The online racing simulator
TEST PATCH 0.6B12 (now B16 - multiplayer improvements - no change to physics)
WARNING : THIS IS A TEST

NOTE : THIS DOES NOT CONTAIN NEW TYRE PHYSICS / VW SCIROCCO / ROCKINGHAM

PLEASE TEST BEFORE YOU POST

NO OFF-TOPIC FEATURE REQUESTS

NO UNRELATED COMMENTS


Hello Racers, here is a new TEST PATCH : 0.6B16

You can read about why this update was needed in the main forum :
http://www.lfsforum.net/showthread.php?t=80675

This test patch is NOT compatible with version 0.6B
This test patch CAN play replays from version 0.6B

You cannot upload hotlaps made with this test patch because it is only a test patch, not an official patch.

Please keep a backup of your LFS.exe from 0.6B so you can easily go back if there are any problems.


Changes from 0.6B15 to 0.6B16 :

FIX : OOS Error after engine was switched off


Changes from 0.6B14 to 0.6B15 :

Connecting and disconnecting guests could clash and break server
A minor improvement in connection code avoids a possible failure
Added some more protection against one more known way to cheat


Changes from 0.6B13 to 0.6B14 :

Orange warning message if you are auto renamed on joining a host
Message : X disconnected - dark grey (same as it was before B13)
Requested UDP message not shown on joining a host (only if TCP)

LFS World statistics fixes :

Wrong PB recorded if custom checkpoints added without restart
Live host progress did not show changes to laps or qualifying

Fixes :

Valid car position packets in TCP mode were sometimes discarded
Join host with remote car in neutral - handbrake on for 1 second
Remote car with brakes on started to roll if reset on a slope


Changes from 0.6B12 to 0.6B13 :

Left / right click on player name in replay now works as on line
Message : X connected - light blue / X disconnected - light grey
Use of UDP or TCP is shown beside host name in connections list
Sending position packets is avoided until guest fully connected
UDP / TCP position packets may be selected by clicking button

Fixes :

Pre-B12 MP replays in B12 showed all messages as written by host
Message typed while watching replay appeared as written by host
Pressing X button for a second showed "lost connection" on host


Changes from 0.6B11 to 0.6B12 :

New "instant" join system using cached packets :

- Much faster connection to host
- Connection appears instant to other guests
- Safe to join while objects are added or removed
- You can pit, spectate, etc. while a player is joining

Player name conflict resolution :

Auto rename when you join a host with someone else's player name
You can always exit from player screen even if your name is used
Selected name not used in game if already used by another player
No two players (real or AI) can enter a race using the same name

LFS World statistics fixes :

After being forced to spectate by admin - status still "in race"
Adding an AI driver changed real player's status to "in race"
Spectating from garage screen left player's status "in pits"

Multiplayer :

Added /player command to dedicated host setup.cfg file
Removed /carshost command from dedicated host setup.cfg
Improved cheat protection stops some more ways to cheat

Misc :

Maximum autocross objects increased from 800 to 900
Maximum marshall circles increased from 96 to 120
Removed notification sound when a car is spectated by an admin

Fixes :

Message "Max guest cars : X" now shown in the selected language
Wrong message "Did not receive track info" on joining full host
Cars intersected if players joined autocross at the same time
An unusual state in which LFS displayed only a blank screen


Changes from 0.6B to 0.6B11 :

Improved multiplayer system :

Game only needs host packets to continue processing
Quicker joining to host - no waiting for other players
No waiting for packets from players with slow connections
Leaving a host is instantaneous even if a guest is connecting
Longer timeouts avoid disconnection due to short interruptions

New TCP packet buffering and storage system :

Reduces the number of physical packets sent
Major improvement when many InSim buttons are sent
Fixes some ways to lose connection on a busy server

Multiplayer :

New hacker protection applied to multiplayer packets
Improved checks on validity of user names while connecting
User names now confirmed with master server after connection
Bars at bottom left to show packet delay for all connections
Ping time (or lag when lagging) shown in list of connections
OOS / CPW messages now show user name instead of player name
Removed message "Got master packet" from network debug output
No buffer overflows from hangs or operating system time changes
User name in brackets now shown at end of disconnection messages
New "Authorised" message on host links user name with ip address
Instead of "LAG (seconds)" now "username (seconds)" is displayed
Race setup screen /clear command can now only be used by admins
Ability of guests to vote or select tracks now enforced by host

Other changes :

Latvian training lessons now included
Two new translations : Indonesian and Romanian
Pit exit direction arrow now works in open configurations
SHIFT + N : sound on / off now works in multiplayer screens

InSim :

