More work!!!

This commit is contained in:
Starystars67
2026-06-27 00:49:53 +01:00
parent 97a7aaf643
commit c115bc9a42
302 changed files with 28263 additions and 10 deletions
+179
View File
@@ -0,0 +1,179 @@
# Getting Started
## **1. Compatibility**
BeamMP is fully compatible with Windows and Linux, compatibility with MacOS is being worked on.
However, both Linux and MacOS are secondary platforms, this means bugs are to be expected.
::: warning
BeamMP will not work with pirated or outdated versions of BeamNG.drive.
The BeamMP support team does not offer support for issues with pirated / outdated copies.
:::
---
## **2. Installation**
### **2a. Windows Installation**
::: note
As of April 1st, 2026, the MSI installer is an "unrecognized app" according to Windows Defender SmartScreen.
To bypass this warning, click 'More info', then click 'Run anyway'.
:::
1. Go to [beammp.com](https://beammp.com/) and click the 'Download Now' button.
2. Run the `BeamMP_Installer.msi` installer and follow the instructions.
3. The BeamMP Launcher icon should appear on your desktop. If not, just search for “BeamMP” in the Windows search bar.
::: note
As you are loading into a map with multiple vehicles spawned it might take longer than expected to join.
:::
### **2b. Linux Installation**
Currently you need to build the Launcher yourself.
In order to do this, you need a basic understanding of how to build an application.
Make sure you have basic development tools installed, often found in packages, for example:
- Debian/Ubuntu: `sudo apt install build-essential`
- Fedora: `sudo dnf install cmake gcc gcc-c++ make perl perl-IPC-Cmd perl-FindBin perl-File-Compare perl-File-Copy kernel-headers kernel-devel`
- Arch: `sudo pacman -S base-devel`
- openSUSE: `zypper in -t pattern devel-basis`
- SteamOS (Arch): `sudo pacman -S base-devel linux-api-headers glibc libconfig` (You also need to do `sudo steamos-readonly disable` but make sure to enable it again after installing the packages)
Clone `vcpkg`, bootstrap it and add it to PATH
1.
```bash
git clone https://github.com/microsoft/vcpkg.git
```
2.
```bash
./vcpkg/bootstrap-vcpkg.sh
```
3.
```bash
export VCPKG_ROOT="$(pwd)/vcpkg"
export PATH=$VCPKG_ROOT:$PATH
```
Clone the BeamMP-Launcher Repository to your system using `git`, for example:
`git clone https://github.com/BeamMP/BeamMP-Launcher.git`
[Additional information about cloning a GitHub Repo](https://docs.github.com/en/repositories/creating-and-managing-repositories/cloning-a-repository)
If you've used the example clone command we provided, you can use `cd BeamMP-Launcher` to go to the project's root directory.
Checkout the tag that was used for the [latest release](https://github.com/BeamMP/BeamMP-Launcher/releases/latest). For example, if `v2.8.0` is used in the latest release, then do `git checkout v2.8.0`
In the root directory of the project,
1.
```cmake
cmake . -B bin -DCMAKE_TOOLCHAIN_FILE=$VCPKG_ROOT/scripts/buildsystems/vcpkg.cmake -DVCPKG_TARGET_TRIPLET=x64-linux
```
2.
```cmake
cmake --build bin --parallel
```
::: 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.
:::
:::note ""
By not specifying `-DCMAKE_BUILD_TYPE=Release` you are building a debug version, which is larger in filesize but does not contain the launcher-can-only-connect-to-a-server-once bug
:::
:::note Fedora Users
If vcpkg fails during OpenSSL compilation with kernel headers errors, ensure all dependencies are installed:
```bash
sudo dnf install kernel-headers kernel-devel gcc gcc-c++ make perl
```
Then clean the vcpkg cache:
```bash
rm -rf $VCPKG_ROOT/buildtrees/openssl
```
And retry the cmake configuration command.
