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sphereii

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Posts posted by sphereii

  1. On 9/20/2020 at 7:34 AM, AmethystLainey said:

    Hey Sphereii, I know the Modlet isnt listed here but Im using your Peace of Mind but Im noticing yellow text with 19 Stable , Havent Teleported to any POI in question to see if it still works despite. BUt the Yellow Text mentions something about DMT

    Do you remember what it is? It could just be warning about an unsupported tag in the ModInfo.xml, and can be ignored.

  2. 16 hours ago, danielspoa said:

    sir
    1 - I took the screenshot I promised. For whatever reason this doesn't show up 100% of the time https://imgur.com/a/RMHivYo
    2 - the 19.1 version worked perfectly on its own
    3 - on dedi server it gives me an error when loading an existing profile. Is there any way to install sphere now without resetting characters?

    thank you :)

    I'll look to see if I can find the shared exp

     

    Unfortunately, the Sphere-Core is not save game safe, as it needs to make changes to the player's profile to allow for some features.

  3. 1 hour ago, LunariusH said:
      Hide contents

    Mono path[0] = 'C:/7D2D/Alpha19/My_Mods/Bear_Nation/7DaysToDie_Data/Managed'
    Mono config path = 'C:/7D2D/Alpha19/My_Mods/Bear_Nation/MonoBleedingEdge/etc'
    Initialize engine version: 2019.2.17f1 (8e603399ca02)
    [XR] Discovering subsystems at path C:/7D2D/Alpha19/My_Mods/Bear_Nation/7DaysToDie_Data/UnitySubsystems
    GfxDevice: creating device client; threaded=1
    Direct3D:
        Version:  Direct3D 11.0 [level 11.0]
        Renderer: NVIDIA Quadro K620 (ID=0x13bb)
        Vendor:   
        VRAM:     2007 MB
        Driver:   23.21.13.9135
    Begin MonoManager ReloadAssembly
    - Completed reload, in  4.154 seconds
    <RI> Initializing input. <RI> Input initialized. <RI> Initialized touch support. UnloadTime: 0.945300 ms
    2020-09-12T15:49:51 0.119 INF [Steamworks.NET] SteamAPI_Init() ok
    2020-09-12T15:49:51 0.450 WRN Localization: Duplicate key "mineBottlecapMine" found! Please check Localization file. Skipping entry...
    2020-09-12T15:49:51 0.450 WRN Localization: Duplicate key "cntLunchbox" found! Please check Localization file. Skipping entry...
    2020-09-12T15:49:51 0.450 WRN Localization: Duplicate key "cntLunchboxDesc" found! Please check Localization file. Skipping entry...
    2020-09-12T15:49:51 0.468 INF Localization language: English
    2020-09-12T15:49:51 0.503 INF Texture quality is set to 1
    2020-09-12T15:49:51 0.504 INF Precaching...
    2020-09-12T15:49:51 0.506 INF Precaching file: 7DaysToDie_Data/resources.assets
    2020-09-12T15:49:52 0.944 INF [EAC] Not loading, not started from launcher
    2020-09-12T15:50:04 13.395 INF Precaching file: 7DaysToDie_Data/sharedassets1.assets
    2020-09-12T15:50:04 13.435 INF Precaching file: Data/Bundles/blocktextureatlases
    2020-09-12T15:50:18 27.208 INF Precaching file: Data/Bundles/terraintextures
    2020-09-12T15:50:32 41.441 INF Precaching done
    2020-09-12T15:50:32 41.442 INF Loading main scene
    Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
    UnloadTime: 4.819500 ms
    2020-09-12T15:50:33 42.151 INF [GSM] Singleton Initialized...
    2020-09-12T15:50:33 42.170 INF Awake IsFocused: True
    2020-09-12T15:50:33 42.170 INF Awake
    2020-09-12T15:50:33 42.259 INF Version: Alpha 19 (b180) Compatibility Version: Alpha 19, Build: Windows 64 Bit
    2020-09-12T15:50:33 42.260 INF System information:
    2020-09-12T15:50:33 42.260 INF    OS: Windows 10  (10.0.0) 64bit
    2020-09-12T15:50:33 42.261 INF    CPU: AMD FX(tm)-6300 Six-Core Processor  (cores: 6)
    2020-09-12T15:50:33 42.261 INF    RAM: 16360 MB
    2020-09-12T15:50:33 42.261 INF    GPU: NVIDIA Quadro K620 (2007 MB)
    2020-09-12T15:50:33 42.263 INF    Graphics API: Direct3D 11.0 [level 11.0] (shader level 5.0)
    2020-09-12T15:50:33 42.264 INF Last played version: Alpha 19.1
    2020-09-12T15:50:33 42.265 INF Local UTC offset: -5 hours
    2020-09-12T15:50:33 42.276 INF Command line arguments: C:\7D2D\Alpha19\My_Mods\Bear_Nation\7DaysToDie.exe -logfile C:\7D2D\Alpha19\My_Mods\Bear_Nation\7DaysToDie_Data\output_log.txt -configfile=C:\7D2D\Alpha19\My_Mods\Bear_Nation\SaveConfig.xml
    2020-09-12T15:50:33 42.316 INF Parsing server configfile: C:\7D2D\Alpha19\My_Mods\Bear_Nation\SaveConfig.xml
