Author Topic: Liberty Unleashed Issues List [0.1.0.16]  (Read 11488 times)

Stoku

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Liberty Unleashed Issues List [0.1.0.16]
« on: September 22, 2014, 06:58:19 pm »
Dear developers, here's the list of some unknown/known issues. It would be great to see fixes in the near future, especially bug #2, #4 and feature #1(!) which are stopping me from making cool scripts for community.

List of issues:
  • [Sync] random colours of vehicles are sometimes desynced - proven by [WS]Teddy
  • [Client] Player.WeaponAmmo doesn't update every shot, but only on weapon change
  • [Client] setting Player.Health to 0 crashes the client
  • [Server] LU doesn't load custom LU/data/weapons.dat
  • [Server] Colour class returns only R value
  • [Client] GetHUDItemEnabled doesn't return right bool
  • [Client] game crashes with modded cars (GTA3.IMG, DFF vs Sync = Crash)
  • [Client] starting chat typing 'T' and pressing TAB is causing a crash.
  • [Client] objects disappears on explosions or reconnect
  • [Client] onClientClickButton doesn't work
  • [Client] onClientClickCheckbox should return checkbox pointer instead of ID

List of requests:
  • [Server/Client] new Player.Marker param to show someones marker only for team or Blip.AttachToEntity
  • [Server] loading custom timecyc.dat
  • [Server] new part reason: PARTREASON_RECONNECT
  • [Sync] foot/vehicle sync improvements
  • [Client] make CRC checks harder to bypass
  • [Client] disable debuggers and memory scanners

Feel free to post your issues here, I'll be updating this OP.


Workaround for bug #3:

Server side:
Code: [Select]
RegisterRemoteFunc( "client_KillPlayer" );

function client_KillPlayer( pPlayer )
{
pPlayer.Health = 0;
}

Client side (/kill command as example):
Code: [Select]
pPlayer <- FindLocalPlayer();

function onClientCommand( szCommand, szText )
{
if ( szCommand== "kill" ) CallServerFunc( "Server.nut", "client_KillPlayer", pPlayer );
}



Add PARTREASON_RECONNECT (feature #3) (idea by sasha19323):

Client side:
Code: [Select]
const PARTREASON_RECONNECT = 255;

function onScriptLoad()
{
try
{
HashTable("reconnect_check"); //Here can be any name of table;
}
catch(e)
{
  CallServerFunc("Server.nut", "onPlayerPart", FindLocalPlayer(), PARTREASON_RECONNECT );
}
}

Server side:
Code: [Select]
const PARTREASON_RECONNECT = 255;

function onScriptLoad()
{
RegisterRemoteFunc( "onPlayerPart" );
}

function onPlayerPart( pPlayer, iReason )
{
if ( iReason == PARTREASON_RECONNECT ) print("Reconnect");
}
« Last Edit: October 04, 2014, 06:15:04 pm by Stoku »

rwwpl

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Re: Liberty Unleashed Issues List [0.1.0.16]
« Reply #1 on: September 22, 2014, 09:57:39 pm »
Also I am waiting for a new version LU...

And my suggestion:

Add load custom timecyc.dat and new const 'PARTREASON_RECONNECT' ;)
« Last Edit: September 22, 2014, 09:59:49 pm by rwwpl »

xMerkel

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Re: Liberty Unleashed Issues List [0.1.0.16]
« Reply #2 on: September 22, 2014, 11:45:57 pm »
Also I am waiting for a new version LU...

And my suggestion:

Add load custom timecyc.dat and new const 'PARTREASON_RECONNECT' ;)

Custom timecyc will be added in 0.1.1.0

LU needs:
- Better sync (between FPS and bandwidth of the player)
- Check important files (Maps, data files, handling..) before start GTA3 bcs you can easily bypass CRC check
- Fix crashes when you use modded cars (GTA3.IMG, DFF vs Sync = Crash)
- Server option of Anti cheat (Client, antidebuggers)
« Last Edit: September 22, 2014, 11:48:50 pm by xMerkel »

Stoku

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Re: Liberty Unleashed Issues List [0.1.0.16]
« Reply #3 on: September 23, 2014, 05:41:06 pm »
@rwwpl: OP updated with workarond for missing PARTREASON_RECONNECT.

@xMerkel: I'll add your suggestions, but I don't understand your last point - "Server option of Anti cheat (Client, antidebuggers)"

xMerkel

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Re: Liberty Unleashed Issues List [0.1.0.16]
« Reply #4 on: September 23, 2014, 06:41:25 pm »
@rwwpl: OP updated with workarond for missing PARTREASON_RECONNECT.

@xMerkel: I'll add your suggestions, but I don't understand your last point - "Server option of Anti cheat (Client, antidebuggers)"

The dev. known wut I mean ...

CE/Trainers uses debuggers for open process and scan memory.

