As many of you know from the forum and Twitter, Eric has been working on Kyoto and I have been working on a new lighting system. In this month's progress report we would like to show you some of the work in progress and talk a bit about the lighting.
I'm really busy working on the lighting so I've left the test patch for a while. There are a couple of small things on my list to add for this test patch but I'm trying to get other things done at the moment.
Sure it's easy to fake, and if unknown users come here and start posting images that might be fake, then I won't act on what they say. But there is very little chance that a long term user like lucaf will come here and start posting false information.
I really can't imagine it would get far up the priority list for the Rio police when I think about the other things they are dealing with over there.
Other people in the chain just tell you it's not their responsibility unless they receive the legal documents, and they suggest talking to the other people, who obviously don't care either. They are just happy to continue receiving money for their hosting service and won't stop that because some guy on the internet sends them an email.
I have extremely little appetite for going to expensive lawyers about this sad lying criminal who abuses his own customers. I'm sure he will unravel in the end. I've got too much work to do.
It's good that we are getting more sales to Brazilian users these days. Maybe after some time they get tired of being pushed around by the lying criminal who hosts them and even charges them to be unbanned.
I think that is when the layout objects are updated. It would depend on which server you were on, if the layout was being changed that could come up. There could be a split second hang while that message is displayed (when the meshes are sent to the graphics card).
If the server InSim has been coded correctly, that should only come up when the updating is finished, not every frame.
I don't think anything has changed since version T so you would still get that message. I think it depends on the server you are connected to rather than your version.
Unfortunately it's not so simple because some things in SM2 don't work in SM3. For example the fog must be done differently. And I have a vague memory about some issue with the 2D interface shaders too. And it needs some special handling for certain types of error (so the whole program doesn't become unusable each time there is an error in a shader). I know this because I changed to SM3 and dealt with the issues in the development version. I'm not keen to spend time working on the old shaders at the moment.
About the local hostname, I looked into it anyway because I like the idea.
I've implemented it now, as a sort of "undocumented feature".
It only allows up to 15 characters for the hostname. Is that enough? Otherwise I'll need to start checking all the places that field is used.
How it works is this:
For the text entered in "Host IP address" on "Join Specific Host" screen, it checks to see if it contains a character other than 0-9 or '.' and in that case it guesses it is a hostname rather than an IP address. So it calls the "gethostbyname" sockets function to get the IP address from the name. If it finds the name then it checks if it's a local IP address as usual.
EDIT: By the way, I am talking about the "host name" of the local computer, not the host name (server name) specified in LFS. Without any use of master server, the only available name to connect locally is the local name of your computer as seen on your local network.
I've updated that, but probably won't list it in the U5 patch notes. Please can you check it looks correct in context when the patch is released?
I've done the IP display.
About alowing to connect locally using hostname (Pasci's request) I could do without any extra complication right now as I'm still working on things in the development version. Even though it's probably easy.
Well this is something I just don't want in my head at the moment at all. Any sound improvements would be a several weeks/months project and the current sound quality doesn't prevent us releasing the new graphical improvements.
Thanks. I've noticed a bug - when your car is sideways or upside-down, you will find in VR that moving left/right/up/down has the wrong effect. Also the mirror views are messed up in that case. The more sideways, the worse the effect.
I've fixed it in my version and hope to release another minor test patch tomorrow.
Thanks, maybe I'll change this myself if a translator doesn't notice it.
I think what I can do is show on the host screen, the local IP address(es) so it's easier to know what to type in on the guests. Would that help, so you don't need to run cmd and type ipconfig? I've done that in the development version already so can probably copy it over.