The online racing simulator
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the_angry_angel
S3 licensed
Quote from lukelfs :Stay away from the large towns, don't trust anyone unless you know them ofc lol, if chased by zeds then go into a building as they can only walk inside. Head off the the country side and look in barns etc for stuff. Deer stands are also good to find items.

Bleh, was playing during the euro final, on my laptop and screaming like a girl (getting the piss taken out of me by my housemates) Day 0 character and I'm stuck in up a ladder elektro with no weapons at all, no food, and only empty water bottles My problem with the countryside is getting lost =/ I never seem to find anything and just die of exposure
the_angry_angel
S3 licensed
They removed spawning with a gun in the latest(?) patch - it makes it a lot harder, especially if you're a new player
Javascript - lfsworld.js - Small convenience wrapper to talk to LFSWorld
the_angry_angel
S3 licensed
Nothing special.

Small wrapper around a pre-existing HTTP client, to talk to LFSWorld pubstats. Written for and tested against node 0.8. May work on older versions. May work in the browser if combined with requirejs (100% untested).

Docs: http://theangryangel.github.com/lfsworld.js/
Repo: https://github.com/theangryangel/lfsworld.js

Needs a bunch of stuff added really, but it may speed up someone's project by an hour if someone else needs it. Pull requests, patches, etc. welcome.

Don't know if I'll take this too much farther as it's Just Enough(TM) for what I need at the moment.
the_angry_angel
S3 licensed
Had a 45 min blast just now, maybe I was very unlucky, but everywhere I went was completely bone dry and devoid of anything except empty cans and empty bottles.

Spawned at a lighthouse, I visited and ran away from a heavily infested village, hit up a manufacturing establishment and found nothing, and then ran away again after a billion zombies swarmed in, found a farm building that I couldn't get into. The outside bog door opened though. Nothing but empty cans that I couldn't pick up. Found another small industrial plant in the middle of a forested area and only found some empty bottles and 1 mag of ammo - which was useless without a weapon, then got trapped (which was stupid).

Was I just unlucky or is that just how it goes sometimes? Was I likely to have just been following behind someone?

It seems like its sometimes in your favour to just cheese it in, rather than becareful - based on the behaviour of the spawning?
the_angry_angel
S3 licensed
Been looking at this since I saw it a few weeks ago, but I've gotta get ArmaII: CO first.

As it's not on sale, and frankly I don't have a lot of time to play, is it really worth it? i.e. Am I going to shell out 24GBP and get a decent amount of play time out of it? Or is it more of a play once and then never again?
the_angry_angel
S3 licensed
Funky Glad to see the LFS web stuff still gets security updates!
the_angry_angel
S3 licensed
Moved over to bcrypt by any chance?
the_angry_angel
S3 licensed
It can be done, could do it 2 different ways;

You could either query and refresh LFSW's data feed. The problem with that is that LFSW tarpits unless you pay for it.

The alternative would be to use InSim and calculate it all at your end. It wouldnt necessarily match up 100% with LFSW, but you could probably do some rough syncing of numbers at every start up or shutdown.

How live are you talking? Update every few minutes? Update every second?
An evening playing with LFS + SlowmoVideo
the_angry_angel
S3 licensed
What you're about to see is the result of an evening of playing around with LFS, Openshot and more importantly SlowmoVideo. It's not tidy, and it's really rough, and I've totally overrun the 3 hours I was going to spend on it (and no more )

I will say this - no more video making for TAA I don't have the patience for this shit! I have a new found respect for you all! I'll be sticking to programming in future

Anyway, the video is artifically slowed down and time is manipulated using SlowmoVideo. The benefit you get over slowing it down outside of LFS, is the pure control you can have over the timeline. Don't pay much attention to the artifacts in one section where I really fiddled with the time and slowed it down non-linearly - those can be cleaned up with sufficient time or skills - I only spent an hour or so getting rid of the worst bits, and the non-linear time fiddle was by far the worst.

However I do hope that someone else sees whats capable with SlowmoVideo and has a play with it. It's interesting software. I will warn you that it is a little crash happy - thats the only downside

http://www.youtube.com/watch?v=dY84S9w_Eq0&hd=1
the_angry_angel
S3 licensed
Quote from NSX_FReeDoM :Not the best example. DNF was a total fail.

To be honest, LFS could only pull a DN:F if they decided that you could only fit 1 tyre to a vehicle at once, made all tracks completely straight, removed multiplayer and ensured that tracks only loaded after 10 minutes

Hail to the king, baby.
the_angry_angel
S3 licensed
Quote from misiek08 :I can host node.js for you. Only 1$/month/server (for livemap2 plugin).

