The online racing simulator
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Scawen
Developer
OK, this has been reported as spam and I have to agree so I'll close the thread.
Scawen
Developer
When you visit youtube it will show you things you've recently watched as it thinks you might be interested in them. They make more money (from advertising) when you watch more videos, so they try to show you things that may interest you (so you watch more things). It doesn't matter which site linked you to youtube. If you click a youtube link on LFS forum, you are visiting the real youtube. It's not an 'LFS version' of youtube or something like that. So as usual it will show you videos related to things you've recently watched.
Last edited by Scawen, .
Scawen
Developer
Quote from mbutcher :@scawen: Might it be worth adding a disclaimer to some of the screenshots (https://lfs.net/screenshots) saying that it's WIP and not actually part of the game yet. It seems some people are getting confused about that point, seeing it as false advertising.

Thanks, done!
Scawen
Developer
Quote from borja_s13 :Just a question @Scawen, will the new light and shadow system help to create a night version? I mean, to add some lights to the cars and play it at night, because now that you guys are updating every shadow, I think that it will work very well.

As three_jump says, this is just a step in the right direction. I don't think there is time to add night version support in the next release because too many complications e.g. headlights. But what I do plan to do for now is share lighting between tracks, so each track doesn't have to just have 3 weather configs, but they can all use any of them.

Quote from Degats :I'm trying to work out whether the shine on the wet grip area is supposed to be water or shiny rubber.
I'm going to regret saying this, because it's another shader rabbit hole to go down (sorry if this delays the release Wink ), but for "overexposed" shine like this, it could probably do with a subtle amount of bloom.

It's just an experimental water shine effect as there are sprinklers there at Rockingham but it isn't currently supported by physics.

I don't expect to add any post-processing effects at this release. I need to finish up on the lighting and shadows so I can get to sort out the tyre physics and get that to a releasable state if at all possible. I can't bear the thought of trying to merge the current changes you see in the development version, into the public version. I want to get past that point where there are two branches and I want LFS back on the right track again.
Scawen
Developer
Quote from theodu69 :My bad, I don't usually check the forums, but thank you for taking the time to respond, the new graphics are amazing Thumbs up

Thanks! I need to remember that every time someone asks the same question, for each of them it was the first time! Big grin

I do know what you mean that although the cars don't look any worse than before, and in fact look better now with the self-shadowing and improved lighting, they can start to stick out when everything around them is up to a more modern standard.

Anyway I am sure that Eric is very keen to update cars when the tracks are done. I believe he could update some of them and we could do another patch some time after the tracks release. It shouldn't be necessary to update all cars at once. Ideally the oldest ones would be done first. But I'm not saying that's what will happen, because it depends what comes up and what seems to be the best thing to do at the time.
Scawen
Developer
I keep getting that question.

It somehow seems a bit of an annoying question, because it is quite obvious that many of the cars need to be updated (have a look at the RB4 for the most extreme example) but we are on the tracks at the moment. There is only one Eric. He does one thing and then another. Not both at the same time. It is obvious that he would not have failed to notice that the cars and drivers could do with an update.

What I do keep saying, every time I get this question, is that the tracks MUST be updated before we can do a release of the new graphical system, because with the new system, the graphics and shadows are broken unless the tracks are updated. So if we released now, you would have a game full of bugs. But the cars are no worse than they were before. Therefore they do not stop us doing a release.

This means, the cars have a lower priority than the tracks. There is no reason to delay the release by several more months in order to update all the cars. It is a separate subject, though it is quite obvious that they need an update.
Last edited by Scawen, . Reason : stay calm
Scawen
Developer
I really hope not!
Scawen
Developer
Nice old vs new comparisons Smile
Scawen
Developer
Quote from Aleksandr_124rus :Nice job! This grass.. these plants and earth looks so amazing! But imao now asphalt looks too clean. And for the curb too glare i think, it just how i see.

Hmm, the plants and earth really look amazing in the real photo Smile and the tarmac seems cleaner in the real photo, than in LFS.

