Maybe LFS Replay Mgr could help? You can group / filter by replay version, select multiple replays and delete the lot in 1 go. Granted, not automagic, but close
Copy protection is there to serve one purpose.... annoy legitimate users, nothing else. The more stupid and OTT (like the OPs suggestion) increases the legit user's annoyance level, but does absolutely nothing to prevent it being cracked.
Modify it then. A friend's phpBB was being spammed regularly. Half a dozen lines of code added to the registration process and bingo! It stopped overnight
Add something like a simple maths question or other trivial, but simple question to the registration process (not an image with a code) and it should help.
Although obviously more work, but especially as leagues seem to be taking off more and more recently, maybe a separate few pages could be added to LFSWorld much like the team pages. 1 person registers as a "league owner" as such and can then edit a list of driver names within the league, again much like for the teams.. of which the league owner could then have the ability to either mass-mail all members signed up under the league or feed the message into the DB for the forum to read as PMs.
Any abuse by the league owner for spam (the reason for PMs being limited) could be pretty easily controlled on the server by Vic.. but I'd say this would be pretty minimal as it could also be restricted easily to licensed users only being able to register a league so accounts could easily be acted upon _if_ the need arose.
Gee... never would have thought someone would have posted about wanting real tracks.. and the ring!? noway!! Never would have seen that coming :rolleyes:
The reason you thought you were so special as to start a new thread containing nothing new than in any of the other threads asking about real tracks was....................?
Yup.. go to the nvidia site, there's 2 useful downloads there; one that'll produce thumbnails in windoze exploder the same as for most other images, and 'WTV' is a nice tiny tool for viewing DDS files.
rFactor (albeit an export function)... although it's not very stable in regards to exporting both audio and video.. the audio export part seems to work randomly, but the feature is there.
Would be great to have something like that in LFS too at some point.. FRAPS is crap.
Had 5 mins to have a quick look at this bug and by the looks of it, it relates to the use of the new 'highlight benchmark times' feature I added. My version (INI files etc) also crashes when I try and group a column and have benchmark highlighting enabled. If I disable this from the View->Grid menu, all works as expected. This should work for you too as a temporary workaround until I fix the bug and release an update
I'll have to disagree here... no tracks I know in real life have crazy shadows appearing from nowhere and the most ridiculous clipping & popping I've ever seen.
As I've always said though, the texture work considering the low-res textures used has been utilised pretty well.. but due to so many errors / glitches on just about every track in the game, it removes any kind of "very realistic" enthusiasm for me. Fix these.. and Blackwood in particular would be very realistic IMO.. by far the best track in the game.
Back to the original topic, I'd agree that the UF appears to be one of the new cars with the least detail externally. The looks / design itself is fine, but the poly count in places could do with some additional polys I think.. not to change the styling in any way, just to refine some of the corners / edges. Likewise I think the interior is pretty much fine for the UF.. there wasn't much to an old Mini dash either
Enforcing a size limit won't work (IMO). The last track I built was based on a park as a mower track. Due to this being pretty much a large open grass area with a few swings, tennis courts and some bright orange plastic fencing to mark out the track area, trees and some milk crates as pit area markers etc, there wasn't much to add to the scenery, so the download is quite light. However, the first track I did was much more involved than that, including grandstands and such objects that naturally use a fair bit higher poly count.. and then modelling a lower-poly version of those objects for LODs. This all starts to add up... so enforcing a limit won't really work else we'll just end up with crap low-poly objects for everything.
While the ingame auto-updater works and works just fine for the job it's required to do, it's a "one off" function. Having to do this 5 or 6 times a night perhaps if cars / tracks changed, I for one would start getting pretty pissed off.. I have better things to do than sit at a "joining track in a minute.. grabbing yet more data first. As you're on dialup, why not make a coffee.. and may aswell cook a roast while I continue, hell.. have a week in the Bahamas.. you'll be back before I finish." message or similar. At least with manual methods, you'd be able to grab the mods you want overnight or in the background and continue with something more important than looking at a static message saying the download is still continuing.
