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Bugs in the vehicle system
#1
1) Message from LVP: [SM]cake has saved a(n) < to the database. Location: Unknown, Red County.  (It shows "Unknown" sometimes, instead of the vehicle's name)
2) Deletion of vehicles doesn't always work. Only 3 out of 7 vehicles of mine got deleted after the gmx.
3) Trailers can't be deleted (even by attaching it to a truck).
4) /v set doesn't work.
5) /v save doesn't save the exact position of the vehicle. The vehicle turns a bit to the right or left.
6) The position of saved vehicles also gets changed after a gmx. For instance, if a car is saved in front of a wall, a part of it goes through the wall after a gmx.
6) These errors showed up twice :

Quote:WARNING: Bad vehicle detected: Model: 541 - Vehicle ID: 17. Removing vehicle...
WARNING: Bad vehicle detected: Model: 411 - Vehicle ID: 18. Removing vehicle...
WARNING: Bad vehicle detected: Model: 411 - Vehicle ID: 19. Removing vehicle...

On the other hand, tuned vehicles remain intact and there are no problems with /lyse, /rivershell, /brief, /race, /derby and /jump. We couldn't test robbery due to a lack of players.
That's it for now. We'll need more people to test it thoroughly.

P.S. : The test server isn't password protected anymore.
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#2
Copied from other topic:

I noticed when I used /v [id] color 1 2 that color2 = 1 and color1 = 2, but that's not how the syntax is explained when using /v color.

/v [id] color -1 -1 doesn't seem to change the color (me thinks it should change to a random color right?)

Sometimes I get this error message: ... has saved a(n) Unknown to the database, location: Red County, outside the cities. The second time I try it works properly.

Using /v save without changing color gives the vehicle a random color (is this normal?). Edit: also happens sometimes when I did change the color first with /v [id] color.

/v save doesn't save the car at the exact spot you chose, it moves the vehicle a bit to the right or left.

/v set doens't work.
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#3
(06-01-2012, 05:25 PM)toadisthecake link Wrote: I noticed when I used /v [id] color 1 2 that color2 = 1 and color1 = 2, but that's not how the syntax is explained when using /v color.

There's nothing wrong with /v id color.

(06-01-2012, 05:25 PM)toadisthecake link Wrote: /v [id] color -1 -1 doesn't seem to change the color (me thinks it should change to a random color right?)

/v id color -1 -1 doesn't change the color of a vehicle to a random one. If -1 is shown in /carinfo, it means that no particular color had been set for that vehicle.

(06-01-2012, 05:25 PM)toadisthecake link Wrote: Using /v save without changing color gives the vehicle a random color (is this normal?). Edit: also happens sometimes when I did change the color first with /v [id] color.

Saving a vehicle without setting a particular would give it a random one each time it respawns. That's normal.
None of my vehicles had a random color if I set a particular one.

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#4
I have experienced these bugs as well.

By the way is it supposed to save whether the vehicle's armed too? :P

Perhaps we could test the robbery minigame tomorrow, if we get enough people for it of course.

Off-topic edit:
The properties improvements are pretty cool! \o
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#5
Thanks everyone for the testing and feedback :)

/v set is not yet finished, I was expecting this to be mentioned :P

Bad news about vehicle deletion... I'll have to run some more tests with this and try to trace the issue.

-1 in vehicle colours indeed means no custom colour has been set so its random. No problems here.

Regarding the position problems: gulp. This sounds like a SA-MP bug which may be impossible to fix. I'll investigate it.

I've seen the WARNING: Bad vehicle errors. They occur on 3 cars that spawn near the farm. I need to find out where in the source they are added and remove them since they are not supposed to be there.
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#6
Yey fixed the position problems \o
Wasn't a SA-MP bug after all :+

Quote:2) Deletion of vehicles doesn't always work. Only 3 out of 7 vehicles of mine got deleted after the gmx.

I've just tested this by loading the old vehicle map, converting it to the database and then deleting every vehicle out of the police station. It seemed to work fine. I've also checked the code quite a few times and couldn't see any obvious problems. Are you certain about this?

Quote:3) Trailers can't be deleted (even by attaching it to a truck).

I haven't added proper support for trailers. One way you could delete a trailer is enter it using /v enter and then use /v delete. Perhaps /v delete should indeed support trailers though. Thanks, added to todo list :)
EDIT: Done

Quote:1) Message from LVP: [SM]cake has saved a(n) < to the database. Location: Unknown, Red County.  (It shows "Unknown" sometimes, instead of the vehicle's name)

Fixed :)

(06-01-2012, 10:26 PM)Pedro link Wrote: By the way is it supposed to save whether the vehicle's armed too? :P

Nah, I don't think this is needed? Meh, maybe an engine bomb I suppose...
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#7
(06-02-2012, 01:55 AM)Jay_ link Wrote: I've just tested this by loading the old vehicle map, converting it to the database and then deleting every vehicle out of the police station. It seemed to work fine. I've also checked the code quite a few times and couldn't see any obvious problems. Are you certain about this?

I deleted 7 vehicles, all in different locations, but 4 of the deleted vehicles were back after the gmx. This even happened with cake and LE7ELS.
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#8
Hellou!

Just one question:
Are we supposed to literally save "2000" spawnpositions for vehicles so they will be used ingame later on or will the "old" position-system will be used for the "big update"?
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#9
We're not sure yet. 2000 vehicles was just a figure I mentioned for testing purposes. No way could the main server hold that amount and remain lag free :P
I think Sophia wants to do a new vehicle layout which is fine. Although if not it would easily be possible to, for now, load the old vehicle layout on the new system.
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#10
I still can't identify or reproduce any issues with vehicle deletion. I've excessively tested it with over 1000 vehicles and looked over the code quite a bit. I've added additional error checking and added a new warning / error message to show when a problem occurs. The error hasn't shown once.

We may need to organise another test so I can see the bug in action.
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