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Scawen
Developer
Quote from MacedoSTI :and i have some ideas from car colors

CTRL + right click to copy a colour
SHIFT + right click to paste a colour

The shadows are all done a very good way in the new version I am working on, but it is totally impossible to update the public version with the new shadows. Eric is working on all the tracks to get them working with the new shadows. It's the thing I am trying to get back to.
Scawen
Developer
Quote from ardalan5090 :Hi
Scawen , please add arabic and farsi translate in this version , our team can translate this ... you should do our font and utf-8 compatable in your software ....

Thanks alot

Hi,

I'd really like to do Arabic at some time. It's just the sort of thing I like to do because I like LFS to be accessible to everyone and I'd be interested in learning how the Arabic alphabet works. But it is much more difficult than you imagine. We are talking weeks of work for me before you guys can start to translate it. Of course languages like Arabic and Hebrew have the difficulty of being right-to-left text (but with occasional left to right Latin text within that) and this means a lot of rewriting of many functions in Live for Speed.

There will be a lot of studying for me to do and a lot of problems to solve. I can't just click my fingers and magically all the code is done.

Now, I hope you will understand, I am in the middle of some extremely important graphical work and need to get the tyre physics finished. This must be done or Live for Speed sales will dry up completely and we will have to go and get another job. There is no doubt at all, this is a higher priority than adding a couple of tricky languages.

Unfortunately I was interrupted by someone taking our servers down two weeks ago, so I had to stop all the work I was doing and make a new patch in this old version of LFS which can resist the attacks. So that attack has slowed my development by maybe three weeks so everything that I will do in future will come a little later than it would have been
Scawen
Developer
Quote from racer autov8 :restore the original exe
also i'd kind of wish scawen would start using just regular zip files so i would know what files are updated and antiviruses wouldn't alert everytime

Quote from LakynVonLegendaus :You can extract the files from exe installer with 7-Zip or something.

I agree and confirm this.
If you install 7-zip you can right click on the self-extractor and select "Open archive".
https://www.7-zip.org/
Scawen
Developer
Quote from Racon :While you're in that general area, would it be possible for the objectInfos of the reporting AXM packet to have the Z byte set as where the object ended up after the dropping algo, rather than where it's set in the layout file or setting packet?

I made a converter for moving old BL carpark layouts to new locations, and for each target location I had to manually make a height map to set the new Z on sloped ground. If the AXM reported the final height, I could use insim to place a test object and read the height from anywhere on the map. Less effort and infinite resolution Smile

The new PMO_POSITION packet does have the Zbyte set, but I don't that is what you are asking.

I can't set the Zbyte in the reporting AXM in the case of a dedicated host receiving the packet, as it doesn't know where the ground level is.

I'm getting a bit confused trying to think of when that Zbyte adjustment could be done and when it would need to be done. Maybe I need a more specific case to try and understand where it would be helpful and to think if it can be done without causing problems.

One thing to note though, it is acceptable and usually OK to simply use the value 240. From the notes:
Quote from https://www.lfs.net/programmer/lyt :If you are creating objects from scratch and you are not sure of the approximate altitude, you can set Zbyte to its maximum value (240). This will place the object on the first physical surface detected below that point.

Scawen
Developer
Quote from zakaruny :How to remove the patch ? 0.6R12 to 0.6R

I'd be interested to know why you don't want to use the test patch. Any problem with it? Now's the time to report it so we make sure the final version doesn't have any issues.

But yeah it's very easy to revert you simply use the R exe. Usually it's recommended that you save the exe before using a test patch but I don't seem to have written that this time.

EDIT: Added a note about that in the first post.
Last edited by Scawen, .
Scawen
Developer
Hi Raxy, thank you for the information!

It seems from this crash address that LFS was loading an object and crashed while checking for a type of reflection material that it can do a better way now.

I think when you first open LFS, in the first instant it loads humans, car objects and the helmet.

As you say it works on a fresh install, could it be you had some VOB mods installed before? I suppose it is possible that a VOB mod could be incorrectly formed in such a way that it didn't crash before but does crash in this new function.

I'll try to figure out exactly which line it crashed on but it would be interesting to know if a modified model was to blame, and why it doesn't crash on most installs.
Scawen
Developer
I have heard that from one other person. I asked for more information but he wasn't able to give it and just reverted to the old version. I would really like to have this information so I can fix the bug. Otherwise the crash will still be there when we release the official update!

What I need to know is:

- Crash offset or crash address
- Exception code

In older versions of Windows the information was offered to you in the crash dialog when you pressed "more info" or similar. I think in more recent versions of Windows you can find the information in an event log, accessed through control panel.

If you can give me this information that would be great and I can try to find out what causes the problem. If you would like more information on how to find the crash address, please tell us you Windows version.

Thanks.


The only other known instance of possibly the same bug:
https://www.lfs.net/forum/post/1935799#post1935799
Scawen
Developer
Information: We did intend to release the full version this weekend but for various reasons we have decided to go on a few more days. I hope to put another test patch here on Monday or Tuesday. But for now it seems R12 works well.
Scawen
Developer
Thanks, good point Smile

EDIT: typo
EDIT2: added a new translation string for this
Last edited by Scawen, .
Scawen
Developer
Test Patch R12 is now available.