Would embed-ability be any good for your endeavour misiek?
the_angry_angel
S3 licensed
If anyone's interested I've just bumped to 0.0.4.

Rough changes (that are import since 0.0.3):
  • Plugins can now be loaded from directories, which allows individual per-plugin node_modules - Support for automatically downloading required node modules will be baked into 0.0.5 - for now some npm install or npm link fun may be needed. I may drop support for individual files at some point in the future as I don't see the realistic use for that.
  • Livemap fixes, such as ghost players, track orientation, etc. - A big thanks to paXton / PascalMD for the fixes on this
  • Outgauge and OutSim support
  • Fixed IS_SMALL so it doesn't crash out the connection
  • Experimental hot reload of config files
  • config.d directory, which *.json files are merged into the main configuration object
  • Started documentation - some of which is auto-generated from the code, some of which isn't - it will be fully complete, with video guides for 0.0.5
My open issues for 0.0.5:
https://github.com/theangryang ... rt=created&state=open

Please, feel free to contribute, submit issues and so on.
the_angry_angel
S3 licensed
If you're interested in something that's not necessarily Android specific, but runs in a webpage served by an application running on your PC there's the development version of xi4n, which has a preliminary Outgauge example plugin:

http://www.youtube.com/watch?v=lH9P00a4FPs
the_angry_angel
S3 licensed
Pfft, commiting without testing is the only way to ride

Cheers for the cheering up guys <3
That moment...
the_angry_angel
S3 licensed
... Where you delete the wrong branch, and you didn't merge it into another branch or push it somewhere else ye (yes I'm aware it's potentially recoverable, but mehasdasdkjkads)


Meh

I demand cheering up. Tell me your failures.
Last edited by the_angry_angel, .
the_angry_angel
S3 licensed
FYI anyone not watching the repo I've pushed in a bunch of changes into the master branch, including support for admin password and other ISI options. I'm done these changes on my laptop and I've not got LFS to hand to test, so it may be a little bit broken, however I don't believe it is. I'll test as soon as I can.

The npm-plugins branch needs merging, and adds support for NPM install-able and update-able plugins This means that each plugin can be installed from a URL and each plugin can be installed with it's own dependencies - so it should address the npm link fun you guys had. This is again untested, and isn't merged because it's a reasonably large change.

If both of these things survive testing that only leaves https://github.com/theangryangel/XI4N/issues/18 before I bump to 0.0.4 and start working on the stuff I've marked for 0.0.5 - so outgauge, etc. https://github.com/theangryang ... rt=created&state=open

I fully intend on working on this quite a lot during the up coming long weekend in the UK, so hopefully by Tuesday there should be lots of changes checked in and lots of fixed things
the_angry_angel
S3 licensed
Merged into master, thanks for the patch dude

Feel free to add yourself to the contributors key in package.json, if you wish paXton Recognition where recognition is due - you've been putting in more work than me the last few weeks
the_angry_angel
S3 licensed
Quote from misiek08 :So it's fixed only for 1 plugin and other plugins got normal data

The converted pth files aren't just used by livemap2.js, so if you've changed the pth converter script then you've also affected anything else that also uses them. If you've not changed the converted pth files then I'm not seeing how your fix works tbh...
the_angry_angel
S3 licensed
The only issue I have with changing the converted PTH files is that then you realistically need to alter the data in the MCI other packets that contain positions as well. That then leads to confusion when or if you ever port to something else. Or have to interoperate with another addon - you don't want users to be surprised when they get different data from xi4n in constrast to another library.

I'd personally much rather put this fix directly into the livemap plugin - which I'll try and make time for before the end of the month.

Edit: As 2 people have now asked, please feel free to fork on github.com and submit pull requests. If you do submit a pull request feel free to add yourself to the package.json as a contributor (see http://package.json.nodejitsu.com/ if you're the first or not familiar with package.json format). I can't guarantee when I'll be able to do much work on xi4n for a few weeks, but I'll try and merge pull requests as often as possible.
Last edited by the_angry_angel, .
the_angry_angel
S3 licensed
Source is in the repo, but yes it is Dygear's PTH parser.
https://github.com/theangryang ... r/build/gen-json-pths.php
the_angry_angel
S3 licensed
Quote from misiek08 :I know how to make reverse proxy, but I just don't know how will it behave while getting data live.

ningx added HTTP 1.1 support for proxy_* directives in 1.1, so as long as you're on that or newer it should just work out of the box. If it's older than 1.1 I believe you need to look at just using a raw tcp proxy, which can be done with one of the nginx modules - I've not tried socket.io reverse proxying with older versions tbh.