Added new leave reasons (CPW / OOS / JOOS / HACK) for IS_CNL
Change to in-game usage of IS_REO - only valid after SMALL_VTA

Fixes :

Custom view was not set to new car type on replay restart
Duplicate lines in scripts could cause unexpected results
Virtual speedo sometimes overlapped numbers (e.g. XRG km/h)
Circuit length is no longer displayed for open configurations
LFS could crash when displaying laps for fuel after short laps
Ready status in lobby is now checked when a player disconnects
Load WE1R on dedicated host - Checkpoint 1 path node not found
User's controller type was not shown after taking over a car
SHIFT+R near end of SPR could make cars swap between players
Two instances of LFS no longer write to the same MPR / SPR
Short MP Replays were sometimes extended to a time of 10:55.36
It was possible to make an AI driver join with a disallowed car
Leaving garage screen could cause problems with a car script


INSTALLATION INSTRUCTIONS :

A FULL version of LFS 0.6B (or later) must already be installed


To install the PATCH using the SELF EXTRACTING ARCHIVE :

1) Move or save the patch into your main LFS folder
2) Double click the patch to extract it to that folder
3) When you see "Confirm File Replace" select "Yes to All"
4) Now you can start LFS in the normal way

NOTE : You can see if the patch is correctly installed when you run
the program (LFS.exe). At the bottom of the entry screen : 0.6B16


DOWNLOADS :

PATCH 0.6B TO 0.6B16 (SELF EXTRACTING ARCHIVE) (if you already have 0.6B) :
www.lfs.net/file_lfs.php?name=LFS_PATCH_6B_TO_6B16.exe (2.1 MB)

PATCH 0.6B TO 0.6B16 (ALTERNATIVE ZIP) (if you already have 0.6B) :
www.lfs.net/file_lfs.php?name=LFS_PATCH_6B_TO_6B16.zip (2.6 MB)

DEDICATED HOST 0.6B16 (non-graphical version for hosting only) :
www.lfs.net/file_lfs.php?name=LFS_S2_DEDI_6B16.zip (1.6 MB)
#2 - Omar1
just installed, joining a server was very fast, no problems so far. Let the testing begin!
i have a question

when i join a server for the 1st time
The "Rebuilding" message appear but it takes so long.

what does Rebuilding exacly??

Rejoining the server goes less in 2 sec.
Maybe the rebuilding thing is like when a auto-cross object got the same amount of objects and position it would be rebuild again so it wont load another time over time?

...meh I didn't test it yet, i'll do it later
Just Downloaded
Testing it now
#6 - Omar1
Everything seems okay, only issue i've noticed is a short delay after sending a message to it actually appearing. Not sure if it was due to my high ping or not
I get this message "Follower could not find position". (I connect to server of "0.6B12")
replay
I think it's focusing on the player with the most laps when you join the server, and that player is currently off the track.
Compared to Patch B where I lagged, long connection times and timing out all the time.

This seems way better!

No problems with me so far...


Side note:

I got this ENB Series mod, and with this new patch LFS somehow looks better, did you change anything on the graphics engine Scawen?
small thing, not sure if B12 specific: If I change "AI uses players skin" in Option while on a server, the change won't take effect, at least not till a race restart.
Quote from Omar1 :Everything seems okay, only issue i've noticed is a short delay after sending a message to it actually appearing. Not sure if it was due to my high ping or not

Yes, this is done differently now. Your message is sent back to you from the host and displayed the same way as everyone else's messages, instead of being displayed locally and the host avoiding sending it back to you. So if there is a problem in either direction between you and the host then you will not see the message.

Quote from [Audi TT] :I get this message "Follower could not find position". (I connect to server of "0.6B12")
replay

Yes that will be because of cargame.nl who is in a car park off the track.

Quote from rockclan :Side note:
I got this ENB Series mod, and with this new patch LFS somehow looks better, did you change anything on the graphics engine Scawen?

No, I don't know why that would be.
Quote from Scawen :Yes, this is done differently now. Your message is sent back to you from the host and displayed the same way as everyone else's messages, instead of being displayed locally and the host avoiding sending it back to you. So if there is a problem in either direction between you and the host then you will not see the message.

Sorry if it's a dumb question, but wouldn't that just cause for more packets being sent across the server and thus possibly creating lag/load on the server?
I think that new auto-rename feature require atleast some kind of information message. Now anyone can use your nickname before you connect to server and when you join everything looks normal, you don't even notice you where auto-renamed.

Something like:
Your name is already used, you are auto-renamed to username, P1, P2, ...
Quote from Scawen :
Yes that will be because of cargame.nl who is in a car park off the track.

