Coder Social home page Coder Social logo

altv-issues's Introduction

alt:V Multiplayer

alt:V Multiplayer uses GitHub Issues as a issue tracker. This repository is here for that purpose—it does not contain the actual source code.

How do I…?

  1. Check out the Troubleshooting page.
  2. Browse the altv ↗ questions on Stack Overflow. If you haven't found there what you are looking for, post a question for the Stack Overflow community to follow or answer.
  3. Use our official support channel and post your problem ↗.

I think I found a bug

  1. Review the issues in the Issue Tracker ↗. Maybe someone has already reported it and it'll be fixed soon.
  2. The problem might have also been fixed. In this case, you'll find the issue in the closed issues list ↗.
  3. If you cannot find your issue, follow the reproduction steps guide below. We'll look into it.

I have an idea on a new feature

We're happy to take any feature into the consideration. If you're sure that such feature wasn't implemented yet, follow the steps below:

  1. Review the issues in the Issue Tracker ↗. Maybe someone has already reported it and it'll be implemented soon.
  2. If you cannot find your issue, follow the reproduction steps guide below ↗. We'll look into it.

I want to report a bug or a feature

  1. Open a new issue ↗, choose suitable option and follow the template.
  2. Provide any additional information necessary for us to reproduce the problem such as client version, steps to reproduce, etc.
  3. No concrete information or failure to comply with template, can lead to issue being solved longer or to its closure.

We might not be able to act on issues without the reproduction steps.

If you need assistance on troubleshooting or isolating a problem, you can ask for help in official Discord support channel here ↗.

altv-issues's People

Contributors

c0kkie avatar emcifuntik avatar fabianterhorst avatar gamelaster avatar iamfronty avatar leonmrbonnie avatar unnvaldr avatar vadzz-dev avatar xxshady avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

altv-issues's Issues

Sync Ped Decorations

EDIT NEW:
game.setPedDecoration works for own Client. It is synced for other players AFTER the ped/player is respawned once.

EDIT OLD:
Is your feature request related to a problem? Please describe.
The game.setPedDecorations Decorations are not synced. Means e.g Tattoos are not synced. I have to set every tattoo of a player for every player logging in AND set the new players tattoos for every player on the server.

Describe the solution you'd like
Sync similar to Face Features or Clothes.

Describe alternatives you've considered
It is possible to Sync on logging serverside but it is for e.g 300 players and 8 tattoos each not very efficient.

Server Resources finally loaded event

I communicate from server resource to server resource with the alt:v eventhandler on & emit

Sometimes i emit and event directly on server start to another resource. This is only working, if all involved resources are loaded.

It would be nice, if there is an event like

alt.resReady(() => {
  // do all stuff you need after resources successfully loaded
})

I hope you understand what i mean :)

Sync dirt level on vehicles

Hello,
Dirt level on vehicles are not properly synced, if your out of range it is resetted.
Please properly sync this in order to improve important roleplay feeling.

grafik

Best regards
Durty

[Bug] Blips don't disappear

Expected Behavior

All blips should disappear.

Current Behavior

The blips don't disappear.

Steps to Reproduce

  1. Create a blip on the server.
  2. Type reconnect into the console or close the server.
  3. Reconnect with reconnect.

Context (Environment)

I'm forced to restart the game.

setting ped decoration leads to game crash

When setting a ped decoration using game.setPedDecoration(ped, collection, overlay), the game crashes. No crash dumps.

Expected Behavior

Should set a ped`s decoration (tattoo).

Current Behavior

Game crashes when calling native.

Steps to Reproduce

  1. Get a tattoo`s hash from collection string/overlay string. Example:
    collection: "mpairraces_overlays"
    overlay: "MP_Airraces_Tattoo_000_M"
  2. Use game.setPedDecoration(ped, collection, overlay) with tattoo hashes
  3. --> game crashes. no crashdumps created.

Dynamic resource and asset downloading and loading

Is your feature request related to a problem? Please describe.
Make it possible to load vehicle mods after connecting to the server in background.
Make it possible to don't load mods to users who don't need them.

