Odd you're experiencing this. I just launched multiple LFSs on my end and loaded them up with AI drivers, and they were all running at high FPS with no significant frame drops. This is also while running another game on my 2nd monitor.
Any significant loss is more then likely due to not fast enough hardware.
I don't mean to deter you from posting your work, if it really is your work. My main complaint is lack of any sort of mention for the work your plugin seems to be based on. I don't see it in your special thanks section of your insim, you didn't mention it in the post, just seems like to me like I'm not getting any sort of credit for my work.
As for Using [SC] I see now what [SC] stands for(looked a little closer at your images, noticed it stands for SimpleCruise, which is totally fine mine used to be SuperCr3w/Sup3rCr3w.), I suppose it's totally fine. I still occasionally drive around with my [SC] tag even though [SC] hasn't technically been around since 2010. So go ahead an use it I really don't mind.
I don't mean to come off as rude, I just was a little annoyed as you've made multiple threads now, and not a single one has even mentioned my name until after I had asked about my code in the last thread(because as I said previously, a lot of your function names seem to line up with the function names of my code).
It's nice to see that servers are still using LFSLapper and that LFSLapper is finally receiving some updates/new packets after being in hiatus for so many years. Again do continue posting your work, just be sure to give proper credit to those who have helped you.
Scawen I have one (small?) request(and not sure if it's worth the time but it'd be nice to have).
Could we get a packet like MTC(and possibly something like this for BTN aswell[and while on this topic, would it be possible we could get more than 240 buttons/ClickIDs]), except we have the ability to send an array of IDs to send to?
PRISM has a translationEngine and currently when we translate a message that would usually go to 255, We have to loop through the list of players and send a MTC to each client(I suppose I'd have to loop through regardless to get the list of players, but sending fewer packets would be nice). It'd be helpful if there were a way to send to a set of players at the same time, and in the process save a few bytes.
Well this is weird.... (Not sure if LFS related... I doubt it) but randomly today my Xbox one controller that was reporting 5 axes is now reporting 6 axes. of course when it did that LFS didn't recognize it as a new controller(which is both good and bad), therfore the axes for thr/ brk were still combined. How ever I don't see this being a common issue so no worries.
Other then that, played with it more, and everything seems to be going good.
Works good on my XBox One Controller now, detects the 5 axes. the Joystick look is really nice. Without axis calibration the car pulls a little to the right now, how do I go about fixing that? X axis value is between 30 and 50. I assume I'd increase the max range by 80 or so to correct that(that works, but is there a better/proper way to do that?).
I guess deadzones is what I'm asking about. is there a way to define a deadzone in LFS?
Edit: Just remembered Windows has a calibration utility under USB controllers... ran the calibration, now only off by about 5-10.
Edit 2: in response to the other day, Yea, Thr/brk centre reduction is kinda what I was referring to, especially if it was implemented on the steering axis, though having steer turn/return rates would probably be better... but that's more of a personal preference.
Ah yea, I do vaguely remember that being an issue now... I think that was one of the reasons I moved away from LFSLapper... that and the lack of updates at the time.
As Yisc said, I don't think it will work, but you can try.
I believe in SetUserStoredValue you missed a parameter.
I can't remember been 6 years since I used LFSLapper, but I think it should be SetUserStoredValue(User, Key, Value);
I'm assuming you're using code from my old Cruise plugin(function names line up, you're having the same issue as my old system had in the last release i made).
Uploaded another update which fixes the issue with TranslateEngine, as well as adds an additional function to plugins that allows a plugin to send a message to all hosts(Currently This will send to all hosts, regardless if they are running the plugin that called it or not.)
I may add another parameter to the function that allows it to be only sent to servers running the calling plugin.
Translations are now stored to a static variable for caching
To clear cache for your plugin call $this->clearTranslationCache();
if you ever called directly called the TranslateEngine function in your plugin(which was not how it was originally intended, but could have been used that way, you'll need to update your code to use translateEngine::translate)
Add param to betterButtonManager initButton function that prevents the text from looping
This could be really useful in situations such as coundowns so you could do something like:
In this situation, it would count down from 5 to 1 and then say go for 3 seconds.
