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Increase map legend blip limit #3343

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william-des
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@william-des william-des commented Apr 17, 2025

Goal of this PR

Increase the 100-blip limit in the pause menu map legend for game builds below 3258.

How is this PR achieving the goal

Patches the value comparison to raise the hardcoded maximum blip group limit from 100 to 255

This PR applies to the following area(s)

FiveM

Successfully tested on

Game builds: 1604, 2189, 2372, 2802, 3095

Platforms: Windows

Checklist

  • Code compiles and has been tested successfully.
  • Code explains itself well and/or is documented.
  • My commit message explains what the changes do and what they are for.
  • No extra compilation warnings are added by these changes.

Fixes issues

https://forum.cfx.re/t/change-maximum-amount-of-blips/1059087/9

@github-actions github-actions bot added the triage Needs a preliminary assessment to determine the urgency and required action label Apr 17, 2025
@d22tny
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d22tny commented Apr 17, 2025

The tests i've done in the issue you've linked are done in 3095. What is the 99 limit ?

image

image

Because those are greater that 99.

@william-des
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william-des commented Apr 17, 2025

Are you sure you tested this on 3095 without sv_replaceExeToSwitchBuilds set to false?

I can consistently reproduce this issue on builds below 3258 with the following code:

for i = 1, 200 do
    local blip = AddBlipForCoord(0.0, 0.0, 0.0)
    SetBlipSprite(blip, 1)
    SetBlipColour(blip, 1)
    BeginTextCommandSetBlipName("STRING")
    AddTextComponentString("Blip " .. i)
    EndTextCommandSetBlipName(blip)
    Wait(1)
end

I unlinked the issue because it wasn’t clear which builds were being tested, and there also seemed to be a second, unrelated problem related to too many BeginTextCommandSetBlipName calls per tick

@d22tny
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d22tny commented Apr 17, 2025

sv_replaceExeToSwitchBuilds is not specified at all in my server.cfg in the test environment. And it defaults to true, so yeah, this is kinda weird?

@Gogsi
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Gogsi commented Apr 17, 2025

It should default to true on all artifacts over 12872

@prikolium-cfx prikolium-cfx added the status:deferred Action on this has been deferred to a later time label Apr 17, 2025
@d22tny
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d22tny commented Apr 17, 2025

I might have an older artifact then, if someone else can test this then and it's allright i'm sorry for the confusion:)

@n3xuuu
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n3xuuu commented Apr 17, 2025

Just tested this on game build 3095 with sv_replaceExeToSwitchBuilds enabled.
image
And yes, in fact, it's limited to 99 blips, so this pull request is needed.

@Legacy-TacticalGamingInteractive

<3

@prikolium-cfx
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Could you please tell me what is the reason to patch old game builds instead of upgrading game servers? 3258 game build is our default now and I can't find any reason to use older game builds.

@william-des
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Many servers are still using build 3095 or older for compatibility reasons, mainly due to issues like the YMT file count limit.

However, I understand your point. I actually made this patch several months ago but didn’t submit it back then for the reason you mentioned. I only submitted it now because I saw that some users were still encountering the issue and had opened an issue about it.

@spacevx
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spacevx commented May 2, 2025

Many servers are still using build 3095 or older for compatibility reasons, mainly due to issues like the YMT file count limit.

However, I understand your point. I actually made this patch several months ago but didn’t submit it back then for the reason you mentioned. I only submitted it now because I saw that some users were still encountering the issue and had opened an issue about it.

No please re open, a lot of servers are still on 3095 since it's the last stable gamebuild, gamebuild after this one are bugged asf

@prikolium-cfx
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Many servers are still using build 3095 or older for compatibility reasons, mainly due to issues like the YMT file count limit.

However, I understand your point. I actually made this patch several months ago but didn’t submit it back then for the reason you mentioned. I only submitted it now because I saw that some users were still encountering the issue and had opened an issue about it.

YMT file count issue can be resolved by switching DLC set and not executable version.

@prikolium-cfx
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Many servers are still using build 3095 or older for compatibility reasons, mainly due to issues like the YMT file count limit.
However, I understand your point. I actually made this patch several months ago but didn’t submit it back then for the reason you mentioned. I only submitted it now because I saw that some users were still encountering the issue and had opened an issue about it.

No please re open, a lot of servers are still on 3095 since it's the last stable gamebuild, gamebuild after this one are bugged asf

I would suggest you to reference known issues on 3258 build please

@Gogsi
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Gogsi commented May 2, 2025

To expand a bit more on what I think prikolium meant:
If your server has sv_replaceExeToSwitchBuilds false and sv_enforceGameBuild 3095, you will be effectively on 3095 in terms of DLCs and assets (including available YMT slots) while using the exe from 3258, so there is no need for 3095-specific patches like this one.

In fact, even better, if in a future update, Rockstar raises the total YMT slot count (like they did in 2612) and FiveM switches the default build to be that update, you will have the benefit of the increased slot counts, while effectively staying on 3095 in terms of used slots.

@Korioz
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Korioz commented May 2, 2025

From my testing using sv_replaceExeToSwitchBuilds false and sv_enforceGameBuild 3095, i am still limited to 109 blips in map legend, and after 100 the legend will hide & show back for no reasons.

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8 participants