The online racing simulator
I'll have a look at those.

When the chybujícího modulu is ntdll.dll then the Posun chyby is probably in ntdll.dll.

But in the 2nd two reports the chybujícího modulu is LFS_EDITOR.exe so hopefully the Posun chyby may lead me to the line of code. Big grin
Quote from detail :I don't know who's fault this is, but some mods have no TC, but "TC off" sign is on when driving.

engine brake reduction causes this
Hmm, engine brake reduction should definitely not be used on a car like that. It is a highly specialised function that was added for the BF1.
Quote from Flame CZE :I have some LFS editor crash reports in my event log, I seem to have forgotten about them. I don't remember what I was doing that the time, but maybe it will help anyway.

I have found the line of code for the last report, but not fully related it to the source code. It's pretty complicated around there. It looks as if it is to do with setting up a rim cross section. Maybe you were editing a rim at the time. Please do let me know if you can remember any crashes related to the rim editor.
Quote from Scawen :I have found the line of code for the last report, but not fully related it to the source code. It's pretty complicated around there. It looks as if it is to do with setting up a rim cross section. Maybe you were editing a rim at the time. Please do let me know if you can remember any crashes related to the rim editor.

I've managed to reproduce the crash when trying to delete a surface - it happened at offset 0x0016db35 now:

Nice one, thanks for that. It was as simple as it looks - a guaranteed crash if you tried to delete the second-last surface (there was a 1 in the code where there should have been a 0 at the point where it was checking if you had deleted the last surface).
Guys, thanks for report about brake reduction, I know it shouldn't be there, I didn't notice it was on
start new server from game
allow all mods (unaproved too)
select mode TRUCK66
try to join
recieve message: Your vehicle is not known on this host

go to hosting page and saw ingame host
edit server - set only TRUCK66 mode and save
in game can select only TRUCK66
try to join
recieve message: Your vehicle is not known on this host
I confirm this, and have emailed Victor.

For some reason, the vehicle's version 2 has not arrived on the servers.

Obviously this bug must be fixed, but it's possible that if the user uploads a new version, then version 3 may arrive on the servers.
Quote from mcmustang :I have stumbled upon this, texture mismatch in-game and in editor.
Flame confirmed that it also happens at his end. Rony also had the same issue.

This was sorted out in Editor W51, along with a lot of other bugs.


Quote from Flame CZE :There seems to be a bug in the spoke editor: I was trying to import an OBJ file as the spoke model, so I put a file spoke.obj into data/obj, go to Edit Spoke, press the OBJ button, select spoke.obj, but it shows an error saying "could not open file data/3dob/spoke.spk".

Quote from Evolution_R :That's why we have to cut the whole rim like this to load it properly (which is not ideal).
360 / 5 (spokes) If would be possible to load the full rim ... minimum number of spokes 0?

Quote from superlame :I did some testing and look what I found out Looking

These spoke issues should be sorted out in Editor W54.

- You can now load an OBJ as a spoke.
- You can set the number of spoke objects to 1.
Car image bug
I had a problem with loading a car image, I loaded my mod SNAKE-Z and the image is not displayed correctly, I checked the image in the archive with the mod and it opened fine, but it is not correct on the site.
Quote from luckylucky550400345 :I had a problem with loading a car image, I loaded my mod SNAKE-Z and the image is not displayed correctly, I checked the image in the archive with the mod and it opened fine, but it is not correct on the site.

Unable to pick up SNAKE-Z in-game.
Attached images
lfs_00000173.png
Thanks, I've notified Victor about that.
There is a serious problem with discs at the moment, it is almost impossible to create a stamped disc the way it is with a 256 polygon limit.
I have such a disc, how do you think I can cut it into spokes in order to preserve all the details? or if you load it as a single spoke - how will it fit into 256 polygons?
As for me, this is something from the category of fantasy.
I propose to increase the polygon limit to at least 2000-3000 thousand, which is enough for stamped discs with a margin.
For good optimization, you can add a lod system, for the future - hide highly detailed discs from players whose camera does not capture them, although even now the game on most computers shows an average of 300-500FPS
and even 60FPS can be considered excellent.
There is also a lack of texture with an ALPHA channel, which, for example, could create holes in a stamped disk with a texture.
Quote from Scawen :
- You can now load an OBJ as a spoke.
- You can set the number of spoke objects to 1.

What is the triangles limit for the rims in W54 when using 1 spoke?

If the number of spoke objects is 1, the triangles limit must be raised?
Because when the rim is cut (at 5), the triangles limit is 5 times bigger, and now (W54) the whole rim must be with 5 times less triangles to be loaded if 1 spoke is used.
Quote from Vladimir_nose :...to increase the polygon limit to at least 2000-3000 thousand, which is enough for stamped discs with a margin.

