Given the fact that OneSync set to ‘legacy’ leads to quite some performance issues and lately an increased prevalence to certain crashes, I’m wondering what the primary reasons (resources you use, etc.) are that you’re not all using ‘on’/Infinity.
should I be using infinity on 32 slots?
Right now my server cfg has the OneSync like this…
onesync_enabled true
I’m not sure what’s the exact way to put it on the cfg.
and the last thing,
Does this onesync_enabled true has anything to do with “standing still npcs”? or “dissapearing trafic in front of me” ?
imo those who still use old onesync are using it because either they are not developers to fix their scripts so they work with the players' scopes
or they are developers but facing technical issues to convert all of their scripts. Or they simply don’t care.
onesync_enabled true
is not used anymore, you have to update to latest server version.
this topic was created to see the reasons behind the fact that some people still use legacy onesync instead of the infinity one.
I’m on my latest server version, I was just asking for the exact thing to put on the server.cfg
I do know that Is not supposed to be like that.
Normally it should ask you to use ‘onesync on’ (infinity) or ‘onesync legacy’ (max 128 players, I think) when you start the server.
For me it’s the lack of knowledge/experience with Infinity.
I’m not entirely sure of how the distance culling works or how it can be changed for specific entities, how to create vehicles using server-side natives or the params, how to control/access these vehicles client-side with assurance that control won’t be passed to another player, etc.
Maybe I can’t find the documentation or something if it does exist. But yeah, that’s primarily why. Just waiting for some more clarity with some of it or until I have some more time to experiment. Updating code can be time consuming and it’s difficult with one developer.
… but none of those things have anything to do with bigmode at all, and apply the same whether or not you are using such.
Hi Bubble, I’m on the… $18 patreon I think? So my maximum slots are 64 players - I thought that meant I had to use legacy.
On my package am I able to use Infinity or should I be using “on”? What difference does that actually make? Is there a place we can read about those differences? I’ve tried to look in the past but admittedly I haven’t tried changing it as legacy has worked.
Thanks!
Mainly it’s just vMenu and my scoreboard. Last time I checked vMenu did not work as properly with Online Players and not showing everyone. Then the scoreboard, but I am pretty sure it’s a easy fix. Other than that, all my other scripts have been updated.
Personally I stopped using the legacy version the first chance I got.
For others, honestly - I think it’s a lack of knowledge for a lot of people. I know in the docs - it’s still the legacy argument. Most people just don’t get it, the benefits of it, limitations of it, etc, it’s not a fault on the CitizenFX Team though.
I can with some degree of certainty, it’s vMenu - it’s no strange fact vMenu is WIDELY used on I would say a generous 60%+ (give or take) of servers. It doesn’t play nicely with the new OneSync.
Right, I did hear this from multiple others too.
Made a PR there in order to at least fix the common things mentioned as non-functional.
Lack of walking locals
huh, but infinity has those
To be honest I thought that there was no npc’s in it as I’ve always thought of Infinity as “BigMode” and from what I recall that did not have npcs.
And that really is the main reason. That and I’m not sure what all needs to be changed is there a list of natives/functions that have to be redone again like when going from non-onesync to onesync originally?
I’m confused too
There are NPCs/AI - or at least on my test server there is.
Regardless you could always write a resource to increase or manage the spawns of the NPCs if you feel they’re too low.
I do believe there are a few natives to help you. SetPedDensityMultiplierThisFrame or something along those lines. (Don’t quote me on that Native haha)
That’s fine, I already regulate that on my server. I was under the impression because there was a complete lack of them months ago, and I never saw any announcement stating otherwise, so I never gave it a look to see for myself.
Lack of documentation on how to now properly retrieve players on the client side.
There’s no ‘documentation’ as the way of doing so differs depending on what your scripts do/need.
Do you expect to be spoon-fed ‘documentation’ about every single little thing instead of doing some own research on your own scripts?
Have a read through the natives, there’s toggles to see if a specific native is compatible with client/server or both.
Speaking for myself, it’s mostly vMenu’s limitations on Infinity and then lack of time to properly research and fix all resources needed to work properly on Infinity atm. Otherwise my server would be running already in Infinity, as you say it would run better.
I was also curious, if there is any possibility to make spectator mode (for admins) run on Infinity?