In general, again IMO, 'enforcement' breaks more than it fixes.
It's not a matter of "easy questions".. it's a matter of you being a cheeky [insert expletive of your choice here].
I see you at a bar.. I feel a bit cheeky, I walk up and ask you to buy me my next 5 pints. I don't know you from Adam and vice-versa... how many pints are you going to buy me that night? Or are you more than likely to flip me a finger? I know what my answer would be.
I don't think downloading models when joining a server would be a good idea personally, using rF / GTR2 as an example of filesizes (never played any 'run about n shoot everything' games). The last download I grabbed for GTR2 was 52Mb download, 112Mb unpacked (car mod) the last for rF was ~30Mb download, 70Mb unpacked (single track). Even with 20Mbit downstream (obviously that's variable to a point), it's not a 2 min job.. which IMO, would cause a lot of annoyance to people.
Models can be fairly small in filesize, but I think we're still talking larger than the average skin file (although maybe not now using DDS textures), but it's the textures that take up the most size in this respect, especially if LFS supports multiple DX versions in the future as DX8 seems to give very different results than both DX7 and DX9.. some places where I had to use 2 separate textures both for the same thing.. except the one for DX8 was a slightly different shade / brightness (vertex colouring can help for some things).
Don't get me wrong, I'm all for modding (was the main reason I moved over to rF when it was released) and I much prefer to install mods manually as I can then do as I please with them (ie: the first thing I did with all rF mods was to remove any crappy UI stuff that they added and any music / movies.. then I'd end up fixing most of the mods I downloaded to run properly within the original game structure amongst other things). Some of this could be sorted I guess if there was an "official distribution structure".. it's quite worrying to see how many people seem to be able to create some mods yet have absolutely no idea how to use an archiver or have common sense about dir structure
I would if I thought there'd be a chance to have the content added and that I could use 3DS to build the content. I built 2 and a half fantasy tracks (all drivable, 3rd never had scenery etc) for rF and ported 2 of them to GTR2. Would definitely like to port them to LFS and continue building new ones... I only stopped the building as rF isn't for me anymore.
If LFS becomes moddable in any way like this in the future, I'll be right on the case too
Places like South America and as much of Asia as I can find (less Oz / Nz) is firewalled until hell freezes over, so some people have difficulties with accessing things.
PII 350mhz, 320Mb RAM running FreeBSD made for a great server before we got "proper" dedicated servers for our team
Actually, that PII acts as my router / firewall these days.
Downstairs though, I have a PI 75Mhz (was originally a 486DX) with 20Mb RAM.. still runs, although not much use for the most part.. but it's loaded up with win3.1, m$ office 4.2 and other such "oldies" :cool:
Yup, that's the main reason.. and the original version of LPH came with a directory and a bunch of loose images for the clothes preview. Obviously nothing complex, but as you know, there'll always be one (or two or three)
I guess I got into a habit of doing this since way back when win3.1 was a "big deal" and continued ever since.
Personally it matters not to me either.. I spend more time unpacking tarballs on *nix than I do using installers on windoze, but it also keeps all my tools kinda uniform when I release them.
And FWIW.. I hope my previous reply didn't come across as a "like it or lump it" post in a harsh manner (I didn't word it too well).. was just meant to be an explanation as to why I do things the way I do sometimes
hmm, I see these "arguments" all the time regarding installers vs non-installers and really don't understand why. What's wrong with a _correctly_ configured installer? I can understand when you get monkeys playing with them who don't have a clue and half the time end up screwing up your registry or deleting files they shouldn't on uninstall, but IMO, when written properly, they're tidy, easy to use and somewhat "standardised" for even the most brain dead.
In short, this is the way I do things (and have done things for years) when I code apps and can't see that changing in the forseeable future.