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Incompatibility of patch Y22 and CLiS

Posted: 09 Jun 2008, 10:45
by Crystal
Didn't know where to put this really, move it if you feel like.

I've downloaded the test patch Y22 and I think I found some incompatibility with CLiS and that patch.
For one, the gold detector is a bit messed up and the 2nd thing is the on-screen display of kms/cash. I think it's also a bit too narrow. Anyway.. I'll let the screenshot talk.
Can anyone confirm this?

Re: Incompatibility of patch Y22 and CLiS

Posted: 09 Jun 2008, 11:12
by MaxH
Confirmed, some bits of CLIS has to be re-coded before the launch of the real patch (Z?), this work has already begun if im correct. However, with some imagination you are able to play with the test patch anyways, just some chars that you're missing and replace with boxes.

Re: Incompatibility of patch Y22 and CLiS

Posted: 09 Jun 2008, 14:45
by MaxH
btw, while we're at it, i just saw that Y22 gives a FPS boost, http://www.lfsforum.net/showthread.php?t=44067

Re: Incompatibility of patch Y22 and CLiS

Posted: 09 Jun 2008, 15:18
by Bobomoomin
Yes, this have been the case ever sinse the Y20 patch. The reason this has happened is becuase the charaters are no longer supported. (You'll notice the Upwards arrow to mark a sergeant officer will appear are squares too)

The fix for this will just be to change the characters for both the gold detector and the sergent tags, this probably won't be done until the full patch Z comes out though as CLC doesn't want to have to re code every time there is a new test patch out. Maybe if there as a sutiable character that works in both the standard Y and Y22 though, things may be done.

As far as I can tell the narrow text is just becuase of the new font styling, you'll get used to the narrow text very quickly and this probably won't be changed until the full Z release becuase if the HUD was made wider for the Y22 players, the people on standard Y will have an uber wide cash display to look at.

Re: Incompatibility of patch Y22 and CLiS

Posted: 10 Jun 2008, 12:29
by Crystal
Don't know if Jason noticed it, but when i do !s, I see grey underscores in front of the values.
Just posting this to make sure, you don't miss this ;)

Re: Incompatibility of patch Y22 and CLiS

Posted: 10 Jun 2008, 15:28
by Bobomoomin
It's been like that ever sinse the distances we're included in !stats screen. It's to help the spacing between all the different values of all the different players. Without this, it would be a lot harder to read the stats screen.

Re: Incompatibility of patch Y22 and CLiS

Posted: 11 Jun 2008, 09:53
by Crystal
Oh well ok, I just never noticed them.

Re: Incompatibility of patch Y22 and CLiS

Posted: 12 Jun 2008, 08:44
by JasonJ
Thanks for keeping an eye out. I've just moved this to suggestions/questions.

Here's a preview of the next version:
prev.png
The gold bars broke, because as was said, the characters were removed in Y test patches. I've replaced them where needed.
The WRONG WAY arrows also were removed, I've replaced them with x's.
The drift meter got borked as well :/ had to redo that again, but now the 'needle' is colour dynamic, woooo pretty.
The Sergeants badge will be changed when Z patch is official seeing that the "carrot/badge" was removed also.

The current version of CLiS works in Y22, just some of the chars come out funky. I'm hoping to have something ready to release CLiS-wise just as Z is released. CLC dont officially support LFS test patches, mainly because not everyone uses test patches and we don't want to leave regular LFS users out in the cold. If Y22 didnt work at all, then I'd probably get it working, but at this moment its not a huge fail so I'm just leaving it until the next CLiS version is finished properly.

I test mine in wide screen, so I wasn't aware the kms/cash was so tight there. I'll get something a bit nicer for the 4:3 screen users, so thanks.

Just ignore that center red text, you're not supposed to notice that ok? :roll: hehe

Yeh, and Bobo is correct... The grey lines are padding because you cannot place text exactly where you want on screen and you are limited to how many buttons can be used, which are what's used to create the on screen table. So it's a cheat, (if you will) to make the columns line up with the limitations of inSim buttons. I can't use spaces because it's bitmapped chars and one space is about 3/4 of a whole char. Even the 1's cause grief because they are 2/3's the width of a char so they mess things up as well. I think you would die if knew how long it took just to make that on screen table legible as it is.