Liberty Unleashed

Liberty Unleashed => Bug Reports => Topic started by: Stoku on September 22, 2014, 06:58:19 pm

Title: Liberty Unleashed Issues List [0.1.0.16]
Post by: Stoku 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:

List of requests:

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");
}
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: rwwpl 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' ;)
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: xMerkel 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)
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: Stoku 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)"
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: xMerkel 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.
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: SugarD on September 24, 2014, 01:31:28 am
...especially bug #2, #4 and #5(!)...
There is no #5.
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: sasha19323 on September 24, 2014, 01:53:46 am
That's all what I remembered.
Add PARTREASON_RECONNECT (feature #3) (idea by sasha19323)
It doesn't work anymore.
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: Stoku 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.
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: rwwpl on September 24, 2014, 05:17:37 pm
++

http://mantis.liberty-unleashed.co.uk/view.php?id=94 (http://mantis.liberty-unleashed.co.uk/view.php?id=94)
http://mantis.liberty-unleashed.co.uk/view.php?id=93 (http://mantis.liberty-unleashed.co.uk/view.php?id=93)
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: xMerkel on September 24, 2014, 05:37:26 pm
++

[url]http://mantis.liberty-unleashed.co.uk/view.php?id=94[/url] ([url]http://mantis.liberty-unleashed.co.uk/view.php?id=94[/url])
[url]http://mantis.liberty-unleashed.co.uk/view.php?id=93[/url] ([url]http://mantis.liberty-unleashed.co.uk/view.php?id=93[/url])


The second URL was a temporary bug ...
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: rwwpl 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.
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: VRocker 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 :)
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: Stoku 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.
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: rwwpl 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 (http://forum.liberty-unleashed.co.uk/index.php/topic,1797.0.html)
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: [WS]Teddy 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.
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: Stoku on October 04, 2014, 06:31:46 pm
Thanks Teddy for proving this bug.

OP updated.

/edit:
Found another bug in scripting, the onClientClickButton event doesn't work.
Also onClientClickCheckbox should return a pointer instead of ID, cause it's easier to get ID (GUICheckbox.ID) than looking for pointer.

Code: [Select]
function onClientClickButton( pButton )
{
Message( "doesn't work :c");
if ( !pButton.Visible ) return 0; // that's what I want
}

Without these functions it's hard to prevent clicking invisible items, at least checkboxes (they're doing a "dead zone" on visible buttons). Situation with buttons is better, cause I can do a check in callback function, but it'll take many lines instead of 1 ;)
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: rwwpl on October 13, 2014, 10:07:09 pm
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: sasha19323 on October 14, 2014, 08:04:37 pm

Also limits from LU Wiki isn't right.
>20 players on screen cause crash, >100 objects on screen cause crash, >400 objects cause crashes sometime
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: SugarD on October 15, 2014, 12:47:03 am
Also limits from LU Wiki isn't right.
Those are bugs.
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: Merk. on October 17, 2014, 10:02:41 pm
Code: [Select]
FindLocalPlayer().WeaponAmmo // No updates until you change of weapon
FindLocalPlayer().Ping // Updates slowly
FindLocalPlayer().Vehicle.Collidable // Bugs with sync (the vehicle is more and more big when you drive or collides with another vehicle

Edit:

Event or bool to player when him is AFK
Posibility of fast spawn
Posibility of replace DFF/TXD/COL/IDL/CFG...
Posibility to play URL as MP3
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: SugarD on October 18, 2014, 02:02:27 am
Code: [Select]
FindLocalPlayer().WeaponAmmo // No updates until you change of weapon
FindLocalPlayer().Ping // Updates slowly
FindLocalPlayer().Vehicle.Collidable // Bugs with sync (the vehicle is more and more big when you drive or collides with another vehicle
In regards to the first one, this is a design flaw that has been around for a very long time.
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: rwwpl on October 25, 2014, 06:57:37 pm
http://forum.liberty-unleashed.co.uk/index.php/topic,882.msg5190.html#msg5190 (http://forum.liberty-unleashed.co.uk/index.php/topic,882.msg5190.html#msg5190)
http://forum.liberty-unleashed.co.uk/index.php/topic,1074.msg6850.html#msg6850 (http://forum.liberty-unleashed.co.uk/index.php/topic,1074.msg6850.html#msg6850)
http://forum.liberty-unleashed.co.uk/index.php/topic,1715.0.html (http://forum.liberty-unleashed.co.uk/index.php/topic,1715.0.html)
http://forum.liberty-unleashed.co.uk/index.php/topic,1834.0.html (http://forum.liberty-unleashed.co.uk/index.php/topic,1834.0.html)
http://forum.liberty-unleashed.co.uk/index.php/topic,939.0.html (http://forum.liberty-unleashed.co.uk/index.php/topic,939.0.html)