    2020-09-12T15:50:33 42.471 INF Parsing server configfile successfully completed
    2020-09-12T15:50:33 42.473 INF Not running in Big Picture Mode, no on-screen keyboard available
    2020-09-12T15:50:33 42.474 INF Starting PlayerInputManager...
    Fallback handler could not load library C:/7D2D/Alpha19/My_Mods/Bear_Nation/7DaysToDie_Data/Mono/XInputInterface32
    Fallback handler could not load library C:/7D2D/Alpha19/My_Mods/Bear_Nation/7DaysToDie_Data/Mono/XInputInterface32.dll
    Fallback handler could not load library C:/7D2D/Alpha19/My_Mods/Bear_Nation/7DaysToDie_Data/Mono/XInputInterface32
    Fallback handler could not load library C:/7D2D/Alpha19/My_Mods/Bear_Nation/7DaysToDie_Data/Mono/libXInputInterface32
    Fallback handler could not load library C:/7D2D/Alpha19/My_Mods/Bear_Nation/7DaysToDie_Data/Mono/libXInputInterface32.dll
    Fallback handler could not load library C:/7D2D/Alpha19/My_Mods/Bear_Nation/7DaysToDie_Data/Mono/libXInputInterface32
    2020-09-12T15:50:34 43.340 INF InControl (version 1.8.2 build 9357, native module = False, XInput = True)
    2020-09-12T15:50:34 43.375 INF Starting UserProfileManager...
    2020-09-12T15:50:34 43.566 INF Occlusion: Awake
    2020-09-12T15:50:34 43.579 INF ApplyAllOptions streaming budget 1806.3 MB
    2020-09-12T15:50:34 43.581 INF ApplyAllOptions current screen 1920 x 1080, 60hz, window 1920 x 1080, fullscreen True FullScreenWindow
    2020-09-12T15:50:34 43.581 INF Texture quality is set to 1
    2020-09-12T15:50:34 43.582 INF ApplyTextureFilter 0, AF Disable
    2020-09-12T15:50:34 43.585 INF ApplyTerrainOptions 2
    2020-09-12T15:50:36 45.322 INF [MODS] Start loading
    2020-09-12T15:50:36 45.334 INF [MODS] Trying to load from folder: The Wasteland
    2020-09-12T15:50:36 45.410 INF [MODS] Loaded Mod: The Wasteland (1.3)
    2020-09-12T15:50:36 45.411 INF [MODS] Initializing mod code
    2020-09-12T15:50:36 45.411 INF [MODS] Loading done
    2020-09-12T15:50:38 47.536 INF Pack 159877 us
    2020-09-12T15:50:38 47.579 INF Pack 4056 us
    2020-09-12T15:50:38 47.622 INF Permissions file 'serveradmin.xml' not found, creating.
    2020-09-12T15:50:38 47.658 INF Command "chunkcache" has no explicit permission level, but a default permission of 1000, adding to permission list
    2020-09-12T15:50:38 47.661 INF Command "debugshot" has no explicit permission level, but a default permission of 1000, adding to permission list
    2020-09-12T15:50:38 47.661 INF Command "debugweather" has no explicit permission level, but a default permission of 1000, adding to permission list
    2020-09-12T15:50:38 47.664 INF Command "getgamepref" has no explicit permission level, but a default permission of 1000, adding to permission list
    2020-09-12T15:50:38 47.665 INF Command "getgamestat" has no explicit permission level, but a default permission of 1000, adding to permission list
    2020-09-12T15:50:38 47.665 INF Command "getoptions" has no explicit permission level, but a default permission of 1000, adding to permission list
    2020-09-12T15:50:38 47.666 INF Command "gettime" has no explicit permission level, but a default permission of 1000, adding to permission list
    2020-09-12T15:50:38 47.666 INF Command "gfx" has no explicit permission level, but a default permission of 1000, adding to permission list
    2020-09-12T15:50:38 47.667 INF Command "help" has no explicit permission level, but a default permission of 1000, adding to permission list
    2020-09-12T15:50:38 47.668 INF Command "listplayerids" has no explicit permission level, but a default permission of 1000, adding to permission list
    2020-09-12T15:50:38 47.669 INF Command "listthreads" has no explicit permission level, but a default permission of 1000, adding to permission list
    2020-09-12T15:50:38 47.670 INF Command "memcl" has no explicit permission level, but a default permission of 1000, adding to permission list
    2020-09-12T15:50:38 47.678 INF Command "settempunit" has no explicit permission level, but a default permission of 1000, adding to permission list
    2020-09-12T15:50:39 47.814 INF Awake done in 5644 ms
    Fallback handler could not load library C:/7D2D/Alpha19/My_Mods/Bear_Nation/7DaysToDie_Data/Mono/libc
    Fallback handler could not load library C:/7D2D/Alpha19/My_Mods/Bear_Nation/7DaysToDie_Data/Mono/libc.dll
    Fallback handler could not load library C:/7D2D/Alpha19/My_Mods/Bear_Nation/7DaysToDie_Data/Mono/libc

