Today we have released a new update. After some disruptive attacks that took place recently we were forced to make our website and multiplayer systems more robust. As an update was needed, we took the opportunity to do a few more improvements, including some extensive changes to the layout editor.
Over the last year and more we have been working on some major graphical improvements in Live for Speed. These are not included in this update. We plan to show some pictures of the improvements later this month. EDIT: We now plan to show pictures in August as you can read in a later post.
I don't know if it was a problem with our site or how it goes through Cloudflare. I just left it to Victor. I supposed it was a setting he changed that fixed the problem, but I didn't ask him for further details.
We are working on new things. This test patch is something I was forced to work on due to the attacks in April. I added some autocross and InSim updates while we were at it.
A couple of weeks after the release of this full version, we plan to show some images of the new track updates Eric has been working on using the new graphics system which supports specular lighting and a new shadow system.
Hi there. Sorry about the long delay. It's nothing exciting. There were some more possible developments for the test patch, but they were not very interesting and other things came up. At this point we've decided not to go on working on the test patch. Better to release it as a full version and I can go on developing for the new version that Eric has been continuing to work on.
For the test patch, I did add the key to temporarily hide the object outlines. I went with ALT. CTRL+SHIFT seemed to interfere with other things and was confusing. I expect to release this minor test patch update in a few hours.
Good to hear you upgraded to the later version. There shouldn't be any problem with that - it's just a better version.
The cfg changes are only saved when LFS exits.
LFS stores the 'GUID' of the audio device and the controller device when you select a specific one. It's an ID number supplied by Windows, but I don't know how well Windows assigns that number to each device or if the same device is always guaranteed to be assigned the same number.
The GUID numbers are stored in cfg.txt lines "Speaker GUID" and "Control GUID".
As Racon said, please make sure you are on the R21 version. I'll try to answer your individual points below.
The preview is still available.
If you placed the objects with the O key, as in the old editor, then the preview (for the next objects to be placed or where to move the current selected objects) is available just as it was in the old editor.
On the other hand if you placed the objects with CTRL+V then the preview isn't immediately visible but you can make it visible by pressing CTRL+C.
You can hide or show the preview for the selected objects at any time with CTRL+C.
You can hold SHIFT to keep objects selected when exiting edit mode.
So for the case you are talking about that is now SHIFT+SPACE.
R21 contains fixes, updates and rewritten instructions docs\Autocross.txt
New layout editor instructions: docs\Autocross.txt
Improved UNDO and REDO - the selection is now correctly restored
Start position / checkpoints / finish line now in control section
FIX: Heading slider bar was not restored after a failed rotation
FIX: Zero diameter marshalls could be placed in the same position
FIX: Diameter stuck after adding a circle when diameter was zero
New value PMO_AVOID_CHECK for PMO_ADD_OBJECTS avoids validity check
"What is your setting for Full-scene antialiasing? (Options - Graphics)"
Thanks for the test.
I'm not sure if you did a typo there. Did you mean AA in the final sentence above? As in antialiasing, not anisotropic filtering?
Yes, I noticed that. That's the reason for my question about AA. It's the only thing I can think of that should be better when you do switch ON postprocessing. Because in that case it uses 4xAA regardless of your setting.
The reason for that is, I believe 4xAA is the best result for the least minimal extra GPU usage. That's why mirrors and VR render target use 4xAA and that's why the postprocessing one does as well (as it was a quick add-on using some existing code). My understanding is the render target uses 4x the size of Z buffer when you use 4xAA. Higher AA settings use bigger and bigger Z buffer and it starts to become a memory access and processing issue. And regarding anisotropic filtering, higher AF settings cause the card to produce its own special anisotropic versions of textures in memory and the amount used is unpredictable (at least to me it is).
I am sure you have enough memory. But accessing so much of that memory and processing it every frame is always a problem, which is why half texture resolution can often give better frame rates. I'm not sure if AF (anisotropic filtering) setting should affect things differently in post processing or standard modes. But I must wait for your answer to that first question in this post.
What is your setting for Full-scene antialiasing? (Options - Graphics)
I am asking because when you enable the post-processing is uses 4x. I thought maybe if you had a higher setting there could be an issue with memory usage or similar. Could possibly be connected with AF as well?
So maybe try turning down AF and limit your AA to 4x.