Changes from 0.6R11 to 0.6R12 :

Interface :

New free view camera position text command /cp
/cp will copy a text camera position to the clipboard
The resulting text can be saved in a text file, forum, etc. or into
another instance of Live for Speed to reproduce.the camera position

Many translations updated - Thank you translators!

Graphics :

Slight reduction in some excessively bright driver models

InSim :

New value PMO_POSITION for IS_AXM packet to report a blank position
New packet IS_CIM reports a connection's interface / editor mode

Download :

https://www.lfs.net/forum/thread/92067
Scawen
Developer
Hi, saved to my patch folder. Thanks!
Scawen
Developer
About the graphical update, here are some links to some info I posted recently.
It's still quite some time away but we really need this update so we're working on it as much as we can.
https://www.lfs.net/forum/post/1933469#post1933469
https://www.lfs.net/forum/post/1933477#post1933477
https://www.lfs.net/forum/post/1933978#post1933978
Scawen
Developer
That is really off topic as it's nothing to do with the test patch.

But, for a quick answer, the new tyre physics is based on a mathematical model for producing the output forces from the current state of the tyre (velocity, rotation, camber etc.) instead of a 'made up' combination of lateral and longitudinal forces from 'made up' slip curves to try to match the data. It provides a more realistic response for steering and application of throttle and brakes, affect of camber and so on. It feels good to drive but is not finished and I would like to get it done for the big update we are currently working on (which is a really important graphical update).

I guess you could find more information about the tyre model by searching for my posts, but you would have to search back quite far. I'm a bit too busy to go looking for it now.
Subscription hosts extended by one week
Scawen
Developer
For anyone who uses our subscription hosts, we have extended your subscription by one week to make up for last week's down time.
Scawen
Developer
Quote from MacedoSTI :i feel something different gearbox from some cars... and fxo tyres gets hot easly on fernbay...

I tested it on all WR hotlaps yesterday and it ran them all without going OOS.

So I'm sure there was no unintentional change to physics.
Scawen
Developer
I'm still very interested to know the error code that should now be reported with "Unknown file transfer error". Just to know if it's some kind of temporary internet issue or something that LFS needs to deal with. Only problem is I think only two people have reported it and one of them doesn't get the issue any more.

So if any of you see "Unknown file transfer error" please let us know the rest of the message that LFS now displays!

EDIT : It's when it fails to download a skin and it says:
SKIN : Unknown file transfer error (X)
The X is the new part I want to know.
Last edited by Scawen, .
Scawen
Developer
Test Patch R11 is now available with more graphical fixes.

Changes from 0.6R9 to 0.6R11 :

More informative error report for "Unknown file transfer error"
FIX : Lighting restored to most objects (to appear darker in shade)
FIX : Some objects at Blackwood looked the same e.g. ads over pits
FIX : XR front lights were plain white in the recent test patches

https://www.lfs.net/forum/thread/92067
Scawen
Developer
Hmm, strange! Uhmm

Don't think I changed anything but the error message!

Maybe the bug will come back.
Scawen
Developer
Test Patch R10 is now available.

Changes from 0.6R9 to 0.6R10 :

More informative error report for "Unknown file transfer error"
Lighting restored to most objects (so they appear darker in shade)

https://www.lfs.net/forum/thread/92067

I know there are more things to fix but I wanted to get this one out more quickly so we can solve the skin download issue that affects some people. Anyone else can also benefit from the restored lighting on objects.
Scawen
Developer
Quote from rosewood2 :Small update: It turns out that some skins actually came through, while the rest gets rejected. (see screenshot)

Thanks, please check here in a couple of hours - I'll try to post an R10 test that shows the actual error text so we can figure this out.
Scawen
Developer
Quote from greg_slideways :Will I be able to update my host from lfs.net to test patch or only dedicated servers?

From this morning it is now possible to use R9 on the LFS rented servers.
Scawen
Developer
Yes, we can't make the old version download skins with the new website protection.

The fix is in the test patch: https://www.lfs.net/forum/thread/92067
Scawen
Developer
Quote from Degats :It was also reported here

Tnanks. I've made a note to add a more informative error message in the next test patch.
Scawen
Developer
Quote from neonmateo :I don't remember this grass being like this

(Probably shaders I use)

I think that is because of the lighting information that was removed because of changes to modeller objects.

Today I've disabled some of those modeller object changes to allow me to disable the lighting removal but there are some issues I still need to solve.

Unfortunately the code now in the public version contains an early version of some of the graphical updates that was merged in. But then the graphical updates went so much further it has become something that can't be merged in at all and for the new graphics we will be releasing new versions of all the tracks and most of the textures.

For this current update I just need to try and backtrack a little so everything looks OK with the lighting mostly restored, in a small patch.
Scawen
Developer
Quote from -RenaultSportTeam. :It says APPCrash in detail.

Is it possible to find more information, so I know where the crash was?

What I need is:

1) Exception code
2) Crash address or Crash offset

Sometimes this is available in "extra information" or something like that. Which version of Windows are you using?
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