I removed the img tags in your post as they forced every visitor to this page to download huge image files.
For some reason your attachment has disappeared in the process, which I did not intend. Maybe a forum bug?
Anyway, obviously we provide patches and updates with working shaders. If you use modified shaders maybe you should keep the originals backed up so if there is a change you can install a working set until your custom shader developer updates his or her shaders.
We are going to update the shaders sometimes, it's part of the development process.
Of course not. There is no way on earth we would drop the far improved editor to go back to the old fatally flawed one. Please try to understand how to use the updated editor. It does everything the old one did and quite a lot more.
That's the result of the special code which reduces the pit-out glitch. It deliberately avoids loading the textures of the car of a player who joins while you are driving, because doing so can cause a glitch. Then when you stop your car or the race restarts, those textures are loaded.
Wizard, I have one idea for you to try. I wonder if your computer could be slowed down when people join by massively full skins_x or skins_y folders. Then Windows could take a seemingly long time (fraction of a second) to search the list of files.
So a possible solution to try is to temporarily rename those folders to something else (before you start LFS). Then LFS will create an empty folder when you start it and Windows won't be searching through hundreds of files to see if a skin is available each time someone joins. Of course, this is quite irrelevant if there aren't many files in those folders.
I don't actually think VOB mods affect other people, because the mod is only on their computer, not yours. On your computer you just see the unmodified car - loading happens in the same way as usual. So if the mod is constructed in such a way that is has the same physics bounding box, then it passes the OOS check and all is well and collisions take place as normal.
We don't support such mods in any way. They are only 'wrong' in the sense that all cars of that type look different on the modded computer. But I don't believe they are harming other players.
The idea of the demo is to try out Live for Speed, and if you like it we hope you'll buy a license which we think is great value as you get all future updates with no extra charge. If people buy a license then we can buy food, clothes, pay our taxes and so on, to allow us to continue developing LFS. We think it is a good idea to show demo racers the website address to remind them in case they forget!
1) You are driving.
2) A certain car joins and you haven't seen that car since joining the server.
Then it uses the "use blank textures to reduce pit-out glitch" code and that is the only time the function where the crash occurred is ever called.
To cause the crash in that case:
3) The car that joined has a texture without a name.
4) The material being created is of a type that we haven't used in any of our car models.
I've loaded the 20 LFS cars to check and in theory this situation cannot come up. So that makes me wonder if you have installed one of those 'safe' VOB mods that is purely visual and doesn't create any advantage or out-of-sync in multiplayer.
Obviously I don't hold it against you for using such a mod - it's not cheating in any way, but it would be great if you could confirm if you do have any VOB mods in your data\veh folder. In that case it would explain why most people aren't getting the crash and if you replace the official .vob files problem would then go away.
I can't deal with faulty anti virus software, of course. I don't know what could have gone wrong when you clicked Go. Do you get better results if you install a fresh version?
Thanks for the info. Just at the moment you are the only one to report a crash and we didn't get one in any of the recent test patches (other than one in early test patches that happened at startup and I believe we found the cause and fixed it). So I'm wondering if your computer could possibly be overheating as it is so hot. It could cause the CPU or memory to do something funny, so maybe you could open it and check for dust?
We haven't sent one. I'm not sure if we will or not, actually haven't discussed it with Victor yet.
I think mainly it is a case of getting used to it. I did include input from experienced editor users. It can do everything you could do and more, but with some confusion removed. Occasionally there is an extra key press though.
We don't have any predictions for other things. The graphical updates are really important and I still have some more work to do on them. Eric still has some tracks to update. Depending on the timing, maybe I can get the tyre physics updated to a good state in time for the graphical update, although it is possible to release the new graphics with the old tyre physics. The long awaited tyre physics update is also really important because we'll be able to move into the future and consider car updates and so on. We'll see how the timing works out.
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".