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beammp's Introduction

BeamMP

A Lua mod bringing online multiplayer to BeamNG.drive!

Important Links

Contents

Installation

Click here for a step-by-step guide on how to install the mod on Windows.

The BeamMP mod has been made as simple as it gets. Just head over to our website (BeamMP.com) and click download. This will download a zip file which contains the installer exe. Just run that exe and follow the instructions. Once this completes all you need to do is double click the shortcut on your desktop.

Now you can play by clicking "Play" and then "Multiplayer", logging in with either a guest account or a BeamMP Forum account. Then just select a server to play on! That's it! :)

If you need help at any point, see the troubleshooting section. There are instructions there on how to get support from our dedicated support team.

Servers

Click here for a step-by-step guide on how to set up and run a server for you & your friends.

The server is usable free of charge for non-commercial use, and the source code is available on GitHub.

Please check out docs.beammp.com for a guide on how to setup your own server. If you run into issues, join the official Discord or join us via IRC in #beammp on irc.libera.chat (webchat link).

How does it work?

This section is a technical explanation of the inner workings of the project and is not relevant for most players.

The Launcher is a separate program which starts the game and connects to the Lua mod right away. The launcher then connects to a remote server of your choice, and these two communicate. The launcher then forwards some packets to the game, like car positions, rotations, chat messages, etc.

For more information on how the launcher and server operate, you can read the source code (C++) in their respective repositories:

Roadmap

You can see and keep track of development, planned features, etc. Here or on the GitHub Issues section of each repository.

Additionally, you can join the Discord, where regular updates are posted! Also there is our community Forum, where we post additional details.

Troubleshooting

If none of these fix your issue, we have a dedicated support team on our Discord, and our Forum

Support

The BeamMP project is supported by community donations via our Patreon This brings perks such as Patreon-only channels on our Discord, Early access to new updates, and more server keys.

Translations

BeamMP makes an effort to be maintained for multiple languages. The current progress of this sits at: gitlocalized We use GitLocalize for managing this. You can contribute if you wish here: https://gitlocalize.com/repo/9181.

The individual language progress is as follows:

Language Badge
German gitlocalized
Spanish gitlocalized
French gitlocalized
Japanese gitlocalized
Korean (South Korea) gitlocalized
Polish gitlocalized
Portuguese (Brazil) gitlocalized
Portuguese (Portugal) gitlocalized
Russian gitlocalized
Chinese gitlocalized

beammp's People

Contributors

0r3z avatar 20dka avatar 2pxl avatar 50thomatoes50 avatar alexita1100 avatar anonymous-275 avatar clodiop avatar dependabot[bot] avatar desoroxxx avatar gitlocalize-app[bot] avatar gtafanwrld avatar jamesblad avatar jojos38 avatar lionkor avatar mack29446 avatar o1ler avatar officiallambdax avatar olrosse avatar patrykpatryk5 avatar please-pick-a-name avatar prestonelam2003 avatar rtkpx avatar scisdev avatar snepsnepsnep avatar stanleydudek avatar starystars67 avatar stefan750 avatar vanillevaschnille avatar vulcan-dev avatar yuminee213 avatar

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beammp's Issues

Interact with game files properly on Proton or Linux

Is your feature request related to a problem? Please describe.
I may be able to install BeamMP on Proton or Wine. Still, upon launch, the terminal prompt goes into a blipping loop and says something about running on Linux/Proton and unable to find the game files, but says that it patched 100% which is obviously false.

Describe the solution you'd like
Enable at least with proton for the Patcher/Launcher to locate the game files in proton, as an alternative game location.

Describe alternatives you've considered
I wouldn't think a Linux specific launcher would be necessary, but that could be a thing, though is unreasonable, since the game is built for Windows and runs perfectly on Proton, so the alternative game files location would be the better solution since BeamMP installs and runs fine under proton, it's just incapable of finding the files to patch.

Additional context
This would also be a solution for Steam Deck players, where the game runs quite well.

[Bug] Various quitting and joining bugs with modded servers

The Quit button on the BeamMP top menu very often doesn't quit to the main menu, just does a long freeze (likely unloading mods) and the game stays loaded in the map.

Using the BeamNG left side-bar quit button works immediately, but you have to Esc to escape the 'phantom' loading screen, after that any further joining is broken (loading screen doesn't appear after the mods have been loaded, just stays locked while loading the map, and eventually after the map is loaded you end up not being a multiplayer session).

If lua is manually reloaded upon reaching the main menu, further joins work as expected.

image
(what the game looks while loading into a map without the loading screen)
End result after that is no UI modules are present, and pressing Esc to open the side-bar UI menu brings up the menu with the server list and the rest of things.

Using the BeamMP UI app Quit button will also sometimes just bring up the phantom loading screen, which has to be escaped with ESC, and the multiplayer ui modules might still be loaded this time so pressing the quit button again actually brings to the main menu.

Also seems like the more quits and rejoins are done without lua reloads, the more intense the chat duplication bug gets.
image

Most of this is very inconsistent.

[Feature Request] Clickable links when sender is server

Is your feature request related to a problem? Please describe.
Currently, if I want to invite people to a server's discord in a SendChatMessage, the links aren't clickable.

Describe the solution you'd like
Links sent by the server should be clickable in chat.

Describe alternatives you've considered
All links could be clickable, but that's asking for trouble.

[Bug] BeamMP reports proton version of BeamNG as cracked

Have you read our FAQ/Wiki/#before-you-ask ?
Yes

Describe the bug
Running BeamMP with proton 5.0 and # WINEPREFIX=$PWD winetricks vcrun2019 , BeamMP detects the game as cracked

To Reproduce
Steps to reproduce the behavior:

  1. Install Beamng using proton experimental on any linux platform
  2. Manually install BeamMP using :
    cd $HOME/.steam/steamapps/compatdata/284160
    STEAM_COMPAT_DATA_PATH=/mnt/Games/Games/SteamLibraryLinux/steamapps/compatdata/284160 WINEPREFIX=$PWD
    /home/user/.steam/root/steamapps/common/Proton\ 5.0/proton run
    ./drive_c/users/steamuser/Download/BeamMP_installer.exe
  3. run the executable of beamp using the same method as above
  4. The executable reports beamng as a cracked copy.

Expected behavior
I expect BeamMP to start the installation as my BeamNG install is a legitimate one.

**Desktop : **

  • OS Archlinux kernel 5.12.12

Create Contributing MD file

Hi, I've seen some issues I'm interested in fixing, I'd like see a contributing MD file for me to able to sync into the project quickly.

Add BeamMP Server CLI

Add ability to control the Server via CLI:

  1. restart: restarting the server, which will reload the configs
  2. stop / start: Basics to stop and start a server
  3. reload: Reloading the server config changes

[Bug] Failed login even though it was successful

Have you read our FAQ/Wiki/#before-you-ask ?
Yes

Describe the bug
When trying to login or play as guest the interface does not load correctly. It presents the user with a login error even though they did login correctly (assuming they used the correct details). Going back to the main menu and then loading MP works.

Server source code & linux support

The repo link does not exist and leads to a page with an error 404
https://github.com/Starystars67/BeamNG-MP#servers
(https://github.com/Starystars67/BeamNG-MP-Server/)

The wiki is offline with an error 502
https://wiki.beamng-mp.com/en/home/Server_Mod

Seriously make the server open source, it doesn't make sense that you have to pay to host a server to play with friends, I don't want to use servers with 200ms of ping .-.
In all the servers I try to connect to it tells me "full or outaded server".
The mod is unusable without decent servers.

It would be useful to have an installer for Linux too, instead of running an .exe
And why should the laucher connect to discord?

EDIT:
I was able to understand that in order to join the servers I had to log into your discord server, although the error was not clear
I don't think it's smart to rely on discord to join a server as it is often offline

[Bug] Player Models Don't Despawn

Have you read our FAQ/Wiki/#before-you-ask ?
Yes

Describe the bug
Title says it.

To Reproduce
Steps to reproduce the behavior:

  1. Have someone else get out of a vehicle so that their playermodel spawns.
  2. Have that same person get back into a vehicle,
  3. See that playermodel does not despawn when they enter a vehicle.

Expected behavior
The expected behavior is that the playermodel despawns when they enter a vehicle.

Desktop (please complete the following information):

  • OS + Version: Windows 10

[Bug] BeamMP disconnects users on low-end systems

Have you read our FAQ/Wiki/#before-you-ask ?
Yes

Describe the bug
On low-end systems, running BeamMP, the Launcher disconnects and then successively and rapidly attempts to reconnect to the game, failing to do so properly.

