just add the launcher exe to steam as a game
Doesn’t change the fact that Steam won’t say that I am playing BeamNG and won’t count how much time I played online
I think there is a solution for that
i enjoy crashing my car with my friends
можна в сервер пж ты топ ти клас
good day!
are yall fr rn? this is awesome!!! propose your netcode to beamng devs. theyll assign yall the “top priority” task this time for sure, for sure!! i mean… once theyll un-spaghettify their code… anyway this will be beamng in 2013!!!
i hop on beammp just to drive around the same track as fast as possible and it doesnt need to be on tarmac, hey, do i say i am good in rally - yes i do, i am (1v1 me n00b)!!! im basically tryna impress 1st minute guests (it is very effective, they leave) …except i feel like im cursed the way people leave everytime i join a populated server, oh well (they tried to copy my moves and rq lmao). beammp is almost like its one of those social games, yknow, virtual spaces, etc, like vrchat but it has overcooked physics and less micspam (for now).
what i personally find really great is the fact that physics themselves take part in the netcode, the cars get dragged along their last ping and dont even get stuttery or stop abruptly (blobs do though)
anyway, this is what sim racing always missed - many ways to violently crumble like an overly dramatic lego explosion, except its cheap jbeamless meshlap “hypercars” (aka decrepit cars) from modland lmao. probably the only place where you can observe in person the importance of rollcages and chassis stiffness… in my opinion, sim racing needs to have more silly pepegasteer and “i drive” drivers in them that often flick into death wobbles or brake check on a flat just to “lock in” and never out. ah, magnificent, the embodiment of unprofessionalism…
anyway, now i’d like to express my VERY unorganised concerns, suggestions and ideas!
- PEOPLE HAVE SUGGESTED AND I SECOND THAT:
- there needs to be working MP scenarios and time trials,
- a dynamic checkpoint system (possibly synchronising World Editor changes) as well as lap times by default (also working hotlapping UI app),
- damage penalties for competitions (severity may vary on the amount of broken beams and nodes)
- ISSUES!:
- how come a Humble Bundle copy of the game is not valid? everytime i see someone get an error code 4, you guys rush to ask “do you own the game on steam?”, well, steam isnt the only place to have games. personally i would rather humble bundle than steam in a heartbeat. besides, once BeamNG hits GOG, will you approve these copies or not?
- blobs/unicycles dont appear in the dynamic reflections, making them harder to let them overtake.
- the “Multiplayer Session” UI app, if deleted from the interface, upon any queue event it locks your camera in place and gets you a memory leak.
- For any and all NON-wheel users, having gearbox, throttle and clutch assists ENABLED in the gameplay settings, any WHEEL players WILL appear to have locked up their engines and smoke a lot whenever their clutch axis is anywhere between ranges of 0 to 100%. Despite this being an issue that could be easily prevented by turning off any gearbox, throttle and clutch assists, it is not an option when someone is playing on a keyboard/mouse/controller and doesn’t have any control of the clutch pedal. A vanilla-related problem or not, this calls for a button to requeue a player’s car. On such ways I talk more down below. EDIT: the current method of requeueing is by pressing on the player’s ID in the playerlist…
- “Failed to close socket” error… ah, windows sockets, boomer LEGACY (!!!) “feature” that the WHOLE of IT world absolutely DESPISES… and for some reason that y’all unironically use… if we’re in the WSA* sockets swamp territory, im usually out… anyway afaik you guys code primarily for linux (?) but we still get the exact same socket errors on linux (thats bad practice, is slower and even unsafe!) even after you guys released the native build! i get infinite byte requests on my steam deck, mods download infinitely because there is no signal to stop sending bytes, might as well ddos the server by literally trying to join, am i right?! MOREOVER, if anyone is playing on an unstable connection with frequent ping spikes, they can get “disconnected from the server”, which is unacceptable server behaviour, every other game doesnt kick you for a few seconds of connection timeout. this happens because one’s connection upstream cannot keep up with with the amount of data YOUR game is sending to the server, which is slightly suggestible, BeamMP devs, hmm? EDIT: i, as of writing this at 16th november, have discovered something incredible, so here is a PSA having the socket warnings: VERY INTERESTINGLY and IMPORTANTLY, you must remember that this game is non-deterministic, and the AMOUNT of data you send is dependant on the amount of your FRAMERATE. in theory, you can fix all of your unclosed sockets problems had you less FPS! now, this WOULDNT work if you are already struggling to have more than 60 fps, so then applies the timeout situation in your case, unfortunately. well, guys, BeamMP devs - i strongly suggest you should either redo your serverside and/or netcode from scratch (if its entirely reliant on windows sockets)! PLEASE! you could even simply switch from TCP/UDP to other modern and reliable alternatives! or at least notify or inform better that the 4444 port may be used by torrent clients and similar p2p network software! SO, i propose there needs to be a prompt asking to rejoin via different client port AND/OR have the ability to change upload/download client settings! the latter is EXTREMELY IMPORTANT, so must you forget, i will mention this one more time somewhere below!!!
