The online racing simulator
Test Patch Z30 (NOW Z34 - old content / old physics / many updates)
(1455 posts, closed, started )
How it works the VoB mod detection?

Becuase i have a RB4 VoB mod ( For test the new detection system ) and joined a z30/31 server and never got kiked...
Quote from Inouva :How it works the VoB mod detection?

Becuase i have a RB4 VoB mod ( For test the new detection system ) and joined a z30/31 server and never got kiked...

There are two tools for making vob mods. One of them is messing the collision box of cars and the other one does not. Mod you are using was probably done with that second tool and that means it's a clearly visual modification (like a dds) and it doesn't affect collisions, physics, etc.
Not like I'm modding vobs by myself, I just heard that somewhere...
Quote from Amynue :There are two tools for making vob mods. One of them is messing the collision box of cars and the other one does not. Mod you are using was probably done with that second tool and that means it's a clearly visual modification (like a dds) and it doesn't affect collisions, physics, etc.
Not like I'm modding vobs by myself, I just heard that somewhere...

Dont think so, the mod have a rb4 with a GTR spoiler and a rollcage inside...
Quote from kutu :is it possible to add FullScreen+Windowed mode as well as in StarCraft2

its like a window but on fullscreen and without window border

good for custom gauges developers, who want to see own gauges over the lfs, but still driving in fullscreen mode

and good for streamers, but need extra feature is no turn off sound if LFS not in focus

Are you talking about borderless mode?, I don't think scawen would add it.

Quote from Inouva :How it works the VoB mod detection?

Becuase i have a RB4 VoB mod ( For test the new detection system ) and joined a z30/31 server and never got kiked...

If you drive a car with the collision detection of the exact track you are driving so every car goes flying. = Game logic interference = kick

Modifying to make a spoiler and a rollcage = visual
Quote from Inouva :Dont think so, the mod have a rb4 with a GTR spoiler and a rollcage inside...

Having these parts on the car doesn't necessarily mean the collisions are changed. If your mod changes the appearance only, you can have your GTR spoiler, but it will not detect collisions.
Well, that's only what I think about it

By the way Scawen, are collision issues that are not directly caused by the new detection system considered off-topic here? Because I did a few tests in various situations to make the car bug (like driving on barriers, and a tyre deforms strangely before ejecting the car). However I don't really know whether they are caused by the new system or a previously present bug.

EDIT:
Quote from TehPaws3D :Are you talking about borderless mode?, I don't think scawen would add it.

Borderless windows can be easily achieved via autohotkey scripts. I have one that can do that (you must install AutoHotKey to launch the script).
Attached files
noborder script.rar - 568 B - 137 views
mhm yee. Wasnt checking test patch forum since Z30 was out

What's gonna be added/fixed in Z32?
Quote from vistaman :mhm yee. Wasnt checking test patch forum since Z30 was out

What's gonna be added/fixed in Z32?

Quote from Scawen :
...

I'm aiming for Friday.

...

Optimised transparent objects (e.g. fences) to help open configs
Adding / removing autocross objects no longer resets all objects
Much better frame rate with many autocross objects (faster draw)
Reduced Z-buffer flickering of chalk objects and pit stop markers

^
-
(bmwe30m3) DELETED by Scawen : spam and responses to spam
-
(aroX123) DELETED by Scawen : spam and responses to spam
-
(bmwe30m3) DELETED by Scawen : spam and responses to spam
-
(cargame.nl) DELETED by Scawen : spam and responses to spam
-
(Bokujishin) DELETED by Scawen : spam and responses to spam
-
(imthebestracerthereis) DELETED by Scawen : spam and responses to spam
today is the way out patch))) and I'm at home already
Quote from Scawen :...
Reduced Z-buffer flickering of chalk objects and pit stop markers

Can't wait to finally drive on a flicker-free Aston tbh. Keep up the good work!
Got a slightly strange problem with /w pb

Shouldn't Split 3 and Split (4) just not appear? I've never noticed that before.
Attached images
lfs_00000032.jpg
Quote from J@tko :Got a slightly strange problem with /w pb

Shouldn't Split 3 and Split (4) just not appear? I've never noticed that before.