Strangely the kerb glare in LFS looks more realistic than the real thing! Face -> palm
Scawen
Developer
I think the sausage kerbs were added after our first visit to Rockingham and the laser scanning.
https://youtu.be/hP9tIAsMBKQ?t=828
Scawen
Developer
Our Rockingham progress report is now available!
https://www.lfs.net/forum/thread/92628
Graphics Progress Report: Rockingham
Scawen
Developer
Hello Racers,

In the August progress report we talked about the new shadows and lighting system and showed pictures of the updates on the Blackwood track.

This month you can see some screenshots of the Rockingham track, including real vs virtual comparisons, and a few pictures of shadows working with moving objects and the layout editor.

Read the whole report on the Graphics Progress Report: Rockingham page.

- LFS Developers
Scawen
Developer
Thanks for the report of this annoying bug. I have fixed this in my version so it will be fixed in any future update. I don't know when that will be.

Simple reproduce:

- Press T
- Click down arrow to open characters
- Select a different language code page (e.g. Japanese)
- You do not see the Japanese code page
- You see the code page for the last character in your line of text
Scawen
Developer
Obviously I'm not just sitting here waiting for Eric to finish the tracks. I'm working very hard every day on all the things that need to be done, and I believe that once a month I might be able to think of one or two interesting things to say, maybe something I thought of or something I've been working on. Smile

I'm just saying, although each progress report will be mainly some pictures of a track, I should hope to add a few words about something else, occasionally. Smile
Scawen
Developer
Quote from RC-Maus :Does this mean arround x-mas we have the update? Big grin
(new pictures shown allready BL AS AU WE RO)

SO next FE SO and maybe suprice Omg omg omg

No, the existing shots of AS, AU, WE and RO don't count.

This process is going to be a while yet.
Scawen
Developer
For a while, we would like to release a few more pictures each month.

It may be that we show one track in each monthly report.

And sometimes a little more information to go with the pictures.
Scawen
Developer
That is no problem and it is normal that message may come up sometimes.

More info for interest:

Sometimes a guest's ephemeral port for the UDP packets can change.

This port, originally assigned by the operating system, is normally used by LFS as part of the identification of which guest a UDP position packet comes from. But the port is ephemeral and the operating system (or is it the router - not going to think too hard about this) can change it at any time. If it does change, then LFS does a more thorough check to figure out which guest the packet came from and stores the new ephemeral port.
Scawen
Developer
Progress report from 26th August:
https://www.lfs.net/report-aug2018-bl
Scawen
Developer
Quote from Chunkiegg :Scawen, you mentioned that Eric has been doing some rebuilding parts of the tracks due to changing how the worlds are lit/shaders, when Eric's work load lightens up (if it ever does), would it be possible to get a run down of what and why the new bits have been rebuilt?

When we load an old track into the new lighting system, it does an auto adjustment for the light colour to try and look as close as possible to how it did before, though it does look a bit different because of the gamma corrected lighting. In most cases that is a better look, even without any manual adjustments.

But the new lighting system cannot be released with tracks in that condition, mainly because the shadows don't work properly with all the buildings. Some of them were built long ago when there was no free view mode and they would only be seen from track level. In those days we saved polygons and a bit of work by not always bothering with a roof. Now it turns out that doesn't work with the shadow system. The shadows are only cast from surfaces that are seen from the sun's direction. So every object needs a top surface. For example South City looks good with the shadows, but there are many places where the shadow is missing or there are various shards of shadows around.

So that means every track must be visited to do some fixes. The next thing is that we have shine on roads on some tracks now, and it would be quite inconsistent if there isn't any shine effect on road surfaces at another track, so it always makes sense for Eric to go and sort that out. But he is not comfortable with just updating a few textures here and there on an old track. He wants to do a better job, updating barriers and walls to have the right shine effect too. Then he sees old construction methods and things he wants to do a better way. Also he sees corners that need some adjustment, maybe they were too wide or there isn't enough detail or it's a corner that has caused problems while racing over the years. Sometimes things can be improved a bit for the open configuration support as most tracks were built before we had that system. All these things add up so he ends up doing at least several weeks on each track.
Scawen
Developer
I think most of the questions in the thread have been answered by other readers.

