Hi, is it possible to know what IS_BTN ClickID's you're using for Lazy ? The reason is that I'm running another local InSim and some of my InSim buttons's clickids seems to match yours. which ended up having some of my buttons deleted when IS_BFNs are sent.
Pretty much whole range. In normal race situation IDs<40 are used for gadgets and splits, higher ones only when you activate some menu. However this isn't the same for example in entry screen or garage ... For normal function of LFSLazy whole range is required.
Lately I've been working a bit on Lazy as some started complaining.
Main focus of next update is Dashboard, many cool stuff has been added that our Dashboard makers will appreciate.
At the point I decided not to go via update, because it's still in WIP. Here is the download if you would like to test: https://www.dropbox.com/s/j73xc3d7p1cpf2e/LFSLazy.exe?dl=0
- turn indicators displayed for spectated car
- new version of cfg file
- possible to use 256x256 indicator textures
- new Dashboard Editor (excel like) outside of LFS (ingame disabled)
- Indicator animations (turn on, turn off, working) - Fade, zoom, ...
- Indicator - Shift up, Low fuel - editable threshold
- Text - add last chat message
- Text - fade in/out animation
More improvements are expected. For now test this version and report any bugs you find.
I had and idea about the car radar though, you should inspire yourself from the one in Assetto Corsa: It fades and become invisible when there is no car around, and a color appears in the direction where you might have a contact.
LFSLazy gets high priority while LFS is in foreground - Dashboard could become laggy in case of high CPU usage
Dashboard - while editing Text/Indicators draw bounding rectangle
Dashboard - Text - adjustable rectangle width and justify
Dashboard - Added reload textures button
Dashboard - Linear gauges - possible to change direction by using negative LenX and LenY
I did some tests on drawing Radar and animated car movement...
Long story short, I'm not satisfied by the looks, because of the poor dashboard resolution. That crappy resolution is nuisance also for other dashboard stuff. Texts with font <10 are often barely readable. Hope there will be some improvements in LFS on that part.
Currently dashboard is drawn at 256x256 pixels, and then stretched. Here is an example of 256x256 texture just to present how small it actually is: