The online racing simulator
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Scawen
Developer
Have you tried this TEST mode?
Scawen
Developer
Test Patch W52

It contains some minor fixes and an important one - a crash that could come up if you joined a server and viewed other players using mods that were not yet downloaded to your computer.

I wasn't able to improve bike handling in time for this one, but it's worth an update anyway. Use the auto-updater by clicking List of Hosts or manually install by following the link below.

Changes from W51 to W52:

Front torque split setting now shown on the left below centre diff
FIX: Front torque split overlapped final drive ratio with 7 speeds
FIX: Crash that could come up when viewing not yet downloaded mods

https://www.lfs.net/forum/thread/95664
Scawen
Developer
Quote from Scawen :But, I think, the steerer is not usually drawn in TV camera view, but is drawn in "wheels" view by default, or "follow" view. So I would expect this crash to happen after you changed view, but not immediately when joining the host?

I'd be interested if this was confirmed.

Quote from BeNoM :Same here! I've just been going into pits immediately until the mod downloads aha

Are you saying you have experienced crashes in the test patch but not reported them?

Guys, what do you think is the purpose of a test patch? Shrug

Please can you use the Windows Event Viewer, find the crash event and get the crash address and offset from there (also the timestamp of the faulting module so I can confirm exactly which version of LFS had the crash). I can often track it down to the line where it occurred and then the crash will never happen again. It's not mystical or magical, it's an error that needs fixing.

See Facu's post - that is the information I need: https://www.lfs.net/forum/post/1974448#post1974448

Quote from superlame :Strange o.O I deleted some mods from mods/vehicle folder and downloaded them again and my game didn't crash.

Also for crash logs I have a .txt file in my gamefolder called "crash.txt" but I don't know if its from LFS or some 3rd party app I have like ( Discord Rich Presence, TCLights, TC Binds)

It is astonishing to hear that peopls have been experiencing crashes but not reporting them. Please look in the Windows Event Viewer as described above. Otherwise the crash is likely to remain.

No, crash.txt is nothing to do with LFS.
Scawen
Developer
Quote from detail :It's been a constant issue since the test patches started. Every day in TC, cops are accused of not having a proper police skin, and civilians -- of carrying a cop skin.

Restarting LFS actually fixes it for a while.

This is fixed in W50, which was released yesterday (through the auto-updater). Are you saying you have observed a similar bug in W50?

I fixed the bug within a few hours of the first report of the bug. It would be most helpful if people do report bugs in test patches, because if I don't hear about them, I'm not likely to fix them!
Scawen
Developer
Quote from htunsal :When I drive original LFS cars, the driver anim are not correct and loading random FOV and driver anims or driver arms and they are stable not moving. With all the new test patches all were same no anim or random driver FOV and position.

This happens if you did not have version V installed before installing the test patch.

Maybe you had version U installed.

You can fix it with a fresh V install (or patch U_TO_V then V_TO_W49)
Scawen
Developer
Quote from Popughini :How are people from South America Argentina / Chile / Bolivia / Peru, etc. supposed to have a good ping when we don't have servers with our IP address?

The direct answer is... we have put a server in a very good location in the USA. We hope that will give reasonable results for North and South America.

But I can't really answer. The idea of the test patch is for you to test and give us feedback. For example, you can start a server in America, and let us know what sort of ping you are getting. And race with your friends on that server and tell us how it goes. We really want feedback.
Scawen
Developer
Test Patch W48

Multiplayer:

FIX: Bike steering was incorrectly transferred in multiplayer
FIX: Small wheeled remote cars could go wrong in multiplayer
Partial FIX: Improved name position over cars on high vehicles

Graphics:

Updated car shaders to better reproduce the editor materials
- Variable shine can now be used (alpha channel sets shine level)
- Material type 'overlay or plain' can be used for chrome parts
- Roughness value is NOT supported (specular reflection disabled)
FIX: Parts of some cars appeared transparent in garage (alpha)

https://www.lfs.net/forum/thread/95664
Scawen
Developer
Thanks for the report. My understanding is that when the memory gets quite full, the drivers / D3D can move things around in memory so that the program can keep allocating new items.

It might be with this apparent driver bug that it runs out of memory and fails to allocate when requested. It's possible that LFS assumes that an allocation has worked and goes on using the pointer as if it has worked. If that is the case then LFS could theoretically avoid the crash, but instead there would be missing graphical elements.

I am guessing that if you used a version V (no test patch) you would still get the same problem. I don't think there are any related changes in W47.
Scawen
Developer
Quote from Evolution_R :At this point it is better to not upload it to LFS.net

It's different since W47. If people want to test their physics it is good to upload and test it online, while they are still working on the model. It won't become *approved* until the texturing is done, but they can have fun with the unfinished mod and get feedback on physical aspects.