and next const = PARTREASON_CRCCHECK
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: SugarD on October 28, 2014, 01:25:39 am
[url]http://forum.liberty-unleashed.co.uk/index.php/topic,882.msg5190.html#msg5190[/url] ([url]http://forum.liberty-unleashed.co.uk/index.php/topic,882.msg5190.html#msg5190[/url])
[url]http://forum.liberty-unleashed.co.uk/index.php/topic,1074.msg6850.html#msg6850[/url] ([url]http://forum.liberty-unleashed.co.uk/index.php/topic,1074.msg6850.html#msg6850[/url])
[url]http://forum.liberty-unleashed.co.uk/index.php/topic,1715.0.html[/url] ([url]http://forum.liberty-unleashed.co.uk/index.php/topic,1715.0.html[/url])
[url]http://forum.liberty-unleashed.co.uk/index.php/topic,1834.0.html[/url] ([url]http://forum.liberty-unleashed.co.uk/index.php/topic,1834.0.html[/url])
[url]http://forum.liberty-unleashed.co.uk/index.php/topic,939.0.html[/url] ([url]http://forum.liberty-unleashed.co.uk/index.php/topic,939.0.html[/url])

and next const = PARTREASON_CRCCHECK

Agreed on all of them, especially the PARTREASON.
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: Merk. on November 01, 2014, 12:20:40 am
Code: [Select]
FindObject ( i ).AttachPlayerCamera ( instance plr player );
PlaySoundFromURL ( string URL, optional instance player );

FindPlayer ( i ).Angle = int; // Fix?
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: sasha19323 on November 01, 2014, 03:48:55 pm
FindPlayer ( i ).Angle = int; // Fix?
Works with setted camera matrix
FindObject ( i ).AttachPlayerCamera ( instance plr player );
Is it so hard to make this function by yourself?
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: Merk. on November 02, 2014, 01:03:20 am
Works with setted camera matrix
FindObject ( i ).AttachPlayerCamera ( instance plr player );
Is it so hard to make this function by yourself?

Yeah, move LookAt with Mouse
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: rwwpl on November 02, 2014, 12:18:47 pm
add

veh.SpawnColor && veh.SpawnColorRGB

edit:

pickup.Pos  doesn't work

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

add some function for Blip on Client Side.
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: sasha19323 on November 14, 2014, 07:03:19 pm
ProcessLineOfSight cause game freeze after multiple calls

PS: if there's any entity between 2 vectors, ProcessLineOfSight returns table w/ next values:

Otherwise ProcessLineOfSight returns false.
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: [RU]Kewun on January 01, 2015, 07:58:14 pm
NEW BUG ( i guess)
when in car and have 0 ammo in uzi player can still kill other players with drive by
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: SugarD on January 01, 2015, 09:20:32 pm
NEW BUG ( i guess)
when in car and have 0 ammo in uzi player can still kill other players with drive by
Funny you mention that. Someone just reported a similar bug to the MTA:SA team the other day...
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: rwwpl on January 10, 2015, 12:30:24 am
requests:

function for join fails
custom fonts to client (GUI)
directx functions

bug:
T+TAB only crashes if the server is using Linux

T+TAB sometimes crashes... not always ;p


add:

for server side Vehicle.GetEngineState

and client side Vehicle.TaxiLight
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: Ankris on July 20, 2015, 10:58:34 pm
[client]:
Fix ToggleCameraMovement, you can't toggle anymore if you disable it
Fix crashes with buttons (if there's a button and you did reconnect, ALT+TAB crashes you)
Fix FindSphere (returns NULL always, even w/o params or wrong params)
If you are AFK (ALT+TAB) and far far far from the player AFK (in car, the AFK player as passenger), the blip + nick pos aren't updated.
If you make a new button, this new button always returns ID 0.
Add FindBlip
Set player angle
Eject player from vehicle
Add .Remove() for GUISprite

Event 'onPlayerUpdate' isn't called for the passenger, only driver.

[server]:
Possiblity to set the player velocity from serverside.

