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Charlie

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Everything posted by Charlie

  1. A while back, RAGE added support for the user_resources/global folder, allowing players to install RPFs/mods to their own game. This opened up the possibility for players looking to replace clothes, tattoos, world textures, or add object addons for trees and clutter. It adds a lot of freedom for players who can't access the server mod folder, letting people use custom designs for their groups/players without needing or waiting on server developers to introduce changes for them. However, the process of getting these mods to work in the clientside involves manual archive fixing. This process isn't documented and from experience, many users struggle to do it even with detailed instructions. I've tried to help Menyoo users in the past who do a lot of singleplayer modding, and the process of manual archive fixing felt confusing and difficult for them, even with years of experience of installing singleplayer mods. It would be a huge boon to the current modding scene on RAGE if an auto archive script could also run on the clientside, similar to how the server auto archive fixes mods currently. It's definitely possible to do it the manual way, however many users still struggle to do it, and frequently tweaking mods leads to a lot of repetitive manual archive fixing. Adding support for auto archive fix on the client would hugely open up the RAGE modding scene and allow many more users to start modding by essentially making the installation process just drag and drop.
  2. Coming back to revisit this now - been developing a freeroam/sandbox server for about 2-3 weeks now on RageMP. From day 1, there were performance + FPS issues. This was on localhost with no script, no server side mods (and no client mods like ENBs/similar) installed. I was getting poor FPS on this server with no code on it and continue to get poor FPS on my server and any server I play on. I can attach a video with proof if needed. Singleplayer and other clients are not facing the same performance issues currently. Anticheat isn't beneficial in the server development and also won't be useful after launch. The server's aim is to create a singleplayer trainer-like freeroam where everything is permitted so preventing cheats/hacks isn't a goal as the player is permitted to do almost anything on the server anyway. It would be a massive benefit if we could choose to opt-in to EAC as server developers. Hopefully George reconsiders this as it would be a massive help to be able to turn it off to improve performance.
  3. While many of GTA:W's clientside scripts are far from perfect and some have terrible optimisation, I have played GTAW both prior to the EAC update and after it. The high resolution texture issue you talk about is not significant as their modding team went through and reworked the majority of the textures and reworked them. The performance prior to EAC had a stage where crashes were common but this was rectified months ago and the server was mostly stable until the EAC update. I'm a former lead admin + senior dev who had access to the ban logs and the level of hacking was not extensive. I agree there's no need to rush it, but equally, this update was released publicly without testing in a similar vein. With 1.1, the update was made available and opt-in, and servers would be able to remain on 0.3.7 and incrementally test 1.1 on their various development servers. This isn't the case with EAC, and the option to opt-out isn't currently available either. Simply, I think it would be reasonable for opt-in to be made available as other major changes like 1.1 have been in the past.
  4. Since the recent EAC update a fairly decent chunk of players I know on RAGE are facing major performance issues. FPS loss, freezes, game crashes, and textures loading very slowly (sometimes upwards of a minute) are a frequent occurence since this patch even with good hardware specs. Here is footage of my current RAGE:MP gameplay, several of my Discord friends said they also have a similar experience: Besides this, the server we play on very rarely sees instances of hacking. Bans for hackers are fairly rare and few cases happen. I understand that the system is currently in testing, however, different servers on RAGE may not necessarily benefit from an anticheat besides newer servers that desire an easy, early solution to prevent hacking. Many common hacking issues are easily solved with server-side events that can be used to check for things like weapons being spawned in that were not acquired properly through the server's script. What I would like to suggest is the ability for server owners to opt-in to EAC through conf.json. If enabled, the RAGE:MP launcher will load EAC, otherwise the game will launch without it. This could follow a similar process as to how connecting to 0.3.7 and 1.1 servers would work, where RAGE launched different launchers depending on the version of the server you connect to. A different launcher would not be needed in this case, simply, the EAC process would either be invoked or not depending on the server-side config. I understand this system is in testing and is due for improvements, however I believe this would be beneficial for many servers that might not need an anticheat due to existing server side script checks that are implemented.
  5. Teodora is a nice lad. Looking forward to this!
  6. Because it doesn't work on Rage like it does on GTA Online
  7. Apparently it was put in this way because 'the game uses G to explode bombs', however I don't think F for both is working very well currently. Even if it can't be G, it should be something else.
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