Difference Between fxmanifest.lua and __resource.lua

@nta
Hey man, I know this is a necro-thread, but my question is still relevant to this topic. Thanks again for the help.
Ok, I was playing about with my old resource to see how it was behaving.
It uses resource_manifest_version ‘77731fab-63ca-442c-a67b-abc70f28dfa5’

I see in the docs below: that for this version it says

https://docs.fivem.net/docs/scripting-reference/resource-manifest/resource-manifest/

Manifest version 77731fab-63ca-442c-a67b-abc70f28dfa5 (2016-12)

No changes. This is the minimum operating level for FXServer.

Does this mean its suitable for client use as well?

My question is this, should my resource work with the above manifest right now and the foreseeable future is it still supported (despite server telling me it is deprecated)? Also will non one-sync (off) scripts still be supported?

My code was designed for regular gtao networking (non-onesync). Theres many thousands of lines code, also updating to a newer manifest version stops the code from working (AI behaves differently/stops working for a start)
I played about with a newer fivem client and newer fx server (since my old 1604 server doesnt work anymore) and could not test one sync off due to crashes with second player (due to my custom build fivem client I believe). One Sync legacy which admins told me works back in the day, had a lot of problems (even with my code old changes to support it).

(1 player though seemed to work perfectly fine as per usual both one sync off and legacy one sync)

So yeah, would/should newer Fivem client and FX server versions start breaking these old scripts like mine?

Thanks again

Also, basically can anyone else like a fivem or resource dev or someone with direct experience with using fivem natives/architecture provide any answers re: newer fivem and fxserver legacy support for old manifest scripts like above also designed for non-onesnyc? per my post above?
updating to new manifest fxmanifest.lua format is not the answer because anything newer than 77731fab-63ca-442c-a67b-abc70f28dfa5 is going to break the script.

Resource should still work for now. The manifest version is deprecated and honestly, you might want to start rewriting the resource for fxmanifest and onesync.

I haven’t tested it in a couple of years now, but non-onesync should still work. Not sure who still uses that, except maybe FivePD servers (are those still around?).

Hmm… I initially thought that you might have some issues related to the new way they are (trying to) loading gamebuilds (feat(game/five): introduce sv_replaceExeToSwitchBuilds feature flag · citizenfx/fivem@df68640 · GitHub) but that is not enabled by default.

Crashes might be related to this? Issue Disabling OneSync past GameBuild 2802 · Issue #2509 · citizenfx/fivem · GitHub

Not gonna lie, it might be easier to just rewrite the resource than trying to run it on what is almost 10 year old version.

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Cheers man,

Yeah, I hear you. :+1:

FWIW: Did some testing again locally with my slightly older custom fivem build and latest fivem version with 2 players.
There were some issues with latest fivem with 77731fab-63ca-442c-a67b-abc70f28dfa5 with a changed native’s function signature (used for sms notifications), and then on my older custom fivem build with TaskEscortVehicle function signature on 44febabe-d386-4d18-afbe-5e627f4af937 (adamant). It seemed to be failing because I was using it in a sequence task list, maybe.

Buy yeah, lol I’ve given up on getting it to work with the older script, with the above and other issues. I’m wondering also if it was the old 1604 server that I cant connect to anymore (resource mounter for resource hardcap failed or something) because its no longer supported.

More of a historical note here:
My resource was built with a lot of trail and error as well, and it depended on the fuller entity awareness of clients that I noticed when I was running on the older server (and client I suppose). running with onesync off. In testing both clients would pretty much see all the mission entities spawned by either (even across the whole map away). Vice versa it seemed the mission peds had awareness of both peers (at least within their large AI sight and hearing range settings), and at the very least within 300m of players. Like I would spawn a mission with about 50 peds across the map from both clients, and both clients would see the 50, though you would get cases where with large number of mission peds, one of the clients would not see a few, until they got closer. Smaller missions with less peds iirc were not affected by this, if so only occasionally.

This was the case when running on my old local LAN without other or many custom resources running,.

Saying that, an admin of a highly modded server with a lot of resources used my resource back then for missions, he was using onesync and yeah it was acting like entities only showed up when within 300m or so. I think when he turned one sync off as well, it was the same thing other clients were still not seeing the entities until close up. Which is basically what I am seeing now myself in my environment with the newer ciients and servers now with the older manifest still being used and one sync off.

So long story short, the whole resource would need to be re-written and missions designed to accommodate the apparent lack of entity awareness of clients regardless of onesync status, as well as other issues.

Anyway at this point, any other decent mission systems out there? rhetorical question.

Seeing some potential out there, albeit some are charged.

If 1604 is the server artifact version, and not the DLC number, then that’s bad. Server artifacts now have an end-of-life date, which sort-of pushes you to update them, and definitely forces you to update it if you want other players on your server.

Not gonna lie, I remember your resource from back in the day, and I don’t think there are any resources that can do that, even now, and especially none free.

But that’s off-topic already. If you want to work on this type of resource again, I would suggest looking first at the new things that you can do in fivem, especially server-sided entities, onesync, state bags and player/entity routing(virtual worlds).

And start a devlog on the forums :stuck_out_tongue:

:+1:
fwiw meant to say 1604 was the DLC number used. Tried to find the fx server artifact version but not sure where that would be, looks it was built was around Jan 19th 19’