:::
Move the finished application out of the `/bin` folder into its own folder and run it from there:
```bash
mkdir -p ~/beammp-launcher
cp bin/BeamMP-Launcher ~/beammp-launcher/
cd ~/beammp-launcher
./BeamMP-Launcher
```
The native Linux BeamMP-Launcher will start and use native Linux BeamNG.drive
### **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:
Run the BeamMP-Launcher using the argument ` --no-launch` (This will prevent the Launcher from starting native linux BeamNG.drive). Further information about launcher arguments can be found in the [Development Environment Setup](../developers/dev-environment-setup.md)
Change the userfolder location of Proton-BeamNG.drive to the location of Linux-BeamNG.drive (since the native linux BeamMP-Launcher currently only writes into the Linux-BeamNG.drive userfolder)
This can be done for example by creating a symlink
- Note the Linux-BeamNG.drive userfolder location (this is usually found in `~/.local/share/BeamNG.drive`) and rename it, for example to `BeamNG.drive_old`
- Note the Proton-BeamNG.drive userfolder location (this is usually found in `~/.local/share/Steam/steamapps/compatdata/284160/pfx/drive_c/users/steamuser/AppData/Local/BeamNG.drive`)
- Create a symlink between both userfolders `ln -s ~/.local/share/Steam/steamapps/compatdata/284160/pfx/drive_c/users/steamuser/AppData/Local/BeamNG.drive ~/.local/share`
With the symlink in place between the userfolders and the launcher compiled, you can have Steam run the game via Proton, while also automatically executing the launcher with the following replacement for your launch options for the vanilla game, found in the game's Properties window in its entry in Steam:
- `~/BeamMP/BeamMP-Launcher --no-launch & %command% ; killall BeamMP-Launcher`
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.
::: 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.
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)
:::
### **2d. Updating the Launcher**
If you already built the launcher and want to update it:
```bash
export VCPKG_ROOT="$(pwd)/vcpkg"
cd BeamMP-Launcher
git fetch --tags
```
Checkout the tag that was used for the [latest release](https://github.com/BeamMP/BeamMP-Launcher/releases/latest). For example, if `v2.8.0` is used in the latest release, then do `git checkout v2.8.0`
```
cmake . -B bin -DCMAKE_TOOLCHAIN_FILE=$VCPKG_ROOT/scripts/buildsystems/vcpkg.cmake -DVCPKG_TARGET_TRIPLET=x64-linux
cmake --build bin --parallel
cp bin/BeamMP-Launcher ~/beammp-launcher/
cd ~/beammp-launcher
./BeamMP-Launcher
```
---
## **3. Using BeamMP**
1. Once you have started the launcher, you should see a terminal window. Shortly after, the standard BeamNG launcher should start. **Do not** close the terminal window.
2. In the BeamNG.drive main menu, click the `Repository` button and check to make sure that `multiplayerbeammp` is **the only** enabled mod.
3. Return to the main menu, click on 'More..' and the 'Multiplayer' button to start multiplayer.
4. 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.
5. Select any server you like, and press `Connect`. Enjoy!
---
## **4. 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 dont 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.
- If the Launcher reports any errors, read the [FAQ](https://forum.beammp.com/c/faq/35).
Should you need further help with installation, you are welcome to create a post on our [forum](https://forum.beammp.com) or ask on our [Discord server](https://discord.gg/beammp).
+179
View File
@@ -0,0 +1,179 @@
# Getting Started
## **1. Compatibility**
BeamMP is fully compatible with Windows and Linux, compatibility with MacOS is being worked on.
However, both Linux and MacOS are secondary platforms, this means bugs are to be expected.
::: warning
BeamMP will not work with pirated or outdated versions of BeamNG.drive.
The BeamMP support team does not offer support for issues with pirated / outdated copies.
:::
---
## **2. Installation**
### **2a. Windows Installation**
::: note
As of April 1st, 2026, the MSI installer is an "unrecognized app" according to Windows Defender SmartScreen.
To bypass this warning, click 'More info', then click 'Run anyway'.
:::
1. Go to [beammp.com](https://beammp.com/) and click the 'Download Now' button.
2. Run the `BeamMP_Installer.msi` installer and follow the instructions.
3. The BeamMP Launcher icon should appear on your desktop. If not, just search for “BeamMP” in the Windows search bar.
::: note
As you are loading into a map with multiple vehicles spawned it might take longer than expected to join.