To Reproduce
Steps to reproduce the behavior:

  1. Have a low-end system or lower CPU affinity of the BeamNG.drive.x64.exe process
  2. Join a high-pop server
  3. Spawn / respawn cars

Expected behavior
Not disconnect from the launcher.

Screenshots
See attachments:
2021-09-15_15-24

Desktop (please complete the following information):

  • Windows 10

[Bug] Quit button doesn't quit/exit to menu, does not allow future server sessions (BeamNG .24.01, BeamMP 4.x)

Since NG .24.01 + BeamMP 4.(?) -
The Quit button does not take players back to the main menu, and joining future servers fails.
NG acts as though still running game in freeplay.
(can still drive around, just no other players/not connected)
Once you hit ESC, Go to main menu, you can create single player sessions, but not any other MP game sessions.
Attempting to select multiplayer, select a new server, for a split second it acts as though it will connect, then, you go back to the server list again. Hitting ESC clears the server list and places your GUI back at the point you hit quit from the previous server (unless you'd driven around aka freeplay)
Client has to physically quit BeamNG, wait for MP launcher to quit, then restart launcher.

Dec 31 2021 additional info.
BeamMP 4.2.3 - I've noticed that if I press Quit button, wait 5-10 secs, press Quit again if the mode hasn't switched to (apparent) free play, I'll get an hourglass mouse symbol (Win10) - if i press 2-3 more times while that hour glass is showing, the game will occasionally (but not consistently) go to the 'loading UI' black screen, then load the main game menu.
If the main menu loads, we can then successfully start another MP session from server list without needing to exit game entirely.

Jan 5 2022
After one of the above mentioned 'press quit several times' attempts - BeamMP reported it had lost connection to the launcher.
Pressing "connect" did re-connect to the launcher, but I was still unable to start another server connection, ending up with previous issue (back to server list)
This text appeared launcher.

[5/1/2022 23:20:37] [INFO] Syncing...
[5/1/2022 23:20:40] [WARN] Failed to close socket!
[5/1/2022 23:20:40] [INFO] Connection Terminated!

The text in screenshot appeared in game as mentioned.
image

Jan 11 2022
More info - was kicked from a server. (Timed restarts I'm pretty sure, seems to happen same time for me for this server)
Though normally BeamNG seems to enter freeplay mode after a kick (like this bug overall), this time, though my screen had dark overlay, all the GUI options seemed as though I was still connected. (Sorry, didn't think to look to see if my ping was changing)
After clicking 'return to menu' (which doesn't), and clicking 'quit' 5-10 times every 2-3 seconds, I was able to go to main menu.
The following was in launcher console, kick was at 17:44. The 1.25 min later was likely after i'd pressed Quit a few times.

[11/1/2022 17:02:50] [INFO] Syncing...
[11/1/2022 17:03:32] [INFO] Done!
[11/1/2022 17:44:58] [WARN] Failed to close socket!
[11/1/2022 17:46:00] [WARN] Connection still alive terminating
[11/1/2022 17:46:00] [WARN] Failed to close socket!
[11/1/2022 17:46:00] [WARN] Failed to close socket!
[11/1/2022 17:46:00] [WARN] Failed to close socket!
[11/1/2022 17:46:00] [WARN] Game Reconnecting...
[11/1/2022 17:46:00] [INFO] Connection Terminated!
[11/1/2022 17:46:00] [INFO] Game Connected!
[11/1/2022 17:46:06] [WARN] Game Reconnecting...
[11/1/2022 17:46:07] [INFO] Game Connected!
[11/1/2022 17:46:08] [WARN] Game Reconnecting...
[11/1/2022 17:46:08] [INFO] Game Connected!
[11/1/2022 17:46:08] [WARN] Game Reconnecting...
[11/1/2022 17:46:08] [INFO] Game Connected!
[11/1/2022 17:46:08] [WARN] Game Reconnecting...
[11/1/2022 17:46:08] [INFO] Game Connected!
[11/1/2022 17:46:08] [WARN] Game Reconnecting...
[11/1/2022 17:46:08] [INFO] Game Connected!
[11/1/2022 17:46:08] [WARN] Game Reconnecting...
[11/1/2022 17:46:08] [INFO] Game Connected!

Originally posted by @JamminR in #166 (comment)

[Bug] Player vehicles show up as white.

Have you read our FAQ/Wiki/#before-you-ask ?
Yes

Describe the bug
Sometimes when joining servers or players spawning vehicles the vehicles appear as white still.

