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Scawen
Developer
D61:

Modeller:

Message selecting triangle in another subobject uses subobject name
ALT+click on triangle in another subobject to select that subobject
FIX: Spoke editor duplicate and delete buttons in texture page mode

Rim editor:

Added CTRL+D (duplicate) and CTRL+N (new point) keys

https://www.lfs.net/forum/thread/106004
gu3st
S3 licensed
Quote from dert296 :Hi everyone,
my suggestion is to implement a version of adjustable lighting that is present in LFS Editor (Ctrl + LMB) into LFS in Free View mode (with a toggle button to enable this functionality).

I understand this would maybe not match up with the track if some static lighting is used but nevertheless it seems like a great feature for taking screenshots of for example mod cars from different angles very quickly without having to move the car into position.

I think that'll be something that could come with the graphics + physics update as the editor is actually using that "branch" of LFS, hence some minor differences between the two when building mods.
Aleksandr_124rus
S3 licensed
Quote from Scawen :At this stage I can't do any more such requests. Release is this weekend and I've already cut it fine for testing. Also I am very tired.

This is completely okay, you have already made so much needed improvements in this test patch that will greatly improve default cars, mods and LFS Editor! It's a great work, I think everyone agrees that you deserve to take some time off and do something you want to do besides constantly coding some uptades for LFS. Thank you for your work!Thumbs up
Scawen
Developer
Editor D60:

Graphics:

Support for stretched tyres (when rim is wider than ideal)

Rim editor:

You can now see and type / copy / paste selected point coordinates
Removed direct drag on point and added diagonal drag handle instead
Snap to grid only works on the relevant drag axes (X, Y or both)

Modeller:

New button to show subobject's axes (beside "rotate" button)

Download: https://www.lfs.net/forum/thread/106004
LFS Free View Adjustable sun location
dert296
S3 licensed
Hi everyone,
my suggestion is to implement a version of adjustable lighting that is present in LFS Editor (Ctrl + LMB) into LFS in Free View mode (with a toggle button to enable this functionality).

I understand this would maybe not match up with the track if some static lighting is used but nevertheless it seems like a great feature for taking screenshots of for example mod cars from different angles very quickly without having to move the car into position.
Scawen
Developer
Quote from stuchlo :Have tested realistic movable 1930s pop-up side indicators and it is perfect! The only trouble I had was that I had to pay attention to local axes (a part of the object was blinking when the opposite indicator was on, which was easily fixed), but that is a feature, not a bug Smile

From D59 it should be now be easy, and you can put the rotation axis where you want it. As the object's offset is added when deciding if points are on the left or right, for indicators.

Quote from OpenClutch :Hey Scawen, I know you have been insanely busy with these last few patches, and I know that the stable branch release is this weekend, is there any chance that we can get (back) stretched tire support?

I plan to do this today. It was most important to get the editor changes done first as they required more testing.
Release this weekend - call for testing
Scawen
Developer
Dear Racers,

We plan to release a new official version this weekend, probably on Sunday.

There's a lot in it, including many improvements for mods. In the new year I will be focussing on the new graphics and physics version, but that is not what this patch is about.

Please test the LFS version now if you can.
LFS Test Patch: https://www.lfs.net/forum/thread/106005

If you are a mod creator, please test the new editor patch.
LFS Editor Test Patch: https://www.lfs.net/forum/thread/106004

You'll see the list of changes is really long. Have a look through the changes if you can!

Or just get the patch and do what you normally do, let us know if there are any problems.

