FiveM experimentals are out - the first working GTA V Multiplayer Mod
Hello there! I am here to inform you about something new, that will save your time and your nerves.
I'm talking about the automated FiveM builds that I set up on my CI server today! Of course to some of you this is not too exciting as there is already a developer guide helping you with getting ready to race437. But many of you have been complaining about the incompleteness and complexity of the guide and so I decided to ask @NTAuthority whether I can provide you with premade binaries and he agreed.
I hope this will make FiveM more accessible in its current state. Keep in mind those are experimental builds from source code that is continuously developing as we speak and far from being absolutely stable. If you want to contribute to the project you can do so by sending in pull requests64 or reporting bugs on the issue tracker27.
I'm talking about the automated FiveM builds that I set up on my CI server today! Of course to some of you this is not too exciting as there is already a developer guide helping you with getting ready to race437. But many of you have been complaining about the incompleteness and complexity of the guide and so I decided to ask @NTAuthority whether I can provide you with premade binaries and he agreed.
I hope this will make FiveM more accessible in its current state. Keep in mind those are experimental builds from source code that is continuously developing as we speak and far from being absolutely stable. If you want to contribute to the project you can do so by sending in pull requests64 or reporting bugs on the issue tracker27.
ZIP with game files:http://builds.icedream.kthx.at/fivem...Build/dist.zip (this is most likely what you want)
ZIP with debug symbols: http://builds.icedream.kthx.at/fivem...ld/symbols.zip (you will need that for debugging in Visual Studio)
ZIP with both: http://builds.icedream.kthx.at/fivem...ssfulBuild.zip
Jenkins: http://ci.icedream.kthx.at/job/fivem (if you want to take a look at changelogs, previous builds and build logs) Build status
ZIP with debug symbols: http://builds.icedream.kthx.at/fivem...ld/symbols.zip (you will need that for debugging in Visual Studio)
ZIP with both: http://builds.icedream.kthx.at/fivem...ssfulBuild.zip
Jenkins: http://ci.icedream.kthx.at/job/fivem (if you want to take a look at changelogs, previous builds and build logs) Build status
Please do note that the code is indeed remarkably early at this time, the following essential features are still incoming over the next few weeks
-server list UI
-more reliable joining method (actually retrying on failure, and preventing split-session situations)
-bindings for scripting languages (currently only a ScriptHookV emulator is present to allow people to develop early on)
-actual scripting documentation for said bindings
-fixes for some major issues occurring at this time
After that, more work will be done on a number of other things, such as:
-client/server code unification
-resource streaming
-client/server code unification
-automated testing framework
... and after those are done, work will continue on player count expansion and state-aware servers.
-server list UI
-more reliable joining method (actually retrying on failure, and preventing split-session situations)
-bindings for scripting languages (currently only a ScriptHookV emulator is present to allow people to develop early on)
-actual scripting documentation for said bindings
-fixes for some major issues occurring at this time
After that, more work will be done on a number of other things, such as:
-client/server code unification
-resource streaming
-client/server code unification
-automated testing framework
... and after those are done, work will continue on player count expansion and state-aware servers.
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