Author Topic: Liberty Unleashed Issues List [0.1.0.16]  (Read 36942 times)

Ankris

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Re: Liberty Unleashed Issues List [0.1.0.16]
« Reply #45 on: October 09, 2015, 10:41:11 pm »
[request]
player.SetSpeed(float value)
PlayFrontEndTrack(instance player, string sfx_file_name);

[issues]
You can't set the alpha to Claude (Prison claude or normal)
Sometimes you are stuck in the jump player status, meaning to run backwards and can't jump (most times is /reconnect, when you jumped)
If you use like the GTA4 HUD i made (for Aurora), when you do /disconnect [most times no crash] or /reconnect
Usually GTA3 crashes at address 0x000000 or 0x0000C5.. etc.
If you spawn more than 1 Claude's at same position, can crash, maybe due sync
Rocket Launcher isn't synced well (1 ammo).
Weapon ammo is badly synced, not at same time like weapon (this can make issues, like making a f*kin anticheat)
Sometimes when someone dies, or spawns can crash.
A fix to the known issue about invisible vehicles can be: don't receive vehicle pos until he is there.
When someone joins with a UID banned, he isn't disconnected until some seconds (should be instant).
« Last Edit: October 09, 2015, 10:43:24 pm by Ankris »

[RU]Kewun

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Re: Liberty Unleashed Issues List [0.1.0.16]
« Reply #46 on: November 12, 2015, 10:58:21 pm »
requests
Player.SetSpawn(pos, angle)
and
remove splash screens from changing islands pls
Fear the wrath of god!


Motley

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Re: Liberty Unleashed Issues List [0.1.0.16]
« Reply #47 on: November 13, 2015, 03:40:35 am »
requests
Player.SetSpawn(pos, angle)
and
remove splash screens from changing islands pls

i believe i have a fix for this im just really lazy to try. in the loc folder find the image for the loading screen and turn it clear with a txd editor might fix might not.might be ugly.

 if you want to test try stretching the m16 aimer to fit the loading screen see what happens. but back up the loc folder in case of errors.

SugarD

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Re: Liberty Unleashed Issues List [0.1.0.16]
« Reply #48 on: November 13, 2015, 08:30:50 am »
requests
Player.SetSpawn(pos, angle)
and
remove splash screens from changing islands pls

i believe i have a fix for this im just really lazy to try. in the loc folder find the image for the loading screen and turn it clear with a txd editor might fix might not.might be ugly.

 if you want to test try stretching the m16 aimer to fit the loading screen see what happens. but back up the loc folder in case of errors.
The game pauses processing while those island screens are present.

There is a way for this to be done, however it requires finding the correct memory addresses so the LU client can implement it. It was done in MTA 0.5r2 for GTA:VC, however the memory addresses have yet to be discovered for GTA III. (With the power of today's computers, most people won't have any issues with them being removed).

Ankris

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Re: Liberty Unleashed Issues List [0.1.0.16]
« Reply #49 on: November 14, 2015, 10:07:58 pm »
[bug]
Sprites aren't removed correctly from memory (try to load many images, reconnect and do the same and you will see GUISprite() failed error due memory)



rwwpl

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Re: Liberty Unleashed Issues List [0.1.0.16]
« Reply #50 on: November 24, 2015, 03:58:55 pm »
My collection in one post

[BUGS Server-Side Functions]

* pickup.Pos - Only reading Position, we can't move to another location.

====================

* player.Angle - Only reading Angle, we can't set another value.
* player.Color - Updating himself only with spawn (radar blip).
* player.Marker - After changing status from false to true, player who we switch the blip, blip pos set to 0.0 0.0 0.0
* player.Train - Always true.

====================

* vehicle.Remove - After few times it switch off the server

====================

[BUGS Server-Side Events]

* onPlayerArmourChange( player, oldarm, newarm ) - Doesn't work (but after reconnect, server kicked me).

====================

[BUGS Client-Side Functions]

* player.Angle - Only reading Angle, we can't set another value.
* player.Cash - Only reading Cash, we can't set another value.
* player.Train - Always true;
* player.VirtualWorld - Only reading Virtual World, we can't set another value.

====================

[Other BUGS]

* Sometimes during drving, car color changes himself for no reason.
* Pickup doesn't respawn himself after something about 330 (picking him up) -> https://youtu.be/annuSAzSIRk
« Last Edit: November 24, 2015, 06:02:13 pm by rwwpl »

Ankris

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Re: Liberty Unleashed Issues List [0.1.0.16]
« Reply #51 on: November 24, 2015, 10:06:24 pm »
[BUGS Server-Side Functions]
* player.Color - Updating himself only with spawn (radar blip).

