I believe he is using Google Translator and - looking at his post count - he think we can understand him. Do we?
Scawen would it be possible to implement an option into the game to disable the CPW protection for a server. We already can do this via Victor by adding a server name to CPW exempt list, but it would be nice to have just option on the server creation screen to enable or disable cheat protection
On by default, off by server admins choice...it's essentially the same as it is now but without the jumping through hoops.
I would prefer to see it as an LFSWorld option, like the track cutting checks.
This would make it easier to control on a dedicated server without the need to restart it.
Some people don't need the cheat protection - people playing with tweaks, slick mods and such - and some people need it - the rest.
BTW that cheat protection doesn't work.
I am thinking of adding this option but not so openly - not on the start new host screen, wasting screen space and needing translation strings, when people shouldn't even be hacking LFS anyway. The main reason we tolerate it is to reduce cheating on normal servers.
So what I want to do is add a command line option /modified=yes and this will do 3 things :
1) host appears "modified" in the list of hosts
2) password is required
3) no cheat protection
So that means you will need to start your dedicated host with that command line (or an instance of your client version in dedicated mode).
I hope that will be ok, and help to keep modifiers off the normal servers.
I just didn't want to answer it, because it is off topic and I can't answer all posts. If you would just imagine, I'm trying to do loads of work, trying to get an update ready tomorrow with very complicated things in it, and when I start answering questions, there are more questions (really, that does happen) then I can't do any work at all.
I think this may be covered in the later version, where we will have a host option to have limited setups or extreme setups. But it is not in the scope of this current patch.
Within that scope, is it possible to disable pit lane infractions for layouts where an autocross start has been placed?
I fully agree that it should work for a full race grid, but sometimes the pit lane can be included in a time trial. The issue I'm having is the speeding penalty where the pit is actually superfluous in these scenarios. Looking at some of the cruise server replays, this is also a problem for them too, and the infraction is reset by resorting to scripting.
I totally agree with that, but sadly that last cheat protection update didn't affected hackers, it just made life harder for people playing with tweaks at private servers.
Cheating in normal servers has nothing to do with tweaking a car to the same values as your friends and having fun driving with them.
Chearers/hackers are people who modify their game to gain unfair advantage over other players at the server.
Example:
Normal server:
Player 1 - XRT - 247hp
Player 2 - XRT - 247hp
Player 3 - XRT - 247hp Fair - OK - having fun possible
Normal server with a hacker in it:
Player 1 - XRT - 247hp
Player 2 - XRT - 600hp < hacker
Player 3 - XRT - 247hp Unfair - Wrong - Player 1 and Player 3 have difficulties with having fun
Modified server:
Player 1 - XRT - 500hp
Player 2 - XRT - 500hp
Player 3 - XRT - 500hp Fair - OK - having fun possible
Hope that explains the difference betwen "tweakers" and hackers/cheaters clearly. Just please don't put "tweakers" in the same bin as cheaters, they didn't deserve it.
Sounds good to me Is this planed for that series of test patches?
Also, I would suggest to block the possibility of creating/joining modified servers for demo drivers. You don't want them to play around with a XRG tweaked to XRT or even XRR specs without buying a license, do you?
But that will be the whole point of limited setups when they are introduced. My understanding is that server admins will then have the choice to allow full or limited setups to make it fairer.
When tweaks are used - which really is a hack - it starts to get a little more complicated. I guess from Scawens point of view, any bug reports may be rendered invalid because of some artefact that the tweak has introduced.
I think I've found a workaround for this, and also for those that forget to connect their controller before starting LFS.
Go to options - controls and toggle between mouse/keyboard and wheel/joystick. This seems to reset the controller completely which also allows an undetected controller to be used.
Becuase i have a RB4 VoB mod ( For test the new detection system ) and joined a z30/31 server and never got kiked...
There are two tools for making vob mods. One of them is messing the collision box of cars and the other one does not. Mod you are using was probably done with that second tool and that means it's a clearly visual modification (like a dds) and it doesn't affect collisions, physics, etc.
Not like I'm modding vobs by myself, I just heard that somewhere...
There are two tools for making vob mods. One of them is messing the collision box of cars and the other one does not. Mod you are using was probably done with that second tool and that means it's a clearly visual modification (like a dds) and it doesn't affect collisions, physics, etc.
Not like I'm modding vobs by myself, I just heard that somewhere...
Dont think so, the mod have a rb4 with a GTR spoiler and a rollcage inside...
Dont think so, the mod have a rb4 with a GTR spoiler and a rollcage inside...
Having these parts on the car doesn't necessarily mean the collisions are changed. If your mod changes the appearance only, you can have your GTR spoiler, but it will not detect collisions.
Well, that's only what I think about it
By the way Scawen, are collision issues that are not directly caused by the new detection system considered off-topic here? Because I did a few tests in various situations to make the car bug (like driving on barriers, and a tyre deforms strangely before ejecting the car). However I don't really know whether they are caused by the new system or a previously present bug.
EDIT:
Are you talking about borderless mode?, I don't think scawen would add it.
Borderless windows can be easily achieved via autohotkey scripts. I have one that can do that (you must install AutoHotKey to launch the script).
mhm yee. Wasnt checking test patch forum since Z30 was out
What's gonna be added/fixed in Z32?
...
I'm aiming for Friday.
...
Optimised transparent objects (e.g. fences) to help open configs
Adding / removing autocross objects no longer resets all objects
Much better frame rate with many autocross objects (faster draw)
Reduced Z-buffer flickering of chalk objects and pit stop markers
^
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