Any news/updates?

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Duke
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Re: Any news/updates?

Post by Duke »

Yeah this has been a passion project for the 3 dev's/owners the whole the time.
The hate comes from them always teasing new developments, improvements & content but then never releasing them... S3 license anyone???
Unfortunately they missed the boat on the DLC concept of modern day gaming, but it was the way it was done back then.

The only hope they ever had was to complete S3, sell it as a new license with a discount for S2 license holders then add new content as DLC.
But again they missed that boat as the team got older with more responsibilities needing a steady income stream.
So the dream of living off LFS is long gone now.

For me, I will just enjoy the memories as it was how I ended up here with you bunch of clowns!!!
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Re: Any news/updates?

Post by Duke »

Say What!!!
Lead developer Scawen has previewed some upcoming changes that will enable mod support for owners of Live for Speed S3.

The selection process for mods are quite strict:
– No real car names or logos, unless permission is proved during the submission process.
– No meshes converted from other games, unless permission is proved during the submission process.
– Model sizes limited (e.g. triangle count and texture size) so the mods are quick to download.

"We have always wanted to support mods because of the huge variety that becomes possible. We thought it could be done after the new version release, with the new physics. That would have been ideal but there is a lot of demand for mods and we started to look into it this year.

At first we started thinking about simply allowing VOB mods, with some restrictions. But it would of course be better if we had an official way to edit and export mods. So I experimented with some changes in the current public version of LFS, to the point where it could load VOB models saved from our development version. It was immediately obvious that it would be too restrictive if we only allowed VOB mods on existing cars. So I made more changes to save fully edited vehicles that could be loaded in the public version.

As a standalone model and vehicle editor was proven to be possible in principle, we got more serious about the whole thing. We started working on a mod submission system, with mods stored on our website and automatically downloaded in LFS. With the new system, you can visit any server and see new mods there for the first time as they are automatically downloaded like skins.

To make a mod you can build a model (3D mesh) directly in the LFS modeller or start by importing one from another program, e.g. Blender, then make adjustments and apply texture maps within the LFS modeller. To create a driveable vehicle with your model, you could either start from scratch with a new vehicle or choose an existing car as a starting point. Adjust wheel positions, mass, suspension, engine and so on. Test the mod in your public version of LFS then export and upload it to our website. Reviewers will check it follows the rules and approve / reject / request changes. When approved, the mod can be downloaded in LFS and used online."
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Re: Any news/updates?

Post by DarrenM »

https://www.lfs.net/forum/thread/95637- ... ng-Soon%21

It'd be interesting to know what percentage of people bought S3. I never did because the content never materialized.
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Re: Any news/updates?

Post by nutty »

Was about to say, we might get the scirocco finally.. but nope lol
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Re: Any news/updates?

Post by w00dsy »

This is a concept I can get behind. The automatic downloading will be good, rather than everyone downloading zips, or mismatch versions.
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Re: Any news/updates?

Post by Takumi »

10 years too late 🤷
It's been nice, chaps.
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Re: Any news/updates?

Post by Duke »

Live for Speed, version 0.7A

Dear Racers,

We have always wanted to support user created content in Live for Speed. We thought it could be done after the new version release, with the new physics. That would have been ideal but there is a lot of demand for mods and we started to look into it this year.
At first we started thinking about simply allowing VOB mods, with some restrictions. But it would of course be better if we had an official way to edit and export mods. So we experimented with some changes in the current public version of LFS, to the point where it could load VOB models saved from our development version. It was immediately obvious that it would be too restrictive if we only allowed VOB mods on existing cars. So we made more changes to save fully edited vehicles that could be loaded in the public version.
As a standalone model and vehicle editor was proven to be possible in principle, we got more serious about the whole thing. We started working on a mod submission system, with mods stored on our website and automatically downloaded in LFS. With the new system, you can visit any server and see new mods there for the first time as they are automatically downloaded like skins.
RB4 in the LFS EditorTo make a mod you can build a model (3D mesh) directly in the LFS modeller or start by importing one from another program, e.g. Blender, then make adjustments and apply texture maps within the LFS modeller. To create a driveable vehicle with your model, you could either start from scratch with a new vehicle or choose an existing car as a starting point. Adjust wheel positions, mass, suspension, engine and so on. Test the mod in your public version of LFS then export and upload it to our website. Reviewers will check it follows the rules and accept / reject / request changes. When accepted, the mod can be downloaded in LFS and used online.

