LFS Development Discussion
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2019-01-27, 00:15
Post: #921
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RE: LFS Development Discussion [0.6T] | |||||||
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2019-01-27, 00:24
Post: #922
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RE: LFS Development Discussion [0.6T]
(2019-01-27 00:15)Pete Wrote:(2019-01-26 22:25)Marty Wrote: Aston But have those changes been implemented yet? Or are those WIPs and teasers? |
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2019-01-27, 01:31
(This post was last modified: 2019-01-27 01:33 by Adam.)
Post: #923
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RE: LFS Development Discussion [0.6T]
(2019-01-27 00:24)Marty Wrote:(2019-01-27 00:15)Pete Wrote:(2019-01-26 22:25)Marty Wrote: Aston There is a new shadow system that is being implemented, i'm not really sure how it all works but all the tracks need to be updated in some way to work with it. So i think that during this process they are going back to the older tracks and giving them the Westhill treatment. |
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2019-01-27, 01:36
Post: #924
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RE: LFS Development Discussion [0.6T]
(2019-01-26 22:25)Marty Wrote: Why update Westhill while it's one of the latest tracks that got a major update? WE's semi-recent update is irrelevant, for the new graphics update they have to go through every single track individually to implement it. So far they have teased their progress on WE, AU, AS, RO and BL so that just leaves FE, SO and KY |
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2019-01-27, 12:06
Post: #925
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RE: LFS Development Discussion [0.6T]
I am really curious about how SO will look, its probably the most complicated map to update for the new light system. One thing I know for sure is we will write at least 2020 until this graphics update will be released.
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2019-01-27, 17:38
Post: #926
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RE: LFS Development Discussion [0.6T] | |||||||
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2019-01-27, 22:40
Post: #927
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RE: LFS Development Discussion [0.6T]
(2019-01-27 17:38)kxait Wrote:(2019-01-27 12:06)Swift Wrote: 2020dont say that.... please...... I think he meant 2023... Spoiler (Click to View) |
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2019-01-28, 00:09
Post: #928
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RE: LFS Development Discussion [0.6T] | |||||||
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2019-01-28, 09:00
(This post was last modified: 2019-01-28 09:02 by Brendon.)
Post: #929
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RE: LFS Development Discussion [0.6T] | |||||||
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2019-01-28, 10:52
Post: #930
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RE: LFS Development Discussion [0.6T]
At least the lfs devs are not money grabbing freaks but on the other hand, when you realize the game hasn't changed much since 2009, it's kinda sad. You have to be very, very passionate or just ignorant to think it has got better..well the game engine has been improved, functions blablabla, but damn time flies fast and I would never think that back in 2009 things would take such a turn and LFS would be on such a low. None of that, ''it's their product, they can do what they want'', i realize that. The game is still fun to hop on and play once in a while, but just looking at it as it is now, there's been more regress than progress in terms of how things were going when the game got proper updates that changed it drastically based on what tech was available back then and now.
i still love the game tho, nothing better to just hop on and have a drive. The sentimental value is there. I just hate to realize that I am not able to have a chat with the people who influenced me to get better at racing, who pushed me and accepted me despite how cringey and dumb I was. The days of Vires, ineX, GenR, TCR, CoRe, LLM, Conquest, WCL, nFinity, 3id, ixion, E-Team etc rivalry. Just one of those things I guess we didn't appreciate because who would of thought it would end so quickly. |
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2019-02-23, 15:17
Post: #931
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RE: LFS Development Discussion [0.6T] | |||||||
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2019-02-23, 15:18
Post: #932
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RE: LFS Development Discussion [0.6T]
Scawen Wrote:Hello Racers, We aren't ready to do a full progress report this month. Instead, I'll tell you a bit about some experimental work I have been doing. DISCLAIMER: This work is unfinished and there are many issues left to solve. At this point it is not certain that it will be released. This must be taken in the spirit of a progress report, showing experimental work that sometimes takes place behind the scenes. The story behind the experiments: - Because of the way the new lighting works, it should be possible to share lighting configurations between tracks and have realistic sun directions. There is no longer a need to have a limited number of lighting setups per track. - In a test version of Live for Speed I can set date and time and the sun direction is calculated from that info, along with the latitude of the track. - The problem then becomes how to limit the time settings to the times of day we can support. One possible answer is to allow all times of day and night, which in turn would allow the lighting to change through time. That led to this experiment with headlights. You can click here to see a 6 second animated GIF of a 24 hour period in the summer at Aston. Please bear in mind it's just a work in progress. The sky doesn't change and is simply darkened after sunset. The changing sky and sunlight is very roughly done in this quick test and is something that needs to be worked on if this experimental work is to be released. Other work includes making the cars receive light from headlights, improving the floodlights, etc. I hope you like these early shots of work in progress. |
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2019-02-23, 15:39
Post: #933
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RE: LFS Development Discussion [0.6T]
Now, that's pretty cool. I feared for a second that it was yet another useless idea of his, but this would actually be nice as a finished feature.
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2019-02-23, 15:46
Post: #934
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RE: LFS Development Discussion [0.6T]
All we need to finish night mode off is lightbars for cop vehicles, I don't know how the strobe system would work at night, surely it would be turning cops headlights off and on constantly.
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2019-02-23, 15:50
Post: #935
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RE: LFS Development Discussion [0.6T]
Imagine car meets in Weshill parking lot at night Finally something enjoyable
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2019-02-23, 16:08
(This post was last modified: 2019-02-23 16:08 by GT4tube.)
Post: #936
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RE: LFS Development Discussion [0.6T]
TC + Cycle + GUMBALL = EPIC GG !!!! |
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2019-02-23, 16:43
Post: #937
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RE: LFS Development Discussion [0.6T]
(2019-02-23 15:46)Shino Wrote: All we need to finish night mode off is lightbars for cop vehicles, I don't know how the strobe system would work at night, surely it would be turning cops headlights off and on constantly. He added Sirens just for cruise servers! Let's hope he'll add some light bars with colors that can be customized in the setup screen. |
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2019-02-23, 18:03
Post: #938
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RE: LFS Development Discussion [0.6T]
Amazing idea if it comes to fruition, the only issue on TC would be as said the lights for cops and responding meds.
The lightbeams look more realistic than in some other games. I wonder if glare would be simulated as well, but that might be too much to ask for. |
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2019-02-23, 18:15
Post: #939
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RE: LFS Development Discussion [0.6T]
Quote: At this point it is not certain that it will be released. After ten years, the trolling still continues... |
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2019-02-23, 19:12
Post: #940
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RE: LFS Development Discussion [0.6T] | |||||||
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