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The OneSync EAP and you

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@system wrote:

At FiveM, we are concerned with your safety every day. Therefore, we have decided to release a practically broken, crash-prone and early prototype of OneSync to our most valued community members, for use in testing, development of scripts, and helping out to weed out the final few :ant:s left over in the system.

We call it: the OneSync Early Access Program.

Mind you, this is pre-release software functionality, which is not representative of the final release, and any functionality may be altered, removed, incinerated, frozen or temporarily murdered at any point in time.

With that said, you might be wondering - how to get access, how to use it, and what the hell do you do? :hippopotamus:


  • An active server perk tier of one of the following types:
    • Element Club Argentum/Aurum/Platinum
    • Manually Granted Premium
    • OneSync EAP
  • The latest server build. For OneSync, server builds will have to be in sync with the matching client build. There’s no checks on this for now, please be aware of this!
  • Patience and tolerance for bugs.

The OneSync EAP group will be granted to development/testing servers only upon request and receipt of a valid use case other than ‘i have server gib 64 slots’ or similar. In addition, open source builds can be used for internal testing if you don’t want to wait to be accepted - see the building documentation and remove the check for the OneSync message from the client to try it.

We may revoke access to the OneSync EAP for any given user for any reason, including but not limited to complaining about known issues, slander (‘this sucks fivem crap’), and other reasons to be chosen at our discretion.

How do I use it?

  • Make sure your server has the right license key type.
  • Run Windows. Linux servers may work, but there’s potential issues preventing players from seeing one another. This will be fixed at a future stage. Don’t ask for an ETA, you’ll risk losing access to the EAP.
  • Launch the server with the added argument +set onesync_enabled 1. This probably won’t work in the configuration file.
  • Make sure sv_maxclients is over 32 if you want to use that many clients. Use 63, not 64, 64 might be a very bad idea, or maybe that was hardcap. :man_shrugging:
  • Fix your scripts in case there’s any <31 loops to use <255 loops to iterate over players. Players go down from 63 now, so your script will be broken if left unchanged.
  • Report any issues that aren’t listed in the ‘known issues’ set down below, or otherwise posted.

Known issues

  • Bandwidth usage might be a little insane.
  • Population (AI traffic/peds) might have various glitches such as:
    • Migration failing (unable to enter a ped car)
    • Peds being dragged along behind their vehicles.
    • Really weird desynchronization of traffic.
    • Crashes due to pool sizes.
    • That is, it’s recommended to use a script to disable population.
  • Pool sizes aren’t checked currently, don’t spawn too many entities.
  • Sticky bombs are unlikely to work properly.
  • Guns are currently broken - firing won’t be shown on other clients.
  • Fires spread in weird patterns.
  • Certain vehicle gadgets (hooks/magnets) do not work as expected.
  • Distance culling is a really lazy implementation, certain script calls might not operate properly.
  • There’s no voice chat built-in. Mumble will be re-added at some future time.
  • The GTAO built-in text chat won’t work. This is intentional, and it won’t return. Use the chat resource like you should’ve done at all.
  • Certain script calls from the NETWORK category that operate on the session won’t work or will not have expected results.
  • There’s a lot of unknown-cause crashes that may randomly occur due to memory corruption or other issues.
  • The server might crash, please get procdump to get dump files to report these crashes.
  • There’s a big Time window which is to be replaced with a giant watermark saying ‘OneSync prerelease’ or so.

Missing features

  • Most of the OneSync scripting API.

Have fun! :mascot:

Posts: 51

Participants: 37

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