From 5ac0c8666dccf22eccbdb065813ba3b41cc0d953 Mon Sep 17 00:00:00 2001 From: Protogen187 <162638343+Protogen187@users.noreply.github.com> Date: Fri, 28 Feb 2025 08:29:15 +0100 Subject: [PATCH 1/7] Update getting-started.md added 2 more Markdown boxes and fixxed numbering --- docs/en/game/getting-started.md | 14 +++++++++----- 1 file changed, 9 insertions(+), 5 deletions(-) diff --git a/docs/en/game/getting-started.md b/docs/en/game/getting-started.md index e25a3651..2626b1ea 100644 --- a/docs/en/game/getting-started.md +++ b/docs/en/game/getting-started.md @@ -22,7 +22,9 @@ However, both Linux and MacOS are secondary platforms, this means bugs are to be 8. You will be prompted to login or play as a guest (not all servers will allow guests). You can create an account on our [forum](https://forum.beammp.com) and then login to BeamMP with the same credentials. 9. Select any server you like, and press `Connect`. Enjoy! -Note: _As you are loading into a map with multiple vehicles spawned it might take longer than expected to join._ +!!!note + + As you are loading into a map with multiple vehicles spawned it might take longer than expected to join. ### **2b. Linux Installation** @@ -55,13 +57,15 @@ cmake -DCMAKE_BUILD_TYPE=Release . -B bin -DCMAKE_TOOLCHAIN_FILE=~/vcpkg/scripts cmake --build bin --parallel --config Release ``` -> Should you run out of RAM while building, you can ommit the --parallel instruction, it will then use less RAM due to building only on one CPU thread. +!!!note + + Should you run out of RAM while building, you can ommit the --parallel instruction, it will then use less RAM due to building only on one CPU thread. Move the finished application out of the `/bin` folder into its own folder and run it from there The native linux BeamMP-Launcher will start and use native linux BeamNG.drive -#### **Using beamNG.drive with Proton** +#### **2c. Using beamNG.drive with Proton** Should you want to use the native linux BeamMP-Launcher together with BeamNG.drive running through Proton, you can do so: @@ -81,7 +85,7 @@ With the symlink in place between the userfolders and the launcher compiled, you Note that this assumes you put the launcher's binary you compiled earlier into `/home/user/BeamMP/`, so change it to match where you put the finished binary, and you will need to re-compile the launcher with the correct git branch each time a launcher update is released. -#### **3. Adding an emoji-font to get in-text emojis** +#### **2d. Adding an emoji-font to get in-text emojis** In order to get emojis to show up in either the serverlist (As part of a servers customised name) or in the ingame chat, you need to have a font that contains emojis. @@ -89,7 +93,7 @@ This can be done for example by adding the [Linux-port of the Windows Segoe-UI e --- -## **4. Known Issues** +## **3. Known Issues** - The native linux BeamMP-Launcher currently can only connect to a server once, after disconnecting you need to restart the launcher. You can do that without closing the game inbetween - If you don’t see the “Multiplayer” button. Make sure that the BeamMP mod is present and activated in the “Mod Manager” then try pressing CTRL + L. - VPNs of any type may cause connection issues. From da13a0a17245764ad489e1e0df09496fa30b6d88 Mon Sep 17 00:00:00 2001 From: Protogen187 <162638343+Protogen187@users.noreply.github.com> Date: Fri, 28 Feb 2025 10:08:26 +0100 Subject: [PATCH 2/7] Update getting-started.md Trying to fix Markdown boxes --- docs/en/game/getting-started.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/en/game/getting-started.md b/docs/en/game/getting-started.md index 2626b1ea..16bd9140 100644 --- a/docs/en/game/getting-started.md +++ b/docs/en/game/getting-started.md @@ -59,7 +59,7 @@ cmake --build bin --parallel --config Release !!!note - Should you run out of RAM while building, you can ommit the --parallel instruction, it will then use less RAM due to building only on one CPU thread. + Should you run out of RAM while building, you can ommit the --parallel instruction, it will then use less RAM due to building only on one CPU thread. Move the finished application out of the `/bin` folder into its own folder and run it from there From 4460ef9fd1ba868f88596188ab6a307d109b237e Mon Sep 17 00:00:00 2001 From: Protogen187 <162638343+Protogen187@users.noreply.github.com> Date: Fri, 28 Feb 2025 13:00:16 +0100 Subject: [PATCH 3/7] Update getting-started.md wtf --- docs/en/game/getting-started.