You did indeed, but more structure is required for a successful coexistence and long term successksrele wrote:
Did I talk about this all the time?
SCS doesn't have to do anything if they don't want to, they can just simply give someone authorisation and memory locations (only not whole code) and that is all.
Is this not needed in multiplayer to represent in someone elses game what your truck is doing? Speed, gear, co ordinates of where the truck is. Rpm, blinkers, wipers and lights.. And if my game connected to your game read this data, then an accurate placement of your track in my game would happen. And vica versa. If this was to a server, whose job was to gather telemerty and push that collective out to each client, then you have the basis of a working model. No memory locations etc, its all provided by the game engine and would be stable for the future.ksrele wrote: Sorry but I think that telemetry is for some hardware game modules (speed and RPM guages, gear number, blinkers...). This is very cool and step to full simulation.
If you have used cheat engine to fiddle with money or xp, you would see the memory locations are random. This is usual for larger code, and is an anti cheat thing. And that anti cheat thing would need addressing if you are doing any more than cruising together.
As telemetry is low priority, then all this would have to wait.