[fixes]:
If you are using GUIs, this can't prevent crash for some reconnects (or even always):
Code: [Select]
function onScriptUnload() { setroottable(null); }or
Code: [Select]
function onScriptUnload() { clear(true); }
This will clear the whole VM for the script.
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: Ankris on July 23, 2015, 01:47:36 am
++ http://mantis.liberty-unleashed.co.uk/view.php?id=102 (http://mantis.liberty-unleashed.co.uk/view.php?id=102)
++ http://mantis.liberty-unleashed.co.uk/view.php?id=103 (http://mantis.liberty-unleashed.co.uk/view.php?id=103)
++ http://mantis.liberty-unleashed.co.uk/view.php?id=101 (http://mantis.liberty-unleashed.co.uk/view.php?id=101)
++ http://mantis.liberty-unleashed.co.uk/view.php?id=100 (http://mantis.liberty-unleashed.co.uk/view.php?id=100)

[client]
- Object virtual world doesn't update when you change it from scripts.
- You can't send a table/array from server to client and viceversa.
- Player is unfrozen when spawns and bool stills as true.
- If player types /reconnect when he is falling or jumping, his player status will let him run backward (++more)
- T+TAB doesn't crash in Windows 10.
- Ignore the sync packets when you did ALT+TAB, can prevent many anims, explosions...
- Clients stops of being readed while you are in ESC menu.

[server]
- Object.Attach(player/vehicle instance)
- XmlDocument.Close();
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: [RU]Kewun on July 24, 2015, 08:46:10 am
There is a bug, with reconnect i think, it spawns bot Player or something, i saw on server There was like 5 Player bots but not on list
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: rwwpl on July 24, 2015, 12:39:45 pm
Vehicle.Remove(); in linux cause crash server.

Player.VirtualWorld = number; cause sometimes crash a player.
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: Ankris on July 24, 2015, 12:52:35 pm
There is a bug, with reconnect i think, it spawns bot Player or something, i saw on server There was like 5 Player bots but not on list

Not a bug, they do login before they joined

Player.VirtualWorld = number; cause sometimes crash a player.
VirtualWorld doesn't crash never, you need to freeze player, make a countdown for like 5 seconds and change it. (In Duels server this never crashes)
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: sasha19323 on July 29, 2015, 10:08:39 pm
[client]:
Fix FindSphere (returns NULL always, even w/o params or wrong params)
FindSphere(int ID) - for global sphere
FindSphere(int ID, true) - for client sphere

Everything works OK.
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: Ankris on July 30, 2015, 05:22:57 pm
[client]:
Fix FindSphere (returns NULL always, even w/o params or wrong params)

FindSphere(int ID) - for global sphere
FindSphere(int ID, true) - for client sphere

Everything works OK.


(http://i.imgur.com/ssxQUx6.png)
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: Ankris on August 06, 2015, 12:58:58 am
[requests]
DeleteServerRule(rule);
onPlayerWeaponShoot(player, x, y, z);
Update Raknet to the latest version.
Add the vehiclenames, districtnames big message id
ProgressBar without window required
AddScoreboardColumn(column, data);
RemoveScoreboardColumn(column);
SetWastedSettings(time, rgb);
Custom weapon settings for one player (e.g: one player can have 120 bullets w/o reload, but others players not)
Custom GUI styles (or change to a better GUI style)
Resize sprites (e.g.: the entire screen)
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: rwwpl on August 12, 2015, 05:12:44 pm
player.VirtualWorld clientside doesn't work.
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: [RU]Kewun on August 18, 2015, 09:15:10 am
i didnt mean that invisible plr bug,
when i was near airport, i found a player called "Player" and 100HP bar and he didnt move and was freezed, i didnt saw him on nick tabel
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: Theremin on August 18, 2015, 04:30:43 pm
i didnt mean that invisible plr bug,
when i was near airport, i found a player called "Player" and 100HP bar and he didnt move and was freezed, i didnt saw him on nick tabel

That's just a CZ Server bug, doesn't really concern LU itself.
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: [RU]Kewun on August 19, 2015, 09:04:06 am
not cz/en bug, happens on all servers
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: SugarD on August 25, 2015, 04:19:39 am
not cz/en bug, happens on all servers
I have never seen this on any other server before.
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: [RU]Kewun on August 25, 2015, 10:21:39 am
also, you should block cleo.dll, because some hackers may use a special cleo for lu and it works,
i know name of those dlls, i can send to pm in developer
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: Ankris 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).
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: [RU]Kewun on November 12, 2015, 10:58:21 pm
requests
Player.SetSpawn(pos, angle)
and
remove splash screens from changing islands pls
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: Motley 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.
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: SugarD 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).
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: Ankris 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)


Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: rwwpl 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
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: Ankris 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).
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: rwwpl on November 28, 2015, 02:02:43 pm
[ADD - Client-Side Function]
http://liberty-unleashed.co.uk/LUWiki/Squirrel/Server/Functions/Players/Nametag (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.
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: Ankris 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)
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: Theremin on December 01, 2015, 08:40:11 pm
"Max. 14 spheres on screen" from this page (http://liberty-unleashed.co.uk/LUWiki/Limits).
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: Ankris on December 01, 2015, 08:51:49 pm
"Max. 14 spheres on screen" from this page ([url]http://liberty-unleashed.co.uk/LUWiki/Limits[/url]).


