Hello, community! Similarly to the past two State of the posts, this time we’ll summarize some recent project developments in order to shed some light on the project progress, and inform you about some future plans.
This week in FiveM
No development was done this week, we have continued monitoring the service infrastructure, user reports as well as continued planning for future development.
The intent exists to provide some weekly progress reports, even if no progress has been made.
We recently introduced subdirectory model streaming (for e.g. streamedpeds) as a test for the Element Club members, community uptake has been as expected - no weird issues were reported, but metrics suggest there’s some improvements to potentially make.
OneSync (‘64 slots’, as the community has taken to call it) has seen minor development in reducing core issues, but as the server build boxes are offline for the time being development after that has been suspended. Internal tests with #hate/#hate-plus have been performed, leading to satisfactory data regarding improving these subsystems to be accurate to internal game code invocation in addition to data gathered during April’s stress test.
Other than that, reliability improvements have been made to reduce the incidence of top game crashers as reported using the crash reporting system, and new top crashers have displaced the old ones.
Player count peaks are stable, showing slight increases week-over-week.
Near-future development will focus on four pillars:
- OneSync stabilization: Get OneSync ready for larger-scale prototype testing, fixing common specific crashers, synchronization flaws and getting population working again under the new object manager.
- Reliability: Investigate top crashers, potentially asking for (or automatically gathering) user feedback relating to the cause of crashes, trying to eliminate at least the first page of Sentry crash reports. Investigate better UX for crashes, and make user error less likely to lead to issues while starting or running FiveM. Figure out means to have servers report crashes automatically as well.
- Developer experience: Improve error reporting, finalize JS runtime specifics, update and make Mono more consistent, implement cross-language debuggers/profilers, and tweak other elements of developer experience to get rid of development pain points. Improve access to documentation and task community members with writing documentation.
- Experimentation: Research better ways to handle certain game engine features to lead to more unique platform abilities. Continue to lead the forefront of open and transparent RAGE game engine research and figure out means to integrate existing functionality provided by the GTA modding community in a cleaner fashion. Do wacky things.
Yes, OneSync is its own pillar.
Short and simple: we you. People have provided more and more useful pull requests to the project, sensible resources have been released, and more and more players have been attracted to the project.
See you next time!