SugarD

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Re: Liberty Unleashed Issues List [0.1.0.16]
« Reply #5 on: September 24, 2014, 01:31:28 am »
...especially bug #2, #4 and #5(!)...
There is no #5.

sasha19323

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Re: Liberty Unleashed Issues List [0.1.0.16]
« Reply #6 on: September 24, 2014, 01:53:46 am »
  • Colour class still returns just r value, even if you request it g or b or a
  • GetHUDItemEnabled is also bugged and doesn't returns right bool
That's all what I remembered.
Add PARTREASON_RECONNECT (feature #3) (idea by sasha19323)
It doesn't work anymore.
« Last Edit: September 24, 2014, 01:55:46 am by sasha19323 »

Stoku

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Re: Liberty Unleashed Issues List [0.1.0.16]
« Reply #7 on: September 24, 2014, 01:48:23 pm »
OP updated.

@sasha19323: it worked for me. Maybe I made a mistake in the current code or you forgot to RegisterRemoteFunc, which was missing in your original one. I'll test it later and tell you if it's ok.

I hope that this list will be useful for devs and they'll help us striking bugs out.

rwwpl

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rwwpl

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Re: Liberty Unleashed Issues List [0.1.0.16]
« Reply #10 on: September 27, 2014, 09:45:38 am »
Yesterdey I find bug, which causing crash the game. When we press "t" (to start writing on chat) when TAB, we get crashed.

VRocker

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Re: Liberty Unleashed Issues List [0.1.0.16]
« Reply #11 on: September 27, 2014, 02:44:16 pm »
Nice list of bugs and requests you've got here. Some of them are puzzling though...

Car colours should never desync since all colour data comes from the server on spawn then gets updated as it changes. Have you experienced this randomly or when working with a script?

Setting player health to 0 causing a crash makes no sense at all. The method which does this is the exact same method that the server uses to set the health. This will need to be looked at more thoroughly but without debugging it doesn't make sense

WeaponAmmo not updating on the server is a bit of laziness on our part but it should update for the client. We'll look into fixing this.

Colour class returning only the R value... I implemented a fix for this months ago but it must have got removed in one of the many code reverts that happened. A tester should have picked up on this.

Custom weapon.dat, I'm pretty sure this used to work and we haven't touched this code for a long time so it's strange how it doesn't work any more (unless it never did, but why did the testers not tell us?!)

Modded cars causing a crash, this is due to collision tests in GTA itself. If a car is modded so that it runs lower or is smaller than the original model then on remote player's screens, the original model will be inside other objects. This likes to make the renderware engine cry if too many points are intersecting which causes the crash. It's the same reason that spawning 50 cars within each other crashes. We have looked into a sort of fix for this crash but we haven't got around to implementing it yet. People should just stop using modded cars...

As for the tab crash when pressing T and Tab, tab autocomplete has had so many issues since the original implementation and could do with being rewrote. I'll prod AdTec to fix his code (since he wrote that part)

With the feature suggestions, we will look into these when we get time :)


Stoku

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Re: Liberty Unleashed Issues List [0.1.0.16]
« Reply #12 on: September 27, 2014, 06:17:44 pm »
Thank's for your reply.

Color desync happened for me once. Two GTA instances and vehicle were spawned with script (CreateVehicle( iModelID, Vector( fX, fY, fZ ), fAngle, iColor1, iColor2 );). The colours and vehicle data was imported from XML.

Setting Player.Health to 0 from client causes a crash with a high memory addresse (non GTA). Maybe the server thinks that the player is alive and still tries to sync him.

Player.WeaponAmmo didn't update on the client side too (only on weapon change). Tested on client render event.

weapons.dat doesn't work at all. I've placed my own file into LU/data and it didn't load, also tried to enable UAC and add "weapons.dat" line into Anticheat.uac - still no luck.


The blip feature (#1) would be okay as it worked in VC-MP (to make players from the other team invisible).

/edit: OP updated.
« Last Edit: September 27, 2014, 06:21:59 pm by Stoku »

rwwpl

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Re: Liberty Unleashed Issues List [0.1.0.16]
« Reply #13 on: September 28, 2014, 01:06:05 pm »
What about errors in objects, I mean , because object dissapear when I use /reconnect or when exlode something next to him (Bazooka, Grenades etc.)


http://forum.liberty-unleashed.co.uk/index.php/topic,1797.0.html
« Last Edit: October 14, 2014, 11:21:09 pm by rwwpl »

[WS]Teddy

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Re: Liberty Unleashed Issues List [0.1.0.16]
« Reply #14 on: September 29, 2014, 02:33:44 am »
I have also noticed the car colors change randomly while in the server. I can recall specifically one vehicle being yellow one moment and then gray the next moment. These were also different from player to player.
« Last Edit: September 29, 2014, 02:36:18 am by [WS]Teddy »

 

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