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LFS New Patch Discussion thread
02-06-2011, 22:37 (This post was last modified: 02-06-2011 22:51 by Kenwood.)
Post: #1
LFS New Patch Discussion thread
Hello!

I figured I would create a thread for the new LFS patches, as well as informing of new patches being available (so you may want to subscribe to this thread). Feel free to mention any bugs, things you like/dislike and share related videos/images.
I'll begin.

The next test patch, Z35, is [edit] rumored to be realeased this Friday (tomorrow). What do you think will be included in this patch?

Let's discuss! Happyface

Currently cheating on TT with SO...don't tell KaraK pls
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02-06-2011, 22:52
Post: #2
RE: LFS New Patch Discussion thread
Hope they'll include the speed bumps Very Happy

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02-06-2011, 22:54
Post: #3
RE: LFS New Patch Discussion thread
Same... Btw what year do you think the Scirocco (and other goodies) will arrive?

I honestly think it will be released by November of his year. Happyface

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02-06-2011, 23:25 (This post was last modified: 02-06-2011 23:26 by KaraK.)
Post: #4
RE: LFS New Patch Discussion thread
2012, when the world ends. Tongue
But that's not a patch, that's S3 Tongue

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02-06-2011, 23:38
Post: #5
RE: LFS New Patch Discussion thread
I should have titled his "Future LFS Discussion" then lol.

But Scawen has said that the Scirocco would be available to S1/S2 users, making it a major patch, rather than S3 IMO- unless S3 would be a free upgrade to licensed users.

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03-06-2011, 06:31 (This post was last modified: 03-06-2011 06:31 by Fatteeh.)
Post: #6
RE: LFS New Patch Discussion thread
Scawen, LFS z35 progress report Wrote: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.

So yea, nice stuff coming up Happyface
And I'm really waiting for S3 to be released Fingertwist
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03-06-2011, 13:22
Post: #7
RE: LFS New Patch Discussion thread
Scawen is doing an awesome work!
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03-06-2011, 13:26
Post: #8
RE: LFS New Patch Discussion thread
indeed, can't wait Very Happy
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03-06-2011, 17:30
Post: #9
RE: LFS New Patch Discussion thread
Another Z35 progress report:
Scawen @ LFSForum.net Wrote:Hello Racers,

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

Various :

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

Tracks :

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

InSim :

New packet IS_PLC sets allowed cars for individual players

Orginal post: Clicky
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03-06-2011, 20:17 (This post was last modified: 03-06-2011 20:18 by Kenwood.)
Post: #10
RE: LFS New Patch Discussion thread
Thanks for making use of my thread. Happyface

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