#π¬-modding
1 messages Β· Page 2 of 1
Hoooooo boy
I'll need to know your context.
But to the best of my knowledge, materials.cs is old and outdated but I believe still works and is handled by the game fine and probably results in the game making a correct modern main.materials.json from that, and putting it in your user folder
Anyway, this has recently been updated and is actually useful
https://documentation.beamng.com/modding/materials/vehicle/typicalmaterials/
Whatcha fixing
6 year old skinpack
alot of the things are broken, and the author quit messing with it years ago
Hmm like paint slot based
?
I'm not a materials pro btw
Materials can be pain, especially working on something old instead of starting from scratch
But, if these are skins for vanilla vehicles, bringing them up to modern materials is almost guaranteed to be possible
Even if the actual material needs to be done again from scratch given the raw assets
I'm always happy to look at old mods to see how dead they really are, that's always more likely to get an actually useful consult
yeah
i was just gonna take the albedo and redo all the material files from scratch
More like
Take the L, beedo
Sorry I'm on strong cough medicine
ΩΩ ΩΩΨ¬Ψ― ΩΩΨ§ ΨΉΨ±Ψ¨
lmao ππ
odd thing, if the file is named materials.json it only works for one skin, but if i rename it to skin.materials.json it works for both skins on the autobello. all the files are the same and the materials file only differs with the name of the skin
beamng π
@bright frost some of the skins have portions that go onto the glass, how would i do the equivalent with a json?
oh wait
you mean like a decal on the glass or a sun strip or whateer
Actually
that should cover it at that link
wont that mean i have to create a separate part for the glass?
its just one on my parts selector
Uhhhh
See you might have started where I knew a little
but I think you've gotten into what I don't know
ah no worries
figured it out, had to add .skin.SKINNAME to the end of the part
@bright frost how do you load the rally systems? do you know how to use pacenotes from a driveline but not anything else?
I do not!
Also I didn't get very far, I stopped while fighting a server disconnect issue
I was basically calling the same call the game does when you pick the rally loop from the main menu
I have to come back to it, it's pretty different from freeroam or career missions
Oh no, I myself struggle with problems every time until I succeed π€·ββοΈ
so so real 
is anyone here good at making maps if so dm need help on one thing
what do you need help with?
i don't think DMs are necessary for mapmaking questions
terain
you have to be more specific than that lol
just cant figure it out
ik i just cant get them to work idk what im doing wrong
what do you mean "to work"?
like, are you trying to create a new terrain block?
do the materials not work?
guys how do i disable the radial menu from my server or atleast disable the boost from the radial menu and also how do i get commands and likec ontroll my friends cars in my own server from bisect hosting
i need help im trying to play the norwegian back roads map on beammp with my friend but i havent been able to get it right anybody can help?
use core_input_actionFilter or similar
functions in there are expensive so try to only use the functions when necessary
Hey does anyone know how to set up a careermp Server paired with rls? I found a rls for careermp file but everytime i load in it tells me in the Tutorial that i have No Garage slots ( Cant Buy a car what so ever). When i Go to belasco Garage it doesnt Even have an ai and the other Garages i have to but them.
Pls help :β(
are you using https://github.com/PapiCheesecake/rls_careermp too?
@tired turret hey, i have ss marriott on the rally server right now. i just got it on the server for the first test
do you still want to rally at some point?
oh god damnit all of the meshspline ones, the autogenerated fences, got deleted
i love realigning 500 fence objects
because
mesh spline
is a joke
and does not align them to each other
@bright frost any idea how to fix the objects from a meshspline not aligning with themselves
the templates work fine it seems
ffs it was the rotation
i was so scared last time to edit the rotation cause the first time i tried it it caused a memory leak and killed the game
god i love mesh spline lmao
Oh damn I never used that tool
Yes this is exactly what i use but Like i Said i dont have Garage slots free at the beginning of the save
Anyone interested in a proximity voice chat mod for BeamMP only? It's great for roleplay servers and I have developed one prototype myself from scratch, really a life saver for larger roleplay servers in BeamMP. I could publish a public version of it soon if anyone is interested.
There is huge demand for this!
I could polish it with a nice UI and some more options, also thinking of adding another seperare mod that allows for radio use, lets say in police scenarios, just like the ones in FiveM kinda!
I personally would hate it because I don't agree to speak English around English speakers because it sounds funny...
But this would be legendary if there was such a thing
Yeah personally I think it is a must feature for those who want it, would be pretty useful in most scenarios
Is this an external installation?
Nope! I made it work via just the BeamMP resource folder so no external installation needed. There are some steps to
set it up at the moment but they all can be made into a drag and drop system and just set it up
via commands from the panel
It was kind of hard to get the mod to detect your microphone that way but I made it work
Is everything written in Lua?
Or JS?
Or vue?
Only the voice system is JS rest is Lua
Like the player position tracking and the distance tracking and all that is Lua
Also it sends the data
Hello @haughty kraken, I'll send you a message
i have a mod in
mods\unpacked\bascic_server_client_comunication\art\shapes\BORDER\
whenever i have the main.materials.json file in this dir
the prop says "no material"
π’
You can't imagine the magnitude of this news
Many have tried and failed
Well yeah I know that, I did deep deep research on this a while ago and found some mods kinda like this but deleted. I have done coding for 8 years now and I am very skilled at almost every coding language there is, I am a server developer, a modder and a game indie dev at the same time which I find as an very great accomplishment of mine!
What do you need to publish it?
I will polish the UI of the mod that allows you to change different settings and optimize the code really, also I will make the configs way easier to adjust for users, stuff like how far you can be heard and so on. I might release it by the end of this week to be honest.
Maybe you should submit a pull request to the BeamMP GitHub repository, That way it can be added directly to BeamMP and everyone can use it without needing a client mod
I'm not in a position to request something like this, but if someone who is sees this, it would be great to consider the chances of it actually being accepted
@haughty kraken you're the third this week on about voice chat, please do provide a working proof of concept, we already have one person proposed PRs and another that apparently will do the same soon, so a third option to look at will be sick
I would be more than happy to
do that since I am one of the few who managed to get it working without third party services like external apps and websites
The less requirements to reach functionality the better
I personally would love to see some sort of proper implementation of proximity voice, provided it can be done safely and within the framework
Also the code is very minimal and very well optimized
Can't wait to see a demo
I will provide one soon enough :)
Also I am working on my own framework for BeamMP that includes things like shops, an inventory system, OSX_target like system from FiveM, garages, jobs and a lot more. Once completely finished should I release the framework free to use or just keep it in my own server?
