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Everything posted by Malkizid
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- 1 comment
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- #rust xmas
- #rust christmas
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Hi Mr. Davidd, Sorry for the delay in getting back to you. I can confirm that the account credit worked. Thanks a lot for your consideration. I will ask around, I know some active developers, I'm not sure if they will be interested but will gladly let you know if I find anyone. Best regards, Manky
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Hi. I really appreciate you contacting them and checking that. Especially since I am still very unfamiliar with Carbon debug + info messages related to plugins. You can close this thread then, as you need.
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Hi, thanks for the Latest hotfix in Kits and Shop. Im new to Carbon so I'm unsure about these below errors and this is only on our test server but these occur wheen loading Kits v2.2.24 and also Shop v2.3.20 (the latest fixes) Can I ignore these below errors, were they caused by latency in the server or the network? Thanks in advance, Regards, Manky (16:19:41) | [Kits] Config update detected! Updating config values... (16:19:41) | [Kits] Config update completed! (16:19:42) | Kits v2.2.24 by Mevent hook 'OnServerInitialized' took longer than 100ms [321ms] (16:19:56) | [Shop] Config update detected! Updating config values... (16:19:56) | [Shop] Config update completed! (16:19:56) | Shop v2.3.20 by Mevent hook 'Init' took longer than 100ms [403ms] (16:20:04) | Failed to execute OnFrame callback (Invalid URI: The format of the URI could not be determined.) at void Uri.CreateThis(string uri, bool dontEscape, UriKind uriKind) at new Uri(string uriString) at void Carbon.Modules.ImageDatabaseModule+ImageQueue.MoveNext() in /__w/Carbon/Carbon/Carbon.Core/Carbon.Components/Carbon.Common/src/Carbon/Modules/ImageDatabaseModule/ImageDatabaseModule.cs:line 573 at void Carbon.Managers.CarbonProcessor.Update() in /__w/Carbon/Carbon/Carbon.Core/Carbon/src/Processors/CarbonProcessor.cs:line 63 (16:20:11) | NullReferenceException: Object reference not set to an instance of an object (16:20:38) | Kits v2.2.24 by Mevent hook 'OnServerInitialized' took longer than 100ms [424ms] [GC] (16:20:58) | Failed to execute OnFrame callback (Invalid URI: The format of the URI could not be determined.) at void Uri.CreateThis(string uri, bool dontEscape, UriKind uriKind) at new Uri(string uriString) at void Carbon.Modules.ImageDatabaseModule+ImageQueue.MoveNext() in /__w/Carbon/Carbon/Carbon.Core/Carbon.Components/Carbon.Common/src/Carbon/Modules/ImageDatabaseModule/ImageDatabaseModule.cs:line 573 at void Carbon.Managers.CarbonProcessor.Update() in /__w/Carbon/Carbon/Carbon.Core/Carbon/src/Processors/CarbonProcessor.cs:line 63
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Hi Mr. Davidd, That's unfortunate to hear. I'm a little disappointed but of course I understand. Thank you for keeping in contact and I appreciate the compromise. I would really appreciate a refund if that is the case. Thank you. Best regards, Manky
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Perhaps. From what I can see here I don't notice any problems... but I am an amateur. Sorry I have no other ideas. If there is an error in the plugin syntax Wrecks would know.
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That's odd. Hmmm "Bong Hit" is not something that is in that premade config by Nobby. Could it be a mistake in the lang file for TheDealer? hid333 did you edit your lang file?
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Adem, I understand you want to make management easier for yourself and your collaborators but this is not an ideal solution for users of your plugins. I trust you will improve the plugin and make it work great but, maybe next time don't force the release until its finished cooking. This simple editor seems it is designed to make it easy for new customers that have never modified a .json before. Improving accessibility and making ease of use improvements is great but not when forced like this Gui editing in Rust is still way to risky, buggy and leaves only room for error - For me, its not worth the convenience of a nice visual interface.
