The online racing simulator
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Dygear
S3 licensed
You have a point, I was thinking of an Ivy Bridge upgrade path for after the i3-2100, but then I would also want to upgrade my motherboard as it's a H67, that's not very helpful for overclocking.
Dygear
S3 licensed
That's an interesting idea. Turn the system against it's self, by using the authority the uniform affords. Speaking as a Paramedic, that's truly scary. While I know most of the officers in my area as I interact with them on the ambulance, I would think that no lay person would be able to tell a Cop from one that is not.
Dygear
S3 licensed
That may be true, but I was not apart of that group.
Dygear
S3 licensed
Quote from Bean0 :Good thing we didn't do that when you lot were funding the IRA isn't it.

Who is "You Lot", I lived in London when many of the IRA bombs went off.
Dygear
S3 licensed
Quote from mutt107 :I seriously think the government needs to step up and kill any known terrorist. catch then and kill them. Nuff said.

You find them and kill them, then you find who sent them and kill them too, then you kill everyone who was happy about it.
Dygear
S3 licensed
Did you know that humans can't locate where bass is coming from?
Dygear
S3 licensed
You could not just paste the code into a code block?
Dygear
S3 licensed
I just updated my monitor, to an ASUS 25inch Screen, and I'm playing LFS now at 1920x1080, and again with the IGP within this Sandy Bridge, I'm getting playable framerates even at the start of the race when I'm mid pack. It's stunning what this little low powered chip can do. I also play Star Trek Online, and I'm also playing that at 1920x1080, but at all of the lowest settings and it's pretty fluid most of the time. There are times where it struggles, but mostly, it stays in VSync's max Framerate. If anyone get's the option of gaming with settings high, or at higher resolutions, you should always pick resolution, it's just so much easier on the eyes.
Dygear
S3 licensed
That's a great chip, but it will be blown away by a 2600K that's only slight more expensive, but much better equipped for what you want to do with things like QuickSync. I'll tell you right now, I'm using a i3-2100T Sandy Bridge, and I'm encoding 720p video down to 360p (1 hour long footage) in 20 minutes using the default settings in HandBrake. And that's the lowest end chip!
Dygear
S3 licensed
Hear that GeForz? You're the man!

[edit] The C++ version of PRISM will be code named Specialist, due to the technology it uses. (C++, PAWN, and SQLite, thus having the same initials as the Army Rank Specialist.)
Last edited by Dygear, .
Is anyone else getting spammed with PMs?
Dygear
S3 licensed
I had one guy message me twice saying "You have one new message in your mail box." and another one asking if I had skype. One had a zero post count, the other had a post count of 1. Can we make it so that people have to have a post count of 10 in order to be able to use the PM function?
Dygear
S3 licensed
Open Cockpit, Closed Cockpit, I really don't mind as long as it makes the cars faster. It's about the speed. What's the point of racing in F1, or watching F1 if you can't say these are the fastest, most technical, most innovated cars in the world!
Dygear
S3 licensed
I think that for the sake of say, KERS, we would need a command interface for knowing when a player hit a button, or if we don't get that, then we would have to be able to send console type commands to the server in much the same way that we send admin commands. This would mean that we can bind a button to do the command `/kers_on` and then have another button for `/kers_off`, or make the function circular so it binds `/kers_on` but once you depress the button it sends the command, then binds `/kers_off` to that button, once you press `/kers_off` then it binds `/kers_on` again.

You would then programmaticlly intercept this within the program were it would detect the keypress, or the sent command, and simply add 80BHP to the engine for X number of seconds. (While the key is pressed, while the command is sent, or one time, while the kers_off command has not yet been sent.) From here, the code is a simple as:


<?php 
onKersActivation
(PLID) {
    new 
currentHPnewHP;
    
currentHP getPlayerHP(PLID);
    
newHP currentHP 80;
    
setPlayerHP(PLIDnewHP);
}

onKersDeactivation(PLID) {
    new 
currentHPnewHP;
    
currentHP getPlayerHP(PLID);
    
newHP currentHP 80;
    
setPlayerHP(PLIDnewHP);
}
?>

I'm going to split this topic now ... Because we are getting very off topic.
Dygear
S3 licensed
I would love to see how this would work in practice.
Dygear
S3 licensed
So it's been stable for a few months now? That's pretty awesome. Do you have any stats as far as how much memory it's been using, or how much processor time it has used?
Dygear
S3 licensed
Quote from Racer X NZ :My math is crap but I'd suggest contacting who ever you got the PC off as the last two characters are alpha/numeric and you may be guessing for a while.