I agree!
Quote from Vladimir_nose :There is a serious problem with discs at the moment, it is almost impossible to create a stamped disc the way it is with a 256 polygon limit.
I have such a disc, how do you think I can cut it into spokes in order to preserve all the details? or if you load it as a single spoke - how will it fit into 256 polygons?
As for me, this is something from the category of fantasy.
I propose to increase the polygon limit to at least 2000-3000 thousand, which is enough for stamped discs with a margin.
For good optimization, you can add a lod system, for the future - hide highly detailed discs from players whose camera does not capture them, although even now the game on most computers shows an average of 300-500FPS
and even 60FPS can be considered excellent.
There is also a lack of texture with an ALPHA channel, which, for example, could create holes in a stamped disk with a texture.

If the limit for one spoke is 256 polygons and the total number of 22 spokes is 5632 polygons, then the limit for 1 spoke should be 5632 for two spokes should be 5632/2 for 3 spokes 5632/3, etc.
Guys, you seem to be confused between bug reports and feature requests.
I hope i am posting in the right place,
i am reporting on a lfs modeler bug i encountered when importing a model and that is very limiting frustrating and time consuming.
might be due to the 3d software i use sketchup.

the modeler creates undesired triangle faces inside the model to try to link everything in the same axis and deletes some that were from the model.
it also try to link every point of a flat surfaces making so many more triangles that the model had originally.

also the blue axis of sketchup act like the green axis of the modeler

i made a test model to show, see picture from bottom to top
https://ibb.co/hFRFqrD
https://ibb.co/jVbHzVS
https://ibb.co/NTLX6PW
https://ibb.co/RNXz6wv
https://ibb.co/0ssfdxd
https://ibb.co/BCxNBV1
https://ibb.co/N2SFcSz
https://ibb.co/bFTKQNk
Today's bug: a mod has no preview and is unclickable.


...actually, clicking on the title, it tries to download it, but you see "not found at LFS.net" message.
Attached images
lfs_00000010.jpg
Quote from Drift ACE :I hope i am posting in the right place,
i am reporting on a lfs modeler bug i encountered when importing a model and that is very limiting frustrating and time consuming.
might be due to the 3d software i use sketchup.

the modeler creates undesired triangle faces inside the model to try to link everything in the same axis and deletes some that were from the model.
it also try to link every point of a flat surfaces making so many more triangles that the model had originally.

In my opinion, your export settings are wrong. LFS is only loading the OBJ file that you exported, and that's how it looks. So I think it is too early to claim it is an LFS modeller bug.

I know you are not using Blender, but if you have a look here, at the settings for Blender:
https://en.lfsmanual.net/wiki/Modeller_Guides#Importing_from_other_3D_modelling_software

For Blender, you have to enable "Triangulate faces" otherwise you get exports that look like the one you did. I don't know what the relevant settings are in sketchup, but it's something to do with exporting triangles. LFS modeller is based on triangles.
Quote from detail :Today's bug: a mod has no preview and is unclickable.


...actually, clicking on the title, it tries to download it, but you see "not found at LFS.net" message.

Thanks, already reported a few posts back. Victor has been notified.
Quote from Scawen :Guys, you seem to be confused between bug reports and feature requests.

In my opinion, this is a bug, the ability to add 22 spokes with a total of 5632, but it is impossible to add 1 spoke (whole wheel) with more than 256, you need 5632 / Number of spokes
I see you have a point. Maybe 1280 / number of spokes could be reasonable. I think the 256 limit was set with ordinary 5-spoke wheels in mind.

We can't just go for extreme high triangle counts per wheel as we are already getting players experiencing pit-out glitch. We need to look at this in the context of a multiplayer game in which people pit and join frequently.
Quote from Scawen :I see you have a point. Maybe 1280 / number of spokes could be reasonable. I think the 256 limit was set with ordinary 5-spoke wheels in mind.

We can't just go for extreme high triangle counts per wheel as we are already getting players experiencing pit-out glitch. We need to look at this in the context of a multiplayer game in which people pit and join frequently.

In games such as Forza, which have a multiplayer game, sometimes cars have a total of almost half a million triangles, modern computers and optimization with lods and cameras that can turn off what is not in the player's field of vision have long since solved many problems.
I think 1280 is still not enough for a good disk model.
Having looked at several models of stamped disks, I concluded that the minimum value is about 2500-3000 polygons, making less will be quite difficult without Alpha or sub-objects
The current limitation would be fine in the format
5632 Divide the number of spokes, i.e. if one spoke - 5632
If two - already 2816 per spoke, and with 22 spokes - the same 256 polygons are obtained.
I don't really care that much about what other games do. As far as I know, they don't have an instant in-game mods download system like ours, but correct me if I'm wrong. And note the point I made wasn't about what frame rate you might achieve when the car was already set up. I didn't mention FPS at all. I talked about pit-out glitch which is about an initialisation process.
This thread is closed

Cleanup - bugs fixed / problems solved
(405 posts, closed, started )
FGED GREDG RDFGDR GSFDG