:::
### **2b. Linux Installation**
Currently you need to build the Launcher yourself.
In order to do this, you need a basic understanding of how to build an application.
Make sure you have basic development tools installed, often found in packages, for example:
- Debian/Ubuntu: `sudo apt install build-essential`
- Fedora: `sudo dnf install cmake gcc gcc-c++ make perl perl-IPC-Cmd perl-FindBin perl-File-Compare perl-File-Copy kernel-headers kernel-devel`
- Arch: `sudo pacman -S base-devel`
- openSUSE: `zypper in -t pattern devel-basis`
- SteamOS (Arch): `sudo pacman -S base-devel linux-api-headers glibc libconfig` (You also need to do `sudo steamos-readonly disable` but make sure to enable it again after installing the packages)
Clone `vcpkg`, bootstrap it and add it to PATH
1.
```bash
git clone https://github.com/microsoft/vcpkg.git
```
2.
```bash
./vcpkg/bootstrap-vcpkg.sh
```
3.
```bash
export VCPKG_ROOT="$(pwd)/vcpkg"
export PATH=$VCPKG_ROOT:$PATH
```
Clone the BeamMP-Launcher Repository to your system using `git`, for example:
`git clone https://github.com/BeamMP/BeamMP-Launcher.git`
[Additional information about cloning a GitHub Repo](https://docs.github.com/en/repositories/creating-and-managing-repositories/cloning-a-repository)
If you've used the example clone command we provided, you can use `cd BeamMP-Launcher` to go to the project's root directory.
Checkout the tag that was used for the [latest release](https://github.com/BeamMP/BeamMP-Launcher/releases/latest). For example, if `v2.8.0` is used in the latest release, then do `git checkout v2.8.0`
In the root directory of the project,
1.
```cmake
cmake . -B bin -DCMAKE_TOOLCHAIN_FILE=$VCPKG_ROOT/scripts/buildsystems/vcpkg.cmake -DVCPKG_TARGET_TRIPLET=x64-linux
```
2.
```cmake
cmake --build bin --parallel
```
::: 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.
:::
:::note ""
By not specifying `-DCMAKE_BUILD_TYPE=Release` you are building a debug version, which is larger in filesize but does not contain the launcher-can-only-connect-to-a-server-once bug
:::
:::note Fedora Users
If vcpkg fails during OpenSSL compilation with kernel headers errors, ensure all dependencies are installed:
```bash
sudo dnf install kernel-headers kernel-devel gcc gcc-c++ make perl
```
Then clean the vcpkg cache:
```bash
rm -rf $VCPKG_ROOT/buildtrees/openssl
```
And retry the cmake configuration command.
:::
Move the finished application out of the `/bin` folder into its own folder and run it from there:
```bash
mkdir -p ~/beammp-launcher
cp bin/BeamMP-Launcher ~/beammp-launcher/
cd ~/beammp-launcher
./BeamMP-Launcher
```
The native Linux BeamMP-Launcher will start and use native Linux BeamNG.drive
### **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:
Run the BeamMP-Launcher using the argument ` --no-launch` (This will prevent the Launcher from starting native linux BeamNG.drive). Further information about launcher arguments can be found in the [Development Environment Setup](../developers/dev-environment-setup.md)
Change the userfolder location of Proton-BeamNG.drive to the location of Linux-BeamNG.drive (since the native linux BeamMP-Launcher currently only writes into the Linux-BeamNG.drive userfolder)
This can be done for example by creating a symlink
- Note the Linux-BeamNG.drive userfolder location (this is usually found in `~/.local/share/BeamNG.drive`) and rename it, for example to `BeamNG.drive_old`
- Note the Proton-BeamNG.drive userfolder location (this is usually found in `~/.local/share/Steam/steamapps/compatdata/284160/pfx/drive_c/users/steamuser/AppData/Local/BeamNG.drive`)
- Create a symlink between both userfolders `ln -s ~/.local/share/Steam/steamapps/compatdata/284160/pfx/drive_c/users/steamuser/AppData/Local/BeamNG.drive ~/.local/share`
With the symlink in place between the userfolders and the launcher compiled, you can have Steam run the game via Proton, while also automatically executing the launcher with the following replacement for your launch options for the vanilla game, found in the game's Properties window in its entry in Steam:
- `~/BeamMP/BeamMP-Launcher --no-launch & %command% ; killall BeamMP-Launcher`
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.
