So I´ve hit the former space barrier (red and white one) on the edge at 80km/h. It looks hillarious
EDIT: I didnt go to space but i got serious car and suspension damage. In fact, the collision would be quite realistic with better car damage visualisation (NOT A REQUEST)
0.6G Aston Cadet X - 52,5 FPS
0.6G2 Aston Cadet X - 65 FPS
Not much, but probably I'm already on the limit of the hardware, as this isn't a huge power machine. Great background updates, looking forward to the next updates!
I don't think that is affected. The change is to allow detection on points that faced far away from the centre of the object. There was an optimisation that saved some computation, but it eliminated cases that should have been detected. Points that do face in the direction of the centre of the object are unaffected. So I think you'd get those same results in G as well.
Have a look at the attached screenshots - this is the case that is changed.
What is the start of what?
Do you mean, this is the start of the new support for open configs that will be a lot better than the old one? I am planning to add custom start positions in the incompatible version, which will be good if, for example, anyone wants to make a road track around Westhill.
That message about the 93 objects should come up every time you load the Autocross track area (but I will get rid of that). It shouldn't be related to your frame rate problem. Could that be fixed by the "optimise" button at the bottom of the the "more" section of the autocross editor? If you load a file, optimise should take place automatically after the load, but if you manually add many objects, you may need to manually click optimise. Nothing should have changed in that area...
Wait a second... did Eric already built a whole city around Westhill? I think you may have to stop him before he start modeling a whole country around the track.
No, don't stop him, just open a new windows with UF1, FXO and RB4 models while he is sleeping (if he's not, that's harder), so he could use this magical motivation he grown to improve the rest of the models.
Clearly a nice evolution ! It is a real pleasure to drive on Aston and not seeing objects appearing like magic ! Even on WestHill : not seeing the white line indicating the exit of pits that can be seen from far is just wonderful
Echo in open config is very nice too ... Now, it is obvious that we need a long kind of Monaco tunnel to test the thing correctly... Eric ?
The new detection system is not here to correct this bug but improve accuracy of detection on autocross objects if I understand it correctly. But I also think that this but is an important one that need to be corrected (even if it's not everyday that people crash a wall at 220+ km/h while racing).
@Scawen : On Fern Bay X, sometimes I got massive FPS drop (from 90 to 15), and I need to restart the game to get normal framerate again. I think that the path system is disoriented on the cross of green, gold, rallycross and black configuration (do you know where I'm talking ?).
It's the same old collision detection system, but with one small change in a quite specific situation, as I showed with screenshots in my previous post: https://www.lfs.net/forum/post/1881881#post1881881
I know there are still important issues with the collision detection, but I have not tried to solve them. I would be very interested to know if you find a new collision problem in G2 that was not there in G.
Can you reproduce this frame rate drop in single player mode? If you can, then please post the SPR here. I think the same path tracking will happen if we watch your replay, so that could help me find the problem.
I just spend 1 hour trying to reproduce it, but I didn't succeded.
But I had a suggestion poping out of my head, why not adding a configuration to Fern Bay using the turn at north of Green part of Fern Bay on the incompatible patch (not a high priority) ?
Also if Eric can do a quick fix for Fern Bay cross point (where there is no wall), that would be perfect.
Is this with single player or multiplayer replays?
Could you post a replay where this happens?
Can anyone else reproduce this?
Unfortunately I can't get anything from the binary information you posted. Maybe it means something but I don't know how to read it. I really need a crash address or offset. How to get this may depend on your version of Windows. Sometimes when a program crashes, there is an option to see more information, and there may be an offset or address in there. But a freeze is different from a crash...
They're just ASCII values that spell out "Unknown" as shown by the ASCII translation on the right, beside the hex values. Although, it's odd they're stored on integer boundaries rather than byte as might be expected of a char array. Whether these data are actually coming from LFS is unclear.
I did more testing and its probably something wrong with my current LFS, there is no problem with clean installed LFS updated to G2 version.
Is this with single player or multiplayer replays?
Could you post a replay where this happens?
Yes both single and multi replays, it happens with any replay I tried, even replays created with G2 version. LFS freeze for few minutes (0 cpu usage) then it starts responding and "LOCAL: Timer bounded" is displayed in chat. Here is screenshot from process explorer maybe there is something useful.
Car in the middle came from the AS CLUB path, the other two cars were on the AS GRAND PRIX path. The shadows under the credit suisse/intel bridge before the AS2 1st corner are slightly bugged when on the AS GRAND PRIX path.
Thanks, I've found the reason for this and generated new path lightmaps for Aston and Fern Bay.
100fps increase
Also I found this:
...
It's normal white when on a path.
Strange that your car got the wrong lighting colour when it was in an area where there is no path. It should just get the "full sunlight" colour in that case. Unfortunately I can't reproduce the bug yet...