Sixx
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Whoo everyone. A question about the prefabs/monuments. How do I recognize which buildings are to be used for the current game version? Well, a building that is 2 years old might cause problems, but how far back in time can I go. Unfortunately, there isn't always something there. I don't want to put any new items on the map and then it doesn't work again.. I already had. Thank you, Sixx
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Nobody an idea do some test. if i create an new (empty, online sand) map with RustEdit i got the same errors.
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Hey Guys, back in 2022 and another problem - probably with my map I didn't want to start a new post - hope that's ok. After I had massive problems with the map I created about a year ago, which was fixed with your help, I was able to play Rust for quite a while. Then at some point I stopped. Logged out and played other things. Only performed the Rust updates Now I wanted to continue again. Rust Server Update and Qxide Update performed. Server started. Assets warmup is running Then he launches my own map After that comes the error and this is where it gets stuck. nothing happend anymore without my map, Rust starts fine. If I put the link to the map back into the Serverstart.bat, the above is displayed. I disabled all mods to see if that might be the reason. Nothing changes So it can only be because of the map. Now the probably totally stupid question. Can it be because of the 1 year old map? If yes, can I save them? That cost me weeks of work and nerves. thanks to you Dat Sixx
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So! I give up. I've been trying for almost 7 hours to find out which prefab is causing this error. Without success. I deleted everything that could be deleted. Prefabs, spawners, trees, boxes, prefabs that have slipped out of the map, etc. Always piece by piece and then the server started. The server loads but the client cannot log in. I also deleted the last plugin - Oxide.Ext.RustEdit.dll. Everything didn't work. In the end I even flew over the map and deleted everything that I could capture. The mistake remained. World Spawning always gets stuck around 32xxx What is also strange is that when the server starts, hints are displayed that I cannot understand. e.g. Calling kill - but already IsDestroyed !? vending_mapmarker [0] Calling kill - but already IsDestroyed !? vending_mapmarker [0] done. Spawning 130488 entities ID In use! COBALT1 ID In use! COBALT1 Or hints from prefabs that I deleted a long time ago. So basically there is only one option left. The map itself has to be damaged somehow so that you can no longer log on to it. Last I loaded the map, for which I opened the post here and was able to repair it, because it always works. And it still works now - just loaded and logged in. So I don't have the option to copy this map and then invest a few more hours to add a few changes and nice prefabs. And then hopefully to finally be able to go online.
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hmm .. the trees, ores and bushes are all in the map that I can still load, and from the beginning of editing the map. That's the map from the opening post here, how the mines were the problem. The map is still working now - it's basically my reference test map. Unfortunately, a lot is missing on the map, otherwise I would use it. if there is no other way, I have to do it anyway and then add it again piece by piece and try again and again. then it just takes another week. I throw the trees out anyway, then the loading might also go a little faster. Let's see, I'll delete several of the last prefabs to see if something changes. the error must be somewhere. or I actually caught trees that I hadn't used before. very annoying everything. i am unsure about prefabs with pink objects I thank you for your patience and your help. that helped me alot. if i still find the error, i'll post it here.
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normally yes. but since the probemen with the map I have deleted all plugins from the corresponding directory. it just loads the Rustedit plugin, nothing else.
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Möööp... wont work. The loot boxes are not the source of error. Cancels again with the message. When loading it comes to Spawning Word 37xxx / 68510 I deleted so much before. Some custom prefabs, all of my underwater labs that I thought were the cause. Now I can basically only delete everything new on prefabs over a large area to see if that changes something. Could the NPS spawners be a problem? I also re-set some of them. The annoying thing is that you can't even test it quickly, but the server loads for a long time and then the game too .. it always takes 30-40 minutes ... until it breaks off ------------------------------ 127.0.0.1:57786/76561198451755427/2302 disconnecting: Exception (cs:64094): NullReferenceException: Object reference not set to an instance of an object. InstancingContainer..ctor (System.Int32 capacity) (at <00000000000000000000000000000000>:0) System.Collections.Generic.GenericEqualityComparer`1[T].GetHashCode (T obj) (at <00000000000000000000000000000000>:0) System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) (at <00000000000000000000000000000000>:0) System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) (at <00000000000000000000000000000000>:0) ListDictionary`2[TKey,TVal].TryGetValue (TKey key, TVal& val) (at <00000000000000000000000000000000>:0) DeferredDecalSystem.GetList (DeferredDecal decal, ListDictionary`2[TKey,TVal] dict, System.Int32 pass) (at <00000000000000000000000000000000>:0) DeferredDecalSystem.RemoveDecal (DeferredDecal decal) (at <00000000000000000000000000000000>:0) DeferredDecal.OnDisable () (at <00000000000000000000000000000000>:0) MeshGroupCull.SetLOD (System.Int32 newlod) (at <00000000000000000000000000000000>:0) LODComponent.ChangeLOD () (at <00000000000000000000000000000000>:0) LODGrid.Add (ILOD component, UnityEngine.Transform transform, LODCell& cell) (at <00000000000000000000000000000000>:0) LODComponent.OnEnable () (at <00000000000000000000000000000000>:0) GameManager.CreatePrefab (System.String strPrefab, UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, UnityEngine.Vector3 scale, System.Boolean active) (at <00000000000000000000000000000000>:0) Prefab.Spawn (UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, UnityEngine.Vector3 scale, System.Boolean active) (at <00000000000000000000000000000000>:0) World.Spawn (System.String category, Prefab prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Vector3 scale) (at <00000000000000000000000000000000>:0) World.Spawn (ProtoBuf.PrefabData prefab) (at <00000000000000000000000000000000>:0) World+<Spawn>d__63.MoveNext () (at <00000000000000000000000000000000>:0) WorldSetup+<InitCoroutine>d__15.MoveNext
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I had the error at the very beginning when I started with custom maps. I also solved it as described. today I tried this 3 times - without success. no idea why that doesn't work. luckily i renamed the map and can now use the "neutest" again. all prefabs are there again but I just threw all of the loot boxes off the map. There are also two different ones. Some are invisible, the others are visible as normal boxes or barrels. I'm loading the server, let's see what happens I put the forests on the map at the very beginning, because I didn't know how the topology works. I only found the wiki entry or videos that explain this 2-3 weeks ago. I've already thought about removing the woods again.
