codemasters plugin

Here you can talk about creating profiles, discuss your profile settings and share problems with games and plugins.
Please note that you first have to read the the fitting game section in the manual!

codemasters plugin

Postby motiondave » Wed 1. May 2013, 03:09

Ok, will some one PLEASE ANSWER THIS!!!

I have looked in the plug in file of x-sim and looked at the drop down list of extractor.
I see a RD grid plug in,
I see a codemasters plugin.

What is the line of code change for rd grid
what is the line of code change for codemasters

Also, is the codemasters plug in the replacement plugin for dirt 2 plug in. As there is no listing for dirt2 plug in anymore in drop down list in extractor.
I use life for speed plug in for dirt (s) currently as no one has clarified what plug in I am supposed to actually use.
Also, am I still required to copy paste the plug in from x-sim folder to game folder.
User avatar
motiondave
 
Posts: 997
Images: 1
Joined: Tue 20. Mar 2012, 16:36
Location: Sydney Australia
Has thanked: 11 times
Been thanked: 13 times

Re: codemasters plugin

Postby sirnoname » Wed 1. May 2013, 03:18

Yes, the codemaster is a replacement because it works with more games than dirt2.
You can go to the subfolder with the wizard scripts and open the fitting file to have a look what is exchanged.
The codemaster extradata .txt files.
The fixes are also interesting because they set back LFS to extradata=1.
Grid has another plugin and is pre-dirt2.
Grid2 should have LFS and Codemaster.
LFS plugin does not deliver gauge data.
If a answer is correct or did help you for a solution, please use the solve button.
User avatar
sirnoname
Site Admin
 
Posts: 1829
Images: 45
Joined: Thu 1. Sep 2011, 22:02
Location: Munich, Germany
Has thanked: 35 times
Been thanked: 128 times

Re: codemasters plugin

Postby motiondave » Wed 1. May 2013, 04:45

Thanks for that info, but am I still required to copy paste plug ins into program folder.
And again, what are the respective line of code changes I need to mod in hardware settings config.
User avatar
motiondave
 
Posts: 997
Images: 1
Joined: Tue 20. Mar 2012, 16:36
Location: Sydney Australia
Has thanked: 11 times
Been thanked: 13 times

Re: codemasters plugin

Postby sirnoname » Wed 1. May 2013, 12:28

All codemaster games do not need to copy any plugin anywhere. Only the change of that line that is displayed in the script do the trick.
If a answer is correct or did help you for a solution, please use the solve button.
User avatar
sirnoname
Site Admin
 
Posts: 1829
Images: 45
Joined: Thu 1. Sep 2011, 22:02
Location: Munich, Germany
Has thanked: 35 times
Been thanked: 128 times

Re: codemasters plugin

Postby motiondave » Wed 1. May 2013, 14:32

ok fellas thanks for that.
It will help other wishing to set up codemasters games
User avatar
motiondave
 
Posts: 997
Images: 1
Joined: Tue 20. Mar 2012, 16:36
Location: Sydney Australia
Has thanked: 11 times
Been thanked: 13 times

Re: codemasters plugin

Postby sirnoname » Wed 1. May 2013, 15:09

You can make your own set of script files that exchange the codemaster setup and place the LFS setup.
The dokumentation HowTo is here:
http://www.x-sim.de/software.php?lang=e ... umentation
http://www.x-sim.de/documents/Howto-gam ... cripts.txt

Such a package can be loaded into the script directory, the wizard will scan the disk and exchange all needed parts for you. (disk wide, all directories or special ones, as you like)
If a answer is correct or did help you for a solution, please use the solve button.
User avatar
sirnoname
Site Admin
 
Posts: 1829
Images: 45
Joined: Thu 1. Sep 2011, 22:02
Location: Munich, Germany
Has thanked: 35 times
Been thanked: 128 times


Return to Game profile & plugin discussions

Who is online

Users browsing this forum: No registered users and 2 guests