To Reproduce
Steps to reproduce the behavior:
Join a server / have other players spawn vehicles.

Expected behavior
Vehicles should be in the correct color that the player sees on their end.

Screenshots
A white vehicle :P

Additional context
None.

[Question] How do remove beammp i already explained my problem

Have you checked the relevant area on our Forum / Discord / Wiki? Yes / No

Describe your question in as much detail as possible below please: now i want to play normal beammp but i cant cause everytime i open it beammp showes up i already know about opening safe file but i cant play with mods and i already went to apps and deleted it but its like a zombie or smthing

Mod Loading issue

Author: 10K Racing

Message:
I like others have been having the problem of not getting into servers. Mine to be more specific. It would just stop loading and go no further. Been happening for weeks and getting worse. I tried the experimental loading option which showed me it was getting stuck on the same mod. Then finally figured out it was getting stuck on the mods with spaces in the name. Changed those to underscores... BAM i can get into my server. Though if i uncheck the experimental mod loading it still gets stuck and i never get in. Obviously not everyone has this problem. My brother could get in the server, but not me. So maybe this helps someone or maybe gives the Devs some info. Rock On !

[Feature Request] Don't disable UI mods

Describe the solution you'd like
When joining a server, all your mods get disabled but I believe that UI mods should be an exception. I don't like the default UI elements for BeamNG so using modded ones in BeamMP would be great.

Add an improved automatic syncing system.

At the moment you will automatically sync with others when you come to a near stop. I have an issue where I slow down for a moment while racing and driving and it loads the vehicles and causes a huge lag spike during the worst times. This can be quite frustrating.

My solution would be to have a custom setting for the player to chose how long and at what speed they must be under for it to sync.

An alternative would be to make this an value that is not adjustable and just improve the timing and current syncing a little bit, but I thought it might go well to give the player the option.

For example the player must be under 1 mph (in any direction) and must be consistently below that speed for lets say 2 seconds. I thought this could a great addition to providing a much smoother and cleaner game-play.

[Bug] Player List error when game menu is open

Have you read our FAQ/Wiki/#before-you-ask ?
Yes

Describe the bug
JS error logged to console regarding the Player List app. (Just something I noticed when working on a mod.)

CEF.MainGEUI#local://local/ui/modules/apps/BeamMP-PlayerList/app.js:130
Uncaught TypeError: Cannot read property 'rows' of null

Cause (?):

let playersList = document.getElementById("players-table");

playersList is null because the node does not exist when the menu is open.

Solution (?):
Add a null check and return if playersList is null.

To Reproduce
Steps to reproduce the behavior:

  1. Join a server
  2. Use a UI with the Player List app added
  3. Open the game menu (Esc)
  4. JS error is logged to the console every second while the menu is open

Expected behavior
No error occurs

Screenshots
image

Desktop (please complete the following information):

  • OS + Version: Windows 10 21H1
  • BeamMP 4.2.3
  • BeamNG 0.24.1.1

[Feature Request] Persist server-list search settings

Is your feature request related to a problem? Please describe.
When i look for servers, i always set mods to 50 or 100 mb max, and select exclude empty or full. I have to do this every time, and it's annoying.

Describe the solution you'd like
The settings should per persisted, e.g. in a file, and loaded when I open the server list again. It should also be apparent that I'm looking at a filtered view, so that I don't forget that filters are set.

Maybe not all filters should be persisted, but mod size and full/empty should be.

Additional context

Since BeamMP-Launcher v3, the IPC should make this easier. The game can simply serialize it into json, the launcher can save that on disk.

[Bug] Mod loading freezes when tabbed out of the game

Have you read our FAQ/Wiki/#before-you-ask ?
Yes

Describe the bug
When downloading mods from a server on the server list, if you highlight another window and "tab out" of BeamNG, the file just downloaded will not complete the "Loading Resource" phase until BeamNG is highlighted again. This is very annoying for those with slower internet connections, who may want to do something else while waiting for mods to download.

To Reproduce

  1. Join a server with >1 mod
  2. Highlight another window while the first mod is downloading
  3. The "connecting" box will get stuck on "Loading Resource"

Expected behavior
The mods should load irrespective of whether the BeamNG game window is highlighted or not.

Screenshots
GIF of issue

Desktop
Windows 11 x64 Build 21H2

[Question] What are pink balls

Have you checked the relevant area on our Forum / Discord / Wiki? Yes

Describe your question in as much detail as possible below please:

There are pink balls in game. What do they mean, and how do you get rid of them?

