Westhill Test Patch (Officially Released)
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2015-04-03, 17:34
Post: #161
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RE: Westhill Test Patch (Officially Released)
Yep, easier said than done though.
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2015-04-04, 12:22
Post: #162
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RE: Westhill Test Patch (Officially Released)
(2015-04-03 17:23)Sebas Wrote: Played for the first time a little bit last night and GOSH there's sooo many little roads to discover. I actually genuinely lost myself a couple of times trying yo figure out the layout. Any chance the map will be updated on the website so we have a reference? http://pipa.lima-city.de/kits/we1xTCv2.png V1 [26MB] : http://pipa.lima-city.de/kits/we1xTCv1.png |
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2015-04-04, 12:28
Post: #163
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RE: Westhill Test Patch (Officially Released)
Pretty nice job done Pipa , as always !
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2015-04-04, 12:54
Post: #164
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RE: Westhill Test Patch (Officially Released)
Great work Pipa!
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2015-04-04, 13:10
Post: #165
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RE: Westhill Test Patch (Officially Released)
Brilliant, Pipa!
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2015-04-04, 13:59
Post: #166
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RE: Westhill Test Patch (Officially Released)
Really nice work Pipa, I will have to print it (when the insim will have definitive locations), because I can't read anything on a 1280x1024 screen.
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2015-04-04, 15:28
Post: #167
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RE: Westhill Test Patch (Officially Released)
Nice work Pipa.
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2015-04-04, 16:02
Post: #168
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RE: Westhill Test Patch (Officially Released)
Sexyyyyyyyyyyy
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2015-04-04, 19:30
Post: #169
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RE: Westhill Test Patch (Officially Released)
Exactly what I wanted. Thanks Pipa.
On Another note, we discussed the naming of the road themselves. Could it be a good idea to name some of them in hommage of the current and/or past affiliate teams. I.e: Devil's Road Obsession Street Traction Trail Cruising Way Etc. Could be great. |
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2015-04-06, 14:15
(This post was last modified: 2015-04-06 14:16 by GT4tube.)
Post: #170
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RE: Westhill Test Patch (Officially Released)
Amazing Pipe!
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2015-04-06, 14:19
Post: #171
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RE: Westhill Test Patch (Officially Released)
(2015-04-04 19:30)Sebas Wrote: Exactly what I wanted. Thanks Pipa. This is a great idea imo! I will forward it to the team as we are considering public suggestions for roads. There's actually a specific thread for it but for this case it doesn't matter |
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2015-04-06, 15:34
(This post was last modified: 2015-04-06 15:52 by Connor.)
Post: #172
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RE: Westhill Test Patch (Officially Released)
And don't forget Drift Beast Way!
Amazing idea Sebas, love it! |
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2015-04-06, 15:38
Post: #173
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RE: Westhill Test Patch (Officially Released)
Indeed, nice idea.
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2015-06-21, 06:33
Post: #174
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RE: Westhill Test Patch (Officially Released)
https://www.lfs.net/forum/thread/87997
New test patch slight updates Not tested by me yet, unsure if auto updates |
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2015-06-21, 08:44
Post: #175
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RE: Westhill Test Patch (Officially Released)
Changes from 0.6H to 0.6H2 :
Misc : Sky texture is now drawn in mirrors Layout editor object selection buttons are sorted by distance Now using Direct3D 9Ex if available (Windows Vista and later) Minimum sleep can now be set to 0 ms (previous minimum was 1) Minimum sleep is no longer available when using vertical sync Slightly better fps in places where many objects may be visible Oculus Rift : Now using Oculus SDK version 0.6.0.0 which includes timewarp You can now enter and leave Rift mode without restarting LFS Smooth display (if you do not use SLI or force vertical sync) Monitor window view options : blank / one eye / two eyes Fixes : Mouse clipped to window (CTRL+C) now works properly with ALT+TAB Layout editor object selection buttons used interface button slots Crash changing texture resolution with two or more objects selected Translations : Updated Italian, Romanian, Chinese and Turkish translations |
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2015-06-21, 08:56
Post: #176
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RE: Westhill Test Patch (Officially Released)
Ya Devolopment is alive!
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