Severe regression of weapon/gunfire syncing in 3258
Closed this issue · 3 comments
What happened?
Actual gunshot events appear to have massively regressed compared to 3095. Tasers sound like they are empty until they fire for remote clients several seconds later. Shotguns have a large delay, muskets do not even shoot at all. Up n atomizer projectile syncs instantly but the actual shoot effect shows up seconds later, laser minigun doesnt seem to work at all.
3095 (Working well): https://youtu.be/7IfqwRMYFzk
3258 (Bad to awful sync): https://youtu.be/KEt_us7j9MU
Expected result
Gun sync quality should be similar or identical to 3095.
Reproduction steps
- Start up a server on 3258
- Connect with two clients
- Go to the same area
- Shoot various firearms, shotguns, up n atomizer, and stungun as well as the musket are best for showing the discrepancy
- Repeat for 3095
- Compare
Importancy
Unknown
Area(s)
FiveM, FXServer, OneSync
Specific version(s)
FiveM 3258 (Canary, heard reports across stable/beta), Tested latest FXServer (11012)
Additional information
There needs to be more importancy options... I would classify this as "severe" for gunplay focused servers, and quite unideal for others.
Environment is identical, only change between is the sv_enforceGameBuild value.
Some additional input:
In my testing, this seemed to only occur when the shooting task was AimGunOnFoot
. Sitting in a vehicle, shooting the gun without aiming (just pressing the left mouse button), and other scenarios did not cause this type of delay. Needs some additional confirmation, as I just tested this briefly, but when cancelling all other tasks with some hacky usage of CLEAR_PED_TASKS
this also fixed this delay.
A fix should be available on Canary by now (0991173). @Lucas7yoshi Can you please confirm that it fixes the issue for you?
A fix should be available on Canary by now (0991173). @Lucas7yoshi Can you please confirm that it fixes the issue for you?
Tested and seems to be resolved, thanks!