Concrete uses 2 bits for colour in the spare byte of the layout object (the other 6 bits are already used too). Adding more colour would mean a non-compatible change to the layout format.
Found 2 more misplacements behind the tire stacks before Turn 1, after entering the gate with the little ¿gravel? road, to the left. Now you can't jump there boosting with the tire stacks anymore :c xP
Screenshots says all
EDIT2: Pit Speed Limit bug
Off-Topic Note: 3rd person view lags depending on where the car is pointing at: When I face towards the industrial area, or if I face straight on the straight end.
Was it already mentioned that the ground beside the small lake in the infield is not solid and you will fall off the map? Or is it intentional? (the area south of the added red/white barrier in the picture)
I guess it shouldn't be that way, since you can easily drive there, without major hassle or unecessary stunting.
Found 2 more misplacements behind the tire stacks before Turn 1, after entering the gate with the little ¿gravel? road, to the left. Now you can't jump there boosting with the tire stacks anymore :c xP
Screenshots says all
Thanks.
EDIT2: Pit Speed Limit bug
I don't understand... what is the bug?
[ EDIT : OK, I see for some reason because of rolling downhill above speed limiter speed, the engine dies (as expected, in a way, but maybe this is the problem) then the clutch is stuck on (unexpected) and then you are stuck. Not a new bug, but yeah, looks like a bug. ]
Off-Topic Note: 3rd person view lags depending on where the car is pointing at: When I face towards the industrial area, or if I face straight on the straight end.
I think you probably have the follower view set too high. When it is too high, it can't use the pro-computer invisivle object removal.
To test this, try SHIFT+F8 (Network Debug) and you will see a message when the view info changes, between low / high / none.
Found 2 more misplacements behind the tire stacks before Turn 1, after entering the gate with the little ¿gravel? road, to the left. Now you can't jump there boosting with the tire stacks anymore :c xP
Screenshots says all
EDIT2: Pit Speed Limit bug
Off-Topic Note: 3rd person view lags depending on where the car is pointing at: When I face towards the industrial area, or if I face straight on the straight end.
Pit Speed Limit will not be functional if one or more pit boxes added as layout objects are remaining active on layout
Ahhh... This was different case... well, it is not bug, as pit speed limiter works on as it limits throttle/rpm usage, to hold speed on 78km/h. However, it does not work if having:
1. Engine stalled
2. Having neutral gear
3. Having clutch active
I wonder if it is possible someday to modify pit speed limit? I guess it is coded one each per track, Blackwood, South City, Fern Bay, Kyoto Ring, Aston and Westhill has 80km/h, while Rockingham has 65km/h and Autocross does not have at all.
Thanks.
I don't understand... what is the bug?
[ EDIT : OK, I see for some reason because of rolling downhill above speed limiter speed, the engine dies (as expected, in a way, but maybe this is the problem) then the clutch is stuck on (unexpected) and then you are stuck. Not a new bug, but yeah, looks like a bug. ]
Oh...? I guess I have never encountered one because I use automatic clutch
EDIT2: I reproduced it similarly as replay shows. Never tried exactly like that, same thing did happen me. Engine stalls. So, confirmed thing.
I put the replay just for the lolz mostly, but I do know that this pit limit ""bug"" with the clutch was present on other versions, but had no way to test it back on these days.
Ye, I ended up getting used to manual clutch even tho I use mouse, despite that using manual clutch on KB/Mouse is either 0 or 100. At least I feel that I don't wear the clutch so easily with manual clutch, but ofc you have to rev a bit more to avoid stalling. Otherwise manual clutch is more of an advantage.
If any hosters would like to start a server in advance of today's release, here is the link for the 0.6R dedicated host.
It is not compatible so you will not see it in your Q14 list of hosts. http://www.lfs.net/file_lfs.php?name=LFS_S3_DCON_6R.zip
Please note the release should be at some point this afternoon if all goes well, but there are still some hours to go.
Scawen,
Would it be too much hassle to add 45 degrees steerlock to the RB4 and make it possible to have 100% rwd?
Would be nice to get another car to drift with on track for variety before more s3 content is provided
Sorry but these small faults won't be fixed now as we are already preparing and testing our full versions.
The only thing we could fix now would be if a show-stopper bug is discovered that means we can't possibly do the release today. But that would put us hours later at this point.
Sorry but these small faults won't be fixed now as we are already preparing and testing our full versions.
The only thing we could fix now would be if a show-stopper bug is discovered that means we can't possibly do the release today. But that would put us hours later at this point.
At this point, I would suggest making the update 3/4 days later, and make a more polished update. Theses times, you seem to rush updates a bit more and reducing final quality with it. Don't rush out Scawen, polished updates are your trademark in my opinion, I don't really want to see you lose it.
Or maybe add a more "quick fix" type of update with big patches, named like 0.6R2, and rename test patches like 0.6R-RC3.
At this point, I would suggest making the update 3/4 days later, and make a more polished update. Theses times, you seem to rush updates a bit more and reducing final quality with it. Don't rush out Scawen, polished updates are your trademark in my opinion, I don't really want to see you lose it.
Or maybe add a more "quick fix" type of update with big patches, named like 0.6R2, and rename test patches like 0.6R-RC3.
Well, I don't think that there are so many bugs that it would really matter for players for now (especially DEMO users). I think that today is a great day to release it because, as Scawen already said, the community is divided at the moment, many players using the test patch and during this testing time, they won't really want to use the old BL. The other majority is the players who doesn't even know there's a new BL and they are still using the old BL. This division of a small active playerbase is not good for ANY game, especially not for LFS during these times.
By the way, I've created a 10-piece comparison album, comparing the old and new BL (feel free to share it/use it ): http://imgur.com/gallery/xRUO6
I have tried both MP and SP (with 19 AI) and I get some very visible and annoying shuttering. Especially at the end of the straight, and in second to last turn, before the bridge.
I have tried with a fresh copy of LFS also.. same problem.
I am running triples, on 3770K + 1070 GTX.