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Scawen
Developer
Quote from nacim :I was wondering if it would be easily doable to do a unlock verification of the licence when you start the game. I think it would help newcomers when they buy a license. I'm seeing a lot of people not understanding why their game is saying "DEMO license" when they just bought S2/S3.

I don't really want it to connect to the internet unless people ask it to.

Maybe it can just say "Unlock Live for Speed" instead of "Demo Racer". I'll have a look.

Quote from redbot_ :I remembered something about the Overtaking lesson in Training.

When the Non-qualifying race restart is set to random, you can simply restart the training lesson and sometimes end up at the front. So you can simply drive away and complete the lesson.

Thanks, I'll have a look at this small bug.

Quote from Pasci :Stupid question:
Can I update the host to version 0.6T3 without updating the clients, too?
If I understand this (host) test patch correctly, "Server side improvement that should run smoother when there is lag" is a improvment of the host not of the client, right?

Yes it is fully compatible so you can update it safely.

You only need to change the DCon.exe (that is the only changed file).
Scawen
Developer
You can now lock the view to the horizon or use a filtered view in Test Patch 0.6T3:
https://www.lfs.net/forum/thread/93144
Scawen
Developer
You can now lock the view to the horizon or use a filtered view in Test Patch 0.6T3:
https://www.lfs.net/forum/thread/93144
Scawen
Developer
Some of these requests are done in Test Patch 0.6T3:
https://www.lfs.net/forum/thread/93144
Scawen
Developer
You can now lock the view to the horizon or use a filtered view in Test Patch 0.6T3:
https://www.lfs.net/forum/thread/93144
Scawen
Developer
Test Patch 0.6T3:

Views:

You can now set "View lock" to car / filter / horizon

Multiplayer:

Server side improvement that should run smoother when there is lag

AI:

You can now select the skill level of individual AI drivers
Single player race limit increased to 32 drivers (AI + real)
FIX: In overtaking lesson all AI drivers had PRO skill level
FIX: Spam "This car does not have a handbrake" when hit parked AI
Command /aiskill X to set skill level 1 to 5 (for adding new AI)
Command /aiset name X to set AI driver 'name' to skill level X
Command /aiset_all X to set all local AI drivers to skill X

Misc:

SHIFT+F2/F3 can adjust time in single player mode (not hotlapping)

Download:

https://www.lfs.net/forum/thread/93144
Scawen
Developer
Thanks, got it!
Scawen
Developer
OK, I've fixed the handbrake message bug so that will be in T3.

About the DirectInput message when you first install, that is strange and it seems there is something unusual about the way you have it set up, maybe in the way LFS is launched on your computer?

It seems to be somehow starting a copy of LFS 0.6T at the same time, because of the deb.log you posted, as you pointed out it should say 0.6T2 at the start of the text file. T2 doesn't start the file with "LFS : 0.6T" so something funny is going on there. And the second clue to that is the DirectInput message, maybe there is a conflict between two LFS instances starting up at the same time.

I don't know really but I think it's something to do with the way it's set up on your computer, not actually an LFS bug as so little has changed.
Scawen
Developer
Which full screen method are you using?

These two work quite differently so it may be worth trying both:

- SHIFT+F10 : Full screen exclusive mode
- SHIFT+F11 : Borderless window mode

I think the second option is better these days.
Scawen
Developer
Quote from Degats :Liking the number plates Smile

Did you get a chance to look at the font width/alignment bug (attached) while you were digging around?
I can't find the bug report, but I know it was mentioned before - maybe buried in the hidden test patch section.

You should find this is fixed in Test Patch 0.6T2
Scawen
Developer
Quote from redbot_ :I have problems in saving the changes made to the setups ever since I updated to 0.6T. The changes made are not shown when leaving the pits or checking the setup again despite showing "Saved setup" message. It is only affecting the setups I downloaded after the update. Old setups work fine, the changes made to them are saved.

I made fresh installs and on different partitions and the problem still persists. Also when I try to delete those setups, it shows "The setup could not be deleted".

You should find this is fixed in Test Patch 0.6T2
Scawen
Developer
I didn't change anything to do with controllers, and haven't seen that error, so I don't know what that could be. Maybe just a coincidence?
Test Patch T7: View/Controller/VR/AI updates
Scawen
Developer
WARNING: THIS IS A TEST

THIS DOES NOT CONTAIN NEW TYRE PHYSICS OR THE NEW GRAPHICS SYSTEMS

PLEASE TEST BEFORE YOU POST


EDIT: The official update is now available! Thanks for the testing!
https://www.lfs.net/forum/thread/93160



Hello Racers,

Here is a new test patch: 0.6T7

It contains updates to allow the use of Samsung Odyssey+ and Pimax VR headsets.
There is a new option to lock the view to the horizon.
Some updates for AI are also included.
Various updates and fixes listed below.

