It would be very useful, if typed text would not be shown in public, if it is prefixed with some character, for example "!". Like "/", but it would work also for non-admins, too. Some InSim apps already use "!" as a prefix of commands, but it can be quite annoying, when lots of players start to type these commands...
InSim apps could then use that even for team (group) only communication...
Drift scoring is already set up in default script (LFSLapper.cfg in cfg directory). You just have to start it. Read some posts back in this thread (or some another thread that you posted in). If you still have problems contact me on MSN.
OMG, mate, calm down. The only thing I looked for in your code was code page numbers (and comments near them ), because I didn't want to look for them in docs. Sure I was mislead for missing greek then...
sdether, can you add missing greek line (and add in beginning license a comment: This code includes 4 numbers and 5 comments copied from wabz's code ).
I did not implement Action on reset option. Reasons are:
1. It is very difficult to do it well with current InSim information.
2. In next incompatible LFS patch, there will be option to disable resets (well, that is what Scawen said in Patch thread).
Some new changes (7-8) can be problematic also, because conditions are detected by analyzing LFS (language specific) messages, which contain only colorless nickname.
Assuming you have Windows, .NET framework and LFS installed, LFSLapper extracted:
Start LFS. Type /insim 29999 in talk window. Shift+F4 to go to window mode.
Start NETStartDefault.bat
If in LFS you get message in red about wrong password, open LFSLapper.cfg and edit Password line, close Console window and goto step 2.
If everything is OK, you will get message about version in both consoles. Now you can go full screen again (press Shift+F4 in LFS window).
Procedure can be a bit different if running dedicated server/and/or/Linux...
Hmm, I really need to write graphical tutorial about starting LFSLapper . Wrote 4 different options how to start it, but it seems people are even more confused now .
Of course not . Depends on language you use. In .Net languages char is natively 16-bit unicode (you need converter LFS <-> Unicode - see source of LFSLapper), you can also compile C++ with unicode support (i think you have to predefine _UNICODE or sth like that). Dunno about basics..., but components should show unicode symbols; after all, Windows are natively unicode. Basically you have to search for ^L,^E,^T,etc in LFS text and then map following bytes according to current LFS page.
Last edited by MonkOnHotTinRoof, .
Reason : eh too late
Sounds to me that you need LFS code pages <-> unicode converter. I made one for LFSLapper (in C#). Might be useful for your purpose too (otherwise nesrulz will never let you go )...
BTW: I tried sdether's insim library the other day, and it didn't support LFS code pages either...
Yeah, just tested. Seems to be private msg only to player that actually enters/leaves pitlane. Nothing can be done about it.
Well, maybe with some advanced stuff to watch positions of car on every possible track .
some changes that will be in new version:
# Global variables, that can be used in any action: # {ShortTime} - Local time of server in short form # {LongTime} - Local time of server in long form # {ShortDate} - Local date of server in short form # {LongDate} - Local date of server in long form # {ShortTrackName} - Current track name in short form # # Symbol replacements: # {colon} - symbol ':' # {at} - symbol '@' # {vbar} - symbol '|'
# Actions to execute when player resets car. # If more actions, separate them with '|'. # Possible variables to use: # {Nickname} - Nickname of driver # {Username} - Username of driver # doesnt work yet #ResetCarAction = /msg {Nickname}^8 resets car!
# Actions to execute when player teleports to pits by options or SHIFT+S. # If more actions, separate them with '|'. # Possible variables to use: # {Nickname} - Nickname of driver # {Username} - Username of driver
EnterPitAction = /msg {Nickname}^8 teleported to pits !
# Actions to execute when player spectates or disconnects (leaves race). # If more actions, separate them with '|'. # Possible variables to use: # {Nickname} - Nickname of driver # {Username} - Username of driver
Yes, it's ugly, but you have any better idea how to detect car reset?
I tested a bit, and it may work, still having some weird problems tho...
Yes, but that only works if player "teleports" to pits with pits option or shift+s, it doesn't work when he drives there. But I guess I can catch private messages (xx ENTERED pit lane) to host and parse them .
In short you want to spectate (or any other action) player that enters pit or resets car ? Without additional coding this is not possible in current version (InSim does not provide info about reset AFAIK). But should be easy to code it, I believe. Detecting reset would be made by comparing 2 frames on speed and distance/angle change . I think the problem with the pit detection is, that the name of player is in message (not sure about that tho, should test).
I will look into it tomorrow (today actually ).
No need to create new threads around, BTW !
You are trying to use configuration file made for v3.2 on LFSLapper v3.0.
Download latest version of LFSLapper (3.2), which supports acceleration measurement.
I think Autokick only works in Race mode (maybe Qualify too, can't test now) and only for non-Admins (as expected). I know autokick doesn't work in Practice mode, cause people were cheating on my drift server by driving back for 2/3 of a lap to get longer track . LFS Lapper can't affect this function. It is option of the LFS server.
I am switching my ISP (+PSTN and ADSL provider), so currently I have no access to internet from my home server...
I hope server will be back by the end of month...
It couldn't work in any of previous versions, at least it couldn't delete rcm_ply messages afterwards (at least until first /rcc_all came around ). You probably meant private messages, which are only sent to a player that writes down something.
But its easy to make it work for AutoAction (rcm_ply) too. Just replace all /rcm_all strings in main.cs with /rcm_ and rebuild.
Then you can use it like:
RCM message of player will be automatically deleted by rcm_all command in 5(default) seconds.
Here is patch (exe only) in case you don't have tools to rebuild
Last edited by MonkOnHotTinRoof, .
Reason : deleted binary patch
I hope that bug with repeating same action over and over again (FM-Failure?) has been also fixed in the process .
File formats are still the same (speed is not included in pb.txt yet in this version, I am thinking about switching to real DB).
State refresh of cars is made every 0.1 second now. It works OK on demo server with 8 cars, dunno how would it perform on bigger servers (but for acceleration I had to make it as precise as possible).
Hmm, everyone knows Svemirko Joca is the fastest XRT racer. I think his current PB is 1:23:22. And at least 20 of other demo racers can drive below 1:24:00.
Most of them are already in teams. Those who are not, usually don't want to join any...
Here are stats from one quite crowded demo server. Select Blackwood GP and XR GT TURBO.
http://domagk45.hopto.org/
I don't think everything in one line will solve the compatibility problem. And quotes can also be present in Nickname I think. I will just add another line and make converter from old pb file to new one. I am making some other things, like acceleration measurements (time required to get from 0 to 100 km/h) and some smaller improvements...
All results should go to database really, cause its difficult to add new things and keep it fast otherwise... However, it's quite some work to do to port it there.
XWindows are not needed. From where did you run mono now ? Did you check if mono can be run from everywhere ? Then go to LFSLapper/bin directory and run it: mono ./LFSLapper.exe ../cfg/LFSLapper.cfg.
You can see that message only when connecting to server. Ask people who connect to your server if they see it. Or set up dedicated server, then you can check yourself...