- “Recent servers” is cool but where’s a “History” tab? my memory isnt great, i dont remember whom did i run over yesterday!
- “server is full” and i press “ok”. ok, but can i not do that? there should be an option to automatically reconnect in intervals or as soon as there is a free slot (take ideas from other games!).
- is there a new launcher update? idk, i cant check! i mean i can but i have to go to github and look in releases again…
- CTRL+L (reload lua) disconnects you from a server. make beammp an exception
- the blob colour editor is broken and i cant click on it or change any values. why even hex? make a colour picker, like everywhere else! also on the topic of multiplayer settings, there should be a “reset all” button
- ah yes the notorious “You have been disconnected from the server” pop-up that doesnt explain anything. it should say whether it is a client/server request timeout, the user was kicked by the admin, or if it was a simple server restart.
- speaking of timeouts, why is it such a short time before you get “disconnected”? Where’s the harm in keeping a player with a 1000ms ping for a few seconds?
- i realised that any lag spikes you get in the loading screen while loading players may also contribute to timeouts (players ? ping ? bug) and “you have been disconnected” messages. A number 4 down below in my suggestions should probably fix this issue.
- nametags scale with resolution, e.g. they disappear or become too small to be legible in VR or on 4K monitors.
- Recent “new UI” does not work with BeamMP.
- speaking of error code 3 and 4 (FOR PIRATES: just simply put your BeamNG rip into your steamapps folder with correct paths as if you have it bought, and you’re sorted; pfx id = 284160), it has come to my attention that the players here having this issue are not aware of the consequences of having unicode characters in your windows username. this makes your AppData unreadable especially if you have migrated from win7 without reinstalling the system or have had a unicode username but you renamed the user folder, thinking it would work (DO NOT DO THIS, windows has a registry, you are basically making things harder for yourself). i talk about it in a bit more detail here, if you are curious, IT IS A VERY SERIOUS TOPIC! if you have this issue, your system might be absolutely corrupted! however the general rule of thumb is to check that you are installing beammp (or ANY other software) on a windows account with ONLY latin characters in the username path
- As I mentioned in number 4, it is unconfirmed whether lights and horns stay ON for other players who haven’t queued/loaded such vehicle.
- Even if you remove the “Messages” UI app, you can still see players’ queueing edits when you press ESC.
- All fatal errors or warning pop-ups take away the focus or control of the mouse/controller/wheel. Although it’s probably impossible to fix, a temporary solution is to hide the interface when you are driving with Alt+U.
- In addition to no. 11, when you do get such a pop-up, offer options to either: A) leave the server or B) rejoin without (!) a loading screen (unless you were kicked)
- There is no temperature sync for any engine or oil thermals when you respawn/queue a player when they have been already driving for some time.
- When you delete your last vehicle, any queue edits, all unspawned players’ vehicles immediately apply and spawn even if you have non-automatic queue enabled! This freezes my computer for a long minute!