::: 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.
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)
:::
### **2d. Updating the Launcher**
If you already built the launcher and want to update it:
```bash
export VCPKG_ROOT="$(pwd)/vcpkg"
cd BeamMP-Launcher
git fetch --tags
```
Checkout the tag that was used for the [latest release](https://github.com/BeamMP/BeamMP-Launcher/releases/latest). For example, if `v2.8.0` is used in the latest release, then do `git checkout v2.8.0`
```
cmake . -B bin -DCMAKE_TOOLCHAIN_FILE=$VCPKG_ROOT/scripts/buildsystems/vcpkg.cmake -DVCPKG_TARGET_TRIPLET=x64-linux
cmake --build bin --parallel
cp bin/BeamMP-Launcher ~/beammp-launcher/
cd ~/beammp-launcher
./BeamMP-Launcher
```
---
## **3. Using BeamMP**
1. Once you have started the launcher, you should see a terminal window. Shortly after, the standard BeamNG launcher should start. **Do not** close the terminal window.
2. In the BeamNG.drive main menu, click the `Repository` button and check to make sure that `multiplayerbeammp` is **the only** enabled mod.
3. Return to the main menu, click on 'More..' and the 'Multiplayer' button to start multiplayer.
4. 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.
5. Select any server you like, and press `Connect`. Enjoy!
---
## **4. 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 dont 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.
- If the Launcher reports any errors, read the [FAQ](https://forum.beammp.com/c/faq/35).
Should you need further help with installation, you are welcome to create a post on our [forum](https://forum.beammp.com) or ask on our [Discord server](https://discord.gg/beammp).
+179
View File
@@ -0,0 +1,179 @@
# Getting Started
## **1. Compatibility**
BeamMP is fully compatible with Windows and Linux, compatibility with MacOS is being worked on.
However, both Linux and MacOS are secondary platforms, this means bugs are to be expected.
::: warning
BeamMP will not work with pirated or outdated versions of BeamNG.drive.
The BeamMP support team does not offer support for issues with pirated / outdated copies.
:::
---
## **2. Installation**
### **2a. Windows Installation**
::: note
As of April 1st, 2026, the MSI installer is an "unrecognized app" according to Windows Defender SmartScreen.
To bypass this warning, click 'More info', then click 'Run anyway'.
:::
1. Go to [beammp.com](https://beammp.com/) and click the 'Download Now' button.
2. Run the `BeamMP_Installer.msi` installer and follow the instructions.
3. The BeamMP Launcher icon should appear on your desktop. If not, just search for “BeamMP” in the Windows search bar.
::: note
As you are loading into a map with multiple vehicles spawned it might take longer than expected to join.
:::
### **2b. Linux Installation**
Currently you need to build the Launcher yourself.
In order to do this, you need a basic understanding of how to build an application.
Make sure you have basic development tools installed, often found in packages, for example:
- Debian/Ubuntu: `sudo apt install build-essential`
- Fedora: `sudo dnf install cmake gcc gcc-c++ make perl perl-IPC-Cmd perl-FindBin perl-File-Compare perl-File-Copy kernel-headers kernel-devel`
- Arch: `sudo pacman -S base-devel`
- openSUSE: `zypper in -t pattern devel-basis`
- SteamOS (Arch): `sudo pacman -S base-devel linux-api-headers glibc libconfig` (You also need to do `sudo steamos-readonly disable` but make sure to enable it again after installing the packages)
Clone `vcpkg`, bootstrap it and add it to PATH
1.
```bash
git clone https://github.com/microsoft/vcpkg.git
```
2.
```bash
./vcpkg/bootstrap-vcpkg.sh
```
3.
```bash
export VCPKG_ROOT="$(pwd)/vcpkg"
export PATH=$VCPKG_ROOT:$PATH
```
Clone the BeamMP-Launcher Repository to your system using `git`, for example:
`git clone https://github.com/BeamMP/BeamMP-Launcher.git`
[Additional information about cloning a GitHub Repo](https://docs.github.com/en/repositories/creating-and-managing-repositories/cloning-a-repository)
If you've used the example clone command we provided, you can use `cd BeamMP-Launcher` to go to the project's root directory.
