I can't add kerbs. I'm not really sure what you mean, that sounds like a track editor kind of thing, the autocross editor is really just about placing objects on top of existing tracks.
In the new system which I expect to release next week, I have included the distance to corner markers (like the ones from Aston) and the long and short speed humps from Kyoto.
I'm not taking any more requests for objects - I've spent long enough collecting them together and updating them for the new unified autocross objects file. They will require an incompatible test patch (which is needed anyway to enable qualifying and random start lights). But first (aiming for this evening) I will release a compatible patch with various fixes, excluding the new autocross objects.
I hope Z33 is the last compatible one. We then need to be in the incompatible stage for the shortest time possible so we can get the official patch out and I can get back to the tyre physics.
I have had a look at that, because I now have the code to detect and modify the properties of segments. But I don't want to do that one, mainly because of that unconnected road surface (i.e. hole) at the end of that slip road. Also there would be some ugly shadows if I removed some of those segments.
I understand you may say that's not important, you can block off these things and you'd only drive down the road, not up, but today my focus is adding physics detection where there should be some (e.g. around the FE mini-oval) and replacing barriers where they are missing from open configs.
I'm trying to make the open configs less "flaky" so they are more up to professional standard. And that does mean blocking off things where the world of "driving in a virtual world" becomes "driving in an unfinished computer program". You see, opening that part of SO would simply enable another unfinished area. So that comes in the category of something that really needs to be updated with a real track update.
Heh, this is like talking to my 5 year old son, who asks so many questions! And here it's not good, because each person who asks a question takes yet another 5 to 10 minutes of my time, so reducing the updates I can put in today's patch. It would be better to accept what I say, because I have thought it through.
This an INTERMEDIATE patch with the same old tyre physics. That means, the old hotlaps are staying valid. It's not a good time to delete all the old hotlaps, when the tyre physics is still the same. So, we are not releasing track updates that would make all the hotlaps go out of sync.
That is quite apart from the fact that Eric is working on S3 content at the moment. I think it is ok for me to say, that he doesn't like being asked to switch from one thing to another. Some people like to switch tasks all the time - I have no choice - but Eric does not like that, he likes to stay focussed on what is is doing. This is sort of "my" patch and I don't think he really wants to be involved. Not that I have asked him - I've already explained above, we don't want to put the hotlaps out of sync. I've gone into a lot of detail how one thing led to another on the road to this patch.
So, please, try to understand, I'm working very hard to try and get a patch out today and I don't want to explain every single decision on every step of the way.
I think this was answered in the quote above from Scawen.
Trust me, (i hope) There are a hundred or more questions I would love to ask.
But I know what its like to be working on something close to a deadline, only to be stopped and asked things that back-tracks my current state of mind/method.
Maybe when the push to what the dev's targets are in this period of development are complete, we might see an opportunity where there is time for questions and such like to be responded too more attentively.
But I can see both sides of the coin and just like most people wish there were more hours in the day (so i could get more sleep damn it)
aha So you have all the answers
Hopefully you still got plenty of hungry spiders around on that bugsheet scawen
OK, so with everything turned up to maximum, it goes wrong.
The next question is : what happens if you turn things down a bit?
Please try switching off AF : try 1x (trilinear filtering) instead of anisotropic filtering (which uses a lot of memory).
To find the problem, you have to turn things down to the minimum, then increase them one by one and see which thing causes the fault. You should never just turn everything up to maximum. Would you do that with a hi-fi or a car or a heating system? You should look at the picture and turn things up little by little. If you are not getting any enhancements by using a higher setting, then don't use it.
I don't understand... if you are running full screen, what effect can CTRL+C have? It is supposed to clip the mouse to a window, if you are in a window, so I don't really know what that is about.
Please can you do something for me - could you check absolutely for sure if it isn't something on your computer? Perhaps you can try in Z28 then try in Z32 again. I am not aware of changing anything related to mouse clipping.
I had a second look and I was wrong, sorry, it does turn on automatically.
However, if you press windows key (i'm running w7) LFS will minimise. When you click lfs again in task bar, it goes back to fullscreen, however the mouse no longer clips and you can accidentally minimise lfs again by clicking outside the screen..
It's no biggy because I can ctrl+c twice in race and it is clipping again but can be a little irritating when you accidentally minimise lfs because the mouse didn't clip to the screen when you went to hit the 'back' button..
I think you will have better graphics if you set the mip filtering to 1x - that is trilinear filtering and the results are acceptable. It is not anisotropic filtering, so maybe it doesn't cause that problem.
In the Shift + U can be put start / finish line, but I have an idea which implements autocross race with a starting grid. S - front line (a green arrow), then G - front grille (two green arrows parallel to each other), which can be scaled, rotated.