Do what you want
I personally have released my mods open source but some server owners keep it to themselves
Yeah, I usually release everything because I usually make stuff others haven't done and I'm in need of so yeah
I'm curious to know what other things you've created
Well a lot but do you mean like in general or just BeamMP related?
Things you were the first to succeed at
Been working on a touge game mode lately but trying to get distance from one car to another along the track instead of a straight line distance is very very annoying
Only way I could think of doing it is making checkpoints every 10 meters or so, then organize them in order and compare how many checkpoints they've been through
Curious problem to attack, would it possibly be worth looking into ai debug, where if you turn on the visualizations, you can see how the vehicle is predicting along the road spline to make assessments?
And then focus on how it knows about the road spline
That would be a great idea if I knew how to access it lol
I tried doing spline stuff but it didn't work too well, might just be my implementation of it
It might not even have an AI spline since it's a 3rd party map
But i will give it a shot :D I got it mostly working but after you go through the first checkpoint the gap distance just bugs out lol
Oh i know there's a way, there's a flood server that does it
regular GPS route calculations to the target vehicle
the return of which should be distance along road
That might work pretty well
I'll have to give it a shot, sucks that I can't debug it alone though, gonna have to buy beamng on a second steam account to debug it by myself lol
Wait hold up
I own one copy and run it on all my computers
So, for BeamMP, steam doesn't have to enter the picture at all
Like, sure use it to install the game
That makes sense!
But steam doesn't have to be running
I will download it on my ally or something
And then you can connect as many clients as you have devices
I do this regularly in my house to test
Thank you for the ideas :D now I just gotta figure out how to hook to them and all that
My PC, my laptop, my son's laptop, the living room pc, etc
Anyway yes, come back when you have questions or hit any trouble
Happy to help always
Got it all working other than that pesky gap distance lol
think i got gap distance working :)
I need to re-texture a part of my servers map, which app could I do that with?
why does it repeat the same tag list?
No troubles, got it all working great other than when someone goes backwards a few guide checkpoints then it bugs a tiny bit but it's all working great, gonna use this as a base for a racing game mode now
this bug is new to using just a function's return value to iterate through in the ng-repeat attribute
was previously this (works as intended... i think)
Looks good to me, next is setting up a UI for multiple racers and their positions/ timings
New abilities unlocked
I need to expand my readme again
There are new commands
CareerMP Help
and
CareerMP Update
Big test is when I release 0.0.29 and see if everyone auto updates
@visual spade I suggest more tags & a more standardized naming system for them. Right now we don't have a Career tag, so CareerMP servers are kind of stuck without a good tag to use. There are also two tags for Rally lmao. Also, servers can't add their own custom tags, so it limits more custom experiences a lot.
The first attached image has the current set of tags to use
I propose a new set of tags, that takes inspiration from the existing one:
Disclaimers
- Disclaimer:Mature/18+
- This could use expansion
Gameplay
May want to consider custom tag support under this category?
- Gameplay:Freeroam
- Gameplay:Career
- Gameplay:Roleplay
- Gameplay:Motorsports
- Gameplay:Custom
Motorsports Categories
- Motorsports:Motorsports (general/other)
- Motorsports:Track
- Motorsports:NASCAR
- Motorsports:Drag Racing
- Motorsports:Rally
- Motorsports:Dakar
- Motorsports:Drifting
- Motorsports:Togue
- Motorsports:Destruction
Motorsports - Off-road
- Offroad:Offroad (general/other)
- Offroad:Rock Crawling
- This may need expansion
Climate
Road surfaces
- Surface:Asphalt
- Surface:Dirt
- Surface:Mud
- Surface:Ice
- Surface:Rain
Weather
- Weather:Time Cycle (rename?)
- Weather:Night
- Weather:Natural Disaster (debatable?)
- May need more
Gamemode
May want to consider custom tag support under this category?
- Gamemode:Derby (rename to Demolition Derby?)
- Gamemode:Infection
- Gamemode:Cops-Robbers
- Gamemode:Sumo
- Gamemode:Chases
- This could use expansion
Gameplay Features
- Features:Delivery
- Features:Economy
- Features:Trading
- Features:Missions
- Features:Leaderboards
- Features:Events
- This may need expansion
Mods
This really needs custom tag support.
- Mods:Modded (general/catch-all)
- Mods:BeamPaint
- Mods:BeamJoy
- Mods:CEI
- Mods:CareerMP
Languages
Keep as-is but maybe add more languages on top of what already exists?
Other
- Vanilla
- Unmoderated
- Moderated
- Development (Rename to Work-In-Progress?)
In my updated server list UI, I plan to make tags a much bigger deal. They're displayed in the details of a server, and in the same menu, I plan to make them add to your search filter when clicked
the categorized ones also have icons now :DDDD
@ruby badger here's my hope with tags
As much as possible I'd LOVE for people to get all the custom (and sometimes spammy) tags out of their server NAMES
GENIUS idea
but then we may want a "featured tag" system because players still need to click on a server to see the tags
thing is, most players want to be fed what they want with minimal work
so clicking through servers looking at tags would be annoying and bad for ux
I agree, but there has to be some balance
Yeah, it's heavy opinion
But
IDK, nothing mandatory, just the encouragement
As in, I think it definitely is classier to have a succinct server name and use the tags for true filtering, not searching for tags in server names
maybe I could move some of the filter settings out of the popup so its faster
or make the whole pop-up a drop down
oh you know
I already stole the vue ui layout for the top
I could just put search filters on a right aligned section of it's own
like vehicle selector or gameplay selector
that would help make tags a more visible feature too
im trying to create a local test server for my mod, trying to go to "https://beammp.com/keymaster" will result into a 404 and going to "https://keymaster.beammp.com" straight up gets me blocked by Cloudflare
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.
can anyone tell me why a car ive got works fine in offline but when put into a server it doesnt drive or anything? cant figure it out
What mod
@bright frost turns out this is a lot more difficult than expected because i also need the $$mdSelectId of the tag for the search filter popup ui
and that is generated by angular when the tags dropdown is created
k so
it works but is a little laggy to visually appear in the search ui section
and also doesnt work for the popup dropdown

time to just not use the drop-down pop-up LMAO
that feeling when you know enough about beamng cef ui that you can significantly change the layout in like 3 attempts
i havent been working on that since i sent this message btw lmao
this is like 5-6m of work
New paradigms waiting to unfold to the RIGHT of the server list
Everyone's eye's muscle memory about to struggle
mine already is lmao
but everything in the server list IS closer together
also i realize i made that outside of the servers.partial.html
Wait until I throw this bad boy on my 5120x1440
hopefully i can just throw fire at the js and itll crosstalk across html files
the bottom overflow is so bad π
anything wider than this just gives up on the bottom margins
Add stroke until you just can't see it
?
oh interesting
a lot of this search filter stuff is actually not really servers.partial.html specific
i think...
