I am very pleased to help you. Best regards!
Hey @leillo1975! I followed your instruccions step by step and it works like a charm!! Very detailed explanation, thanks a lot. (I run it under Windows btw) Cheers!
Hi @urixrg . First of all, what OS you use? it should work correctly on both Windows and Linux. You must go in the menu to ‘Players & Controls’, create or modify the existing user, and then in the "Controls" section set all the button and axis assignments of your steering wheel as you want to use it, then, before accepting it you must "Calibrate" it by following the instructions on the screen. When you finish, click "Done", and then click "Appy" twice until you get to the main menu. As for Force...
Hi guys! i downloaded your sim but i can't get my old g25 to work properly with the game, any tip? Thanks!
Unfortunately, the Speed Dreams project is almost dead also. I have a question, is the Speed Dreams project almost dead? However, if the developers appear, it will be possible to revive this project. Please, refrain from spreading FUD with such statements - they just do not help anyone and it is not comfortable to read this for those who work in the project. The project is far from dead - it just had reduced activity during the summer season, which is understandable. Moreover, some actual progress...
raceselectmenu.cpp: Release RmRaceSelectMenuHandle on exit
raceselectmenu.cpp: Use tabs consistently
Hi there. Unfortunately, the Speed Dreams project is almost dead also. So, it is hard to fix a patch for a Windows build but I can't run a compiled Speed Dreams repository. Due to an RHash dependency, which stops with code 1181 on MSVC, I insist that I can't run the Speed Dreams game. I can still try emailing the mailing lists if something is wrong. I have a question, is the Speed Dreams project almost dead? However, if the developers appear, it will be possible to revive this project. Cya :-)
Hi there. Unfortunately, the Speed Dreams project is almost dead also. So, it is hard to fix a patch for a Windows build but I can't run a compiled Speed Dreams repository. Due to an RHash dependency, which stops with code 1181 on MSVC, I insist that I can't run the Speed Dreams game. I can still try emailing the mailing lists if something is wrong. I have a question, is the Speed Dreams project almost dead? Cya :-)
Then the category could be called MP5w (w for Wings). Thank you for the information. I did a few laps on Braga with it yesterday and it's quite fun to drive.
According to W-E-C, this car is a fictional junior single seater using the FF1600 as a baseline. However, it could be used as a model basis for several modern(ish) Formula Ford 2000 series based in Europe and the United States, like here: https://zoompics.com/2003f2seb.htm https://www.race-cars.com/Advert/Details/130184/1994-vector-tf-94-formula-ford-2000 These cars generally feature a bit more power than FF1600s (around 160-175 hp depending on series), around 530 kg with a driver, and the obvious...
Yes, I've tried to compile the Speed Dreams build, but when I also compile the RHash library file, the link.exe is exited with code 1181, and it cannot open the entry file rhash.lib for no reason. So far, I can't run with legacymenu.dll for the Speed Dreams game. Maybe it should be way possible to fix it. As we mentioned above, I've downloaded rhash from GitHub, which, in past revisions, has been a cmake version one. See the log: 2>C:\Program Files\Microsoft Visual Studio\2022\Professional\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets(1134,5):...
Nice car! Is it based on a real car? Where did it come from?
Avoid dangerous casts between integers and pointers
win32/rand.cpp: Use valid format specifier
guicombobox.cpp: Remove wrong pointer
Fix wrongly encoded characters
I've only done the bare minimum to fix this car, but here's what I did: * Changed folder name to reflect XML name (this has to match or SD won't load the car at all) * Changed texture reference names in all 3D models (texture names did not match) * Car body 3D model is now pointed properly in the XML (no ACC version of this model exists and I didn't feel like messing with sd2-accc) * Added steering wheel rotation animation (180 degrees, extra feature, but easy addition for me) This car does not have...
Hello, I just want to use this car, because I like the idea of a small Formula 1 like car, but I've noticed that it's completely broken and some files are missing. Could anyone fix this? Hopefully it's not that big of a deal. mp5-mp_sd5 Best regards
Yes, I've tried to compile the Speed Dreams build, but when I also compile the RHash library file, the link.exe is exited with code 1181, and it cannot open the entry file rhash.lib. So far, I can't run with legacymenu.dll for the Speed Dreams game. Maybe it should be way possible to fix it. As we mentioned above, I've downloaded rhash from GitHub, which in past revisions, has been a cmake version one. See the log: 2>C:\Program Files\Microsoft Visual Studio\2022\Professional\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets(1134,5):...
