I would be shocked if he is not banned for a little while for the epic trolling that he does from time to time. Ya know, just to keep him in check.
But anyway, I really can't see this guy paying for an InSim application as he does not even have a S1 or S2 License. So if he is not willing to pay for the game, why would he be willing to play for an InSim application? I'm sorry but I don't take this very seriously, unless he is going to take LFS seriously enough to actually pay for it!
Yeah, that's another thing. We should really have access to what is going on with the server at any given moment. If there is a command going on, then the InSim application should be informed of it so it can update it's state to keep everything in sync.
With great power comes great responsibility. I think this is a step in the right direction, I think we should have much more power over the engine, I think we should have access to the the engine via a DLL interface that we can use to setup callbacks within our own programs. I want to be able to edit and change the game on the fly, I want tweak on the server side that will propagate to the client side automagicly. I want full control over the client's speed, I want to be able to setup hotkey functions onto their client that will allow for like a server slide KERS system, or DRS. I want images and sprites to be able to be displayed on screen. I want to be able to control the font I use to display information within the buttons. I want control over the engine and all of it's parts. But we are a long way away from that, and that's ok, because if we got all of this tomorrow none of us would know what to do with ourselves.
Pretty much, yeah. But that's because it's only going to be able to filter whats in the /cars setup. It can't filter based on what it might not be able to give you as it just does not know that. That means it's up to us not to abuse it.
Well, we don't have to even go that far, nor do I have the money to run a server on the scale that is LFSWorld. I could how ever add an option to cache results for a period of time within the LFSWorldSDK, but as the options change from server to server on what's available it might be an issue finding a common ground. It's like who has access to a database, what is the database type, sqlite, mysql, mssql, something else? Do they have PDO installed? Should it use a flat file system? Can this run in safe mode without giving the consumer many headaches.
How many queries does LFS World pubstats do a month? I'm just wondering as looking over my at the pubstats details apparently people are leaving the LFSWorldSDK in it's default configuration because my key that is getting shipped with it is still being used.
May 2010 48051 1272.32Mb Free £ 0 June 2010 58456 1489.08Mb Free £ 0 July 2010 82217 2033.42Mb Free £ 0 August 2010 62572 1519.36Mb Free £ 0 September 2010 52238 1292.31Mb Free £ 0 October 2010 46647 1136.63Mb Free £ 0 November 2010 33928 771.86Mb Free £ 0 December 2010 47180 1051.45Mb Free £ 0 January 2011 46076 1071.68Mb Free £ 0 February 2011 42978 976.31Mb Free £ 0 March 2011 34587 767.93Mb Free £ 0 April 2011 46933 1020.4Mb Free £ 0 May 2011 47844 1077.01Mb Free £ 0
I've not used the LFSWorldSDK in about a year, and I was wondering if we could find out both how much the pub stats is using each month, and how many people are using the LFSWorldSDK. Also, is there anything I can do in the next version of LFSWorldSDK to make it more obvious to you that they are using the LFSWorldSDK? Setting a user-agent string perhaps?
Now that Lewis has had his time deleted, does that mean he can choose the tires he wishes to start the race with? The rules say that the top ten drives must start with the tires that the fastest time was set with. Seeing as that was deleted, it would stand to reason that then Lewis could then use any set he wishes because he did not 'set a time'.
Ted Kravitz had repoerted that Lewis was out of the car for a while in the first part of the Q2 or Q3 due to a problem with the car that they fixed. So it might not of been an error, it was more likely due to a problem with the car.
Also on the subject of Perez, it seems that he had a puncture and that was why he was off line, and then when we went over the bump, his car bottomed out and he lost all control.
Good point! This is the same problem I'm having with the InSim Buttons myself right now. I don't know how to display a group of buttons that are meant to work as one, but when they display on top of another group. I though that I would use a push / pop kind of method, so that the last bunch of items to be put onto the screen are the first interfaced by the user. This way, the most 'current' information is placed up front for the user to deal with. Once they have handled that, they are then represented with the older button group so they can interact with that.
In essence the button bound key, would work just like a ClickID, but with a physical key to click. In the same way that if you use a ClickID twice, then the data is overwritten, the same could be true of this. It would be up to the InSim programmer to handle themselves. Of course this would become a problem with multiple InSim instances running at once, should they request the same key, but then I would think that the first in last out, push pop method could work there too.
Thanks for the reply. Sorry my example was confusing, I'll try to provide a more concise example using the LFS client with a plugin I'm making for PRISM as an example.
I'm not sure what you mean, it's normally better to just post the code and then to state the problem. It let's me know what your trying to do, and let's me see how your trying to do it.
The reason why I bring this up, is that right now, for people who use a mouse to steer have to use their mouse to also select these items. I would like to be able to race with my mouse and still interact with the InSim app without having to use my mouse. You can still click on these items if you wish, but having the option to use you keyboard I think makes it a more robust solution.
I would like to be able to bind InSim buttons to keys on the keyboard. For example, should I show a menu on the screen, and allow the player to use a button on their keyboard to activate (click) that button.
Something along the lines of this, but as you would suspect with LFS Track names, or player names as needed.
Ok, that's not going to work, but you could do a chain extension, where one class extends another, extends another until you have all the parts you need. It would look something like this:
povo.php
<?php php include 'povo_utils.php'; class povo extends povo_utils { const URL = '-'; const NAME = '-'; const AUTHOR = '-'; const VERSION = 'This can be anything by the way, and really you should set it to not be that of PHPInSimMod\'s Version'; const DESCRIPTION = '-';
public $data = array();
public function __construct() { $this->doFunction(); # function from povo_utils.php } } ?>
povo_utils.php
<?php php class povo_utils extends Plugins { public function doFunction(&$data = $this->data) { $data['Povo']['Place'] = 'Random Place!'; $MST = new IS_MST(); $MST->Msg('/msg Data Updated')->Send(); } } ?>
The MTC struct has changed in the newest versions of LFS, Scawen changed the Msg property to Text. So you'll have to use that from now on. Just replace Msg with Text and it should go away. Also make sure you're using the latest version of PRISM.
Yeah, I'm pretty sure I was going to use SQLiteV3 as well, seeing as it ships with PHP in all cases, and I'm pretty sure it's license is the same as PRISMs, but I'll have to check that.
Yes it is. Anything that can be done in PHP can be done in PRISM, I don't have the power to restrict the language at all.
I'm not quite sure what you mean here. There are many ways to handle this so if you could give me a full example, php code, of what you want to do I'll tell you if that's how I would set it up, or you could just run a pilot example and see if that works.
Depending on how you set it up, if you simply have game_utilities class extend the game class then it's really simple to use on function within the other. However, if you want to use two separate classes, then you would have to make $my_array public, in fact the syntax you have right now automatically makes it public.
You can send packets from anywhere within the PRISM instance, plugins, modules, or the core. (However, I'll pretty much be the only one sending packets from the core.) Any class that is made, as long as it uses the prism_packets.php instance module should be able to send the packet from PRISM. (Although, I've never really tried.)
As far as suggestions. I would recomend making the game plugin, into a module as I think that's more of what you want. It would act as a layer between the PRISM core and your plugin. But I still don't know what you have planned so if you could provide some more details and what exactly you want to do that would help me help you. Even better then that write me to pseudo code and I'll tell you from there what's the best way to handle it within PRISM.