I think Rob can point out the low res car skins if he wants to.
I'm nearly not posting what I'm about to say, because I've said it so many times before.
It's kind of pointless to say that our way of working is 'toxic' or whatever else.
I don't claim that all decisions we have made in the past were the right ones. But we are working very hard on updates. You and we would like it if we could produce the results faster but it isn't possible. The only way that could be done is if we had several programmers and artists and a project manager. But we didn't want to run a company or work in a big company, which is precisely the reason that LFS exists at all. We like this way of working even if the results don't come thick and fast.
I realise that some people just can't understand or believe that software takes a long time to develop, and there isn't really any way to explain to them how that could be the case.
There are other products that are the result of large teams and you are obviously free to try them out. If you want to try the new version of LFS then you will have to wait. It's really as simple as that!
I feel almost silly saying this again but I have recently learned that if I don't then the conversation can turn extremely sour and doesn't benefit anyone.
I just want to add that I know most people do understand and are being very supportive, which is really great. Thank you!
I hope hosters and racers can try to make use of these pages a bit more. I know LFS isn't going to suddenly take off right now but we do hear a bit too often about people want to race but can't find what they are looking for. These pages show quite a lot going on.
The only thing is, 'leagues' seems to me to sound like something you have to sign up to and commit to a series of races.
But, going by the names only, the page does seem to list events that aren't really leagues as such. Maybe it needs a bit more information so users can see if it's an event you need to sign up to, or a series of races, or a server you can join freely.
Thanks for the thoughts. By the way, I wasn't really trying to think of a way to solve things forever, but maybe a one off tweet and a forum post that is just relevant for a short time from now. But it might not be that easy to get the info together, because even as experienced community members you all know different things. I don't think one person knows all the relevant info to post.
Regarding events, leagues and tweets, I do try to check the LFS twitter account every couple of days, so if there is an event coming that is relevant for the public, you can include @LFSracing in a tweet and hopefully I'll see it and retweet. Specially if it's a nice prepared tweet, maybe with a picture and a link to where people can find more information.
EDIT: This thread is created from posts moved from the "April Progress Report" thread.
We are discussing ways to make sure people know what is happening online so they can find the races they would like.
Part of that discussion is about the leagues section of this site.
I don't know if this will work out or is easy to do, but if someone could make a forum thread which lists the currently active events and popular servers and times when it is likely to find a race on those events / servers, I could do a tweet to point people to that thread. It might get a few people in, from the nearly 1500 followers.
Hmm, I wonder what I really said. That doesn't sound right, because LFS is supposed to be a form of entertainment. That *should* be a small part of "making your life better" just as watching a good film or reading a book can do.
Definitely we all should relax, have fun and play around a bit and that is a good thing and this is my intention for LFS.
There is also an educational aspect to it, in the sense that a lot of people have learned more about driving, physics, racing and so on. As it becomes more realistic, the educational aspect improves. On my side with the physics and on Eric's side the structure of race tracks, roads and so on. This is also supposed to be a small part of "making your life better" if you want to put it that way.
Of course, if it becomes an irritation or a frustration, you should move on. We have an email notification system so we can let you know when there is an update.
In no way is LFS supposed to be a thing which people sit around for years waiting for updates and becoming increasingly angry. Anyone who does that is bringing it upon themselves.
petercollins repeatedly claims I am a liar. TexasLTU says I am a fraud.
These users have both had extensive bans in the past for being very unpleasant and rude around here. We provide a service here, a forum for sensible discussion.
We have been working on a simulator for many years and we are continuing to update it. There are no deadlines, we are putting years and years of work and effort into it as most people around here know (and it is plainly obvious from our recent progress reports).
There is really no reason for these guys to come here and insult us. It's not reasonable behaviour and we don't want that kind of negative person hanging around here. As they have pointed out, there are plenty of other games for them to play.
Thanks for the info. It's always good to hear about LFS working on different VR devices. I'm interested to know how it runs on the Valve Index when that starts shipping - hopefully no fixes will be needed for it.
Hi guys, sorry but I don't think we can do a progress report every month now.
For my part I have been continuing with the lighting, and working on getting it to look right with the real time generated skies while preserving the look of the tracks.
