Edit cfg.txt (while LFS is not running), find the MPR Message Block 0 near the end of the file and change that 0 to 2. This is the equivalent of pressing shift and -, it blocks system messages as well as chat mesages.
Yes thank you, that did the trick, just like the normal LFS' cfg. Silly me, didn't exit the host while I changed the cfg file. I even found the translation entry in there.
I've set up a dedi host on my machine to try out several things about it and I have few questions:
How is it possible to change the name of the host that appears in the connections list in game? I've seen several hosts did that but I have no idea how. There's a host.ply file in misc folder of the dedi and also a mention of it in cfg.txt but changing those did nothing.
Dedi host also includes langage files. How to select them? Not that it is important but it would be nice.
I've noticed that loading autocross layouts works only in S2 mode. Back in S1 days I'm sure I've seen some objects placed on BL track to prevent cutting and going wide but I can't remember if that was in demo or in S1 mode. Is this deffinite that there's no way to use autocross objects in demo at all? I ask because I heard in autocross section of this forum someone mentioning the "version of the layout that works in demo" and wondering if he knew what he was talking about. I guess he didn't.
Yes, I was on a demo server today and admin was trying to ban someone with coloured name. He tried few times and instead of command being applied it just appeared as a chat message from him in red colour: /ban <someone>. That someone's name's colours were original (last character was red I think), only /ban was in red. Not sure if that is a bug or admin's mistake.
There's a tiny little bug when clicking on down arrow to show all characters: that down arrow changes into Ź when clicked, as in screenshot. It doesn't matter which codepage is selected, its Ź every time. I suppose it should change to the up arrow but Ź is in that place instead in Central European codepage (second screenshot).
I tried things that were the issue before and they are no more. Names in credits are all ok as well, one is missing but he'll be sending an email soon. Cool to see our names in credits of our favourite game.
And now for something completely different: UF 1000 @ Kyoto Oval. Drafting all the way through the 3 lap race, going 4 wide, looking left and right more than forward. Must be the closest and most random racing combo. Great fun!
Are you using Logicetch Formula Vibration Feedback Wheel or a ruble pad? If yes then one component of Logitech's drivers is causing this, backweb.exe IIRC. If you can see that running in your task manager, disable it and see if it helps.
I did what you said and it made no difference but after trying several combinations I think I got it: š and ž can change to љ and ћ, their capitals too, but ONLY if they are positioned BEFORE the other high characters in the player name (before the ^E is inserted) because they exist in Latin 1 codepage. And the "solution" is to edit the ply filename and put the ^E at the beginning. After that all is well.
Actually there one more thing. Over the car it appears exactly as in Windows, but in game menus in every place: connection list in game, player options, race setup screen... its different with that little 3 symbol.
I'm getting the same results with that test player file as nesrulz.
Is this the same language_kb.exe file as last week? If so I already posted the results.
I tried to reproduce the thing with player names but it worked ok to my surpruse. I made several new players with Cyrillic, Central European and everything was read correctly after I switched back and loaded that player again. Windows Explorer showed correct latin Central European characters in that filename: š and ć in my example, but not Cyrillic although that was not a problem as LFS read and showed that correctly every time.
Then I started messing with the colours, editing player names and that bug happened again. CrazyICE described it well, LFS made another ply file beside the old one which was stripped after some point (I think it was also a dot as was in his case). Old file with full name stayed there in the misc folder and there was that new cropped one. In LFS it only showed the cropped one, sometimes twice and they couldn't be deleted from LFS, it kept appearing again (probably the one that kept apearing was that long one). It behaved strangley and I couldn't remember exactly what was hapening. When I tried to reproduce it again starting all over with another player I couldn't. Need to try more to find that combination which gives the strange code to LFS...
Few other things I noticed:
AltGr (right Alt key) also calls those new colours in message box same as Ctrl does. I've been using AltGr to type in euro simbol and ^ so I'm not sure if this new behaviour was intended?
Also, selecting colours in this new way affects only characters typed after that. If we want to edit the colours we have to type the text again.
If someone has high ascii character in the player name (like I have a š, which is actually a part of Latin 1 charset so I was having it for a long time before these test patches) and when message is typed in Cyrillic for example, that character in player name appears in that different codepage: š becomes љ. It seems that it appears like that only if message is started with Cyrillic keyboard, if I start with other and change to Cyrillic later in the message it appears ok. Screenshot.
Hm ok, that was enough for now. Thank you for the new patch, its getting closer
Coincidently, I first tested the keyboard switching in the meeting room which is basically a kind of a text box that is always open, so codepage switching doesn't work there, as is already described. One would have to exit, change keyboard, then come back every time. Actually, change does take effect but only after pressing enter and it is ok for the next message typed there. But that means that every message before the change would be written in strange characters. I hope I make sense here. Same behaviour is in normal message boxes, change is effecive for all the next ones, either by exiting the current one with esc or enter.
So, I'm liking that it stays default for everything after the change but the "intelligent" thing would be nice: change of keyboard would insert the appropriate code (^C, ^E, ^L...) in front of the next typed character in the message as well as change the default one as it is now.
I've noticed this too. When changing codepage with this option (to Cyrillic or whatever) F key binds get sent out as separate message and box is not closed. But I guess thats not gonna be a problem when codepage change would be done automatically with keyboard change in next patch, right?
Two big events are on tonight. Nations Cup Group E is running thier 3rd event right now, can be watched on LFS Spectator, and in 45 minutes time (10pm cet) Group B will start their first event (without spectator). Sorry about the late notice.
Sorry, I was away from this forum for past two days...
Well, I did the translating offline a while ago, then I had to copy/paste each entry separately into the online page for translating the help file few weeks ago, and everything was ok (main translation can be uploaded, but help has to be done one entry at a time in this online system). That was on 14th october. Now, I don't remember if I went back to check the online help translation in the meantime so I cannot be completely sure, but I think the problem with backslashes appeared only when I downloaded test patch P7 (first one where serbian translation was included), actually I noticed it only 2 days ago when I went on to change few things in the help again (29th oct, 2am) thats when I deleted all the backslashes.
I have just downloaded P8 patch and all seems to be ok in help file in the zip, also it is ok in online translation pages now, so no problems anymore.