    Unloading 112 unused Assets to reduce memory usage. Loaded Objects now: 4201.
    Total: 32.384600 ms (FindLiveObjects: 0.574000 ms CreateObjectMapping: 0.136800 ms MarkObjects: 31.390200 ms  DeleteObjects: 0.282700 ms)

    2020-09-12T15:50:39 48.376 INF Reloading serveradmin.xml
    2020-09-12T15:50:39 48.376 INF Loading permissions file at 'C:\7D2D\Saves\My Mods\Bear Nation/serveradmin.xml'
    2020-09-12T15:50:39 48.551 INF Loading permissions file done.
    2020-09-12T15:50:39 48.604 INF User joined: Captain McLir
    2020-09-12T15:50:40 49.384 WRN No culture info found for given name: cultureInfoName
    2020-09-12T15:50:42 51.251 INF [GSM] GameSparks Connected
    2020-09-12T15:50:52 61.510 INF UMA Overlay loading took 10255 ms
    2020-09-12T15:50:52 61.513 INF UMA Slot loading took 3 ms
    2020-09-12T15:51:01 70.150 INF LoadTextureArraysForQuality quality -1 to 1, reload False
    2020-09-12T15:51:02 71.000 INF [GSM] Skipping me
    2020-09-12T15:51:05 74.189 INF WorldStaticData.Init() needed 12.408s
    2020-09-12T15:51:06 75.429 INF [Steamworks.NET] Login ok.
    2020-09-12T15:51:06 75.694 INF AchievementManager.UserStatsStored_Callback, result=k_EResultOK
    2020-09-12T15:51:06 75.695 INF AchievementManager: Received stats and achievements from Steam
     

    I was attempting to use the upload button to no results.  Here's the latest launch results.
    Thank you for your prompt response.

    Does the wasteland mod contain a Localization.txt? I don't see in the log where it's loading anything from it, so maybe the copy is bad? 

  4. Added new branch for Alpha 19.1: https://github.com/SphereII/SphereII.ModsA19/tree/alpha19.1experimental

     

     

    On 9/7/2020 at 3:00 PM, nickuk01 said:

    With the headshots only part of your core mod which I like and use, does fire or electricity still harm the zombies?

    I pushed an update to both the main brain and experimental branch, that makes a change for headshots.  I've limited it to player damage, so fire and traps should still work as expected. I'm not sure if that defeats the purpose of headshot-only, but thought I'd add it and see what the players think.

  5. I pushed out a new change for NPCs and their WanderSDX AI Task. 

     

    PathingCube blocks have now been changed to a custom Sign block. You may place a few of these invisible signs around your base, entering in a numeric value in its Text box. Then, for hired NPCs, there's a new dialog option that allows you to Set Pathing Code. Enter in the matching number, and the NPC will scan the surrounding areas for PathingCubes, and only path to the code matching. The NPC stores its pathing code as a cvar.

     

    This will allow you to set up multiple PathingCubes around your base, and have different NPCs patrol different routes, using different codes.

     

    Special Codes: 

       NPCs with Codes set to 0 will path to all PathingCubes.

       NPCs with Codes set to -1 will not patrol but stand where they are.

     

    By default, all NPCs spawn with a Code of 0. They should preserve their codes between game sessions, if changed.