There are 26 letters in the alphabet. As Windows keys are UPPERCASE only, we don't have to worry about the lowercase characters. But as the windows keys area alpha-numeric, meaning they contain both letters and numbers we have to deal with that too. Being that the width is only 1 character wide, we only have to deal with numbers from 0 - 9, or 10 numbers total. From there, we have 26 + 10 = 36. Now he does not know the last two characters, so it has multiplicative effect. 36 * 36 = 1296.

So, there are 1,296 different combinations.
Dygear
S3 licensed
Yeah, it would be like ...

<?php 
onPlayerMove
(PLID) {
    new 
plSpeedCurrentplSpeedNew;
    
getPlayerSpeed(PLIDplSpeedCurrent);
    
plSpeedNew plSpeedCurrent 1.2;
    
setPlayerSpeed(PLIDplSpeedNew);
}
?>

Not pretty, but that's small for ya.
Last edited by Dygear, .
Dygear
S3 licensed
As far as I know, the replay data is engine events from the servers point of view after dealing with lag. InSim packets, are then made based off those events when you run your replay by the engine on the fly. So that might be why there is some inconsistency.
Dygear
S3 licensed
Well, that really depends on how the functions work. For example, if I have a function on the server side like setPlayerSpeed(uint8 PLID); then it would be reported to all client's, via for example a packet, and the server would know because it would be the one telling the clients. The only problem with this system is that it would only work on one server at a time.
Dygear
S3 licensed
Quote from misiek08 :functions are English-like-lang so it's no problem to make InSim without any knowledge.

That was by design. We avoid abbreviations so it's very clear as to what we are doing with that function. Any abbreviations that we do use ... for Example UCID, PLID, or things like that, is from the InSim.h file, so that it's consistent.

Quote from DarkTimes :It's not about OOP, or any one technology, it's just about sharing the knowledge. It's also not about teaching people to program. All I'm suggesting is that people read the programming section on the wiki and edit anything they feel is appropriate.

I just want to make sure my examples for PHP are functional. So that people can use them.
Dygear
S3 licensed
Quote from misiek08 :I think it was problem of my code site, becuase I didn't check everything coming from server, because I was saving packets to DB only. PRISM code is clean of any errors now.

Yeah, I was going to say, I'm pretty careful when it comes to that, and I know the other devs are too.
Dygear
S3 licensed
Quote from DarkTimes :So if you are an InSim programmer with a passing knowledge of how all this stuff works, it would be cool if you could edit or even add a page.

The problem with that is, in PHP, there is no wrong way to make an InSim application. I feel that PRISMs code is pretty good, but I don't know if I would use it to teach people. I don't think new people find objects very easy to use, while it might be the most concise way, I don't feel it's conducive to learning how to program from the outset. I would first have to teach them the OO model.

I'll have to look at your code, for pyInSim, and the examples you put up to see how I should translate it across so that it allows for people to understand it. Also, I made a HTML version of the InSim.h file, that Scawen gave out in the document directory. The file links to definitions of it's self so you know where one variable came from. If we can do something like this with the Wiki I think it would stop a ton of the questions also.
Dygear
S3 licensed
Quote from misiek08 :Awesome will be Tweak by InSim. You can set power, weight and other details of car by packet. First power and weight will be ok, later other variables. AMXX support setting everything like speed, gravity and other stuff - for player or for everyone both.

This is what I want. Full control over the engine. If they provide it on a packet interface, that would be fine, but I think that allowing direct access into the engine, via say a DLL that we can override, or something we can hook, I think that would be awesome. I agree that allowing action on a per use basis can cause admins to cheat, but I feel that problem is negligible with allowing people to acquire how to use say DRS, or KERS. I think that would be awesome.
Dygear
S3 licensed
What variables are giving you the trouble? There should be no problem with unused variables causing a plugin any trouble.
Musing about having full access to the LFS Engine, through a PAWN API.
Dygear
S3 licensed
Doing so on the fly would be nice ... I really, really wish he had the same level of power as AMX Mod had ... 8 years ago ... over the Half Life engine. I don't want to be constrained, it's stops innervation.
FGED GREDG RDFGDR GSFDG