#π¬-modding
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second
Ur cringe
you're*
will be using that gif
OG claim right here
Where the programming channel
no one cares brochacho
I just added
I just released my list of all BeamNG car codes names is gone noooo
I think i have it saved somewhere else thankfully
its not really hard to find though, its just content\vehicles
ya but i already had them listed as names in a list all good tho cuz my script also has it still
wjat abt the goon room??
I'm pretty sure I'm remembering correctly but wasn't there like, a three wheel or five wheel stambecco on the BeamMP page? What mod is that from?
The when room?
There is not a current estimated timeline to BeamMP's return, Please see https://canary.discord.com/channels/601558901657305098/1487404122805370880 for what we know, and https://canary.discord.com/channels/601558901657305098/1488185488925004079 for updates as we have them.
sob, carlbot is active in #π¬-modding but not #π-community-support
documented three official beamng popup functions that look very pretty. once these are public on the beammp docs, i hope to see these in use soon!
https://cdn.discordapp.com/attachments/1436762458290389136/1488393662156115968/introPopupTutorial.png?ex=69cc9e1e&is=69cb4c9e&hm=f8a3930a45ae110dcf7859e7826e8313c014be415e2e997acbde206114948ef0&
https://cdn.discordapp.com/attachments/1436762458290389136/1488393662931927101/introPopupCareer.png?ex=69cc9e1e&is=69cb4c9e&hm=175c0a67f1e8f02cff788e42baeab0b43bd4e6df981a9dda0a9b0396cb207aad&
https://cdn.discordapp.com/attachments/1436762458290389136/1488393663561334844/introPopupMission.png?ex=69cc9e1e&is=69cb4c9e&hm=f726d42211cff98954f1201aa69b462efaf45ac8778771388c110fcd3482994d&
(please give us upload perms in here π)
theres also these two. the second one, Dialogue, is smelly though.
https://cdn.discordapp.com/attachments/1059327034251292805/1488396435241177108/ConfirmationDialog.png?ex=69cca0b3&is=69cb4f33&hm=c43bff825d099d71cb20ffa21ef2a88a2bcb0a0f61e163a2728a485a5053a5eb&
https://cdn.discordapp.com/attachments/1059327034251292805/1488396435895357560/Dialogue.png?ex=69cca0b3&is=69cb4f33&hm=a9731e968c3a76ee01971c55a039b20bd7e184b4830b5166f9f6c9de8546d523&
This is cool
I like how you use existing UI capabilities instead of building your own UI
It saves a lot of time
Is there a good under glow mod because every one ive gotten just adds a light bar and doesn't shine any light onto the ground
Guys, does anyone have a good resource explaining/teaching how to make Automation suspension setup not shite? And the first person camera not shaking like crazy.
My mod for the bashtion (the BeamNG dodge charger) does underglow properly
Other than deleting the entire jbeam and starting with proper jbeam?
That can be an option, I suppose. Do I look up jbeam file edit tutorial?
Idk what to look up other than BeamNG documentation
Fair enough, thanks.
Do you have a mod for the d series and 200bx and the bastion mod is great thank you
nobody else mad an undeglow mod?
made*
All the ones ive found on the repository they dont actually emit any light for some reason
if yall need mods there is a website I found beamng(.)xyz
virus
just use steam workshop
nah it works great I havent had any issues with it
is beam fixed?
go check
hell nah dawg
yo any of yall got the v1.4 of royals m2/
@lapis comet i wrote a basic ImGui tutorial, is it fine to replace the existing (empty) IMGUI Windows page? regardless, should tutorials be categorized differently than reference pages?
Hmmmm..... I don't have an answer for you on this one π«£ Let's check with @visual spade in the morning (he's probably in bed)
If its empty then ahppy to see what one can done otherwise π
This page covers how to create a basic ImGui window.
Window Content
If you're new to writing ImGui, think of it as a distant cousin of HTML:
im.SetNextWindowSize(im.ImVec2(x, y), im.Cond_FirstUseEver)defines your viewport size if it hasn't already been definedim.Begin()andim.End()is your<body>and</body>im.Text()is your<p></p>
no file upload perms ππππ
Quick scan over all of this looks great!!
working self hosted
github
/musanajam11/Decentralized-BMP
ty
beammp ddos edition
i wonder if codex ai from openai made this
that ui looks eerily similar to other codex-coded uis
stinky jeff from the moderation team praises codex at every opportunity
he says that if you talk to it like a 5 year old then it performs better
which makes zero sense
Itβs only good for making web pages I wouldnβt trust it with much else. U can barely trust the good ones as is
also he gives it beamng/beammp files so that it knows what it can do
For sure have to expose agents to full repositories and give them massive context to do anything slightly right
of the ~3 code snippets (individual functions) hes given me when i ask him (codex) as a last resort, all of them have actually worked as intended on the first try
me when
it does get stuff right a lot of the time for him, and he does pretty complex things with it
Fair. I have functional and ethical concerns with open ai and prefer some open source self hosted models along with opus 4.6
Tbf codex does allot better than the usual gpt they offer but I still donβt trust it with a full project like I do opus 4.6 working alongside self hosted models
I donβt do this. I give it a very wide array of permissions in a vm, an instruction set and a way to play the game on its own then wait for it to send me a version ready to test notification on telegram.
π¬
are you waiting for others to comment like on the previous pr?
sorry just busy getting things online, will get back to it again once done π
Hi guys, it posibile to enable bus routes to a map that not support it, like via a mod?
Would end up having to do the map editing before buses would work
yo how about a no hesi server configs for mods like for example how the saleen is for the barstow IV or the vela for the ccf etc
Why cant i start my server i have my ip loaded my name its on private and a random auth key and it says "Auth key not found
Currently Keymaster is not online. At this time, you'll simply need to run your servers as private and provide your friends with the Direct Connect info (IP address & port) to join.
I found a fix to do it from a mod, but they need to rewrite bus mode, is so bad right now.
