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Posts posted by sphereii
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Also .. dwallorde .. hopes to have it updated to A16.1 (b1) in about a week and it's is one of my favorites along with Valmod.
But Valmod won't have his updated until sometime in August. ONLY [Valmod - Overhaul] is A16.1 (b1) ready along with Combo-pack.
Just a couple of thoughts
Yeah, I've been watching their threads. It's tricky supporting the older A15 stuff, since they could be updating their main repos for A16, which could make the A15 stuff act really strange. To reduce reports of "it's broken!" in their threads, I opted to just remove all the older entries.
I still have all the old references, so if someone wants to continue to play, I can give them a link. Or if a modder approaches me and says "Yes, that'll continue to work with A15.2 while I work on A16", I can keep a link in the default list.
I will be trying to do something a bit differently for A17 (possibly A16) where I can maintain the older links too.
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WHy am I unable to see War of the Walkers for 15.2 on here anymore?
It was removed since it wasn't compatible with A16.
If you'd still like to play it, you can click on Open URL, in the Mod Launcher, and copy and paste this link: https://raw.githubusercontent.com/SphereII/7D2DConfig/master/WarOfTheWalkers.xml
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Getting bad nres:
an element with the same key already exists in the dictionary
cannot cast from source type to destination type
discarding net package player stats for entity id 256,258,259,260,268,272 and some others
arrows not picking up but floating around
In the Mod Launcher, you can click on the View menu, and go to Log Files. Then select the game's output, and upload it. Maybe providing the paste.bin link will help figure it out.
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Morning sphereii
Just a thought .. in the Launcher under Experimental: you have Valmod Overhaul Bigger Backpack .. [ it is Not set up for A16.1 (b1) ]
and it will crash on start .. it is only set up for A16 (b129) ..Valmod has not had a chance to update yet .. and I just tried to run it under A16.1 (b1) - crashed
Only Valmod Overhaul is A16.1 (b1) Ready and will run fine.
Just a thought .. hope your weekend is good well so far. Gary
Thank you very much. I removed the entry until it gets updated =D
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The help files in the launcher don't tell me how to install Hal's SDX mods, HELP!
The Mod Launcher doesn't compile SDX mods itself, rather it installs re-packaged mods, like Valmod, True Survival SDX, etc. For that, you would need to use SDX 0.7.0.
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Good day sphereii
Thanks for your patience's with me and everything is working as it should.
You have a Great weekend and Enjoy
Thank you kindly You have a great weekend as well.
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Another small update to improve security for private repos, and more support for download links.
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Well most modders would know better than to re-use a folder from a previous build. One would think
How about making a How to use github for uber beginners? Plus a youtube video.
I made up a quick bare minimum Git Hub tutorial. It's really bad I'm on a slow arsed laptop with no mic, but hopefully it's something.
[video=youtube_share;yve6eJTCDVA]
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Hi Spherii I just downloaded an update for you mod launcher and now most of the mods are gone was that supposed to happen?
Hey jprasch.
I cleaned up the mod list and removed the mods that were only compatible with Alpha 15.2. The mods listed will work with Alpha 16.1. As the modders catch up and port their mods to Alpha 16.1, the list will grow.
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sphereii .. God I'm SO sorry for be so stupid .. I did NOT notice that it was checked in your Launcher .. it must have auto check with the update .. And .. I .. JUST never noticed it. Me bad
Well .. I will look more and better .. next time and check everything out before becoming a Pest.
You Have a GREAT Day and I just lovin the Launcher .. it works so nicely and I tell everyone about it that plays .. Enjoy, Gary
Glad you figured it out!
Enjoy playing the mods!
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[ATTACH=CONFIG]21856[/ATTACH]
Yes .. it allows me to do both, but it was already unchecked .. but I checked it .. then unchecked [ never used in any of my games ] .. and did that help what I sent you, I was having a heard time to upload anything for some reason .. wasn't sure.
In the Mod Launcher, can you check, then uncheck the "Use EAC" option as well? Then try to re-launcher.
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sphereii here goes nothing;
Can you check and uncheck the EAC setting?
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[ATTACH=CONFIG]21854[/ATTACH] That one and I have to do separately They won't let upload the other. I'm going to close and come back in
Another thing you can do, is go to the View menu, and log files. Then upload both log files, giving me the pastebin.com links.
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sphereii .. How can I send a couple screenshots of issue .. I checked the link in their launcher and IT is unchecked .. but still happening .. all of 7D2D boxes are unchecked on that pop up screen about their [7d2d] launcher.
Is there on email link that I can use .. didn't see one on the Launcher Web page .. just the [sphereii software 2016] and that did nothing when I clicked on it.
Thank you
PS: I can not make them small enough for here, I can rar/zip them .. but my program will not reduce size.
You could upload to Imgur, then send me a link. Either here, or you can send me a PM.
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Morning sphereii
Something strange started after your update .. I Was and Still am using the .. Experimental version of Valmod Overhaul for A16.1 (b1) .. but after the update the 7D2D loader would pop up also while loading game along with Launcher .. Which it has Never done before on any game that I played using the Launcher.
