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Scawen
Developer
There is really too much of this heavy stuff going on and it IS a waste of time. We are working on LFS and bringing the new track up to a new level. I could talk so much but it's all the same as I've said hundreds of times, so I will not. We all want physics and graphics updates. At the moment it's a really big graphical and functionality update and I've been right on the case, continuing the momentum from the graphical updates caused by the Rift DK2 which is a new experience and has inspired Eric as well. All graphical updates are now checked in the light of the 3D world inside the DK2. Something you seem to be very cynical about, cargame.nl, but you are simply wrong. The Rift is important, this is not the VR of the 1980s. This is VR that works, and works well with LFS.

There's no point in people coming here and throwing insults around. We'll just ban them, and get back to work. So what if I called some people talentless fools? If a person really has nothing better to do with their life than going on a forum and insulting people, then I am quite sad for them, and they really need to try to find something constructive to do with their life. Being a talentless fool may be temporary, or so I hope.

Again and again I say, we are working on this at the pace we like. We don't use the help of others because we like it this way. Just don't expect things out quickly. If you want more variety than is available in LFS, go and race in a different sim for a while. That is fine! Come and race when there is something new to try out. We sold you a license without time limits and you get free updates a few times a year, so we don't really need to be attacked for that.

And cargame.nl, please do stop coming here and insulting people. Your server provides some of the best racing and we don't want to kick you out. But you really do waste a lot of our time by insulting random people who ask an innocent question. The posts are reported and we have to come and deal with it. It's pointless. If you are in a bad mood, please keep away from here. I'd be grateful if you would change your avatar. A constant personal attack on me seems quite unfair really. Yes... it's personal, it has my name on it.
Scawen
Developer
Quote from Amynue :Scawen can you please tell us how that shadow experiment went?

It's a variation on the existing shadows + ambient lighting system. Still using vertices and splitting triangles to create shadows, but as it splits them a different way, it can go deeper, splitting the already split triangles, without them becoming pointy shards like broken glass. Also there is a process of test-splitting them to see if there is a shadow between two vertices, then backing out again if there is not. So it's better at detecting shadows and reducing the size of excessive shadows on large triangles. There's still more to be done. I need to store in pairs of triangles the info that they are part of a rectangle, so it can be split more sensibly. For example, a long thin rectangle that is part of an armco barrier. If one end is in shadow and the other is not, then it is split 'along' as required, but also 'across' which is very wasteful. It's worth finishing this because the shadows are improved (to some extent, although still flawed) without going deep into some alternative shadow system.

Quote from racerss :
Quote from CZE :Hello.Any new progress with westhill??Last post about how its going is old around one moth...

He said that the ETA Is few weeks, (8 nvmbr)it's 9 december now and still nothing. i'm just waiting for the paths system =D

Yes there is progress. I have received updates from Eric, tested them, found things that could be improved with some code support. Also some editor requests from Eric to help with things. So he's been on the case and I have continued to support it.

Basically we are working together and it's one big graphical push. To our way of thinking it's worth carrying on with that, so we get to a level we are happy with for now. For once, Eric has had a long session with my coding support and hasn't been rushed to a deadline. So that's a good thing. The functions and features I have been working on will help with updates on other tracks and the ones we have not yet released.

Quote from nacim :
Quote from Flotch :Do not you think they plan to release the damn thing before xmas ? ^^

I'm still hoping a test patch for Xmas.

Unfortunately if I look at the date and look at my lists of things to do, Westhill will not be out by Christmas. Maybe I can get the new paths system test patch released. I'll see if I can prioritise those tasks. Though it's good I didn't rush that out, as I just came across a change that needed to be made to the TV camera selection system.
Scawen
Developer
Quote from UnknownMaster21 :This might be not so much related about this Westhill Progress, but I was thinking what was the decision to make new westhill, but unable to release Rockingham or other tracks?

It has been long enough I last time looked these things seriously, so I bet I do not remember "enoughly" about what I thought before.

Sure, the thing is this is nothing compared what will come on future, I am pretty sure about it. But question is, why this way? What actually changed mind? It all started on as oculus rift, then Direct X 9 thing, I bet this new westhill is actually a test to see how things would look and go on upcoming updates.

Or is there a post claimed about the decision?

Yes, we did post before.