By the way on the MZD, there is a drive side issue. I have drive side set to "right" (in Options - Driver) and when I enter the game I end up in the car, with steering wheel on the right but dashboard is on the left.

You should either:
- click "select side" at the bottom left in the vehicle editor to give it a *fixed* drive side.
Or:
- make the dashboard swap sides when the driver changes side.

(I need to make the editor detect this as it is such a common fault)
Last edited by Scawen, .
Scawen
Developer
OK, Victor has fixed that and I've tested it with one of my test mods.

It should be OK if you simply upload the same version again (it will end up as version 3).
Scawen
Developer
Test Patch W47

This is an important update and comes along with various website changes. Have a look at any of the mods' own web pages here. You will see some changes there including a comments thread and multiple star ratings.

We now support the concept of "unapproved" and "approved" mods. You can now upload mods in an earlier stage of development and they will be allowed on the system if they are fully legal and reasonable. For example, we won't insist that all the lights work, all texturing is done, animations fit exactly or the shadow mesh is of high quality at this point. You can continue to work on your mod after upload.

If your mod passes initial acceptance then you can now update and publish it without needing reviewers to check the mod each time you do an update.

Such early stage mods will need to receive several good ratings to eventually become approved. Reviewers will need to check the mod thoroughly when the mod has received enough high ratings from community members. There are multiple ratings on each mod's page:

Overall, Technical, Graphical, Physics, Engine Sound

Currently, when at least 60 people have rated your mod and all ratings have at least achieved 4 stars your mod will be eligible to become APPROVED. You do not have to do anything for this, except make improvements to your vehicle mod in order to gain the required level of quality. This is experimental and we expect the number and level of rating required for approval to change over time.

There are filters in game to show unapproved mods (only approved mods are shown by default) and you can select an online host to allow unapproved mods if you like (the default setting is not to show unapproved mods).

We hope this new system allows everyone to use the system for experimentation and online testing, while still making it easy to find high quality mods.


Changes from W46 to W47:

Multiplayer:

New host option "Allow unapproved mods" allows early stage mods
Message "[user name] is connecting..." when someone is joining host

Misc:

New filter to show all mods / approved mods / staff picks only
Removed filter "Include work in progress" on vehicle mods screen
Rating button on vehicle mods screen now links to mod's web page
FIX: Finished refuelling message for EV is now "Finished charging"
FIX: Subobject number plates did not show the correct number plate

Commands:

/unapproved=yes to allow unapproved mods to be used on host
/enforce (and options button) now spectates disallowed mods
/mods=AAAAAA+BBBBBB sets a list of allowed mods (and allows mods)
/mods+=CCCCCC+DDDDDD adds to the list of allowed mods
/mods-=BBBBBB+CCCCCC removes mods from the list
/mods=ALL removes the list of mods and sets /allowmods=yes
/mods=NONE removes the list of mods and sets /allowmods=no
/mods and /cars commands can accept plus or comma as delimiter


Download:

https://www.lfs.net/forum/thread/95664
Last edited by Scawen, .
Scawen
Developer
Quote from Jake_Blasted :After doing the recent update to the P166 the car now has a OOS error when trying to load into a multiplayer game.

Thanks for the bug report. For some reason, the car on the server is different from the full version that arrives on our computers. I'll look into that this morning. For now I have made the car unavailable to avoid people getting OOS online. After I've fixed the problem we'll let you know and you'll be able to upload an update at that point.

It's strange because this hasn't happened with any other mods so far since the public test patch was released. But there must be a reason, hopefully not too hard to find.

EDIT: I expect to start looking into this in at some point in the next few hours. Got another few things on the go too but this is a high priority bug!
Last edited by Scawen, .
Scawen
Developer
Quote from superlame :Hello, I am working on a little XFG project, and trying to make the fog lights work, i mapped them as "l_ffog" they work in the modeler but in game they dont.

Any suggestions?

There is no game control to operate fog lights at this time. But is is a good idea to map them and test them in the editor, so they can work if I add an option to switch fog lights.
Scawen
Developer
Quote from Vladimir_nose :I think it is not necessary to hire a team, you can find volunteers who, on an official basis, agree on certain criteria - to create lessons on creating a new car.
Income is always an issue and it is difficult to balance between development and making money.
As an idea - add voluntary support for the project - "Donats"
Undoubtedly, people on the forum help each other, but it would be much easier if the answers to many questions were concentrated in some kind of documentation, this would greatly simplify the development and improve the quality of mods, yesterday I randomly noticed the presence of brightness points, which makes it possible to create shadows in the salon, but the question asked by denis-takumi is also relevant for me.

No problem, you are right that not all questions are covered in the documentation.