Ah
Can you do mods in the private server atm?
yes
how do i disable beammp client mod checking? i wanna use a local unpacked version of the mod so i can edit some ui and see it in-game
Basically you need to run the BeamMP launcher shortcut with the --dev flag so the mod isn't downloading, and you need to work with the BeamMP mod unpacked
rahh i use steam on the main beamng appid to load the game w/ the launcher, time to not do that π
balright
optimal workflow
ty it works
i hate how with modModules uis that you have to restart the game to update them
but whatevah
The whole thing
All of it
Maybe even a little extra on top
For sure extra on top
its so crispy when the background matches the bng top and bottom bars
Hey
Check this out

LMAO WTF
Have fun
idk why the font size increased so much but im gonna try to use more of the beamng classes like bng-button-attention and whatnot
you can see the ones i missed π
i think also making them not hard uppercase will help a lot
there we go
it looks kinda stinky rn but i got the bng header thing working
Do you think you can make it so guests have an actual standard profile picture instead of a broken image reference?
IDK how any of this works btw
I assume all html and js but I don't really speak those well
probably
for a dynamic profile picture probably html/js
if it was static it'd be css probably
interesting
main menu stuff
saving this to add later
This is all too sensible
ok
Keeping it pushing
oh wait i know why it stopped previewing images
larger than 10mb will not preview
the 28kb image:
here you go
-# idk if it works properly when an actual image is given... gotta wait for auth to come back
that looks stock to me so
gotta refine the buttons a bit cause i broke the title case thing on it
and also idk what i wanna do with the server list quite yet
should i make it use the newer icon set or keep it using the existing material icons?
there we go
Okay
bare with me on a quick sanity check
No capital cases here on the main menu
None in here
but then yes, all of these are
that's what cef md-button does by default
to me
and cef is old ui
this is a slam dunk
the main menu is vue/ new ui style
it gets better because now it reads it as-is from the locales instead of being forced to Title Case
(yes direct connect is wrong, no it's not my problem)
well then the locale can be fixed
but what about the other locales that i dont knoww
i mean i can fix english ig but
don't sweat it we have translations is what I meant
so not your issue
it's stylistic
?
meanwhile the other 4 buttons with two words have title case
\ui\ui-vue\src\assets\fonts\bngIcons\svg
the same new set used in the vue-based Messages ui app
and also a lot of career menus
all these icons are from that new set iirc
I use these
they're sick af
why was the color on that so bad lol
there we go
with a little imagination this set has every icon for every gameplay you can come up with
rahh i forgot
i must go on the grand adventure of finding where to put the variable definition
you can specify ANY of these to be used with a MP.SendNotification(player_id, message, icon, category) from the server to the client btw, which I think is not documented in the docs
i think it is
not on this page?https://docs.beammp.com/scripting/server/latest-server-reference/
i might swoop in and add some fat usage of tabs
PROGRESS HAS BEEN MADE
βΌοΈ
π¬
rahh using md-icon is more standard but its also slightly too wide
justa few more whitespace bro, it'll fix it I swear
just....
yknow
align
open excel and just change the word wrap
I HATE YOU

hold up let's do the side by side again
jesus christ
I like option A
again, looks stock
i love using the base beamng styles
which btw
the current official beammp menu
is actually stock too
but its the old CEF defaults
πͺ
the extra padding on the left is a ltitle eh but holy shit that looks good
will check in a sec
oh my god i hate this but it looks good
720p
Honestly not awful at all
Got so tall it required a scroll to see logout on the left
But like
those buttons have no bottom padding btw
so itd be even worse
@bright frost actual visible tab navigation in the server list
You said you don't use gamepad I think but making it more accessible is huge
I'm a huge accessibility nerd
helps tab navigation too on keyboard
Currently Keymaster is not online. At this time, you'll simply need to run your servers as private (with something random in the Auth Key field) and provide your friends with the Direct Connect info (IP address & port) to join. See #beammp-updates message for some frequently asked questions.
laggy ass ui cant do a cool fadeout effect
it just skips rows
π
That the server list has decent performance at all is a miracle by @median sentinel
not the fault of beammp
i think
Oh it certainly was at a point
Today you can scroll the server list free spin on a mouse wheel pretty much fine
Used to be that thing would GRIND
oh yeah I did want to try making it only load servers that are actually in view
does it add it all into the dom at once or only what is visible
That stuff I don't know
you can see the full caps in the buttons of the mod manager btw
and I also made tab/controller navigation visible in the actual server list
@visual spade I'd love to hear your thoughts on this updated server browser UI I've been working on!
patreon "ad" mockup: https://cdn.discordapp.com/attachments/1487498713579651223/1489774137382535179/image.png?ex=69d1a3c9&is=69d05249&hm=1b6565bdb745e8e57b404daa1cf57aed53654c542d645a89622174795a56e986&
Also, I'm considering merging the patreon support "ad" into the patreon button on the sidebar and making it highlighted by default
like:
- if you don't have EA it's colored a contrasting green and maybe has a small subtext asking to donate
- if you DO have EA, its just the normal patreon button like it is now
I have a pr that improve it too but tbh i prefere yours it fit the game better
Its a custom thing i made it render only thoses that are in the view and the rest is just fake height to keep the scrolling
But the server list is too small for now to have any performance impact
I'm not an UI guy at all, but with the old and the new it looks to be like all the icons are slightly lower than center compared to the text? Made me itch, but maybe it's suppose to be like that?
the previous icons had the same issue I think
I could try fixing it but things like that are usually just trial and error for like an hour lol. it's something for later down the line as last minute polish
ooh, what did that look like?
the screenshot isnt updated tho
but i havent got back on it in a while so if you can cook something better it could be nice 
I'm trying just that right now lol. mine breaks a little at lower resolution, the biggest issue is that the sidebar has to scroll because of the increased button height, and that the bottom padding of the buttons disappear
both of those are with the sidebar
what do you think of this idea?
try and see how it look
i have a little cheatcode to make it work on any resolution with javascript it rescale the page depending of the screen
so you only need to make it perfect on one resolution and it scale it for any
but i never tried with very large screen
beamngs newer ui styles use em a lot and it seems like it scales really well
did you start all from scratch?