[Bug] Server list view - Add Favorite button not working

Since BeamNG .24 and it's matching updated BeamMP version (4.2?), the "Add Favorite" button does not add to the Favorites tab server listing. (Remove Favorite still works)

Steps to reproduce the behavior:

  1. Go to main Server listing in BeamMP (issue exists in "Recent" tab also)
  2. Select a server.
  3. Click it's "Add Favorite" button.
  4. Though the server info will collapse as though server was added to favorites, go to Favorites - no server added.

Expected behavior
Favorites list will show the server that "Add Favorite" button was clicked.

Desktop (please complete the following information):
Win10 20H2, BeamMP 4.2.3, BeamNG .0.24.0.2

[Bug] Gamertag font size doesn't follow UI Maximum Resolution setting

Have you read our FAQ/Wiki/#before-you-ask ?
Yes

Describe the bug
The font in the username shown above player vehicles doesn't appear to use the UI Maximum Resolution setting resulting in tiny fonts displayed when high resolution displays are used.

To Reproduce
Steps to reproduce the behavior:

  1. In gameplay (not the first main screen), select Options -> User Interface (advanced), and select a UI Maximum Resolution (eg 1920x1080 for a 4k display, or 1280x720 on an HD display).
  2. Note that all UI menu elements now are shown in the correct virtual resolution, but gamertags fonts above player vehicles are displayed as smaller, native DPI.

Expected behavior
Gamertag font sizes should match the configured UI resolution setting.

Screenshots
beam

Desktop (please complete the following information):
Windows 10

Additional context
None

Manual physics manipulation

Have you checked the relevant area on our Forum / Discord / Wiki? Yes

Describe your question in as much detail as possible below please:

My friend and I are playing multiplayer, and we found the physics manipulation tool.(hold CTRL) But if I change something on my friend's car they don't see that. Is that intended or a bug. If this is intended please make that configurable in the config.

[Bug] Radial menu skips onVehicleResetted

Have you read our FAQ/Wiki/#before-you-ask ?
Yes

Describe the bug
The radial menu reset skips the onVehicleResetted and thus all MP-related ways to limit resets, etc.

[Bug] Server lists me as playing on server even though previous connection failed with Socket Closed Code 3

Hi :) love BeamMP, I'd like to help with whatever I can. I found this issue.

I'm using BeamMP 1.80.95.
When I tried to join a server, I got the Socket Closed Code 3 error. I already have BeamNG and BeamMP Launcher allowed on Windows Defender Firewall, so I tried again.

On the second try, I couldn't connect to the server. It told me "invalid key file, please restart the game".
So I did. Now when I try to connect to that server for the third time, BeamMP tells me I'm already playing on the server. See below:
FullSizeRender 4
And I also got Socket Closed Code 3 again (on the third try). Does anyone know how to fix this issue?

Thank you very much.

[Bug] Server list Favorite tab issue - duplicate rows when server offline

When in Favorites tab of server list, if a Favorite server is offline, it will fill the 'last' entry of the favorites list for (hundreds?) of rows, with various player amounts and FPS amounts. This issue has existed for several versions (I started BeamMP ~Jun 2021 - noticed not long after that)

To Reproduce
Steps to reproduce the behavior:

  1. Add an operational server to favorites
  2. Shut down server (if you own) or wait until server goes offline.
  3. When in Favorite server view, watch pages of rows of offline server with various player and FPS numbers.

Expected behavior
A single row indicating 'offline'

Screenshots
image

Desktop (please complete the following information):

  • Win10 20H2 x64. Multiple BeamMP (and BeamNG) versions since Jun 6 2021.

`master` usage is unclear

Currently, the use of master is unclear.

The latest releases were from development. I suggest we either make development the default branch or merge development into master as part of a release action.

This would involve a PR from development to master as the final release-step, which is kinda beautiful and allows for an overview over all commits and changes in that release (as a delta from the last). This makes writing the change log easier, too!

I assigned Titch and Deer as you guys are the most active currently and probably have opinions on it, but anyone else's comments are of course welcome :)

Player list text box

When more players join than the player list text box has the size to support, it will go entirely blank.

[Bug] Unable to login when having the "^" character in your password

Have you read our FAQ/Wiki/#before-you-ask ?
Yes

Describe the bug
When you try to login ingame with a password containing the special character "^". You'll get an the following error in the console:
Unexpected token ^ in JSON at position 62.
And then in game I get. Invalid answer from authentication servers, please try again later.