LFSWorld bug, as this also happens on Z28.
Plus, the Split 4 is beyond the message lenght, so it is neither a suitable way of display splits
and manny of the tracks dont have 4sectors annyway.. if u dont count in finishline ofc.
Z32
You can now get Z32 from the first post : http://www.lfsforum.net/showthread.php?t=74012

There are a few more things still to do, but I thought it would be good to get these updates tested.
I think the higher frame rates will be very helpful for a lot of people.


Changes from Z31 to Z32 :

Optimised transparent objects (e.g. fences) to help open configs
Adding / removing autocross objects no longer resets all objects
Much better frame rate with many autocross objects (faster draw)
Reduced Z-buffer flickering of chalk objects and pit stop markers
Custom layouts race progress / history now displayed on LFS World
FIX : On joining host, cars not past finish line showed wrong lap
FIX : SHIFT+U follow mode now stays on car if you rewind a replay
Command /modified=yes allows a private host to avoid CP checks

InSim :

Command /cv now only cancels game votes (restart / end / qualify)
OutGauge : OG_SHIFT and OG_CTRL (keys) bits added to OutGaugePack
Lap timing info added to IS_RST (standard / custom / checkpoints)
Thx.
Quote from Scawen :OutGauge : OG_SHIFT and OG_CTRL (keys) bits added to OutGaugePack

Thank you!
Updated everything. Just because I can

Lets see what we have here, sounds good
Awesome, thanks Scawen!
Thanks Scawen!
Gettin' closer to the new patch step by step, ty Scawen!
Quote from Scawen :
Optimised transparent objects (e.g. fences) to help open configs

Still get stuck in the fences on Aston. Unless this wasn't what was optimised.

Some parts of the fence allow you to bounce off it. Other parts get the wheel caught.

AS3Y. Straight on, left, then immediately left again up the side road. Where the Petronas board is. Seems you can get stuck from there onwards.

Not a huge problem. But that was where I got stuck before.
Quote from azasmith14 :Still get stuck in the fences on Aston. Unless this wasn't what was optimised.

Some parts of the fence allow you to bounce off it. Other parts get the wheel caught.

AS3Y. Straight on, left, then immediately left again up the side road. Where the Petronas board is. Seems you can get stuck from there onwards.

Not a huge problem. But that was where I got stuck before.

Funny that. I was just exactly there and the fence on the opposite side of the access road. Both seem to be solid for me.
Quote from Squelch :Funny that. I was just exactly there and the fence on the opposite side of the access road. Both seem to be solid for me.

It's solid for me. Up until the point where you get to the Petronas board with lfs.de on the opposite side. From that point on it's still possible to get caught.

Definitely running Z32.

http://www.mediafire.com/?74aw0g5ve1iexvd

Ignore the 45 second penalty. Couldn't be bothered waiting.
Flickering chalk on the asphalt remains on any track ((
Attached images
LFS 2011-05-06 21-37-13-20.jpg
LFS 2011-05-06 21-37-27-03.jpg
Quote from azasmith14 :It's solid for me. Up until the point where you get to the Petronas board with lfs.de on the opposite side. From that point on it's still possible to get caught.

Definitely running Z32.

Hmm, that seems odd. The fences are solid in the position you say. The only problem I had was falling through the grass in front of the stands while driving along the fence, but that hasn't been addressed in this patch, and I consider this area to be no drive anyhow.
Quote from Squelch :Hmm, that seems odd. The fences are solid in the position you say. The only problem I had was falling through the grass in front of the stands while driving along the fence, but that hasn't been addressed in this patch, and I consider this area to be no drive anyhow.

Replay added to previous post.
This thread is closed

Test Patch Z30 (NOW Z34 - old content / old physics / many updates)
(1455 posts, closed, started )
FGED GREDG RDFGDR GSFDG