(i hope)
COPY PASTE LOOKS GOOD WTF ππππ
search bar does nothing lmao
ye ok they dont work
but it looks nice π
Interesting
god damnit the server list related code is in the server list controller
ooh, new error unlocked
That's so grody
tbh i might exclude the tag addition stuff because i basically have to refactor the entire search system so that it can be used by both controllers
I mean that makes sense
almost like, god forbid, 6 year or, unfortunately, potentially, 7 year old ui isnt so good for modern times
ok this is kind of silly
i made onScroll be async
it does help scrolling through the list a lot
still a lot of input lag but what can you do
I plan to make them add to your search filter when clicked
I think this needs the filters popup to not use dropdowns, which basically means the menu needs to be redone, but if I was to do that, I should change the overall layout to match other Vue-based UIs that have search filters. But that does not conform to the existing html/angular-controller layout
you should make a tag for anarchy too
i think unmoderated fills that role
can you give me some examples where that would be more descriptive than some combination of tags i listed?
not that i can think of no
Racing:Rally
Gamemode:Rally
π
imo there should be a clear use case for the tags
idk im kind of dumb rn my mind is numb
since two days ago
e.g. Gameplay:Motorsports and Motorsports:Drag Racing for example
for me 3 days lmao
Who wants these features on their server?
- **Reconnect **when server crashes/restarts
- In game server list***** (optional, read below)
- Welcome screen with images and text (optional, requires basic HTML and CSS)
To release this publicly I have a bit of work, so I'm gauging interest.
DEMO
π’ Sky Derby UK: 185.56.161.19:27992
Hover over leaderboard during game round
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.
Will be testing this later, need something like this!
Why not just contribute on the project as a whole?
Oh this is looking so good!
I may do so in the future. Do we have any rough idea when keymaster will be onine?
About 30 minutes ago
The search filters panel on the right is cut for now because to make it compatible with having the server list as a separate HTML file and Angular controller would require redoing a lot of the search filters system, which I am not interested in doing
so the search filters remain in a popup and the search bar is once again next to the refresh button
Make the grey texts a bit brighter
Otherwise it looks very good
Fixed it not being readable and fixed the sectors text being in the wrong DIV lol, also added a PB leaderboard for the server
i feel like this server list as-is is overwhelming because of how community servers style their server names. do you guys have an idea on how to improve this?
apparently the backend allows 3 different rally tags...
π₯
i need to add match some/match all
You can put whatever
Why you have 3 different icons for rally?
you actually can't, the backend does sanitize the tag list somewhat
why are there three options for rally for servers to add
Rally, Gamemode:Rally, Racing:Rally
I was certain it didnt my bad. Where can you get the list of all tags it accepts?
https://docs.beammp.com/server/server-maintenance/#customize-your-server-tags has some of them but apparently it accepts "Rally" too so now im not sure
Match some filters mode is now working and is in use by default
sob i didnt even get to uselessly report it to discord
Sort it? Its often bugged me that if I don't start my servers in alpha/numrrical order, or have to restart one of them, they dont look nice in the server list, and if someone else adds a server at th same time as me, they are mixed in...
they were being sorted to some degree early when authkeys came back
oh neat idea
we could do something like parse bngIcon_<iconname> into bng icons from the font
in the description/name of the server
also can i add bng orange as a color
actually better idea
instead of using whatever terminal color palette it uses (i forgot the name π) what if we use the bng-add-<color>-500 set
@bright frost how do i get the text content while processing a token? my brain stopped working

You really did
What if you mess with UI scaling again
i wonder how this looks on the release build of the mod lmao
clickable links in server descriptions?
Do they get
crunchy
this i want to discuss with the beammp devs first because it is possible but idk if they want that for security
legitimate concern. maybe there's a way to whitelist domains?
they already do
Client should have access to BeamMP whitelisted domains, I believe
Launcher opens them
Yeah

and thus the rabbit hole gets deeper
Just sharing for comic relief
JW do my friend who wanna join my server need to download the map mod ahead
for exmaple I wanna use a spealer map
When they try it says they are missing the map
Is the map zip in the client folder of the server? Works fine for my server
added a small QOL to the UI lol
Hey I made an advanced external mod manager for BeamNG Drive, if anyone is interested let me know. Released alpha version to the public today.
Its called BeamNG Mod Manager Pro
I dont have image permissions to share screenshots unfortunately.
Can you link to it
To the mod or to images? Links are allowed?
To the mod manager really, i guess your page has images right?
Yeah lol. I'll leave the link here.
I'll have to forewarn y'all as it's already caused issues, the GitHub description was GPT written because I didn't have time before work to hand make the description and wanted to get a release out. If y'all can get passed that, here's the program.
I guess maybe I misunderstood your post
Oh, yes you need the media enabled role
You need to reach level 2, level up by chatting around
Ah fair enough
Dang wait thats a pretty cool system actually. Role perms plus chat reqs. Smart.
Switching to PySide6 was definitely worth the recoding time.
For those who don't know:
This is my program, BeamSkin Studio, made for skin modding. Its purpose is to speed up skin modding by doing all the file editing for you.
I'm unsure if I am allowed to share the link to it here, but it's available on GitHub and it's also posted on BeamNG's DCS modding thread "showcase-your-mods."
The video is so pixelated that i have no idea what im seeing sorry
You can totally share the link here
added a progression bar and changed the positions to show progress through the current race instead of checkpoint based
car
It's shows the rendering difference/loading time when switching to the car list tab, i was unable to post the link. Got "server has rate limited link"
Thank youππ
Awesomeπ
just a small note:
the current available version is on CustomTkinter, not PySide6. The PySide6 switch will come in version 0.8.0.Beta.
Here's a video I did recently, talking about the PySide6 migration π https://youtu.be/b9bhjc8zTok
You can get BeamSkin Studio here:
https://linktr.ee/burzt_yt
Boblox car
Hey wondering if there a mod for beammp for the drag strip likes to work or make drag strip to work ?