Thanks! Thumbs up
Scawen
Developer
Editor D59

Vehicle editor:

Selected suspension point can (again) be adjusted in SHIFT+L view
Subobject indicators left / right now relative to whole vehicle
FIX: Passengers were not updated when selecting a different setup

Modeller:

New flood select function to select all triangles by point sharing
- different from CTRL+SHIFT+LMB (select related triangles by edge)
- ALT+RMB selects all connected triangles regardless of properties
- triangles are considered connected if they share a single point
FIX: Keep merged subobject feature was controlled by wrong option

https://www.lfs.net/forum/thread/106004
bayanofmansorofisky
S3 licensed
Can the spinning subobject be modified to when the user stops the function, the spinning continues to the original place. Or maybe an editor option (continue spinning to origin yes or no)
Flame CZE
S3 licensed
Moderator
Now that we can test the car lights live in the editor, could the dashboard be in sync with those switches just like light mappings? Right now all dashboard lights are on by default.
neozixxs
S3 licensed
Editor 0.7D58:


thank you for this nice update Omg omg omg hope you can sleep now haha
Scawen
Developer
Moving subobjects controlled by boolean switches is now available in Editor and LFS 0.7D58.

LFS: https://www.lfs.net/forum/thread/106005
Editor: https://www.lfs.net/forum/thread/106004
Scawen
Developer
Editor 0.7D58:

Moving subobjects:

Popup headlight system generalised for moving objects with switches
Subobjects can rotate a set angle, slide or spin at a given speed
This can be connected to switched lights / ignition / horn / siren
New test system in vehicle editor "Class / Inputs" tab (top left)

Download: https://www.lfs.net/forum/thread/106004
Scawen
Developer
For now they are purely graphical, but it does seem to suggest interesting possibilities for the future.

I'll be a few more hours, the changes are merged into the public version and it's fairly well tested, but I need to update the test facility in the vehicle editor or it will be too frustrating to use.
Scawen
Developer
Let's make that this afternoon. I still need to:

- make spinners carry on and stop in the default position
- update vehicle editor to allow testing by switches
- merge code into old LFS
- more testing
Scawen
Developer
Today I have coded part of the more flexible moving objects system.

You can select object type:
"Rotator : rotates on a specified axis",
"Slider : slides along a specified axis",
"Spinner : spins on a specified axis",

And connect to:
"Lights : low or high beam",
"Ignition : ignition switch",
"Rear fog : rear fog light",
"Front fog : front fog light",
"Left ind : left indicator",
"Right ind : right indicator",
"Extra : extra light",
"Horn : horn button",
"Siren : activate with siren",

I think that's as far as I can go, there isn't time this week to code other options such as connecting with other rotating parts or controller axes. For 0.7E it will only be these these boolean switches, sort of like the headlight, but now you can connect to these 9 things and these 3 different motion types.

I hoped to release it this evening but it's taken so long, and I still have to merge all the changes from the development version into the public version. That might only take a couple of hours but I'll have to do it in the morning. This evening I still have to finish the editor side of it.
RE Amemiya
S3 licensed
I really liked the ability to move nodes in editor when I had the suspension tab (Shift + L) open, it was a lot easier to dial in the caster and inclination quickly.

Also I am finding that for some specific offroad vehicles I want to be able to set the spring rate lower than the game allows, is it possible to change the lower limit for that?
Scawen
Developer
Quote from OpenClutch :I think I found a bug between the editor and game version, when using a skin to paint on the hvac on my mod, I have it set for full flip, so the texture should not flip when going between driving sides.

In the editor, it seems to transition sides correctly, in the game the texture flips.

Gold handle is game (incorrect) red handle is editor (correct)

OK, as Flame says, there was a change.

I have two questions, please let me know the answers.

1) Are you sure it's different between game and editor, if you use the latest game and editor? This was changed yesterday, and should be consistent (even if "wrong") if you use editor and game D56 or later.

2) Assuming that you install the editor and game D56 or later, and find they are consistent but wrong, can you try renaming your mapping starting "U_" e.g. "U_name". This special prefix should avoid the flip, the only problem is you can't have it as a user custom colour in that case (as they start M1_ and C1_ etc. Is that a problem in your case?
OpenClutch
S3 licensed
I think I found a bug between the editor and game version, when using a skin to paint on the hvac on my mod, I have it set for full flip, so the texture should not flip when going between driving sides.

