We have to say the responsibility is on the mod creator to make sure the model they are using is truly legitimate, and that the person who originally created the model, really gives their permission for other people to use it and modify it.
It's quite distressing for the reviewers to have to reject a mod, that someone has done a lot of work on, but forgot to verify its legitimacy before they started. Also there are so many mods coming in and we are providing a free service, it's simply not possible for us to do a full police style investigation into every mod that is submitted.
Other problems we have encountered, people lying to us, taking mods from websites and claiming that they created it themselves. Copying and pasting text from other mods that were submitted successfully, in the hope that it will help their mod to pass the acceptance stage. Other problems too. People submitting a mod almost immediately after importing the mesh, and with no attempt to get anything right, so we end up forced to give them a tutorial through the mods "needs changes" system and repeated submissions. It's quite tiring. I think the reviewers may have been hoping for people to be creative, careful, trustworthy, which of course we do see!
I don't know if the initial rush will die down. I really hope so. We think a mod is something to work on for weeks or months. It should be about quality, not quantity. The reviewers would love it, if fewer, higher quality mods arrived, well researched and tested, with any sources verified and legitimate. Some of the mods arriving are so badly flawed, we have no idea why they have been submitted at all. We may download, test, get a sinking feeling and think, right, where do I start, can the user who submitted it really not see the problems?
Having said that, we have seen a lot of super mods and it is really great to see that. I must admit that I'm struggling at the moment to see how we will get the process working properly as time goes on. Maybe we will have to become far stricter. We really can't just run a distribution service for stolen goods! We want to be a hub of creativity and fun.
From my point of view, there are approximately 100 things (rough guess) that would take between two hours and one day (rough guess, let's say average 5 hours each to reproduce, identify, decide on best fix, implement, debug, test and merge) that are all "strange to leave in the public version". So let's suppose I fixed all them before release.
That would take around 100 * 5 hours, so 500 hours. Working 10 hours a day, that would take 50 days to do.
So there would have been no release this side of Christmas. Even if there were only 30 such "strange things" that would be about 150 hours of work, which would take at least a couple of weeks.
OK, just making up figures here, but hope you see my point.
We have always wanted to support user created content in Live for Speed. We thought it could be done after the new version release, with the new physics. That would have been ideal but there is a lot of demand for mods and we started to look into it this year.
At first we started thinking about simply allowing VOB mods, with some restrictions. But it would of course be better if we had an official way to edit and export mods. So we experimented with some changes in the current public version of LFS, to the point where it could load VOB models saved from our development version. It was immediately obvious that it would be too restrictive if we only allowed VOB mods on existing cars. So we made more changes to save fully edited vehicles that could be loaded in the public version.
As a standalone model and vehicle editor was proven to be possible in principle, we got more serious about the whole thing. We started working on a mod submission system, with mods stored on our website and automatically downloaded in LFS. With the new system, you can visit any server and see new mods there for the first time as they are automatically downloaded like skins.
To make a mod you can build a model (3D mesh) directly in the LFS modeller or start by importing one from another program, e.g. Blender, then make adjustments and apply texture maps within the LFS modeller. To create a driveable vehicle with your model, you could either start from scratch with a new vehicle or choose an existing car as a starting point. Adjust wheel positions, mass, suspension, engine and so on. Test the mod in your public version of LFS then export and upload it to our website. Reviewers will check it follows the rules and accept / reject / request changes. When accepted, the mod can be downloaded in LFS and used online.
There are some restrictions.
- The mods system is only for S3 licensed users.
- We do not allow real car names or logos, unless permission is proved.
- We do not allow meshes converted from other games, unless permission is proved.
- There are limits (e.g. triangle count and texture size) so the mods are quick to download.
Changes to hosting:
There are some changes to the way game servers work. We believe the only way to prevent piracy is to no longer release any server code at all (or even support LAN games). For the new version, we provide the servers, using our existing server rental system. Game server owners can use InSim connections to their servers. We have set up internet servers in various continents so you should get a good ping wherever you are.
You can start a free server in game, using the "Start new host" button. But now, that starts a host running on one of our servers, instead of locally on your computer. When you leave a free server, it closes down after a few minutes.
If you want to run a full-fledged server, or multiple servers, that stay online all the time and store replays and layouts, you can use our game server hosting system. You can choose Netherlands, USA, Japan, Brazil, Hong Kong, Turkey or Australia for the location of your game server. The prices are approximately a quarter of what they were before this change.
That works for free hosts started from in-game as well as rental hosts. An InSim port is always opened and available to the IP of the user who started the host. If you would like to whitelist more IPs for InSim, you can do so using the hosting admin link above.
1) AUTO UPDATER - If you already have version 0.5V or later :
- Click on "Multiplayer" then "List of Hosts" in LFS and choose a download mirror.
2) MANUAL PATCH (35 MB) - If you already have version 0.6R or later :
- Click HERE and save the patch installer.
- You can run the patch installer from its download location or from your LFS folder.
4) FULL VERSION (521 MB) - If you are new to LFS or making a fresh installation.
- Click HERE to visit the download page and get the full version installer.