Checkout the tag that was used for the [latest release](https://github.com/BeamMP/BeamMP-Launcher/releases/latest). For example, if `v2.8.0` is used in the latest release, then do `git checkout v2.8.0`
In the root directory of the project,
1.
```cmake
cmake . -B bin -DCMAKE_TOOLCHAIN_FILE=$VCPKG_ROOT/scripts/buildsystems/vcpkg.cmake -DVCPKG_TARGET_TRIPLET=x64-linux
```
2.
```cmake
cmake --build bin --parallel
```
::: 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.
:::
:::note ""
By not specifying `-DCMAKE_BUILD_TYPE=Release` you are building a debug version, which is larger in filesize but does not contain the launcher-can-only-connect-to-a-server-once bug
:::
:::note Fedora Users
If vcpkg fails during OpenSSL compilation with kernel headers errors, ensure all dependencies are installed:
```bash
sudo dnf install kernel-headers kernel-devel gcc gcc-c++ make perl
```
Then clean the vcpkg cache:
```bash
rm -rf $VCPKG_ROOT/buildtrees/openssl
```
And retry the cmake configuration command.
:::
Move the finished application out of the `/bin` folder into its own folder and run it from there:
```bash
mkdir -p ~/beammp-launcher
cp bin/BeamMP-Launcher ~/beammp-launcher/
cd ~/beammp-launcher
./BeamMP-Launcher
```
The native Linux BeamMP-Launcher will start and use native Linux BeamNG.drive
### **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:
Run the BeamMP-Launcher using the argument ` --no-launch` (This will prevent the Launcher from starting native linux BeamNG.drive). Further information about launcher arguments can be found in the [Development Environment Setup](../developers/dev-environment-setup.md)
Change the userfolder location of Proton-BeamNG.drive to the location of Linux-BeamNG.drive (since the native linux BeamMP-Launcher currently only writes into the Linux-BeamNG.drive userfolder)
This can be done for example by creating a symlink
- Note the Linux-BeamNG.drive userfolder location (this is usually found in `~/.local/share/BeamNG.drive`) and rename it, for example to `BeamNG.drive_old`
- Note the Proton-BeamNG.drive userfolder location (this is usually found in `~/.local/share/Steam/steamapps/compatdata/284160/pfx/drive_c/users/steamuser/AppData/Local/BeamNG.drive`)
- Create a symlink between both userfolders `ln -s ~/.local/share/Steam/steamapps/compatdata/284160/pfx/drive_c/users/steamuser/AppData/Local/BeamNG.drive ~/.local/share`
With the symlink in place between the userfolders and the launcher compiled, you can have Steam run the game via Proton, while also automatically executing the launcher with the following replacement for your launch options for the vanilla game, found in the game's Properties window in its entry in Steam:
- `~/BeamMP/BeamMP-Launcher --no-launch & %command% ; killall BeamMP-Launcher`
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.
::: 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.
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)
:::
### **2d. Updating the Launcher**
If you already built the launcher and want to update it:
```bash
export VCPKG_ROOT="$(pwd)/vcpkg"
cd BeamMP-Launcher
git fetch --tags
```
Checkout the tag that was used for the [latest release](https://github.com/BeamMP/BeamMP-Launcher/releases/latest). For example, if `v2.8.0` is used in the latest release, then do `git checkout v2.8.0`
```
cmake . -B bin -DCMAKE_TOOLCHAIN_FILE=$VCPKG_ROOT/scripts/buildsystems/vcpkg.cmake -DVCPKG_TARGET_TRIPLET=x64-linux
cmake --build bin --parallel
cp bin/BeamMP-Launcher ~/beammp-launcher/
cd ~/beammp-launcher
./BeamMP-Launcher
```
---
## **3. Using BeamMP**
1. Once you have started the launcher, you should see a terminal window. Shortly after, the standard BeamNG launcher should start. **Do not** close the terminal window.
2. In the BeamNG.drive main menu, click the `Repository` button and check to make sure that `multiplayerbeammp` is **the only** enabled mod.