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Yes, I am and I also seriously against unnecessary forced changes that favours a small group without discussion or question. It is a little presumptious to assume everything is "working as before", for everyone, it may be for you and that is great, it is not for me. Ok, if you want to know how it affects my workflow, well; - Extracting singular parts of loot configurations from one plugin config file and exporting each as a singular data file is messy, it creates a lot of files, it makes manual .json editing a total mess. - The file extractions make a lot of presumptions, - suddenly the data files are named names I don't recognise. - The naming system uses some names I used in my config, sure but that is not intuitive as the name of a data file. Are you aware how disruptive that is? Imagine I opened your 1 year of notes, tore out all the titles, mixed them up, then re-wrote all of your notes in a way more familiar to me, then stuck every one of them from your note book to your wall with selotape. Now its easier for me to see them... but what about your notes Do you see my point? - There is absolutley no folder organisation between the loot tables - they are all in one folder (lets say shipwreck, Caravan, Convoy, Armored Train for reference) - suddenly I have a huge pile config files with no organisation. - This is not helpful, it has a huge negative impact on time, organisation, naming structures, editing of configurations. - There is no consolidation of files or ease of access here. - I could go on I'm quite sure I'm not alone here with these issues. I hope this can be read constructively and not with annoyance or aggression, I am sharing my thoughts, I only see many problems with this, in its current state and how it affects my use of Adem's plugins which are heavily customised. There should be an option to "opt out" or not use this plugin, at least until it can be fully finalised.
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Very fun, you can easily set the locations of the Npc Trader Woodsman, Wrecks has provided custom items and skins ready to be configured. All you have to do is set the desired values for your server style and its good to go, or Customise like crazy, the choice is yours. Performance is top Wrecks is always on the ball ready to help or update when needed.
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Adem's event plugins can't be done without, a must have for any large multi-event server, PvE or PvP As always there are many fun features and variations, some surprises, plus a lot of configuration options and customisations for users who like to dive deeper into configurations. Cosntant support and updates from Adem make all the difference too. I think the downloads count speaks for itself.
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This plugin has evolved nicely over the years, is highly configurable, covers almost every aspect of configuration one could need. The initial set up is time consuming for an amatuer but for a familiar user set up is easy and all the possible documentation is provided. Mevent keep the features and functionality up to date as Rust is constantly changing. with Shop, Mevent keeps doing it right! I'm not a fan of custom Rust interfaces but this one has many nice options and works very well!
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- #shop
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- #shop
- #shop ui
- #store
- #market
- #server rewards
- #gui shop
- #custom items
- #rust shop
- #mevent
- #market system
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- #in game
- #economics
- #humannpc
- #market and magazine
- #gui
- #money exchange
- #rust shop plugin
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- #best shop
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I have nothing against Adem, I'm not disrespecting his work, I appreciate it, Adem knows this, you know this. I appreciate the fact that this is free and all the work that they do. I am not attacking the work here, critiscism should be welcomed as much as positivity. I am not being impatient, or upset, I merely sharing my opinion. My opinion is simple, I don't like that this is a dependency, currently it creates much more work for me and ruins my workflow.
- 31 comments
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No problem, thanks for the info. Regards, Manky
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Thanks for your continued support Gruber, appreciate the updates!
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Hi Gruber, thanks for your messages. I can only imagine how the editor is at the moment. Appreciate the reply. As for the grass, maybe "clutter" is a better word, I know the rocks don't have "grass" grow on them but there is a clutter layer that depending on the biomes puts different things on the surface. A lot of the grass is missing on the green areas of the map. And a lot of the clutter or debris is missing on the other surfaces. I don't know the correct terminology but I hope that helps explain better. I hope the editor is updated or improved, I udnerstand it can be limiting and that you can't always see the correct result with the difference in the editor and the game client when a map is generated. Cheers, Manky
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Areas where there is a surface "grass" layer look ok when the option is enabled where I put the red "tick", it at least covers it up and seems fine but I noticed the other issue there is that most of the areas I looked at across the map dont have any scatter / grass / debris layer, only the basic texture surface layer like the Red "X" I put in this screenshot.
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A lot of the map is giving the feeling of an MS Paint 8 pit spray can design when it comes to the terrain topology blending. Did sommething break in the update or what happened ? Even on max graphics settings on the Rust client, it looks really bad.
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Hi Gruber, all of the underwater areas in the entire "Ice Gorge" section are missing underwater cubes. They only seem to have surface water topology see the attached screens below for the map area and the non underwater areas also all the dirt roads look like they are missing assets and blending there are many areas on the map like this that appear to just have big rectangular cuts without blending see the sandy area below as an example. IT makes the snow, roads and sandy areas especially with dirt roads or empy spaces look really badly designed
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I'll second that, it's working very nicely indeed. The accuracy of those details on a custom map is very high. The tags are neat, display and organisation of the info and the overall informaiton itself makes choosing a custom map far easier, well done.
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Hi @Adem Would you consider supporting Karuza's custom entites in Caravan, like you have in Convoy? Karuza has horse wagon custom entities and as you are aware many other vehicle types - some of them would work brilliantly in Caravan too! If it is possible, we only need to add them to the caravan driving-road logic so that they follow and can have loot containers and maybe have an NPC sitting on the chair, like in Convoy.
