As it's Friday, many of you are probably hoping for a patch (me too) but I've realised it is not possible to release the incompatible patch today.
The hotlapping updates were supposed to take half a day but that turned into 3 days with the things we added. Then I got onto one of the things I am committed to doing - the InSim packets that can add or remove objects.
That needed a new multiple object deletion function (previously only one could be deleted at a time). I adapted the old multiple object packet that was used when loading a layout or joining a host. Now it can be used for multiple object adding / deleting at any time, also extended to 30 objects per packet instead of 16 so it's faster to join a host or load a layout in multiplayer.
I had no good way to test the multiple object deletion packet, and realised it could really be tested well if there was a multiple object selection system in the autocross editor. That could be done in about a day using those new packets I had to add for InSim. Now you can select up to 30 objects at a time, using CTRL+click. You can then delete / duplicate / move or rotate the group of selected objects. I think that was very useful. Not only so the packets could be properly tested, it will save people a lot of time when they are editing layouts.
What still needs to be done for the incompatible test patch :
- The actual InSim packets for adding and deleting multiple objects (easy now that the internal packets are done)
- Reporting collisions with objects (should be simple enough now having done some updates for the hotlapping system)
- A few bug fixes
Changes since Z34
Autocross editor :
All autocross objects are now available at all tracks
Multiple object selection - press CTRL and click object button
Selection can be deleted, copied (O), moved (M), rotated (, / .)
Prevented mouse camera movement between button click and release
FIX : Start position sometimes remained active after deleting it
Open configuration support :
Random time from red to green lights now works with open configs
It is now possible to start a qualifying session on open configs
All translations have now been updated
The digit "1" now occupies the same screen space as other digits
Maximum qualifying time increased from 60 minutes to 240 minutes
TC Allowed Slip slider now goes up to 20% (previous maximum 10%)
On changing allowed cars disallowed cars will join the spectators
Improved multiple line text formatting - Japanese training now ok
FIX : It was possible to set qualifying on an autocross layout
Hotlapping support :
Tyres section in garage - settings for tyre warmer temperatures
You can load a layout in hotlap mode (may include start position)
NOTE : LFS World hotlaps may include start position - not objects
Hotlapping is possible on open configurations (not for LFS World)
Exit from pits now results in a clean restart to hotlap position
Reliable detection of wall side impacts (e.g. at South City)
Pit stops are no longer available in Hotlapping mode
SO : Removed a ghostly collision object in South City pit lane
SO : Removed two barriers embedded in tyre wall (Sprint Tracks)
WE : Fixed the position of the reversed configuration finish line
KY : Removed some barrier end segment errors from Oval / National
New packet IS_PLC sets allowed cars for individual players
Thanks, I've disabled that now. It looks like that has been there in National and Oval configs since Kyoto was first released!
Good stuff, that's been an annoying "feature" of LFS One small request if possible (to fix another annoying feature) - could setting the number of laps above 100 be fixed so that it doesn't go in 10 lap increments? I can't think of a reason why you could have a 110 but not 111 lap race, and it would be a good bug to quash Anyway, don't forget to enjoy the sun
Seeing that Qualifying got an extension (very useful btw in leagues), is there a possiblity that laps can be expanded? By that I mean, can we set laps to say "108" instead of 100 or 110? It sounds like a minor thing but could be useful to some oval events/races/leagues. Also if there's a long race on a small track (FE1/AS1) that would be alot of laps, they could select 101 etc too.
Edit: Boothy beat me to it, but you see its an "interested" topic at least.
Thanks Scawen for extend the qual time up to 240minutes. I want to add something about this, doing the same with mustpit comand.
We could force by lfs to stop X times instead of just mustpit on/off. Actually, in leagues, if some user forget to do the second stop, he wins race, causing LFS Stats with incorrect data, and more fails derivated from this.
To keep more compatibility with actual host setus, could work in this way:
yes-> 1 stop
no-> 0 stop
And now add numerical options..
0-> 0 stops
2-> 2 stops
I don't think so, but I will explain in more detail to make sure I'm not missing something.
In the version you have, you can't set qualifying on an open configuration, even if lap timing is enabled, for racing purposes. That is now possible. That uses a layout, but it's not "autocross" because it doesn't have a start position.
But that bug fix you quoted - it was that you could use the /qual command if you created an actual autocross layout, with a start position (but not in the game setup screen - only with the /qual command). But that is an individual time trial event, so qualifying doesn't make any sense in that case.
Strange. Looks like I can't make any more movies, when recording with Fraps my fps drops to 3. Never happened before. Lowering graphics, v-sync off, lower resolution, updating Fraps, make sure I got enough disk space for Fraps, no other programs running that's consuming the CPU.. not much seems to help. But since I've seen a few videos that has been made after these updates I do believe it's my computer. Sad, sad.
This would probably be possible somehow but it's not really easy so I won't do that in this version.
This is a good idea and I just tried it, and strangely enough it does already work this way, without me doing anything!
Why it works is because it's a multiplayer editor, and someone else might be editing at the same time, the list of selected objects cannot be a list of object numbers as I'd do in a local editor (because object numbers can change when other objects are deleted). In fact autocross objects are so compact (8 bytes each) that the list of selected objects contains all the information needed to create those objects.
So by simply not clearing the list of objects when you load a new layout, the selected group is still beside your mouse pointer when the new layout has loaded. What you cannot do at that point is add to or remove from your selection because those operations require that the selected objects actually exist in the layout. But you can rotate or paste them.
Let's try not to say "autocross" to describe a layout that doesn't have a single start position.
So we can say :
layout - objects and maybe checkpoints - qualifying is allowed in Z35 (but not Z34)
autocross layout - single car start position + objects + checkpoints - this is for autocross the way anyone outside of LFS would think of the word. It's one car at a time against the clock so qualifying is not allowed in Z35. It wasn't really allowed before Z35 either but a bug allowed you to put LFS in a definitely strange state with the /qual command.
Thanks for considering it at least.
I guessed you might be using an internal buffer hence my retraction. It's nice to know it isn't being cleared, so therefore makes it available to the next layout which that is also excellent.
If the contents of the buffer (array?) could be put onto the clipboard too, it means we could paste them into a text editor to create a library of layout feature snippets without having to meticulously recreate them manually. The system in its current form would suffice, so clipboard support is only an enhancement that can wait.