Eehmm

*points finger at AI driver*

... Was @a party but will take a look tomorrow (today) on this new creation

(btw on busy race servers and on cruise servers there almost always is somebody not on the track so.. Maybe.. Bit of a useless warning?)
Quote from Scawen :Yes, this is done differently now. Your message is sent back to you from the host and displayed the same way as everyone else's messages, instead of being displayed locally and the host avoiding sending it back to you. So if there is a problem in either direction between you and the host then you will not see the message.

So this creates an opportunity for /mute command, no? Could it be possible to do in the near future or only at the next/later patches? Would be very useful.
And to topic: so far so good, love it.
Quote from matrxs :So this creates an opportunity for /mute command, no? Could it be possible to do in the near future or only at the next/later patches? Would be very useful.
And to topic: so far so good, love it.

Exactly what I was thinking. Or manage the text through insim. For example: Team chat without commands, or chat to the players being close at you(useful for cruise servers)
after remove message about new guest connecting its very hard to noticed that some one is join, so maybe it be better if "X join the server" message mark with light blue color like it was before? it be very useful, i think
Is it possible to make unlimited number of autocross objects and areas ?
If we talking about message system, maybe this is good moment to implement some improvement. Scawen, please read this.

Back to topic...
When LFS works in window mode and you are connected to host, if you hold [X] button longer than ~1s host logs lost connection to player instead player was disconnected.
Not very important bug, but this may make confusion.
This works better on 0.5Z28.
Why would a mute function be useful? I think that only leads to more isolation and small groups. And who can mute who.. Everybody muting everybody individually? Except the ones with admin status? How needs this be sorted, some admins have admin rights with help of an InSim system and don't have a LFS admin flag.

I think its a very bad idea seen from an international community perspective. If you want to talk to team members there already is Teamspeak (or Skype).
Quote from cargame.nl :Why would a mute function be useful? I think that only leads to more isolation and small groups. And who can mute who.. Everybody muting everybody individually? Except the ones with admin status? How needs this be sorted, some admins have admin rights with help of an InSim system and don't have a LFS admin flag.

I think its a very bad idea seen from an international community perspective. If you want to talk to team members there already is Teamspeak (or Skype).

Of course it'll be admin command and mute the player for typing anything to the chat.
Quote from cargame.nl :Why would a mute function be useful? I think that only leads to more isolation and small groups. And who can mute who.. Everybody muting everybody individually? Except the ones with admin status? How needs this be sorted, some admins have admin rights with help of an InSim system and don't have a LFS admin flag.

I think its a very bad idea seen from an international community perspective. If you want to talk to team members there already is Teamspeak (or Skype).

I ment it to be admin command like /kick /spec and others, maybe with availability to vote for muting, not like muting individually. Some people are worth playing just have a very bad language and no respect to others.
Quote from Bose321 :Sorry if it's a dumb question, but wouldn't that just cause for more packets being sent across the server and thus possibly creating lag/load on the server?

No, that would be a bit like saying Lewis Hamilton should have a good shave so the centre of gravity would be lower in his car.

Just a message of a few bytes, every now and then, sent to one extra player. Compare that with the car position packets, sent around 4 times per second from every car on the track, to all other players.

Quote from Hector_UA :after remove message about new guest connecting its very hard to noticed that some one is join, so maybe it be better if "X join the server" message mark with light blue color like it was before? it be very useful, i think

That is easy to do. It depends if people like it. I was also thinking the "disconnected" should be in light grey instead of dark grey. See attached image - any opinions?

Quote from Frunze118 :Is it possible to make unlimited number of autocross objects and areas ?

No, I don't know what might happen. There is join time, regeneration time, physics time...

Quote from adamshl :If we talking about message system, maybe this is good moment to implement some improvement. Scawen, please read this.

Good thoughts but I'm not adding any more features now.

Quote from adamshl :When LFS works in window mode and you are connected to host, if you hold [X] button longer than ~1s host logs lost connection to player instead player was disconnected.
Not very important bug, but this may make confusion.
This works better on 0.5Z28.

Interesting, I couldn't reproduce that before, but that seems quite reliable. Strange that it makes a difference but I can reproduce it locally so I'll see if that can be improved...
Attached images
text.jpg
Quote from Scawen : See attached image - any opinions?

Looks good but what about color coding on player names?

When no color coding defined then blue otherwise using colored player names?
Sure, colour coding will still work as usual. Whatever was light grey in that one message will now be light blue. I've only changed the colour of those two messages. The "disconnected" message was a bit too hard to read. If blue is associated with new people connecting, then that is a good thing to keep as a last reminder of the old message we will no longer see...

A new guest is connecting
This thread is closed

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