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Players crashing when getting off the bus #29
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Hi, thanks for the report. I'll try to take a look at it, this evening. Do you know if there are any error messages in the client's log file? |
Thanks for the quick reply. I'll double check and get back to you. |
I've just checked and I can't see anything of interest in the log. Would you like me to send you a copy? |
Thanks for checking the log. Unfortunately, I wasn't able to recreate the issue. :( Could I please get the client's log after the game crashes, but before relaunching the game, just in case there's some clue hidden in there? Also, if you wouldn't mind...
Thanks! |
Hey, @mortdudley, just wondering if you're still experiencing the issue. |
Yeah mate, still got the problem. Sorry I haven’t replied to your last comment, real life got in the way. I’ll get it all the info you requested shortly. Thanks again. |
No worries! And no rush. Hope everything is well. |
I had that problem on onesync and i back to 32 slots and no problems now.. |
Hey @Tinky124, thanks for the information. I've never looked into onesync, so I have a couple dumb questions, if you don't mind... Do you know if setting |
yes you can with 32 slots test it.. dont need to run more than 32 slots. Dont pay fivem ahahah please.. Just put +set onesync_enabled 1 in your server.cfg 99% this script have some problems with onesync system. Also check my pull request i updated to lastest now manifest version.. |
Thanks for the info! I wasn't able to recreate the issue when using onesync--I did a full metro route and got out at almost every stop (and between a few stops) without any issues. Do you remember if there was an error message when the client crashed? Or are there specific steps that need to be followed for it to happen? |
Hi mate, Server version is - FXServer-master SERVER v1.0.0.1972 win32 Config file:
It appears to happen every time you get off the bus while passengers are either entering or exiting the bus and only when shown on the client only. It also appears to happen on all routes. We don't use any custom routes or buses. I also tested it on our test server that does not have Onesync enabled and we don't have the issue at all there. I have a copy of the crash dump also if you would like to see it. |
Awesome, thank you @mortdudley! The only thing that really stands out is that your server is win32, and I've only ever tested on a Linux server. @Tinky124, are you running your server on Windows, as well? |
I am running also server on Windows.. @propstg Lastest Fivem Server Artifact. But i am running win64 server not 32 lol.. |
@Tinky124 Hmm, does the version reported by the server say win64? I installed it on a 64 bit machine and it says Potentially important, I did stupidly grab the latest server version when I set up my server, last night. It looks like the earliest version on the artifact server is 2000, and I can't get that to work with the latest es_extended (the error appears to be because it's expecting a __resource.lua file and es_extended is now using an fxmanifest file, but I'm not 100% sure if that's the cause). (Also potentially important, it looks like the latest version of ESX removed ES as a dependency, which explains why the installation instructions were much simpler than I remembered and also means I probably won't try downgrading ESX on my windows server to see if the issue with this script is just magically fixed in newer server versions until tomorrow night at the earliest, because 🍻) |
I mean, it is possible, but I'd be surprised if that specific change is the cause. It doesn't look like there are any natives used in that change that weren't already being used elsewhere in the script. If you think it is the cause, and you're still able to recreate the issue with onesync enabled, you could try commenting these lines out of
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@propstg i tested and its not problem with that, peds.lua maybe because when peds are in bus and when you leave the bus then crash happen.. |
Per #32, it sounds like disabling ped spawning might be a workaround for the issue (or some not-fully-stated reason). I've added config options to make this easy. I'll keep this open, even if that workaround works, because driving an empty bus around is silly. |
@propstg at the moment it seems like they want to go to one point all of them. maybe release the task after exit the bus would make them walk away? Its wierd if you restart the resource it will "kill" the task they all want to walk on one position and they walk away normal. also i implementet the coach for the Scenic Route. It has only 9 seats dont know why but i think its a better feeling to drive with this one :) here is the code:
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Hi @EGUltraTM,
That sounds like a good idea, but might be better-suited for a new issue, if you'd like to open one for it.
Also, I saw this in my email, but it looks like you edited it out. Is this still needed? I'm not sure if it'll fix the issues on this ticket, but it seems like it couldn't hurt to use the same style of ped spawning as the ambulance mission script. Thanks! |
Hi @propstg ok will create a issue with the npc thing. it looks wierd if all try to run to one point :D |
Hi, we have an issue where drivers will crash out of the game every time they exit the bus during a run.
This happens only when peds are set to show on the client. When they are set to show on the server, drivers can exit the bus without issue. I've noticed the script will cause quite high hitch warnings when set to show on server, so we would really like to be able to just show it on client without any issues.
Any insight you might have would be fantastic :)
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