- QUALITY OF LIFE SUGGESTIONS!
(these are mostly options as toggles in the multiplayer settings)
- naturally, people want better framerates, however the “simplified players vehicles” is not enough. i propose a toggle option in the settings so that they could be turned into traffic simplified vehicles, which are greatly optimised even more.
- list spectators currently watching me (also in third person, see no. 23).
- blobs (aka “unloaded or queued remote player vehicles”) as a spheroid (representing a length of a sedan; also see no. 14), as well as collision (also approximate wheel blobs). If you don’t understand this, imagine a player spawning a bus, however the orange blob is very small to represent its boundaries. Let blobs scale up with the car’s dimensions.
- option to choose which/whose queue events to apply (in a non-automatic queue system; I suggest making the playerlist UI app indicate/highlight who queued an event).
- option to not load player vehicles upon joining a server (this could potentially prevent 0x00000001 error crashes). Instead, they will be placed in the queue, despite having the automatic queue application enabled. Player queues will be ignored until you spawn a vehicle yourself.
- automatically blobify GUEST player vehicles (as well as delete those already spawned).
- a button or a key to UNDO deleted player vehicles (currently the only way is to ask the player to delete their vehicle and respawn again or to rejoin the server yourself; fun fact: it is already possible in KissMP). See suggestion no. 33 down below!
- a user/player report system (on the forums and in the playerlist).
- Unicycle (snowman) player skins (customisable playermodels).
- Option to not download server’s mods and join as-is.
- Option to set client networking options in the console or in the Multiplayer settings, such as client entity interpolation AND/OR smoothing (toggle), sync update rate, upload and download rates, etc. A very important feature for McDonalds wifi users!
- Chat whisper mode, coloured chat, proximity chat, as well as clan/club/group tags. Your mod is getting recognition! Let people express themselves!
- In addition to no. 2, if a player’s vehicle is a blob, option to load only their sounds and tyre marks.
- As addendum to no. 2 & no. 13, more options for blobs, such as transparency/opacity, texture, shape and size.
- More options for player nametags - colour, size, font, overlapping (they are instead stacking) and vehicle information (loaded file name), speed and engine. Minecraft vibes anyone?
- In the serverlist, playerlist and session app, an ability to see server’s and player’s uptime AND/OR playtime. Doesn’t have to be necessarily dependant to the server, but a useful feature nonetheless.
- In addition to no. 5, option or a key to blobify (unload or queue out) everyone (better paired with no. 7).
- Option for an auto-disconnect timer and a reconnect button, if connection to the server was lost. Implement into the server UI bar at the top.
- Option to make blobs a vehicle (a kind of a unicycle to skip queue, in case you can’t figure out reflective meshes; it would make more sense with the things I am asking on this idea list, such as blob/snowman reflections in the mirrors, but also see the next idea).
- Option to make blobs observable (to be able to switch to). Only possible if they are vehicles, see previous suggestion.
- Finally, if/when blobs are vehicles and nametags also show vehicle stats - let there be an option to copy a player’s vehicle AND/OR see player’s vehicle information in the nametag even if they are a blob!
- As addendum to no 8., filter bad usernames (e.g. hate speech).
- Option to see self (your own) nametags (in third person).
- In addition to no. 10, at the server list, there should be an option to choose which mods to download (maps, vehicles, mods of mods, etc.)
- Option to immediately blobify a player who changes their vehicle (so that you won’t see buses instead of pigeons, for example).
- A notification pop-up in the messages UI AND/OR a custom pop-up in the middle of the screen with allow/deny request buttons when you (or someone else) gets cloned (username, vehicle id). Could also be implement with the nametags (clickable, interactable, see no. 33)
- BeamMP should come with vehicle cloning disabled by default and an option to turn it on to prevent configuration stealing.
- “Safe Mode” for BeamMP, where every mod AND/OR data is temporary and will be deleted upon exit.