Didn't notice but "screen" then means whole LC... or wat?
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: Theremin 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.
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: SugarD 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.
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: Theremin 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.
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: SugarD 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.
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: Theremin on December 04, 2015, 12:57:09 am
I'm having the same problem. If I set weatherlock off via Server.conf it actually starts changing only after several cycles, i.e. I set the update time to 60 seconds, server opened with time set to 12:00, weather starts changing at 04:00, same thing if I set weather to update each 10 seconds, it will still start changing when it reaches 04:00.
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: SugarD on December 04, 2015, 05:40:46 am
I'm not sure if this is the issue, but it could be that the weather is indeed changing, but it is changing to the same weather, hence no noticeable difference.
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: Ankris on December 29, 2015, 08:28:20 pm
[issues]
GUIWindow.Remove(); // Doesn't remove
Some player markers are moving instantly from stadium (vpos 0 0 0) to current player pos (and viceversa)

[requests]
GUISprite.Remove();
Custom fonts.

This topic needs a update
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: SugarD on December 29, 2015, 09:56:29 pm
This topic needs a update
You'll have to PM the user if you want that done. It isn't an official topic, so there isn't much we can do, unfortunately.
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: Motley on February 13, 2016, 09:28:25 pm
I'm having the same problem. If I set weatherlock off via Server.conf it actually starts changing only after several cycles, i.e. I set the update time to 60 seconds, server opened with time set to 12:00, weather starts changing at 04:00, same thing if I set weather to update each 10 seconds, it will still start changing when it reaches 04:00.

Code: [Select]
weatherlock 0
weatherupdatetime 100

works fine
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: rwwpl on June 05, 2016, 04:36:25 pm
This topic needs a update
You'll have to PM the user if you want that done. It isn't an official topic, so there isn't much we can do, unfortunately.

This user not have time for updating this topic. But you can ;)
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: VRocker on June 05, 2016, 04:49:46 pm
Or.. .you could just add them to mantis ;)

I may or may not have fixed one or two of the bugs listed in this thread yesterday.... *whistles*
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: Ankris on June 05, 2016, 05:51:34 pm
This topic needs a update
You'll have to PM the user if you want that done. It isn't an official topic, so there isn't much we can do, unfortunately.

This user not have time for updating this topic. But you can ;)

Posted the December 29, 2015, 08:28:20 pm
Last Active:   December 27, 2015, 04:25:37 pm

Or.. .you could just add them to mantis ;)

I may or may not have fixed one or two of the bugs listed in this thread yesterday.... *whistles*

If you fixes them then i will ;-; Mantis looks like just decoration right now
(Oh btw you could fix the GUI when is free'd, that makes my mind explode when I add UI stuff related and I don't think I'm the only one...)
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: SugarD on June 05, 2016, 09:15:11 pm
(Oh btw you could fix the GUI when is free'd, that makes my mind explode when I add UI stuff related and I don't think I'm the only one...)
What do you mean by fixing the GUI?
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: Ankris on June 05, 2016, 09:26:52 pm
(Oh btw you could fix the GUI when is free'd, that makes my mind explode when I add UI stuff related and I don't think I'm the only one...)
What do you mean by fixing the GUI?

Imagine a deprecated, not working properly mysql_free or trying to read a invalid memory region, inside of onScriptUnload. That happens always when you get disconnected from the server with GUI things like GUIProgressBar.
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: SugarD on June 05, 2016, 09:36:42 pm
(Oh btw you could fix the GUI when is free'd, that makes my mind explode when I add UI stuff related and I don't think I'm the only one...)
What do you mean by fixing the GUI?

Imagine a deprecated, not working properly mysql_free or trying to read a invalid memory region, inside of onScriptUnload. That happens always when you get disconnected from the server with GUI things like GUIProgressBar.
Make sure you report that on the Mantis bug tracker.
Title: Re: Liberty Unleashed Issues List [0.1.0.16]
Post by: Ankris on June 05, 2016, 10:26:01 pm
(Oh btw you could fix the GUI when is free'd, that makes my mind explode when I add UI stuff related and I don't think I'm the only one...)

What do you mean by fixing the GUI?


Imagine a deprecated, not working properly mysql_free or trying to read a invalid memory region, inside of onScriptUnload. That happens always when you get disconnected from the server with GUI things like GUIProgressBar.

Make sure you report that on the Mantis bug tracker.


http://mantis.liberty-unleashed.co.uk/view.php?id=107 (http://mantis.liberty-unleashed.co.uk/view.php?id=107)