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sphereii

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Posts posted by sphereii

  1. Added a new set of features for the hired NPCs for modders.  A new buff template exists now in the 0-SphereIICore that allows you to simulate looting missions for NPCs. Meant to be fired via a buff delivered by a NPC conversation, you can send the NPC out to gather resources for you.  The mission is a buff, with the duration of the buff the duration of the mission, and will return when the buff expires. The NPC is not accessible during this time. When the NPC reappears, it'll have some random loot, defined by the specified lootgroup.  I added a new cvar which will allow the NPC to gain loot experience, meaning it can find more loot the more times you use it.

     

        <!-- Template Buff for an NPC to go gather random loot items for you -->
        <buff name="buffGatherResources" hidden="true">
          <stack_type value="ignore" />
          <duration value="600 "/>
    
          <!-- Make the NPC disappear for the duration of the buff -->
          <effect_group name="Start">
            <triggered_effect trigger="onSelfBuffStart" action="HideNPCSDX, Mods" hide="true" />
          </effect_group>
          
          <!-- Put items in its containers, make it appear, and give a boost to its loot experience-->
          <effect_group name="End">
            <!-- Grab items from the brassResource group -->
            <triggered_effect trigger="onSelfBuffRemove" action="RandomLootSDX, Mods" lootgroup="brassResource" />
    
            <!-- This cvar is used to determine both the amount of items to retrieve from the lootgroup, plus the quality tier, if applicable.-->
            <!-- This gets reounded, so once it hits 2, it'll start pulling in two items from the brassResource group, up to a max of 5.-->
            <triggered_effect trigger="onSelfBuffRemove" action="ModifyCVar" cvar="spLootExperience" operation="add" value="0.1" />
    
            <!-- Make the NPC visible! -->
            <triggered_effect trigger="onSelfBuffRemove" action="HideNPCSDX, Mods" hide="false" />
          </effect_group>
    
        </buff>

     

  2. 2 hours ago, danielspoa said:

    @sphereii Its working :DDDD
    This final problem was DMT using the backup assembly instead of the clean one (for the server dll) to mod it, and this backup was an old one from when it wasn't working. Cleaned the backup and got a clean dedi again. Everything work now, already tested on the rented server too.

    I have no words to thank you for all the help, and there were at leasts 3 issues with my setup (outdated DMT, client being detected as server, and this backup dll).
    If u know how to delete all these previous posts please tell me, would prefer to have it clean for you.

    Again, thank you! and thank you for the mod itself, ofc :D

    So glad you got it working, and sorry for the trouble you were having.

  3. 13 minutes ago, danielspoa said:

    ok. Copied the DLLs from the Dedi build:

    7DaysToDie_Data\Managed\Assembly-CSharp.dll

    7DaysToDie_Data\Managed\Mods.dll

    7DaysToDie_Data\Managed\0-Harmony.dll

    7DaysToDie_Data\Managed\DMT.dll

    copied the mod from the dedi build.

    but first I tried a local navezgane game in my client, zero issues once I created a new world! :D


    on dedi its throwing exceptions, I have no idea if its on the mod or on the DMT compilation. I feel like its almost there, so close yet so far 😧

    Harmony appears on the log right at the initilization of the server. It loads some stuff and then throws erros for multiple xml files from the config.
    (most of the log is issues with compopack, ignore that :P)

    Should I just post on the DMT thread? probable an issue with how I compile stuff?

     

    output_log.txt 665.47 kB · 0 downloads

    It looks like you uploaded the Client Assembly-CSharp.dll to the server. The server has its own unique DLL.

  4. 1 minute ago, danielspoa said:

    ok, deleted it and then deleted the serverdata folder (was empty anyway). Now it detects as client and works.

    so I have ur mod in both versions, do I need to copy the DLLs to the server with the mod?
    because Im trying it right now

    Yes. In my original post, I forgot that you need to copy the DMT.dll from the Managed folder.

  5. 28 minutes ago, danielspoa said:

    exactly, thats what I tried. It doesn't compile the normal one.

    Im thinking about making a quick video of the process here so you can see where I messed up. I legit feel bad Im taking a lot of ur time and trying to solve this over multiple messages

     

    this is following the client->server order. If I put the server first it compiles, then fails at the client (it seems to compile separately)

    dmterror3.thumb.png.3ab86689187e3ef26d568343213b8d8a.png

    It looks like DMT is getting confused about which files are the dedicated files. 

     

    DMT looks for either startdedicated.bat or 7DaysToDieServer.exe to determine if its a client. Does your "7 Days To Die" folder have either of those? 

  6. 9 minutes ago, danielspoa said:

    thats where Im getting the error unfortunately :(

    when I add the client location it fails that one, it still looks for a server assembly in the client location too.

     

    "Nope: Não foi possível localizar uma parte do caminho 'F:\Jogos\steamapps\common\7 Days To Die\7DaysToDieServer_Data\Managed\Assembly-CSharp.dll'.

    process exited with error code -11234"

    It couldn't find the file. If I try both locations it compiles the server and then fails the client


    EDIT: the client has that DLL in 7DaysToDie_Data. The other (server) data folder is empty

    In my steam folder, the client is called "7 Days To Die" and the ded is called "7 Days To Die Dedicated Server"

     

    spacer.png

  7. 11 minutes ago, danielspoa said:

    I can't compile with the client version of the assembly. I tried copying the dedi version of the mod to my client and this error pops up in any world I try to play (including a local navezgane)

    I have to be doing something wrong, else I wouldn't be the only lost with issues 😛

    edit: Oh, and about the server files, I can copy the result mod but I can't copy the managed dlls, when I do the server throws a bunch of exceptions

    For the Client side, you can go into DMT's settings and add a new Game Locations to point to the client. You can build multiple targets, dedi and clients, at the same time.