- As addendum to no. 12, global (everywhere) and local (this server) chat tabs would be nice.
- Make a free cam position ping the same way as spectators or blobs are. In other words, show nametags for spectators in Shift+C/F8 mode.
- In reference to all previous time out suggestions, I propose this: When the player times out for any longer than 2 seconds (which i believe is enough to get a “failed to close socket” warning/error), as soon as they regain connection, reset their vehicle immediately (!), because by this time they appear to have already crashed their car, when in reality they didn’t and they keep driving a broken vehicle.
- Alternatively to number 31, make players’ vehicles temporarily lose collision with the world but continue moving in their direction of momentum when they have lost connection. This is possibly the best solution to desync crashes, smokes and etc.
- An option within the settings AND/OR a button within the chat UI itself that allows to change font, its size, colour and opacity.
- Interactable/Clickable nametags AND/OR nicknames in the playerlist! Right click to choose from: to load, to delete, to requeue (respawn) a deleted (!) or broken vehicle.
- EVENT IDEAS (STUPID AND BORING)
- Unicycle (snowman) Deathrun or Parkour (using level animated geometry collision meshes) - afaik BeamNG doesn’t support this as of 0.31.
- jumping over cars as a unicycle within specified borders, if you get outside the circle/square - you lose (this can be actually quite fun this New Year).
- Prison Break, except you are a snowman closed inside of a truck cargo, as players in stock Covets Or W/Pigeons are desperately trying to stop the kidnapper.
- Vehicle building events (with limited time, same/any car, for a special stage). Fastest and consistent wins.
- Level mapping events (for a theme) for the community by the community!
- Cannonball events (I can’t believe no one have suggested this).
- Air Shows, since drag coefficients in BeamNG allow for flight. It could also be the highest jump by land vehicle, if airplanes are too hard to control.
- Autocross, around short dirt ovals or 8’s, where the last working engine wins. Flipped? Just press F7 (see my tips & tricks section below) and off you go again. No resets!
- Rocket League, except it’s in BeamNG! I mean we have multiplayer, a ball (with editable pressure) and godmode for cars (custom jbeams)!
- Endurance drives! Last one to keep driving wins! Overheated, out of fuel or busted steering? Tough luck! Sometimes you don’t need to go all in in order to win.
- Anything that has a prize pool! BeamNG has just the right amount of competitiveness and randomness! Just like in Trackmania, BeamMP should do the same here.
- TIPS N TRICKS 4 NOOBZ (FREE RAM!)
- F8 or Shift+C for freecam & F7 to teleport your vehicle, INSERT key to set home spawn, R to reset. Do NOT nodegrab your car and fly around, there is an “unspoken sim racing etiquette” that you should follow!
- Lagging? Switch to a player (Tab) and delete their vehicle in the menu.
- Still lagging? Remove All/Others in Vehicle Configuration > Debug.
- If deleting cars wasn’t enough, in an attempt to unload another core, press Alt+U to hide the interface for a more immersive experience and also increase framerate (the UI occupies 1 core of your cpu, so do graphics, physics, audio and every other vehicle). I usually delete all UI elements and keep just the chat, and it gives quite a framerate boost.
- Keyboard players without ABS, tune your braking force multiplier to 40-60% so that wheels dont lock up on tarmac (also use racing slick or tarmac rally tyres, but never different wheels or diameters, as it is in real life!).
- Never unzip mods or have them in the /vehicles folder, otherwise you will be shown as an illegal vehicle blob and/or even have your account banned or even worse - laughed at, because we can see the filename of your modland “ferrari”.
- Guys, drive safely if you ever want to impress someone…
- Don’t have a steering wheel and pedals? There is a wacky alternative that you can master! Find “combined throttle/brake” and “steering (axis/mouse)” in the Settings > Controls > Vehicle. Then disable all Driving Assistants in the Gameplay tab. Remember to unbind WASD keys! If you’re curious how a mouse setup compares to a wheel setup, you can message me and we’ll go 1v1
- Please avoid frequent tuning, modifying, spawning, respawning, getting out of a car or cloning any vehicles on a full server. We have to load in every single change you make, by the way. Build your cars in singleplayer and please come prepared next time!
