Not lucky then, i guess spamming commands ("resetmap" and "oxide.reload.LustyMap") to get stuff to function is the norm.
It is very sad that this plugin is dead
another person had the problem in my friends, I gave him a hand and it is with this technique that its worked for him ... For me, it "worked directly without spamming the console.
Markmozza, just a quick question, and most other guys can also check this part, where do you get the image of your map?
I do believe, if I am right, Gbutome, is using RustEdit, like myself. That makes it easier to maintain and create map images from inside the editor.
When you press G, save the map image to file, then put that file into your oxide\data\lustymap folder, and only type the filename, not the full path.
Try that, and once more, like Gbutome mentioned. THIS MUST BE DONE after every WIPE of your server, EMPTY the oxide\data\imagelibrary folder.
I do believe, if I am right, Gbutome, is using RustEdit, like myself. That makes it easier to maintain and create map images from inside the editor.
When you press G, save the map image to file, then put that file into your oxide\data\lustymap folder, and only type the filename, not the full path.
Try that, and once more, like Gbutome mentioned. THIS MUST BE DONE after every WIPE of your server, EMPTY the oxide\data\imagelibrary folder.
@gpsmit84
yes indeed I use RE. but I also managed to use LustyMap with procedural maps, and it has always worked well for me. I also installed this plugin on a server with a procedural card a few weeks ago and it works very well. There is no problem with this plugin, just users who don't know how to use it.
yes indeed I use RE. but I also managed to use LustyMap with procedural maps, and it has always worked well for me. I also installed this plugin on a server with a procedural card a few weeks ago and it works very well. There is no problem with this plugin, just users who don't know how to use it.
Indeed, I also get it to work with my procedural map.
If you guys like to, even Procedural maps can be opened and generated a map from within RustEdit.
These maps have all the same filetype and design, so do the same as I mentioned above with the G button, then save to file.
Merged post
And what I do love about using RustEdit to create the image, is that it shows all the cliffs and higher spots within your map, making it easier for players to plan how to travel.
If you guys like to, even Procedural maps can be opened and generated a map from within RustEdit.
These maps have all the same filetype and design, so do the same as I mentioned above with the G button, then save to file.
Merged post
And what I do love about using RustEdit to create the image, is that it shows all the cliffs and higher spots within your map, making it easier for players to plan how to travel.
For those having issues with Map generation; I took a look over the code ... and by all means, assume I'm wrong as i've not done much testing ... it was a quick mod at the code... but on line 2319, by modifying the check for CustomMap_Use from the .json from:
private void LoadMapImage()
{
if (configData.Map.MapImage.CustomMap_Use)
{to
private void LoadMapImage()
{
if (configData.Map.MapImage.CustomMap_Use == true)
which is where it seems to make it's only decision between map or beancan.io ... for me at least solves the problem... As i've spent literally 30 seconds skimming the code... don't take this as a 'omg its fixed' more a ... it's been made to work, for my very specific example, with very limited testing - if it breaks, don't kill me ;)