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OMINI

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Everything posted by OMINI

    love the map , so much detail and time put here, no errors, no lag.. worth every penny.. Developer responds quickly for any questions.
  1. OMINI

    HELP please..

    i got it to work, amazing map btw. runs nice. no errors. great job ..
  2. OMINI

    HELP please..

    I found a real problem in the map file itself. Inside EuropaSemperV2.3.map, there is a nonstandard embedded custom-monument block named: :\WeOxide\AP Bridge 2:3830: Its payload is supposed to be XML for CustomMonumentData, but in your file it is garbled and cut off mid-tag. It starts like this: <?xml version="1.0"?> <CustomMonumentData ...> ... <checksum>cc6a6d023f6252afdef413de8c16bb07</checksum> ... <fullPath and then it just ends. There is no completed <fullPath>...</fullPath> tag in that embedded block. That matters because Rust .map files normally store standard layer data under MapData names like terrain/water/ground/topology, and prefab placement is stored separately as PrefabData. A weird custom MapData entry carrying broken CustomMonumentData is not normal map-layer content. So the issue is most likely: this map has broken embedded custom monument / prefab metadata, and RustEdit crashes when it reaches that malformed prefab-related block during “loading prefabs.” Why I’m confident: the zip is fine the .map file is present you used the password already the crash happens specifically during prefab load the file contains a malformed custom-monument payload instead of clean standard map data This also fits the known Rust mapping failure pattern where invalid or outdated prefab references can break loading. Facepunch’s troubleshooting page specifically calls out missing/invalid prefab references as a common map problem. So the practical answer is: What’s wrong The EuropaSemperV2.3.map file is malformed, specifically in an embedded custom monument block tied to prefab data. Why RustEdit won’t open it RustEdit gets to that broken custom monument/prefab section and crashes instead of skipping it. Is it your two monuments? No. Deathray 03.prefab and Enterprise-Badgyver-v-1-0-0.prefab are separate files and are not what is crashing the base map open. What will fix it The real fix is to get from the seller/author: an updated editable map or an unprotected clean copy or a version saved after they removed/rebuilt that broken custom monument data If they have an earlier backup, that one may still open. Best message to send the map author You can send this: Message Your map EuropaSemperV2.3.map crashes RustEdit during prefab loading. I inspected the file and found a malformed embedded custom monument block named :\WeOxide\AP Bridge 2:3830:. The CustomMonumentData XML appears corrupted/truncated and cuts off at <fullPath. Can you send an updated or clean editable version of the map? If you want, I can also extract a few more identifiers from that broken block so you can tell the author exactly which monument/plugin section is damaged. yes I’m pulling a bit more detail out of that malformed block so you can point the author to the exact monument/plugin section, not just “the map crashes.” Thought for 11s I pulled more detail out of the damaged section. The broken block is this: Block name: :\WeOxide\AP Bridge 2:3830: Type inside it: CustomMonumentData What it looks like: an embedded custom-monument/plugin export, not normal clean map data What I can identify from the damaged payload: monument/plugin name appears to be AP Bridge 2 it contains a checksum: cc6a6d023f6252afdef413de8c16bb07 it includes corrupted XML around monument transform data: position fields rotation scale uid farther into the same broken block, I can see at least one referenced asset path beginning with: assets/.../deployable/elevator... I can also see entity/config style fields mixed into the same damaged data, including strings like: entities input io/electric/gener... unlimitedAmmo peaceKeeper autoTurretWeapon That strongly suggests this block is not just a simple monument transform. It looks like a custom monument/plugin serialization containing extra spawned entities and IO objects, and the serialization is corrupted or packed incorrectly. The important part: the XML starts like a normal custom monument record then it becomes binary garbage in the middle of fields and the <fullPath> area is malformed/truncated So the most useful thing to tell the author is: Message I inspected EuropaSemperV2.3.map and the crash appears tied to a corrupted embedded custom monument block named :\WeOxide\AP Bridge 2:3830:. It contains malformed CustomMonumentData instead of clean map data. The block includes checksum cc6a6d023f6252afdef413de8c16bb07 and seems to reference extra entities/IO objects, including an assets/.../deployable/elevator... path. RustEdit crashes while loading prefabs because this monument/plugin data looks corrupted or improperly serialized. Can you send a clean or rebuilt editable copy without that damaged block? My best read is: the damaged section is specifically tied to the custom monument/plugin entry AP Bridge 2 and that is very likely the exact section making RustEdit crash during prefab load this is my convo with ai. please let me know if any more info is needed. thank you
  3. OMINI

