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Marte6

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Everything posted by Marte6

  1. Marte6

    Dungeon Events

    Or I could set it to only allow dungeon purchases as well, which would improve performance too.
  2. Marte6

    Dungeon Events

    I think it might actually be the autospawn. Tomorrow, I'll redo that part and set much longer intervals for it. I believe this might solve the issue once and for all, and I can add back everything I removed in the last version.
  3. Marte6

    Dungeon Events

    Are you using "Auto Spawn" On? Another buyer is not using it, only purchasing dungeons, and their server has been running for 30 hours with 50 players without any issues. It might be related to that.
  4. Marte6

    Dungeon Events

    Are you using "Auto Spawn" On? Another buyer is not using it, only purchasing dungeons, and their server has been running for 30 hours with 50 players without any issues. It might be related to that.
  5. Marte6

    Dungeon Events

    I removed all those features to try to address the issues other users were experiencing. I plan to reintroduce them in the future—I was just trying to make the plugin more stable for everyone. Since you haven’t encountered any problems, it seems like it might be a conflict on their end. Right now, I’m not entirely sure what’s causing it.
  6. Marte6

    Dungeon Events

    I just released an update to try to improve all these issues. I’d appreciate it if you could test it again, and I apologize once more.
  7. I just released an update to try to improve all these issues. I’d appreciate it if you could test it again, and I apologize once more.
  8. It doesn't say much about the errors, but it does mention the connection. I’m making some changes to improve performance and the way things are executed. I'll be sending an update later today.
  9. Marte6

    Dungeon Events

    I’m making some changes to improve performance and the way things are executed. I'll be sending an update later today.
  10. Some possible issues I think might be happening for now: Too many NPCs, auto-turrets, and dungeons, which adds up to a lot of AI processing. I’ll release an update later today that will limit the number of dungeons to a maximum of 4 at the same time, with a cap on NPCs as well. I’ll also simplify the AI for the turrets significantly. I believe just doing this will improve things a lot. After this update, I’ll keep working to improve and eventually allow for more dungeons.
  11. Marte6

    Dungeon Events

    If you want to remove all remaining entities, load the plugin and run the command "forceremovealldungeons" to perform this cleanup.
  12. I’m leaving my server running for testing and trying to identify anything that might be causing the issue. So far, it hasn’t frozen here, but I’ll work on improving some parts of the code that might be contributing to the problem.
  13. I’m going to run a series of tests here to see if something might be causing the freezing as well, but make sure to check with the other developer too.
  14. Changed Status from Pending to Work in Progress
  15. Hello, when a Dungeon is created, by default, ScarecrowNPC/NPCDwelling are spawned within it. My plugin simply removes them and does nothing more. It seems that the other plugin, JunkpileNPC, is having issues with this. I recommend opening a support ticket with the developers of JunkpileNPC to investigate what might be happening.
  16. Marte6

    Dungeon Events

    Thank you for the feedback! It’s great to hear that so many players tested the plugin and that the overall response has been positive. More complex dungeon structures Unfortunately, I can’t change the dungeon structures themselves, as they’re generated by the game. However, I can add some elements to enhance them, like rocks, barriers, keycards, or other interactive features. These additions could make the dungeons feel more dynamic without altering their core structure. Boss NPCs with difficulty scaling Yes, I will definitely implement this in the next updates! Increased loot rates and more NPCs This is already configurable in the settings file. Dungeon timer display Yes, I can consider adding something like this.
  17. Marte6

    Dungeon Events

    There is already a configuration that removes the dungeon after a period of inactivity, but I can create one to remove it after a shorter time if a player enters and it becomes inactive, as well as a configuration to remove the lock for the player.
  18. Marte6

    Dungeon Events

    What would be better in this case: removing the dungeon after a period of inactivity, or removing the lock for the player after some time?
  19. Marte6

    Dungeon Events

    Hello! Thank you for your interest in the plugin! It doesn’t use a lot of resources, so it should run smoothly on your server. Regarding the zone functionality, I haven’t implemented that yet, but it’s something I can add in future updates. For now, there’s an option in the configuration that allows the first player to enter a dungeon to lock it for themselves. You can also configure whether clan members or friends are allowed to enter the dungeon as well.
  20. Marte6

    Dungeon Events

    Bonjour ! Merci pour votre suggestion. Je prévois d'ajouter l'achat par scrap dans une future mise à jour.
  21. Marte6

    Conflict with Skill Tree plugin

    Changed Status from Not a Bug to Fixed Changed Fixed In to 1.1.0
  22. Marte6

    Conflict with Skill Tree plugin

    What's New in Version 1.1.0 Added support for the SkillTree plugin. When the player does not have the "turboweapons.customcapacity" permission, it checks if there is a change in capacity size in the SkillTree.
  23. Marte6

    Dungeon Events

    What's New in Version 1.2.0 Performance Improvements: Optimized overall system performance for a smoother experience. New RCON Command: Added an RCON command for event purchasing. buydungeon hard %steamID% Random Auto Spawn: Implemented a random auto-spawn system. NPC Loot: Loot for NPCs is now fully configurable, allowing greater customization and control. Configuration for NPCs, Boxes, and Turrets: These are now configured with fixed numbers instead of percentages. Enhanced Turret Behavior: Turrets now engage targets more effectively. (For now, turrets have been removed from ceilings as they were sometimes getting stuck in walls.)
  24. Marte6

    Conflict with Skill Tree plugin

    I will still try to fix this this weekend.
  25. Marte6

    Conflict with Skill Tree plugin

    Changed Status from Work in Progress to Not a Bug
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