I've looked at the albedo levels for various materials and adjusted the brightness to get the lighting right as we gradually move to a more physically based system.
I've been experimenting with a high dynamic range (HDR) render target (as an option). This involves rendering the image to a texture which uses a 16-bit floating point number for each colour channel of a pixel instead of the standard 8-bit gamma corrected integer. This has various advantages for lighting and can produce more realistic images. I've been trying some tone mapping functions that can be applied in the final post-processing stage where the HDR render target is output to 8-bit format for display on the screen.
There's more to do but not too much to talk about at the moment.
I did try to explain that it is a very bad idea to play on LFS Pro because you are supporting the services of a thief and liar who abuses his own 'customers' and harms the development of LFS. His name is Yuri, also known as Skinzinho / Negan / SKC. You shouldn't help this criminal.
I tried to describe why things take a long time, for Eric and me. I wouldn't be able to go into much more detail without listing every detail of our personal lives.
Some people do understand and some will not. There is also life outside of LFS, we have families and so on. Things happen, it's not just a constant uninterrupted 50 hours per week on LFS.
But just to clear up one myth: Eric and I do not have any other jobs. I'm not sure why people sometimes get that idea. As you can see, we are working hard on Live for Speed and there has been a lot of progress these last few years. But it's not always plain sailing. There is life outside LFS, and within LFS there is experimentation, research, trying and testing, following unexpected avenues, backtracking, trying again, and so on.
I do say occasionally, if our aim was to make the most money possible, we should have chosen another job or way of working. But that's not the aim here. The aim is to develop something we like, working in the way we like, get paid for it and enjoy life as well. It's a great thing to be able to have some time to spend with the people you love. Some people do miss out on that part of life through working too hard, and I'm really happy that we have avoided that mistake. You don't have a second life to come back and do all the things you forgot to do in your first life. So you need to make sure you have time to do the things you like to do.
I don't suppose it does any harm to let you know where we are with the tracks, as I think you can work it out anyway. The South City and Fern Bay are not yet done. Kyoto has taken longer than expected because Eric is working to a high level of detail, and the track covers a vast area. He wanted to create interesting buildings as part of the job because as an artist he wants to create good looking work.
It's similar on my side, things have taken longer than expected and one thing leads to another, so I end up working on things that were not planned in the first place. Maybe if we had a project manager they could keep us to timescales and limit our work accordingly. But I think it's a good thing that we can experiment by going down unexpected paths of development, although it does take longer, the end result can be more interesting.
I know people may say "if you don't release it quickly it will become irrelevant and obsolete" and so on but I don't really mind about those kind of opinions. We're trying to create a nice game that we are happy with, and I know a lot of people will be happy to have a go when it's ready.
That is because there is no code to deal with wind strength. They don't adjust their style to deal with wind. For example if there was a strong tailwind down a straight, they might not brake in time for the corner.
I'm not sure what you mean. The code is really intended to solve the problem of real switches oscillating a bit as they turn on or off. But it sounds like you want to have high settings to prevent yourself doing multiple gearchanges by mistake?
Gearshift debounce setting now applies to all controller buttons
Reduced maximum value of gearshift debounce to 100 ms (default 20)
FIX: Memory leak related to threads (most often for skin download)
More translations updated - thank you translators!
I could see where it crashed in the code but it's a bit mysterious because it is at the point where LFS loads the objects when you load a track.
So that shouldn't happen unless:
1) The file is corrupted. In this case, the bug would come up every time you try to load that track. Do you know which track it was? Are you able to load each track on that server?
2) The computer's RAM is corrupted. This is very rare and would probably be repeatable or cause other random faults.
3) Overclocked computer. The most common reason for memory errors. I'm guessing this is not the case here.
4) It could also happen if a memory allocation failed - LFS isn't checking for that case. It should only normally happen if there is a significant memory leak and the program has been running for a very long time. I have discovered a small memory leak recently but this seems unlikely as we aren't seeing regular crashes from DCon. Unless maybe yours was heavily used for several days?
5) A memory corruption error somewhere else in the program.
At this point I can't think of anything else, as the crash is in code that is used every time a track is loaded. So all I can ask is for you to check if all tracks can be loaded on that instance of DCon.