@mossy portal WWhat server are u
a bisect
lol
Thank you Dudekahedron for the baseline simpleMOTD mod :D
hey nice
I'm going to plug @errant yarrow 's https://github.com/5DROR5/ServerWelcome just to keep it paid forward
A minimal BeamMP client mod that shows a welcome popup with a Discord button automatically when a player joins the server. - 5DROR5/ServerWelcome
the more motd the better, I am sure
I made improvements (hopefully) to the tendency for players to sequence break in garages and end up duplicating vehicles
so i've noticed some servers have a nametag option, like the Scenic Route servers. I was wondering if there was any publicly available mod that could add that functionality to a server or if it's proprietary/exclusive?
added the simpleMOTD to the touge server too :) tried the other server welcome mod but it borked some stuff on my layouts so i will come back to it at a later time
figured it out pretty quick, they both look good tho
there's this but it doesnt work for me: https://github.com/Neptnium/BeamMP-Nick
not sure about it, it was updated 3 days ago, but it shows the warning when I load into the server, and it doesnt seem to work
maybe @prisma grove knows more
Its the way i use the extension load, i guess i need to change it, tho normally it should still work
Like its an error that pops but it still works, so idk
sry maybe it works, I didnt really test it with another person π the warning kinda confused me
sorry, I tried it and then did something else and didnt really try it further π
Nah, its okay, ur good
I thought this is the mod the scenic servers use, but it isnt
Happy to see my thing used
I have no idea at all
there you provide a nickname when you join and it shows next to your guestXXX nick, even in the player list
its a simple thing tbh, was done in like 20 mins +- 10mins for debug
but yours maybe is good enough, I'd need to test it with some players later on. or @spare birch
Oh okay, yeah its not that at all, they probably use a moddified version of beammp server too like BeamSharp does
Arkiv, you can join my server if you wanna test it.. I'll leave my beammp running in the background while still at work. its on my "bemp unoficial servre 1" , I did /nick hello
@fringe marsh send you a quick dm, can you check ?
Also please spawn a car :D
Good <3
reading through that server welcome mod let me figure out how to send a custom layout to my clients, can auto add the hud and the race countdown mod and set their locations and sizes automatically, neat
this is kinda nice. in playerlist and chat we're still guests but at least with this you can tell which car is who π feels a little like good ol beammp
This is the good stuff, glad you hit on custom layout application
is it a lot of work to get rid of the deprecated warning? I'd like to put this on some of my servers in the evening .. it feels like its not a lot of work but I have no idea how to do it
-# feels like something dudekahedron could write on his smartphone in 3 minutes
Was the goal, you could technicly change it in the chat and that would be a good idea btw, ill be adding that later !
But playerlist, as far as i'm aware is not in the lua api
Its probably 2 seconds tbh
https://github.com/Neptnium/BeamMP-Nick/blob/main/client/scripts/nick/modScript.lua
all this needs to do is change to
load('nick')
setExtensionUnloadMode('nick', 'manual')
warning will be resolved
Well you see π
I never looked at the new way of doing it
chat would be awesome to have, and thanks for that @bright frost
Now you have the knowledge so!
It was changed on the repo, tho i did not remake a new zip, will do that when I come back home later
no worries, thanks
Thats almost right! Remove the line with load() and its good!
Its a misconception todo that that kind of carried around the whole community
well then, I also learn something new, I'll go remove that from all my projects
Does this have any negative effects, then?
gtk
load converts a given string to lua bytecode and executes it local result = load("1 + 1") --> result = 2 load("print(123)")
local code = [[
local M = {}
M.myFunction = function()
-- ...
end
return M
]]
local my_table = load(code) --> table from code
So doing load("nick") will do exactly nothing but fail
Hey its fine. even danielw whoes now a game dev had this misconception in their example mod
But is a dope tool to have in the box when you want to load custom code without using require
Yep we are doing that as well
well it doesnt throw any errors sooo
@hardy merlin so i only need to use
setExtensionUnloadMode("extension", "manual")
Yes!
I cant even tell you what exactly it does when you tell it to be "automatic"
Actually load returns value, error
local value, err = load(...)
So similiar to how you can encase require local is_ok, value = pcall(require, "lib") you can encase load
local code = [[
return function()
print(123)
end
]]
local value, err = load(code)
if err then
print(err) -- will say eg "Unexpected char at X" .. your usual lua compilation error
return
end
local is_ok, value = pcall(value)
if not is_ok then
print(value) -- value is the error now. if the codes execution failed will say like "cannot concatenate string with nil" just like any other lua error
end
So if you wanted to design a payload system, tixx has done that before, thats a way
Yess the less that the client has to do to be setup correctly, the better it is, gonna work on adding the same to the flood mod tonight
its supposed to automatically unload when a mission ends
and gets unloaded after a Lua reload too
Hmm my server keeps hard crashing randomly, nothing in the logs either
They're simply unstable
Not your fault
Ah is it something with the new server code? I may have to use your server watchdog
3.9.0 is more stable but "vulnerable"
We are internally getting a much more stable server working
If you just need it to come back up when it does crash, yeah pick whatever solution works
Gotcha that makes sense, I'll probably either use your watchdog or do a powershell script that brings it back up of the PID disappears
That's a fun one, essentially the same as I wrote it in 2020
batch with color wooooo
It's effective though lmao
Most of the batch file actually is color handling
Lol if it works it works, I've used some really jank code π π€£
Setup discord -> in-game link for chatting with a discord bot and some lua
as dudek said you can downgrade to 3.9.0. you'll want to enable ImScaredOfUpdates OR set the update reminder timer to more than 30s so that the console isnt completely full of "please update! youre out of date!" messages
so i've been trying to get @errant yarrow 's serverwelcome mod working, and was wondering if anyone figured out a way to make it so it doesn't rearrange your UI
I figured it out
i'm not a fan of mods/servers that reorganize the UI layout i have so meticulously set up
@stable pebble OR you can grab one of these if you are on Linux
https://github.com/lionkor/BeamMP-Server/actions/runs/24639351839#artifacts
These are currently the most stable
It could probably be built for windows but wasn't on that run
Gotta change it so it changes your layout back to the one you were using before it swaps to the welcome layout, might have to get what the name of the layout is in Lua then set the layout back to what it grabbed before it changed to the welcome layout
Because as it is it only swaps to the welcome layout and not back once you hit the accept button or close button
i'm a total noob to this kind of thing. I may just not use it if i can't figure it out.