Quote from misiek08 :I heard about PHP path problems, but here too? The track is wrong oriented. Look here: http://misiek08.mydevil.net:8082/

Meh, I supposed the cheats way would be to use css to rotate the SVG element
the_angry_angel
S3 licensed
I've added issues to github for your 2 things, that way I don't forget like I did at the weekend I got distracted by shiny things :o

When you say it's using too much memory/cpu/disk, how much and specifically what? If you're running it on windows a perfmon log (with % Processor time, Working and Private Set of the nodejs instance), + xi4n log as a pair would be awesome If you're running Linux then can you run top in batch mode (top -b) and also output xi4n to a log file and send those over please? If I can figure out what part of it is eating memory or CPU time, that can hopefully be fixed. I suspect it's probably to do with how packets are thrown about, at a guess.

Only reason I'm asking is because I'm seeing xi4n top out at about 20MB before the GC kicks in...

As for using it with nginx, or any other web server, the easiest way is to reverse proxy from your frontend server to nodejs. As it is out of the box, it may need a little content re-writing by the HTTP server. For nginx you want to be looking at the proxy_* directives, and subs_filter_* for the rewriting.
the_angry_angel
S3 licensed
Quote from Kiyoshi :So, don't let this distract you - I don't think it's any problem with the XI4N package, but a nodejs on Windows issue. nodejs version is 0.6.17 incidentally.

Unfortunately this is all my fault Doh - sorry about that

All those packages are depended on by plugins, rather than the xi4n core - but at the moment they don't load from their own directories - it's something I'm going to be putting in a fix for soon
the_angry_angel
S3 licensed
Quote from Becky Rose :1) The choice of camera at the start

Quote from Becky Rose :2) The camera focus' on 1 car, it's a classic sim racing mistake in every sim out there... But real TV does not do that, the camera typically tracks two cars and it is possible to do this in Insim as I did it for X-Cam. ( http://www.youtube.com/watch?v ... 5myGUc&feature=relmfu )

I see your point, and something I'd totally over looked. Hmmm...

Quote from legoflamb :Seems like most of my input has already been suggested though.

Still appreciated though dude, thank you

Also thanks for your thoughts as well Kiyoshi It's appreciated - you're spot on with your scoring idea - Infact I've been working on something like that in the tv.js-priority branch on github - https://github.com/theangryang ... s-priority/plugins/tv2.js if you wanna check it out. It's far from complete

I will be honest the whole custom camera thing is something I want to work on next, which will fall into the whole track node weighting, but I've not got as much time to work on xi4n for the next few weeks Fecking work and family
Last edited by the_angry_angel, .
the_angry_angel
S3 licensed
Quote from misiek08 :The TV plugins looks nice. I didn't tried the livemap yet, but it can be best thing for 16h race this year. I'm going to host it if organizers will approve it!

There are 2 versions at the moment and they both work in very different ways.

The first version, which I videoed is very, very dumb. The second version I've been working with on and off is in the tv.js-priority branch on github and works by scoring - https://github.com/theangryang ... s-priority/plugins/tv2.js

If you're interested the current revision will/is using something like this to score:
https://docs.google.com/spread ... JNWFN2clZXRUtvUXRFX05BaXc

A lot of stuff isn't in there yet, like distances.

Quote from misiek08 :TV plugin doesn't know what VIEW_CAM and VIEW_DRIVER is. I don't know why, but it don't read exports.VIEW_ variables.

You using this.insim.VIEW_CAM? Because of how the whole nodejs require stuff works, it's all namespaced and not really like a header definition like you'd get in C/PHP/whatever.

Quote from Kiyoshi :I had to run 'nmp link' in the xi4n folder.

Interesting, what version of node are you on? You can it by running node --version.

Quote from Kiyoshi :I also had to run 'npm install <module>' as I had several error messages reporting missing modules. I imagine this was due to a fresh install of node.js, though I'm not at all sure.

More likely me missing some dependencies in the package.json Don't suppose you remember what you needed to install?

Quote from Kiyoshi :I haven't looked at the code yet. I don't know a great deal about JS either, but it looks interesting.

Patches, etc. welcome There are a couple of places where it really needs a tidy - but they all focus around https://github.com/theangryangel/XI4N/issues/9 and https://github.com/theangryangel/XI4N/issues/8 so I've not done the tidying yet Specifically the bits that are really nasty is the config handling and plugin loading Patches welcome if you wanna come and play though

As an FYI to anyone following, I've just rejigged how the plugins can sit in the plugins directory, so if you pull a new revision and it's all busted, that'll be why I've tried to make it so that the new style doesn't break the old style though
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