This is my first LFS movie. As I don't have the resources to do something awesome I just tried to make it wisely. The movie is about the heroical deeds of my dear teammate.
I provide subtitles in this post as there's some text in Spanish that you must read to understand what it's all about
We know about those kind of things. We have a limit of 99.6% for the online time compared to the HLVC. If the online time is lower than 99.6% of the HL it isn't considered a valid time, but either way having a online time below the 99.6% limit results in a better overall time than having a pb above the HL (for some complicated reasons).
Hi, I wanted to ask about the last time that there was a big physics change and lfsworld times were deleted.
I wasn't here at that time but I'd like to know if only HLVC times were deleted or both online and HLVC were.
We use both times for our league entries to calculate pools order and there are some online times which look like they were made with an older (faster) physics system. Is that a possibility?
It's odd that the current WR for that combo is "only" 638 KB when the best time was done in the 44th lap.
Considering that I did 56 laps and my file is 2 MB the WR file should be bigger. Anyway that old WR was done with version 0.5W and gets out of synch at about lap 22 when darkone pits, so I don't how many laps it actually contains. The difference in the filesize in comparison to the laps done may lay in new data stored in the spr file due to changes introduced with patch X.
Hi, I'm trying to upload a hotlap replay but LFSWORLD tells me that maybe I'm "uploading nothing".
The exact message is:
"HOTLAP UPLOAD ERROR
File error - nothing uploaded?"
The problem may be that the file is unusually big for a hotlap replay, it's 2 MB because I was doing a full race simulation at AS2 with the FOX, and did a total of 56 laps.
I have played the whole replay to check if it went OOS at any point, but it finished correctly and restarted when it was over.
The best lap was done in lap 47 after having pitted twice in prior laps. It was a valid HLVC.
Thinking the problem may be that firefox has a short time-out parameter, I also tried with IExplorer but got the exact same message.
We played yesterday race with 5 linux/wine servers and the results were great:
wine 0.9.39
5 servers -> 4 with 31 people and 1 with 22
We usually had the UDP packet loss issue with crowded servers but everything went ok yesterday. The servers had been running for only 4 or 5 days though. I'll report if the UDP issue appears again.
Because he lied to me, he actually knows technical english (referred to computers of course) and can read pretty well, yet he can't find the words to express himself.
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.