I can post a fixed version once I'm home
5DROR5 would probably accept a PR on it too
smashes a bunch of stuff
i should have never even tried, now everything's broken and i gotta start over.
:/
Just change your layout back to multi-player instead of welcome
oh it's more than that
i'm trying to get the /nick thing working too, but I really messed up something else on my server somehow
i can't tab into my car
this might take a while.
it's one of the two if not both that's messing things up, i just removed all components of both and it's back to normal behaviour
Weird
now for troubleshooting!
I ran into issues myself when I first added the server welcome mod but figured out how to reset it to the multi-player layout once it closes
i mean ultimately i don't need the welcome, i would just like people to know they can change their nick
Yeah i needed it to explain how to join the flood / touge
which is what i think may fix it, but i think the nick mod is also getting in the way
I'll take a look at both when I get home for sure, I'll update the welcome mod to pull your active layout name before changing it to welcome layout, then once you close / accept it'll swap back to whatever layout you were using
that would be awesome
Oh shit it's the man himself
ok so it's the nick script that prevents me from spawning in my car, the car spawns but i stay in freecam and can't tab into my car
and if the nick script doesn't work, then there's no need for the motd script
... i am almost ready to give up
i just want names!
Hmm weird maybe it thinks you don't own the car since you have a different name
i didn't change names before spawning the car
Oh huh, got a link for the nickname code?
@spare birch this might fix it, unsure though
it fixed getting in the car, but i'm not sure if the mod actually works without someone else to test it
thanks @stable pebble !
Not a problem π happy to help
I'll look into the welcome thing once I get home it'll be a bit more complex
Finally home, gonna dig into the welcome mod
looks like the layout gets set to Multiplayer no matter what upon joining so no way to fetch the last used layout sadly
but i can fix it to switch back to Multiplayer or a custom layout if needed
this seems to be the correct method to set it back to multiplayer upon closing or accepting the MOTD
drop that in client and it will set it back to Multiplayer layout upon closing/accepting
this is all I modified in app.js
overlay.className = 'sw-overlay';
modal.className = 'sw-modal';
try {
bngApi.engineLua("core_gamestate.setGameState('multiplayer', 'multiplayer', 'multiplayer')");
} catch(e) {}
}```
bro. BRO. @stable pebble you are a miracle worker! THANK YOU so very much! it works it works it works!
Not a problem, unfortunately couldn't cache the last used layout but Multiplayer layout should be fine for servers without custom hud apps :)
indeed, i would think that 99% of players have a "multiplayer" ui layout they like
no custom huds or anything over here, i just wanted to let people know they can set nametags
you freakin rock.
Not a problem at all, simple fix :)
now to debug my race countdown on the flood server XD one bug after another
Ignore my terrible driving just got it all patched up :D
so its been awhile since I started new map variants, everytime I load a fresh version of any map to edit JohnsonValley > New Map v1 it just resorts to loading westcoast.
What did i f*** up
that is from world editor, file, new level
right?
negative, last time I made a map from base maps was v28 of beamng.
So following the same pixelmonkey guide I did than, that was what I followed
Get pre-built maps and custom map models here: https://pix3lmonkey.gumroad.com/
Discover how to make your own desert map for BeamNG using the new Johnson Valley map as your base template.
Key topics:
- Start a new map project by copying one of the dev maps to your own folder
- Relink art assets to point to your new folder
- Removing all ...
v.27? is that trying to say 0.27?
yes, figured most would get the missing part as a zero too
Yeah like how you .5 to say a half
anyway, i copied the files from the folder in my C drive, moved a version and renamed all aspects, removed unneeded stuff, added personal models such as signs, course markers, and then repacked to test in game. unpacked it wasnt showing as a mod at all
that is unnecessary if you just want your own level to start with
this menu lets you pick a level name in your userfolder levels/ folder and uses it for your map
it spawns you on a template map
but to copy assets from other maps you can copy them like normal and then use the asset deduplicator so that they link back to the original map, to massively save on filesize
is the unpacked mod under the mods/unpacked/ folder? is the mod itself structured like (modname)/levels/(level name)/ ?
\current\mods\unpacked for unpacked and active editing ingame
\current\mods\repo for when its packed to test
you don't need to put it in the repo folder
you can put it just in the mods/ folder as a zip
it wasnt detecting it i reformatted my computer 3 times this weekend to fix audio problems so normally it would be under a new folder called edits
im following your suggestiosn rn, thats the delay in replies
deleting/renaming to match your input
but per this, ive never started via template. never found a guide that explained it well enough for me to get a functional map
I dont know your definition of a functional map
meaning it loads like any basegame map
yes, unpacked however, it shows the levels folder and it isnt identified as a map. would screenshots of the mod menu ingame and the map selections help?
do you have an info.json for your map
have you checked the beamng console in case of any errors
i forgot the console part, always do, reading it now,
but yes, the info.json has all original map parts renamed
make sure your spawnpoints are valid
just keep one and setup spawn point for testing until later when there's actual stuff of your own in the map
oh the spawns are for sure, loading the map via editor everything shows up properly, but when loading as a map from freeroam it reverts to westcoast as shown
reverting to west coast may be because the freeroam configurator cant spawn you on the custom map so it falls back to some previous setting?