my issue was that removing some angularjs component broke the resizing somehow
no, I just switched some classes around and changed the way the button icons are done so that I can use my own file path. i have a useful CSS variables page pending a merge on the docs which documents quite a bit of the stuff that I'm using here
oh okay ! you should do a pr for this
on the beammp mod
that is my plan :)
good :3
gonna review that personnaly 
oh yeah, when and how did you get the contributor role? is the contributor role specifically one that doesn't require applying for it? if it is, then what is the criteria for becoming one?
because I have been contributing to docs and when this UI redesign is ready then I'll also likely have contributed to the client too
i assume its tixx that give this role? i forgot but you could ask him i think u already have the criteria
I'll keep that in mind the next time I see him around
I think he's replied to me talking about my contributions lmao
I got it automatically as soon as my RP was merged. Before I got it I didn't even know it existed
it's a badge of appreciation nothing more than that
guys can someone help me to get keymaster key?
Don't need one for private servers
oh, i already have had one pr merged and one is approved waiting to be merged, i should have contributor then right?
and yeah i wasnt expecting much for how easy it is to contribute but purple looks nicer than π© brown
is there a way to pull road spline nodes for setting up point to point distance tracking instead of just using straight line distance?
@lapis comet can i have contributor role pretty please π₯Ί
What do I need to do to get a specific car implemented into the game? Is it possible?
what colors were you thinking for the public/featured/partnered server highlights?
this is what i meant by that btw
Better without the one at the top probably yeah
that area is pretty empty now though
News ticker
elaborate
Like a scrolling marquee of what's new in BeamMP
rss
π§
this is so pretty
I got timed out trying to post my touge UI lol
One of these things is not like the other
should i update the patreon logo svg to the current one on their website?
I mean....
that goes to show how old the current server browser ui is LMAO
this looks SO ASS oh my god
It needs paint splotches on the tray, seems way too basic lol
Are you doing this in Vue or the Angular way?
Don't even bother on that π₯Ή
Angular
I believe it's still really difficult, or impossible to make Vue mods. The last time I saw a Vue mod, I think it overwrote the compiled Vue files, which I don't think would be optimal for compatibility to put into BeamMP
I am looking at Vue based UIs in devtools and taking their specific colors and whatnot though
like rgba(var(--bng-cool-gray-900-rgb), 0.5)
or something
it's a badge of appreciation nothing more than that
it overrides slowmode at the very least
hmm, why doesn't beammp use beamng's official translation strings?
I got a couple of mods for cars
But I don't know how I can use them
I could just look on YouTube for that but I'll probably forget so if anyone could explain this I would appreciate it
FAHH
@boreal osprey Still need help?
Just wait until you get into pushing and popping styles
the markdown thing didnt work
Markdown, more like letdown
@bright frost how do i get rid of this top class? its breaking the fill colors of the buttons
π
No idea
so im screwing around with the new large rollers engine to make it faster and stronger. i am successful but the engine went invisible. i also messed around with the hydraulics and the govenor. anyone know why?
Server list not loading
go to search filters and select a map
then clear the filter
- Potential issue: I had one instance where the map(s) filter glitched and prevented any servers from appearing until filters were cleared. I can't seem to recreate this though.
i think its trying to restore search filters from your last session
and the previous session used a string for the map filter
but now it uses an array
so the JS freaks out and doesnt end up listing any servers
@median sentinel
You may need to use <button> instead of <md-button> it will probably fix every issue you have with the buttons
with the overwritten styling yeah, but now its missing some styling :/ surely it won't take that long to fix...
I think I know what the source of the problem is, I'll go through the code when I can
pumpkin patreon is not fixed
pumpkin patreon is now fixed
LMAOOOOO
so
doing this
by sheer force of the universe
oh that looks so much better
existing ui's beammp logo:
i do need to crop it though, right now its 1:1 and that makes it look bad in basically every case where its used
wtf
beamng just stole my devtools
i cant use devtools anymore ?
even after a restart
nvm it was because i was in exclusive fullscreen
Friends, where can I get a keymaster to create a server?
Currently Keymaster is not online. At this time, you'll simply need to run your servers as private (with something random in the Auth Key field) and provide your friends with the Direct Connect info (IP address & port) to join. See #beammp-updates message for some frequently asked questions.
its insane how well this holds up
Honestly an achievement at that small window size
everything else offs itself but hey the login page works LMAO
ok tbh not evne that bad
i mean just ignore the top bar of the server list
but like
i deem it usable
480p users rejoice
watch as i open the server connection popup and it all crumbles
(it doesnt even work fully at 720p)
holy shit the filters popup works
oh, theres not e ough space for it to even try to display a modlist
so it WORKS BETTER THAN 720P
this HAS to be ragebait
Crushing it
i just need to fix the cancel button being clipped
bro my ui works better than the official stuff π
if clipped then
noClip()
end
ππ
fun fact
the regular login page doesn't use the password input element attribute
meaning it displays your password in plaintext
guess who didn't realize this and typed his beammp account details as a joke into the regular login page while screensharing
well it's a good thing we'll all be forced to change our passwords when accounts come back
the true password breach was ourselves
i lol'd
@bright frost im trying to get rid of the errors in the console for an invalid source by doing this, but it now just returns nothing. why doesn't the html (or angular) see the JS function?
hmm
formatBytes works btw
so when you say it returns nothing
would you put a debug print before your return so you can tell if JS is happening?
phrased it weirdly, but i also said " why doesn't the html (or angular) see the JS function?"
as in, the js isnt being ran
so nothing is resolved in html
hmmmmm
like, it ends up as ng-src= which because its empty that attribute is deleted afterwards
ends up like this
if i put it outside of an element like that "Public Servers" text then theres just no text line at all
which js is this
multiplayer.js starts at 1105 but these havent been pushed to my PR yet
OK so
but the function is defined in $scope at line 1105
which controller
OK
it needs to be in MultiplayerController
π€― (this is the fallback image i set the JS to use)
ignore my line numbers
so like
that and
is that viable?
like, I know it's supposed to functionally be the same or whatever
whats different about that?
i got it to work just by moving which controller it was in
well then I was way off track
carry on
and it should be clear then that I don't know enough to be helpful around html and js
sob no one around here is
but hey you put me on the right track at least
OK so that makes sense
wrong controller
you were placing it in the serverlist controller, and the stuff on the left is not the serverlist
imgagine if the beamng ui wasn't a glorified website
imagine if vue
all the icons are back now
and they are MUCH cleaner in the html
and theres no errors in the console!