     

    The Dedi's Assembly-CSharp.dll is different than the client, so you can't just re-use the same DLL on both.

     

    If you want to copy your pre-build client unto another PC, you'll need the follow files copied over:

     

    7DaysToDie_Data\Managed\Assembly-CSharp.dll

    7DaysToDie_Data\Managed\Mods.dll

    7DaysToDie_Data\Managed\0-Harmony.dll

    Mods\*

     

    Always try to match the same mods on the client and server. It's not always needed, but it can help sort out confusion.

  8.  

    3 hours ago, danielspoa said:

    compiled using a dedi server build of a19. No errors. Copied to my server (rented server) the mod and the managed dlls, started it, a lot of exceptions.
    verified files on the server and restarted it, fine. But joining the game gives me this
    can u confirm which files I need to copy to the server?

    sdxerror.png.865ac98687508822355f88b453817c33.png

     

    EDIT: its giving the same error in any local game I try to play. Something with the local mod then

    You need the 0-SphereIICore on client as well as dedi. It needs both sides to work.

  9. 8 minutes ago, danielspoa said:

    can you enlighten me on how to implement those mods?
    Im interested in your work, but I have no idea how to "install them".

    I'm using the DMT tools that comes with ur download. I set the mod folder where ur mod is, nothing appears in the list of mods.
    Any idea? :(
    dmt1.png.90306301c5d531ae0c9816b756658f58.png

    https://github.com/HAL-NINE-THOUSAND/DMT/releases/download/v2.0/DMTv2.0.7486.30873.zip

     

    Use that version of DMT. I'll remove the one in the package, as its out of date now.

  10. 13 minutes ago, Gouki said:

    I downloaded it from the main post, apparently it is not updated, check this new link that you put and there is everything about Cave.

    I haven't released it as stable yet, since Alpha 18.4 is still stable, thus the experimental build.

  11. 5 hours ago, Gouki said:

     

    Thanks Sphereii

     

    Simply wonderful, great work, what TFP should have done in a long time, accomplished by someone skilled, excellent work.

     

    PD.  How do I enable the caves, I know it's in blocks.xml, but in what section.

    Look for 0-SphereIICore/Config/blocks.xml:  

    <property name="CaveEnabled" value="false"/>
     

     

     

    <property name="CaveType" value="Random" />
      <!-- Mountains, Random, All, DeepMountains -->

     

     

    Random will spread them outrandomly, some with cave openings. If you just want to play around, you can change that to All, and every chunk will have a cave. You'll have to dig through to it, as there's no opening yet; but it should only be a few blocks below terrain.

  12. Update to the alpha19experimental branch:

     

    Pushed a new update with some fixes and tweaks to the NPCs. I've also removed the SphereII Cave Project, and rolled it into the 0-SphereIICore. This is configured via the blocks.xml, and is disabled by default.

     

    Here's a video of the Cave System:

     

     

  13. 8 hours ago, WickesGuru said:

    Hey Sphereii,

     

    I'm pretty new to both 7d2d and your mod launcher. I love it btw! The issue I'm looking for guidance on is my steam version is the latest A19 release but Darkness Falls only runs on 18.4. How do I/can i run it without rolling back on steam? I see the ability to download different versions in the mod launcher itself but i was unsure if that would help? Thanks in advance and thanks for creating this program!

    When you go to Darkness Falls, select Download From Steam, rather than Copy From Local. This will allow you to pick alpha18.4, enter your steam credentials, and download it fresh.

  14. 5 minutes ago, darknightbacca said:

     

    Last i checked on A18 darkness falls with your mod, it causes half the sky to have texture glitches and terrain not to load in, that's why Khaine over in darkness falls (the creator) stopped using legacy terain, too many people complained about it.

    Odd, I've used it in several mods without seeing that type of issue.

  15. 22 minutes ago, darknightbacca said:

     

    Hey sphereii, do you perhaps have a fixed version of Legacy Terrain for A18 Darkness Falls?

     

    The current one has weird glitches.

    There's no plans on improving Legacy Terrain currently. What are the weird glitches you are seeing? I'm only aware of the weird circles on some flowers in the terrain block.

  16. 17 hours ago, fenymak said:

    Guys, I need help! Why do I get an error (screenshot under the spoiler) when connecting friends to me without the modlet installed (and with it, too), which is why they can't connect, freezing on getting server configurations? Although I can easily connect to them with the modlet installed.

     

      Hide contents

    100164930.83500001_image.png

     

    output_log__2020-07-05__02-35-06.txt 35.77 kB · 0 downloads

    What does your localization file look like on the server? The server log might give a hint on which localization is causing the issue.

  17. 11 hours ago, belowzeros said:

    here you go sphereii

     

    https://steamcommunity.com/sharedfiles/filedetails/?id=2152953187

     

     

    If you get almost on top of them they fade away. 

     

    I actually just realized that the image is the little white flowers normally on the terrain.  It's just blown up and doing weird things until you get up right close.

    Neat effect. The virus is either affecting the flowers or your vision. It's adapting!

     

    I'm not even sure where to begin trying to work around that.

  18. 2 hours ago, Pra3t0r 0f R0m3 said:

    From what I understand, the 7D2D mod launcher handles the DMT on it's own, both through D/L and use.

    Regardless, the mod versions are still in question.

    The Mod Launcher does not have a listing yet for A19. I'll see what I can do today to register them as a seperate profile.

    1 hour ago, belowzeros said:

    does the distant terrain modlet add a little cluster of three white circles on the terrain that disappear as you get close to them or did I do something wrong?

    I am not sure what you mean, however, I wouldn't be surprised if there was strange visual artifacts with it.

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