    map edits?

    im not here trying to bash you, i want a working file i paid for .. your not giving a refund so why do u think i wouldnt think it was a scam . like lets be real right now .. the maps dope .. your making it hard for me to edit this thing.. i was looking forward to rocking this thing out for a no wipe.. takes 2 seconds to edit a review.. but u need to understand where im coming from and you need to answer and address the issue at hand .. dont give me any run arounds.. or sit back and take the heat and dont give the public a runaround for another sale like u addressed all my issues in the ticket which you havent, you instead attacked the tool i used to find the actual issue..
  4. OMINI

    map edits?

    so have yall fixed this yet or na?
  5. OMINI

    map edits?

    The strongest clue is that there is already a public support thread for Sea Skull where users reported the exact same console spam: Failed to create agent because it is not close enough to the NavMesh In that thread, the map author later says the issue appears even on a clean install with just the map loaded, and that it is caused by an object, “possibly an NPC,” trying to appear below coordinate 0.00, 0.00, 0.00, and that they planned to remove NPCs below zero to try to fix it. That lines up with what I found in your archive: the included plugin is not responsible, the map has NPC/spawner data, and Sea Skull has a documented history of this exact navmesh error
  6. OMINI

    map edits?

    half way through loading map on rust editor for edits it boots us mid load
  7. OMINI

    map edits?

    well u just addressed 1 of 2 issues .. no one said anything about having a code issue to get in .. its once we are inn it boots us from rust editor program.. MAIN CONCERN IS that we are currently getting NAVMESH spam on server console logs.. our ai is saying its map related as we took all mods off server and nav mesh persists .. its ur spawnable npcs which is giving navmesh spam.. one of the scientists is not connecting to navmesh making the server kill said scientist and continue to make it try and spawn in on bad navmesh.. this is a navmesh issue .. not a code to get into editor .. If RustEdit just disappears with no message, the most likely causes are: The map has something in it that hard-crashes the editor rather than triggering a clean validation error. Unsupported or removed prefabs are a known source of custom map load failures in Rust workflows. The specific map file is bad/corrupted, especially if other maps open normally. There are recent examples of one map failing while others load fine, which strongly points to the map rather than RustEdit itself. You have an old cached copy / version mismatch for that map name. Deleting the old local .map or renaming the map is the standard fix when Rust keeps using an older version. RustEdit or its extension/support files are outdated. RustEdit uses its launcher for updates, and older posts note that extension updates can be required after game/editor changes. we just downloaded editor the day we downloaded the file for map .. so idk why nothings working properly and yes we installed all mandatory files for map to work correctly .. so again we are here to address the NAVMESH ISSUE .. if you cannot fix then we need to talk about why i cannot go into a map i purchased and make those fixes for you.. we were able to edit a new map just fine ... its this file .. please if you have any work around or fix that would be appreciated ..
  8. OMINI

    map edits?

    hello i have an issue tht the develpoer need to help me on .. i am trying to edit this map and fix the navmesh errors that spam my console logs and its not allowing me to and my ai is telling me the developer needs to fix the issue and push update.. i also was told this is a known issue with this map and muliple players cannot edit the map they purchased .. i used the correct code to be able to edit and it crashes program everytime not allowing an edit ...
  9. OMINI

    password for editable file

    hello, just ppurchased this and having a hard time adding underwater bases prefab to server map. saying i need edit password?

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