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sphereii

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Everything posted by sphereii

  1. Can you delete the TempMods, and try again with the Mirror?
  2. Under the Test Mod Sync button, there's a check box you can click "Check here to download from a mirror". Check that, and try doing the Play again.
  3. Hosting Provider requirements They want a single zip to download and install. - - - Updated - - - What kind of errors are you getting? In the Mod Launcher, after playing the game and getting the errors, click on the View menu, then select Log Files. You'll find two logs in that screen: output_log.txt and 7d2dlauncher.txt. Click on upload log file for each one, and let me know the pastebin.com link it gives you.
  4. I'm so sorry for the loss of your base. This is a known issue in the base game where chunks reset. No one really knows why, and it seems to happen randomly. The only time people notice it is when they've lost their bases
  5. The UI does need some more refinements. I made the options accessible for each mod, even though they are global. This is so that they are easily visible for the user, and they are typically focused just on one particular mod. There are a lot of casual users of the Mod Launcher that may not even be aware of the menu, let along where to look for options that may help get them started I'll look and move the server info box around next update. Thanks for the feed back!
  6. Sorry, didn't see your edit. Can you go to the View menu, in the Mod Launcher, and click on Log Files? Then for each file in the drop down (7d2dlauncher.txt and the output_log.txt ), click on Upload Log file. It'll give a pastebin.com link. If you share that, I'll take a look.
  7. Just an update. We continued this discussion on discord. The end result was temporarily disabling Norton, then installing the Mod Client. After that, it worked as expected.
  8. Hard to tell. Maybe Norton needs to be temporary disabled to installed? I do t have any experience in it.
  9. Could you restart the launcher? You should see a new option for the ravenheasrt mod to download from a mirror. It's below the test mod sync button. This advice goes for anyone who is having an issue downloading from GitHub
  10. Hmm I don't use Norton so I am not that familiar with it. I don't want to tell you to turn it off either. We just need a way to get Norton to ignore it
  11. Maybe this site can help http://smallbusiness.chron.com/set-exclusions-norton-antivirus-61906.html
  12. Ahh Norton, our old friend. Can you run the mod launcher as admin? Can you set up an exclusion in Norton on the folder where the launcher is trying to install mods too?
  13. You set a folder and mods get created under that folder, using the mods name. This keeps the mods separated, and avoids the user having to think of a new folder Everytime
  14. Thank you for your feedback. The UI could use improvements but I believe it's at a happy medium now to deal with corner cases and special use cases. I agree most people only want a single button, but there are complex mods out there and unique configurations. RavenHearsts downloads have 3 to 8 different links to download, in addition to patching files to provide the zombie retexture package. The git API I use for the Downloads do not expose a progress indicator, as it doesn't know how much it needs to download until it's done. Sometimes only a few files are needed while others may be a full download.
  15. Norton is aggressive. A small update to allow a future mirroring effort, and allow local saves.
  16. Interesting error. I will look more closely in a bit. Could you try downloading the Release.zip file in the first post? Extract and run directly. See if that improves our luck
  17. Sorry for the trouble. Any anti virus programs? - - - Updated - - - It can be tricky . If you make xml changes, you can simply run the exe directly. Alternatively, make your changes in TempMods and uncheck refresh mods automatically.
  18. It can be really frustrating when things don't work for some people while others seem to have no issues. There's a lot of different variables that can subtle affect installing the mods. Let me know if you are interested in re-trying sometime in the future, and we can work together to get it working for you
  19. My goal with the launcher is to make it easy for people to use; easier than installing manual. If you are getting confused, I don't believe it looks badly on you at all. It's either a poor design choice on my part, or sometimes we miss a key thing, and then the rest unravels quickly. Happens in life all the time If you change your mind, and would like another try, let me know. I can help you get fixed up, and playing it smoothly.
  20. Sorry for the trouble. What you are describing isn't what I'd consider normal or acceptable either. Would you like to work together to get it sorted for you?
  21. The mod does take a lot longer to load than normal vanilla. Is EAC still off? If you are having trouble, you could do the following: 1) Try to launch the game 2) Go back to the Mod Launcher when it hangs (5 minutes or so?) 3) Click on the View menu in the Mod Launcher, and go to Log Files 4) Select the output_log.txt and click on the Upload Log File button 5) Copy and paste the pastebin.com link it gives you here.
  22. Thank you very much for your words of kindness! Enjoy the mods!
  23. 1.0.3.19 is released! Includes minor tweaks to the download logic. Also includes an experimental "Save All Games Local To Mod" option. This will create a Save folder off your Destination (C:\7D2D\Saves), and stored per mod-name. This will let you delete your mod, while preserve your save game in the future.
  24. I'm glad it's working for you! With loading the assets, the SSD do give an advantage: The assets can be anywhere from 500 to 1.2G of extra content. However, the bottle neck is normally the CPU as it needs to extract the bundles, etc.
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