This looks like a separate issue: two incompatible header files, namely winsock.h and winsock2.h, are both being #included on the same compilation unit. These specific header files are known to be problematic when mixed together, so typically WIN32_LEAN_AND_MEAN is defined before #include <windows.h>. 1.1. The declarations in the Winsock.h header file will conflict with the declarations in the Winsock2.h header file required by Windows Sockets 2.0. I have noticed that r9534 added some #include <windows.h>...
Define WIN32_LEAN_AND_MEAN before #include <windows.h>
Thanks, but when I recompile this, we also assume that it looks like Windows Kits are compiled with error and the enet library is broken at line 608. Speed Dreams won't work again for Windows port. See log: L'opération de génération a démarré... 1>------ Début de la génération : Projet : sd2-trackeditor, Configuration : Release Win32 ------ 2>------ Début de la génération : Projet : portability, Configuration : Release Win32 ------ 1>Copying bsh-2.0b4.jar to C:/speed-dreams-code/build/bin 2>rand.cpp...
The type of argument void* is incompatible with the kind of parameter BYTE*. You are right - I have stupidly missed a static_cast. r9542 should fix this.
win32/rand.cpp: Add missing static_cast
Yes, Speed Dreams is configured successfully on the Linux port but the fact that Windows one is compiled with errors is because we assume that rand.cpp is mismatched at line 41. The type of argument void* is incompatible with the kind of parameter BYTE*. I'm using Debian Linux on a virtual machine in order to copy and paste rhash.h and rhash_torrent.h into include dir and librhash.so into libs dir on my Windows computer to find easily by CMake. As mentioned, when I use a Linux port, Speed Dreams...
I am not sure I understood your concern. On GNU/Linux, rhash does not have to be compiled from source. Instead, it should be provided by the distribution, as we do with all other dependencies (e.g.: openscenegraph, zlib, etc.). rhash is readily available on most GNU/Linux distributions: https://repology.org/project/rhash/versions For example, Debian/Ubuntu systems should install the librhash-dev package.
Yes, but unfortunately, the Speed Dreams build can configure with errors because there are two RHash dependencies where include and lib dir are not found. However, RHash can't compile and install with include and lib dir for Linux and Windows. There is no way to build RHash with two dirs.
I have replaced OpenSSL with rhash and a new function inside portability, namely portability:rand. This should simplify the build process significantly. Could you please try again with the newest dependencies?
portability: Add missing target_include_directories
cmake: Add Findrhash.cmake
3rdParty-devel: Add rhash
legacymenu: Replace OpenSSL with rhash + portability::rand
portability: Add portability::rand
portability: Move sources to their own directories
tgfclient: Do not cast integers to pointers
Add missing #include <windows.h>
trackeditor: Do not disable transparency panel
trackeditor: Replace use of isBlank()
thirdpartydeps.cmake: Fix wrong reference to minizip
Windows build broken
Please can you confirm that the Windows build is fixed? I will set up a Windows machine and attempt to fix any remaining build issues. Please bear with me! So far, I know that r9524 broke the download manager on Linux because the ADD_MINIZIP_LIBRARY CMake macro holds an invalid reference to MINIZIP_LIBRARY, when in fact cmake/Findminizip.cmake defines minizip_LIBRARIES. The following patch seems to solve the issue: diff --git a/cmake/thirdpartydeps.cmake b/cmake/thirdpartydeps.cmake index 8561876e6..2af973bbc...
New frame rate values were added by r9513.
Download doesn't work on windows
00:00:16.917 Default Error Hash mismatch: C:/Users/Bob/Documents/speed-dreams-2.settings//tmp/e97282c4d94a395b7d28ad0492259f53c1e567869a459d9ed3797d3b583ad768, expected=4f22a93d682c44f0564f6850771d20b5e6738c5fde896a126882ae00d7f4267a, got=e3b0c44298fc1c149afbf4c8996fb92427ae41e4649b934ca495991b7852b855 This error above looks related to the std::ifstream object in sha256::run not being created with the std::ios::binary flag. Should be fixed with r9529. OTOH, the Permission denied error is confusing,...
downloadsmenu.cpp: Fix a couple of memory leaks
downloadsmenu.cpp: Fix missing std::ios::binary
Add documentation about the download manager
ThePeopleBehind
Update credits page
Hi, my name is Nouriel! I've recreated the classic TORCS site, and I have used a wayback machine named "TORCS 2001" for a long time. In June, I ported old TORCS cars from 2001 to Speed Dreams by adding old categories and fixing like car's flat undertray (from Viper GTS-R, also named Taipan Snake GSR and Acura NSX type S-Zero, as Speed Dreams named "Murasama NSX type S-Zero") then remastered the website by creating it with Wix. There are three cars (Acura NSX type S-Zero, Lotus Elise GT1, Dodge Viper...