The password had been generated by a password manager.
It also contains other special characters like "{".

Is this maybe a security flaw?? I dont realy know. Not in my alley.

To Reproduce
Steps to reproduce the behavior:

  1. Change your password to one containing the character or create a new account.
  2. Try to login ingame with that account.
  3. See error.

Expected behavior
That the server can process those characters just fine and let me login.

Screenshots
If applicable, add screenshots to help explain your problem.
Console error

Desktop (please complete the following information):

  • Windows 10 Home 10.0.19042 build 19042

Additional context
None

[Bug] Not returning to Main Menu when quitting from servers with mods

Have you read our FAQ/Wiki/#before-you-ask ?
Yes

Describe the bug
When clicking the "Quit" button on the "MP-SESSION" UI app while loaded into a server that has mods, the player is disconnected from the server but not automatically returned to the main menu.

To Reproduce
Steps to reproduce the behavior:

  1. Connect to any server with any mod
  2. After loading in, click on "Quit" at top of screen

Expected behavior
Immediate return to Main Menu upon clicking "Quit"

Desktop (please complete the following information):

  • Windows Version 10.0.19043 Build 19043

Additional context
Behavior has been present since BeamNG.drive update 0.23.0.0.12345

  • Screen flickers, MP UI apps disappear, player is now effectively in single player freeroam on the loaded map.
  • No return to Main Menu, after clicking "Quit" in the "MP-SESSION" UI app, user must click "Quit to Main Menu" in lower left of UI to return

[Bug] Sound Effect bug - lag - unresponsive client after extended session time

Have you read our FAQ/Wiki/#before-you-ask ?
Yes

Describe the bug
After playing on a server for 'some time', the game starts lagging, and eventually framerate and game response gets so choppy that player must quit game.
I noticed that once this starts, the below error appears repeatedly in console, forever filling console, even apparently after disconnecting from server (as though it may be queued hundreds of times)
Error in console is "SFXFMODDevice::update - Failed to update event system! An invalid object handle was used."

This seems to occur after at least 45 minutes on busy (10+ plus people) servers, but I've noticed at 90 minutes on 3-5 varying.

To Reproduce
Steps to reproduce the behavior:

  1. Join Server
  2. Play with lots of sound effects for minimum of 45 minutes. (I tend to do drift and or do high speed turns - therefore, perhaps tire squeal?)

Expected behavior
Game not to start being choppy / lagging

Screenshots
If applicable, add screenshots to help explain your problem.
BeamMP_lag_after_time_sound_error

Desktop (please complete the following information):

  • OS + Version: Win10 20H2 / Gigabyte x570 Aorus pro / Realtek soundchip i forget model
  • BeamMP latest
  • BeamNG latest as of this post

Additional context
This has happened over one to two month eight times to me playing three to four times per week.
I've attempted 4-5 times in single player without BeamMP loaded and have been unable to reproduce.

[Bug] Server's onPlayerAuth cancellation message doesn't show ingame

Have you read our FAQ/Wiki/#before-you-ask ?
Yes

Describe the bug
When a server is full, or a player is banned from a server, joining the server results in some kind of undefined behavior (for example infinite loading).

To Reproduce

  1. Find a full server or a server where you're banned
  2. Join it
  3. See no message

Expected behavior
A dialog should pop up with the message the server sends when onPlayerAuth is cancelled.

[Bug] UI.Debug menu, normal menu doesn't load when BeamNG starts with BeamMP

Have you read our FAQ/Wiki/#before-you-ask ?
Somewhat

Describe the bug
When starting BeamMP 4.x with BeamNG .24.01, a UI.Debug menu appears on right side of screen, and menu doesn't load.

To Reproduce
Steps to reproduce the behavior:

  1. Start latest BeamMP launcher
  2. Launch BeamNG when prompted.
  3. Watch for debug
  4. See bad UI

Expected behavior
Normal NG menu should load with MP tab added, without the UI debug panel.

Screenshots
image

Desktop (please complete the following information):

  • Win 10 x64 v20h2
  • Latest BeamNG as of this post (.24.01?)
  • Latest BeamMP as of this post (4.1?)
  • Game starts in 2k resolution, borderless window, GTX 2080 Super on a 2k Asus 27inch monitor

Additional context
3 work-arounds work single game session to remove the panel. (Restarting launcher, it comes back)
I dare say 'most' game players would likely have no idea how to perform 2 of them.

