I have this replay for over a month but i always was doing something and forget about that. His nickname is/was V-Tec Steve and it looks like he had more horse power or something. His throttle is in the middle and he still accelerates faster.
Funny thing is that i was the only one who noticed he was cheating! Replay in attachment.
I think you mean Players.Count, but still this wouldn't be accurate as when i player goes in pits, he will still have a player id. What you can do is to store X and Y and check
The thing is that if a user isn't using a prefix, but you want to mute it, there's no way to do this. And this was the first thing i suggested when client-server chat messages introduced into the last version. A mute command or something like %% for prefix where it would accept all messages and then developers will make their own chat using /msg.
This file contains all packets and documentation on what each returns so you can easily find out how to use them.
From the file:
// CONTACT - reports contacts between two cars if the closing speed is above 0.25 m/s // =======
// Set the ISF_CON flag in the IS_ISI to receive car contact reports
struct CarContact // 16 bytes : one car in a contact - two of these in the IS_CON (below) { byte PLID; byte Info; // like Info byte in CompCar (CCI_BLUE / CCI_YELLOW / CCI_LAG) byte Sp2; // spare char Steer; // front wheel steer in degrees (right positive)
byte ThrBrk; // high 4 bits : throttle / low 4 bits : brake (0 to 15) byte CluHan; // high 4 bits : clutch / low 4 bits : handbrake (0 to 15) byte GearSp; // high 4 bits : gear (15=R) / low 4 bits : spare byte Speed; // m/s
byte Direction; // car's motion if Speed > 0 : 0 = world y direction, 128 = 180 deg byte Heading; // direction of forward axis : 0 = world y direction, 128 = 180 deg char AccelF; // m/s^2 longitudinal acceleration (forward positive) char AccelR; // m/s^2 lateral acceleration (right positive)
short X; // position (1 metre = 16) short Y; // position (1 metre = 16) };
struct IS_CON // CONtact - between two cars (A and B are sorted by PLID) { byte Size; // 40 byte Type; // ISP_CON byte ReqI; // 0 byte Zero;
word SpClose; // high 4 bits : reserved / low 12 bits : closing speed (10 = 1 m/s) word Time; // looping time stamp (hundredths - time since reset - like TINY_GTH)
One more thing i noticed. If your LFS is NOT using VSync, then screen turns black and you can barely see the background of the process. Everything works properly though, you can still click on buttons, for example Exit to close the program.
Frame Limiter doesn't change anything, so there has to be something with VSync and Full screen. Cause windows mode works with no issues at all even with VSync off.
Tried it yesterday and it looked just unbelievable! I started working on a project called Drift Profiler which (at least i aim for) to be similar with this GUI http://www.youtube.com/watch?v=-7Bl-mNBlXs#at=57s
An animated user image including nickname, number and some extra info.
I noticed you said that it's no longer necessary to have the files in LFS root folder. The funny thing is that yesterday i didn't read the rest of the thread but just downloaded it and the only thing i didn't like was this!
Also a small suggestion. Is it possible to make the /ext folder more "dynamic"? Like choosing your own .png files, maybe the folder as well.
Are you planning on releasing your new version soon? I'd love to continue working on my project using your last version.
I like them. But i noticed it wasn't shiny at all, but just black after the render which took 2h46m(On my 2core cpu. I wonder how much would do on my 6core fx6100). So i was bored to redo it. I like the style of it, but the material was really wrong.
I'll post this here as i see there are some differences in the way host works(for example skins and connecting packets).
Yesterday when i was doing some tests with an Insim. I noticed that even when you are in the pits, you are still sending MCI packets (X and Y position values were 0, didn't have enough time to check the others). Is this neccesary? I know that the 'player' slot is still there unless you go to spectators, but if you are in pits, i believe there's no need to send more MCI info, so i guess this will make the bandwidth work a bit better as well if it gets removed.
Looks like we've got some progress
Using DirectInput and setting the right delay(i think it's the RPM one as it's under the rpm states) under 16, makes the wheel accept only the first ffb effect(go left) and then it keeps staying there idle. While still running, if i increase it by one click from 15 back to 16, it makes the FFB work again.
It still worked, even without having any leds on.
Also it was possible to set custom patterns, for example having only the 3rd led on. This looked so cool!
I can't seem to understand what exactly the problem is. But i'm sure it's something similar to that. At least for LFS. Because whenever my rpm was low, so i had no leds on, i had no ffb as well.
I've set delay(both delays cause there are 2 for a strange reason) to 8 and it was still working.
I guess it's like that because you also send the force feedback effect. But in LFS you only send RPM effect.
Also as i have said, if there are no RPM leds on, there's no FFB on as well. So maybe you have to somehow make the wheel "accept" FFB effect even when you are not sending the RPM one. But this is weird because with FPS limit at 100 fps, everything was working fine...
EDIT: I had to install x86 libraries even though i have x64 bit windows.
The problem i had with the strange FFB Effects still exist... Like keeping the wheel at the left side or having less force in transfers between left and right.
RPMs are working nicely same with the pit limited thing. Still i'd love to have the program "portable" though!
So, is it a cone, or a BF1? And since when is it a cone? Also wouldn't it have correct collision(possible uphill) if you replace it with a solid object like a barrier/ramp/armco/banner?
Like having to find all the car and rpm addresses? Because i liked it just having a dll and can run lfs through external sites, like lfsw.
Anyway, i tested the new version and it worked perfectly. It looks like the password was causing the problem.
As always though there is a big BUT. I noticed some strange FFB effects especially after you leave pits for ~3 seconds, but i think some of them still existed after that.
This was and is happening each time i run the program. First time it crashes and the rest ones lfs works, but leds are frozen to either full lit or flashing.
I see...Well then an update with the 0.6E addresses(rpm and car) would be enough for me.
It's still not working but now the problem seems to be the outgauge port(yes my ports are fine, 30000 for outgauge). The led lights stay frozen to either "all lit" or to "flashing".
In this log i've run the game 3 times, 1st with crash and 2nd, 3rd that run ok.
G27 LEDs mod for LFS version 1.99A WARN: This is a testing version! OutGauge socket opened. InSim socket opened. Named pipe connected DI> Initializing DirectInput8 interface
LFS Version: Client disconnected from pipe. InSim version: 0 ERR: Error reading InSim packet. ERR: Unable to bind OutGauge socket. Named pipe connected LFS interface shut down. ERR: Unable to create OutGauge socket. LFS interface shut down.
Making it work like it was before would be good, you could simply make a "list" with each version's reversed address and load the correct one based on lfs version.
Installed MSVC 2012 and program now runs(before i had missing DLL)
BUT
Once i click at Run LFS, game crashes instantly
G27 LEDs mod for LFS version 1.99A WARN: This is a testing version! OutGauge socket opened. InSim socket opened. Named pipe connected DI> Initializing DirectInput8 interface
Once you updated your LFS, your license reverted back to demo, you have to re-activate it. That's why you got your error because your last used car was other than demo ones.