The day BeamMP is not putting html/js errors in the console is a day to celebrate
yo
i just did that
there was also a regular src where there should have been an ng-src and so that was causing the errors related to flags
which i found and fixed
so yeah
server list has 0 console errors now
Yeah I bet that was doing 404s
So lol is that like one frame's worth of 404 before it can resolve?
Ngl I'd be down to use your custom Beammp ui
we're working on getting it merged to the actual mod
Oh! I deadass had no idea π
I'd be down to test run it and stuff if needed
@median sentinel here you go
Niceee also theres a long standing issue where some stuff are not translated, is it something you could fix at the same time ?
i don't really do translations, but the server details buttons (Connect, Add Favorite) use translation strings now, so they could be translated
i'll add translation strings for the search button and the search filter placeholders
nice work on this ! cant wait to be able to actually see the server list not empty tho π
i merged someones fix for it so it should fix it
gonna try tomorow
the issue was that the variable type for the map search filter was changed and doesn't get converted, so when it tries to use a previous value, its now the wrong type and errors
Yeah i ran through a similar issue when optimizing the server list
For the local storage serverlist, theres probably still the condition in the code i think
π«‘
i think that was fixed
i just added translation strings for the search bar, and the search filter dropdown placeholders
i think the last ones without translation strings is the direct connect page and the regular login page
will do those and then commit this
Uhhh this one have the connect and save to favorite correctly translated, you can use the same key for the other i guess
i meant just the text fields not the buttons
the buttons are already okay
I mean the connect and favorite here are not or maybe you updated this now
they use translation strings but they don't have a french translation
so it's using english as a fall back
But they are the same as there and there its working
So its like theres 2 translations strings doing the same thing and one isnt translated yet anyway so i guess you could use the one that translate for both
Idk if you understand my english isnt that fluent
two buttons with the same text can reuse a translation string
and i already do that
ohh wait
i see what you mean
π₯Ή finally
the add/remove favorites buttons dont really have a translation string to reuse
so those will still be english for now but the connect button is translated now
How the favorite is translated here then?
its written slightly differently
but it wouldnt make sense in the server details menu
Save as Favorite when its been set as Save Favorite
yeah and if it isnt it show remove favorite
Maybe they was both separated because of this slight difference but i still find it weird
The localisation and titre is still looking weird tho
french is annoying with the long words π«‘
should i add tags to the actual server list?
right now they are only a search filter, and hidden behind a menu because of that
so i dont think a lot of people know about them
I think you should update the way the server details are showing
And implement that too, i can show you a screen of a try i did with the ui rework i tried
show me
it was just a design i tried it isnt finished
but its enough to get an idea ig
But im quite bad at design anyway π«‘
i could reuse what i did in the search bar area
yup
cook something
Its important to get the tags in the details i think
And maybe that if you click on the tag it automatically search by that tag
maybe
we probably need more tags to use too
these are all the current ones
I think you can put any tags on a server even if it isnt in that list tho
oh
Yes the idea was, there are some predefined tags on the client side, but servers, can tag those or write their own, and for custom tags, it will require tag search input
@median sentinel @bright frost
i don't know why the description text is so far away though
yo whats development team?π€
programmers, i assume
yeah that's what i thought
nice !
oh you havent seen the latest version, gimme a few seconds
it looks a lot better
maybe a few more seconds i just remembered the player list doesnt work
damn
hahaha i had it set to use the player count not the player list
thats why it wasnt working
π
gauging interest: Assetto Corsa style content manager for beam.
is there a need for a content manager on beam?
it just look like an unofficial beammp launcher to me
π
Peripheral monitor content mainly like live gps and editing car configs and mod management and server instance management. Server list is a fairly small part of this and its beam mp agnostic. it works for third party backends and the non beam mp based mp clients also.
why not i guess but why the asseto corsa style
Because thatβs where content manager came from

HI
hey i just downloaded the polish roads mod into my beammp server and its missing alot of grass textures anyone know how to fix it alot of the grass is orange boxes
@ruby badger how would one do that on assetto hosting
do that on your beamng, not on the server
@median sentinel can you check if my latest commit solves the x overflow problem?
i really do not know how to recreate the bug you have so its hard to fix
Has anyone tried CareerMP with RLS?
all ive played recently
RLS runs good on MP? just curious
not on its own no, theres compatability patches being worked on that make it work though and progress on those is going really fast
if you're only looking at WestCoastUSA, the UX is pretty seamless atm imo
hmmm interesting i just added CareerMP on my server and was looking into adding RLS into it
by chance do you have any links with more info?
i think working with .18 for CareerMP, maybe working with the newest but i havent tested it yet
I think you'll find the best information on the official CareerMP Discord
didnt know they had a server will look into asap thank you guys for the help!
I will send you a link in DM
bet thank you
@median sentinel
@bright frost thoughts on the latest iteration of the server browser? it has received another surrounding layout change
Superclean
i'll check everything tomorow ! But everything look very very good on thoses screens π«‘
is backdrop-filter the only way to blur the main menu background behind an element from CEF/angular?
because if so thats really annoying
because its laggy af
backdrop-filter: blur() β the native, GPU-accelerated approach. Works well in CEF/Chromium.
Duplicate + filter: blur() β clone or duplicate the background behind the element (e.g., with a pseudo-element or a second <div> with the same background), apply filter: blur() to the duplicate, and clip it with overflow: hidden. More markup, but works in older engines.
SVG <feGaussianBlur> filter β define an SVG filter and reference it via filter: url(#myBlur) on a duplicated background layer.
