Yeah your right, i forgot to mention the Hi-Res skins stuffavaran wrote:Regarding finishing S2, and getting more money out of the S2 users, maybe the hi-res skin downloads will help. They get more money from us, which means, they don't have to get 'real' jobs, and can finish s2. I hope Eric has been modelling his arse off on some new cars and tracks for s3.
Compatible **TEST** Patches (X8)
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A new compatible Test Patch X3 is here
Some further information: There is a known "ReleasePlateHandle failed" error message ppl might get in single player mode when swapping tracks. (Note: error free when online)Scawen from LFS Forum wrote:New compatible test patch X3 with some fixes and minor updates.
Please read the list of changes below.
The patch is fully compatible with version X.
Changes in TEST PATCH X3 :
Updates :
Graphics option : 32 bit sky (set to 32 bit by default)
Improved texture purging code (avoiding possible crash)
Analogue steer smooth max raised to 0.95 (for gamepads)
Improved translation system for user kick / ban messages
FIX : Shift light was invisible in single player replays
FIX : GetPlateHandle failed - sometimes - on a busy host
Multiplayer :
Removed full hosts filter from List of Games screen
FIX : Command /end did not work if no players in race
FIX : A player is connecting stayed on after MPR finished
InSim :
FIX : Guests could not see ALWAYS_ON buttons in all screens
FIX : Guests sent corrupted data in a long IS_BTT packet
Scawen from LFS Forum wrote:Warning : unnecessary technical explanation - I'm making sure the car releases its plate handle more often, to make sure we don't run out of plate handles, which used to produce the message "GetPlateHandle failed". I think the solution will be to simply remove the message "ReleasePlateHandle failed". It doesn't matter if a plate handle can't be released - I guess that loading a track removes all the number plates becausde of the texture reload. Then the car tries to release its existing plate when it is regenerated - which it can't because there aren't any. This is all because the cars share some number plate textures.
I don't think I'll release a new X4 specially for that - if it's only once every time you change track it's no big deal needing an instant fix. We'll see if there are any other issues. I am more concerned if there is a message "GetPlateHandle failed" - that implies there is a bug and means your number plate won't be shown.
Dukester
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Here is another compatible test patch release: "Test Patch X4"
Now for the interesting part:Scawen form LFS Forum wrote:A new compatible test patch X4.
Very few changes since X3 - removed an annoying message.
The plan is to soon use the auto updater, so it must be bug-free.
The patch is fully compatible with version X.
Changes in TEST PATCH X4 :
Updates :
Available start grid size now shown in game setup screen
FIX : Removed debug message ReleasePlateHandle failed
Scawen form LFS Forum wrote:These test patches were released only to solve some serious multiplayer and InSim issues which were unfortunately not found before X was released.
I am currently working on development version things and other things. I am not looking for things to add to test patches.
If there aren't any serious problems, X4 will be released on the autoupdater and that will end this small series of test patches.
Dukester
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Here is a new compatible TEST PATCH X5.
Scawen from LFS Forum wrote:Please read the full list of changes below.
The plan is to soon use the auto updater, so it must be bug-free.
The patch is fully compatible with version X.
Changes in TEST PATCH X5:
Updates :
Results table now shows user names if you press CTRL+SHIFT
Username is now saved in SP Replays (same as in hotlap mode)
Faster downloading system for auto updater and offline skins
FIX : ALT+F4 and /exit command now exit LFS from meeting room
FIX : Autocross timing info was shown in orange if any results
Dukester
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Here is a new compatible TEST PATCH X6.
Scawen from LFS Forum wrote: New Test Patch X6 is almost the same as X5 but you can now position the whole 2d display and menu system.
This is to support unusual display devices such as circular displays or other displays that obscure part of the screen.
While I was at it I improved the postitioning of the cars and drivers in meny screens to adapt better to wide screens.
There's also a tiny optimisation but it's probably not noticeable as a measurably higher frame rate.
The patch is fully compatible with version X.
Changes in TEST PATCH X6:
Display positioning support in Options->Display->Interface
Improved positioning of 3d menu objects (drivers and cars)
Minor optimisation in 2d display system
Dukester
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I think it will be more than 50 they way this is going & yes here is another new compatible TEST PATCH X7.
