The online racing simulator
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GeForz
S3 licensed
Well I have noticed some pattern in startlights ^^
- no ai, no wind: the time between no lights and red and between the last res and the green is always the same
- with ai, no wind: the time between no lights and the first red is a bit longer; the time between the last red and the green a bit shorter but still everytime the same ^^
- with wind: random

But I would suggest to make the time when the first red switches on a fixed time and to just vary the time between red and green. As atm it's always the same time between "showing the lights" and "green".
GeForz
S3 licensed
I'm writing a driver-list repleacement atm and one thing bugs me

I don't know when there is an info window in the lower left corner like F9-F12 or Connection List. Is there any free byte in the status pack to indicate if there is some window showing?

And the position behaviour someone stated already when finishing the race. The ap count should count +1 and the position should "freeze" :/
Last edited by GeForz, .
GeForz
S3 licensed
Quote from wien :Hmm, okay. I've experimented a lot now and I've been able to write a program that reproduces the black screen consistently here.

I tried it several times and did not succeed in getting a black screen on my system. When switching from full screen to windowed mode the window is black for about 1 second but then everything is fine again.

ATI, same res on windows/lfs, AA AF on
GeForz
S3 licensed
Quote from wheel4hummer :Nice call.

He, I never wrote that!!1
GeForz
S3 licensed
Quote from SpikeyMarcoD :if server is full its not a problem. We had more joiners and leavers now, but you are right the more people on server the more have to agree with you. Dont get why its needed to restart the vote.

well the situation i war referring to was the following:
someone (admin?) wanted to end the race and the countdown race ends in 3...2...1 cam up but it was ~4 times interrupted because a new player joined ^^
GeForz
S3 licensed
Quote from SpikeyMarcoD :This is annoying but has always been the case though

But it's even more annoying with twice as much people on the server
GeForz
S3 licensed
What I observed while on test server 2 was that the vote system needs some rework...

Because every time someone joins the vote is canceled and it's hart to vote for anything if there are lots of ppl joining :/
GeForz
S3 licensed
Like in WoW

You are in queue on position 3425
Estimated time to wait: 2 hours
GeForz
S3 licensed
Quote from DanneDA :Is this a bug?

If more than 1 car type is allowed on the server, it will not be shown if I filter by a specific car type (ie all cars allowed on server, filter set to GTRs, server won't show up).

Not a bug.

If you click on GTR is sets MRT and the formulas to red so not showing servers which allow those cars. If you want all server on which you can drive the three gtr cars, click each of them one to set their names to blue.
GeForz
S3 licensed
- Queue position jumped from 4 to 6 and then 5,4,3,2,1,0
- A lot of "New player could not connect" messages (translated ger->eng ^^)
- Scawen dropped!!1
- Emergency restart
GeForz
S3 licensed
I need higher button resolution ^^

I'm adding a button next to each entry in the driver list on the bottom but with ~25 drivers the buttons are about 3,5 units in height

Screenshot is with 32 driver and it just fits with height 3.
With 20 drivers 4 is perfect.

Edit:
nvm. just drawing full driver list

But the position in the mci is not very accurate if you join mid-race or some people are already finished.
Last edited by GeForz, .
GeForz
S3 licensed
too bad, that there are no spare bytes in the nodelap structs :/
GeForz
S3 licensed
it's already opensource.... Oo
GeForz
S3 licensed
Some more

In the tiny enum which lists all tiny types
ISP_RST, // 17 - info : new connection
should be
ISP_RST, // 17 - info : race start

#########################

What does LEAVR_NUM, PENALTY_NUM, PENR_NUM stand for?

#########################

I'm a bit confused atm because of the IS_CPR Packet. You get a new playername and plate for a CONNECTION - but playername and plate are specified for players? I didn't test this so it might just be a documentation glitch
GeForz
S3 licensed
Quote from SpikeyMarcoD :Found a bug. Dont know if its a re-occurring one. See attached pic. It is in race mode but still thinks its in practice and thus no AI availabla. I have done a pratice before, but even on another track. Same car though. Also LFS has been closed before, so its a new session.

That errormessage is missing if oyu start a multiplayer race with compulsatory pit stop and AI drivers.
GeForz
S3 licensed
Just a sidenote:

In the insim document there are the following lines
#define ISS_SHIFTU_NO_OPT 64 // buttons are hidden
#define ISS_VISIBLE 16384 // buttons are visible

I think the first one means the buttons in shift+u mode and the second one the insim-creaded buttons, but the comment is a bit confusing.
GeForz
S3 licensed
I'm not using .net atm but what's the exact problem?

You can find a lot of example code snippets on the net to see how tcp works in vb#
GeForz
S3 licensed
No. Just don't run 2 different versions in one folder!
GeForz
S3 licensed
Quote from t1ger :...Now, this packet seems to be an ISP_ISM, but this should be 8 bytes in size, so I expect byte(0) to be 8 not 40...

The size of 8 is an error in the insim documentation.
It's 4 bytes general header, the "Host" byte, 3 spare bytes and then 32 bytes containing the hostname. That's 40 bytes.
GeForz
S3 licensed
afaik it's only possible to set no start position and to use the default start positon of the track
GeForz
S3 licensed
Ok finished testing for now. Works pretty good on local mode (ucid = 0, button id > 160).

My buttons are visible in Singleplayer setup and singleplayer. Didn't test in multiplayer.
GeForz
S3 licensed
Just 2 Questions:

// Local InSim programmers should try to avoid overlapping host buttons.
How does the programmer know where the "host buttons" are? Or do you mean an overlapping in the ID'? How does the programmer know that there is no other (local) insim program setting up a button with the same id? And are Button clicks sent to "all" connected insim Applications or is this seperated?

// highest bit (128) can be set to initialise dialog with the button's text
Does that mean if the first bit is set and the user clicks on the button the text will stay in the button and the user can change the text? And when the first bit is not set the text displayed in the button disappeares as soon as the user starts to enter his own text?
GeForz
S3 licensed
yeah, when sdether updates his insim library -> http://www.lfsforum.net/showthread.php?t=24700
GeForz
S3 licensed
Quote from MoHaX :you could clear any button by it's id, also you could clear all butons at once, isn't it enough?

He probably wants to create some "info buttons" which only display info. And it would be much easyer if you could create a button which is only displayed for 60 seconds instead of tracking the button and connection id's in your program and send a "remove buttons" packet after 60 seconds.

Quote from MoHaX :2Scawen:
I can't figre out from your description and screenshot: how to make big (as on top of your screenshot) and small (as buttom one) buttons? And it seems that buttons are 2 size only - big and small. Is it possible to make it's size variable (width only, not font size)?

The size of a button is defined by the positions of the top, left, right and bottom borders in the IBtn struct

struct IBtn // button structure - send an array of there after the IS_BTN header (below)
{
byte MaxType; // max chars in typed reply (1 to 31 - 0 means remove a button)
byte ClickID; // button identifier (0 to 159)
byte BStyle; // button style flags - see below
byte Zero; // reserved

[B] byte L; // coordinates of button corners
byte T; // these run from 0 (left, top) to 200 (right, bottom)
byte R; // you should avoid overlapping LFS text by keeping
byte B; // the buttons in the left middle area of the screen
[/B]
char Text[32]; // button text - last byte must be zero
};

GeForz
S3 licensed
Quote from CLRS530 :...and how can a player stop a button and all button?

That's a good question. I hope nobody has the idea to fill the whole screen wih buttons if someone crashs to "force him to shift+s"...
FGED GREDG RDFGDR GSFDG