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    v1.0.0
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    Freshness 2 days ago

Mostly AI-Generated

This file appears to be mostly AI-generated. Support, maintenance, and future updates may not be guaranteed, especially if the author is unable to maintain the code without AI assistance.

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R0gerR0ger

Posted (edited)

https://umod.org/plugins/console-filter  (by Mr Blue)

WHY would I want to even entertain AI based code when the same type of plugin is already out there done by a well respected programmer.

"... the plugin will intelligently track down the stuck entity and eliminate it ("Kill") to protect your server's performance."  this can cause problems. 
IF there is an entity causing a navmesh, just deleting the entity doesnt fix the issue it only masks it

Like anything else, this is just an opinion . . . 
 

Edited by R0gerR0ger
  • Haha 1
aimacak

Posted

18 minutes ago, R0gerR0ger said:

https://umod.org/plugins/console-filter  (by Mr Blue)

WHY would I want to even entertain AI based code when the same type of plugin is already out there done by a well respected programmer.

"... the plugin will intelligently track down the stuck entity and eliminate it ("Kill") to protect your server's performance."  this can cause problems. 
IF there is an entity causing a navmesh, just deleting the entity doesnt fix the issue it only masks it

Like anything else, this is just an opinion . . . 
 

The plugin you wrote about (Console Filter) is just a filter, I don't want to offend the developer of this plugin in any way, but it's just a filter, and it can only mask the problem. And in BadConsoleFilter, as you said, there is a function to delete an NPC that is not on NavMesh and creates a flood either in the log file or in the console, and I do not understand why you assume that deleting it is just masks it. The plugin does find and remove such NPCs, and spam disappeared, there are some nuances that I have passed on to the developer and he will probably fix them later. Anyway, it's a free plugin..
If you have any example with the functionality of removing similar NPCs, please share it. In any case, new NavMesh will be completed soon, and these problems probably won't be there.. 🙂
This is also just my opinion, without any negative 🙂

  • Like 1
R0gerR0ger

Posted

1 hour ago, aimacak said:

The plugin you wrote about (Console Filter) is just a filter, I don't want to offend the developer of this plugin in any way, but it's just a filter, and it can only mask the problem. And in BadConsoleFilter, as you said, there is a function to delete an NPC that is not on NavMesh and creates a flood either in the log file or in the console, and I do not understand why you assume that deleting it is just masks it. The plugin does find and remove such NPCs, and spam disappeared, there are some nuances that I have passed on to the developer and he will probably fix them later. Anyway, it's a free plugin..
If you have any example with the functionality of removing similar NPCs, please share it. In any case, new NavMesh will be completed soon, and these problems probably won't be there.. 🙂
This is also just my opinion, without any negative 🙂

my exact point.   having a plugin (written by AI) that "removes" things,  I personally wouldn't trust.  

Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: 0

The above is something I ran into on my server.  It  (the error) was caused by a faulty prefab,  ( I manually traced it down).  Once the prefab was removed the error ceased to exist.  

just masking it with a console filter wouldn't stop the server from using resources to spam the notification over and over.   Having a plugin just random delete "what it thinks" it should be is even a bit more concerning.   its like "oh I am bleeding, if i dont look at it, ill be just fine".   

image.png.f2f290c1cbb67af37ed8473bae76df4c.png

badgyver

Posted

3 hours ago, R0gerR0ger said:

https://umod.org/plugins/console-filter  (by Mr Blue)

WHY would I want to even entertain AI based code when the same type of plugin is already out there done by a well respected programmer.

"... the plugin will intelligently track down the stuck entity and eliminate it ("Kill") to protect your server's performance."  this can cause problems. 
IF there is an entity causing a navmesh, just deleting the entity doesnt fix the issue it only masks it

Like anything else, this is just an opinion . . . 
 

Well, I’ll give you my humble opinion.

My intention in publishing this plugin is to help other people.

My intention is not to take away from other programmers’ prestige.

I don’t know why you’re bringing up AI when the plugin’s page clearly states that it was created using AI.

No one is forcing you to use the plugin.

Just because the plugin was created with AI doesn’t mean there wasn’t any human effort involved.

I’ve invested my time and money to share a tool that helps others.

The plugin you mention, “https://umod.org/plugins/console-filter (by Mr Blue),” was surely a great plugin, and I greatly appreciate the effort that went into it, but the plugin currently doesn’t hide certain messages—that’s why I decided to release Bad Console Filter.

This tool doesn’t hurt anyone, at least as far as I can tell.

The plugin is free...