Actually the idea was to do the quick "two configs" update on Westhill, in time for Christmas 2013. It has turned into something more.

Rockingham is nearly ready, that's true, but we don't think one track is enough to justify an upgrade to S3.

The plan was to get Westhill out as a quick update, then this year I would have done the tyre physics while Eric finished Rockingham and at least one more track, ready for S3 release.

Obviously, plans change and this time, they changed! Westhill became a much bigger thing so Eric has been on the case for an extra year on it.

A 'quick' 3D update turned into support for the Oculus Rift DK1. Then an overdue conversion to DX9 led to me finally learning how to do HLSL (for pixel and vertex shaders) so I was able to make the car draw a lot faster by using a single pass to draw each car instead of three passes. There is great potential for improvement of the car draw and the world, by updating the drawing system and taking advantage of programmable shaders. The Oculus Rift DK2 came out and that was seriously worth supporting. I don't want to hear what a waste of time that was, from anyone who hasn't tried it, because they can't imagine something better than looking at a monitor. The Rift gave us a very close look at the graphics and we were able to do the very significant update to get rid of many of the "alpha test" textures, most noticeable as an improvement to trees. It has been a productive year, though many people just forget the good things, because they still haven't got what they are waiting for, and also because they want something different, not just an improved version of what they already have.

Hope that explains why we are doing a Westhill update, until the next person asks the same question!
Last edited by Scawen, .
Scawen
Developer
Quote from Flame CZE :I've cleaned up this thread from off-topic. I had to cut it off at some point.

Thanks!

Quote from DANIEL-CRO :3rd pic : I cannot stand to not notice that power line is interrupted, where da powar goes???

Well, clearly this is something that isn't finished.

Work is still continuing. The last couple of days I've been rearranging some code so that the modeller objects can be included in the lighting render. Previously, modeller objects that were in a shadow appeared to be glowing.

Obviously we are well aware that there are big problems with shadows, but this is still an important graphical thing that Eric has waited for, for several years. It followed on from the repeating objects system, which allowed the repeating modeller objects to be included in the lighting with the segment.

It's one of those coding things where one thing leads to another. Some people like to criticise and mock this approach, because they have nothing better to do, but it's how things get done eventually.

As usual, all good but taking longer than expected, which is as expected... things are being crossed of the lists.

That's just a small progress report, for people who like them.

I'm aware there are other people who are just lurking around waiting to attack, get angry that we are still working on things and so on. They can keep their comments to themselves, thanks! If they know so much better than us how to make a racing sim, they are welcome to make one!
Scawen
Developer
I definitely do want to change the shadow rendering system! And as you can imagine, Eric would like nothing more than that! My last century rendering system puts shadows where there shouldn't be any and misses shadows where there should be some. But I think it is of a lower priority compared with releasing the Westhill update.
Westhill Progress (November)
Scawen
Developer
Hello Racers,

We have been continuing to work hard on the new Westhill. As many of you know, we have gone to a new level with the new track. There is a new National configuration and an International configuration which is similar to the old Westhill. Eric has made the scenery highly detailed and driveable, which makes the open configurations a lot of fun.

The high level of detail resulted in some loss of frame rate, specially in open configs, so we have worked on a new system where open configs can use 'paths' (and change between paths as needed) so LFS knows where you are and what you can see from your location. This keeps the frame rate high by avoiding drawing too many objects. I worked on a new hidden object removal system which doesn't miss objects like the old system did. I plan to release updated hidden object files for the existing tracks.

In the last few days I made a new system that allows for higher detailed fences without increasing the number of objects. It is a flexible system that allows a repeating model to be placed along any of the 'segments' that are used for tracks and fences in LFS.

This has been used now to improve the appearance of some of the fences and barriers in the new Westhill and allowed the removal of some 'alpha test' textures (which do not work well with multisampling AA) because geometry can now be used for repeating supports. I was able to write some auto-repair code that saved Eric from having to manually edit thousands of fence segments.

Eric is finishing some models and has been filling some of the distant landscape scenery. I still have a few things to do left on my lists. After the weekend I'll need to examine my notes and get them together onto fewer sheets of paper and I'll know where I stand then. We are trying to get the release done as quickly as possible but with high quality.

We hope you enjoy these screen shots that show the new fence and barrier system.
Scawen
Developer
Hi, just a quick message so you know we are still working hard on the update!

