Just like last week, we’re getting reminded that this needs to be posted a bit too late, so it’s time for another rushed weekly status update.
Progress and events
Some progress was made.
Another semi-internal OneSync test was held, both testing fidelity/bug fixes as well as a second load test. The system held up well up to 63 players (dying right at 64 ), though AI doesn’t seem to work properly yet as evidenced by a later test showing at least 8 points of required improvement/fixing.
I am not so techy and don’t realy understand all these terms and what does what. Could you please elaborate and explain why you can’t just release onesync with like 63 players? (since you said it crashed at 64)
By the way…I do not want to start a policy discussion or criticism here, but I would like to ask the question, why do GVMP and ■■■■■■ have so many slots and FiveM only 32. Do these systems have a different system?
And before I forget, I thank you not only for the hard work you do, but also for the time you invest and the information you give us!
did you guys add like a parking break into this update? Because my server is having the issue to where a parking break auto turns on at random times in a vehicle. When its on you can only “rev” the engine now move.
That’s only a half-truth, and a common misconception. OneSync is still based on the game’s own networking system, however rewriting and expanding intermediate layers in order to have more flexibility including (initially) up to 256 player slots. There’s nothing inherent about ‘writing custom netcode’ that leads to it being able to ‘have more slots’ and an expanded version of the original networking system to not have such.
Writing entirely custom networking code, while bringing ‘lots of slots’ early, is unnecessary effort when the game itself already has a set of entity serializers/deserializers and other provisions that can be used with enough programming ability, and that will inevitably provide higher-fidelity clone replication than ‘just’ blindly trying to monkey about with replication without understanding the game’s own functionality (i.e. ‘scripthook sync’, abusing natives and tasks to give the illusion of replicated state, as is really common among the other modifications in the V MP ecosystem).
That, and a ‘custom’ model ignoring the game’s own functionality is unlikely to allow proper functioning of AI across multiple clients.
The amount of ‘slots’ isn’t the only feature a network model has, nor is it the only feature a game modification platform has.
In addition, any statements of ‘FiveM is using GTAO code, which is illegal’ make no sense - firstly, GTA V is a single binary, and the networking code is tightly interwoven with the game codebase/engine, and similarly, using GTA V code itself (hooking, calling, etc.) would be just as ‘illegal’. Secondly, since nearly every game routine contains network-related code (we’ve noticed a prevalence of ~1-2% of game functions containing some network code, more if discounting engine code), even modifications that don’t use the game’s native networking functionality for whatever reasons - incompetence or others - still call into GTA/RAGE networking code, which is unrelated to GTAO, as GTAO is a set of scripts and assets on top of the base GTA V game code that happens to only execute in network mode.