3. Return to the main menu, click on 'More..' and the 'Multiplayer' button to start multiplayer.
4. 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.
5. Select any server you like, and press `Connect`. Enjoy!
---
## **4. 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 dont 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.
- If the Launcher reports any errors, read the [FAQ](https://forum.beammp.com/c/faq/35).
Should you need further help with installation, you are welcome to create a post on our [forum](https://forum.beammp.com) or ask on our [Discord server](https://discord.gg/beammp).
@@ -0,0 +1,255 @@
# Mutliplayer Settings
## **1. General**
??? setting "Show advanced options"
If enabled, you will see all multiplayer settings
If disabled, you will see only basic multiplayer settings
??? setting "Enable config cloning protection"
If enabled, your spawned vehicle config will be protected from other players saving it
If disabled, your spawned vehicle config can be saved by other players
??? setting "Disable pausing caused by instabilities"
If enabled, physics instabilities will not cause your game to pause
If disabled, physics instabilities will cause your game to pause
::: note ""
Its advised to leave disabled, since repeated instabilities can cause the game to crash
??? setting "Use simplified vehicles when available"
If enabled, the game will replace vehicles of other players with their simplified versions (from AI traffic) if available
If disabled, the game will use the intended vehicle models
??? setting "New chat menu"
If enabled, the ingame chat will be displayed in an [IMGUI](https://github.com/ocornut/imgui) window, that for example can be dragged out of the game onto another monitor
If disabled, the ingame chat will be displayed in the UI app
::: note ""
Dragging IMGUI windows out of the main game window can cause performance issues, as well as trick screen recording software into recording the chat window instead of the main game window
??? setting "Enable vehicle position smoothing"
If enabled, beamMP will use an algorithm to smooth vehicle position updates to regular intervalls. Can be beneficial between players with high ping or when a connection experiences a high package drop rate
If disabled, beamMP will update vehicle locations as they are received
??? setting "Skip the mod security warning popusp"
If enabled, the mod security popup will not be shown when trying to connect to a server with mods
If disabled, the mod security popup will be shown whenever you connect to a server with mods
??? setting "Enable player vehicle update/edit queuing"
If enabled, other players vehicle spawns and edits will be put into a queue. See the section `2. Event queue` for further details
If disabled, other players vehicle spawns and edits will be loaded by the game instantly
??? setting "Enable automatic part sync"
If enabled, your vehicles parts will automatically be synced to other players after a few seconds
If disbaled, you need to click the part sync button in the part picker in order to send a sync out to other players
??? setting "Disable switching to other players vehicles"
If enabled, tabbing trough vehicles will skip other players vehicles
If disabled, tabbing trough vehicles will cycle over every spawned vehicle
??? setting "Fade out vehicles as they get closer"
If enabled, other vehicles will fade out as they get closer
If disbaled, other vehicles will stay fully visible regardless of distance
::: note ""
This only affects the visible 3d mesh of a vehicle, not its physics node-beam-mesh. In order to also disable physics, you need to enable `Simplified collision physics` in the Gameplay settings
??? setting "Show the player ID`s"
If enabled, the ingame playerlist will have an additional row showing each players ID. Useful for development or moderation
If disabled, the ingame playerlist will only show the rows for playername and ping
??? setting "Allow the serverlist to refresh ingame"
If enabled, the serverlist will update in regular intervalls while playing. This can cause lag spikes
If disabled, the serverlist will only update once you open the main menu
## **2. Event queue**
??? setting "Highlight queued players"
If enabled, players with a queued event will be highlighted in the ingame playerlist
If disabled, players will not be individually highlighted
??? setting "Apply vehicle changes with"
If set to `Left mouse button`, clicking on a players name in the playerlist using the left mouse button will load the queued events. Clicking with the right mouse button will spectate said player
If set to `Right mouse button`, clicking on a players name in the playerlist using the right mouse button will load the queued events. Clicking with the left mouse button will spectate said player
??? setting "Automatically apply queued vehicle changes"
If enabled, the queued events will be automatically loaded once you've been going under the speed treshold for the amount of time set as the timeout