I took a few days just now to make a new system that allows for higher detailed fences without increasing the number of objects. It is a flexible system that allows a repeating model to be placed along any of the 'segments' that are used for tracks and fences in LFS.

This has been used now to improve the appearance of some of the fences and barriers in the new Westhill and allowed the removal of some alpha test textures, because geometry can now be used for repeating supports. I was able to write some auto-repair code that saved Eric from having to manually edit thousands of fence segments.

Eric is finishing some models and has been filling some of the distant landscape scenery. I still have a few things to do left on my lists. I'm not really sure how challenging some of them will be. After the weekend I'll need to examine my notes and get them together onto fewer sheets of paper and I'll know where I stand then.
Scawen
Developer
Yes, we are still working on the Westhill updates. Eric sent me a test version with most of the new paths done. This brought up some more editor improvements I needed to do. I've been looking around the track. Eric is still finishing some things and fixing some issues. I've been trying to get the remaining things off my list. This stage seems to go on a while. Some things take longer than expected and other unexpected things come up. But it's all about making improvements to LFS so it's all good, apart from the wait.
Scawen
Developer
Quote from dawesdust_12 :Scawen, is there any chance of getting a high-res overhead of the new westhill prior to release? It'd be nice to be able to see the new layout, as well as the various sideroads.

I don't think we will release any more images before the test patch release.

It's best to just get the job done and get it into testing. Day off today but I'm back on tomorrow updating editor functions that help Eric and some other things I still have to do.
Scawen
Developer
It's going well.

I completed the new "optimiser" which precomputes which objects are visible from any point on the path. It uses a higher resolution and a much better rendering method to correctly detect what is visible, so there is now very little popup of objects, holes in the road and so on. I plan to release updated object visibility files for the current tracks. Probably in a test patch before Westhill is ready.

I've just written a new thing for open configurations which can start on a path (instead of using no paths at all) and then switch between paths when you go off the edge of one and onto another. The result of this is higher frame rate on open configs, because it can use the optimiser. Also the echo map is available. Still need to do the lightmaps, so cars go darker when they are in shadowed places. This was really vital for the new Westhill as it has all the access roads which are fun to drive on, but the frame rate was too low without the use of the optimiser. Eric is creating dummy paths for the access roads, so they are not selectable as configurations but the paths are available for open configs.

So it's all going well. Obviously these things aren't done by magic and they take time, but we like working and we like what we are working on. So for us it looks good.
New Version 0.6G
Scawen
Developer
Dear Racers,

You can now download a new update of Live for Speed with graphical improvements and support for the Oculus Rift DK2.

The main visual improvement is related to objects with transparency, such as trees and railings. In most cases we have been able to improve their appearance a lot by using a new drawing style.

We are also drawing the cars using a more efficient method which helps keep the frame rate high, specially when there are a lot of cars visible.

The Oculus Rift support has been well tested and received a lot of support from people who have been able to try the new DK2 headset. It is a lot of fun being able to look around the cockpit of your car or the world you are in just as you would in real life. The sense of scale is something to be experienced!

Read more about the patch and how to get it on the 0.6G information page.

Eric, our artist, has been continuing work on the new Westhill track that we announced in June. After the Oculus Rift DK2 was released, our programmer Scawen ended up spending many weeks supporting it, causing a delay with the Westhill update. This gave Eric more time to work on the scenery to a higher level of detail and he has made the access roads driveable. It's a lot of fun driving around the whole track area, in an open configuration, when you have some time off from racing and feel like exploring a bit. Scawen can now focus on optimisations and other programming support for the Westhill track. We estimate a few weeks until release.

You can see some screenshots (from June) of the new track on our screenshots page.

- LFS Developers
Scawen
Developer
Quote from wildstyle :I guess this is the reason why the RB4 cockpit only consists of three pixels.

