Before I went on holidays, I wrote a list of all bugs i had noticed while scripting my server.
Now that I'm back, I noticed not all of them have been fixed yet, thus I will post the remains of the list as follows;
Bugs:
Suggestions:
Now that I'm back, I noticed not all of them have been fixed yet, thus I will post the remains of the list as follows;
Bugs:
- Setting weapon damage only seems to work for melee weapons (As stated in this topic)
- Setting flags for custom weapons like damage and range in the xml seem to change for both custom weapon and the original (logical) weapon
- Names of images inside texture files cannot be the same as a file inside another texture file, though maxorator said he was aware of this
- Joining a server that has low latency causes the client to reconnect 1 or 2 times before joining, together with the bug mentioned about the crash on disconnect it could take up to a minute to join a localhost server.
- When walking/driving on objects (ie. a bridge) the objects tend to disappear for less than a second, but long enough to make the player fall through it
- When placing objects on sea (near the Cortez yacht), the coordinates of players, pickups and objects tend to differ
- Sometimes deleted objects and pickups do not get deleted, instead the collision gets removed and the object becomes only visible from 1 angle
- The SetHandlingRule function for vehicles does not work with custom vehicles, thus making it harder to create a proper handling for them
- When a custom sound is playing while driving a vehicle, the sound will stop playing when the vehicle collides with another object
- When storing GUI references inside a table/array, iterating through them becomes impossible.
Removing all references is only possible by setting the table to null. - When changing the world of a player, often markers on the radar of the players in the previous world would not get deleted
- Using explosives on a custom object will make all players that are on the object sliding
- Strange behaviour involving pickups; after picked up the objects disappears but corona stays in place
- pickup.Respawn() does not seem to work and onPickupRespawn event does not get called
- Changes to sphere properties (radius/color etc) do not appear until its world is changed
- Browser: Sorting servers by version does not work
- Browser: When there are a lot of players the playerlist is not showing (as was the case in vicewar with 80 players)
- Custom objects disappear for the killed player during the wasted screen, if they die while standing on them
- After killing a player who had been frozen, the frozen state bugs out where the player can't walk but can still fire weapons
- Firetruck hose not synced
- Vehicle doors not synced
- Teleporting a player who is in a vehicle sometimes does not teleport the player but put the player on top of his vehicle
Suggestions:
- Setting gameplay options such as drive on water and stuntbike per player or world
- Function to make certain objects dynamic (allow gravity to affect the object), includes having its position/movement synced
- Setting weather and gravity per player or world (especially useful in RPGs where worlds are used for other buildings, we don't want rain in them)
- Function to toggle collision of an object per player
- Option to loop sounds (useful for sounds like alarms)
- Synced game counter to sync waves, traffic lights and radio stations
- Custom weapon IDs on player kill event
- A function like attachEntityToEntity, where entity can be vehicle, player or object
- A function to attach entity to player bone, as done in SAMP
- A function to hide a pickup for a specific player
An option to toggle the taxi light of a vehicle- An option to add or remove cuban exhaust flames to a vehicl
- Support multiple passengers in the Coach like in 0.3
- Custom animations support with player.SetAnim, just like with custom weapons
- All maxorator's vehicle loader features, like support for weapons on vehicles
- Since it's possible to use other walking styles using custom skins, a player.SetWalkingStyle function would be useful
- A function to get the position where the player's crosshair is aiming at
- RGB support for vehicle colors, settable during gameplay (I believe it's already supported in MVL)
- Setting marker type for players, vehicles and objects. (Radar blip, floating arrow above entity or both) This was added in LU as well.
- Client-side sound and timer functions
- Client-side functions to set position and alpha of objects and vehicles (useful for map editing)
- Client-side function to move an object or vehicle by mouse movement (useful to position object in map editing)
- An event for extinguishing fires with the firetruck would certainly make RPG servers better
- FastDL
- Custom bullet trail texture for custom weapons
- Synced and settable vehicle variations (vehicle+0x1A2) (opcode 0506 allows a combination of 2 variations to be set)
- Possibility for players to hijack vehicles or pull players out their car
- Flag to check if entity is in water
Synced and settable vehicle light damage (vehicle+0x2B0) (sync required because lights can also break when ramming the vehicle)- Flag to make a custom object pop tyres like the spikestrip objects in singleplayer
- Sync for other players peds being on fire, and an option to toggle it similar to the bleeding ped option
- An additional option to player immunities to make a player immune to headshots
- Client function that exposes the in-game GetGroundZCoord function
- Option to hide a player marker on radar
- When reconnecting to a server without the default VC map, you can see that the VC map can be shown or hidden dynamically. It would allow for more mapping possibilities if there was a reserved player World without the VC map