Small map rotation enabled on new open configuration maps
Small map is now available on car park and autocross areas
Improvements on track selection screen using the area maps
Improved and cleaned up the Westhill, Rockingham, Kyoto maps
For a server to be populated, someone first has to join an empty server. If someone can explain to me how a server can be populated without someone joining an empty server, I would like to hear it!
I can say that there are new people, online usage is increasing for the last few weeks, due to the closure of pereulok and the lower price system. This can be seen in LFS World history. So, keep it up, get online and join the type of server you want to race on even if it's empty and of course if there is only one brave soul there, join that person and start racing! He or she is waiting for you!
Obviously we devs need to release more stuff, etc, etc, but that is not the point here. The point here is, people do want to race, but there are too many people saying "I want to race but there aren't enough people online". Seriously, if you want to race, get online!
Well, we didn't close pereulok. We didn't run it. Thankfully it is closed down.
Have you seen the news now? We have made Live for Speed HALF PRICE in Brazil!
So now you can buy a license, go online, support the development.
Do you think we should be paid for the work we do? If we were not paid, then we wouldn't be able to develop Live for Speed. That's why we charge for licenses. Anyway, I understand it was expensive in Brazil, but it's not expensive any more.
Yep, I've got an Edge 500 and for long rides to new places I use ridewithgps.com to make routes to download as a tcx file for the Garmin.
That was related to the direction of the pole position grid slot. I decided to stick with the rotation of zero in the case of the open config map, so it always looks the same. I think I'll stick with that if you don't select rotate. I suppose for the individual track maps I'll still rotate it using grid slot one direction.
I have been to cruise servers! It's important to know what people get up to in LFS!
But I do look at maps a lot, specially these days for cycling routes, and I never rotate the map around, because it would be confusing!
However the small zoomed in map (breadcrumb trail) on my Garmin is rotated to my direction and that is helpful.
OK, I'm only quoting yours but also read the others. I'll try it out.
Only thing is, I think with rotation switched off I'll be able to get the map squeezed up nicely on the right side of the screen (better than it is now - it's unfinished). With rotation, it'll need to be out about where is is now, and there could be a bit of overlap. So I'll code for two different positions of the centre point, making best use of space when the map is not rotating.
We'll see how that goes. I expect to be able to work on that tomorrow.
I deliberately avoided the rotation of the open config map. The individual race track maps do still rotate if the option is selected, and I can see that may be helpful if you want to see the corners ahead of you. But having the open map rotating is quite undesirable and confusing so I thought it would be better not to allow it. Also, without rotation, the map can be made to fit exactly into the available part of the screen. If it was allowed to rotate, some parts might go off the screen or over some text.
I don't know what that could be. I don't know of any changes affecting external programs (assuming they don't use some kind of exe hack).
The problem is that the concrete isn't casting a shadow. It's not really a bug that the car casts a shadow there. Really everything should cast a shadow, including the layout objects. That would be great, and I hope to do that one day, but it's a big project, not for this patch, and not until after the new tyre physics.
I wonder how many people drive outside the outer boundary fences at Westhill. I spent quite a while on this taking care not remove physics on any areas that you could drive to. I wasn't expecting to find out that people like to drive beyond the outer boundary fences!
There is no physics on objects beyond the map squares system because there is no map square to register them on.
Map squares are a typical optimisation used in games, so you only need to check objects that are registered on nearby map squares, instead of running through huge lists of objects.
Yes, I did switch off the physics on some "out of bounds" surfaces at Westhill as they were increasing the size of the map squares system. It was related to the map because my task at the time was to restrict the physical area to the actual area we want to have mapped. That is important because the map only has a limited area available on the screen, and we don't want the map to appear too small.
It also has the side effect of making the map squares smaller which can have a performance benefit (though I have not tested this specifically).
I know what you mean but that area is really meant to be "scenery".
Some other requests I still considering. Some requests, including the drift maximum lock increase, would cause an incompatibility issue. I do expect to release an incompatible version in the near future, so it looks like that should be possible, up to 45 degrees (no new tracks, cars or tyre physics in the incompatible version).