Quote from nacim :So Scawen, your technical description is still a bit vague for me.. you used a specular workflow right ? I can't see any metallic surface on theses screenshots, does Eric has a control on the specular color per pixel ? Uhmm

Usually the specular reflections are not coloured. So I suppose that is a specular workflow though I'm not really sure about the terminology. Currently we do not have control of specular colour per pixel. A specular colour can be set for a whole surface and that can be used for a metallic effect (or another kind of coloured reflection, for example a window covered with a film of coloured transparent plastic).

Quote from nacim :And looking at the road, I don't really know if your specular factor is normalized depending on the specular power, or if it's up to Eric to tweak it. I suggest you check this out if you haven't seen it already: https://seblagarde.wordpress.com/2011/08/17/hello-world/ Smile

In all cases, I know I have to look at your BRDF once the update is released Big grin

I'm not really sure what a specular factor or a specular power is, but the BRDF naturally reduces the brightness of the shine and increases the spread if the roughness is increased.

Our shaders are using an approximation to a Cook Torrance BRDF with optimisations discussed by various authors. After quite a bit of experimentation we came to one that Eric was happy with and felt he had enough control over to get most of the effects he needed.

Quote from nacim :Oh and I remember you talked about exponential fog one day, is implemented or still on your backlog ? Smile

I was forced to implement fog in the shaders when I needed to move to shader model 3 and it doesn't do fog otherwise. So I went for exponential fog. It's nice because it allows fog to have some effect in the middle distance without reducing far distance pixels to 100% fog colour.


Quote from MicroSpecV :Also, for the layouts created in Aston sky/Autocross here
https://www.lfs.net/forum/thread/90485-Nova%27s-really-good-circuit-layouts ,
Will I be able to transfer the track file and placement direct into the new environment? Or will it be another Blackwood situation where the coords will be different?

The layouts at Autocross should be compatible, though some of the areas are a few metres wider. So some changes at the edges may be needed.

At Aston there are quite a few adjustments, various corners have been improved, tightened up a bit in some cases, but most things are pretty much in the same place so I believe most layouts should work with a few adjustments.

I think I should be able to make old Aston layouts load with the extra 2 metres added automatically.
Scawen
Developer
Would that problem be solved if one of the 3d kerb objects (e.g. from Blackwood) was included as a layout object?

EDIT: I guess not - looking at your pictures, there are a lot of reasons to put concrete objects slightly underground.

E.g. https://www.lfs.net/attachment/165190
Last edited by Scawen, .
Scawen
Developer
Nice job with the comparisons. Smile

Yes, Aston has been raised to fix the area that was below sea level. I think it is 2 metres, so to make accurate comparison shots you can subtract 131072 from the Z coordinate (3rd number) in the /cp line.
Graphics Progress Report: Blackwood
Scawen
Developer
Hello Racers,

We have been working on graphics most of the time since early 2017 and we can now show you some of the results. You will instantly notice the the new detailed shadows and shine on the road surfaces. Looking around, you will start to see that many more surfaces have some sort of shine level.

In this update we will show you some pictures of Blackwood. As a track that was recently updated, it didn't need many changes other than new textures and settings for the new lighting system. Some other tracks have had more extensive updates and we plan to show you some of those in a few weeks.

Read the whole report and see more screenshots on the Graphics Progress Report: Blackwood page.

- LFS Developers
Scawen
Developer
I can see the same messages, from two IP addresses.

179.60.146.20
78.128.112.22 (as mentioned above)

I don't know what it is or what someone is trying to do. It doesn't seem to be the size of a known packet for initial connection attempts. I don't feel it's much to worry about at this point.
Scawen
Developer
Thanks, good to know they are supporting the genuine version.

I've added the site to the links page. https://www.lfs.net/links

The Chinese characters did not appear correctly so I've asked Victor about that and left it as SRFC for now.
FGED GREDG RDFGDR GSFDG