Canvas capture β render the background area to a <canvas>, apply a blur algorithm (or ctx.filter), and use it as the element's background. Heavy and rarely worth it.
so
backdrop-filter
makes the module run at like 8 fps on my machine
duplicating the background would be possible and thats actually what ive kinda been doing
ok it works but i think angular wants to explode
this needs to add caching for optimizing the JS side of anyway
@bright frost @errant yarrow calling yall to help fight the vue demon
ur calling getComputedStyle 100 times/second
*var lastBg = null;
var fancySync = setInterval(function() {
$scope.$evalAsync(() => {
var target = document.querySelector(".background-image");
if (target == null) return false;
var bg = getComputedStyle(target).backgroundImage.replace(".jpg", "_blur.jpg");
if (bg === lastBg) return true; // nothing changed, skip DOM writes
lastBg = bg;
var blurs = document.querySelectorAll(".mp-fancy-blur");
for (var i = 0; i < blurs.length; i++) {
blurs[i].style.setProperty('--mp-fancy-blur-src', bg);
}
return true;
});
}, 10);*
or
var target = document.querySelector(".background-image");
var observer = new MutationObserver(function() {
var bg = getComputedStyle(target).backgroundImage.replace(".jpg", "_blur.jpg");
var blurs = document.querySelectorAll(".mp-fancy-blur");
for (var i = 0; i < blurs.length; i++) {
blurs[i].style.setProperty('--mp-fancy-blur-src', bg);
}
});
observer.observe(target, { attributes: true, attributeFilter: ['style'] });
I know I am. That's why I said it needs to be optimized. Cache was the first thing that came to mind as a Lua guy not a JS guy
Still, the main issue is that it isn't in sync and isn't clipped right
position: fixed escapes overflow:hidden
I never touched the vue code
when I needed to change something, I handled it through the lua layer that manages it
Suddenly I realize they merged our scripts channel with the modding channel LOL
I think it's time to bring back the scripts channel
I was told #π»-programming is the new #scripting...
it doesnt, but i can screenshare you the issue when you can if you want to see it better
Hey @ruby badger I just want to say thanks for all your doing here, its looks amazing and cant wait to see it raised as a PR and made available to all to enjoy! Sorry if my replies are spotty, I'm rather busy :/, feel free to DM me for specifics when you need me
ServerWelcome updated to version 2.0.0
What's new
- Moving to Direct Discord Link Method
The Discord link has been upgraded from a BeamNG proxy to a direct link via the BeamMP API
https://github.com/5DROR5/ServerWelcome
A minimal BeamMP client mod that shows a welcome popup with a Discord button automatically when a player joins the server. - 5DROR5/ServerWelcome
it is currently a PR but there's still a pretty long list of subtle issues I want to resolve before pushing it out to everyone
is anyone fluent in any of these languages and willing to look at a json file rq.
is this for beammp translations?
dw about it
unless u know one of those languages then pls do
Deutsch
Okay
same but these ones? Anyone pls and ty
k thats fixed, but the delay issue is not
so even if i optimized it as-is itd still look like garbage
see, very delayed
very performant on my machine too surprisingly
Switch ::before to position: absolute and negate the parent's viewport offset so the background still aligns with the page background
?
i did that
Switch ::before to position: absolute and negate the parent's viewport offset
the blurred image and the real Vue background are aligned
the issue is that i cant detect the incoming vue background so it only updates once the incoming background has fully faded in
.mp-fancy-blur {
position: relative; /* or absolute β needs to be a containing block /
overflow: hidden; / now actually clips the child */
&::before {
content: '';
position: absolute; /* NOT fixed */
top: calc(-1 * var(--_blur-y));
left: calc(-1 * var(--_blur-x));
width: 100vw;
height: 100vh;
z-index: -1;
pointer-events: none;
background-image: var(--mp-fancy-blur-src);
background-size: cover;
background-position: center;
background-repeat: no-repeat;
transition-duration: 1000ms;
}
}
function syncBlurOffsets() {
document.querySelectorAll('.mp-fancy-blur').forEach(el => {
var rect = el.getBoundingClientRect();
el.style.setProperty('--_blur-y', rect.top + 'px');
el.style.setProperty('--_blur-x', rect.left + 'px');
});
}
var observer = new MutationObserver(function() {
var target = document.querySelector('.background-image');
var style = target.getAttribute('style') || '';
// grab the LAST url() in the inline style β that's the incoming image
var urls = style.match(/url\(["']?([^"')]+)["']?\)/g);
if (!urls || urls.length === 0) return;
var incoming = urls[urls.length - 1]; // last = incoming
var blurBg = incoming.replace(/\.jpg/, '_blur.jpg');
syncBlurOffsets();
document.querySelectorAll('.mp-fancy-blur').forEach(el => {
el.style.setProperty('--mp-fancy-blur-src', blurBg);
});
});
var target = document.querySelector('.background-image');
if (target) {
observer.observe(target, { attributes: true, attributeFilter: ['style'] });
}
var bgTransition = getComputedStyle(target).transitionDuration;
document.querySelectorAll('.mp-fancy-blur').forEach(el => {
el.style.setProperty('transition-duration', bgTransition);
});
- in JS, set the offsets whenever layout changes
- getComputedStyle(target).backgroundImage returns the resolved value, which during a transition is indeterminate. You're always one step behind.