0.6T7 is compatible with 0.6T

- You CAN connect online with 0.6T
- You CAN play replays from 0.6T

You cannot upload hotlaps made with this test patch because it is only a test patch, not an official patch.

Please back up or rename your LFS.exe from version T so you can revert to it if necessary.


Changes from 0.6T6 to 0.6T7:

Views:

View filter time minimum value reduced to 0.05 sec

Controllers:

Gearshift debounce code changed to help with the button release

Misc:

More translations updated - Thank you translators!


Changes from 0.6T to 0.6T6:

Views:

New setting "View lock" can be set to car / filter / horizon
FIX: Offset mirror was not drawn offset in forces draw (F)

VR:

Updated to the latest version of OpenVR (1.2.10)
Pimax headsets can now be used in native mode (rotated eye views)
Minimum value for manual FOV setting reduced from 80 to 75 degrees
FIX: An error in OpenVR caused Samsung Odyssey+ wrong eye levels
FIX: A loss of accuracy in the automatic FOV calculation

Multiplayer:

Server side improvement to speed up recovery when there is lag
FIX: Timing bug that allowed damage repair to be done in zero time

AI:

You can now set the skill level of individual AI drivers
Single player race limit increased to 32 drivers (AI + real)
You can now change AI live settings / pit instructions (F11 / F12)
Command /aiskill X to set skill level 1 to 5 (for adding new AI)
Command /aiset name X to set AI driver 'name' to skill level X
Command /aiset_all X to set all local AI drivers to skill X
FIX: In overtaking lesson all AI drivers had PRO skill level
FIX: Non-qualifying race restart affected the overtaking lessons
FIX: Spam "This car does not have a handbrake" when hit parked AI

Interface:

Increased resolution of dashboard texture
Faster saving of screenshots when you press CTRL+S
Driver name and AI skill level are now shown in F11 / F12 windows
Entry screen shows "Unlock Live for Speed" instead of "Demo racer"
New key CTRL+P to copy the LFS window to clipboard excluding border
FIX: Some narrow unicode characters corrupted by an incorrect width
FIX: Host options could state "no bans" before clicking "edit bans"
FIX: Character dialog could be messed up when selecting languages

Misc:

SHIFT+F2/F3 can adjust time in single player mode (not hotlapping)
FIX: Attributes no longer copied when opening file by command line
FIX: Crash at startup when loading a corrupted car model file


INSTALLATION INSTRUCTIONS:

A FULL version of LFS 0.6T must already be installed


To install the PATCH using the SELF EXTRACTING ARCHIVE:

1) Move or save the patch into your main LFS folder
2) Double click the patch to extract it to that folder
3) When you see "Confirm File Replace" select "Yes to All"
4) Now you can start LFS in the normal way

NOTE: You can see if the patch is correctly installed when you run
the program (LFS.exe). At the bottom of the entry screen: 0.6T7


DOWNLOADS:

IF YOU ALREADY HAVE 0.6T:
PATCH 0.6T TO 0.6T7 (SELF EXTRACTING ARCHIVE)
www.lfs.net/file_lfs.php?name=LFS_PATCH_6T_TO_6T7.exe (1.6 MB)

FOR HOSTING ONLY:
DEDICATED HOST 0.6T7 (non-graphical version for hosting only):
www.lfs.net/file_lfs.php?name=LFS_S3_DCON_6T7.zip (1.8 MB)
Last edited by Scawen, .
Scawen
Developer
Thanks! Great to know that it does the rotated views correctly.

About the IPD, please could you try with the attached DLL when convenient?

I don't know why the Pimax drivers aren't sending an 'event' when the IPD changes. So I'm trying a different way in this DLL. It checks the head to eye matrix every frame and generates its own event if the IPD changes.


I see you edited your post, where you had mentioned something about the IPD popup overlay. I guess you found the solution. I don't think LFS could affect that type of overlay in any way.


Thanks for the tests! Smile
Scawen
Developer
OK, here is a test patch which I hope will work correctly with Pimax in native mode (with PP disabled).

Please give it a go and let me know how it goes.

I'd also like to know if your IPD adjustments are taking effect in LFS.
You should see a message at the top left when you adjust the IPD.

I'd also like to see the contents of a log file (LFS\ovr_deb.log) if it works or doesn't work.