You are confusing the programmer (me) with the artist (Eric). Actually the RB4 was one of the car interiors we made and obviously seriously needs an update. But that is not related in any way to my question about why people are obsessed with extreme high res textures all over the world so they can still see high res when 20 cm from any wall.
Scawen
Developer
I don't get this thing about high res textures. Yes, if you get out in SHIFT+U mode and look down at the floor from 20 cm away, or right up close to study the bricks on the side of a building, sure. But how is that related to driving? Anyway, Eric has used a lot of high res textures on Westhill so a lot of people will be happy about that. But for me it just means it's slower to load and the frame rate is reduced. Go to half texture res and the frame rate is increased without any change in visual quality that I can see. I really don't get what it's all about. But apparently loads of people just love high res textures. Seriously, do you spend that much time so close to textures that you need it? It seems to me that what the images are lacking is things that I just haven't coded yet, specular lighting on the road (and many other surfaces... really most things have some kind of specular reflection) other lighting effects and so on. Things that would have a much greater visual effect and simply cannot be solved with increased texture resolution. I have wondered about adding separate texture resolution settings per track so for example you could leave your car interior resolution up as normal but for Westhill select half texture resolution if you don't have the latest graphics card.
Scawen
Developer
Quote from Flame CZE :Is it normal that those textures of seats and spectators have aliased edges? They seem to be at Blackwood, Kyoto Ring, Fern Bay and Aston.

Tested with the F9_TEX patch.

Yes, they have not changed since the older versions. We can't simply change them from alpha test to alpha as there are serious sorting problems with seats and people if we do that. I need to write something that gives us control over the drawing order of triangles within an object, then we'll be able to do better grandstands in later releases of tracks.

Quote from THE WIZARD DK :@scawen. i just noticed im still having the ATEST old files in my folder. these are just to be deleted right?

Yes. When you first run LFS, if it can't find the _ALP version of an ALPHA / ATEST / ALP24 texture, it creates a new copy of one of those, named _ALP. This auto-copying allows LFS to continue to use custom textures and doesn't require the already correctly named textures I supplied in the patch. But it doesn't delete the old version of the textures. This is to allow the possibility of rolling back to an old version of LFS.

When you are sure you will not roll back, you can delete any files ending ALPHA.dds / ATEST.dds / ALP24.dds

Thanks for your observations of the textures at Fern Bay. But Eric doesn't want to get involved with Fern Bay now as he is still working on Westhill. He just wants to do a big overhaul of Fern Bay at some time.
Scawen
Developer
Really good, I think. Definitely a much later release than we expected but some of the things on my list for the Westhill patch moved into the Rift support patch. For example the new alpha system which allows much better looking trees and other objects with transparency, you can try out right now in Test Patch 0.6F9:
https://www.lfs.net/forum/thread/86202

Eric has been continuing to work on Westhill and we want to get that into testing soon. I hope to release the new full version with Rift DK2 support next weekend, so that I can focus 100% on the additional support for the Westhill version.

So it looks like a few weeks. Strangely enough that is what we said when we first announced it. But on Eric's side, Westhill moved onto another level since that announcement and on my side, the DK2 support turned out to be a bigger deal than expected. All good though, apart from the later release.
Scawen
Developer
Quote from Danas :I Believe I've found a bug in the treeline behind the fences in aston. Seems like the alpha on the texture isnt working or applied?

Thank you, I confirm this bug at Aston. In fact I noticed that last night but didn't want to influence anyone's observations by mentioning it. It is reassuring that the only bug reported, is the one I already knew about!

Please do let us know if you see any other significant alpha or sorting issues related to the new alpha system.

Eric and I have also seen some small sorting issues where a branch of a tree can sort of pop in front of another nearby tree as you move to a different position, because we now use alpha instead of alpha test (and often, on trees, a two pass combination of both, known as Tree Edge Alpha or TEA). Nothing that really bothered us too much though, and is less bad than the actual distant object / track popup issues that have always been there due to failings in the "visible objects from current location" system which I am working on for the Westhill update.

So at the moment, the only known issue with this patch is that bug at Aston.
Scawen
Developer
Money won't get things done in our case. Eric and I have worked in game companies before and we prefer our way of doing things. We work from home, as inspiration takes us. It's not about deadlines, running a company, keeping the income high, paying the staff, interviewing people, firing lazy people and all those nasty things that come in. We aren't interested in that, at all. What happens if you go down that route is you start looking at what can make the most money, as you have to, to pay all the staff. We don't subscribe to this twisted capitalist view that the purpose of life is to make the most money possible. We just want to work from home, at our own pace, getting all the things done that we want to do. It takes longer than everyone hopes, but we keep on going. LFS isn't here today and gone tomorrow like most games.