     

    Prefabs, when built, can now include PathingCubes as part of construction. You can enter in Codes and have them saved and distributed with your Prefabs, preserving the numbers. This will allow you to create new sleeper volumes with NPCs to auto-spawn and start patrolling in a prefab. 

     

    When setting in the Sleepers, you may place a PathingCube in the block next to the sleeper, and set a code on it. When the sleeper wakes up, it does a short scan for PathingCubes to look for a code to use. If it finds one, it'll auto-set its PathingCode cvar to that code, and begin patrolling.

     

     

  6. 4 hours ago, nickuk01 said:

    Using the advanced repair option in the core pack but when scrap cans I am getting nothing at all... no iron or the unit iron. Is that normal?

     

    I did try to change by reverting that option back to false but it appears the advanced recipes are now baked into the game and still appear so am guessing have to switch back to using advanced repair for this game? But the lack of unit scrap is concerning me a bit as alot of recipes require it.

    The Advanced Scrapping recipes make a new in-memory recipe to handle giving the output. I'll take a look and scrap a can and see what I can get, and see if it makes sense.

     

    It should be possible to toggle on and off, with only a restart for the effects to take effect. 

  7. 1 hour ago, nickuk01 said:

    Thanks for your reply Sphereii. Unfortunately i have no idea how to create a modlet as you suggest? Most modlets have different folders, config, resources etc. Could you give me dummy guide on what need to do and what type of file it needs to be? Once created does it go in mods folder like other mods? Sorry but im a noob!

    This mod would require using the DMT tool, and building the mod in. Some people have tried to move the xui element way off screen so its a bit safer to use. I'm not familiar with that method.

  8. 46 minutes ago, nickuk01 said:

    Is there anyway to use just the XP icon notifier remover included within your core package? Just a simple file or modlet I can use?

    [HarmonyPatch(typeof(XUiC_CollectedItemList))]
    [HarmonyPatch("AddIconNotification")]
    public class SphereII_XPIconRemover
    {
        static bool Prefix()
        {
            return false;
        }
    }

    You could create your own Harmony Modlet with this code. 

  9. 1 hour ago, cde2006 said:

    Does not seem to work on b180. When enabled and compiled 0-SphereIICore the main game menu does not appear.

    I am using DMT 2.1.7532.34941 self updated.

    Log File? Did you do an update of the latest 0-SphereIICore? 

  10. Just now, -Holo- said:

    aww crap. :(

    world loads fine without it , but gonna miss the extra performance of the old distant terrain.

    Its the 0-SphereIICore causing the issue. You could still include the Legacy Distant Terrain mod on your clients, and turn off EAC, and have it work for you.

  11. 1 minute ago, -Holo- said:

    No, it's from 18.2 I believe, Nitrogen made map. Trying to fire up a game we had some fun with

    The 0-SphereIICore isn't save-game safe, so if you include it, or remove it, you'll need a new world

  12. 1 minute ago, -Holo- said:

    Letsee, this should be the log, https://pastebin.com/hVezAmX2

    Seems to be here things go wrong

    "(Filename: C:\buildslave\unity\build\Runtime/Camera/ReflectionProbes.cpp Line: 269)
     
    WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'FORWARD_DELTA' has no vertex shader
    WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'ShadowCaster' has no vertex shader
    WARNING: Shader Unsupported: 'Autodesk Interactive' - All passes removed
    ArgumentException: An item with the same key has already been added. Key: -174, 49, 2689
    at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x000c1] in <1f0c1ef1ad524c38bbc5536809c46b48>:0
    at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0
    at PowerManager.AddPowerNode (PowerItem node, PowerItem parent) [0x00046] in <f9ab98ad7e8240f9bef6c6434814ba69>:0
    at PowerManager.Read (System.IO.BinaryReader br) [0x0003b] in <f9ab98ad7e8240f9bef6c6434814ba69>:0
    at PowerManager.LoadPowerManager () [0x00099] in <f9ab98ad7e8240f9bef6c6434814ba69>:0
    at GameManager+<StartAsServer>d__135.MoveNext () [0x0023f] in <f9ab98ad7e8240f9bef6c6434814ba69>:0

    at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00027] in <ca1d1fd848884ed5a84a515243f09e15>:0 "

    ran an update with steamCMD to verify files before I started meddling with the mods.

    Was this on a brand new world? 

  13. 2 minutes ago, -Holo- said:

    Oh!

    downloaded everything just a moment ago from the mainpage, https://github.com/SphereII/SphereII.Mods/

    Just tried to recompile without the distant terrain checkbox but getting the same error with the core.

    Is there some easy way to know what are mods are needed on the server and only clientside?