For help setting up betterButtonManager, there is a readme available here(though it currently doesn't list all of the functions that are available in the betterButtonManager.)
Fix situations when using betterButtonManager and addClickEventToBtn and no param array is specified(so it defaulted to null as a result as seen below)
<?php public function AddClickEventToBtn($Name, $Class, $Function, $Params=null) ?>
PRISM was treating the null as the parameter intended to send to the function. When there is no params the following is expected:
<?php function ClickEvent ($BTC, $BTN) { #BTC has the structure of the BTC packet PRISM receives from the host #BTN is the original button that caused the click } ?>
PHPInSimMod (PRISM) 0.6.1
* available from same link as above currently
Fix issue left over from when moving translateEngine to it's own class
Add MessageAllHost Plugin function.
<?php # Sends a message to all servers including the one that called the function $this->messageAllHosts('This is sent to all PRISM connected hosts!');
# Sends a message to all servers but the one that called the function $this->messageAllHosts('Message to other host!', true); ?>
Last edited by T3charmy, .
Reason : Forgot to mention another important change
Translations are now stored to a static variable for caching
To clear cache for your plugin call $this->clearTranslationCache();
if you ever called directly called the TranslateEngine function in your plugin(which was not how it was originally intended, but could have been used that way, you'll need to update your code to use translateEngine::translate)
Add param to betterButtonManager initButton function that prevents the text from looping
This could be really useful in situations such as coundowns so you could do something like:
In this situation, it would count down from 5 to 1 and then say go for 3 seconds
For help setting up betterButtonManager, there is a readme available here(though it currently doesn't list all of the functions that are available in the betterButtonManager.)
Fix situations when using betterButtonManager and addClickEventToBtn and no param array is specified(so it defaulted to null as a result as seen below)
<?php public function AddClickEventToBtn($Name, $Class, $Function, $Params=null) ?>
PRISM was treating the null as the parameter intended to send to the function. When there is no params the following is expected:
<?php function ClickEvent ($BTC, $BTN) { #BTC has the structure of the BTC packet PRISM receives from the host #BTN is the original button that caused the click } ?>
PHPInSimMod (PRISM) 0.6.1
Fix issue left over from when moving translateEngine to it's own class
Add MessageAllHost Plugin function.
<?php # Sends a message to all servers including the one that called the function $this->messageAllHosts('This is sent to all PRISM connected hosts!');
# Sends a message to all servers but the one that called the function $this->messageAllHosts('Message to other host!', true); ?>
Last edited by ScottLy, .
Reason : I think there's a bug with uploading, once i upload a file, after that i delete it other person files is not shown. Thats why i leave a dummy which is empty
My original idea was a no go as you pointed out to me(Defeats the purpose of sending to UCID of 255). the best solution that I was able to come up with was reserve a set of IDs for global buttons. that way there will never be a chance of ClickIDs overlapping and interfering with eachother.
I still need to complete the translation system caching and then I feel like it would be a good time to release 0.5.2. I hope to have the updates done and released by this evening.
Totally understand that. I'm fine with it not being added right this second, but having this functionality in the future would certainly improve the driving experience and bring it more inline with other racing/driving games.
Perhaps. I'll look at that more, though my original thought wouldn't be needed if the below was implemented.
The idea sounds really good assuming I'm understanding it correctly. I feel like having this would make shoulder checks and that kind of stuff a little more natural for those not actually using a VR headset but are using a controller.
Should I do 0.5.0.8 or should I increase to 0.5.1? Wasn't sure since it's not a major update, but it's also not a hotfix. I think we should start another thread to discuss the version numbering schema, and what we want to do future releases as.
But I suppose we need to discuss where we want to go from here on forward.
Edit: I know on my personal projects I usually do year.month.day.TimeinGMT24hrFormat such as 16.04.07.2230. but I don't think that would be the optimal version number schema for PRISM.
Yep, only 5, Just bought the controller + wireless adapter for windows from the store about 3 weeks ago. LFS reports "Controller (Xbox One For Windows) Gamepad". Only have 5 axes. X axis, Y Axis, Z Axis, RX Axis, RY Axis. Also using the auto-installed driver. Running Windows 10 1511 at the moment. (Also see my previous post about an issue related to windows 10 tech preview).