There are some restrictions.
- The mods system is only for S3 licensed users.
- We do not allow real car names or logos, unless permission is proved.
- We do not allow meshes converted from other games, unless permission is proved.
- There are limits (e.g. triangle count and texture size) so the mods are quick to download.

Changes to hosting:
There are some changes to the way game servers work. We believe the only way to prevent piracy is to no longer release any server code at all (or even support LAN games). For the new version, we provide the servers, using our existing server rental system. Game server owners can use InSim connections to their servers. We have set up internet servers in various continents so you should get a good ping wherever you are.
You can start a free server in game, using the "Start new host" button. But now, that starts a host running on one of our servers, instead of locally on your computer. When you leave a free server, it closes down after a few minutes.
If you want to run a full-fledged server, or multiple servers, that stay online all the time and store replays and layouts, you can use our game server hosting system. You can choose Netherlands, USA, Japan, Brazil, Hong Kong, Turkey or Australia for the location of your game server. The prices are approximately a quarter of what they were before this change.
You can manage your hosts from https://www.lfs.net/hosting/admin
That works for free hosts started from in-game as well as rental hosts. An InSim port is always opened and available to the IP of the user who started the host. If you would like to whitelist more IPs for InSim, you can do so using the hosting admin link above.

Changes from 0.6V to 0.7A :
Mods:

Mods support is now available for S3 licensed users
A vehicle editor and object modeller are available
Includes support for single-gear electric vehicles

Multiplayer:
Start new host screen starts a new host on LFS.net
Host options screen now available for admins while online
Message "[user name] is connecting..." when someone is joining
Unlimited number of bans in ban file

Updated cars:
MRT with improved frame, steering wheel, wider tyres, minor updates
RB4 with more detailed exterior, interior, 10mm shorter wheelbase

Graphics:
Minor improvements to drivers and spectators
Updated ADS jpg textures for all tracks except RO
Increased number of mipmaps for number plate textures
Updated car shaders to better reproduce the editor materials
- Variable shine can now be used (alpha channel sets shine level)
- Material type 'overlay or plain' can be used for chrome parts
- Roughness value is NOT supported (specular reflection disabled)

Interface:
Using updated font from new version of LFS
Improved display size of vehicles in game setup screen and garage
Removed feature that enabled "window while connecting" on new patch
FIX: Player name could be displayed wrongly in F11 and F12 menu

Misc:
More prominent warning for clipping in engine sound editor
Experimental anti clipping audio option (enabled by default)
Anti clipping is automatically disabled in engine sound editor

Layouts:
Plain area 4km x 4km designed specifically to allow large layouts
Max selected objects in editor is now 60 (was 30)

Controllers:
Support for controllers with up to 128 buttons
Look Heading and Look Pitch are no longer automatically assigned

InSim (for programmers):
New packet size byte - now represents packet size divided by 4
This allows larger packets up to 1020 bytes (old limit was 252)
IS_ACM and IS_MCI make use of the increase packet size
New packets IS_MAL / TINY_MAL set / get allowed mods

Commands:
/allowmods=yes to allow mods on host
/cars=none to disallow all of the official cars
/cars+=xfg+xrg to add xfg and xrg to the allowed cars
/cars-=ufr+xfr to remove ufr and xfr from the allowed cars
/window X Y sets window client area width and height
/enforce - spectate anyone who is driving a disallowed car
/unapproved=yes to allow unapproved mods to be used on host
/mods=AAAAAA+BBBBBB sets a list of allowed mods (and allows mods)
/mods+=CCCCCC+DDDDDD adds to the list of allowed mods
/mods-=BBBBBB+CCCCCC removes mods from the list
/mods=ALL removes the list of mods and sets /allowmods=yes
/mods=NONE removes the list of mods and sets /allowmods=no
/mods and /cars commands can accept plus or comma as delimiter

Scripts:

Script 'ev.lfs' is run when an electric vehicle is selected
Script 'kart.lfs' is run when using vehicle with centrifugal clutch
Script 'free.lfs' is run when using vehicle with no engine or drive

- LFS Developers
Last edited by Duke on Fri Dec 17, 2021 3:48 pm, edited 1 time in total.
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Re: Any news/updates?

Post by KNAPPO »

This kinda makes me sad. They could have easily provided this when LFS was in its prime!

We made do with events like Jump Time and Pimp Racing but we would have had a blast with this stuff...
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Re: Any news/updates?

Post by r8response »

Hoedown Showdown (The old 3 driver, 2 car races).

I'm really surprised they're still actively developing LFS.
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Re: Any news/updates?