In the editor, it seems to transition sides correctly, in the game the texture flips.

Gold handle is game (incorrect) red handle is editor (correct)
How do you do 1000hp electric?
Introvrt2000
S3 licensed
Man, I was browsing the mod list and I seen a 1020hp electric vehicle, and I was like "how can I do this? I'm still limited to 671hp." Is there an editor update I'm missing or something? Let me know!
Flame CZE
S3 licensed
Moderator
Quote from Slashpca :I wasn't sure where to post this, but maybe it could be a fix for both pop ups and rotating objs? I have layered alpha glass pop ups on my EMPERORS SUNRISE mod that seem to work fine, but I created a swing out windscreen for my FLATTY MODEL 8, and it works as intended besides this strange bug with the windscreen alpha. Same alpha I had before I broke it off as a pop up light subob.

I reported it in the Editor test patch thread and Scawen is aware of it: https://www.lfs.net/forum/post/2068959#post2068959
Slashpca
S3 licensed
I wasn't sure where to post this, but maybe it could be a fix for both pop ups and rotating objs? I have layered alpha glass pop ups on my EMPERORS SUNRISE mod that seem to work fine, but I created a swing out windscreen for my FLATTY MODEL 8, and it works as intended besides this strange bug with the windscreen alpha. Same alpha I had before I broke it off as a pop up light subob.

I've seen this bug before, like for instance the alpha glass on my pending mod HYPERION, in the pits and in vehicle editor you get this same effect on the mirror turn signals. But they seem to be corrected once you spawn on track, this windscreen is not fixing itself.

I've tried, flipping tris, single and double sided, moving the page with S_glass_alp up and down the list to change it's order in the Textures tab in the editor. Nothing works so far.

Please see the attached photo.
Flame CZE
S3 licensed
Moderator
Quote from Rubbel_31 :Can you fix the Alpha problem? The glass is visible but the back side is invisible

Here's Scawen's post in the Editor test patch thread:
Quote from Scawen :I will look to see if I can draw the alpha parts of subobjects just before the alpha of the main object, instead of immediately after each subobject as they have been done until now, which was fine for glass on steering wheels.

rog_nilsson
S3 licensed
Sent a car from editor, but still this message appears. D54 editor version. Uploaded straight after. and file uploaded is a 7z so nothing edited there
Gutholz
S3 licensed
Quote from YukselYilmaz :*10-) LFS can be open source, so that it can get to the level it has come to in decades in a few weeks. Drivers can agree among themselves to bring the optimization they want.

Open source is does not magically compact a decade of work into a few weeks.
Usually in OS contributors work only on the project in their free time. Rarely does that mean a more than a few hours per week.
People tend to be unreliable, they take long random breaks or quit without notice.
Money is a necessary evil that allows developers to concentrate on LFS instead of working 12 hours per day in a steel mill or coding 850MB sized printer drivers or whatever.

It is also interesting to look at other open source racing games, for example Speed Dreams:
http://www.speed-dreams.org/
It is based on TORCS and if you see that as its starting point then it has been in development longer than LFS.
Speed Dreams is a great project and it even has some features LFS does not have. For example weather or track editor. If I recall, mentioning it due to recent interest: it even has live delta timing! Nod
But in my opinion LFS is overall more advanced and polished.

Regarding bugs and abuse of certain flaws, those do exist in every game.
iRacing has maybe the biggest budget of all racing games and even there players continue to find new exploits like "brake dragging" or "driving on grass."


Quote from CRAAACH :The fact that he won't care bout this post doesn't means he disregards all the ideas this post tries to sell

The problem was simply that this was originally posted in a Test Patch thread. There is a sticky "Rules" thread and important messages are repeated with big colored letters in first post of current thread. It is nothing to take personal, it has always been that off topic routinely gets removed there.
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