  1. Press Ctrl+U - code window opens, set element visibility to false. Close code window. UI panel disappears. Hit escape twice
  2. Press Ctrl+U - code window opens, Delete entire code element portion. Close code window. UI panel disappears. Hit escape twice
    and easiest for non-geek code type people in my opinion....
  3. Click the 'reload' button in the panel. Screen blanks. Hit ESC twice.

Add a License File

No comment needed. If you want people to work on this you need a license file.

Realistic shifting skiping gears.

When shifting in realistic mode gears skip one gear. When shifting from neutral it skips to second gear and then from second to fourth gear and so on.

Licensing issue?

I'm not a lawyer and probably make mistakes here but in my opinion your "Custom ISC License" is not a good idea. The custom license isn't even near the original ISC License in terms of restrictions/freedom to be called like that. Your license is a non-free software license because you don't mention "copying and distributing" and it restricts the use and modification of the application if someone or something (not specified in the license) doesn't commit "any work" to upstream. Doesn't the terms also restricts the user to get a copy of it?

I scanned the contributing guidelines and didn't find something about licensing there. Wouldn't it mean that contribution from other people are under your restrictive custom license too? https://docs.github.com/en/github/site-policy/github-terms-of-service If that's true you are also bound to your own custom license.

I mean if you just want other people to share their code a copyleft license like the GNU GPLv3+ would legally do it too.

[Bug] Vehicles will sometimes not spawn when joining a server

Issue seems to be rare but it has been reported by a few people, in one case seemingly being fixed by updating game (might have been unrelated)
It might be related to the recently changed checkIfVehiclenameValid() function in MPVehicleGE due to a game update and game function change.

Currently more info is necessary to look into the bug.

[Bug] Performance issues for everyone on the server

Have you read our FAQ/Wiki/#before-you-ask ?
Yes

Describe the bug
After playing BeamMP for around 20 to 30 min, me and my friends experienced a bug where everyone game would slow down to around 5 to 10 FPS and sometime if we continued our game would go lower in terms of FPS or Crash to a Stack/Buffer overflow error. I think this may be a BeamMP issue because we can all go into single and play the game fine.

To Reproduce
Steps to reproduce the behavior:
Usually this occurs with about 3 or 4 friend on a BeamMP server. Playing in close proximity with each other, like if we play on the race track on the west coast usa map after playing for around 20 to 30 minutes are games would slow to around 5 - 10 FPS. It has happened a few times over two weeks.

Expected behavior
A clear and concise description of what you expected to happen.
After playing the game for around 20 to 30 Minutes with 3 or 4 friends, either all beam games or one beam game will slow down to around 5 -10 FPS, including on the menus the game becomes very slow to respond to anything and then crash if left to a stack/buffer overflow. While the game is slowing down all audio in the game slows and breaks and information going to the server and other users lags really badly (Teleporting from one part of the road to the other or into other people), however all audio coming from external apps like discord are all fine.

Screenshots
If applicable, add screenshots to help explain your problem.

Desktop (please complete the following information):
(Myself (Client and Server run on same machine)):
OS: Windows 10 21H2
CPU: Ryzen 5950X
Memory: 32GB
GPU: GTX 1660 Ti

(Other 3 Friends (Client)):
OS: Windows 10 (Don't know what version)
CPU: Ryzen 5 3200x
Memory: 16GB
GPU: Mix (1660 Ti, 1050Ti, RX570 8G Model)

Additional context
Add any other context about the problem here.
We do have a few mods on the server. We also all experience red error message about the mod manager on loading into the beam server and we all use a VPN to connect to each other. This seems to happen on the current stable version of BeamMP Server (2.3.3) and Pre-Release Server (3.0.0). Everyone is using the the 4.3.2 BeamMP Client.

[Feature Request] Sync nodes / beams

Is your feature request related to a problem? Please describe.
My friend and I are playing multiplayer, and we found the physics manipulation tool.(hold CTRL) But if I change something on my friend's car, they don't see that. Only I see my changes on my friend's car.
I already made an issue for that, and I got the answer that BeamMP doesn't sync nodes.

Describe the solution you'd like
add sync nodes to the config and sync the nodes when that is on

Additional context
it destroys the multiplayer feeling when I see something different from my friend

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