Post by Cursed »

r8response wrote: Fri Dec 17, 2021 10:59 am ...
I'm really surprised they're still actively developing LFS.
This tells me more than most things, that this is a personal labour of love rather than just an income stream. Good on them if they still get by doing new things to their old project.
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Re: Any news/updates?

Post by Duke »

Dear Racers,

It is nearly two months since the release of the new mods system which has been very popular and well supported by the community. We have made a lot of improvements in LFS since then and you can now get them in a new patch, 0.7B.
The mods screen looks better and works more efficiently. You can now set favourites and rate mods from in game. The ratings help mods become approved when they are well received by the community.
There is a new skin viewer mode in the garage which is useful when you are working on the paint job of an LFS car or a mod. You can also export a plain skin template or a wireframe from the garage as a starting point for a skin.
Support for electric vehicles has improved, including regenerative braking. AI paths can now be generated for mods and there are various fixes and improvements.
Community members have been creating a lot of mods. Our reviewers have found it hard to keep up as so many have been submitted. It is important for us to check the source of models to make sure that copyright is respected. Reviewers have also been checking some of the best mods and giving them an 'approved' status which allows them to be displayed more prominently. To help the reviewers we have now implemented a 'public review' system in which new mods will appear on the forum to be checked by S3 licensed community members before they are first published.

Changes from 0.7A to 0.7B :
Mods screen:

Mods screen can be set 2 or 4 columns wide
Mod images are cached in a new LFS\cache folder
Click author name to see mods made by that author
Favourites filter is now available on mods screen
Click the star on a mod's image to mark it as a favourite
Rate mods in game either in garage or mods screen dialog
Note: CTRL+click or click on left to remove a rating
Added 'class' filter (e.g. saloon, buggy, kart, bike)
Home / End / Page / Arrow keys now work on the mods screen
FIX: Virtual KB button now works in mods screen filter text entry
FIX: It was possible to get stuck after a failed mod list download

Skin viewer in Garage:
- Click "Viewer" or Press V key
- Rotate vehicle with left mouse button
- Rotate view direction with right button
- Use mouse wheel to zoom in and out
- Select lighting mode, background colour or LOD
- Reload button or auto reload while editing a skin

Skin template export in Garage:
- In the "Colours" tab select 1024 or 2048 size
- Click "Generate Skin Template"
- Select a skin template or wireframe guide
- The resulting image is copied to the clipboard

Interface:
Many updated translations - thank you translators!
Car name is now shown below driver name in F11 and F12
Demo 'unlock' message "Welcome to Live for Speed Demo" restored
New LFS:// links to install mods from a link on the website
- works if LFS is not running or is running but not in multiplayer
- can install mod from entry / game setup / garage / mod screens

Electric vehicle support:
EV battery light now comes on when charge is less than 5%
EV dashboard is now blank when the car is switched off (I key)
F12 menu now says "Charge to add" instead of "Fuel to add"
Recharge rate is now 600kW * 0.9 charging efficiency
Now displays RECHARGING instead of REFUELLING in pit stop
FIX: Karts and EVs could drive during pitstop (throttle now zero)
FIX: Clutch temperature no longer displayed for electric vehicles
FIX: Power-weight ratio display wrong for EV with power restriction
FIX: Remote EV would jump / glitch during pit stop if throttle held

Regenerative braking for electric vehicles:
- Only for FWD and RWD vehicles
- Charging efficiency 90%
- Uses reverse motor torque as much as possible on drive axle
- Reduces brakes in accordance with the reverse motor torque
- NOTE: motor braking is affected by limited slip differential

AI path generation for mods:
- Can be generated for mods with a drive system, excluding bikes
- Paths can only be generated in single player
- Simply add your AI and click GO
- You have to wait a while the first time the path is generated
- NOTE: If the vehicle can roll, the AI does not avoid rolling it

Multiplayer:
LFS join links no longer start new instance if LFS already running
FIX: Loss of sound due to excessive engine revs on remote mods
FIX: Warping (jittering) of mods downloaded after joining host

Misc:
Garage warning for mesh error (Cross-texture triangle found in LOD)
Downloaded mod is now unzipped from memory (not intermediate file)
FIX: Commands like /mustpit could disable mods in single player
FIX: /car command required capital letters for SkinID
FIX: Crash when saving setup of a mod that was not yet loaded
FIX: Crash with live settings for a mod that was not yet loaded

- LFS Developers
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Re: Any news/updates?

