Yes you are right, i don't know, how someone can tell that these changes are not major, i think that these changes are really major, because that barrier problem is really bad and unrealistic, so now that will be pretty good + that more objects is really good too for Cruise servers
No dispute. But adding lots of little things that were missing makes it up for me. And the open track possibilities are great, though not readily available.
for all those people blaming scawen for not releasing the patch either today or within the weekend, stfu and go outside, its awesome sunny weather over here, besides this its god damn easter holidays, no need to work hard on new patches.
I was told that before, LFS could only determine what to render along a path. That's changed now which means that there is a whole new rendering system that allows for more optimization and for more possibilities. I'd consider that a quite big step forward. Also the fact that something is happening at all is a very good sign.
to rockclan . I never starts flaming or insulting people who post or write some comments.I think its cool waiting for new patch and write about that,but this is not really create when you write something about new patch and some dudy come and starts insult you do idiot ,because you just write someting about the patch. I dont wanna fight but i really dont like when some person just Attack me no reason and insulting me Idiot.You know who i mean. I am Cool and love LFS and waiting new patch so many years.Like i say before i buy lfs even then when its costs 100-200 euros.Its Best simulator ever!!!
Last Thursday I thought I'd have a "quick look" at that. And tried the updated segment collisons system that I did for the ray check in the new SHIFT+U mode. Segments are the curvy things that form the track, fences, walls, pit garages, some buildings, etc. Most things that you do hit are segments, unless they are "objects". I keep calling this a collision detection system but it's not just collisions, it is actually the whole contact detection system that the tyres also use to detect the ground.
Well, it was promising but problems soon showed up (like crazy collisions on things that aren't there due to incorrect assumptions). That took me on one of these development journeys, trying so many different ways to sort out the problems. There I will cut a long story short.
Finally this Wednesday I got to a usable version of a new 3d based segment collision system that is more reliable and better than any LFS has had before and you can scrape a Blackwood pit garage wall when you drive out, without being flung anywhere. Only problem was that it used about 50% more cpu.
On Thursday I was trying and trying to speed it up and finally came to a nice optimisation that means the new, accurate collision system uses less cpu than the old one. Eric, Victor and I have tested it and can't find any problems and we hope you'll find it's a lot better than the old system.
Old hotlaps can still run although they would have gone OOS because the old collision detection system is in there and that is used when you run a pre-Z30 replay.
Tuesday 12
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Objects in escape road at BL chicane removed from open configs
List of Hosts now shows X or Y if an open config is selected
Car reset now works on open configs (if reset is enabled)
Wear limit for changing tyres can be set to 100% (never)
Compatibility : new packets not sent if connected to old host
Compatibility : new host does not allow old versions to connect
Wednesday 13
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FIX : Clutch axis / button was not reported from Controls screen
Surface friction of objects is now CONCRETE (was previously ICE)
Discovered that many KY2 and KY3 replays were OOS due to objects
Implemented SPR version check so old replays can still be watched
Added a new Ramp2 which is the same as Ramp1 but 2.8 metres wide
Ramp1 and Ramp2 are stored in the exe and loaded into all tracks
Thursday 14
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Improved Y character to make it look less like V character
FIX : Host restart exploit found by Luigi Auriemma (23 Aug 2009)
FIX : High altitude layout objects appeared under ground on load
Updated contact detection to fix pit garage exit collisions
Friday 15 to Tuesday 18
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New segment collision detection system
Weds 20
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Finished a usable version of the new segment collision system
Objects closing pit road at SO removed from open configs
Various stacks of tyres at SO removed from open configs
Thurs 21
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Optimised the segment collisions - now faster than old version
Implemented VOB mod protection (physical changes will cause OOS)
FIX : clicking on a car in SHIFT+U sometimes put view inside car
InSim : added more info to the IS_CON packet
Friday 22
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Updated follow car option in SHIFT+U mode
Added a minimum height slider bar in "more" options
New command /ck cancels any kick or ban votes in progress
New command /cv cancels any votes (kick, ban, restart, etc)