Experimental Yet Another (BeamNG) Multiplayer Mod / YAMM - Performance Oriented BeamNG Multiplayer

Discussion in 'Utilities and programming' started by Dummiesman, Aug 23, 2021.

  1. Dummiesman

    Dummiesman
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    Love how the BeamMP team has to always stick their nose in everything. Literally constantly searching for drama to start around MP trying to hold a damn monopoly.

    I love how your issue is that it's closed source, when BeamMP itself was closed source for a while too.
    But then again, you were the one who gave me a bunch of snark in VC for working on something in VS while it was my Discord status.

    You can't speak for the whole of BeamMP yet here you are acting like the entire team.... I am so over this whole song and dance with you guys.

    -- Update --
    A lot has changed since then?????? You guys have removed a BEAMNG LIMITATION of spawn lag?????? What are you even saying?
     
    #41 Dummiesman, Aug 25, 2021
    Last edited: Aug 25, 2021
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  2. Dummiesman

    Dummiesman
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    Now with a Discord so you can organize things and talk with people in the server you're playing on
    https://discord.gg/qW2PWRqc26

    Also came up with a logo :)
     

    Attached Files:

    • YAMMIconBorder.png
    #42 Dummiesman, Aug 28, 2021
    Last edited: Sep 6, 2021
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  3. para

    para
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    dummiesman, dis' great! don't stop. EVER!
     
  4. P_enta

    P_enta
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    Seriously this would be great. I don’t need traffic cars to have full JBeam simulation, i don’t even crash into them.
     
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  5. SKB

    SKB
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    just turn on simplified collision physics lmao, this is basically that, but with real people online
     
  6. P_enta

    P_enta
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    Yeah I know but I'm talking basically dumbass physics that's how simplified it should be imo
     
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  7. S.Ali.M

    S.Ali.M
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    Agree. There are some ideas about how it should work:
    1. Ghost cars (current SCP feature)
    2. Game can disable the whole jbeam of the traffic cars, then they will not be deformed when colliding with TSStatic objects etc (they drive with safe so they don't crash any object, deformable traffic cars is not needed at all imo)
    3. The functional meshs/meshes can be un-movable, such steering wheels, pedals, driveshafts, parking brake handles, and gear changer handles in some vehicles because nobody looks at the cabin of the traffic cars
    4. Solid suspension parts (for example, when you turn to right irl, the physics make the car to roll left, it happens in the game too. Ultra simplified collisions physics can disable it)

    If devs implement these ideas in SCP, I think we can gain 15~20 extra fps
     
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  8. Gregory TheGamer

    Gregory TheGamer
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    Now, this is an interesting concept. With a little bit of further development so that it would be able to support mods and custom maps, this might be the next best thing when it concerns trucking servers. How does it handle things with a trailer? Current limitations are for example that it cannot display customized vehicles, is this a hard limit or is that something that needs work to be made possible? Just curious is all.
     
  9. lionkor

    lionkor
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    Yes but I'm talking about discoverability, using the larger community already there to distribute your software to, not trying to make it from scratch *again*. Also not sure where KISSMP stands now that Dummiesman is working on this instead.
    --- Post updated ---
    To clarify; I dont represent BeamMP, Im here on my own and just represent myself and my own opinions. I dont know what the rest of the team thinks.

    My opinions seem to be falling on deaf ears, and thats okay, and expected. I wasnt around back when you had beef with them and I frankly couldnt care less. I was just sharing my opinion on your work.
     
  10. Turbo49>

    Turbo49>
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    That's completely different. In YAMM players don't collide, basically everyone is on simplified simplified collision physics, while KissMP is more like BeamMP, regular multiplayer.
     
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