- Read the incoming CSS variable directly from the inline style
- match the transition timing
are you using AI to write these responses?
yep 2 local LLMs
π
the mutation observer code has multiple errors but like whatever i fix them
you can't be bragging about using ai when its wrong in the most basic ways multiple times in one pretty short function
bragging?
which btw a couple months ago i thought the contributing guidelines for the beammp client required no AI use
im not contributing to the beammp client
yes its funny
u asked
i did not ask for code that would break the contributing guidelines as of a couple months ago
dont use it then im sure ul find another way
u asked me and im not tied to those guidelines
are you aware how big of a piece of shit you're being right now
personally don't return to this channel if you're going to just reply with ai written code and laugh at anything else
i'm in this channel to get support from a human being. if i wanted ai to do my hobby for me then i would use the ai myself
useless code
and i fixed it myself
51.7 hours logged on working on the server browser so far π
u asked me specifically and you already knew my answer would likely use 100% ai.
when you provide ai code try to at least make it clear, peoples can thought that your sending code that is working and has been tested, as someone that also need help sometimes i would be quite annoyed to receive broken code that is intended to "help"
i tried to not provide any code and just point out the issue but he pressed me for details
where did he ?
because i thought you actually knew what you were doing
because you were replying to a help question in a modding channel
no i was replying to a direct question tagging me
i was just asking for translation help
yes i did volunteer that time
#π¬-modding message
no, i did not tag you
π€·ββοΈ
and i'm 99% sure that VERY first response was ai generated
no, 100%
all of it
yeah so literally from the start you're just posting ai responses in a modding channel that's meant to be human to human conversation
again
if i wanted ai to do my hobby for me, i would use ai myself
i'm in this channel because i want a human to help me
I am going to melt you in a pot of acid
dont melt patate !
dude u asked me and u knew i would answer with ai
ur being dramatic
justmusa he said he thought you knew what you was doing, not that you was using ai so he didnt know at that time
because i thought you actually knew what you were doing
because you were replying to a help question in a modding channel
your first reply was AI generated. i had NOT tagged you
and you should know that if someone ask for help he doesnt want an human to do the bridge between an ai and him
i only started tagging you because you had replied to my first question on your own, so i figured that meant you knew what you were doing
did you see the msg i tagged? first interaction ive had with this person was me telling him my moded backend for BeamMP is 100% ai. ur reaching
no i dont see where
still
also if u thought i knew what i was doing the ai's advice must be pretty good
if you don't know what i'm talking about, then why are you posting ai responses to a help question
an impression isnt a reality
i dont contribute to BeamMP, this person does.
thats them knowing i only use ai^^
Its their responsibility to source code well, they asked me thats their responsibility. Not me
ur both reaching rly hard imo
dawg, you don't know what you're talking about, why did you reply to my question about backdrop-filter in the first place
that is where this stemmed from
and you are just avoiding that point because you know you're in the wrong for that
weird, i dont feel in the wrong
yeah that's YOUR feeling, and you're also the one who posted it
how about the feelings of others for a change?
anyway its enough i think, just try to keep this channel for the right usage and thats all ? no need of drama and its always good to remind that you are using ai for thoses particular responses even if you told it a couple days ago. so you know if the person your talking to is okay with that or not for what he is doing
π€·ββοΈ Just an engineer, dont usually deal with people with feelings.
never once have i ever tried to hide that im using ai
its assumed they are okay with it because they knew i used only ai and still seek my help again rly reaching here
ur impression that i know what im talking about even though i clearly stated my project is 100% ai < verbatim, is not my problem.
still seek my help
i'm not debating this anymore.
i dont think the beamng cef is gpu accelerated
shit ig ur right they turned it off in 2019 cuz it was buggy
roughly the same, cef is so laggy i honestly just caring about the lag
yeah it really is π last time i checked the main menu blur for the buttons was made using image that was blurred
maybe the beamng dev did that for performance
yeah they have pre-rendered blurred images
yeah, when i saw that i found it quite weird
and they show the small button part of the blurred one on the button and the rest is hidden, but i feel like the performance could be even worse like that no?
yeah i cant wait for your ui to get pushed
but i still have the weird scrollbar issue
even the y one
ui fps feels about the same
i cant recreate this on my system π
When will the login feature be activated?
1920x1080, french right?
Yeah but it do it with english too
actually theres two french languages for me
french community and french (france)
ok
french official?
yeah
if you click on official server
you dont have a x scrollbar that appear ?
french community also doesnt have x overflow
nope
have you redownloaded the latest commit i made
wait im gonna do that
it doesnt overflow on 720p either
WHY π
its really the focus visible that do that for me
can you open devtools and show me that
that?
it add that before
and i think its this that add the width
why tf is there a ::before there ππππππππππππππ
thats the latest commit right?
you could also just download zip maybe
idk how github works
i think those should be equivalent as long as its pulling to your mods\unpacked folder
yeah but i git cloned your repo
it work the same
so i have your latest change
So it apply this class to any clicked button and add a ::before to it, and disappear if you click anywhere else
idk why the frick that thing even exist but its here
that sounds like an md-button thing
which i fixed a while ago
no i dont think that class apply to the md button
idk, im not getting any ::before elements
i really dont understand π
can you check the html file of the beammp client you downloaded
are they md-button or are they button
its button
in the html file not like in devtools
yeah it is buttons
i have the right version dont worry
but theres def something going on
what styles does your #left-menu div have?
ours are the same π and yet yours goes beyond max width and mine doesnt
yeah because for me it add that little shitty class and not you :v
i dont know what is the thing that add it
try using this exact version
this is the one thats on my pc
like no github at all
i dont get it on russian either
also should patreon, discord, and github be translated?
cause those are company/product names
no i dont think
same thing
its not about langage
just add a
.theEntireMultiplayerModule .focus-visible::before {
content: unset;
}
it fix it
in case some other peoples get the issue
try that
i just committed with that one change
(i didnt even test it LMAO)
π©
whats dis?
Tool working with repo In tool above. See link above
Hope mod authors esp for server/client mods will pr to add their metadata. Result will be one click assurance your mods work the first time and better ux around beam in general
in gelua, how can i get the current number of connected clients on the server? justmusa do not answer
MPVehicleGE.getPlayers() only lists players that have vehicles spawned
also, is there a way i can give players "nicknames" that show up in playerlist/chat too?
or like append stuff to their username
do anybody know how to use mapNG.com website beam map creator ? ? id like to make a multy zone map . 3x3 x 8192 of my location
i can't figure out how to generate more than 1 tyle
FWIW that's gonna be absolutely massive, does a single section export at the largest size not cover what you need?
I've used it minimally, and had good results with the smallest size selection, at one location
I'm sure that if you took multiple exports they could be put together in the world editor with multiple terrains, but it may also take manually handling folders and filenames etc.