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Hi. Oh yes, you cant check the custom prefabs.. if you mean the normal and different kind of trees. yes i place them by hand since i edit the map and it works fine. so far I have been able to load the map with it at least without errors. I've only been using the lootbox spawner for 1 or 2 days to see what it does. otherwise I only used normal loot boxes or barrels. you meand this spawner ? I have already deleted some prefabs and all underwater labs, but at the moment it is loading the server but ingame it cannot find the map. I've been trying it since 2 hours. so can not see whether my change is having an effect. have already deleted the map in the directory, restarted the server, etc. no idea what is now all of a sudden. "Disconnected world file mismatch rust" this error message means that the "File" in your Rust Maps Folder is different from what it was before. save the map now under a different name and try again ..
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sounds good thank you
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oh thanks, this would help.. but dont laugh.. i put lot of stuff in it hope link works map
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okay. i am in now with the yesterday-map so i have to check my newer map.. congratulation well that's going to be fun
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it could be so easy... i try the old map no to see if its possible to login to the world. if this works, its the newer map and i have to find the prefab thats hurt me... thanks for now
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Rust files are verified. no problems found. for understandig. the server can start with an entity or broken prefab. but the login to my server over the game can crash ? cause the server is running. i allways will try the "yesterday" map. i test it only with server start today, not with login into the game. see what happend. if i get this new map to run. i stop building..
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Fu*** not solved. after starting server i start rust to login in my server.. loading loading loading and at the end: 127.0.0.1:51151/76561198451755427/2302 has auth level 2 [Economics] Saving balances for players... (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Saved 105,322 ents, cache(2.63), write(0.06), disk(0.04). (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Saving complete (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 127.0.0.1:51151/76561198451755427/2302 disconnecting: Exception (cs:64094): NullReferenceException: Object reference not set to an instance of an object. InstancingContainer..ctor (System.Int32 capacity) (at <00000000000000000000000000000000>:0) System.Collections.Generic.GenericEqualityComparer`1[T].GetHashCode (T obj) (at <00000000000000000000000000000000>:0) System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) (at <00000000000000000000000000000000>:0) System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) (at <00000000000000000000000000000000>:0) ListDictionary`2[TKey,TVal].TryGetValue (TKey key, TVal& val) (at <00000000000000000000000000000000>:0) DeferredDecalSystem.GetList (DeferredDecal decal, ListDictionary`2[TKey,TVal] dict, System.Int32 pass) (at <00000000000000000000000000000000>:0) DeferredDecalSystem.RemoveDecal (DeferredDecal decal) (at <00000000000000000000000000000000>:0) DeferredDecal.OnDisable () (at <00000000000000000000000000000000>:0) MeshGroupCull.SetLOD (System.Int32 newlod) (at <00000000000000000000000000000000>:0) LODComponent.ChangeLOD () (at <00000000000000000000000000000000>:0) LODGrid.Add (ILOD component, UnityEngine.Transform transform, LODCell& cell) (at <00000000000000000000000000000000>:0) LODComponent.OnEnable () (at <00000000000000000000000000000000>:0) GameManager.CreatePrefab (System.String strPrefab, UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, UnityEngine.Vector3 scale, System.Boolean active) (at <00000000000000000000000000000000>:0) Prefab.Spawn (UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, UnityEngine.Vector3 scale, System.Boolean active) (at <00000000000000000000000000000000>:0) World.Spawn (System.String category, Prefab prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Vector3 scale) (at <00000000000000000000000000000000>:0) World.Spawn (ProtoBuf.PrefabData prefab) (at <00000000000000000000000000000000>:0) World+<Spawn>d__63.MoveNext () (at <00000000000000000000000000000000>:0) WorldSetup+<InitCoroutine>d__15.MoveNext