every time i drive on the new westhill acsses roads it eaither resets or i fall out of the map why is this please help
Have you made sure that you are driving in Westhill X?
is the the car park ?? im new to the game
On the track selection screen, you need to click the "X" button next to the configuration name to enable open config, where you can drive on all the access roads around the track.
every time i drive on the new westhill acsses roads it either resets or i fall out of the map why is this please help
There's only a few places where I've found this to be true (and I've made a lot of layouts using the access roads [example1 / example 2], some of which I've used on my servers) and that's if you make ramps to get over the fences and use these 'out of bounds' roads, and also some of the grass areas, especially the areas marked on this image;
Maybe you could mark where you're having problems?
So eehhmm 2.5 months after Westhill 2.0 release... Is there any official buzz which can be made about future updates of LFS? Did license sales got boosted with the Westhill update or was it a bit of a disappointment followed by demotivation to do work on updates? Is the CPU occupancy being looked into? Something else going on? Anything?
Sky texture is now drawn in mirrors
Layout editor object selection buttons are sorted by distance
Now using Direct3D 9Ex if available (Windows Vista and later)
Minimum sleep can now be set to 0 ms (previous minimum was 1)
Minimum sleep is no longer available when using vertical sync
Slightly better fps in places where many objects may be visible
Oculus Rift :
Now using Oculus SDK version 0.6.0.0 which includes timewarp
You can now enter and leave Rift mode without restarting LFS
Smooth display (if you do not use SLI or force vertical sync)
Monitor window view options : blank / one eye / two eyes
Fixes :
Mouse clipped to window (CTRL+C) now works properly with ALT+TAB
Layout editor object selection buttons used interface button slots
Crash changing texture resolution with two or more objects selected
Why is DirectX version upgraded to DirectX9Ex ? What does it adds (it is for Oculus Rift support) ?
Thanks for finally adding sky on mirrors
Just by curiosity, when can we see the new reflections ?
I really want to see how your rendering technique is in game.
Why is DirectX version upgraded to DirectX9Ex ? What does it adds (it is for Oculus Rift support) ?
Thanks for finally adding sky on mirrors
Just by curiosity, when can we see the new reflections ?
I really want to see how your rendering technique is in game.
DX9ex has better compatibility with newer versions of Windows.
Minimum sleep can now be set to 0 ms (previous minimum was 1)
Minimum sleep is no longer available when using vertical sync
What does Minimum Sleep do?
Sleep is a function call to Windows that just stops LFS processing for a number of milliseconds. During that time, Windows is free to update vital functions like passing messages and updating the mouse cursor. In the past, a lot of problems could come up if there was no Sleep, because 100% of CPU time was given so LFS. So the mouse might stop moving or Windows forgot to process network packets. It was easiest to force a minimum Sleep of 1 ms to stop all these strange bug reports.
I hope with better scheduling and thread management on later versions of Window and Dual CPU it may no longer be needed. I think there are other points in the loop where there may be a small rest anyway. For example there is a wait if vertical sync is used and there is a little code to avoid rendering too many frames before a previous frame is presented to the screen.
One effect of the Sleep(1) is that (on some computers, maybe not all) frame rates often take on values of 1000/n e.g. 500, 333, 250, 200 etc. With minimum Sleep set to 0 (meaning no call to Sleep) this is not the case, and the frame rate doesn't seem to settle on those values (at least on my computer).
Mouse clipped to window (CTRL+C) now works properly with ALT+TAB
Ah great to hear that. I was already having some issues with that. Thought I was doing something wrong.
Yes, it now releases the cursor if you go to another window and then captures it again when you go back to the LFS window.
Why is DirectX version upgraded to DirectX9Ex ? What does it adds (it is for Oculus Rift support) ?
Thanks for finally adding sky on mirrors
Just by curiosity, when can we see the new reflections ?
I really want to see how your rendering technique is in game.
Yes, the Ex version of DirectX 9 was to allow sharing a texture (the render target) with DirectX 11 as required by the Oculus SDK, which recently gave up support for DirectX 9. DirectX 9 is still used if DirectX 9Ex is not available (e.g. on XP).
There are a few differences in 9Ex, for example textures are loaded straight onto the graphics card and not 'managed' by keeping a copy in system memory. It's possible this reduces texture loading glitches when you drive the first lap after loading a new track. I think the Chinese/Japanese/Korean textures are now updated in a more efficient way.
Thanks for finally adding sky on mirrors
Just by curiosity, when can we see the new reflections ?
I really want to see how your rendering technique is in game.
I still need to finish the car reflections and also move all the track rendering shaders to HLSL. The vertex shaders for the track objects are still written in DirectX 8 style.
But I'll release this test patch before that, hopefully today.
Thanks for the clarification, I think I'll have to upgrade mine to DX9Ex too if it can reduce system memory print.
I'd love to see all the track and car parts separated into shaders (roads, grass, walls, tyres, paint, interior, interior shiny, etc.), it will be funny to customise.
Is your reflection rendering system is object based or camera position based (one relfection sphere per car, or one for every objects) ?
EDIT : (Small request, while you are on HLSL and rendering, can you render the game to texture and then drawing the texture on screen with a pixel shader, so we can do some post-process ? )
valiugera : Shadows glich can't be considered as bugs, that's just the way vertex shadows works.
Hopefully, Scawen will work on soft shadow mapping to make LFS looks really nice
LFS looks nice then ?
But when nobody cares, what does it look like then ?
Just have a fast view on Racers & Hosts.. its ridiculous what lfs has become.
I know scawen wont post his opinion about the actual state of lfs, because he is so busy finishing random things which nobody will use in the future, because there wont anybody left playing Lfs..
Get a Track-editor out, and things will gonna rock this thing back alive.
I never had any trouble with LFS so cant say anything about FPS boost. Even the new Westhill runs at 300fps+
Just wanna new tracks and a community which will create greate events then. Not the same old content.
Westhill is nice and we did a 10hour Race on it, but now everyone will move on.
I hope Scawen will release something big this year ? At least my hopes are build on this random testpatch. Normaly he announce someting before.