I can't remember exactly the way but I am certain @errant yarrow knows
i kind of live lost in a farm field .not much arround
This is an interesting idea!
Would recommend changing the logo for something of your own though
Uhh, I think we have a table that contains this kinda info, its how we send it to the UI. I think its in MPCoreNetwork off the top of my head
Neverless DMed me a solution and it requires modding the corenetwork lua to make edits to it before it goes to the ui
might sound stupid but I gave chatgpt beamMP mod, launcher and server and its made up some improvements but I am not sure whether it will actually improve it so if someone who understands the code of beammp then if you want I can send you it.
Gpt should only ever make web pages
so is this, waiting.
β°
What do you mean by waiting?
We do have plans for a friends system, yes
β°
Well unforntunately its held up by us getting things back in place currently. The new accounts system when it launches may come with it from the get go but we will have to see
Bonjur, titch
Hey
Hope your day/evening is well broham
best of luck
Oh thats a nice idea for while we work on getting things back!
looks like this
I like it π
0 moderation for it though lmao
it is just a alphanumeric filter and character limit
itd be really nice to be able to set a player's nickname from the server and use that in place of their username
also, where is MPConfig.setNickname() actually used lmao
ive only seen it used in logging
Part of systems with the launcher, should also be called in MPCoreNetwork
With a little work you can do just that
contributing wise or server script wise?
server script wise
you have peaked my interest
Well we have the event ssytem that you can call from both sides so you can call an event from the server on a client to update a table containing the usernames you want for them and do it that way
yeah i already do that
Oh okay
but the issue is that to display them in the player list/chat
would need to edit the player list/chat that comes with beammp
because they dont display prefix/suffix or have nickname support
Oh, odd, I've seen it work in thr past too so not sure
i have no idea how [STAFF] or [EA] works in the player list, ill have to stare at the code for another 10m
but im assuming its based on auth-provided roles
Uh, I dont recall of the top of my head on that one
or... not. its based on shorttag of the main role the user has
custom roles wouldn't work here but i can easily just override the main role
for the chat its more difficult though
this requires that the sender's sent username matches whats on the receiver
if it doesnt then it falls back to what is prefixed in the message content
oh wait
nickname is used as the fallback
wtf
so if i just set the username to garbage this would work??
if the username in the message content does not correspond to an actual player, then it uses that message content username
if it does correspond to one, then it uses that username + the main role's shorttag
π₯
client sends message as c:<nick>: message
server sends out as <auth name>: message im assuming
and then the client ui code gets player object from auth name
You can do all of this client side, except the sync of the playernames
--[[
["player name"] = String (Chosen playername)
eg. guest22355234 -> Rainless
]]
local PLAYERS = {}
And then as already explained in dms, you just mitm the UI module. You check for what comes in and replace it
MPVehicleGE.setPlayerNickPrefix() works for nametags only β chat is not affected.
For the playerlist, you need to override BeamMP's playerlist app files directly and
inject your data manually. It's what I did
That looks dope
The changes required are really small
https://github.com/5DROR5/PIT/tree/main/Resources/Client/UIMPIT.zip/ui/modules/apps/BeamMP-PlayerList
i'd really prefer not override beammp code if possible but from the looks of it i might have to
i could also mitm on the server side
on chat received, cancel, take the player id and message, and then call a client event to everyone with that message
then tell the chat ui to add a message with that value
but that may have incompatibility with chat commands
You can send the playerlist from the server yes, but cant show it in the ui because its all called from within beammp code
And i mean its just a temp solution so idk how hard you want to make it yourself
im a perfectionist
Ok you have two solutions
both require patching
either patch lua
or patch the ui
or ok you could also add your own ui sure
then no patching required
for the chat i can do the server-side mitm
for the player list it might require patching tbh
There is an advantage to a custom user interface in that you don't have to worry about changes to the beammp UI
If you want to be perfect then you catch the chat on the server and a list of all players and send it to each player. then on the client you add your own ui for the playerlist and the chat
Exactly. no change to any bit of beammp code would affect you
I would be lazy to solve this. i would just mitm beammp given its just temporary
you're not addressing my solution for the chat though, to catch messages on the server-side with the onChatMessage event, cancel them, and send my own client event to everyone
then my clientside mod sends its own message to the chat uis, with a custom sender
Yeah what is the issue with that?
Thats a perfectly fine solution
@ruby badger u cookin
wanna know how i made it update
truly, DIABOLICAL stuff
refreshing the server browser
that way it gets new playerlist from the launcher
Hmm, what kind of behavior if the multiplayer option to allow the server list to refresh while connected to a server
thus updating the whole chain
thus it refreshes the player list
thus detecting the role
i dont care about that im just gonna refresh it myself from lua
Sure, but like, would that data have been available in the situation where that setting was enabled?
Since it would be passively refreshing in the background?
Or
i mean yeah but it doesnt refresh automatically very often
OK, just curious
That setting hits performance anyway
Better if people don't have it enabled usually
its only gonna hitch when a nickname updates
so not very often
Adding a column is so easy and simple and also looks much neater to the eye, I think it's worth it π€
i refuse to override beammp stuff
logical
ok lowk i might have to um
it seems like the server browser refresh button just calls MPCoreNetwork.requestServerList()
Doing this while keeping in mind auth will return and certain new aspects will need to be deprecated once it is is no small task
it just uses cache data?
so how tf is that refreshing it when in a session
sending B myself just disconnects me too
On second thought, all our mods are some kind of bypass of the game LOL
send b does work in the main menu
oh interesting
enabling refresh server list ingame
and then opening the server browser to refresh it
disconnected me
I GUESS IT WORKS
OK THEN
WHATEVER BRO
i got it working for all three, nametags, chat, and playerlist
and i'm not overriding any beammp code
@ruby badger Since your a perfectionists, imma give you a quick dive into how to avoid luas garbage collector from stuttering the game. In case you didnt know yet, any object you create in lua (that is any kind of table, be it a vec3, a quat, or even a string (thats a table too!) etc) must be cleaned up by the garbage collector once nothing is referencing it anymore
local function something()
local vehicle = be:getPlayerVehicle(0)
local veh_pos = vehicle:getPosition()
-- ...
