The online racing simulator
Test Patch Z30 (NOW Z34 - old content / old physics / many updates)
(1455 posts, closed, started )
Quote from numbazZ :i want night in game

Turn down brightness on LCD or switch it off completely.
BTW, don't post requests into this test patch thread, especially requests which require lot of work and were already suggested (check suggestions list).
Quote from Ped7g :Turn down brightness on LCD or switch it off completely.
BTW, don't post requests into this test patch thread, especially requests which require lot of work and were already suggested (check suggestions list).

haha! how about when day comes on night? like 1am - 2am? You actually drive @ night
Dude.. Start reading. That was suggested about one page ago and its in the suggestion list for like two centuries now.

http://www.lfsforum.net/showthread.php?t=2626

Also as popular request and as asked like many times already.

Besides, this is only a patch. Mainly to support open track capability as good as possible to bridge the time a bit for the actual S3 release.
Offtop!

Scawen, it's not game bug, this one of new cheats
http://www.lfsforum.net/showthread.php?p=1593505#post1593505

Next

i created demo server in 0.5F but it don't display on lfsword (0.5V-Z are displayed)
dont ask me "how you connected using 0.5F version?" (use router)

i tried to unlock today => "unlock error"
Progress
Hello everyone, I'll let you know how it's going, as it's Friday and some people might hope for a patch today.

The unified autocross system is going well, old tracks now load correctly with their old autocross objects deleted, but all objects still appearing because they automatically refer to the new ones in the list of unified objects. Some of the new objects have been changed a little, mostly in ways you can't see or won't notice but they are more optimised for graphics and physics, using fewer texture pages, no downward facing polygons on unmovable objects and that kind of thing.

On all tracks you can select tyre stacks 1, 2, 3 or 4 high and you can select natural black or white / red / green / yellow / blue painted tyre stacks, using the colours from the existing LFS tyre stacks. Also chalk objects can be coloured white / red / blue / yellow. The 6m and 10m speed humps from Kyoto are available at all tracks.

There are still various related small things to finish and the automatic conversion tables for old layouts still need to be done. The conversion tables can mostly be generated automatically but I need to do manual entries for some of the objects.

It seems like 1 or 2 days to get that fully functioning and safely loading old layouts, but I won't be ready to release the patch at that point because there are a few more things to be added to that incompatible patch. Such as allowing qualifying in open configs, enabling the random red lights, InSim reporting object collisions, InSim adding and removing objects.

I don't see any big problems ahead so it should be ready by next Friday at the latest. Hopefully sooner but sometimes tricky things come up.
Looking very good, thanks for the progress report.
Scawen, if I understand correctly, your next patch would be an incompatible one? with the incompatibility mostly due to some layout stuff and custom objects? What exactly is the nature of this incompatibility? Replays? WRs? It seems the recent collision changes, while affecting physics to a degree, do not break compatibility, which is nice.

Is this patch going to be promoted as an official update eventually? If yes, would that be smart to break backward compatibility for reasons other than a physics update or meaningful tracks updates?
As far as I know, the incompatibility is because of the qualifying in open configs.
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(avetere) DELETED by avetere : As I realized: just quite a silly request :)
Quote from avih :Is this patch going to be promoted as an official update eventually? If yes, would that be smart to break backward compatibility for reasons other than a physics update or meaningful tracks updates?

Yes, the purpose of a run of test patches is to release an official patch without bugs. The breaking of multiplayer compatibility is not a problem in that case - people should just click "yes" when asked if they want to update their version. But I have been very careful not to break the hotlaps - most old hotlaps and other replays can still be played back in the new version.

I agree, I would not like to delete all the hotlap tables until the real new tyre physics or actual new tracks are released.

But it is quite impossible to retain multiplayer compatibility when there are new autocross objects and they have different numbers and you can drive on open configurations. This latest one breaks multiplayer backward compatibility too because of the qualifying and red lights changes and the object numbers. But that's why I've saved that until last, so the community is divided for the smallest possible time. I want the official version out as fast as possible after the incompatible test patch.
Thanks. Could you please specify then what exactly is going to break (backward compatibility wise)?
Well it's very simple.

Z35 guests will not be able to connect to pre-Z35 hosts.
Pre-Z35 guests will not be able to connect to Z35 hosts.

Pre-Z35 will not be able watch replays recorded in Z35.
Z35 will be able to watch replays recorded in pre-Z35.

It's just an incompatible version like any other, but without breaking old replays.
I didn't think it needed such a detailed explanation!

DISCLAIMER : It's possible there may be some cases of old replays that cannot be viewed. One I can think of is that pre-Z35 replays recorded at South City that included Ramp1 or Ramp2 will not work, because they had a very high object index that is now out of range and cannot be supported by the new code. It's also possible that a few old hotlap replays might go OOS, though I have tried very hard never to break them, and to run a check on the world record replays every couple of days, it is still possible that a few Z28 hotlaps will not play, with so many changes in the code (although LFS is specifically coded to use the old contact detection system just when watching old single player replays). Also single player replays recorded after Z28 and before Z35 are extremely likely to go out of sync, because there were a few physics changes during that time.