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/en/game/getting-started.md b/docs/en/game/getting-started.md index 16bd9140..ed00e755 100644 --- a/docs/en/game/getting-started.md +++ b/docs/en/game/getting-started.md @@ -24,7 +24,7 @@ However, both Linux and MacOS are secondary platforms, this means bugs are to be !!!note - As you are loading into a map with multiple vehicles spawned it might take longer than expected to join. + As you are loading into a map with multiple vehicles spawned it might take longer than expected to join. ### **2b. Linux Installation** From 04b40d42d927f9d604928df0c659c24835cebe62 Mon Sep 17 00:00:00 2001 From: Protogen187 <162638343+Protogen187@users.noreply.github.com> Date: Sat, 1 Mar 2025 20:30:30 +0100 Subject: [PATCH 4/7] Update docs/en/game/getting-started.md Co-authored-by: O1LER <44237025+O1LER@users.noreply.github.com> --- docs/en/game/getting-started.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/en/game/getting-started.md b/docs/en/game/getting-started.md index ed00e755..671d083f 100644 --- a/docs/en/game/getting-started.md +++ b/docs/en/game/getting-started.md @@ -65,7 +65,7 @@ Move the finished application out of the `/bin` folder into its own folder and r The native linux BeamMP-Launcher will start and use native linux BeamNG.drive -#### **2c. Using beamNG.drive with Proton** +### **2c. Using beamNG.drive with Proton** Should you want to use the native linux BeamMP-Launcher together with BeamNG.drive running through Proton, you can do so: From f7eae567e9a60f3df4641cf9a06516dfaab164ee Mon Sep 17 00:00:00 2001 From: Protogen187 <162638343+Protogen187@users.noreply.github.com> Date: Sat, 1 Mar 2025 20:30:37 +0100 Subject: [PATCH 5/7] Update docs/en/game/getting-started.md Co-authored-by: O1LER <44237025+O1LER@users.noreply.github.com> --- docs/en/game/getting-started.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/en/game/getting-started.md b/docs/en/game/getting-started.md index 671d083f..ae0996af 100644 --- a/docs/en/game/getting-started.md +++ b/docs/en/game/getting-started.md @@ -85,7 +85,7 @@ With the symlink in place between the userfolders and the launcher compiled, you Note that this assumes you put the launcher's binary you compiled earlier into `/home/user/BeamMP/`, so change it to match where you put the finished binary, and you will need to re-compile the launcher with the correct git branch each time a launcher update is released. -#### **2d. Adding an emoji-font to get in-text emojis** +!!! tip "Adding an emoji-font to get in-text emojis" In order to get emojis to show up in either the serverlist (As part of a servers customised name) or in the ingame chat, you need to have a font that contains emojis. From 24e5dde7df1c88a73a7b2675310395d015a4036c Mon Sep 17 00:00:00 2001 From: Protogen187 <162638343+Protogen187@users.noreply.github.com> Date: Sat, 1 Mar 2025 20:31:12 +0100 Subject: [PATCH 6/7] Update docs/en/game/getting-started.md Co-authored-by: O1LER <44237025+O1LER@users.noreply.github.com> --- docs/en/game/getting-started.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/en/game/getting-started.md b/docs/en/game/getting-started.md index ae0996af..0a5d2e30 100644 --- a/docs/en/game/getting-started.md +++ b/docs/en/game/getting-started.md @@ -87,7 +87,7 @@ Note that this assumes you put the launcher's binary you compiled earlier into ` !!! tip "Adding an emoji-font to get in-text emojis" -In order to get emojis to show up in either the serverlist (As part of a servers customised name) or in the ingame chat, you need to have a font that contains emojis. + In order to get emojis to show up in either the serverlist (As part of a servers customised name) or in the ingame chat, you need to have a font that contains emojis. This can be done for example by adding the [Linux-port of the Windows Segoe-UI emoji font](https://github.com/mrbvrz/segoe-ui-linux) From a382ea311a28ff84d03b2ba89af2ca0990e5145c Mon Sep 17 00:00:00 2001 From: Protogen187 <162638343+Protogen187@users.noreply.github.com> Date: Sat, 1 Mar 2025 20:31:20 +0100 Subject: [PATCH 7/7] Update docs/en/game/getting-started.md Co-authored-by: O1LER <44237025+O1LER@users.noreply.github.com> --- docs/en/game/getting-started.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/en/game/getting-started.md b/docs/en/game/getting-started.md index 0a5d2e30..e3cf9eec 100644 --- a/docs/en/game/getting-started.md +++ b/docs/en/game/getting-started.md @@ -89,7 +89,7 @@ Note that this assumes you put the launcher's binary you compiled earlier into ` In order to get emojis to show up in either the serverlist (As part of a servers customised name) or in the ingame chat, you need to have a font that contains emojis. -This can be done for example by adding the [Linux-port of the Windows Segoe-UI emoji font](https://github.com/mrbvrz/segoe-ui-linux) + This can be done for example by adding the [Linux-port of the Windows Segoe-UI emoji font](https://github.com/mrbvrz/segoe-ui-linux) ---