Describe the solution you'd like
Define a resource as optional in your resource.cfg.
Load it on client via alt.requestResource(resourceName)

Change style of buttons in alt:V UI to have some kind of border

Hey,
buttons should have some kind of border or style to make them look like actual buttons.
Many users will probably have the problem that they can't identify them as buttons, because there is nothing that differentiates them from actual text.

It's just a common pattern that people use to make it obvious that an element is clickable.

Greetings :)

Add Networking entity

Is your feature request related to a problem? Please describe.
Is needed to add static objects, peds ect. to the client

Describe the solution you'd like
A entity that has a position and a synced meta data. The client can use it to read the meta data and create and destroy the ped, object ect. depending on the meta data in entityStreamIn / entityStreamOut.

Add WebView features

Events:

  • webViewCreated
  • webViewDomReady

Functions:

  • destroy
  • reload
  • hide(?)
  • show(?)

Properties:

  • url

Get vehicle category(Boat, Helicopter etc.)

Is your feature request related to a problem? Please describe.
We need a function to get the category of a vehicle, to control what should happen based on the category.

Describe the solution you'd like
A serverside Vehicle_getCategory(alt::IVehicle* vehicle) function that return the category of given vehicle.

Describe alternatives you've considered
Use the natives clientside:

IsThisModelAHeli(model: NativeHash)
IsThisModelACar(model: NativeHash)
OR
GetVehicleClass(vehicle: NativeVehicle)

Add point dist and for each in range

SERVER SIDE
a function to get all entities in range
entity.forEachInRange(position, int range, int world/dimension, callback); // returns all entities within the specified range

a function to get distance between player and a map coordinate
GetPlayerDistanceFromPoint(player, position): would return distance between player and a map coordinate

//optional (useful for local chat)
players.broadcastInRange(pos, 15, Message from ${player.name}: ${message});

Apply textures to objects/surfaces

Like how a game engine would handle textures

Make a texture that can be modified with custom bitmaps and can be applied to objects and surfaces.
Make the object/surface perpenicular to one's screen to simulate a 2D3D rendition.

native setPedHeadOverlay doesn't work

Expected Behavior

Setting a head overlay options.

Current Behavior

Nothing happens

Steps to Reproduce

  1. game.setPedHeadOverlay(game.playerPedId(), 4, 1, 255)

[Bug] drawText render limit when placed in 3d world (max 32 per frame).

I tested this yesterday by placing a shitton of text labels in the 3d world and only displaying them when you're in range of them. Apparently, the labels start disappearing when you hit the 32 mark so I believe there's a limitation of 32 text labels per frame.

This might be a bug in alt as I talked to Hazard about it and he told me that I might as well make an issue out of it.

There's more information about it here (and other possible client limits); https://forum.fivem.net/t/guide-v-and-fivem-limitations/48493

Call unknown natives

Is your feature request related to a problem? Please describe.
Currently there is no way to call natives which are not "hardcoded" as functions (correct me if I'm wrong) which is a problem because there are tons of natives in the updates that currently can't be called in altV. A lot of examples can be found in the decompiled scripts. Those natives are not in NativeDB.

Describe the solution you'd like
Either add a function like callNative(nativeHash, params...) or add all natives from the updates to the "game" module. Personally I think it wouldn't be a good way to request all natives that you need from those updates by telling you guys as most of the time when looking at natives from decompiled scripts I just like to test them, most of the time I don't know if it's the right one and if I need it so to have all natives available would be great.

Describe alternatives you've considered
You tell me :P

js canvas api like dx wrapper

I already wrote this internally, but maybe the api could get some feedback.

let canvas = alt.newCanvas();
let paint = alt.newStrokePaint(color, antiAlias, strokeWidth, strokeJoin, strokeCap);
let paint = alt.newFillPaint(color, antiAlias);
canvas.drawRect(float left, float top,  float right, float bottom, Paint paint);
canvas.drawText(text, float x, float y, Paint paint);
canvas.drawCircle(float cx, float cy, float radius, Paint paint);
canvas.drawLine(float startX, float startY, float stopX, float stopY, Paint paint);
canvas.drawOval(float left, float top, float right, float bottom, Paint paint);
canvas.drawArc(float left, float top, float right, float bottom, float startAngle, float sweepAngle, boolean useCenter, Paint paint);
let path = alt.newPath();
path.moveTo(x, y);
path.lineTo(x, y);
canvas.drawPath(path);