- Please don’t spawn vehicles in front of moving players.
- Speaking of sim racing ethiquette, you should use your turn signals (blinkers) AND/OR high beam flashes to imply an overtake first. Both can be bound in the controls.
- To see how much horsepower your vehicle has, in the UI Apps look for the “Torquecurve” module.
- Controller drivers, set your Deadzone Begin/End in the steering axis/mouse vehicle controls settings. You are finally free from bad driving!
BLAH BLAH BLAH, etc etc. sorry (not) for not organising this lmao, this is my pure stream of consciousness hello hi (help m,e). some of these I probably (lmao) could code myself, I’m learning rust and lua, though a bit on the music branch. regardless i saw your code and its just spaghetti, anyone could see amateur code a kilometer away. you definitely need more people working on the netcode, its elementary stuff, make it cross platform also (DONE!). but seriously, i met lots of good folks in just a few weeks of time. And I’d like to help you guys as much as I can rather than help BeamNG devs, I’m just not a big fan of any of their ideas, but you guys seem more passionate!
You may only contact me through personal messages on this forum ONLY as I have severe ADHD and I would greatly prefer to keep all BeamMP related stuff within BeamMP forums, so it’s all organised. do not pm me if you are a flying bus, idiot -_-
yea, I think that’s about it for now! unless… actually there is one more idea on my mind just one moment yea?
and btw feel free 2 steal my ideas!!! im 2 lazy 2 open issues on github…
Take care, drive safe, love you, be well and big ups! <3
P.S. wow you guys seem to have caught up to some of my suggestions!
P.P.S. i have been updating these, so make sure you implement these suggestions please please please, im pretty sure im not the only one who want these!!!
P.P.P.S. okay, this is crazy! i helped the development in some way!!!
The only problem is that the CaRP thing isnt a mod development… its just a guy making his own private server network with special features and refusing to share it with anyone so he can sell massively expensive subs on patreon… its really quite disappointing.
Would be really nice to see career mode/RP features brought into MP. Right now MP feels like a random sandbox that you cant really do much in other than “f around”. Would be nice to be able to have goals and progress and actually play with friends through missions.
Funny you should mention this.
Just wait for what we have instore for 2024 then
Hello and thank you for all the suggestions there!
Starting off with a quick point that I can give you, BeamMP v4.10 has just been made public and with this it does include a new customisable version of the Unicycle. We have named this the Beamling!
As for the rest we will have to wait and see what 2024 will bring!
Hello, I think it would be nice in the future to try to synchronize cars between players, for example:
- Synchronize the opening, closing of all parts, hood, doors, etc., etc.
- Starting the engine, putting the car on the handbrake, sometimes this leads to that a person in neutral accelerates to insane speeds and breaks his engine.
- Turning on and off the headlights and lights in general, at the moment it happens that in order to see other people’s headlights you need to turn them on and off 2 times.
- I don’t know if this is possible, but at the moment if I break someone’s car through the physical Ctrl+mouse points, it will remain broken only for me, the same can be said about transferring control of someone else’s car to another person, it would be cool if If we were driving together, two of us, in one car and a friend could transfer control to me, with this function you can do a lot of things.
- And fifthly, this is to improve the network code, and the quality of damage transfer between players, which is trivial, so- as I know that you are constantly busy with this and code optimization.
Thank you very much and good luck!
bugreport:
The current version of beammp and beamng are having some conflicts in the UI.
-In the Garage, several UI elements are drawn on top of each other (or not at all).
-Saving a vehicle config is disabled in the old UI, but it works in the new UI (although this option is worse for several reasons).
-Enabling the new UI disables the top bar of the UI
Disabling the beammp mod and reloading the UI with F5 fixes these issues.