i could be wrong i did check the spawn settings and options, they looked fine at first glance
well I dont know your map so I can't help you there
but just read the console for errors or warnings, it'll tell you when something goes wrong a lot of the time
ill probably be back in abit, im reading each line of the info.json rn
thanks β€οΈ
If you are using debian 12 I can give you a more stable build or if you want and know how to build yourself, you can just fork from my pr which quickly fixes the crashes (https://github.com/BeamMP/BeamMP-Server/pull/484)
Or even best, download from the artifacts of the CI: https://github.com/BeamMP/BeamMP-Server/actions/runs/24283082766
@stable pebble I gave you bad info yesterday, if you want the most stable current version of 3.9.2 for windows, it's right here: https://github.com/lionkor/BeamMP-Server/actions/runs/24639351841
Awesome i will test it out once I'm home again lol
Just happy my gamemode works and no Lua errors lol
Oooo that's freaking awesome
Guessing I'll have to compile the server from the source
Ah, no, I linked you to a results of a run where you can download an already built windows exe
@stable pebble, sorry I missed your message
All good π will be testing this tonight
this dewf guy is awesome, btw
Oh that's freaking sweeeeeet
[json.exception.type_error.305] cannot use operator[] with a string argument with number
can someone help me im so confused
Custom usernames applied to player nametags in chat and the player list
persisted across sessions
https://github.com/5DROR5/beammp-auth-bridge
I thought about doing the same thing π π€£
Was just gonna do it based on IP though, this is way cooler
The chat box in that video looks clean too
That's available for you in multiplayer options, you can toggle this UI (basically a css switch)
ALSO made by 5DROR5 I should add
Following your feedback on one of my other mods, I've set the app layout to automatically reset to the multiplayer layout upon authentication
Didn't even need the PR
Hell yeah! It's pretty simple one line of code to do too

I posted the edit last night in here lol
Fixed the nickname mod too
But now that is outdated with this login mod lol
Love when cool shit gets made though, once I clean up my flood gamemode I'll probably release it public with a huge instruction list to tell them how to make it work on almost any map lol
Gotta set checkpoints, start points, then start a recording and go through the race cleanly to set the routing points for the percentage through the race to compare to, default start level of the water and reset limit height for the water
User programmable is sicko mode
It's all saved into a Lua file with the map name as a header so you can change maps at any time and it'll work if you've already got it setup
Same setup for the touge game mode
How do you find the server<>client communication with MP
Just curious since it's something not everyone finds intuitive
I think it's a little odd to get a handle on, but once you do you can do anything you want basically
Uhhh server reads the config file and looks for the map name in there, sends that to the client and it looks through its config and matches to the map name
I just mean your feeling on implementing the communication between the server and client based on what BeamMP provides
Nice, I see you're comfortable with the MP.Trigger.... events then
That's really what I was getting at
Do your clients communicate back to the server as well?
Yeah they do, to send back their relative position in the race and a few other things
So other people can see where they are at in the race
This is how the route is sent to the client lol
Probably well overcomplicated but it works lol
This resyncs the water level if the client and server get out of sync
2285 lines of code in just the flood.lua file, I'm sure I could simplify stuff, but if it works it works
I have an imgui draw call with a 4500 line if then statement, with about 1000 if thens nested inside so deep all you get is a 2G cell signal, don't worry about it
It's just nice to see the work of others and to know that BeamMP provided methods work for people
Yeah the only issue I really have is my implementation of freezing a car in place, it works but can severely impact frame rate
Do you use the game's provided setFreeze?
Links to an example of controller.setFreeze()
I believe I just teleport the car over and over to freeze it lol

I will look into that method tonight lol
setFreeze true will basically kill all input for the vehicle keeping it locked in place, although the engine can free rev, when set false, vehicle is released, I use it for synchronized starts for players who opt in to a race thing
Directly above what I have linked is an example of ignition control as well if you'd like to have a look
And directly above that is the end of imgui hell
(:
Oh dude that sounds perfect
What I've got works but not perfect like that lol
Is there a wiki with all the built in functions? I've just been guessing a lot and using other material as inspiration
You're never gonna believe this
Also here's a very powerful tool for your toolbox, works offline and online beautifully
https://www.beamng.com/resources/lua-globals-explorer.37209/
My mistake hang on lol
Will for sure use these for a reference
Was looking at the outbreak gamemode next to modify lol
Play area control is what this would benefit the most from
The official infection servers had constant "problems" with players leaving the area and rounds never completing correctly
Also anyone could end a round at any time
Which
Yeah
Oh i could just make it to where if you go outside the marked area it just DQ's you, had something like that on the flood server originally for the queue system but changed to a chat based queue
As a game mode it certainly has lots of room to mature
It will probably be the next game mode I freshen up at this point lol, gotta go support the beammp patron so I can make more than 2 servers lol
eyeballs the 15 total servers scenic route has (we plan to go to 19 eventually)
Farm them from your community members
na jeff is beammp staff
126 scenic route servers coming up
π π€£ my servers are empty af but that's fine I'm pretty new in the scene
new beamapex
those guys have too many servers i swear

Keep making cool shit, I have things installed on way way way more servers than I own (:
I can't hear you over the sound of my server list loading
Hahahahahah I eventually want multiple flood servers on different maps and same with touge
out of me search filtering out their servers
Wish we could live change the map and have clients auto reconnect
Kinda like gmod / source games do
Gmod is where I learned all my Lua knowledge
Oh so you're dangerous
π π€£ maybe just a little
I hope I'm tagging the right person, but I think @zealous valve has done this
the live change is easy, the reconnect may be possible?
Because i think it would be cool to have all the gamemodes in separate Lua files and use requires with if statements or something so i could have a RTV system where people can vote on gamemode / map and it just auto loads the correct gamemode and map
Holy shit my 20 slot flood server is full
my servers are empty af
yeah OK
This is a first bro
won't be the last
Where is their patreon so i can spinup another few servers XD
uh
hang on though
I THINK the patreon and discord linking and extra keys should all work currently but proceed and read carefully
such as are your discord and patreon already hooked up
It works, i got 5 extra keys
me when I have a fat keychain
me when
That's right, Carl
weird... why are there multiple guests with the same id's?
and a few have the same IP lol
o hey dewf has a shiny nickname now! welcome!
yeee i needed more keys
lol my server seemed like it was full of bots
those dont seem to have duplicate player ids?
oh the guest username
I figured it out lol
i want a reverse flood server
drought
@stable pebble I did, I used
MPCoreNetwork.connectToServer("127.0.0.1", "30814", "Title")
Not sure if it's still working the same way, been a while since I've tested it. Currently working on swapping levels on the same server using prefabs instead π
Might a fuck around and make a fourth nickname mod
Might not
I'm kind of interested in CareerMP having nicknames
One of the existing solutions might work
But I'm a little adverse to name abuse
sob and scenic route is left in the dust
I'm only in a brainstorming phase
My first idea is a really bad one
But in theory it would work for my needs (my needs being: a nickname set BEFORE connecting to the server)
The bad idea being a mod that is installed LOCALLY by users who want to opt in, locally is in scare caps because what I mean is that it would be installed as a loose imgui mod, not a packed zip so it always stays loaded, and all it does is hold the name you type as the BeamMP nickname
having it loose installed means it can pop and run on the main menu
However
This won't see the light of day because that's a fucked up way to sideload a mod like this for this purpose
So @ruby badger I think you're fine, I'm probably not gonna make a move on this
Blacklist
used Claude to make a server manager to make handling multiple servers a bit easier lol
Wanna share it? Could defo make use of this!
For sure, just requires python to run i run it from the .vbs launch so it doesnt show the cmd prompt
Lemme know if you run into any issues
Thankyou!
