Solved Input Fields loose focus

Discussion in 'World Editor' started by AlexKidd71, Nov 1, 2022.

  1. AlexKidd71

    AlexKidd71
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    Mar 16, 2022
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    331
    In the actual version 26.2 I have a problem with the input fields, decal selector, etc. If I start editing a field or open the decal selector after a short time the whole world editor flickers shortly and then the focus is gone or the decal selector window closes automatically. So I have to be fast, haha. Does anybody encounter the same problem?

    Best!
    Alex
     
  2. Mopman93

    Mopman93
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    BeamNG Team

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    Jun 24, 2017
    Messages:
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    If the editor is flickering, that is usually a sign that some error happened in the editor. can you send us a support id using these instructions? https://supportid.beamng.com/
    that way we can see what error happened.
     
  3. AlexKidd71

    AlexKidd71
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    Hi,
    my support id is 142299.

    The problem seems to be my motion sim platform from nextlevel racing.
    I have this error in the log:

    20.36323|E|GameEngineLua:Exception| [string "lua/ge/extensions//MPCoreNetwork.lua"]:192: attempt to concatenate field 'port' (a nil value)
    =============== Stack Traceback >> START >>
    (1) metamethod C function '__concat'
    (2) Lua upvalue 'connectToServer' at line 192 of chunk 'lua/ge/extensions//MPCoreNetwork.lua'
    Local variables:
    ip = nil
    port = nil
    mods = nil
    name = nil
    (*temporary) = nil
    (*temporary) = string: ":"
    (*temporary) = nil
    (*temporary) = string: "4444"
    (*temporary) = nil
    (*temporary) = string: "timeout"
    (*temporary) = string: "attempt to concatenate field 'port' (a nil value)"
    (3) Lua local 'func' at line 482 of chunk 'lua/ge/extensions//MPCoreNetwork.lua'
    Local variables:
    dt = number: 0.0168662
    (4) Lua field 'hook' at line 678 of chunk 'lua/common/extensions.lua'
    Local variables:
    funcName = string: "onUpdate"
    funcList = table: 0x0271257b97b0 {1:function: 0x0271237c1a58, 2:function: 0x027124e0b150, 3:function: 0x027124f437b8 (more...)}
    (for generator) = C function: builtin#6
    (for state) = table: 0x0271257b97b0 {1:function: 0x0271237c1a58, 2:function: 0x027124e0b150, 3:function: 0x027124f437b8 (more...)}
    (for control) = number: 4
    _ = number: 4
    func = Lua function '?' (defined at line 437 of chunk lua/ge/extensions//MPCoreNetwork.lua)
    (5) Lua function 'update' at file '/lua/ge/main.lua:372' (best guess)
    Local variables:
    dtReal = number: 0.0168662
    dtSim = number: 0.0168711
    dtRaw = number: 0.0172942
    --------------- << END <<

    The interesting thing is that I find two portsettings for the motionsim in the config files:

    game-settings.ini:
    motionSimAccelerationSmoothingX = 40
    motionSimAccelerationSmoothingY = 40
    motionSimAccelerationSmoothingZ = 40
    motionSimEnabled = true
    motionSimHz = 100
    motionSimIP = 127.0.0.1
    motionSimPort = 4444
    motionSimVersion = 1

    settings.json:
    "motionSimEnabled":true,
    "motionSimPort":"63392",

    I'm pretty sure that I don't use the above port 4444 any more.
    And it can't be found in the options menu.

    I try to delete it out of the config.
     
  4. Mopman93

    Mopman93
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    BeamNG Team

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    Try disabling BeamMP and then try again
     
  5. AlexKidd71

    AlexKidd71
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    I thought I did but didn’t. Now it works. Thanks!
     
  6. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

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    Messages:
    10,056
    How is BeamMP allowed if it does that??
     
  7. AlexKidd71

    AlexKidd71
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    331
    Perhaps it uses the telemetry data for multiplayer. I don’t know.
     
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