Scawen from LFS Forum wrote:I've done some small improvements to 2d elements at screen edges and some optimisations in the drawing of mirrors and the wide screen effect.
That sounds like a very small change but a lot of code had to be moved around so it needs a good test in all modes.
The patch is fully compatible with version X.
Changes in TEST PATCH X7:
Interface button stays visible with wrong interface settings
Improved speed of widescreen effect by using a real viewport
Improved speed of mirror draw by using a narrow viewport
Removed missing lines of 2d elements at screen edges
Dukester
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Good to see Scawen's still plugging away, even if there only minor changes
So here is another new compatible Test Patch X8.
So here is another new compatible Test Patch X8.
Scawen from LFS Forum wrote:There were a few issues in test patch X7 so I hope they are all fixed now.
The patch is fully compatible with version X.
Changes in TEST PATCH X8:
Added buttons to reset position and size of moved interface
Show time and date of MPR by holding CTRL+SHIFT during replay
FIX : Aspect ratio in pits and player screen with widescreen
FIX : Aspect ratio of some screens with distorted interface
FIX : Error with widescreen effect in SHIFT+U mode
FIX : Wrong way autokick did not work
Dukester
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So here is another new compatible Official Patch X9.
Scawen from LFS Forum wrote:Hello Racers!
Here is a new compatible Patch : X9
There were some issues with the X version which made this update important.
We took the opportunity to do various updates and fixes to further improve LFS.
Please read the full list of changes below. The patch is fully compatible with version X.
Changes in PATCH X9 :
Interface :
Available start grid size now shown in game setup screen
Results table now shows user names if you press CTRL+SHIFT
Improved positioning of 3d menu objects (drivers and cars)
Display positioning support in Options->Display->Interface
Added buttons to reset position and size of moved interface
Analogue steer smooth max raised to 0.95 (to help gamepads)
Faster downloading system for auto update and offline skins
FIX : Autocross timing info turned orange after any results
FIX : ALT+F4 and /exit command now exit from meeting room
Graphics :
Minor optimisation in 2d display system
Optimised wide screen effect by using a viewport
Optimised mirror draw by using a narrow viewport
Removed missing lines of 2d elements at screen edges
Graphics option : 32 bit sky (32 bit is now default)
Improved texture purging code (avoiding possible crash)
FIX : Shift light was invisible in single player replays
FIX : GetPlateHandle message could come up on a busy host
Multiplayer :
Removed full hosts filter from List of Games screen
Added handicaps / start position / user name to MPR header
Show time and date of MPR by holding CTRL+SHIFT during replay
FIX : It was possible for any guest to cause a host to crash
FIX : A player is connecting stayed on after MPR finished
FIX : Command /end did not work if no players in race
FIX : Wrong way autokick did not work
InSim / Programmers :
Username is now saved in SP Replays
Driver model byte added to IS_NPL packet
Minimum MCI / NLP time interval reduced to 50 ms
New packet IS_AXO sent when an autocross object is hit
New packets IS_AXI and IS_AXC report layout information
FIX : Guests could not see ALWAYS_ON buttons in all screens
FIX : Guests sent corrupted data in a long IS_BTT packet
FIX : Dedicated host could not fill in split nodes info
FIX : Dedicated host did not report race positions
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Just to clarify and it is not intended to be a "put ppl in their pace statement" but please remember this is the test patch thread, both X9 & X10 are official patch releases that everyone will be asked to update via the in-game update system.GustoAU wrote:x10 now
Now here are interesting changes with the X10 patch:
The first one means that server admins can force everyone to race cockpit view now for added realism.- Added new multiplayer option : force cockpit view
- Moved cones and physics objects are restored more quickly
Both of these may upset a few ppl especially some of the Aliens among us.
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Careful you will start a huge debate, that has already started in the LFS forum. Plus it will debunk this thread.GT VIRUS wrote:its about time! I look forward to more forced cockpit servers.
I have no preference either way, I do race in-cockpit 100% but I also think ppl should be able to have a choice.
It is close racing I thrive for
Dukester
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Not a real big fan of force cockpit view.... maybe if I had track IR and a huge arse monitor/s setup I would like it, but right now having so much interior detail squashed into a 17in monitor sucks. Unless we can change the Incar view settings (not the FOV though) to compensate? Haven't played LFS for ages and have no idea if thats possible!
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