  • Haha 1
aimacak

Posted

12 hours ago, R0gerR0ger said:

my exact point.   having a plugin (written by AI) that "removes" things,  I personally wouldn't trust.  

Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: 0

The above is something I ran into on my server.  It  (the error) was caused by a faulty prefab,  ( I manually traced it down).  Once the prefab was removed the error ceased to exist.  

just masking it with a console filter wouldn't stop the server from using resources to spam the notification over and over.   Having a plugin just random delete "what it thinks" it should be is even a bit more concerning.   its like "oh I am bleeding, if i dont look at it, ill be just fine".   

image.png.f2f290c1cbb67af37ed8473bae76df4c.png

You've probably encountered exactly the same issues I mentioned to the developer. I tested this by spawning an NPC outside the navigation mesh, and after a few seconds, it would disappear. All I can say about AI is that, as with many other things in life, its use can be both appropriate and inappropriate; everything is a cure and everything is poison. I've talked to people whose half of the server is built using AI, and everything works great because they really took the time to find the tools and test many options. Try creating a full-fledged event using AI and share your experience 🙂 I don't see anything wrong with creating tools to troubleshoot problems using AI, it's already commonplace. This developer simply decided to share what he came up with. He didn't deceive anyone, and I don't see anything wrong with some of the shortcomings, because even plugins from reputable developers without AI still encounter various issues after many years of support.

  • Like 1
badgyver

Posted

50 minutes ago, aimacak said:

You've probably encountered exactly the same issues I mentioned to the developer. I tested this by spawning an NPC outside the navigation mesh, and after a few seconds, it would disappear. All I can say about AI is that, as with many other things in life, its use can be both appropriate and inappropriate; everything is a cure and everything is poison. I've talked to people whose half of the server is built using AI, and everything works great because they really took the time to find the tools and test many options. Try creating a full-fledged event using AI and share your experience 🙂 I don't see anything wrong with creating tools to troubleshoot problems using AI, it's already commonplace. This developer simply decided to share what he came up with. He didn't deceive anyone, and I don't see anything wrong with some of the shortcomings, because even plugins from reputable developers without AI still encounter various issues after many years of support.

I couldn't have put it better myself. I want to clarify something: in my opinion, AI will never truly match a human's work or way of thinking; I prefer a human plugin developer over AI, but I've been forced to use AI to try to fix these error messages. After conducting numerous tests, I’ve identified the true root of the problem and will soon provide a solution. In the meantime, so that server owners can have a cleaner console, I’m offering this plugin for free 🙂

  • Like 1
H8M3

Posted

the blue fliter doesnt stop the navmesh spam anyway, only a reboot ever does. im looking forward to trying this on my server.  80% of games now are coded using ai help, i dont see a problem, i can always just ask an ai to fix this code for me if it ever stops. seems sort of easy. not sure why theres an argument. 

 

ill be back with an actual review in a couple weeks. thanks.

  • Like 2
R0gerR0ger

Posted

50 minutes ago, H8M3 said:

the blue fliter doesnt stop the navmesh spam anyway, only a reboot ever does. im looking forward to trying this on my server.  80% of games now are coded using ai help, i dont see a problem, i can always just ask an ai to fix this code for me if it ever stops. seems sort of easy. not sure why theres an argument. 

 

ill be back with an actual review in a couple weeks. thanks.

irony here is that death was against this type of thing but yet this plugin lives here.  A random deletion of anything without knowing WHY it was happening leads back to the "if I am bleeding. . . "  

For the sake of the conversation there is no LLM out there that can "intelligently" determine the source of some of the navmesh errors to be 100% on what they should or should not do.   I looked at the code and its too too short for any type of "intelligent" deterministic sourcing of such errors.  covering such things up, doesn't help the server owner determine if the error or issue is related to a physical object or another plugin with bad (probably AI) code.

 

  • Like 1
aimacak

Posted (edited)

31 minutes ago, R0gerR0ger said:

irony here is that death was against this type of thing but yet this plugin lives here.  A random deletion of anything without knowing WHY it was happening leads back to the "if I am bleeding. . . "  

For the sake of the conversation there is no LLM out there that can "intelligently" determine the source of some of the navmesh errors to be 100% on what they should or should not do.   I looked at the code and its too too short for any type of "intelligent" deterministic sourcing of such errors.  covering such things up, doesn't help the server owner determine if the error or issue is related to a physical object or another plugin with bad (probably AI) code.

 

Can you give any examples of incorrect deletion? How can I repeat what you are talking about?

image.png

Edited by aimacak

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