whole track creation process. You also need to come up with a decent scenery so that drivers wouldn't fall asleep driving on fully open terrain. This point is where I got stuck really, because here all the engine differences start to influence the whole process, because:
    1. Transparency management can be done completely different with every game (that influences net fences, trees)
    2. Shadows work different too. There can be global illumination system like in Assetto Corsa, where you do not need to care too much about the lighing, but yet you gotta set up all the shaders right (couple days googling and you done). In rf2 there is night-day cycle so you need to be even more careful about all the shaders...
    3. There is crazy amount of objects you need to model (trees, garages, grandstands, service vehicles, etc etc etc)
Why did I drop it? Mostly because I had no time. Is it hard to do? Yes, and the hard parts are even harder due to how shitty all those tools I had to use are... AC track importer is pure shit (even though it works and can produce good results if you don't die of anger in the process). RF2 is a bit better in quality, but still it is not at all convenient to work with, and not bug-free aswell.

But real point here, if you DO have a passion for it, then go and try putting it into other sims.

UPD: here are some pics where you can see my thing in 3d editor:
http://i.imgur.com/ioSijFx.png - first turn
http://i.imgur.com/tw112Be.png - last section before pit entrance
http://i.imgur.com/7zk4CNE.png - here you can see how dense my polygons are (made it so to work okayish in AC)
Last edited by vitaly_m, .
vitaly_m
S3 licensed
Quote from Pasci :Does not work! Frown

...
16.01.2017 19:47:07.851 INFO database saved: /data/lfstop/databases/RO11.dat
120 /opt/rh/devtoolset-2/root/usr/include/c++/4.8.2/ext/new_allocator.h: No such file or directory.

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xf6affb40 (LWP 17590)]
0x08237626 in __gnu_cxx::new_allocator<unsigned int>::construct<unsigned int, unsigned int const&> (this=0xf6afebe8, __p=0xf6113200)
at /opt/rh/devtoolset-2/root/usr/include/c++/4.8.2/ext/new_allocator.h:120
Missing separate debuginfos, use: zypper install libgcc_s1-32bit-debuginfo-4.8.3+r212056-2.4.4.x86_64 libstdc++6-32bit-debuginfo-4.8.3+r212056-2.4.4.x86_64 libz1-32bit-debuginfo-1.2.8-5.8.1.x86_64
(gdb) generate-core-file
Couldn't get registers: No such process.
(gdb) generate-core-file

Try to run info threads before running generate-core-file. The bug we're getting is really strange for me, thanks for staying strong!
vitaly_m
S3 licensed
Quote from vitaly_m :

(gdb) r
LFSTop starts... then crashes
(gdb) generate-core-file
Saved corefile core.7336


After you do this, do not post this file to public if you don't want admin password and other data to be studied by others. Write me PM, whenever you have something.
vitaly_m
S3 licensed
Could we have track maps skinnable? Like, you upload a TRACKMAP_<whatevername>.png to server and then can put it somewhere in dcon's setup.cfg and voila, everyone will see the same custom map.

It can even have some settings to make it look good with layouts far from center of the world, like 'trackmap_center_position x y' (defines map image center position in the 3d world) and maybe 'trackmap_effective_scale x y' (defining how many meters does image cover in the 3d world)

That would move the burden of good map creations from devs to server admins.
vitaly_m
S3 licensed
Quote from Pasci :Sounds great - thank you for the fast fix

Unfortunately, I couldn't figure it out yet Frown

It seems like we are getting damaged data from the network, or there is memory corruption inside the LFSTop itself...

I can try to figure it out if you generate core file...

So, instead of 'bt' you type 'generate-core-file', like this:


(gdb) r
LFSTop starts... then crashes
(gdb) generate-core-file
Saved corefile core.7336

For now I will try to think about some package sanity checking and will make it ignore suspicious packets.

EDIT: Also, it would be useful to have debug_insim_packets true in srv1.ini

EDIT2: I wonder how do you reproduce this, would be easier for me to spot this.
Last edited by vitaly_m, .
vitaly_m
S3 licensed
Quote from Pasci :Ow - sorry

Now you will find the backtrace in the log file attached.

This is gonna be fixed tommorow hopefully. Big thanks for the trace Thumbs up
vitaly_m
S3 licensed
Quote from Pasci :Thanks for the hint to gdb Thumbs up

I don't know what I have done while lfstop crashing. But perhaps following infos are useful any way.

...
15.01.2017 15:56:52.829 INFO database saved: /data/lfstop/databases/RO11.dat
120 /opt/rh/devtoolset-2/root/usr/include/c++/4.8.2/ext/new_allocator.h: No such file or directory.