I have done a cache clean, a deep cache clean and I have verified game file integrity. None solved the issue, and I don’t play the game in singleplayer, so I hope it’s not too tricky to find the cause.
I’m not a fan of the new UI, so far I have not seen a single reason why it should replace the old one other than “it’s different”
My suggestions for BeamMP’s future!
- More Beamlings Customization
I think the Beamlings could have more customization like it could have job clothing (Example: Firefighters and police officers). - Friend Requests
It would be awesome if you friend requested a player who you’re friends with. - UI Improvmemts
I think the BeamMP UI like the chat feature should be improved. There is some new experimental chat feature UI you can do, but still, it should be improved a lot more than expected.
That’s all I have! More might be added later! Who knows?
- mostly ineracting with other, both strangers and close friends
- removal of the blobs, maybe it could be replaced with a default car, like a d series
- friends
- chat randomly starts going back in time
- dedicated official race server, which could be added along the addition of reporting people
- be respectful if youre in a full server or roleplay
hi titch! so much has been implemented from the last new year up to now! i am glad you are all such passionate people dedicating your free time into this project we all so enjoy! even if not all of us are able to donate, we thank you and your team for such an addicting way for all to spend time together! all of us are always eager to contribute and offer any help! i, for example, have my suggestions list updated and increased in size since you last looked at it and i hope you are taking notes because i am very observant myself…
I’ve read your post @Linda420 and have a few comments regarding some of your points.
Issues:
6. Would this be the same as recents but it’s never cleared?
8. There’s launcher updates coming soon.
11. Most of the time there’s a reason that’s displayed though I suppose the launcher could provide more information.
15. I have done some work regarding this one.
QoL:
0. As far as I know traffic uses simplified vehicles.
3, 6. Added in a recent update
7. Users can be reported in our discord server, though I agree there should be something somewhere else.
8. We have beamlings now!
26. Config protection has been implemented and is soon going to EA for testing.
33. Currently you can switch to someone car by right clicking on their name, you can process their queues by left clicking and restore their vehicle by clicking on their id. I’d rather not cram more into the current version of the playerlist but maybe it’s something for after a ui revamp.
top of the morning, day, evening or night! i have added two more issues that have been bothering me since day one (in my list above no. 21 & 22, and below are my replies to your comment)
issues:
6. correct and maybe make recents then redundant?
8. yay!
11. i am playing on a server that is frequently restarting, and when it does restart, it just says that i’ve been disconnected, which is pretty vague. instead it should either provide more context from the network activity console thingie (whether you have the option turned on in the multiplayer settings or not, let it repeat its output in the in-game pop-up for those who are playing fullscreen) AND/OR the server itself should directly send a message stating its shutdown/restart, which is more of a serverside than a clientside thing
15. and i have noticed! if only i could already preview or test pre-releases, though i dont think these versions of the launcher work with any server
qol:
0. no, there are different lod’s though not in a sense of a mesh or distance rendering, but as a physics model, where the most expensive one on the cpu is the all collisions model which is on by default, then comes the simplified physics that removes all self collision of all car parts, which you can turn on for everyone including yourself in the gameplay settings globally or only for players in the multiplayer settings which is not really simplified in the sense that you or they cannot collide with you - its pretty misleading, because you still can collide with players with this option enabled (if you recall, i proposed a rather silly idea to use other types of physics simplification: there are three states of collision - “collision” which is world, vehicles and objects - don’t think wéll need this; “selfCollision” which is what we toggle in the GAMEPLAY settings and NOT multiplayer settings, apparently; and “staticCollision” which makes dynamic objects not collide with the world, as seen used in car hubs and other wonky parts that clip inside the world; these WOULD’VE BEEN useful if not for players possibly floating up and down on the road when there is an unstable connection and IF there was away to set zero gravity for everyone else but you so that they will continue moving in their general direction of momentum even if you have an unstable connection (which is another idea altogether!), and so all that is pretty neat knowledge but i think in reality it’s pretty useless as for the physics optimisation, unless you found some inspiration from this! ), AND FINALLY (sorry for the long