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Everything posted by 21mac21
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Gosh I think it's even more easy as I thought. I could not find any issue, tested on my own server, a friends test server and his official game server. as I noticed, i initialize the plugins "savedTeams.json" with "ShutdownWasSuccessful": false, which leads the plugin to trying to restore the teams, since the shutdown was... not successful. could you maybe change this setting to "true" and then enable the plugin again? maybe make a backup of your whole rust server before OR talk to your players so they are aware that they might need to create their teams again after this experiment.
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Hi! Ya, I did a mistake in the plugin file... 😞 The Bugfix I mentioned is contained, I just forgot to change the version number. Just open the cs file and change "1.4.0" to "1.4.1" and your version will be shown (if you use My rust server) as "up to date". I'll upload a fixed version tomorrow, Thanks for reporting this
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Hi RustiW, sorry for the late answer, my wife and i had covide and i'm back on the track. unfortunately, i cannot reproduce the problem. neither with a freshly installed server (without any other plugins) nor with a long existing game server run by a friend of mine. could you please send me - the plugin file (oxide/plugins/) - the config file (oxide/config/) - the data file (oxide/data/disabndedteamrestore/savedTeams.json)
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Hello RustyW, i'm so sorry for the bad start 😞 I'll have a look at it on saturday since i'm out of office until tomorrow night.
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Changed Status from Pending to No Response
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Changed Status from Pending to Closed Changed Fixed In to 1.4.0
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Changed Status from Pending to Closed Changed Fixed In to 1.5.0.0
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Hi MatthiasBM, again, I apologize for the delay. I just uploaded a new version that fixes this problem. Not more mash-up with other people in the wrong team, I also added some new features, check out the plugin's page and description.
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Changed Status from Pending to No Response
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hi, thanks for the info. yeah that's a known issue since I can only check if you are under the map/terrain. which is true, when you are in a cave. I'll have that on my roadmap to check if a player is inside a cave, but that's crazy hard to do since there is not just "ONE cave" or "THE cave". especially on custom maps, map developers go crazy while building custom tunnels and caves and most of them are not counted as "caves" by rust. I'll think about a solution
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Did you disable the plugin and check it that was the problem? No, if this should not happen if course. I just asked 3 others persons using the newest version and they did not have any issues. Are you talking of the client PC or the rust server? Which process does the task manager show to be the cpu-consuming monster?
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Thanks for the review despite the chat message that should not appear at the moment. I'll do my best to resolve it asap. Such reviews are worth more than gold since I am just a very small light in this big sky of famous developers on codefling haha.
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Wait. You do "/gir.toggle" and the chat confirms that glitched items will not get retrieved (which is correct until you run the command again, which will toggle the permission again). Then you go under the terrain and drop some stuff. It does NOT get retrieved but the chat still says that they were retrieved?? That seems impossible since the chat message is sent only when the permission "glitcheditemretriever.active" is set for your player. And since the chat confirmed, that items will not be saved, the permission IS NOT set. Could you maybe do me a short screen video? You can do that by pressing "windows + alt + R" To stop the video capture press the same hotkey combination again. You will find the video in your users "video/captures" folder Sure, I can put the messages into language files. Just because I am curious, where are you from?
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Hi MrLiquid, thanks for your patience. I just uploaded a new version. Now you can throw your stuff under the terrain again. Please read the updated plugins description (https://codefling.com/plugins/glitched-item-retriever), specifically the paragraphs "permissions", "commands" and "notes".
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sorry for the late reply, my cat died and we had some very stressful days. i'm working on it RIGHT NOW and will upload a new version soon
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Hi MatthiasBM, i apologize for your the problem. yes, another customer also reported this bug. The relationship-manager (a class in the rust source code) changed in one of the last updates and I have to rewrite my plugin so it fits the new code. the problem is that it takes multiple weeks for plugins to be published on this platform since the courators do code reviews. that's a good thing (!) but takes a while. in the meantime there was an update of rust that made my plugin obsolete. i'll do my best to address this issue ASAP. please leave the plugin turned of for the moment. I'll come back to you when a new version is uploaded. again, sorry for the inconvencience you experienced.
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I just uploaded version 1.3.0 could you maybe download this version and check if it eleminates the problem? thanks a lot.
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I just uploaded version 1.3.0 could you maybe download this version and check if it eleminates the problem? thanks a lot.
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I found the cause in one of the last rust server updates but i'll need a little to find a workaround for that. I'll upload a new version once I've found a better way. thanks for reporting the problem
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I found the cause in one of the last rust server updates but i'll need a little to find a workaround for that. I'll upload a new version once I've found a better way. thanks for reporting the problem
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thanks, i'll test it this evening (currently 10:00 / 10AM in Germany) when more players are online.
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Huh, I'll have a look at it. I wonder since I check for human players only. Yes, the method itself is called for every humanoid Player (NPCs are players as well) but if it's bi NPC, I return from the function instantly. A simple "if(player.NPC())" check should not take 200-300 ms I'll search for the problem here and come back to you soon