Hi, my name is Nouriel! I've recreated the classic TORCS site, and I have used a wayback machine named "TORCS 2001" for a long time. In June, I ported old TORCS cars from 2001 to Speed Dreams by adding old categories and fixing like car's flat undertray (from Viper GTS-R, also named Taipan Snake GSR and Acura NSX type S-Zero, as Speed Dreams named "Murasama NSX type S-Zero") then remastered the website by creating it with Wix. There are three cars (Acura NSX type S-Zero, Lotus Elise GT1, Dodge Viper...
I have successfully compiled the game, but legacymenu.dll is missing for no reason. Please can you confirm that the Windows build is fixed?
Download doesn't work on windows
fix downloaded data corruption on windows
fix for FindCJSON.cmake from Joe
more windows build work
3rdParty: don't build minizip as a dll and fix debug build
remove ZEXPORT because zlib defines it
I have the latest version of the cJSON, minizip, OpenSSL, and zlib, but when Speed Dreams was compiled clearly, the game wouldn't start when the "legacymenu.dll" was falsely missing. I'm on Windows 11. There is no idea how to fix it.
I have the latest version of the cJSON, minizip, OpenSSL, and zlib, but when Speed Dreams was compiled clearly, the game wouldn't start when the legacymenu.dll was falsely missing. I'm on Windows 11. There is no idea how to fix it.
I have the latest version of the cJSON, but when Speed Dreams was compiled clearly, the game wouldn't start when the "legacymenu.dll" was falsely missing. I'm on Windows 11. There is no idea how to fix it.
build minizip as shared lib
add minizip include directory
INSTALL.txt: Add new dependencies
INSTALL.txt: Add missing ending newline
I still think the right fix is to use the zlib minizip. I agree. It looks like minizip has known vulnerabilities for versions up to 1.3, so it means 1.3.1 (the officially distributed version by zlib) is the recommended version.
Sorry, my mistake - I forgot to add the new members into the initialiser list. And, even if https://sourceforge.net/p/speed-dreams/code/9510/ fixes this, I have just committed https://sourceforge.net/p/speed-dreams/code/9517/ because cbRecomputeArgsFn and cbRecomputeArgsData should had been on the member initialiser list for GfEventLoop::Private.
eventloop.c: Update member initialiser list
add FindcJSON.cmake
add cJSON and minizip to thirdpartydeps.cmake
Hello! I am trying to port Speed Dreams to the web using Emscripten for a research project. Due to the nature of running code on a browser, Emscripten defaults to creating and linking static libraries when its compiler toolchain is used. In most cases, this is okay. However, Speed Dreams uses dlopen() for loading shared libraries/modules, which means (in my understanding) that using shared libraries is unavoidable to get it to work. I first noticed this issue when building Speed Dreams 2.3.0 with...
I spoke too soon. I tries a clean 3rdParty build and the minizip include directory is not being created. I had a minizip directory left over from the minizip-ng attempt and that caused the build to complete. I'll try again tomorrow.
fix minizip build
displayconfig: add some more monitor refresh rates
2rdParty: update SDL2 to latest version
fix checks.cmake
I accidently applied the cmake patches while fixing the windows event loop crash so I guess I'll leave them in for now. Windows now builds and runs. I still think the right fix is to use the zlib minizip. We still need to add openssl to the 3rdParty dependencies.
fix Windows eventloop crash
Here is an additional patch. Thanks Joe!
Here is a patch that I'm using. I think we should be using the minizip in zlib so I'm not going to apply it.
Please see: https://sourceforge.net/p/speed-dreams/wiki/BuildSystem/#add-a-new-3rd-party-dependency Item 4.
I have it generating a valid legacymenu.dll now and it now crashes in GfEventLoop::recompute Exception thrown: read access violation. this->**_pPrivate** was 0xFFFFFFFFFFFFFFE7.