Installation

A FULL version of LFS 0.6T must already be installed

To install the PATCH:

1) Move or save the patch into your main LFS folder
2) Double click the patch to extract it to that folder
3) When you see "Confirm File Replace" select "Yes to All"
4) Now you can start LFS in the normal way

NOTE: You can see if the patch is correctly installed when you run
the program (LFS.exe). At the bottom of the entry screen: 0.6T2


Changes from 0.6T to 0.6T2

VR:

Updated to the latest version of OpenVR (1.2.10)
Pimax headsets can now be used in native mode (rotated eye views)
FIX: An OpenVR error caused Samsung Odyssey+ eye levels to be wrong
Some info is logged to a text file ovr_deb.log in OpenVR mode

Interface:

Faster saving of screenshots when you press CTRL+S
New key CTRL+P to copy the LFS window to clipboard excluding border
FIX: Some narrow unicode characters corrupted by an incorrect width
FIX: Host options could state "no bans" before clicking "edit bans"
FIX: Character dialog could be messed up when selecting languages

Misc:

FIX: Crash 0xc0000005 at offset 0x00159069 loading corrupted object
FIX: Attributes no longer copied when opening file by command line


Download:

EDIT: updated the download link to a version 'V2' using the same LFS.exe
but with an updated LFSOpenVR.dll to fix the Pimax IPD reporting issue.
https://www.lfs.net/file_lfs.php?name=LFS_PATCH_6T_TO_6T2_V2.exe
Last edited by Scawen, .
Scawen
Developer
I should be able to release a new test this afternoon with a test version of support for native (non-PP) mode.
Scawen
Developer
Thanks for the test and logs.

Quote from Gavin Kay :Needed to restart SteamVR for it to work, didn't know that before!

After doing this I think its about perfect for me, how about you emiljensen2?

OK, please can we make this very clear? Are you saying it's OK now, if:

- Use Parallel Projection
- Use the updated LFS DLL
- Restart SteamVR after switching on Parallel Projection?

I found a Pimax forum thread talking about how it works, with diagrams. It looks like to use the Pimax in native mode (not PP) I would need to call another function: IVRSystem::GetEyeToHeadTransform
https://forum.pimaxvr.com/t/some-thoughts-on-the-ipd-discrepancy/14754

I think the native mode would be a more efficient render with a cleaner resulting image and more chance of achieving the correct frame rate because a smaller render target can be used. But definitely needs an LFS update (not just the DLL) as it is only coded for parallel projections at the moment as that's how all headsets were before.

A couple of questions for you:

1) Is the Parallel Projection option something you set in the Pimax drivers, or in SteamVR?
2) What is happening with other games? I'm guessing PP must be enabled for most of them at this stage.
Scawen
Developer
Hi Gavin and emiljensen2, please could you try this test?


EDIT: Please see the new test in a later post:
https://www.lfs.net/forum/post/1946022#post1946022



It will not correct anything, but I would like to see the results in two different modes to help me understand what's going on.

1) Install the test dll attached to this post. It's actually the same one as posted in the Odyssey thread on 24 February.
2) Enable Parallel Projection, enter VR mode, exit LFS and rename the log file LFS\ovr_deb.log
3) Disable Parallel Projection, enter VR mode, exit LFS and rename the log file LFS\ovr_deb.log

Then attach the two log files (or paste their contents) into a post here so I can have a closer look.

Thanks.
Last edited by Scawen, .
Scawen
Developer
Seems we've come to the end of this conversation. Negative people are surfacing.

Most people, thank you for the comments, it's good to see a lot of you are very interested in this update.
Scawen
Developer
Quote from three_jump :As it came up a few times now. When you talk about CPU loads (or hardware requirements in general) and optimisation / performance considerations, do you have a specific plattform in mind?
Of course having lean and fast code is always a plus, but with the new lighting system (and tire physics) I would guess some people might to upgrade their PC.

No, I don't have any specific requirements in mind. It's really hard to say, without having loads of computers to test on. That's where the community will come in and we'll have to see how it goes when it goes into public testing. Anyone who struggles with the current LFS version will definitely need to upgrade as the shadow maps are quite heavy and the textures with shine level in the alpha channel take more memory. Also the higher mesh details are becoming a serious graphics card memory consideration. You can't reduce that by selecting half texture resolution.

I think LFS would be completely dead as a business if we only targeted the latest graphics cards. We earn an income from many customers in countries where the latest super gaming rig is just too much to afford, so I really hope that LFS will be able to run well with a lot of cars on track on computers with a few years old performance levels.

On the other hand Eric is using the new features and trying to get the graphics up to a certain level so the graphics card and CPU requirements are increasing.

