I'll take a look at it, should be fixable. Can you provide some examples of the Colshapes issue?
Colshapes disappear when they're created or moved to coordinates greater than specific values. So far, I've found the south limit (y-axis negative) to be -8027. Any Y coordinate with a larger negative value will make the colshape disappear. This affects the southern parts of Vice City. I assume the limit on the other end of the y-axis (north) will then be 8027.
I've not encountered a limit on the x-axis yet. The highest value on x-axis I've confirmed working for colshapes is 8920 (west), which I think might be enough to cover all of VC and LC. I'm sure there are limits on this axis as well, but larger than on the y-axis.
I am familiar with the limits issue from MTA in general. On certain coordinates in standard MTA branch, a player cannot move further, it will only be set back a few coordinates when it hits the "invisible wall". If I remember correctly, in standard MTA, this map limit is roughly around 5900 on the smalles axis (y-axis). This has clearly already been expanded with SAxVCxLC. I also remember most (if not all) limits on y-axis to be less than the limits on x-axis. Another example of limits is pickups, which to my knowledge is one of the lowest limits. Pickups will become invisible (not stream) after about 4092. I used to fix the pickup limits by simply using createObject() to manually recreate the pickup icon on these, and use colshapes for hit detection, so this is not really a problem for me.
I love this platform, the ability to create servers with gamemodes based in VC or LC, or even the whole map combined. But the lack of colshapes and object creation greatly limits the potential of MTA SAxVCxLC. If this was fixed, I'd love to start creating public servers for this platform