Some questions are: https://en.lfsmanual.net/wiki/Vehicle_Mods

We won't be asking for donations or hiring people. It has been incredibly busy before and during this test patch stage. Remember, we are testing now and we are developing as fast as possible for serious issues - currently the whole way mods are accepted or approved. It's more important that the ncl option. I did see Denis's questions and was thinking how to answer it today. It's not very easy to explain how normal contributions work, and might be best demonstrated with a diagram. But I really haven't had that 20 minutes spare today.

Quote from denis-takumi :Hello Scawen

i found the "Reference point" flag for point and dont understand for what

i see bounding box and dont understand for what


for triangles found normal contribution levels and dont understand for what, because i change it but dont see any changes in editor and in game

Hello Denis.

The "Reference point" is really just a blue point. You can use that blue colour to distinguish it from other points. For example, we have often used it for the vertices of the collision mesh. One other thing, reference points that are unused, are protected from being deleted in the "clean object" function. I think that's about it!

The Bounding box has no real function at all. It is created to include all points, so that could show you if there is a distant point somewhere, that should not be there. But I think you can just ignore this bounding box.

About normal contribution levels: each triangle meeting at a vertex, within the same smoothing group, contributes to the normal of that surface at that vertex. In fact, large triangles have a larger contribution. So for example you could make a simple "hardback book" shaped object and most of the apparent curvature would be on the spine of that book. But the spine would still be contributing to the normals, so the front and back faces of the 'book' would still be a little curved. If, however, you set the "normal contribution level" (ncl) of the spine to zero, then the spine would not contribute to the normals at all. Then the front and back face of the book would look totally flat. Probably better explained with a diagram.
Scawen
Developer
I see what you mean. I've deleted most of my reply 3 posts back as I found it was wrong.

With your export I can reproduce the issue, and I understand that from Rony's post too.

Explanation - you don't need to know this Smile It's related to the special renaming system and because some of the original files have exactly the same file time as each other. When they are specially named (SKINID_XX), they may end up with the same file name as a different texture had on a previous export. When that happens and the file date is the same, LFS thinks it is the same file. This problem can't come up when exporting for upload, because that is always into a clean folder, but does happen in TEST mode as it doesn't clean out the folder.

OK now I get the problem, I'd better think of a solution. For now you can delete the test mod's dds folder in the LFS directory. Thanks for the report and test data! Smile
Last edited by Scawen, .
Scawen
Developer
Yes, I'm not getting this result with the shared files.

I do know a situation that can cause this type of effect when TEST mods are used, because test mods don't have protected texture names.

[EDIT: my whole description here was wrong, because I now learned that test mods DO have protected texture names - Sorry about that!]
Last edited by Scawen, .
New time limits for submitting mods and updates to mods [OBSOLETE]
Scawen
Developer
EDIT: The information here is no longer correct as we have a new system for mod approval: https://www.lfs.net/forum/thread/95940


Hello Modders,

We are really impressed by a lot of the mods you have been working on, and are very happy to see so many people learning to use our development tools during this testing period.

So far we have been unable to keep up with the number of mods and updates submitted, so we have decided to impose some time limits. These may well be a temporary measure while we try to figure out other ways to keep the quality high and the update frequency down a bit.

The general idea is to prepare your mod well, test and improve it a lot in single player, hopefully discuss it in the Mods Work in Progress section, then when it's pretty good, submit the first version. That's what we mean by "Work in Progress".

For us, "Work in Progress" doesn't mean you've just started working on it. Obviously work is in progress at that point, but for a submitted mod, it means it's in a good state, really fun to drive, everything works and it is in the final stages of development.

Good mod creators will really take their time to work on a mod. It's not a 10 minute job like in my test video with the UF 1300. More like weeks of work, though this depends on the type of mod you are creating and what source materials you have. The reviewers are far more likely to take an interest in proper mods that add something to Live for Speed. They aren't very inspired by LFS cars with slightly different engine or tyres.

So the new limits are:

Quote :You can request a first-time mod review only once every 7 days
You can request a review for an updated mod archive once every 48 hours
These time limits are set and measured after each review approval

You can have one pending mod review at any moment

To express that a different way:

Quote :If you have no mod awaiting approval at all, then:
- You can request a first version mod review if 7 days have elapsed since your last first version mod was approved
- You can request an update review on a mod if 48 hours have elapsed since that mod's last update was approved

We hope this will not cause inconvenience, but instead encourage people to take their time to get things right before submitting new mods or updates.

Thank you! Smile
Last edited by Scawen, .
Scawen
Developer
I have found a really good reason for long distance in-game downloads to take longer than they should. We'll be releasing that today along with a couple of InSim bug fixes and the fix for "Did not receive skin info" when joining a busy host.

Also looking at some of the other already reported bugs and requests. This is not a request for more requests. Smile There will be several updates during this round of test patches. Smile
Scawen
Developer
Did you start it using W45? Just checking, as it certainly wouldn't work with W43.

If so then I guess it's a bug, I'll notify Victor. It is supposed to send that list as soon as the host is started. And I know he did test that.