Add Resource reload

IServer::StartResource(alt::IResource* resource);
IServer::StopResource(alt::IResource* resource);

or

IServer::StartResource(alt::String resourceName);
IServer::StopResource(alt::String resourceName);

Suggestions for client-side functions and events

Please, post here a comment about functions, variables and events which you like to have in client side scripting. Also, write here things also which is available in natives, we don't recommend to use natives, so we will implement things which you need.

Please mark every function as / [] nameOfFunction.

Police Light no work

I tried to add Add-on police car to the server, unfortunately police lights do not want to work, it's not the fault of the model because the model works on OFFLINE mode

getShapeTestResultEx not working (Vector3 pointer)

Calling the function game.getShapeTestResultEx for raycasting is not working.

Expected Behavior

Return the raycast result for the pointers of the native.

Current Behavior

Console is just outputting: [Error] Native call failed: 0xcfcd44

Possible Solution

Fix it ples

Steps to Reproduce

  1. Call a raycast (START_SHAPE_TEST_LOS_PROBE for example) and get the returned raycast id (working)
  2. Call game.getShapeTestResultEx (_GET_SHAPE_TEST_RESULT_EX) with the raycastID and some useless parameters as most of them are pointers

Add Vehicle Damage event

Is your feature request related to a problem? Please describe.
A way to react to damage being applied to a vehicle

Describe the solution you'd like
A event for it.

OnVehicleDamage(IVehicle vehicle, IEntity attacker, uint16_t damage, uint32_t weapon)
OnVehiclePartDamage(IVehicle vehicle, IEntity attacker, uint8_t partId, uint8_t damage)

Add serverside player functions and properties

gamiee's note: Please mark every function as / [] nameOfFunction.

Functions:

  • player.putInVehicle (vehicle, seat)
  • player.ejectFromVehicle
  • player.addWeapon (weaponHash, ammoCount)
  • player.removeWeapon params: (weaponHash)
  • player.removeAllWeapons
  • player.setWeaponAmmo (weaponHash, ammoCount)
  • player.getWeaponAmmo (weaponHash)
  • player.giveWeaponComponent (weaponHash, componentHash)
  • player.hasWeaponComponent (weaponHash, componentHash)
  • player.getWeaponComponents(weaponHash)
  • player.removeWeaponComponent(weaponHash, componentHash)
  • player.removeAllWeaponComponents(weaponHash)
  • player.resetAllWeaponComponents
  • player.setWeaponTint(weaponHash, tintIndex)
  • player.getWeaponTint(weaponHash)
  • player.getAllWeaponTints()
  • player.resetAllWeaponTints()
  • player.setDefaultComponentVariation
  • player.setComponentVariation (componentId, drawableId, textureId, paletteId)
  • player.getComponentVariation (componentId)
  • player.setHeadOverlay (overlayId, index, opacity)
  • player.setHeadOverlayColor (overlayId, colorType, colorId, secondColorId)
  • player.setEyeColor (index)
  • player.setFaceFeature (index, scale) -> or/and one function for all face features
  • player.setHeadBlendData (shapeFirstID, shapeSecondID, shapeThirdID, skinFirstID, skinSecondID, skinThirdID, shapeMix, skinMix, thirdMix, isParent)
  • player.playAnimation
  • player.stopAnimation
  • player.setDecoration
  • player.clearDecorations
  • player.getDecorationsState

Properties:

  • player.ip
  • player.discordId
  • player.licenseHash
  • player.allWeapons
  • player.currentWeapon
  • player.eyeColor
  • player.faceFeatures
  • player.hairColor
  • player.hairSecondColor
  • player.headBlendData

Use int's instead of short's for dimensions

Is your feature request related to a problem? Please describe.
A lot of times database id's are used for dimensions and the max short isn't enough for most of them.

Describe the solution you'd like
Change dimension data type to int64

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.