     

    It should compile and run even with it. I'd have to see your full log to even make a guess on what the issue will be. It's been awhile since I was on A18.4, but it all worked last time.

  14. 30 minutes ago, -Holo- said:

    Trying to build a new version for 18.4 with distant terrain fix on my dedicated server, but after compiling it and running the server I get this error as soon as the Core mod is loaded.

    checked the core and the distant terrain fix and attempt harmony update option

    ArgumentException: An item with the same key has already been added. Key: -174, 49, 2689

    Which version of the Core are you running? The Legacy Distant Terrain is a client-side only mod; it does not need to be on the server.

  15. 8 hours ago, Blackgryphon said:

    OK, here's my luck.  Neither the .exe or the .msi install files work on my computer..  the .exe gives me an error and doesn't install.  The .msi starts and then just disappears.

    There seems to be something up with your PC then. Check your anti-virus and any security programs, make sure you have all your updates applied, and reboot your PC so its fresh.

  16. 5 hours ago, Blackgryphon said:

    Well, apparently I am too stupid to figure out Github and Gitlab.. So..

    I don't think you are stupid :)

     

    1) In your web browser, create a free account on GitHub.com

    2) In your web browser, create a New Repository. Initialize with a ReadMe.md (it'll be an option).

    3) Download and install GitHub Desktop

    4) In your web browser, click on Clone... in your Repo.

    5) Pick a folder where it'll download through Github Desktop. It should be an empty folder.

    6) Copy your Mods folder into it the same folder.

    7) In Github Desktop, click on Summary text, and enter in a description: "First upload"

    😎 Submit.

    9) In Github Desktop, click on "Push origin"

     

     

     

    Edit: The smiley with the sun glasses is unintentional, but it is an exciting moment when you submit your changes.

  17. 16 minutes ago, ninjagranny said:

     

    Thank you  and  - ill go back to  doing it entity by entity  - and redo each time they change entity names  :) ah well

     

    Rather interestingly -  my idea actually breaks the entire game  -  no zombies no animals and the traders is always locked and bounces you 

    Im assuming then it sets all to *25  rather than multiplying it and  as zombieboe no longer exists all entities are removed 

    The game is expecting a number, and you are giving it a string. It probably fails, on loading the rest of the entityclasses.xml.

     

    Probably a pretty boring playthrough with just the player :)

  18. 19 hours ago, ninjagranny said:

    ok  - people who know more than I do - which is 99% of you

    I have been fighting with trying to vary zombie xp without editing every  single zombie - tried this

    <set xpath="/entity_classes/entity_class[contains(@name, 'zombie')]/property[contains(@name, 'ExperienceGain')]/@value">*.25</set>  

     

    set all  occurrences of experiencegain on a zombie entity to  25% of what it was .

     

    which "logically" should work as far as I understand BUT it doesnt  

     

    please put me out of my misery before i smack my head through a wall  :)

    XPath can only find nodes and values and allow changes to them; But it cannot read in the original value enough to do any kind of math on them, so your current path won't result in what you want done.

  19. New Update: 2.1.22
    - Fixed issue with some modlets not being installed
    - Fixed where Navezgane world files were being over-written
     

    13 hours ago, Blackgryphon said:

    Nope, but it would be easy enough to do it. :D  Once I do that, is it hard to get my server added?  Because there are a bunch of mods I'd like to use on my server, but helping everyone download and install everything one person at a time is a pain.

    Not difficult at all.  Upload your mod with the correct folder structure. 

     

    You can create an XML file to add your description and link. Here's an example of mine: https://github.com/SphereII/7D2DConfig/blob/master/Alpha19/sphereiimental.xml

     

    Let me know the link to the xml when you are ready

  20. On 7/25/2020 at 4:46 PM, DaemonGeek said:

    Quick question:

     

    I am trying to tweak the Experience Gain multiplier for Nerd Glasses.  I can't seem to get the xpath to work.  I've tried these to no avail:

     

    <set xpath="/items/item[@name='apparelNerdGlasses']/passive_effect[@name='PlayerExpGain']/@value">0.25</set>

    <set xpath="/items/item[@name='apparelNerdGlasses']/passive_effect[@name='PlayerExpGain']/operation[@name='perc_add']/@value">0.25</set>

     

    Any suggestions/solutions?  Any help would be appreciated!

     

    DaemonGeek

    I think you are missing the <effect_group> node, which contains the passive_effect

     

    <set xpath="/items/item[@name='apparelNerdGlasses']/effect_group/passive_effect[@name='PlayerExpGain']/@value">0.25</set>

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