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Live for Speed: V0.6E bringt verbessertes Multiplayersystem

01. Dezember 2012 - 15:52 Uhr

Für die unabhängige PC-Rennsimulation Live for Speed ist ein neues Update verfügbar mit dem die Entwickler den Multiplayermodus weiter verbessern

Live for Speed
Live for Speed soll jetzt online noch mehr Spaß machen und stabiler sein
© LfS.net

(MST/Speedmaniacs.de) - Für die PC-Rennsimulation Live for Speed gibt es ein neues Update mit dem die Entwickler vorranging das Ziel verfolgen den Spielern ein noch zuverlässigeres und interaktives Onlinespielerlebnis zu bieten. Mit der Aktualisierung auf die Version 0.6E sollen Verzögerungen und Aussetzer auf Grund stark ausgelasteter Server der Vergangenheit angehören.

Von den zahlreichen Verbesserungen im Multiplayerbereich abgesehen, wurden auch noch einige andere Fehler beseitigt. Eine detaillierte Liste der Änderungen ist am Artikelende zu finden. Des Weiteren gibt es noch neue Informationen zum Entwicklungsstand. Demnach arbeitet man weiterhin an der neuen Reifenphysik und zusätzlichen Spielinhalten. Kürzlich musste man die Weiterentwicklung jedoch vürbergehend aussetzen, um ein Problem zu korrigieren das es Hackern ermöglicht hatte online ohne Nutzernamen zu spielen.

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LFS-Besitzer können zur Aktualisierung die in das Spiel integrierte Updatefunktion nutzen oder, insofern mindestens Version 0.5Z25 installiert ist, den 3,9 MB großen manuellen Patch laden und diesen im LFS-Installationsordner ausführen. Für Racer die eine frische Installation bevorzugen, wird hier eine 135 MB große Full Version angeboten.

Live for Speed-Changelog V0.6E:
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

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