I think you should find if you update that list after the host is started, it should apply the list correctly. We've tested that quite a bit.
Scawen
Developer
IS_MCI bug:

All right, I've got it now. Thank you very much for the test. It really is a stupid bug of mine. That function was TOO similar to the old one. Although it knows the correct number of cars per packet, at *one point* it refers to the number 8, instead of that.

So what it does: sends the correct number of packets as if it would be adding 16 cars in each packet, but only fills 8 cars into each one.

I'm sorry about the confusion. There was a long big push where I was converting a lot of packets in LFS and actually could not test every one. I shouldn't have missed this though. Anyway it's fixed in my code.

I don't think I can do an update tomorrow but I hope to get an version done on Monday afternoon.
Last edited by Scawen, .
Scawen
Developer
Guys, let's stay on topic. You cannot understand the work load I am under here, trying to get the vehicle mods sorted. We already have a layout editor.

scania, I think you have already asked two times before about a map on the floor in the layout editor.

We have just released a huge system "vehicle mods" and it is not finished. So we are not doing major changes to the layout editor, or going to release a track editor in any imaginable time frame.

I'm fairly interested in the possibility of adding a dirt area to the layout square, as a selectable configuration for an incompatible test patch. But that's about it really. I'm also considering the idea of a walled 1km square area.

I'm only interested in one or two small changes to layout square, where a small change can allow a lot of possibilities. Not changes to the layout system or other difficult things.
Scawen
Developer
Quote from numbazZ :Do I need to manually delete older mods, that have been updated? UZM412 has been updated 11 times today

At the moment there is no automatic cleanup. I'm not certain what do do about that. In theory we could delete old versions after a day or so (it should stay while someone might still be online with the old version). But if you watch an MPR, it needs to load the correct version. So I don't want to be too hasty to delete old versions.

On the other hand, that car has been updated far too many times. It's quite annoying for reviewers to have to keep approving a car every time there is a tiny setup change. Really, people should make a list of required changes, take their time to do the changes and test offline. Then upload when they are happy, maybe the next day or whatever. Though there is obviously such a thing as the need for a quick fix. So we don't want to apply strong rules. Anyway, public mods only really got going yesterday. We are learning how this process goes in reality.
Scawen
Developer
Quote from ACCAkut :I don't quite understand what's a "smoothing group" in this context.
...
In Blender the model has all double vertices deleted, "sharp edges" set (those in cyan), but not applied on export (the original "skin render" models distributed ages ago had this same sharp edge setup)

I'm not sure how familiar you are with LFS modeller, but a smoothing group is a property of a triangle that allows it to share normals ("be smoothed with") neighbouring triangles that have the same smoothing group.

Consider a cube. It has only 8 vertices in the editor. Each corner doesn't have 3 vertices with a different normal (it does in the 'output mesh' that is ready for drawing, but in the LFS editor model there is only one vertex at each corner). The 3 faces that meet at that single vertex must have different smoothing groups, so that the cube has sharp edges. A cube needs 3 smoothing groups in total. A cylinder would use one for the curved surface and one for the ends.

When you export from blender, you do produce multiple vertices at a single point if there is a sharp edge there. LFS will merge these vertices into a single vertex, but only after analysing the mesh and assigning smoothing groups, so that the sharp edges are retained after processing.

When it says it ran out of smoothing groups, that means that it had difficulty assigning a smoothing group to one of the surfaces. This may mean that a lot of different smoothing groups shared an edge with that surface. It might not be a real problem - it might just mean there isn't a sharp edge where there should be.

You might need your human brain to fix it, if it is a problem. The thing to do, is go into "tri" mode in the modeller, and select "groups" at the bottom right, and see how it has assigned the smoothing groups (they are colour coded). You might find a clue there, maybe something where there are loads of smoothing groups but it's completely unnecessary. It's hard to know. I had a few test meshes for Blender exports but probably haven't covered everything that could go wrong.

Running out of smoothing groups means you reached 24 smoothing groups. But normally a mesh only needs 5, 6 or 7 groups. In 'subob' mode there is a 'compress groups' button to reduce the number of groups without changing the appearance. So it's worth having a look in there to see what's up. Maybe a lot of smoothing groups meeting at a point so LFS wasn't about to assign low group numbers. Or you could send us the OBJ file if you'd like me to have a look.
Scawen
Developer
It defines how far UP your wheels can go before suspension bottoms out (bump stops).

Try enabling "Zero Springs Test" then make small adjustments to max up.
Scawen
Developer
Quote from scania :I had make the default skin but it still can't found, what's matter it is?

That message means that file is not found in your data\skins folder

Quote from scania :how to install the 7z file in to the game? I forgot which video said this & I can't found it back

You should not need to do that for your own local testing, just click "TEST mod in LFS".
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