Not a problem, was getting tired of trying to figure out what cmd prompt was which server lol
Haha yeah, I feel you!
It also has a built in config editor :D
o
I think i figured out a bug i've been chasing for like 3 days lol
now_ms() was using os.clock() which measures CPU time consumed, not wall clock time. An idle BeamMP server uses almost no CPU, so after 80 minutes of nobody playing, os.clock() might have only advanced by a few seconds. When you rejoined, autoRestartScheduledAt was set to a CPU-time value from 80 minutes ago β but now_ms() - autoRestartScheduledAt came back as nearly zero because CPU time barely moved. This caused remaining to be calculated as ~30000ms (the full restart delay) even though the countdown had long expired, and every elapsed-time check in the code was silently broken. Switched to os.time() * 1000 which uses wall clock.```
@bright frost where do i find the RCON extension for CE?
That's long dead
Or rather
CE rcon is long dead
F, is there an alternative?
because if i close the server manager and re-open it i cant re-attach to stdin for the console input
So at the time, RCON for CE was pretty useful in the more narrow context of "how to remotely communicate with my server running on windows", it worked alright, and stuff like rcon protocol isn't impossible to implement, but it had luasocket as a dependency, and this made distribution of CE with a working RCON a real pain in the ass,
As for an alternative, I don't know, I personally have migrated to running mine on a laptop running Debian13 and docker, so I can just ssh in and attach to any server and do console input from anywhere,
And then of course panels are all the rage these days too, which give you a webpage to access the server from anywhere
Yeaaa i will just abandon input if the manager is restarted, it still attaches to the PID so you can shutdown/restart the server and stdin still works
Servers been running for 9 hours with no Lua issues, finally
may have made a discord -> ingame and ingame -> discord bridge :P
Nice
Can i @ everyone the entire dc from inside the game?
thanks for mentioning this, forgot to sanitize stuff like that LOL
no longer pings everyone lol
also added a server status
had to make a client side mod in order to grab ping lol
i think this is gonna add a lot of clutter to the chat feed if done like this. you could make it just be the map, or the server's name, in the footer of the embed
It only posts to a specific channel and edits the same message instead of posting new ones :)
Thats what im working on now, working on getting it to work for multiple servers lol
what language do you use for the bot?
using node.js and python
maybe you can steal something from mine: https://github.com/turrrbina/BeamMP-discord-status
will take a look at it :)
:/ dont be to harsh, I made it for myself and dont do a lot of coding
nah i dont bash on anyones code, im not great myself :)

merged the status embeds into one message
this looks a bit cleaner
hmmm how do i disable people from spawning their client sided custom cars on my server? someone spawned a rr_vogue somehow on my server lol
ooh, how'd you do that?
I kind of need that for an automated and publicly accessible gamemode
I will send in here in just a sec :)
@ruby badger here ya go
crap gotta fix some logic rq
how does this ensure that modding vanilla parts from within the userfolder is caught?
or modifying vanilla parts at all
or that modded parts on a vanilla vehicle are caught?
it doesnt check parts, just checks the base car model
could possibly add parts checking tho
that is MUCH harder to do and imo not worth it to check every single vanilla part if its valid
-# replying to #π¬-modding message
how do i disable people from spawning their client sided custom cars on my server
ah ok, this sounded like it included parts
oh actually
you could maybe hash all the vanilla parts and pack that with the mod
and then hash the current parts on the vehicle, and compare hashes?
well the parts get sent to the server in a json
oh they do
could store that vanilla hash list on the server then
but this is assuming you can even hash that information
i was thinking to get at the part data of each part, hash that table, and then send that hash
but this requires being able to hash the table and hash it consistently
heres the fixed logic, no parts checking YetTM
you could probably find a way to get if a vehicle is sourced by BeamNG and not hardcode a table
that way it doesnt require updating whenever the base game gets a new vehicle
i dunno how the hell i would do that lol
in the info file of a vehicle theres Author
would need to figure out a way to pull all cars and all parts for all vanilla cars
oh this is just for the vehicles themselves because i saw you had a fixed table of what models are valid
yeh its just checking the base car model lol
im gonna see what core_vehicle_manager.getVehicleData(vehId) actually returns real fast
alternatively this
why does that have a duplicate tbh
I had released a vehicle config checker a lil while ago here. it doesnt care for exact jbeam contents, just which parts are used and if they are either vanilla or enlisted on your server https://github.com/OfficialLambdax/BeamMP-ServerScripts/tree/main/VehicleConfigCheck
oh holy shit
oh thats interesting i dont think that is read only
what bs can i do now
Duo to how that was made it could be modified to also compare the entire jbeam.. but your gonna send alot of data to the server todo that
Or you hash ofc, just didnt develop it that far
yeaaaa the config json is very long lol
ive suggested to hash it yes
tbh i might just take this idea, none of dewf's code, and make my own
because i wanna see how far i can get
Just dont hash the files on the clients but the v state in the ve lua vm
Good luck! imma not spoil the challenges
OK that is a MUCH better way to do this (getting the information of a part)
works the same, and should be MUCH faster
brilliant
I CAN CHANGE THE INFORMATION IN REALTIME
RAHHHH
it does reset on ctrl+r or similar but
thats wild
lol thats sick
fixed the duplicate part name
that file looks like this btw
part name = custom price
then you run that function for a veh id or the current player vehicle
and it reads that file, then applies the custom price to any parts from the file that are on the vehicle
bal
if i can edit the radiator data in realtime im going to π₯
i dont think so
because that data is not pulled from the part all the time
yeah
99% of the vanilla parts are here including their prices
https://github.com/5DROR5/PIT/blob/main/Resources/Server/UIMPIT/config/parts_config.lua
An open-source project dedicated to bringing fair, balanced, and cinematic multiplayer police chase gameplay to BeamMP - 5DROR5/PIT
Edit how
I know you already moved on but CE does this with vehicle and part whitelisting
You'll be happier making your own solution like you already are though
But it works pretty well, if you like, you can make sure only vanilla things spawn with ease
change variables like coolant volume
but that doesnt work from the part data that im accessing because that information is combined into the engine in a different place than what im accessing
im accessing the data that the parts give the vehicle
not the vehicle's data itself
I see, I was gonna say you can get buck wild in vehicle lua
I made a system for a dyno that controls thermals on a vehicle only when attached by nodes to the dyno straps
(so it doesn't overheat because there's no aero happening)
okay so i have zero idea how lua scripting works and i've been trying to make my own onjoin script to send a message to a player 10 seconds after they join, and every bit of code i copy/paste doesn't work. I hate to just ask for something like this, but does anyone have an onjoin script i could borrow? NEVERMIND! I got it to work! this scripting thing is hard. π
Hell yeah proud of ya
next challenge: create a script that changes the time of day to 4:15pm when someone joins...
i freaking hate lua, its amazing you got it to work
PIT β v4.0.6
What's new?