Both MINIZIP_ARGS and CJSON_ARGS should include -DCMAKE_INSTALL_PREFIX=<path> to their configuration command line since they both reference EXTERNALS_CMAKE_ARGS. I have tested my CJSON_ARGS with: message(STATUS "CJSON_ARGS=${CJSON_ARGS}) Which printed: -- CJSON_ARGS=-DCMAKE_INSTALL_PREFIX=/home/xavier/sd/packaging/3rdParty-devel/build/3rdParty;-DCMAKE_SYSTEM_VERSION=7.0;-D;CJSON_BUILD_LOADER_EXAMPLE=Off;-D;CMAKE_DEBUG_POSTFIX= This confirms the expected behaviour. Could you please try the suggestion...
The cJSON and minizip dlls are not copied from 3rdParty to the speed dreams build/bin directory.
Could you please try building minizip from source? Please use the following definitions: packaging/3rdParty-devel/thirdpartydefinitions.cmake: # minizip set(MINIZIP_VERSION 1.1) set(MINIZIP_PROJECT minizip-${MINIZIP_VERSION}) set(MINIZIP_FILE ${MINIZIP_PROJECT}.tar.gz) set(MINIZIP_URL https://sources.buildroot.net/minizip/${MINIZIP_FILE}) set(MINIZIP_HASH SHA256=5666b5ee3e85dfd2dd119970613c12e6267d31813f07d3ffa5d359fe272cb6d1) packaging/3rdParty-devel/CMakeLists.txt: if(OPTION_MINIZIP) set(MINIZIP_ARGS...
Dependency Walker says cJSON is the problem. Could you please indicate why and how is cJSON the problem? Is the call to find_package(cJSON 1.0 REQUIRED) from src/modules/userinterface/legacymenu/CMakeLists.txt working as expected?
Remove trailing newlines
Convert all files with dos2unix
String trailing whitespaces
I have the old minizip building x64 and dll on my system. That doesn't fix the legacmenu.dll load problem for me. Dependency Walker says cJSON is the problem. I would like to build the minizip in the contrib directory of zlib because that's one less dependency. I'm not very motivated to get this working right now (I'm enjoying the break) so don't expect anything from me real soon.
Yes, I picked the old minizip from domoticz in GitHub that is supported for Speed Dreams, which was built in x86, but despite the next-gen minizip built for x64 computers, its game doesn't support Minizip-ng. It is a portable zip or unzip library. I'm also running the game, but unfortunately, it failed to load "legacymenu.dll" and "standardgame.dll" when I passed the build for Windows: the specified module was not found. See in the command log: 00:00:00.630 Default Error Failed to load library C:/speed-dreams-code/build/bin/lib/modules/userinterface/legacymenu.dll...
2>C:\3rdParty\lib\minizip.lib : warning LNK4272: type d'ordinateur bibliothèque 'x64' en conflit avec le type d'ordinateur cible 'x86' As I stated above, it looks like a x64 version of the minizip library is being linked to a x86 host. While only reported as a warning, I think this is just invalid, hence the undefined references. Could you please confirm minizipwas correctly built for your target system? OTOH, could you please share which actual commands is Visual Studio passing to the build? For...
The unzip.cpp is broken (8 Unresolved external links) from the legacymenu folder when I have compiled it in Windows. See the log below: L'opération de génération a démarré... 1>------ Début de la génération : Projet : sd2-trackeditor, Configuration : Release Win32 ------ 2>------ Début de la génération : Projet : legacymenu, Configuration : Release Win32 ------ 1>Copying bsh-2.0b4.jar to C:/speed-dreams-code/build/bin 1>Copying jdom-1.1.3.jar to C:/speed-dreams-code/build/bin 1>Copying jgoodies-looks-2.5.3.jar...
Sorry, I did not understand your last message. Could you please describe how legacymenu.dll is failing to load? Are there any warnings about undefined references on the logs?
This is a day's fix for the developer being inactive. So, the legacymenu.dll failed to load to run the Speed Dreams game, let alone for a full fix in unzip.cpp to run the game, despite the latest commit of 2 days ago.
remove cmake find_package curl
3rdParty: update to latest versions
Windows builds now for me with openssl binary download. Speed dreams fails to run because legacymenu.dll fails to load. There is still something wrong with the cmake files somewhere.
legacymenu: add curl dependency