sidetrack) then follows the traffic simplified physics model (if you flip the “show debug/auxiliary content” toggle and look for PropTraffic/PropParked vehicle type, you will see that they, indeed, exist), which is like a very basic, barebones, stripped and non-driveable physics model that has less jbeams, reflections (?) and maybe even no internals (laggy navigation systems, laggy interactable dashboards, laggy drivetrain thermals & wear simulation, etc.) though im not sure because i have never really played with traffic myself, it always has been something mildly infuriating to drive with, although not for their optimised vehicles, they’re very optimised! and this could be an option in the multiplayer too, but it needs a little red text saying “use this as a last resort” or something. there is an immediate problem with this that people might find disappointing - these vehicle models probably wont have engines and maybe they cant be properly cloned/copied (unless you guys figure it out) without switching back to the expensive model, respawning a player and then cloning again. AND since they dont have engines (could be wrong!), you wont be able to hear players, for some it may be a good thing, for others - not so much. NEVERTHELESS, this is probably the best optimisation method for potato computers, apart from other sketchy and rather scarce (unfortunately) options
3, 6. real
7. for instance, in the playerlist, right click to choose “report” which then deletes their vehicle immediately and blacklists or ignores their vehicles queues consequentially everywhere, on all servers, then sends a notification to you guys (this will probably be abused and exploited, so there needs to be some sort of moderation?)
8. and i have made a cool deer character rocking some 90s glasses!
26.
33. personally i would rather have any queue manipulation thingies on the right mouse button because you can accidentally press on the playerlist with your left click and then it’s all laggy again and very messy! OR what i would rather like to see, a context menu that you open with a right click which then has options to choose from… or a complete ui revamp, yeah
and… what do you think about all the nametag ideas?
or… reflections of (unicyclified) blobs in the mirror?
or… an option to NOT spawn players when you join?
issues:
11. When the server is stopped it should kick everyone with a message that the server shutdown.
22. This is because of the way that we load in vehicles after you’ve just joined a server, which should most likely be changed.
qol:
0. Maybe something can be done with the different collision types but I’m not sure.
As for traffic, normally it uses vanilla cars and puts ai on them. However you can tell the game the game to use simplified vehicles instead of normal vehicles. There’s been a multiplayer option for enabling the use of simplified vehicle for a bit now but with the recent changes to them it’s currently going to ea for testing.
33. you can switch the preferred “queue” button already.
I don’t think the renderer we use for nametags allows for scaling, different fonts or interaction but we should be able to show it in 3rd person and add more information I suppose. Also regarding the colour, it’s changed according to a user’s role, for example because I’m a dev mine becomes red, and for staff it’s blue, ea/patreon purple. Finally for nametags I have been considering added something that shows who’s spectating you.
Now for the blobs, I’m not sure if giving people a jbeam even tho you’ve deleted them is a good idea. Giving them opacity and size options should be possible but I’m not sure about shape, same issue as with the nametags.
Lastly, an option to not spawn player when you join. This should be easily doable.
good day!
issues:
11. okay, good enough
22. this week i conducted a small test by joining many random and populated servers. it takes some time, but eventually my game’s cache and RAM was “overflowed” with players’ infinite creative car choices, each unique every time. but one more server after and i had a memory leak, where my entire system would freeze and produce a glitched audio, then my computer shutting down without a bsod. for 16 gigs, the memory leak happens alarmingly fast, especially on servers LARGER than 10 players. i tried increasing its virtual memory (page pool) manually (psa - do NOT allocate your virtual memory to be too large, otherwise every small program will be obnoxiously slow, except GAMES), but to no avail, the system then reset it back to automatic. it tries to take some of the virtual memory off your disk, but since it’s an ssd, it’s incredibly slow in comparison at what speeds your RAM works, and you get a lot of lags and freezes, in my case though, it was slow enough to make my computer stop to a complete halt. however, after deep cleaning the cache, removing mods from the Resources folder in %appdata% (fyi, no percent symbols needed) and restarting (to clear vram and kernel page pool), the game seemed to perform fine (unless for you it didnt and you have to reinstall the game, as i might do in a moment, firstly save your configs!). take notes if someone is suffering from constant bsods or system shutdowns, this is a matter of your computer’s memory!
