What do you mean by a dummy? You must have an x-server running with all the CPU and mem usage that it means? Or can you have it somehow "disabled" so you can save all those resources?
Could that be caused because of compiling the sources yourself? I mean, is it possible that the precompiled binaries available for several distributions didn't have this problem?
That bug report definitely looks like the problem we're talking about. I don't know if we are knowledgeable enough to get that wine version and compile it, I'll ask if any can do it and try that version of wine. Let's cross our fingers...
I don't know about debugging, but we have the racers and the servers you may need for your testing in lfs-spain. As I said, we are very interested in finding a stable linux/wine combo to host our league servers.
I think many people have posted here without even knowing what is being discussed. Violently crashing into whatever will have very bad consecuences, we all know that, but that's not the point.
Many of you may have noticed that when you make a mistake and step on the grass getting offtrack sometimes trying to avoid the barriers by braking and turning will make you hit the wall with the side of your car (at very low speed) resulting in your car flying, while if you just turn towards the wall to have a direct frontal hit it will leave some damage on your car, but it won't end up flipping over. This happens with some kinds of barriers and in some specific tracks, it doesn't happen all the time everywhere.
But the things that really bugs you the most is when you are driving door to door with another car at the same speed after slipstreaming him and then approaching to the corner you just rub your doors driving both cars in a straight line and then one of them is shot away spinning while the other one doesn't move an inch. That's what we are talking about, and that's not crashing or wrecking.
As I say, most of the times it happens with very slight lateral contact caused by close racing, not with heavy crashes or frontal contact.
I just say that games with poorer physics like GT or even NFS don't have this issue, and it's common sense that when you are racing close to another car and just rub his side at a long straight if you end up flying it really gets to your nerves. It's something that shouldn't happen, so let's just hope scawen finds a good way to solve this strange car behaviour caused by light contact.
wine 0.9.25-2.1
debian etch, kernel 2.6.18-4-686
dual core machine
1 Gb connection
7 dedicated servers on this box (fully optimized for just LFS hosting)
Yesterday night we had the mentioned problem of people who stopped seeing everyone else thus being a "ghost race" more than anything. I think that's the UDP packet issue.
We had this problem back when we were running a host in another machine with the same configuration but was used for other tasks and not just LFS. Anyway when we installed patch X on that machine, which uses the same kernel and WINE but has only different hardware and usage, the problem seemed to disappear. We used two servers on that machine with 60 people racing at the same time and everything went well.
Based on that experience we set up a dedicated machine with the same linux core and wine version, a faster connection and higher CPU power to have more servers this week. It resulted in the above mentioned problem happening very soon when we had about 130 people connected. And very soon I mean like 10 minutes, but I think it shows depending on the people connected and the time the server has been running is not an important fact. We knew this problem from long ago, when we couldn't have more than 12 o 13 people on the server because too many people caused the server to fail (in this way).
For reference, CPU was 3% at it's highest peak and bandwith usage was 18 Mb out of 1 Gb.
You mean those little cars there? I think they do those with the official LFS S2 Viewer. Every team submit their skins to the league admins and they get those small bitmaps using the viewer. I think you must be trying something harder than that.
And to everybody, I'm not a member of the lfs.es crew, I'm just a proud member of the lfs.es community. They're the ones who do the hard work!
With the release of patch X the liveforspeed.es league admins had problems during the week to know how many 32 slots servers were going to be available to play monday's race, so they set the limit at 5 servers we already had, with up to 160 players.
To our surprise we reached the player limit for the first time, even having raised it for this race. Even two people didn't get to play because all pools were full.
You gotta love this game when you take part in such a great league. We got both WRs for the UFR and XFR for this race, 160 players, five 32-players pools and tons of exciting and clean racing.
Thanks to all the liveforspeed.es crew for their efforts to make it such a great community
PS: If you haven't played with 32 cars on track yet... DO IT!
PS2: Having a community this competitive is what made us take 1st place in the MHR Nations rank.
Last edited by SamH, .
Reason : Removed inline image tag. Too large for most browser windows.
If you get 11 people together you can try all tracks by adding AI cars (I think that max cars per guest is 3 in multiplayer mode) so you can get up to 33 cars. That way you can check how many drivers the track allows.
Indeed it is. Imagine you set up your server with track rotation or something and when you have a full 32 players grid it rotates to a track with less capacity, so some of your players get automatically disconnected and can't rejoin
Also, it is very important to know for league admins who run leagues with several pools that can go up to 32 players per pool.
We already figured it out, it was a stupid mistake opnening the ports. The usual thing that happens when you do it quickly. When we checked the individual setup.cfg files we fixed it easily.
Now we have 6 team servers 5 of them tigh 32 slots yay! And they work just fine Thanks fot your support.
Is it possible that this is all happening on servers that are running on the same machine?
i.e. 5 servers running in a 500servers machine, one of them works while the other 4 don't. We are trying to set several servers on our own hosting and are having this problem.
We have been trying to set up dedicated servers for our team for a long time using WINE. Now with patch X it seems to be working quite fine, but now we want to run multiple servers on the same machine and we're having problems most likely with the OUTPUT ports.