Post by Duke »

Live for Speed, version 0.7C

Dear Racers,

We have released a new update with some useful improvements. The most noticeable thing is a new entry screen which shows a list of upcoming events from the calendar. Community members run individual racing events and championships every week but you might not know about them unless you visited our calendar page. Now they are presented each time you start LFS. There are links to each event's web page (and sign up, if required) and a button to directly join the event's host. Some events have a live broadcast and in that case there is a button to go straight to the live stream on YouTube, Twitch or any other platform.

Another visible update is the new wireframe view in the garage viewer mode. New mods are now reviewed openly by community members before they are published. The wireframe feature can be useful if you want to have a closer look at a model.

Also notable is the text entry system. We first made some changes which are helpful when using the LFS editor. When you right click on a slider bar, the original value is now there as "selected text" which can be freely ignored if you want to type in a new value, or edited if you only want to make a small change. The same system is applied to all pre-filled text entry boxes. As usual, one thing led to another and we ended up with much better support for multiple input languages. Previously, LFS needed the whole computer to be set to one specific language, but now the input language can be changed while typing.

There are various other changes, including a finer adjustment to force feedback while driving, and downloading of mods while joining a host.

Changes from 0.7B to 0.7C :
List of upcoming events displayed on the entry screen
- click event name to visit the event page at lfs.net
- signup and live stream links are provided if relevant
- a "Join" button is also available if the host is running

New selected text system (for editors, but works in LFS):
If text dialog is initialised the text is shown as selected
Selected text will be replaced by the next character entered
Use left/right arrow or home/end if you want to edit the text
Alternatively use a mouse click to position the text cursor
Right click slider initialises dialog with the current value
Use CTRL+A to select all text in the dialog (e.g. to delete)
NOTE: There is no partial selection - it's all or nothing

International text entry support:
LFS is no longer a "non-unicode program" which helps a few things:
You can type into LFS with any input language supported in LFS
- Latin 1 / Central European / Turkish / Baltic / Cyrillic / Greek
- Japanese / Traditional Chinese / Simplified Chinese / Korean
You can change the input language at any time and continue typing
To paste text from elsewhere you must select correct input language
Some fixes for IME (Input Method Editors) for East Asian languages
NOTE: code pages are still used internally - change is text entry

Misc:
Maximum force feedback setting reduced to 100% (was 200%)
Force feedback adjustment keys (,/.) now move in steps of 1%
Objects with high CoG (e.g. football) retain shadow a bit higher
Removed message "You have the latest version" when selecting a mod
FIX: Wheels could penetrate vertical wall objects when wall riding

Multiplayer:
Removed /reinit command as it could cause problems
Mods in use are downloaded while you are joining a host
Reduced maximum lag to process a position packet to half a second
FIX: The check if skin was uploaded to lfs.net had stopped working
FIX: Rare crash if not yet loaded remote mod did pit damage repair
FIX: Could not play MPR if server had been in game over 24.8 days

Interface:
New option "wireframe" in garage viewer mode
Many translations updated - thank you translators
SHIFT+F now toggles force display in garage (F is front view)
FIX: CTRL key reduced size of favourites stars in mods screen
FIX: Rating numbers from previous mod were shown on local test mod

- LFS Developers
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Re: Any news/updates?

Post by Duke »

Dukester

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Re: Any news/updates?

Post by r8response »

I really do miss the days of LFS. MNR for years was a staple of my Monday Nights.
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Re: Any news/updates?

Post by Duke »

Yeah I was late to the MNR party but man it was so much fun!!!
It had a real close community feeling with all the different teams involved & each having their own individual identity.
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Re: Any news/updates?

Post by Duke »

Just seen this too...



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Re: Any news/updates?

Post by CLP »

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Re: Any news/updates?

Post by norbs »

lol
Sarc ; my second favourite type of gasm.
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Re: Any news/updates?

Post by r8response »

It has Bikes apparently. Might install and check them out
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Re: Any news/updates?

Post by Duke »

Dukester

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Re: Any news/updates?

Post by nutty »

just like 5 years ago, i had no idea why they are working on this??
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Re: Any news/updates?

Post by durbster »

nutty wrote: Wed Dec 20, 2023 7:14 am just like 5 years ago, i had no idea why they are working on this??
This is what I think every time this thread pops up :D
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Re: Any news/updates?

Post by Duke »

One of the big modding houses had been releasing mods, this looks half decent considering it is in LFS.
All their LFS mods are free including this one: https://www.virtual-racing-cars.com/lfs/

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