The online racing simulator
Test Patch Y16 - AA / AF / East Asian support
WARNING : THIS IS A TEST


Hello Racers.

Here is a new fully compatible test patch Y16.

- Chinese, Japanese and Korean Translations.
- All tracks now use JPG textures for adverts
- Lesson names are now translatable
- Various fixes including a South City hot lapping issue.
- Full-scene antialiasing and anisotropic filtering are now supported.

Please read the full list of changes below.

NOTE TO TRANSLATORS :

Lesson names are now translatable :

- Add the name as the first line in the lesson text
- Start that line with an @ character


Changes in TEST PATCH Y16 :

JPG advert textures now used in all tracks (folder : data\pic)
Tips section in training can have more lines if purpose is not full
Translated lesson names in Brazilian, Japanese, Czech and Lithuanian
FIX : Ping "ms" string in List of Games was shown in wrong code page
FIX : Overlapping text in F12 menu asymmetrical settings (in Polish)

Known issues :

Stray pixels at texture edges increased by AA / AF
Dedicated host does not display double byte characters
Name of active Chinese input method is not shown in Vista


Changes in TEST PATCH Y15 :

Reduced stray pixels at edges of textures
Improved the colours of various language flags
Antialiased virtual start lights and steering gauge
Translatable lesson names - start text file with @Lesson Name
FIX : Code page error on List of Hosts after changing language
FIX : Sometimes incorrect message "Road tyres on rallycross track"
FIX : Unused mirrors / dashboards corrupted on changing AA setting
FIX : Host welcome text was displayed in local code page (now Latin)
FIX : Script / setup file read : high ASCII / double byte characters


Changes in TEST PATCH Y14 :

Full-scene antialiasing is now supported in Graphics Options
Graphical and audio dynamic lod reductions are now instantaneous
FIX : Fences at Blackwood used the road surface mip bias setting
FIX : NVidia cards lost mip bias settings on changing screen size
FIX : Crash on pressing SHIF+F5 to reload language in help screen


Changes in TEST PATCH Y13 :

Added support for anisotropic filtering in Graphics Options
Improved control of mip bias : 4 sliders in Graphics Options
Improved filter (16 bit / 32 bit / all) in Screen Options
Path edges in track selection screen now appear smooth
Improved lesson description blocks width and spacing
FIX : Multiplayer in-game text often appeared blurred
FIX : Unnecessary message "Could not get input context"
FIX : Double byte AI number plates in overtaking lesson


Changes from Y to Y12 :

Double byte character support :

Included Chinese, Japanese and Korean translations
Selectable fonts for these languages in Game Options
Input method editor support including candidate lists
IME automatically switched on and off in text entry dialog
Input language is shown when editing text (white if IME active)
Name of active Chinese input method is shown (but not in Vista)

Interface :

Faster text drawing system improves frame rate
Separate text entry field for AI number plates
Welcome screen now has three columns of languages
Added flags beside names of translations in Game Options
Czech / Japanese / Simplified Chinese lesson translations
Network debug messages are no longer sent in InSim packets
Text input box is now drawn above user messages so easier to type
Line breaks in help text and lesson text now depend on actual width
New game setup screen info message "X removed Y from the start grid"
FIX : Low ASCII characters can no longer be read from text files
FIX : Corrupted text in top left corner after changing language
FIX : Corrupted "finished" at top right after changing language

Multiplayer :

New command /ndebug=no/yes to switch off/on network debug
Dedicated host and network debug show connecting guest IP
FIX : Rapid /ai NAME command resulted in AI with same name
FIX : Rapid /ai command could exceed number of cars allowed
FIX : Joining a host with same name AI resulted in Join OOS
FIX : Skin name buffer overflow exploit

Fixes :

FIX : Replay could open reversed configuration in DEMO
FIX : Wall riding was possible on soft walls at South City
FIX : Could select invalid configuration and weather in cfg.txt
FIX : Admin could crash dedicated host by mistake with some commands


DOWNLOAD :

PATCH Y16 (Version Y must already be installed) :
www.liveforspeed.net/file_lfs. ... me=LFS_PATCH_Y_TO_Y16.exe (4 MB)

DEDICATED HOST (for hosting only) :
www.liveforspeed.net/file_lfs.php?name=LFS_S2_DEDI_Y16.zip


Windows XP : East Asian Language Support / Font Installation

LFS does not support double byte characters with Windows 98 / ME. Windows XP and Vista should work well but you may need to install fonts.

If you have Windows XP and currently cannot see the East Asian translations, here's how to set up your computer so it works.
See the attachment - in Control Panel click on "Regional and Language Options" then under the "Languages" tab select "Install files for East Asian Languages".
Windows will probably ask you to get your XP CD and the fonts will be installed from it.

This is important even if you do not use Chinese, Japanese or Korean translations so you can see East Asian text and player names correctly when you are online.
Attached images
support.gif
Thanks alot
#4 - J@tko
Quote from Scawen :
- All tracks now use JPG textures for adverts

Nice

Thanks Scawen
Quote from J@tko :Nice

Thanks Scawen

Damn, that means my Kyoto 500 ddses will be fit for the bin come the next official patch
Nice I always like when i see a different number of the patch ^^

Btw,
Quote from Scawen :
Translated lesson names in Brazilian, Japanese, Czech and Lithuanian

Theres no such language as Brazilian, theres Portuguese from Brazil (and Portuguese from Portugal) Just as theres no "american" but english from america or english from UK.
Yes, I know that, but the LFS filename is "Brazilian". I know it's really "Brazilian Portuguese" but that is inconvenient for filenames.