If disabled, the queued events will only load manually, by clicking on either the `Events` button at the top of the screen or on a players name in the playerlist
??? setting "Queue apply speed treshold"
This setpoint defines the speed treshold of the automatic event queue loading. Your vehicle has to be slower than this for longer than `Queue apply timeout` in order to load the queued events
??? setting "Queue apply timeout"
This setpoint defines the time delay of the automatic event queue loading. Your vehicle has to be slower than `Queue apply speed treshold` for this time in order to load the queued events
??? setting "Skip queue if spectating others"
If enabled, an event will instantly load if you are spectating another player
If disabled, an event will be queued just like it would when focused on your own vehicle
??? setting "Don't queue Unicycles (Snowmen/Beamlings)"
If enabled, an event concerning a snowmen/beamling will be loaded instantly
If disabled, snowmen/beamlings will be queued just like other vehicles
## **3. Set default Unicycle**
??? setting "Default Unicycle config"
This setpoint defines the unicycle variant to be loaded by default. You can choose between premade configs and your own should you have saved custom unicycle configs
??? setting "Automatically save your last used Unicycle"
If enabled, your last used unicycle will be automatically saved and reloaded once you spawn it again
If disabled, your default unicycle config will spawn every time
## **4. Blobs**
??? setting "Enable blobs for unspawned vehicles"
If enabled, you will see a placeholder orb, or blob, in place of an unspawned vehicle
If disabled, an unspawned vehicle will be invisible
??? setting "Tune colors"
??? setting "Visible"
If enabled, a blob will be drawn, using the color below
If disabled, no blob will be drawn for the specified function
??? setting "RGB HEX values"
Queued vehicle: The color a blob will use if a vehicle is queued for spawning. Standard value #FF6400
Illegal vehicle: The color a blob will use if a vehicle is illegal, for example trough a mod that was sideloaded. Standard value #000000
Deleted vehicle: The color a blob will use if a vehicle was deleted by the user. Standard value #333333
## **5. Nametags**
??? setting "Hide player nametags"
If enabled, player nametags will not be drawn
If disabled, player nametags will be drawn according to their vehicles relative position
??? setting "Show distance from other players"
If enabled, the nametag will be prepended by the distance to the respective vehicle
If disabled, no additional distance will be shown in the nametag
??? setting "Fade nametags in/out"
If enabled, a nametag will be faded in/out according to `Fade distance` and `Invert nametag fade direction`
If disabled, anametag will be drawn at standard opacity regardless of distance to the respective vehicle
??? setting "Fade distance/Invert nametag fade direction"
::: setting "Fade out"
Nametags are getting less visible the further away a player is
`Fade distance` defines the distance at which a nametag will be drawn at minimal opacity
::: setting "Fade in"
Nametags are getting more visible the further away a player is
`Fade distance` defines the distance at which a nametag will be drawn at maximal opacity
??? setting "Don't fully hide nametags"
If enabled, a nametag can not get fully invisible, it will retain a minimal opacity regardless of distance
If disabled, nametags can get fully invisble
??? setting "Shorten nametag and role tags"
If enabled, `Nametag length limit` will truncate nametags and roles to the set limit of characters
If disabled, nametag and role tags will be shown at full length
??? setting "Show spectators' nametag under vehicle nametags"
If enabled, a spectators name will be added underneath a players nametag
If disabled, no spectator names will be added to nametags
??? setting "Same color for spectator nametags"
If enabled, a spectators name will always be surrounded by a grey background
If disabled, a spectators name will be surrounded by a colored background, reflecting the spectators role
## **6. Others**
??? setting "Show network activity in the console"
If enabled, the beamMP network activity will be shown in the console
If disabled, no further network activity will be shown in the console
::: danger ""
Be careful with this setting, since all the console output gets also written into the log files
They can grow by hundreds of MB in minutes with this setting enabled
??? setting "Launcher port"
This setpoint defines the port used for communicating with the launcher
Should only be changed if the standard port 4444 can not be used
Dont forget to also change it on the launcher side, by modifying `launcher.cfg`
::: tip ""
The port specified is only the first of two, the second port being used is directly following, set port + 1
The first port carries core network pakets, the second game network pakets, both over TCP