Scawen, as you said this will be multiplayer incompatible and you have some other things in priority. Does this means that the next patch won't include this? (I am happy anyway that this is being worked on, just saying)
Also if every single object will be available to all track, i wonder how the object list will be, maybe sub-categories?
I am not sure, but maybe he means those objects, which includes bridges, buildings, lamps. bushes, ambulances, longer barriers etc... As I have seen those used in youtube: http://www.youtube.com/watch?v=XlMxYVEfBf8
Lol, altough we do not need any gas tanks or lamps! (And lamps only, if night racing and light implented. For example, F1 Singapore GP where is the race @ evening, so lights have to use).
And what we really do with ambulances on this simulator?
EDIT: Sorry doublepost, I forgot to add this to earlier post
EDIT: Sorry, that this vid includes .vob modes, but that's not mine though. Just tried to find a quick example
I'm talking about an incompatible test patch in this run of test patches. I expect the next test patch will include this. But maybe not, if I do some other compatible fixes first (e.g. enabling physics on some track surfaces where you can fall underground in open configs) to be tested along with the tyre contact detection fix. It's possible those could be tested in one more compatible test patch before the incompatible one.
No, it's just that the new object numbers would make old guests have all the wrong objects and missing objects, so they would go OOS. Same with the enabling of qualifying. So I just have to add something that forces incompatibility - does not allow Z33 and previous versions to connect.
LFS has them but InSim does not - InSim has all its own packets, and does not yet contain anything for this. The new ones will share the object structures from the existing LFS packets and the layout file format. Of course I will add documentation when I add the packets to InSim.
Buildings, Tree's, Grass, Croud Stands, ADVAN bridge on blackwood...
Loads of new objects also including the ambulance & other things... The only bugs where that the objects list went off the bottom of the screen and the red/white barriers fell off the track and into the underworld when they where hit and it was only available on blackwood (new .wld file).
Most objects are exactly the same. Some are optimised for graphics and physics CPU time but you won't notice the difference. Some are a slightly different size, for example some cones varied in scale at the Autocross track but now they will have the same size as they are on the other tracks. Some objects are different - I've made new tyres objects (single and stacks of 2, 3, 4) because the tyre objects were different at all tracks and were a special type of object that cannot be used in the common autocross objects file. I'm planning to add a colour selection, so any of the existing tyre colours can be selected, so your tyres can match the colour scheme at whichever track you are creating a layout for. Some objects will be new to the autocross object system - I plan to include the speed humps from Kyoto and the corner markers from Aston.
I am taking a risk here saying what I plan to do, so whoever reads this - these are not promises, but plans - and plans change.
But to answer your question : conversion should be very accurate, though some tyre stacks will only have a 40 cm radius instead of a 43 cm radius, that kind of thing, and slightly different heights. I'll generate (and manually edit) conversion tables for all the tracks so that pre-Z33 layouts will look up in the table which object number should be used, and which tyre object and colour should be selected, while they are loading.
Yes, I won't be including lamp posts and buildings. I see those guys had fun at the car park with their mod, but that's not really what the autocross system is for.
Now, no more questions please, unless you have some real reason to ask me a question. For example now I've just taken 10 minutes out answering questions, when I had actually sat down to continue working on the objects. When the patch is released, you can find out what's in it.