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Everything posted by turner
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Changed Status from Pending to Closed
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Alright Just so you know if you need anything usually in discord I can respond way faster than on codefling
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Can you reproduce this issue? Is it consistent?
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Can he reconnect?
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Does that happen when the server is fully started? Its normal to get stuck on warmup prefabs, however once the server is ready to be joined they should join right away
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- 37 comments
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- #optimize
- #optimization
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- 37 comments
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- #optimize
- #optimization
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Changed Status from Pending to No Response
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Hey, do you still have that problem, so I can close the ticket?
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Oh now that I read your question again I see you mentioned the option is in server.cfg You need to put it as a launch option and not in the cfg because EarlyQ is started before the server.cfg is read
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Hello, Can you tell me what is your server being hosted on? This appears to be a problem with the environment of the host, not with EarlyQ. You can try to following things tho: Place the launch option at the end instead of at the start Check if you have more than 1 spaces between the option and the message
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- 37 comments
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- #optimize
- #optimization
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- 37 comments
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- #optimize
- #optimization
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Version 2.0.5
719 downloads
EarlyQ allows players to join prematurely the server while it is still starting. By default the server needs to fully start (which takes ~5 min, depends on map/specs) and after all that time its finally time for players to join, but they still have to wait warming prefabs & download the world. EarlyQ optimizes the process of players joining & startup of the server and minimizes wait times because its splitting the work in parallel. Features Allows players to load faster by initiating Asset Warmup as they are waiting for the server to start up! The world data is sent to the player as soon as its ready, so when the server is ready they can join right away without waiting! The steam server is started only after ~10 seconds when you launch the rust server! This means players can see it in the global server list even while it is loading! Increases your server uptime metrics! Custom messages that show the current loading progress of the server! You can customize said messages Demo (the demo is older & does not start loading the world after its ready, so im waiting a bit longer in the video. This is already implemented in EarlyQ) Custom message If you need to customize the message your players get when waiting for the server, you have to specify the message as a launch option on the server +earlyq.loading_msg - The loading message shown when the server is loading and the client is waiting for the server to load the world +earlyq.loading_icon - The icon shown +earlyq.ready_msg - The loading message shown when the client finishes loading fully and is waiting for the server +earlyq.ready_icon - The icon shown Default messages (Example): +earlyq.loading_msg "<color=#c47070>PLEASE WAIT (alot of spaces here) SERVER IS STILL STARTING: {progress}" +earlyq.loading_icon "Server" +earlyq.ready_msg "<color=#59a358>YOU ARE READY (alot of spaces here) WAITING FOR THE SERVER: {progress}" +earlyq.ready_icon "CheckCircle" You can see all the icons you can use here You can use some unity rich text components in the message: "color", "u", "b" and "i". If you want to add a new line currently the only way I found out is to spam a bunch of spaces since it will wrap to the next line, max is 3 lines At the time of writing this, these are all the limitations, they might change in the future. You can also use a config file if you prefer The config file needs to be created in a folder of the root of the server called "EarlyQ" and in the folder a file needs to be created called "config.json", it should look like "EarlyQ/config.json" The content of the config.json file need to be: { "loading_msg": "your custom msg", "loading_icon": "your custom icon", "ready_msg": "your custom msg", "ready_icon": "your custom icon" } Installation As this is a Harmony mod you need to place the EarlyQ.dll file in HarmonyMods folder, after that restart the server. (do not use harmony.load command with EarlyQ!) EarlyQ works for Linux & Windows EarlyQ works with the newest networking update EarlyQ works with RakNet and SteamNetworking EarlyQ works with Vanilla, Oxide and Carbon Note Facepunch confirmed this Harmony mod is not allowed on official servers, if you want to use it on official, do it at your own risk. Contact You can contact me on discord: turner1337$7.99- 37 comments
- 9 reviews
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- 9
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- #optimize
- #optimization
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Changed Status from Pending to Closed
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It was a command that can crash other players' game's but it was removed due to Codefling administrators not wanting it in the plugin
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Version 1.0.1
780 downloads
About Makes the server console behave like every game's console, when you press UP/DOWN arrows you can cycle between what commands you have sent before. I don't know how this is not already in the server console by default... Install Drop the dll file in your HarmonyMods folder and restart serverFree -
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Version 1.0.5
67 downloads
About Limit FPS LimitFPS is a plugin with almost no performance impact meant for administration (and maybe trolling). It has 2 very powerful features You can limit the FPS of other players You can see the FPS and RAM usage of other players Demo Requirement LimitFPS uses Harmony so you need to disable the Oxide sandbox [see how to do it] Permissions There are 2 oxide permissions that LimitFPS uses limitfps.limit.use - Allows the use of /limitfps command limitfps.fps.use - Allows the use of /playerfps command Add the permissions with the console command: oxide.grant <group|user> <name|id> <permission> Commands There are 2 commands that LimitFPS has /limitfps <playername or steamid> <target fps> - Limit the FPS of a player, set target fps to 0 to remove the limit /playerfps <playername or steamid> - See the player's FPS and RAM usage All of these 2 commands can be used from the server console (or RCON) and they work exactly the same just without the forward slash. If you are an admin in the server you can use them from the Rust console too. Config FPS Query interval - How often will the plugin check the player's FPS in order to adjust it PD Controller P value - How fast to jump to the target FPS, if this is too high it can overshoot PD Controller D value - How much to respect the error difference from the FPS measurement, if higher it can overshoot the target FPS Non linear control - If set to true it will be more responsive (reaching target FPS faster) at low FPS values (30 and below) FPS Limit dampening - If set to true it will stop adjusting the player's FPS once it reaches the target, if this is false, when the player presses ESCAPE or ALT+TAB's and then come back their FPS will be way lower/higher than the target FPS Limit dampening range - When the FPS is within this value to the target FPS it will stop adjusting the FPS I recommend leaving everything to default except maybe FPS Query interval, if you want to get the user's FPS faster/slower. For developers LimitFPS exposes everything you need to control other player's performance with hooks & API calls I strongly recommend if you want to use the API or the Hooks see the demo plugin that uses all of them, its extremely detailed and everything is within 1 file, you can find it here: Hooks: object OnFPSQueryStart(BasePlayer command_initiatior, BasePlayer target, int request_id) { return null; // allow the query } void OnFPSQueryTimeout(BasePlayer command_initiatior, BasePlayer target, int request_id) { } void OnFPSQueryFinished(BasePlayer command_initiatior, BasePlayer target, ClientPerformanceReport report) { } object OnLimitFPSStart(BasePlayer command_initiatior, BasePlayer target, float targetFps) { return null; // allow the limitting } object OnLimitFPSTick(BasePlayer command_initiatior, BasePlayer target, float targetFps, ClientPerformanceReport report) { return null; // allow the tick } API: Interface.Oxide.CallHook("API_PlayerFPSCommand", ulong_steamid); Interface.Oxide.CallHook("API_LimitFPSCommand", ulong_steamid, float_targetFps); Contact If you have any suggestions, want to report a bug or need help, you can contact me on Discord: turner#7777$12.69 -
Here you go command is: tsay <userid or name> <message> For example: tsay turner hello this is a test message NOTE: This will be only visible by the player you specify in the command not the whole team TeamSay.cs
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Can you disclose what are you looking for? If you dont want to post it publicly you can contact me on discord: turner#7777