-- end of func. vehicle and veh_pos are giving up their ref to the vehicle and vec3 object.
end
The gc in lua cleans objects whenever it feels like it (we have no control over it), its usually every few seconds. And the problem is that the gc acts blockingly. Aka it stops the lua thread from running until its done.
So even something like this
local string = ""
for i = 1, 1000 do
string = string .. i -- this creates a new string every time
end
causes alot of garbage. Or to put it into numbers
local function dirBetweenVehicles()
local vehicle_1 = be:getPlayerVehicle(0) -- ~500kb
local vehicle_2 = be:getPlayerVehicle(1) -- ~500kb
local veh_pos_1 = vehicle_1:getPosition() -- 200 bytes
local veh_pos_2 = vehicle_2:getPosition() -- 200 bytes
local dir = (veh_pos_1 - veh_pos_2):normalized() -- 400 bytes
return dir -- 200 bytes
end
So this one super simple math operation costed us 2Mb. And with already objects that have been optimized to have a small footprint. ColorF, ColorI are super offenders. Imagine debugDrawer:drawSphere(vec3(0, 0, 0), 1, ColorF(1, 1, 1, 1)). Lots of waste. So if your game should be stuttering in any capacity then its most likely a lua mod (you can see it in the perf graph, its a yellow spike marked as luagc). In your case, you said you are causing a request of the serverlist. Should you do that frequently then the json it gets is causing waste!
However there are ways to mitigate that! And thats by using tuples and caches!
local VARBUF = {}
VARBUF.dirBetweenVehicles = {vec3(), vec3(), vec3()} -- we are caching 3 vec3 objects
local function dirBetweenVehicles()
local veh_pos_1, veh_pos_2, dir = unpack(VARBUF.dirBetweenVehicles) -- 0 bytes
local vehicle_1 = getPlayerVehicle(0) -- cached variant of be:getPlayerVehicle() -- 0 bytes
local vehicle_2 = getPlayerVehicle(1) -- 0 bytes
veh_pos_1:set(vehicle_1:getPositionXYZ()) -- 0 bytes, because ...XYZ() returns a tuple!
veh_pos_2:set(vehicle_2:getPositionXYZ()) -- 0 bytes
dir:set(veh_pos_1) -- 0 bytes. Doesnt return `self` so we cannot chain the methods.
dir:setSub(veh_pos_2) -- 0 bytes
dir:normalize -- 0 bytes
return dir:xyz() -- 0 bytes
end
This is what the game devs want us todo. see also here https://documentation.beamng.com/modding/programming/performance/#avoid-garbage-collection
And now you have been infected with this knowledge too!
In your case, you said you are causing a request of the serverlist.
it is once per frame that has any role updates. roles are only updated when they need to be updated
so if 5 people get a role change in 1 frame then its 1 server list request
and that only happens once for those 5 peoples' role change
=D
as for literally anything else in that script? may god help you
Purpose of this is more to infect you with knowledge. its a thing that once it creeps into your mind you cant unsee it
i kinda already thought about it in severe cases but i had not actually read anything on gc in beamng
Everytime you create any kind of object you will be like "do i really have to? can i cache that?" and that alone while hard at the start will help you optimize your code. And doing that allows you to do really big stuff
This thing here for example is zero gc. Its drawing over ~10k cubes, each with 2 vec3 objects and 1 color object. so 30k objects are used every frame https://www.youtube.com/watch?v=LIcnMCPB5IE. It runs at 60fps. if i wouldnt follow the zero gc philosophy this would break the game
Little dev showcase of a mod that i have been working on. It adds dirt on asphalt dynamically. As you drive over terrain your car picks up filth and spreads it around. Some of it will keep laying on the asphalt and reduce your grip.
This video just shows how the mod can read the ground model of each cubic meter on the map. Each color hereby rep...
Well im limiting my game to 60fps tbh
I learned to reduce string concatenation and it improved my garbage collection issues!
I've got a long way to go still
But knowing there's GC to avoid
Is unlearnable
Use
local Buffer = require("string.buffer")
local string = Buffer.new()
for i = 1, 1000 do
string:put(i)
-- or string:putf("%s", i) for string.format stuff
end
0 gc
well until you drop the buffer
Hell yeah
luajit is really cool
Olrosse had figured that sending data to another vm using udp sockets caused less gc then using the game own cross vm methods
question
how would one make a leaderboard ui that tracks a player's air speed trip computer or just total km and display it in a leaderboard
turns out its 50k objects per frame because i swapped from the debugDrawer to ffi.C.* drawers as they are much faster. but since all is cached, its super fast
π©
β€οΈ
how to download and create a beamp server
Currently Keymaster is not online. At this time, you'll simply need to run your servers as private (with something random in the Auth Key field) and provide your friends with the Direct Connect info (IP address & port) to join. See #beammp-updates message for some frequently asked questions.
backport of recent drag light system additions to CareerMP
AHA yeah this is what I meant!!!
219-320
oh ya and this also so that makes more sense.
Hi. Umm cann anyone convert picture.png image to what would work in as beam ng heightmap.png?
It should not be a big job, but i don't understand about textures and stuff.
The game uses greyscaled heightmaps, if what you have is not that then you have to either find a converter or most often have to convert it yourself
That requires knowing what you have ofc
yes im looking a way to convert my existing png to that, but need help
i don't know how and ive been searching a way and with gaea and blender it's possible, but i dont know how. I tryed, but couldn't get it to work
if your image is a color image and doesn't have any height data then that image can't work for a heightmap
hmm
wonder who wrote this lmao
Uncertain if that was me. its a habit of mine to not check for things that are guaranteed to be there and so essential that i want a fatal if its not
But i learned of these from olrosse, so maybe he did
Thing with the normal debug drawer is that its advanced text drawer suddenly couldnt draw in front anymore
so we had to switch to matter what