Changes from 0.6V to 0.7A :
Mods:
Mods support is now available for S3 licensed users
A vehicle editor and object modeller are available
Includes support for single-gear electric vehicles
Multiplayer:
Start new host screen starts a new host on LFS.net
Host options screen now available for admins while online
Message "[user name] is connecting..." when someone is joining
Unlimited number of bans in ban file
Updated cars:
MRT with improved frame, steering wheel, wider tyres, minor updates
RB4 with more detailed exterior, interior, 10mm shorter wheelbase
Graphics:
Minor improvements to drivers and spectators
Updated ADS jpg textures for all tracks except RO
Increased number of mipmaps for number plate textures
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)
Interface:
Using updated font from new version of LFS
Improved display size of vehicles in game setup screen and garage
Removed feature that enabled "window while connecting" on new patch
FIX: Player name could be displayed wrongly in F11 and F12 menu
Misc:
More prominent warning for clipping in engine sound editor
Experimental anti clipping audio option (enabled by default)
Anti clipping is automatically disabled in engine sound editor
Layouts:
Plain area 4km x 4km designed specifically to allow large layouts
Max selected objects in editor is now 60 (was 30)
Controllers:
Support for controllers with up to 128 buttons
Look Heading and Look Pitch are no longer automatically assigned
InSim (for programmers):
New packet size byte - now represents packet size divided by 4
This allows larger packets up to 1020 bytes (old limit was 252)
IS_ACM and IS_MCI make use of the increase packet size
New packets IS_MAL / TINY_MAL set / get allowed mods
Commands:
/allowmods=yes to allow mods on host
/cars=none to disallow all of the official cars
/cars+=xfg+xrg to add xfg and xrg to the allowed cars
/cars-=ufr+xfr to remove ufr and xfr from the allowed cars
/window X Y sets window client area width and height
/enforce - spectate anyone who is driving a disallowed car
/unapproved=yes to allow unapproved mods to be used on host
/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
Scripts:
Script 'ev.lfs' is run when an electric vehicle is selected
Script 'kart.lfs' is run when using vehicle with centrifugal clutch
Script 'free.lfs' is run when using vehicle with no engine or drive
OK, I hope this is the final test patch before the official version!
That does mean no more updates unless a bad bug comes up. Although there are so many things we would like to do, and there are still known issues, we need to put this up for people to enjoy in the holidays. And speaking for myself, I need a holiday! It has been an extreme amount of work for many months. We can work more on the mods system in future, but this allows a lot of possibilities so we think it's a good idea to make it an official version at this point.
Thank you for the testing!
LFS changes from W59 to W60:
Most translations have been updated - thank you translators!
Improved display size of vehicles in game setup screen and garage
Doubled suspension damage resistance if only one wheel at that end
Removed impact damage from vehicles with front fork suspension
Message "Too many vertices" now only shown when car is loaded
FIX: Z-buffer resolution in garage and game setup screen
EDITOR changes from W59 to W60:
Zero / negative values now accepted for 'scale' and 'set distance'
Australians - we've provided a server for you in Sydney.
Please test, using Test Patch W59 and let us know how it goes! https://www.lfs.net/forum/thread/96288
Car selection images redone with LFS S3 on number plates
Small RB4 update: rear wheel 10mm forward / reverted default setup
- NOTE: Hosts must update to W58 or there will be OOS with RB4 GT
Message "Copied to clipboard" when clicking on in-game host IP:Port
As a TEST you can now start an in-game host on a Brazil server
- South Americans please test and let us know the results
Alpha test is not recommended at all and should be avoided except in very exceptional circumstances.
I am sure the alpha sorting is possible. I can only conclude you are not making sure the correct materials are being drawn in the correct order (by looking at the material numbers in the list of cutouts and drawing the inside windows first). It is not really possible for me to debug your mesh by looking at screenshots.
I don't think you are talking about the same thing at all. valiugera is talking about alpha sorting, while you are talking about alpha quality?
I can't make much use of random screenshots of vehicles I don't have, of unspecified VOB mods which were never supported. If you want me to fix something, I need concrete, testable, reproducible results.
Eric said I could do an editor export of his RB4 updates from today so you can check if the bugs you reported have been fixed, in advance of another test patch tomorrow. The veh and steering animation are attached.
Well, it's a test patch, and the idea of test patches are to contain absolutely everything that will be in the official version - to get it thoroughly tested. So, from that you can deduce that the new graphical system will not be in next week's official release!
I has a quick go at trying the supersampling method. The first test was to draw without AA enabled. I already came across a problem, the triangle edge lines, with triangles drawn in wireframe mode, do not look as I would expect a simple line drawing function to work. So this would require more experimentation and there isn't time at the moment.
Anyway, a test version is now available. I have a question, should both the black wireframe on white background, and the white wireframe on black background, both be available? Or is one of them definitely better and so I shouldn't even have the function for the other one?
EDITOR update W55:
New buttons to create skin templates in 'page' mode:
- create shaded skin texture
- black and white skin texture
- white background wireframe
- black background wireframe
Number of points and triangles per spoke object now depends on the
number of spokes - maximum for all spokes of a wheel is now 1600
FIX: Mouse direction (for selecting triangles, etc) was calculated
wrongly if aspect ratio of visible area was wider than 16:9
Thanks for the test. I've attached one that does 12 around in a circle, with an offset of 4 pixels (in the 2048 case). Please let me know if this solves the problem. [EDIT - I've added a better one 2 posts down]
It's purely "copy to clipboard" so you can do whatever you want with it before actually saving it.
Options... are good but sometimes cause confusion. How will this really work anyway? Will the mod creator do skin template exports for people when requested, catering for every possible slight adjustment?
This started as a "bug fix" because the existing mapping/cutout screenshot system was hard to use and doesn't work on all computers. Now it is becoming a bit complicated and could get confusing if we aren't careful.
I think we need to consider this both in the context of a mod maker providing templates, and simply creating a default skin.
Also what I have not mentioned is I am now extremely short of time. We need to release a final test version this week, so that it is tested over the weekend, ready for an official version next week. It won't be the end of mod development, but it will be the start of mods becoming available in our official version. It's important to do this for the holidays. Also I would find it hard to explain to anyone, just how much in need of a break I am.
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
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?
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.
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.
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!
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.
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)
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.