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nerfy
PostPosted: Mon 19:55, 14 Jan 2013    Post subject:

Mnie się wydaje że nie, tym bardziej nigdzie o tym nie pisali, a sam patch miał 3,9 mb wiec nie sądzę, żeby mógł dotyczyć grafiki i fizyki. Dla mnie śmiga się tak samo jak wcześniej.
Michał
PostPosted: Mon 19:35, 14 Jan 2013    Post subject:

To po prostu widać na dzien dobry grafa była zmieniana na 100 % fizyka dynamika rownieź to widac Smile
nerfy
PostPosted: Mon 18:57, 14 Jan 2013    Post subject:

Skąd masz takie info ? bo mi z tego co wiadomo grafiki/fizyki/dynamiki nie ruszali. Zmieniali/dodawali tylko rzeczy związane z połączeniem/bugami/crashowaniem klienta.
Michał
PostPosted: Mon 18:17, 14 Jan 2013    Post subject:

Magik wrote:
To podzielcie się przy okazji obserwacjami co się pozmieniało Razz



Grafika & tekstury <lepszy> na dzien dobry fizyka oraz nie wiem jak to opisac obroty silnika przy zmianie biegu nie na mdłe sa jak z 0.5x nie ma tej przygazowki o tak bym to nazwał reszta wyjdzie w czasie , dodali jeszcze UDP nie wiem co to ale wyglada mi na PING Smile Choć mogę się mylic
nerfy
PostPosted: Mon 17:46, 14 Jan 2013    Post subject:

Improved multiplayer system :

Guest only needs host packets to continue processing
No waiting for packets from players with slow connections
Leaving a host is instantaneous even if a guest is connecting
Longer timeouts avoid disconnection due to short interruptions

New TCP packet buffering and storage system :

Reduces the number of physical packets sent
Major improvement when many InSim buttons are sent
Fixes some ways to lose connection on a busy server

New "instant" join system using cached packets :

Much faster connection to multiplayer hosts
Connection appears instant to the other guests
You can pit / spectate / etc. while a player is connecting
No OOS caused by joining while objects are added or removed

Other multiplayer updates :

New hacking protection and cheat detection systems
Improved user name checks during and after connection
Lag bars at bottom left show ping or delay of all guests
Ping time (or delay) shown as number in list of connections
OOS / CPW messages now show user name instead of player name
Instead of "LAG (seconds)" now "name (seconds)" is displayed
No buffer overflows from hangs or operating system time changes
Auto rename when you join a host with someone else's player name
User name in brackets now shown at end of disconnection messages
Left / right click on player name in replay now works as online
Race setup screen /clear command can now only be used by admins
Use of UDP or TCP is shown beside host name in connections list
Removed notification sound when a car is spectated by an admin
Added /player command to dedicated host setup.cfg file

LFS World statistics fixes :

Wrong PB recorded if custom checkpoints added without restart
Live host progress did not show changes to laps or qualifying
After forced to spectate by admin - status remained "in race"
Adding an AI driver changed real player's status to "in race"
Spectating from garage screen left player's status "in pits"

Other changes :

Latvian training lessons now included
Two new translations : Indonesian and Romanian
Maximum marshall circles increased from 96 to 120
Maximum autocross objects increased from 800 to 900
Pit exit direction arrow now works in open configurations
SHIFT + N : sound on / off now works in multiplayer screens

InSim :

Added new leave reasons (CPW / OOS / JOOS / HACK) for IS_CNL
Change to in-game usage of IS_REO - only valid after SMALL_VTA

Fixes :

Custom view was not set to new car type on replay restart
Duplicate lines in scripts could cause unexpected results
Virtual speedo sometimes overlapped numbers (e.g. XRG km/h)
Leaving garage screen could cause problems with a car script
User's controller type was not shown after taking over a car
SHIFT+R near end of SPR could make cars swap between players
Circuit length is no longer displayed for open configurations
Remote car with brakes on started to roll if reset on a slope
LFS could crash when displaying laps for fuel after short laps
Ready status in lobby is now checked when a player disconnects
Load WE1R on dedicated host - Checkpoint 1 path node not found
Short MP Replays were sometimes extended to a time of 10:55.36
It was possible to make an AI driver join with a disallowed car
Message typed while watching replay appeared as written by host
Message "Max guest cars : X" now shown in the selected language
Cars intersected if players joined autocross at the same time
An unusual state in which LFS displayed only a blank screen
Two instances of LFS no longer write to the same MPR / SPR

jest na tej samej stronie gdzie patch podany przez michała.
Magik
PostPosted: Mon 17:31, 14 Jan 2013    Post subject:

To podzielcie się przy okazji obserwacjami co się pozmieniało Razz
Lupino
PostPosted: Mon 12:07, 14 Jan 2013    Post subject:

Muszę tak z ciekawości ogarnąć co się zmieniło : D
Michał
PostPosted: Mon 1:03, 14 Jan 2013    Post subject: Odblokowanie lfs 0.6E

Pełna wersja :

http://www.lfs.net/?page=patch_6e


Keygen : Trzeba sie zarejestrować żeby pobrać

http://lfs-driver.pl/file/937/lfs_s2_keygen_06e/

Unlocker :

http://www.2shared.com/file/-HoNzJ_1/LFS_Unlocker.html


Oraz IP.Patch Można wykorzystać IP z 0.6b działa w 100 % sprawdzalem

Aha i jeszcze jedno podczas odblokowywania śmiało można wykorzystać dane które mieliśmy podane do odblokowania 0.6b

To tyle w temacie Miłęgo grania Smile

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