Can we get an option in multiplier races to save an SPR. This would allow us to save the reply as our client sees it and not as the final outcome that the MPR has. I think it would help you with your debugging.
Ok, I found the root cause for this. Any AF level works just fine, it is the AA level that causes the screen to go black for me in LFS. Even an AA level of x2 causes the problem. It's again only on the menus tho. Anywhere else (like in game, while physics is running) is just fine.
Hmm... so let me get this straight. The BL rally sections are no longer accessible in the open track configs? If so may I ask why this was done? I really don't see a reason to, it makes the open configs useless for BL, doesn't help anyone afaik, and just takes a fun option away. Not trying to offend, but I won't be downloading Z33 if this is the case. Still happy with Z28 and Z32 for now.
You have the wrong end of the stick. BL rally sections are still there for open configs. The only differences are that barriers along the sides of those sections are back. This means you cannot drive into the lake for example.
There is no obligation to download any of these test patches. They are exactly that - for testing and bug reports.
Thanks again! This is now fixed and I plan to release it today before 6 pm (also with blue flags working on open configs).
From your replay I was able to extract the exact values for the collision test that produced the false collision, then I could go through step by step in the debugger.
Technical explanation :
When the collision test overlaps the end of a segment, the test ray is shortened - this is the key to the pit garage exit false collisions fix. But in some cases the ray would have been shortened to zero or negative length. This was detected by LFS (to avoid numerical overflows). The bug was that in that case, LFS didn't shorten the test ray and just carried on doing the test with the original ray (testing against extrapolations of surfaces, too far beyond the end of the segment). Usually that made no difference, but if a segment had quite a lot of curvature, the effect could be very wrong, because the extension of the curves could be far from the surface of the track (or wall, etc). The solution is simple : don't do the test at all if the test ray would be made so short. There were two ways for this to happen, one of which took place in the replay, both now fixed.
Now when I watch your replay, there is no false collision, the replay just goes OOS after that point, because the cars ends up in a different place.
That is good news indeed. Thanks for the technical explanation too.
Does this mean that some of the other phantom "bumps" will be ironed out too? I'm referring in particular to the start finish line at Westhill where there is a definite bump registered by the car at high speed, but there does not appear to be anything there at all when inspected closely.
But sometimes mine esc button wont work anymore ingame.
i have tried many keyboards and control + esc keycombi is still working.
To fix the problem i need reboot my pc :worried:
i have this problem since z30.
And the worst thing of all, i cant reproduce it. Because it happens randomly
Last time i was working in shift+U mode.
edit: its working again. didnt reboot my pc , and i really dont how i fixed it.