The online racing simulator
#1 - Racon
AXI layout name for editor-loaded layouts
When loading a layout from the autocross editor, the AXI packet doesn't report the layout name as it would when loading with the /axload command. 'BL4X_ringwood', for example, is reported as such with axload, but as 'BL4X' when loaded in the editor.

I assume it's done this way for tech reasons (insim.txt says "if loaded locally" - axloaded layouts are local to DCON, editor-loaded are local to the client doing the loading), but this means that editor-loaded tracks are not being picked up properly and stats are being missed/overwritten/etc.

Anyone got a workaround that works now? I'm thinking I could make a hash from the objects and check it against a database whenever the layout name doesn't contain an underscore, but it'd be easier for me to just drive to my mate's house and beat him with a stick in person every time he does an editor-load.

Or does anyone know the tech reasons so that we might think about ways around it for an improvement suggestion?

Quote :struct IS_AXI // AutoX Info
{
byte Size; // 40
byte Type; // ISP_AXI
byte ReqI; // 0 unless this is a reply to an TINY_AXI request
byte Zero;

byte AXStart; // autocross start position
byte NumCP; // number of checkpoints
word NumO; // number of objects

char LName[32]; // the name of the layout last loaded (if loaded locally)
};


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