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Hey, fixed in 4.2.2. Update and it's gone.
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Hey, fixed in 1.1.4. Update and it's gone.
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Silgen - ai image generation for paintable objects in rust.
Harley Ross replied to Harley Ross's topic in Show Off
I've tested all my cards on a couple of specialized low step models that are ment for fast generation times. These are the times on several Nvidia cards including some very old cards, so you dont need to spend a ton of money on a gpu to add this feature to your server. Notes: The 30 step model is a full size not optimized meodel. Way more than what silgen requires. I feel like 20ish seconds is about as long as you would ask a player to wait for an image to generate, so you dont really need to spend big money on a gpu for this project. You can see that even a 1060 using the 4 step lihtning model will get the job done in a reasonable time. - Today
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Changed Status from Pending to Closed
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Harley Ross started following Silgen - ai image generation for paintable objects in rust.
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I have a working prototype of silgen working on my rust server right now. It acts like /sil but allows you to prompt a locally running portable version of comfyui. It can send requests to comfyui and and recieve the call back from comfyui and paste the generated image on the sign, painting, photo or pumpkin. Using the command: /silgen large old stone castle in the woods. There is also a text option since ai isnt very good at text, we use a second node to add text when needed. Via the command: /silgen text your text here | large green field of trees with the sun high in the sky. This generates the text and image separatly and combinds them after. In /silgen help you can change the generation scale so you can generate a 2x the resolution. The plugin automatically scales the image to fit the surface you're painting on. It also has preset buttons for fantacy, western etc... as well as text options like font, font size and spacing, text color, etc.. Right now i have it running on a 3060 12gb and each generation take less than 4 seconds. The plugin has a built in que system with fully adjustaable cooldown and permission settings. Screen shots and video links to come. If you want to try it out in game. Connect to www.westcoastrust.org its a 10x pve server with kits and easy to start on. Make some signs and test out /silgen for yourself.
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Sh3LT3R started following Announcements
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Sh3LT3R joined the community
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Changed Status from Work in Progress to Fixed
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will check soon
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- 138 comments
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- #rust
- #real
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(and 56 more)
Tagged with:
- #rust
- #real
- #pve
- #pvp
- #solo
- #build
- #friendly
- #raid
- #npc
- #monument
- #monuments
- #loot
- #looting
- #farm
- #newbie
- #custom
- #bar
- #ui
- #cui
- #panel
- #vehicle
- #claim
- #limit
- #limits
- #sleeping
- #bag
- #sleeping bag
- #bed
- #shelter
- #permission
- #permissions
- #vip
- #economy
- #economics
- #rad
- #town
- #radtown
- #queue
- #bypass
- #vehicles
- #raidable
- #base
- #bases
- #raidablebases
- #raider
- #raiders
- #humannpc
- #event
- #events
- #copy
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- #iiiaka
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Willy Wonka started following Forging Causing Disconnects
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hionet.com started following Forging Causing Disconnects
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Getting multiple reports of players getting disconnected when trying to forge weapons. Not weapon specific.
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NEXXON started following Announcements
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NEXXON joined the community
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Willy Wonka started following Disregard
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muriloalvares joined the community
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Changed Status from Pending to Fixed
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This is still happening and also now when the CH-47 comes in with reinforcements they don't spawn in it and instead die below where the chinook spawns
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Player turrets attacks train npcs again when drive by
mark bergervoet posted A Support Report in Support
The player turrets attack the train npcs again en kills them when the train drives by there base Settings in config are setup right "Player turrets will attack NPCs on the train [true/false]": false, -
fixed it myself Replace this (ShopFront as BaseEntity)?.SetFlag(BaseEntity.Flags.Reserved1, true); (ShopFront as BaseEntity)?.SetFlag(BaseEntity.Flags.Reserved2, true); (ShopFront as BaseEntity)?.SetFlag(BaseEntity.Flags.Reserved3, true); ShopFront.Invoke(ShopFront.CompleteTrade, 2f); to ShopFront.flags |= BaseEntity.Flags.Reserved1; ShopFront.flags |= BaseEntity.Flags.Reserved2; ShopFront.flags |= BaseEntity.Flags.Reserved3; ShopFront.SendNetworkUpdate(); ShopFront.Invoke(ShopFront.CompleteTrade, 2f);
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Replace this (ShopFront as BaseEntity)?.SetFlag(BaseEntity.Flags.Reserved1, true); (ShopFront as BaseEntity)?.SetFlag(BaseEntity.Flags.Reserved2, true); (ShopFront as BaseEntity)?.SetFlag(BaseEntity.Flags.Reserved3, true); ShopFront.Invoke(ShopFront.CompleteTrade, 2f); to ShopFront.flags |= BaseEntity.Flags.Reserved1; ShopFront.flags |= BaseEntity.Flags.Reserved2; ShopFront.flags |= BaseEntity.Flags.Reserved3; ShopFront.SendNetworkUpdate(); ShopFront.Invoke(ShopFront.CompleteTrade, 2f);
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Not sure for how long, but a player reported locked containers can no longer be damaged with bullets Explo and melee work fine Not sure if intentional change
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serpgm88 joined the community
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I unloaded TruePVE and the guns do kill the bots. I have tried every npc name I can think of and it still does not kill them.. Is there something I may be missing?
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- 81 comments
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- #no escape
- #no escape rust
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Changed Status from Closed to Work in Progress Changed Fixed In from Not set to Next Version