EDIT: it has come to my attention that something happened this november and vulkan decided to stop working. if anyone is having the “black or frozen screen, only sounds” problem - you are not alone! vulkan on windows doesnt work at this moment!
qol:
0. the current multiplayer option for simplified vehicles, as far as i could tell, only removes their reflections, though that might just be my graphics settings. and it’s good enough, reflections are pretty expensive on the resources, but the bottleneck is and always was the non-multithreaded physics in this game.
combine the global collision to false parameter with the zero gravity applied only to the players, OR, actually, i think this is already in the game, apply it to all but your CURRENT vehicle, if you recall, there are vehicle id’s (dont mistake for classes) and their “priorities”, i.e. this car has player’s control. honestly, not sure how it works myself, but the game DOES KNOW when you are in control of a specific vehicle
33. i know, some of my suggestions are pretty old at this point haha only one thing’s missing - the delete button!
great news with nametag changes! cant wait to see them! ^_^
psa: for now, anyone who struggles with miniscule nametags, they scale with your resolution, there is nothing you can do other than downscaling!
makes sense, but of course these blobs should have no dynamic collision, that would be completely silly having the blobs have jbeams with collision haha! just dont set their property to rubber, it will regardless cause a lot of smoke! besides, i think when you delete someone, they shouldn’t stay a grey deleted blob, they should switch to orange queue-able blob when they change something, it has been an annoying process to ask people to delete their car and respawn because of that (when you press the debug remove all button, you cant requeue anyone!). as for shapes, you could just make them all be an elongated spheroid by default, so that we don’t accidentally bump one’s bumper that their blob doesn’t show their real proportions of. all in all, i think its pretty doable with the jbeam-ful blobs! try it out! one last thing, while you’re reading all of this, please do something with the blob colour switcher in the settings, they shouldnt be HEX, thats used nowhere in the game, instead it should be an RGB colour picker!
lastly… there is an immediate problem with that, though. if you remember, even if you have the automatic queue disabled, you still queue edits automatically when you just joined a server and spectating. so, when there are no players loaded in, they’re still queue-able automatically in manual mode! i think that’s a problem that needs solving first!
THANKS SO MUCH for everything you do!!!
Simplified vehicles also have a less detailed visual model (no interior) and a really simple jbeam.
Then regarding the blobs, you can already respawn/requeue someone’s vehicle by clicking on their player id (which you might have to enable in the multiplayer settings), then they’ll go from grey to orange. And for the colour picker, it might not be as easy as I thought it would be but I’ll see.
excellent observation! however, what am i looking at exactly, my memory is that of a goldfish? is this a player controlled vehicle with the experimental beammp simplified vehicles toggled on or is it the vanilla simplified vehicles physics model from the gameplay settings? i could not reproduce the same result with all options turned on, even with respawning the car or having another car spectate the other… and i have it all right here: debug, collision triangle – it looks completely the same!!! am i perhaps losing some frames i shouldnt have lost here were the features functional? unless i am mistaken and this is indeed what you are working on? or has it been always already working the way i wanted to?! ah!
EDIT: oh, right, its literally what i was talking about - traffic simplified vehicles
anyway… ability to requeue someone by clicking on one’s id is news to me - i had it disabled the whole time! as someone who is not the host/admin, seeing player’s id’s is a complete eye-sore just to have the only usefulness of requeueing players. this is not really that intuitive in my opinion, so my point still stands: a context menu is a better option
and perhaps take a look in the colorpicker
folder at ..\BeamNG.drive\ui\lib\int
or maybe in the ..\BeamNG.drive\inspector\Views\Color*
to see how they did it. another word for it is “palette” - i forgot about that one