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Player Damage Not Working


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#16 webfoot

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Posted Mar 18 2018 - 06:37 AM

I did a few tests on my setup (max revs in neutral in the pits).  With the Default 67 physics a Lotus Cosworth tends to blow up within a few seconds (<10). 1955 Mercedes tends to last longer, up to 40 secs.

Since you cannot alter the physics (I think they are stored, encrypted in the .eph (encrypted physics?) file in the \mods\GEM+ folder), I don't see how you can have screwed these up.  As Michkov and Greg say there is no connection to the \cars folder graphics.

I think when you re-create the relevant gpl exe, GEM+2 will patch your base gpl.exe with the relevant mod physics, any other xml mod patches from the relevant \mods\GEM+\xxxx subfolder, and any optional xml patches you have selected in GEM+2 from the \mods\GEM+\xxxx\options subfolder.

From the testing that you have done, I would suspect that it is a combination of patches.  Your base gpl exe seems ok since some mods are ok.  So for the ones that are not working, perhaps these have a combination of optional patches that are corrupting the physics.

I would now try....
1) For one of the non working mods disable all the optional patches in GEM+2 and rebuild the exe
2) Check that all the mods xml patches are present and correct in the \mods\GEM+\xxxx folder.


For your information my 1955 F1 works correctly.  The optional patches I currently have selected are....
  • 55 Replay Directory
  • 77dv3 No Letterbox
  • 77e V1.0 Head Movement
  • Enable pribluda
So no 60fps or any of Lee's other nifty patches.  Maybe try that combo to see

Edited by webfoot, Mar 18 2018 - 06:42 AM.


#17 JonnyA

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Posted Mar 18 2018 - 06:46 AM

I'll check but usually I just run FFB2 and the head movement patch. And carsets with identical patches behave differently.

#18 Lee200

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Posted Mar 18 2018 - 07:24 AM

Here's what you want to know about how GEM+ and patches work.

http://gplmotorworks...dd-Patches.html

I'm confused that you keep referring to carsets as the cause of your issue.  Carsets are the graphics side of a mod...they have nothing whatsoever to do with the physics side.  The mod physics is what sets each car's reliability.

You say you change out the carsets...how are you doing that?

Edited by Lee200, Mar 18 2018 - 07:26 AM.


#19 JonnyA

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Posted Mar 18 2018 - 07:43 AM

Sorry to be inexact, I mean I am selecting different carsets from the LHS menu in GEM. This automatically brings up the associated physics set in the menu below.

#20 Lee200

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Posted Mar 18 2018 - 07:59 AM

Well I must be dense because I don't know what GEM+'s LHS menu is.

#21 Warren Hall Jr.

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Posted Mar 18 2018 - 08:45 AM

Uhmm, maybe left hand side?

#22 gliebzeit

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Posted Mar 18 2018 - 10:19 AM

View PostJonnyA, on Mar 18 2018 - 01:10 AM, said:

Greg, how does GEM create a new .exe for a Mod if you delete it? Where does it get the physics information for the cars from?

From the mod-specific xml files within each mod's physics sub-folder.  .ie. \mods\GEM+\canm66
They are directed by the xxxx.est and xxxx.eph files.

Edited by gliebzeit, Mar 18 2018 - 10:21 AM.


#23 JonnyA

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Posted Mar 18 2018 - 10:22 AM

Yes, left hand side of the GEM menu screen.

I replaced the .eph file with a clean version and my engine blew in practice

Thanks everyone

#24 gliebzeit

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Posted Mar 18 2018 - 10:28 AM

"I replaced the .eph file with a clean version and my engine blew in practice"

What does this mean, Jonny?  I don't understand.  The xxxx.eph file "tags" the modded exe file to verify that it is using the correct (non-illegal) physics for a particular Mod.  This is checked for online racing.

Edited by gliebzeit, Mar 18 2018 - 10:28 AM.


#25 JonnyA

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Posted Mar 18 2018 - 11:07 AM

I downloaded the 1965 Mod into a spare folder, then took the eph file from it to replace the one in my active folder. Straight away I started getting engine failures again.

#26 Lee200

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Posted Mar 18 2018 - 12:01 PM

Jonny, the reason Greg asked is that the .eph file has no useful purpose other than to set the mod's GPLRank ID.  It has absolutely nothing to do with the physics anymore.  Years ago, it did contain some physics data, but no longer.

Do you ever delete your mod .exes and let GEM+ rebuild them?  Sometimes GEM+ can get confused and not fully patch an existing mod .exe so the best procedure is to delete the mod .exe before starting GEM+.

Or pehaps you did this after adding the '65 .eph file and now GEM+ has properly rebuilt your mod .exe?

#27 JonnyA

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Posted Mar 18 2018 - 12:08 PM

I did it before and after changing the .eph file, and it only worked after I changed it.

#28 Lee200

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Posted Mar 18 2018 - 12:19 PM

Beats me then.

#29 JonnyA

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Posted Mar 18 2018 - 12:39 PM

Yup. I'm putting it down as 'one of those things'.

#30 Saiph

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Posted Mar 18 2018 - 03:45 PM

I think this could be an example of Darwinian evolution. GPL has been out for so long, it has spontaneously started to evolve in ways which allow the GPL cars to survive for longer. ;) :D




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