The online racing simulator
Test Patch Z30 (NOW Z34 - old content / old physics / many updates)
(1455 posts, closed, started )
Quote from [Audi TT] :This is a bug? It happened when I hooked the red and white barrier, after which tire has played a cruel joke, and I turned. Pay attention to the indicator tires, not enough columns.

which server this layout is running at ?
I asked for it a few pages before:

Can we have more object types like curbs, 200-150-100-50m signs... just stuff for our new racing tracks
Quote from Trekkerfahrer :I asked for it a few pages before:

Can we have more object types like curbs, 200-150-100-50m signs... just stuff for our new racing tracks

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.
Quote from Scawen :
Quote from Trekkerfahrer :I asked for it a few pages before:

Can we have more object types like curbs, 200-150-100-50m signs... just stuff for our new racing tracks

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 think what Trekkerfahrer wants are small humps or bumps. When you put them together in a curve you get the kerb. In this way layout designers car create their corners with kerb.

The hump from Kyoto seems to be too high for this.

Not so important at the moment though.
Just as a reminder:
Could we get rid of those few objects at SO (around highway-passage)?
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Quote from avetere :Just as a reminder:
Could we get rid of those few objects at SO (around highway-passage)?

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.
Well since we are getting incompatible test patches anyway, can't Eric update the track?
Quote from Scawen : 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.

OK. That's quite understandable for the unfinished part (though I obviously hoped for another outcome), but now at least, this issue has been cleared for the moment

But how about the two barriers around that "bridgehead" (see first pic on the right) to enable the other way round up to the highway? that one seems perfectly finished and usable to me ...

No need to comment on that though, I'm perfectly willing to get the anwser as a surprise
Quote from kimd41 :Well since we are getting incompatible test patches anyway, can't Eric update the track?

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.
Quote from Scawen :Heh, this is like talking to my 5 year old son, who asks so many questions!

That´s easy.. Just don´t answer questions, as you did with mine.. ( wind direction and no repair )
Okay okay, no more questions. I promise.
Quote from Scawen : 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.
....
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.

Quote from NeOn_sp :That´s easy.. Just don´t answer questions, as you did with mine.. ( wind direction and no repair )

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)

Quote from kimd41 :Okay okay, no more questions. I promise.

aha So you have all the answers

/

Hopefully you still got plenty of hungry spiders around on that bugsheet scawen
Since you're in a hurry, could you raise the ax-object limit to something even?
1024 would be awesome
You're doing a great job Scawen
when i try to run a modified host i get the error "modified host needs a password". does this mean that i need to set a password on the server or does this mean i need te enter the admin password ?
You need to set a password if you run a modified host.
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(numbazZ) DELETED by numbazZ
Quote from Scawen :
Without looking into what that card is or what memory it has, etc... my first thought is you are running out of texture memory. Do you have custom textures installed? Sometimes they are very high resolution.

- Try using low res textures
- Try reducing your Texture filtering
- Try reducing Full-scene antialiasing

i downloaded the game from lfs site, so game is clear, no custom textures.. i try all features, nothing works

watch the screens
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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.
Quote from tommer :Edit2; Scawen, I've noticed mouseclip doesn't work in full screen when dualscreening automatically since the new test patch, instead you must ctrl+c twice (turning off then on) before it works..

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.
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(numbazZ) DELETED by numbazZ
If I'm not mistaken this is a known bug caused by nVidia drivers. Try disabling anisotropic fitering altogether in LFS and make sure it's off in nVidia control panel too.
Quote from Scawen :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.

Well I have two screens with lfs only on one,

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..

Thanks for the updates as usual
Quote from MadCatX :If I'm not mistaken this is a known bug caused by nVidia drivers. Try disabling anisotropic fitering altogether in LFS and make sure it's off in nVidia control panel too.

haha!!!) yeey thx man! i disable anisotropic filtering in nvidia control panel and it works good now
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Quote from numbazZ :haha!!!) yeey thx man! i disable anisotropic filtering in nvidia control panel and it works good now

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.
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Test Patch Z30 (NOW Z34 - old content / old physics / many updates)
(1455 posts, closed, started )
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