Greetings. Openning a port wont help most likely. That seems like a firewall issue. Did you try disabling it or even better adding a exception/rule to it so LFS is Allowed.
If it is a local InSim application you could remove the text in your Live for Speed options menu and if needed then using either IS_BTN packets or by hooking D3D9::Present draw the message back at a more convenient place.
LFSLazy does it by hooking D3D9::Present.
If it isnt a local application there is no way to enforce this doe. You could print the RCM messages with IS_BTN(or IS_MTC) packets but it is immposible to enforce if the client disables the RCM messages or not.
I don't know what compatibility layer you are using. I didn't notice any difference in FPS when I play in Proton. But yet again I have a limiter at 120 FPS(since I have a 60Hz screen its more than enough).
Try another program. Wine isn't the only one. I got the best performance/compatibility from Steam Proton.
Just add a non-steam game to your library and it works perfectly.
Alternatively if you have a motherboard with 2x16 PCI slots you can get a second GPU and virtualize a Windows install with a GPU passtrough in QUEMU wich could give you a near bare metal/native performance.
I already tested it out starting from version 0.7A up to D and Ghidra more or less finds things automatically.
Structures are more or less always the same and the differing ones could be updated.
Ive invested way too much time into this by now, no point in stopping.
I know Scawen but some things cannot and would be ill advised to implement inside InSim.
Changing the controlls via InSim packets could introduce a vector for exploits and remote code execution.
Again to reitterate I dont want to change LFS behaviour just extend it. You cannot create an anti-cheat using InSim nor could you perform a raycast/pathtrace/hittest to create a AI driver. Soo many options could be opened. Not trying to sell you on Reversing just that there are limitations to InSim.
Im developing a project called LFSEx(tended).
Amongst a plethora of features one of them is lua scripting simmilar to lfs scripts.
So setting the controlls should be a feature.
Another feature in development is more detailed sounds. Ambient sounds, Creaking, tyre thumps ober bumpy surfaces, more detailed echo and wind sounds.
As I dont wish to be destructive and change functionallity just extend it I was requesting help.
I was poking around the Live for Speed code inside ghidra and I found a feww structures.
One is a SoudLevels structure and another one is the KeyboardMapping structure.
What I need helpo with is:
struct SoundLevelSettings { float m_InterfaceBoost; float m_MusicBoost; //These two unk floats. They dont seem to be exposed to the end user float unk0; float unk1; float m_WindVolume; float m_SkidVolume; float m_EchoVolume; float m_CarVolume; };
struct KeyboardControllsSetting { struct Controll { char Buttion; //And I need help with these 3 bytes here. They dont seem to be changing while debugging char unk0[3];//Might be some flags };
Cant wait mate. My parrents had a Fabia 1.9 SDI. Later on I was driving it. Still alive today with ovet 800k KM on the tacho. Amazing car and I cant wait to drive it in LfS
Hello. As far as I understand it how it ussually goes there is a check about what display settings are supported. Its either that you have the game display connected to a adapter that reports a limited ammount of settings or you might not have a driver or not have a correct driver installed.
Also I dont think there is an override but a solution could be Shift+F4 and maximize the window.
I belive Ctrl+C is "clip mouse to window" so your mouse does not exit the window.
Okay so Vector type should be 3 floats and in this context its meters per second.
The Roll, Heading, Pitch components are expressed in degrees.
And the Pos component is a 3 component integer(not a decimal number) that is mate a decimal number by dividing the value with 65536
Havent played in InSim/OutGauge/OutSim in a while.
Also genuine advice.
Dont use Python because it does not have a good Insim/OutSim/OutGauge library.
Download Visual Studio IDE and set it up with C++/C#.
Program in either C++ or C# doesent matter.
Use CInsim for C++ applications.
And use InSimLib for C# applications.
For beginner proggramers I would suggest to start in C#. Has nice syntaxs and a lot of tools already built in.
Yeah I seem to remember them beeing somwhere I dont know where.
I remember having a CMX importer for Max2010 but it was written in MaxScript and was painfully slow.
Whas hoping to improove on that and write a propper live for speed plugin for max.
I seem to remember that the CMX file specs were publicly displayed int he proggramer info section. I cant seem to find them now there. Was wonderring since for shits and giggles I started writting a C++ 3dsMax plugin/importer where could I find the CMX file structure.
I cant help you then mate. The only thing I think could be the issue is that either the InSim library you are using or you, dont handle the packets size correctly since the devs updated to IS_VER 9 the Size property of the packet is divided by 4 instead of just holding the size of the packet in bytes.
Hello Scawen.
It is possible to develop it in an external program.
I think its done with Nodes like Lazy storres an integer describing the time elapsed from the start of the lap. The limitation comes when the race starts there can not be any reliable data untill the player passes sector 1 and recieves a sector packet.
Implementing it inside Live for Speed should be the best option.
Another thing that could be implemented from Lazy is the "Radar".
Would greatly improove safety/clean driving.