EDIT: We are interested in the idea of open (or limited release) editors, with moderated content, in some way, paid or unpaid but it's not going to happen with an S2 license. We need to get to the S3 license and updated tyre physics, some sort of stable level before opening up things to the S3 licensed users. It's not a finished product and it is not ready for community development support. That is a big subject and this isn't really the place to discuss it, as it has nothing to do with this test patch.
Last edited by Scawen, .
Scawen
Developer
Thread open again.

One month since the start of this thread, how time flies!

It's all going well, not only with the Oculus support but also I've been doing some slight graphical improvements and helping Eric with some editor updates (though he needs more).

I'm getting to the end of the first stage of Oculus Rift DK2 support, aiming for a full version at the end of the week. Eric has continued filling the gaps and improving and adding features around the Westhill track.

I do still have to work full time, with Eric, on support for the highly detailed track so there are still a few weeks to go.

Right now you might like to try Test Patch F7. There are some slight graphical improvements, mainly related to the mipmaps of some alpha test textures, which, on some tracks, used to go very dark on the edges in the distance. That small fix obviously isn't going to make a huge difference, but more interestingly there is a new texture loading system that resaves the file if it wasn't saved in the most optimal format. As a result, track load times are much faster after the first load. In the case of custom texture packs, the load time decrease can be surprising! And it even speeds up the default supplied textures. Thanks to Daniel CRO for demonstrating this speedup with his external test program.
https://www.lfsforum.net/showthread.php?t=86202
Scawen
Developer
Guys, I explained before... search my posts. Yes the VR gives some kind of delay BUT that is extremely important for us as it has made us a few pounds and increased the knowledge of LFS to people who have never heard of it. That's what you want, isn't it? People to race with?

BUT ALSO it has given Eric more of a chance to work on the track in a very good way. I really thought I explained this already. It's a good thing, not a bad thing. Be patient.
Scawen
Developer
Quote from Be2K :Please be mindful of your long loyalty Community

To be entirely honest with you, this comment makes me quite angry, when Eric and I are working our butts off trying to get this free update to you.

Just be patient and wait, if you want an update. I keep coming here and telling you what's up. I feel like shutting up, avoiding the thread and not speaking here any more.
Scawen
Developer
Oh you mean, like, "This is totally screwed, and I know why, let's get it tested, divide the community and ruin online racing"...

Why? Test patches are to get things tested, not to get fatally flawed things out there and destroy online racing. The tyre physics is far from complete.

It's just absolutely ridiculous. It would be like Eric releasing a Westhill test when he had done a rough version of half the track and no scenery, to get it tested. Why would he?
Scawen
Developer
While I've been developing Rift support, Eric has been continuing making the Westhill scenery even better than was ever planned to be. And I can tell you that is great fun to drive around on!

The Rift DK2 support, although unfinished, is spreading the word about LFS more than any other thing in recent times. We are also selling more licenses and have new racers joining the community...

If someone wants to get sarcastic about that, they can do so and I will just laugh at them.
Scawen
Developer
No, it's much too subtle. What Eric is talking about is something you can feel, but not see.

In my words, just as I've said before, the new tyres feel better to drive. I think it's because of the physical model used to combined the lateral and longitudinal forces.

It's not something you can see. There are terrible flaws with the new tyre system, relating to pressure, temperature, load sensitivity. It's unfinished work. It's something I want to get finished. I can't make any more comments on the subject at this time.
Scawen
Developer
Quote from hackerx :Did you actually ask him? Have you been talking about it? Or is it just a guess?

It's just a guess.

Based on the facts that I know him quite well after all these years, and that he started building that unfinished track out the back of South City, and that he has taken quite an interest recently in the off track areas at Westhill... that's why I feel quite sure that Eric would like to update South City at some point.

But the priority isn't the highest on that at the moment...
Scawen
Developer
Quote from Sobis :Oh and dev team, what do you think about that closed South City part?

It would be nice to update South City at some point. With my anaglyph glasses on I was looking around the other day, enjoying the sense of scale and, apart from that unfinished road you are talking about, there are various back streets that could be linked up to make a nice open config. I'm sure Eric would enjoy doing that at some point. I think what is more important now is to get a couple of new tracks out that you will need an S3 license to use, because you need more tracks and we could do with the cash!
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