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April 19, 2024, 11:20:28 PM

News:

GP Bikes beta21c available! :)


Maybe no one noticed...

Started by PiBoSo, December 16, 2013, 11:08:36 AM

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Alby46

Quote from: PiBoSo on December 16, 2013, 02:04:23 PM


Is this "slots" thing going to haunt GP Bikes forever?
You can add all the bikes you want, up to 200 total.
this is what i'm trying to say since dinosaurs were still living...
Still riding a 50cc, but enjoying it :)

Alone

THANK YOUUUUUUU!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Hawk

Quote from: PeterV on December 16, 2013, 02:05:16 PM
Quote from: Hawk_UK on December 16, 2013, 01:38:17 PM
This could mean more work for Dedicated Server Admins who organise races, especially championships..... I mean if anyone can alter the physics files, then what's to stop someone making super sticky tyres, or handling that is way above and beyond what would be possible in real life?

I can only presume that in organised events that the server admin will have a physics file check and match routine to stop antics described above?

I hope some server admins can enlighten us on this subject? :)

No server admin here...but i tried connecting to a server with altered physics bike and it said something like..."bike not known by server".
This means that the files have to be on the server side to work, i presume, and that would make sence. Otherwise everyone good alter physics to their needs for the same bike we are all on at the moment.

Thanks Peter... That's good to know. ;D

I guess then, if someone created a MOD bike, say, a YZR Yamaha 500 for example, then to be able to race online with that MOD bike(with an altered physics file for that bike), they would have to send the new physics file for that MOD bike to the server admin to integrate into the server files before that MOD bike could be used online and in online races?

Buggi

Quote from: Hawk_UK on December 16, 2013, 01:38:17 PM
This could mean more work for Dedicated Server Admins who organise races, especially championships..... I mean if anyone can alter the physics files, then what's to stop someone making super sticky tyres, or handling that is way above and beyond what would be possible in real life?

I can only presume that in organised events that the server admin will have a physics file check and match routine to stop antics described above?

I hope some server admins can enlighten us on this subject? :)
it would seem that if the dedicated server does not have the mod files will not connect ... solved

Buggi

it would be appropriate to create ModPack server admin, whoever leaves the values ​​of the mod does not come online ... it would be perfect for us ... we gpbikes Italy to work to update our mod

Hawk

Quote from: Buggi on December 16, 2013, 02:26:13 PM
Quote from: Hawk_UK on December 16, 2013, 01:38:17 PM
This could mean more work for Dedicated Server Admins who organise races, especially championships..... I mean if anyone can alter the physics files, then what's to stop someone making super sticky tyres, or handling that is way above and beyond what would be possible in real life?

I can only presume that in organised events that the server admin will have a physics file check and match routine to stop antics described above?

I hope some server admins can enlighten us on this subject? :)
it would seem that if the dedicated server does not have the mod files will not connect ... solved

Thanks Buggi 8)

oppolo

Quote from: PiBoSo on December 16, 2013, 12:09:09 PM
The units are RPS and Nm ( will probably be changed to RPM in the future ).
YESSSSSSSSSSSSSSSS. what bad idea you had  :P

Buggi

Don Piboso one question :the dedicated server reads all valoridel INI files or just the name?

dibu

Quote from: PeterV on December 16, 2013, 02:05:16 PM
No server admin here...but i tried connecting to a server with altered physics bike and it said something like..."bike not known by server".
This means that the files have to be on the server side to work, i presume, and that would make sence. Otherwise everyone good alter physics to their needs for the same bike we are all on at the moment.

It works exactly like PeterV explained.
The modded bike has to be installed at the server and it's checksums have to match the local version.
If it doesn't  you can't connect - no chance to cheat. KRP uses this system since some month.


Hawk

Quote from: dibu on December 16, 2013, 08:26:50 PM
Quote from: PeterV on December 16, 2013, 02:05:16 PM
No server admin here...but i tried connecting to a server with altered physics bike and it said something like..."bike not known by server".
This means that the files have to be on the server side to work, i presume, and that would make sence. Otherwise everyone good alter physics to their needs for the same bike we are all on at the moment.

It works exactly like PeterV explained.
The modded bike has to be installed at the server and it's checksums have to match the local version.
If it doesn't  you can't connect - no chance to cheat. KRP uses this system since some month.

Thanks dibu, that's good to know.  ;);D 8)

Klax75

December 16, 2013, 09:51:48 PM #25 Last Edit: December 16, 2013, 10:54:02 PM by Klax75
Quote from: PiBoSo on December 16, 2013, 12:09:09 PM
Documentation and tools will come at some point.

In the meantime, a very quick tutorial to at least have one new bike to experiment with.
1: Unpack bikes.pkz
2: make a copy of "varese_v594" ( it's an easier bike to start with )
3: assign the new bike an ID, for example "testbike"
4: rename the new folder to "testbike"
5: in the new folder, rename "varese_v594.ini" to "testbike.ini" ( the INI file MUST have the same name of the folder, that is the ID )
6: open testbike.ini and change the name and shortname
7: rename "varese_v594.cfg" to "testbike.cfg" ( again, the CFG file MUST be named as the ID )
8: open "testbike.cfg" ( it's a text file, like all other physics files ) and change the first ID to the correct one, in this case "testbike".
9: ??
10: profit

Some notes:
The CFG is the main file, that "glues" all the other physics files together, and sets all the mechanical, rider and aerodynamic data.
The GEOM file defines all the geometric properties of the bike: link points, center of mass position, rake angle, suspensions movement, collision shapes, and so on.
The ENGN file defines the on and off-throttle torque curves. The units are RPS and Nm ( will probably be changed to RPM in the future ).
The TYRES files define the tyre properties. It is not recommended to change them, unless you really know what you are doing.

I must being doing something wrong I can't seem to find any of those files I need to rename in the bikes folder?

Update: Ok I found the files my extensions were turned off. I'm trying to add MOD-Bikes but they don't seem to have the .cfg file or the .ini so I used the 990c for them and changed all references like the description said. Doesn't work crashes the game every time. I got the description bike to work. But wanted to add the MOD bikes in as options.

Every time I try to select a MOD bike GP Bikes crashes before it even shows it in the preview, it will have it's name in the pull down window.

Alone

Do all the points, and when you finished it, just copy and paste all the files from the mod bikes, less the .ini and the .cfg file.

Klax75

I'm getting it to work sort of but the riders position is off, he is to far back from the handle bars and when I tuck in he is inside the tank. :/

Docfumi

Quote from: Klax75 on December 17, 2013, 12:26:08 AM
I'm getting it to work sort of but the riders position is off, he is to far back from the handle bars and when I tuck in he is inside the tank. :/

Try this link:
http://forum.piboso.com/index.php?topic=302.0
I didn't lose the race, I ran out of laps.

Klax75

Thanks got it working. Also put a link in the other thread on two bikes that work that weren't in the downloads.