When you are near from the player the colors are synced, but sometimes no sync (far)

* vehicle.Remove - After few times it switch off the server

Most of times this crashes :P. A temporary help can be: save the last vehicle ID created and if the models are the same set the pos (and fix if is needed)

[BUGS Client-Side Functions]
* player.Cash - Only reading Cash, we can't set another value.
* player.VirtualWorld - Only reading Virtual World, we can't set another value.

Setting cash the locally can be exploitable, like SA-MP. VirtualWorld, too.

[Other BUGS]
* Sometimes during drving, car color changes himself for no reason.

About color, maybe this can be like the server array still having the stored the last vehicle color and tries to sync it (is just a idea).

rwwpl

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Re: Liberty Unleashed Issues List [0.1.0.16]
« Reply #52 on: November 28, 2015, 02:02:43 pm »
[ADD - Client-Side Function]
http://liberty-unleashed.co.uk/LUWiki/Squirrel/Server/Functions/Players/Nametag

or bindkey like VC-MP 0.3 for hiding players name tags ;)


[BUGS Server-Side Functions]

* Vehicle.GetWheelStatus - Always false.
« Last Edit: November 28, 2015, 02:54:04 pm by rwwpl »

Ankris

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Re: Liberty Unleashed Issues List [0.1.0.16]
« Reply #53 on: December 01, 2015, 07:27:01 pm »
[requests]

NPC's:

Code: [Select]
[function] NPC.Vehicle.MoveTo(vector3 Position, bool bUsingGTAPath);
[event] onNPCArrived(npc, x, y, z);

[bugs]
Game isn't minimized when crashes
Many spheres (i don't remember the ammount, maybe 20) can make the next spheres unvisibles (but they still there)

Theremin

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Re: Liberty Unleashed Issues List [0.1.0.16]
« Reply #54 on: December 01, 2015, 08:40:11 pm »
"Max. 14 spheres on screen" from this page.

Ankris

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Re: Liberty Unleashed Issues List [0.1.0.16]
« Reply #55 on: December 01, 2015, 08:51:49 pm »
"Max. 14 spheres on screen" from this page.


Didn't notice but "screen" then means whole LC... or wat?

Theremin

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Re: Liberty Unleashed Issues List [0.1.0.16]
« Reply #56 on: December 01, 2015, 11:36:08 pm »
I never really understood the concept of "screen" as well :( Kudos to anyone which actually explains me that, as it seems too vague for me.

SugarD

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Re: Liberty Unleashed Issues List [0.1.0.16]
« Reply #57 on: December 02, 2015, 01:55:48 am »
"On screen" means what a client currently has loaded, and is directly visible to the player. Remember, GTA renders things as it sees them.

"On screen" limits refer to what the client can handle seeing at one time before it is overloaded and crashes. Server-wide limits are what the server can handle having loaded before it crashes too.

Theremin

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Re: Liberty Unleashed Issues List [0.1.0.16]
« Reply #58 on: December 03, 2015, 02:24:33 am »
"On screen" means what a client currently has loaded, and is directly visible to the player. Remember, GTA renders things as it sees them.

"On screen" limits refer to what the client can handle seeing at one time before it is overloaded and crashes. Server-wide limits are what the server can handle having loaded before it crashes too.

So "screen" limits are also related to what angle the player is facing and draw distance as well, I guess? 1st example: Let's say I have an object in my vicinity but I'm facing the opposite angle, AFAIK it's not rendered in GTA III (I'm not too sure either), so it shouldn't be considered "on screen". 2nd example: I got an object mid far away from me, then I lower my draw distance, and no longer can see it. Can I still consider it "on screen"? Sorry if this is not clear enough, I've been typing in a rush.

SugarD

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Re: Liberty Unleashed Issues List [0.1.0.16]
« Reply #59 on: December 03, 2015, 04:07:38 pm »
"On screen" means what a client currently has loaded, and is directly visible to the player. Remember, GTA renders things as it sees them.

"On screen" limits refer to what the client can handle seeing at one time before it is overloaded and crashes. Server-wide limits are what the server can handle having loaded before it crashes too.

So "screen" limits are also related to what angle the player is facing and draw distance as well, I guess? 1st example: Let's say I have an object in my vicinity but I'm facing the opposite angle, AFAIK it's not rendered in GTA III (I'm not too sure either), so it shouldn't be considered "on screen". 2nd example: I got an object mid far away from me, then I lower my draw distance, and no longer can see it. Can I still consider it "on screen"? Sorry if this is not clear enough, I've been typing in a rush.
It depends on a variety of factors. GTA also renders things not visually being looked at, but nearby too. That is somewhat related to how its SCM coding system handles missions and other things. For an example, think of single-player when you are chasing after a pedestrian-driven car. If it disappears beyond your draw distance limit, it will no longer be loaded. That being said, if you are standing next to the car, but facing away from it, it will still be loaded by the game.

Long story short, if your client has said item or object loaded, it counts against the limitation. If it doesn't have it loaded, it doesn't.

 

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