@Wickle you can do that, but only one player can play the story, the other(s) can only help killing enemies, driving, etc. If all players are new they can use a 100% save game like https://www.gta5-mods.com/misc/100-save-game
@Micklom local server won't appear on server list, you need to type the IP address and port. Default port is 4499 (can be changed in server settings.xml) and the IP address you can check in the server console under ethernet or wi-fi (usually 192.168.x.x)
Not sure if I understand the important bug. Synced peds not removed after teleporting away? Maybe server side distance limit is not working correctly, peds were still in range or it takes some time to remove.
This test reintroduces the client side distance limit of 200.
Like I said in previous comment, this test has a "per player" limit, so the default values (30/20) are expected to cause low FPS. Try with lower limits (10/10).
With tests 5 and 6 the limit must be lower, because it's per player and not divided between all players (30 on a server with 10 players can add 300 synced peds which will surely drop FPS to the ground).
This test is the same as 6 but without the number of synced entities in player list because it seems to be what is causing the crash.
It depends on what version the other players are using. With release/nightly if limit is 30 and there are 3 players, they will see only 10 of yours. With test5 above, if limit is 30, other players should see 30 regardless of how many players, but only mission entities are synced. With test6 below it's the same as test5 except that all NPCs are synced, not only mission.
This test does not remove local traffic, so you can set a vert low limit to avoid receiving traffic from other players. You will probably see players ramming through local vehicles very frequently, because you will have a lot of traffic which does not exist on their world.
It's normal that the total is above the limit because the local player can have up to the limit and others can have "limit divided by number of players", for example, if the limit is 30, you can have 30 and if there are 3 players on the server, each of the other 2 players can have 10 each. In some tests I tried to limit the local to "limit divided by number of players" but then the ghost city effect was total.
Mission entities are always synced (even if you already have the limit number of ambient) but it doesn't mean the other players will see them all, it will depend on their own limit. In test3 mission entities are not synced if the limit is already reached, but they will not be deleted (new ambient peds/vehicles are deleted when the limit is reached).
Having all local traffic enabled but not synced is doable, but it's not how the mod was designed to work.
@Wickle you can do that, but only one player can play the story, the other(s) can only help killing enemies, driving, etc. If all players are new they can use a 100% save game like https://www.gta5-mods.com/misc/100-save-game
@Micklom local server won't appear on server list, you need to type the IP address and port. Default port is 4499 (can be changed in server settings.xml) and the IP address you can check in the server console under ethernet or wi-fi (usually 192.168.x.x)
Not sure if I understand the important bug. Synced peds not removed after teleporting away? Maybe server side distance limit is not working correctly, peds were still in range or it takes some time to remove.
This test reintroduces the client side distance limit of 200.
https://github.com/oldnapalm/RAGECOOP-V/releases/download/nightly-build/RageCoop.Client.test8.zip
"5/5, near 1 player, 5 wanted level, about 10 cops, FPS in low 30"
If "5/5" is the ped/vehicle limit, such low FPS does not make sense. Maybe I'm going the wrong way with these changes.
Notice that you need a disconnect/reconnect after reducing limits, otherwise entities which are already synced won't be removed.
Like I said in previous comment, this test has a "per player" limit, so the default values (30/20) are expected to cause low FPS. Try with lower limits (10/10).
With tests 5 and 6 the limit must be lower, because it's per player and not divided between all players (30 on a server with 10 players can add 300 synced peds which will surely drop FPS to the ground).
This test is the same as 6 but without the number of synced entities in player list because it seems to be what is causing the crash.
https://github.com/oldnapalm/RAGECOOP-V/releases/download/nightly-build/RageCoop.Client.test7.zip
It depends on what version the other players are using. With release/nightly if limit is 30 and there are 3 players, they will see only 10 of yours. With test5 above, if limit is 30, other players should see 30 regardless of how many players, but only mission entities are synced. With test6 below it's the same as test5 except that all NPCs are synced, not only mission.
https://github.com/oldnapalm/RAGECOOP-V/releases/download/nightly-build/RageCoop.Client.test6.zip
This test will sync only mission entities and all players can sync up to the limit (instead of limit divided by number of players).
https://github.com/oldnapalm/RAGECOOP-V/releases/download/nightly-build/RageCoop.Client.test5.zip
This test does not remove local traffic, so you can set a vert low limit to avoid receiving traffic from other players. You will probably see players ramming through local vehicles very frequently, because you will have a lot of traffic which does not exist on their world.
https://github.com/oldnapalm/RAGECOOP-V/releases/download/nightly-build/RageCoop.Client.test4.zip
It's normal that the total is above the limit because the local player can have up to the limit and others can have "limit divided by number of players", for example, if the limit is 30, you can have 30 and if there are 3 players on the server, each of the other 2 players can have 10 each. In some tests I tried to limit the local to "limit divided by number of players" but then the ghost city effect was total.
Mission entities are always synced (even if you already have the limit number of ambient) but it doesn't mean the other players will see them all, it will depend on their own limit. In test3 mission entities are not synced if the limit is already reached, but they will not be deleted (new ambient peds/vehicles are deleted when the limit is reached).
Having all local traffic enabled but not synced is doable, but it's not how the mod was designed to work.