I think in LFS it always appears as "Português do Brasil" except in one case, if you hold CTRL+SHIFT in Game Options, then you see the filenames.
When you say 'The trackside ads are now in JPEG', will I still be able to use the Trackside ads I am making for Kyoto if I simply save them as JPEG instead of DDS?

Or is it more complicated than that?
Testing...
That's nearly it but it is one step more complicated because the filenames have changed.

Westhill :

WST_ADS1.dds -> WE_ADS1.jpg
WST_ADS2.dds -> WE_ADS2.jpg

Kyoto :

HGA_ADS1.dds -> KY_ADS1.jpg
ADSKyoto2.dds -> KY_ADS2.jpg
HGAbariers1.dds -> KY_ADS3.jpg
KYO_ADS4.dds -> KY_ADS4.jpg
HGA_adback.dds -> KY_ADS5.jpg

Aston :

ADS_AST_1.dds -> AS_ADS1.jpg
ADS_AST_2.dds -> AS_ADS2.jpg
AST_ADS1.dds -> AS_ADS3.jpg
Michelin2.dds -> AS_ADS4.jpg

Autocross :

ads7_dirty.dds -> AU_ADS2.jpg

Thanks Scawen, that new file naming should make it easier to find the files for the different tracks
Good, very good. Thanks Scawen!
Thanks Scawen! Good job! Keep it up!
Hey Scawen, sorry this isn't a bug report of the current Patch 16 as I know how important it is to keep within those limits however InSim vs OutGuage is holding me up on some things I was trying to make. It seems you can't run both at the same time. Mcgas001 ran into this issue as well. It may be designed that way, so I am just wondering if this is an easy fix... A link to the original thread describing some of the issues...

http://www.lfsforum.net/showthread.php?t=41298
Yes, I made a note when I saw Mcgas's post. But the thread you've linked to is a bit confusing... are there two bugs or one?

To save me too much time trying to work out what's up, please could you make one single post outlines the exact issues involved? And please keep it simple for me, describing the packets sent and their contents and what happens, in each case?

Thanks!
OK, Firstly i'll explain the bugs.
  1. The first bug is a little issue with the InSim packet SMALL_SSG. Basically, As InSim.txt says: You have to give a uVal to SMALL_SSG. In this case, Its the port. If you set the uVal to 0. OutGauge will say its closed. If you set this to anything higher then 0, LFS will say "OutGauge : UDPPort was not specified".
  2. The second bug is a issue with running InSim and OutGauge together. Basically, Setup OutGauge in cfg.txt as required. Then once in LFS, OutGauge data will be sent. If you try to inatilize InSim("/insim PORTNUM"). OutGauge will close instantly, And upon closing LFS. It will also adjust cfg.txt and set OutGauge mode = 0.
The way to reproduce this is as follows...
  1. Get an InSim app. Load LFS. Type "/insim PORTNUM" to match the InSim app. Make the InSim app send a SMALL packet with a SubT = SMALL_SSG. Set the uVal = OutGauge_PORTNUM. Then start the InSim app. If you specified 0 as uVal, LFS will say OutGauge is closed. If its higher LFS will give an error saying you didnt specify a port.
  2. Get an OutGauge app. adjust cfg.txt to the correct settings for your OutGauge app. Start LFS and then goto single player. Join the race. OutGauge data is being received fine. Type into LFS, "/InSim PORTNUM". The instant you do that. OutGauge will stop sending data. = Bug reproduced(Patch Y through to Y16).
I hope that helps. Ive tested the reproduction methods a few times each to the same results.

E: Sorry for not explaining better in the other thread.
oh, new update i'mm too slow to download them all in time
nice, another patch on the way to perfection
Will we get server specific banners in Patch Z, seems so for me
-
(shiny_red_cobra) DELETED by shiny_red_cobra
hmm, Out of intrest Scawen. Was that info above enough to find the bugs? Do you need anything else?
I won't know if it's enough info until I try to fix them with that info.
Damage
Hello
First I want to say that you are doing great work.
So I want to know if you are working on the damage of
the chassis and other parts of the car in this patch, or
did you know when you going to do this

Thank you for the answer
Quote from coolxiang :Hello
First I want to say that you are doing great work.
So I want to know if you are working on the damage of
the chassis and other parts of the car in this patch, or
did you know when you going to do this

Thank you for the answer

AFAIK, The devs do a Compatible patch, a Multiplayer incompatible patch and then a physics incombatible patch.

So even if the devs were planning on doing better damage soon, its at least 3 patches away
OT:

Quote from JO53PHS :AFAIK, The devs do a Compatible patch, a Multiplayer incompatible patch and then a physics incombatible patch.

So even if the devs were planning on doing better damage soon, its at least 3 patches away

LFS devs released only one multiplayer incompatible patch, version 0.5X. All other official patches were compatible or physics incompatible.

/OT

Y16 is working fine so far. Thanks Scawen.
There is no specific order but it probably works out that way.

A few months per year are spent cleaning up the code and adding compatible features.
A few months per year are probably spent on multiplayer incompatible features.
A few months per year are spent on physics updates.

Anyway, Patch Z will be compatible so there will be no changes to damage or physics.
Quote from _--NZ--_[HUN] :OT:



LFS devs released only one multiplayer incompatible patch, version 0.5X. All other official patches were compatible or physics incompatible.

/OT

Y16 is working fine so far. Thanks Scawen.

Quote from Scawen :As you may notice the hotlap tables have remained consistent, as most people know, I do compatible things one patch, multiplayer incompatible for another patch, then physics incompatible for another patch.

Well, Im only sawing what he said
This thread is closed

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