Liberty Unleashed
Liberty Unleashed => Bug Reports => Topic started by: Stoku on September 22, 2014, 06:58:19 pm
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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:
RegisterRemoteFunc( "client_KillPlayer" );
function client_KillPlayer( pPlayer )
{
pPlayer.Health = 0;
}
Client side (/kill command as example):
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:
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:
const PARTREASON_RECONNECT = 255;
function onScriptLoad()
{
RegisterRemoteFunc( "onPlayerPart" );
}
function onPlayerPart( pPlayer, iReason )
{
if ( iReason == PARTREASON_RECONNECT ) print("Reconnect");
}
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Also I am waiting for a new version LU...
And my suggestion:
Add load custom timecyc.dat and new const 'PARTREASON_RECONNECT' ;)
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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)
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@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)"
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@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.
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...especially bug #2, #4 and #5(!)...
There is no #5.
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- 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.
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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.
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++
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)
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++
[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 ...
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Yesterdey I find bug, which causing crash the game. When we press "t" (to start writing on chat) when TAB, we get crashed.
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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 :)
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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.
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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)
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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.
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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.
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 ;)
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- OpenGarage doesn't work in onScriptLoad()
- pPlayer.Marker = true; not working properly. Automatically sets in positions 0.0 0.0 0.0
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- GetHandlingCheat(Player) doesn't return right values sometimes - seems like there's just array with booleans, which LU doesn't clean on player leaving
- Same situation with IsMouseCursorShowing
- GetHUDItemEnabled just returns always one value
- VectorScreen returns just 'x' value
- Most of Player vars (e.g. .Immune .WantedLevel) on client-side doesn't return right values - fixable via setting values on server side
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
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Also limits from LU Wiki isn't right.
Those are bugs.
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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
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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.
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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
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[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.
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FindObject ( i ).AttachPlayerCamera ( instance plr player );
PlaySoundFromURL ( string URL, optional instance player );
FindPlayer ( i ).Angle = int; // Fix?
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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?
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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
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add
veh.SpawnColor && veh.SpawnColorRGB
edit:
pickup.Pos doesn't work
============================
add some function for Blip on Client Side.
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ProcessLineOfSight cause game freeze after multiple calls
PS: if there's any entity between 2 vectors, ProcessLineOfSight returns table w/ next values:
- .Pos - Vector of entity
- .Model
- .Hit - ?
- .Entity - script pointer of entity(player/vehicle/...)
Otherwise ProcessLineOfSight returns false.
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NEW BUG ( i guess)
when in car and have 0 ammo in uzi player can still kill other players with drive by
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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...
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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
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[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):
function onScriptUnload() { setroottable(null); }
or
function onScriptUnload() { clear(true); }
This will clear the whole VM for the script.
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++ 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();
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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
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Vehicle.Remove(); in linux cause crash server.
Player.VirtualWorld = number; cause sometimes crash a player.
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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)
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[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.
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[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)
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[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)
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player.VirtualWorld clientside doesn't work.
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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
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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.
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not cz/en bug, happens on all servers
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not cz/en bug, happens on all servers
I have never seen this on any other server before.
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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
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[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).
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requests
Player.SetSpawn(pos, angle)
and
remove splash screens from changing islands pls
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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.
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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).
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[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)
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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
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[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).
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[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.
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[requests]
NPC's:
[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)
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"Max. 14 spheres on screen" from this page (http://liberty-unleashed.co.uk/LUWiki/Limits).
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"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?
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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.
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"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.
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"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.
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"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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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.
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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.
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[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
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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.
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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.
weatherlock 0
weatherupdatetime 100
works fine
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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 ;)
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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*
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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...)
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(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?
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(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.
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(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.
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(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)