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xf6affb40 (LWP 29790)]
0x08237626 in __gnu_cxx::new_allocator<unsigned int>::construct<unsigned int, unsigned int const&> (this=0xf6afebe8,
__p=0xf610edf0) at /opt/rh/devtoolset-2/root/usr/include/c++/4.8.2/ext/new_allocator.h:120
Missing separate debuginfos, use: zypper install libgcc_s1-32bit-debuginfo-4.8.3+r212056-2.4.4.x86_64 libstdc++6-32bit-debuginfo-4.8.3+r212056-2.4.4.x86_64 libz1-32bit-debuginfo-1.2.8-5.8.1.x86_64
(gdb)

Do you need more (debug) infos? See the "missing separate debuginfos" hint (no problem to install this libs too)

No need for debuginfos really.., but you forgot to type 'bt' command right after the crash, and then there will be full backtrace.
vitaly_m
S3 licensed
Quote from Ped7g :If you consider the size of list of improvements (already suggested!) ... it's hard to resist to push for some particular one, when you see the devs listening quite directly to feedback. I'm sure Scawen will prune this reasonably. Also I hope he does check the improvements list from time to time, like once per he finish some feature (like tyre physics). Then again that list is huuuuge, must take a whole day just to read through it? Smile

To me it is completely different. Seeing how people (myself guilty aswel) throw random requests to test patch topic, makes me feel like we are group of children trying to catch free sweets
wonder what is the criterion for a request to be considered by developers? Is it just enough to bring 2 or 5 friends spamming with simple request?

There are tons of small improvements that can benefit the game, and we do even have a whole forum section for it, yet that Suggestion Improvements section feels redundant in the light of these requests here...
vitaly_m
S3 licensed
Quote from Pasci :Thanks for the update

But the programm still crashes:
25949 Segmentation fault

But I don't find any hint in the logs.

OS: Linux

I am sorry, and thank you for reporting.

The best way to figure it out is to run it from under gdb again (like you did it here) and then wait for crash...

On the server I run it, no one really does any racing lately, so it is not really helpful finding all the bugs.
vitaly_m
S3 licensed
Quote from borja_s13 :May I ask why in external view, map changes to black insted of being white like in others view?

It's a bit hard to check map in some zones of map...

Apart from this, nice update!

I think the best would be to have (configurable maybe?) outlines with opposing color (white map + dark grey outline, for example), that's the only way to make it work in all those tricky cases -- you can have both dark and light backgrounds, especially if you combine tunnels and bright sky.

And off the topic, are there any plans with layouts? More objects or precision? For couple years already I keep hoping for some kind of kerb object in layout editor, because using concrete or speed bumps does not really work for all the scenarios.
vitaly_m
S3 licensed
Version 2.0.5 released:
Linux Windows


2.0.5
- Fix rare crash in connection quality checker
- Fix crash when server gets empty while voting is running
- Fix K32GetProcessMemoryInfo symbol linking with Windows Server 2008


Changes since release candidate:

- Fix rare crash in connection quality checker

vitaly_m
S3 licensed
Quote from cargame.nl :Hhmm.. A van... I think it's modified for " London Taxi" needs.

Tbh I can't get this 53 number myself... To me it is just 25.47°...

EDIT: Now I am confused with turn radius vs steering circle and lock-to-lock vs max lock... Sorry for bringing this here Looney
Last edited by vitaly_m, .
vitaly_m
S3 licensed
Quote from Scawen :
...

- Does anyone have any facts about the limits in real cars when front wheel drive is involved?

http://gamedev.stackexchange.com/a/50029

A guy claims that there is a FWD car with 53 degrees wheel turn Smile
vitaly_m
S3 licensed
inb4 "hater":I am not against VOB mods essentially, unless you try to ruin others' experience by using them.

In the video he uses some modded LFS, but he does actually state that he uses some mod build. Still, I think there is some controversy in it...

More like he advertises the game as if you can easily mod it, with no legal questions etc... So that people will just come to this forum and ask "download BMW M4 where?" I think it's not the type of advertisement we really need... If you want modding community be bigger, that's ok, but don't expect everyone to support it here.

In the end this video shows modded game, not a game+mods, but just modified game, so it almost is a false advertisement kinda... Hey, we have devs working on the game, yet you go modify the game almost implying "Game was almost dead, then we made it good again with our mods".

Myself I do want to have mods in this game, but since they don't work good for everyone, I don't use them.

P.S. Not to attack anyone personally, just my thoughts on the matter.
vitaly_m
S3 licensed
Regarding skid marks, we have both dynamic skid marks + static driving line on the track, and I think both of them would need reworking when graphics would be adjusted...

About steering lock, I wonder why don't you ask for bigger lock for GTR cars + more tyre types (aswel as some type of drift tyres) Wink
vitaly_m
S3 licensed
Can I play lfs in higher band country if I move there after the purchase?

If not, can I simply upgrade my license to higher band by paying the difference if I would need that?

Is it true that those who got 1st band license can access the game from worldwide?

I think these questions should be somewhere in the FAQ and sorry if they are answered already...
FGED GREDG RDFGDR GSFDG