π Account system is live β players without a BeamMP identity can now register with a username & password. Stats, money and rank are saved independently
π€ Your display name now appears in chat, the player list and nametags
π΄ New red highlight in the player list shows who hasn't synced your vehicle yet
π§ Fixed PI rating for dual-motor electric vehicles
π https://github.com/5DROR5/PIT
I found something that someone else made that works for this. I think I now have my servers right where I want them.
π π€£ I'm still chasing bugs
@stable pebble courtesy tag since you liked my demos of this
@ruby badger I was in CSS hell fixing things here
because I don't know CSS, it took me a very long time to find a single line to omit to fix things
BUT, IDK how long these have been broken in the base game, but I have restored them to their intended output
they were rendering the "Next Stop" footer outside the view
in this previous example, see no Next Stop footer
and it SHOULD look like this!
graphic design is my passion and all, but the footers were rendering invisibly offscreens here:
due to a css property of inline-block
I only found this when I remembered Ctrl-U debugging
and I found it IMMEDIATELY
Thanks, that's all I got
Yet another input filter?
i mean i guess but also the tutorial popup does that on its own
this is so chill
Hey that's sicko mode
thats a ui module too, not a ui app
literally complete freedom
Fucken let me bury simpleMOTD
PLEASE
is that a ui app?
It's jank ass BBCODE HTML bullshit
i mean, it is literally the same stuff that the lightrunner/quickrace/multiplayer ui modules do
like this is that rules files' html
It's easy enough for anyone to write
this is gonna be mostly static, at least this rules page
I think you're on fire with it
but yeah im thinking like
welcome, heres the rules
then based on what team youre assigned from the server
it shows like team objectives n whatnot before a round starts
progress bar for countdown until round starts
If you can handle a variety of stuff like maybe a checkbox, hyperlinks, buttons
and then round starts, it auto disappears maybe and its just normal stuff like tasklist ui app
its literally a ui module like the multiplayer ui module in the main menu
Well alright
anything that menu does, or the quick race ui does, i COULD do
Exciting
this is the same core
like, i could recreate this
and itd work
or bus routes
and this isnt tied to the main menu buttons either
although it does load weirdly
i have to activate the mod after the games started, press f5, enable devtools, and then press reload in the cef state picker
and THEN it lets me use the custom ui states
How cool would this be to list a server's leaderboard times
I want to never touch imgui again
you could probably add that to the top bar and then you literally have a custom menu for that
cef is like 15 fps though
That sounds like a cool game mode β I canβt wait to see it already π₯
we've been hosting it with manual aid in Scenic Route for months. im making these uis to make a fully automated version that can be public on the server list
so that people know what the rules are, what they should/shouldnt be doing, when a certain team wins
I think the biggest challenge in developing mods for BeamMP is the bidirectional communication between the server, the client, and the JSβand back again
You have to time everything correctly and make sure everything stays properly synchronized across clients
timing be damned just throw more tar at it until it sticks together and works
That approach worksβ¦ until it really doesnβt π
Just wait until all lights are green and then flood
Ah shit that's the imgui talking
tabs for rules working now
gotta cater & reduce clutter for the adhd children that play beammp
cursor wasnt recorded, but, it in action
it needs more left padding on the rules
i think this is the first time ive actually gotten this legitimately
got remote admin stuff working for kicking
admin channel vs individual channels per server
why not use proper slash commands?
that way you can have a more intuitive argument system and dynamic autocomplete
my first time making a discord bot lol
no-prep
Servers are finally stable enough to be left up for 12 hours with no issues
Discord bot manager that I'm working on to be compatible with any game as long as it has Lua support
Server manager is finally stable too
Gotta get rid of all the debug prints now that it's stable lol
Fix a bug with unicycle ghosting, where allGhost setting was overriding
refined ghosting config options altogether to be more understandable and flexible
"localUnicycleGhost": false,
&quo...
so chill
That's pretty sick :D
1080p
that will just kick the player lmao
Classic
I mean its an automated gamemode
so you kind of need to agree to follow rules
not like there's an event host watching everyone all the time
Third button
I do not agree with the rules but I will play by them
is this serious or not
No of course not lmaooo
Itβs so different, yet so similar
grr its not beamng styled
and also just use tutorial popups for that
That's why I said it was different
If I had thought in advance about the idea of using the built-in apps, I believe I wouldβve gone with it
But that idea never crossed my mind, and I ended up wasting a lot of hours
i had a diabolical idea to make people read the rules: require clicking on each sentence/rule before pressing accept
- @errant yarrow
ZERO gamepad support
greatly improved or added contrast on the bottom buttons for gamepad users
fun fact the bng-button-main (filled orange) button class does not have a focus or focus-within css class
meaning that it is entirely unchanged when selected by gamepad
however it has a :hover css class, so mouse input is correct
made it to where i can do multiple map setups for flood so i can just copy paste the gamemode across servers and setup the map :D
Standard TOS accept is open and scroll to bottom
Usually the element gets a colored ring around it when selected by gamepad
not on bng button main
mine has tabs and that's easy to skip to accepting
finally did it lol
yesss so much better
caches active players on startup using the last status message that was sent, then caches new players on join and removes them on disconnect
that way if you start the bot after the server starts and people join you can still see them in the list
I can guarantee you from my experience that nothing you try will really help. Even if you translate your mod into every language in the world, there will always be players that nothing on earth can make read your rules π‘
ill make them have to click every word in the rules individually and then drive away 95% of my playerbase
There might even be some who start playing before theyβve learned how to read yet π€£
I can make a randomly generated quiz
or randomly selected quiz I should say
Yeah
if youβve read the rules and agree, type the answer to the following question: what is 12 + 6?
And make the question random each time π
make them require a mic, and recite the entire rulebook matching their voice to the rules or something lol
Anyone without a microphone won't be able to play π€·ββοΈ
was just a dumb suggestion rofl
me lmao
any1 know what map this is? thx :3
refill the blinker fluid and it'll run like new