Quote from 5tag :Okay this looks awesome and all but *for now* can you please limit it to static daytime? Give us the updated tracks to play with first. Dynamic lighting and nighttime opens a whole other can of worms that would push this patch many months further away.

You seem to think Eric already has all the tracks finished and we are just waiting for me now. But that is not the case.

Quote from Bass-Driver :@Scawen:
Did you do something to make it harder to crack this game?
especially after this big update.

Not yet but that is another project on my list.

Lighting, tyre physics and the master server protocol are my priorities.
Scawen
Developer
I'm interested in moon cycle and even the planets, as I do have a general interest in astronomy, so one day I'd like to see the night sky looking right. But that doesn't mean it's 'in the plans'. Of course the moon and planets are a way lower priority than getting the tyres sorted out. So I don't imagine seeing the moon very soon.

At the moment I'm trying to work this into a usable system allowing real time, offset time and static time. Once the system is 'usable' (without going in the editor and manually switching things on or off) then I think I'll be having a look at how the sky could change from day to sunset and night, and making the headlights illuminate the other cars, as these are the most noticeable issues when driving.

The sky transition is one of the toughest things but I will be trying to consider a simple version that can be improved in future.

There are other technical things like separating the ambient artificial lights which are on all the time (pit garages) and lights which are on only at night (floodlights). And making these vary with the sun light and sky light in a physically plausible way, better than the rough version in the animated GIF. Of course artificial lights don't actually vary so that's more of an iris simulation. Also different colour lights and headlight power should be supported.

There are many invisible technical things to do like using the octree to reduce the CPU load of deciding which objects are lit by the headlights of multiple cars, generating the environment map in a more optimal way as the sky changes and many other things that take place behind the scenes when trying to create a convincing world from millions of vertices and triangles.
Scawen
Developer
At the moment I have it so shadow maps are turned off after sunset and headlights are then enabled. The result, at this point, is higher frame rate in the night because the shadow maps are so expensive. But if moonlight is enabled it would be a different story.

Now I'm talking about details before the core system is complete but I think it might be a reasonable option, if moon light is coded, to disable moon light shadows on slower computers. So people don't have to hope for moonless nights.
Scawen
Developer
To be clear, the purpose of the lighting experiment is to allow any time of night or day to be selected. It is to create an acceptable result as time passes from day into night. In no way am I trying to create the best night lighting you can see in a game.

The latest technology has nothing to do with what I am trying to do here. I am trying to do sufficient lighting to allow basic functionality that allows us to share lighting between tracks and for time to pass so that realistic sun positions and 24 hour races could be possible.

I tried quite hard to avoid having to work on night lighting, but couldn't think of a way to limit shared lighting configurations to the times of day we could support, considering that sunrise and sunset times vary so much depending on the track's latitude and the time of year. The new lighting system uses realtime generated shadows so it seems a pity not to allow the sun to move in the sky as time passes, so the tracks always look a little different. This led me reluctantly down the path of the night lighting experiment. I like the results so far, and it doesn't bother me that other games have more advanced lighting systems. I would be disappointed if ours doesn't run at a better frame rate.

By the way, the headlights don't use a texture. They use a shader that calculates the effects of two cones of light with a point source at the headlights and they do diffuse lighting on the surfaces they hit.
Fix for users of OpenVR - specially Samsung Odyssey+
Scawen
Developer
Here is a new version of LFSOpenVR.dll

This version provides a fix for a bug in an OpenVR function. The bug could produce distorted views in headsets in which the lenses are offset up or down from the centre of the screens. When using a Samsung Odyssey+ headset the right eye view appeared higher than the left eye view, causing discomfort. The same problem (but less noticeable) may be there with Vive headsets too.

This version has been built using the latest OpenVR release 1.2.10

For more information you can read the bug report thread: https://www.lfs.net/forum/thread/93043


EDIT: There is now a later version of this fix in Test Patch 0.6T2
Last edited by Scawen, .
Scawen
Developer
Nice cars and drifting! Smile We are interested in providing a much larger flat area at some point. Of course it is a lower priority than getting to a release with the new lighting and new physics.


Here is a new version of LFSOpenVR.dll which is cleaned up and does no logging.

This one works differently and should be future proof even if the bug in OpenVR is fixed (I raised an issue on GitHub but it shouldn't affect us).

It now calls GetProjectionMatrix instead of GetProjectionRaw, then works out the raw values from the matrix, reversing some steps of the ComposeProjection function in the GetProjectionRaw documentation.

https://www.lfs.net/file_lfs.php?name=LFSOpenVR_20190225.zip
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