I hope that is detailed enough so I can go back to work now.

Here is a link to my actual progress report which I think is more interesting in case anyone missed it :
http://www.lfsforum.net/showthread.php?p=1594025#post1594025
Got it, thanks. If I want to still use older replays (some go pretty long back), can I still have the older lfs.exe file at the same folder as the new? or would I have to keeps the pre/post z35 installs in different folders?

[edit]
Quote from Scawen :
...
Z35 will be able to watch replays recorded in pre-Z35.

...

I hope that is detailed enough so I can go back to work now.

Here is a link to my actual progress report which I think is more interesting in case anyone missed it :
http://www.lfsforum.net/showthread.php?p=1594025#post1594025

Oops, must have misread that one, my apologies. Anyway, I do follow your progress updates, and I find them quite interesting
Quote from Scawen :enabling the random red lights

While we're on this subject, I've noticed ages ago that in a singleplayer drag race green lights always come at an interval exactly the same as the one between individual red lights. Didn't really do any other singleplayer racing on other tracks, but maybe all lights should be randomized?
You will be able to watch pre Z35-replays (should be down to Y or even X30, if I'm not mistaken) even with the new version
Quote from avih :Got it, thanks. If I want to still use older replays (some go pretty long back), can I still have the older lfs.exe file at the same folder as the new? or would I have to keeps the pre/post z35 installs in different folders?

Only the unlock files are a problem, so you can keep the same folders but just save a separate data\misc folder with your Z28 unlocks in it. But I guess you can just put aside a Z28 exe and wait and see if the new version can still play the old replays, as it is supposed to do.

Quote from scipy :While we're on this subject, I've noticed ages ago that in a singleplayer drag race green lights always come at an interval exactly the same as the one between individual red lights. Didn't really do any other singleplayer racing on other tracks, but maybe all lights should be randomized?

No, the drag strip lights are the reason why this bug exists. Drag strip lights are entirely predictable in real life, because it's all about how fast you can do the drag. Unfortunately the way that was detected in LFS was also triggered by the open configurations. Because they are not a "looped path". Being on a not looped path is no longer a good method for disabling the red light randomisation and the qualifying system.
Go go GO LFS!
I must say that I really love the new approach to the community. Let's play 20q again on the next friday.
Quote from kruuvi :I must say that I really love the new approach to the community. Let's play 20q again on the next friday.

People will play this again and again until VWS and new physics come out.
Quote from Scawen :

DISCLAIMER : It's possible there may be some cases of old replays that cannot be viewed. One I can think of is that pre-Z35 replays recorded at South City that included Ramp1 or Ramp2 will not work, because they had a very high object index that is now out of range and cannot be supported by the new code. It's also possible that a few old hotlap replays might go OOS, though I have tried very hard never to break them, and to run a check on the world record replays every couple of days, it is still possible that a few Z28 hotlaps will not play, with so many changes in the code (although LFS is specifically coded to use the old contact detection system just when watching old single player replays). Also single player replays recorded after Z28 and before Z35 are extremely likely to go out of sync, because there were a few physics changes during that time.

So, does this means we will never get ramps on South City?

If never, then no can do, I actually do not lose there pretty much, except making "walls" with ramps in South City was actually greatest thing ever!
Quote from UnknownMaster21 :So, does this means we will never get ramps on South City?

No, that is not what it means. All new autocross objects are available at all tracks. It's just that in the Z30 to Z34 versions, the ramps at South City had too high an index that cannot be supported by the Z35 code. So all it means is that Z30 to Z34 replays with ramps in them will have no ramps if played in Z35.
No, as the new LFS patch will have a unified Object system (Same objects across all tracks), so all tracks will have all objects available. Scawens caveot above is that when he was implementing objects for all tracks, in the Z32-Z34 patch, the indexes he was using for objects won't work with his new Translation system that he's programming to convert old object indexes to the new, unified object indexes.
Does anyone begin to realise the problem with me giving progress reports? I try to make them clear and full of information. Then some people begin to pick apart every half of every sentence or individual words to see if there is hidden meaning within. And then my replies to those questions about my report begin to be taken apart in turn themselves, in case they mean that the roof will fall down upon our heads.

Guys, there isn't any bad news in today's progress report, only improvements and good things to come in the new patch. Nothing will be disabled or removed or deleted.
So if anything, you have more than previous. That can only be a good thing.

I know I am happy about it. Now let Scawen have a drink or two, get a small buzz, and code like his true self.

EDIT: He must have already had one, he is faster than me!
This thread is closed

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