[TC] CityDriving InSim - Changelog
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2022-09-10, 15:28
(This post was last modified: 2022-09-10 18:36 by BP.)
Post: #175
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RE: [TC] CityDriving InSim - Changelog
Version 5.34 (experimental)
-Fix: !alloff did not include RES-units -Fix: Chatlog occasionally failed to log certain special characters -New: New command !requestmod [skin-id] to request a mod -New: Experimental dynamic mod selection feature to overcome the 120 mod limit Dynamic mod selection feature (Manual page): The mod-list is no longer (completely) statically pre-selected. It is now composed of a fixed list, maintained by TC admins, (e.g. 50) and a dynamic part. Each user can dynamically select up to 4 mods. Insim will every minute combine the fixed list with all user-requested mods, sort this list by priority and allow the top 120 for the moment If you issue a !requestmod <skin-id> command, you select your top-priority car you want to drive. Your previous choices will be shifted down by one. Insim remembers your last 4 choices and tries to make them drivable for you whenever you are online. Some calculations: If the fixed list contains 60 cars, there are 60 left for user selection. If there are 30 players online, Insim can load the top 2 mods per player. Probably even more, as the selections will likely intersect. It should be guaranteed that your top-priority is always available. The less players are online at the same time, the more cars from your list Insim can load. Your mod-selection will be saved and restored when you re-connect. You can see your current selection by using the !requestmod with no parameter. References: https://world.city-driving.co.uk/?page=modlist https://world.city-driving.co.uk/?page=modlist_complete Edit: Version 5.34p1 (experimental) -Fix: !requestmod <classic LFS car> crashed Insim -Fix: Saving of mod user-selection did not work |
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