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Circular Network Distance 1.0.4

   (3 reviews)

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Covfefe

Posted

Is this supposed to happen?

Quote

Added '// Reference: 0Harmony' in plugin 'CircularNetworkDistance'

CircularNetworkDistance was compiled successfully in 1977ms

Failed to initialize plugin 'CircularNetworkDistance v1.0.0' (UnauthorizedAccessException: System access is restricted, you are not allowed to use Harmony.HarmonyInstance) at Oxide.Plugins.CircularNetworkDistance.Init () [0x00000] in <21da82af6f9a4b3297c0bfb9e2af358d>:0 at Oxide.Plugins.CircularNetworkDistance.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00032] in <21da82af6f9a4b3297c0bfb9e2af358d>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <60c318df79ed41688ea59335e48d61ad>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <50629aa0e75d4126b345d8d9d64da28d>:0 at Oxide.Core.Plugins.CSPlugin.HandleAddedToManager (Oxide.Core.Plugins.PluginManager manager) [0x00043] in <50629aa0e75d4126b345d8d9d64da28d>:0

Unloaded plugin CircularNetworkDistance v1.0.0 by Vice

No previous version to rollback plugin: CircularNetworkDistance

 

forget2rise

Posted

I get the same message.

Covfefe

Posted

14 minutes ago, MeinRust said:

Screenshot_210.thumb.png.5fa5821650565bcb18dcd1e3a9f3af2b.png

Yeah I don't know what that means

Atope89

Posted

Hello, I would like to put your plugin but I think I have a plugin that does the same thing, I'm not sure. Can I put the 2 plugins or is your plugin better? Here I attach it.

CustomNetworkRange.cs

Toni

Posted

23 minutes ago, Atope89 said:

Hello, I would like to put your plugin but I think I have a plugin that does the same thing, I'm not sure. Can I put the 2 plugins or is your plugin better? Here I attach it.

CustomNetworkRange.cs 8.99 kB · 1 download

That plugin appears outdated and useless as Rust has default convars for this now.

BetterDeadThanZed

Posted

I've never heard of "Oxide's sandbox". What is that and does doing that have the potential to affect other plugins?

  • Like 1
Atope89

Posted

4 hours ago, Vice said:

That plugin appears outdated and useless as Rust has default convars for this now.

thank you very much for answering loaded and working

Toni

Posted

3 hours ago, BetterDeadThanZed said:

I've never heard of "Oxide's sandbox". What is that and does doing that have the potential to affect other plugins?

It's a way to make it a bit harder to run malicious code, but it's not secure. That's why sites like CodeFling review plugins for security. If you download a plugin from somewhere other than CF, Lone, or uMod, it's not safe---even with the sandbox on.

forget2rise

Posted

21 hours ago, MeinRust said:

Create a file (no content) just named oxide.disable-sandbox and add it under RustDedicated_Data\Managed
Then restart the server and the plugin should load.


Screenshot_211.png.b1f8192fa9360821e0f48265f3df2a90.png

Thank you!

Added the file and gave the server a restart. It loaded perfectly fine this time.

GamingHQ

Posted

even custom mapped, 5k mapsize. huge improvements! 

You sir, if i could hug you right now.. ❤️

Flammable

Posted (edited)

Still wonder what's this plugin doing... Only improving the network side or have capability to boost FPS a little bit for the clients? Also can the use of this plugin have better overall server effect if hardware is low to make smoother experience and compensate a little bit when a lot of players join? Or it's only strictly LAG fix for big pop from the network perspective?

Edited by Flammable
  • Like 1
GamingHQ

Posted

3 hours ago, Flammable said:

Still wonder what's this plugin doing... Only improving the network side or have capability to boost FPS a little bit for the clients? Also can the use of this plugin have better overall server effect if hardware is low to make smoother experience and compensate a little bit when a lot of players join? Or it's only strictly LAG fix for big pop from the network perspective?

I have a good example for that. 

Without the mod

if you have a high tiered car, drive around with it like mad. You notice a lot of spikes, rubber banding or trees and other objects being rendered in. In some occasions, you might even see a weird fussy mesh of a tree as its having trouble to keep up with your client. You can easy replicate the weird looking mesh by teleportation to a random location with trees or a large area with monuments.

 

With this mod

If you have a high tiered car, you can still enjoy the game with 90% less stutter and drive around like mad. You can easily take sharp turns without lagging, even if a player from another country with a higher ping would coming around the corner saying hi. The area around you is equal rendered, giving your client a drastic boost. I'm running a 5k custom map and everyone really does feel a huge difference in the before the mod and after the mod.

  • Like 1
Flammable

Posted

Ok, thanks for the replay @GamingHQ, gonna install the mod. Only worry if can cause kind of issues or side effects and if something can go wrong at some point but I guess it's all fine... Reverting back to normal should be easy as I read so, will give it a try.

Baro

Posted

Do I load this in the oxide plugins folder as usual? Only asking since it's technically not an oxide mod

  • Administrator
Death

Posted

On 7/2/2022 at 6:18 AM, Barocious said:

Do I load this in the oxide plugins folder as usual? Only asking since it's technically not an oxide mod

Yes, it's an oxide plugin

MadKingCraig

Posted

// this should be a NotImplementedException but y'all are retarded

very classy comment in the source code

  • Haha 3
Console

Posted

Any fix for this?

12/01 13:12:18 | Added '// Reference: 0Harmony' in plugin 'CircularNetworkDistance'

12/01 13:12:19 | Error while compiling: CircularNetworkDistance.cs(94,28): error CS0411: The type arguments for method `Harmony.CollectionExtensions.Add<T>(this System.Collections.Generic.IEnumerable<T>, T)' cannot be inferred from the usage. Try specifying the type arguments explicitly

  • Like 1
Flammable

Posted

We need an update I guess.

  • Like 1
John_Rust

Posted

10 hours ago, Console said:

Any fix for this?

12/01 13:12:18 | Added '// Reference: 0Harmony' in plugin 'CircularNetworkDistance'

12/01 13:12:19 | Error while compiling: CircularNetworkDistance.cs(94,28): error CS0411: The type arguments for method `Harmony.CollectionExtensions.Add<T>(this System.Collections.Generic.IEnumerable<T>, T)' cannot be inferred from the usage. Try specifying the type arguments explicitly

 

9 hours ago, Flammable said:

We need an update I guess.

I am experiencing the same issues. I messaged the developer on Discord about 10 hours ago.

  • Like 1
Psyonide

Posted

Current version is listed as 1.0.1, but download is 1.0.0.

Kobani

Posted

It´s not 1.0.1 for me after the download

mrdecoder

Posted

cant seem to get it to work 
Error while compiling: CircularNetworkDistance.cs(94,28): error CS0411: The type arguments for method `Harmony.CollectionExtensions.Add<T>(this System.Collections.Generic.IEnumerable<T>, T)' cannot be inferred from the usage. Try specifying the type arguments explicitly

 

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