Lets say these are the ports we have open for two servers:
iptables -A INPUT -p tcp --dport 63392 -m state --state NEW -j ACCEPT
iptables -A INPUT -p udp --dport 63392 -m state --state NEW -j ACCEPT
iptables -A INPUT -p tcp --dport 63393 -m state --state NEW -j ACCEPT
iptables -A INPUT -p udp --dport 63393 -m state --state NEW -j ACCEPT
iptables -A OUTPUT -p tcp --dport 29339 -m state --state NEW -j ACCEPT
Being the '92' for server #1 and the '93' for server #2. As you see we only have one OUTPUT port open, and having set those ports in the setup.cfg of each server, of course.
The first server is running perfectly, but the rest of the servers (we have now 5 servers for testing purposes) are not. On those servers when you try to connect it reaches "waiting for player information" and then get a "didn't receive a reply" message.
We think that server #1 is using OUTPUT port 29339 which is open, but the other servers are trying to use other ports which we don't know, and which are not open.
That's all the info I have as I'm not the one running the servers - I'm just his spokesperon - So, we'd like to know if there's any special thing we need to do to run multiple servers on the same machine.
I hope the provided info is useful. Thanks in advance!
EDIT: Maybe this should be moved to the "technical assistance" forum
I have found out that my computer always uses the same outgoing port 29339 when trying to connect to all the servers yet only the first one works.
EDIT2: We have sorted it out now, it was very stupid mistake like it usually is
Yeah, there are plenty of insim applications and unofficial ad-ons out there. Guess who made those? Yes, the users did.
It has been said for a long time that as long as LFS remains unfinished there won't be any third party content added to the game.
Imagine that in future patches or stable releases the track format must be modified because there's a new "dirt-on-track" functionality and every track must be taken care of independently. The devs could assure that they would handle their own tracks, but what would happen if third party tracks are not updated? People would moan because their favourite tracks are not playable anymore.
That's just a dumb example, but the point is along those lines. It's just "don't let third party content into something that's still unfinished and evolving". Some people do not understand that LFS is still in an alpha status.
And about real life tracks... are they more fun to drive? More exciting? Does the feeling change when you're driving a real track? They're just tracks, with straightways and corners.
And you know what is cool about fantasy tracks? They don't have to be real yet you can make them look alike real ones! I just hope the devs bring us some new cool tracks with several layouts next time.
Sorry for the bump, but I think this really is an important question that should be answered because league managers don't know how many people are allowed in each track until everybody is connecting to the server and then you realize that there's no room for everybody.
Making 32 players pools and then not being able to hold the league race because you didn't know the track player-limit is not a nice thing
Hi, I've used the serach function and also checked the suggestion logs and didn't find this, so here I go:
Right now we have 3 options to save mpr replays:
Don't save
Save - manually
Autosave
Some people like me don't want to use the "autosave" option as it generates a lot of mpr files thus taking a lot of disk space and also making things hard when you want to find a single file.
I use the manual way, in which I need to press the key '2' to enter a name after the race is finished (or whenever I want during the race) and the replay is saved.
My suggestion is a 'reminder' mode, where the game prompts you (a chat message like when a voting starts) to save a replay after the last pilot crosses the finishing line and the race ends, then you press a single key, i.e. '3' and the replay is saved automatically with a certain name format, like 'date_track_car.mpr'.
The important thing is the reminder chat message, because many times we (I do at least) forget to save the replay when the race finishes. It would also be nice if it worked it qualifying sessions too, as sometimes you don't know for sure if everybody has finished they're valid laps, because people is always entering and leaving the pits even when the time had already run out.
They're just being smart, and it's working so far so no need to rush things. Money keeps flowing as S2 licenses are being sold, which means that although people would like to see new things there's still a market margin for developing S2 to its final without having to add crappy untested things, but doing it the right way.
If the developement system is working, why change it? If the community were clearly fading away they would think about other formulas to attract people, but that's not the case. This means that impatient people will have a hard time waiting becuse bitching won't make the game evolve faster.
I'm totally on the devs side of closing development, as it makes the game more stable and also gets the community together, which doesn't happen with other sims open to third party content, which tend to spread people among different mods.
Anyway, a thing that I would like to see and I think that it would work, would be a "car designing contest", were people would submit their designs and if the dev team really liked one of them they would adapt it with the required stuff and put it into the game. It's not opening the game to the community, but people like these contests and they usually keep the community somehow "happy". Anyway this could not be such a great idea if people start saying "they're doing this because they're out of ideas for new cars" or start bitching like "a lot of people loved my design yet you picked one less wanted". People can be really stupid sometimes.
I say, let's just pray that the community don't die and the dev team keep their great work so we can have exciting racing for a long long time.
Hi, I'm just wondering if there is a manual for LFS Companion, as the link in the first post is broken and in Becky's page there's no link to anything LFS Companion related.
I know this is no longer developed, but I wanted to try it and get the functionality of having real time stats of races. Having watched STCC broadcasts I'm quite curious about how this works and how can I get it to work for me and analyse races and replays, and who knows if even broadcasting in a future?
I would really like a NFSU with LFS physics. It may sound weird and awful, but it would be interesting. There would be no market for it though as people who usually like NFSU-like games don't like non-arcade physics, and people who like realistic physics usually don't like fancy car-tuning games.
So, is there anything like an official last version of LFSWorldSDK? A friend of mine handed it to me, and googling for it I found a sourceforge site where the last versión i found was actually older to the one my friend gave me. Is there an official site for it? And what is the last version?