Now it does Not interfere with anything it seems .. other than popping and loading game .. game seem to be fine .. But I did notice that the .... [7DaystoDie_EAC.exe] is at the bottom of load list in the Valmod Overhaul, but it does not prevent you from using the CM while in game. Just thought I would give you heads up on this.
Enjoy your day, Gary
Sounds like two issues here:
Loader popping up: In Steam, right click on the game and select Show Game Launcher. Then, make sure that "Show this launcher on the next start" is unchecked.
7DaysToDie_EAC.exe: In the Mod Launcher, do you have the EAC checked? EAC will validate your DLL files. As far as I know, valmod can work with EAC, as long as you aren't using the bigger backpack mod.
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/// deleted, i send PM
Hey n2n1. I replied to your PM. Feel free to add me to Steam (same username as here). I'd love to work together to get your mod in the Launcher, but some changes will need to be done first. I don't think the changes are too scary
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Well most modders would know better than to re-use a folder from a previous build. One would think
How about making a How to use github for uber beginners? Plus a youtube video.
I'll see what I can whip as up as a bare bones tutorial. I don't have my full computer gear, so it won't be flashy.
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I think github it's a bad idea to store our mods. Not everyone can, or wants to understand how it works.
For example: i will never install any software for filehosting on my computer.
I tried to understand github - but i'm tired... it's really for advanced users - for those who really need it. Not for me...
But your mod-Laucher is a good idea.... I wish that my mod was loaded through it.
Can there be any opportunity to use a different file-host? Even if it is without some of the features...
Or, for example: those who want to add their mod in the Launcher - get account (or password) and upload their files to a special server. That is, in fact, to keep our mods in not on different file-sharing, but on the dedicated server for 7dtd mods...
Once configured, GitHub is pretty straight forward, but I understand your concerns. Github is not a requirement in itself to be included in the mod launcher.
Different file hosts can work, as long as it follows these types of rules:
1) Direct download links only.
2) Consistent download link
3) File in a zip file
For 1), that would be http://www.dropbox.com can't be used. Instead, I have to manually change it to something like: https://dl.dropboxusercontent.com/. Or if you own http://www.disney.com, you could have http://www.disney.com/Mod.zip.
For 2), if you change the file, like update to a new version, that download link stays the same. Otherwise, we have to change the Mod Launcher's config every time.
For 3), Zip files are just consistent
The reasons for github is that it's consistent, has version information (if you screw up, you can roll back to a previous copy), and can give you a downloadable zip file. For large files, it can do an incremental download; after the initial download, it'll be faster each time, rather than re-downloading it each time you want to play.
The files also won't expire; so if you see a cool mod from last year, it may have expired on dropbox or mediafire, but it'd still exist on github.com.
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You could add subcategories to the launcher, a14 a15 a16 or something, and just move the mods to wherever they belong. Cause everything in the launcher is behind a + anyway
The XMLs that populate the mods have a <Version> tag, to match what's in Steam. Like <version>alpha15.2</version> I could make a filter that would show or hide those.
The problem comes with the repos I'm pointing to. If the modder updates to Alpha 16.1, and re-uses the alpha15.2 folder, then it doesn't make sense to show it under Alpha15 anymore. Further more, I may not even notice they did that.
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At some point, if mod makers want to use your product (and I don't see why they wouldn't), they should conform to a specific format that allows you easy integration. I'm not sure if you're big enough yet to make that "demand" to modders, or if you're still trying to get to that size.
I notice a lot of modders using things like Mega, and Dropbox. They are pretty easy to use, but they do expire links after awhile. I'm gentle encouraging people to use github, under the guide of Mod Launcher support.
While that's true, I'm also interested in preserving these mods, regardless if they appear in the launcher or not. Nothing worse than clicking on the link of a cool mod, and getting a 404.
I also want to see that mods are installable without using the launcher, for those who aren't interested in using it.
As for growth, the more the merrier. It was created for a server group of about 20 people. It's gravy if anyone else uses it
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Very nice update! Was wanting a filtered a16 list!
Yeah, I need a better way of filtering them, especially between Alphas, when a lot of the mods aren't out, and some people may still want to play A15.2.
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Mods List is cleaned up of older Alpha 15.x Mods, and are only display Alpha 16 mods now.
If there's a mod that you still want to play on Alpha 15.x, let me know and I can add it back to defaults.
The list of older mod links can be found here: https://raw.githubusercontent.com/SphereII/7D2DConfig/master/Default.xml
Example:
# Arkmania's PVP
#https://raw.githubusercontent.com/SphereII/7D2DConfig/master/Arkmania.xml
# Spider's True Survival mods
#https://raw.githubusercontent.com/SphereII/7D2DConfig/master/Spider.xml
Just copy the web link, and add to the Mod Launcher through the Open URL button, and the mods will re-appear.
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New update today with two minor changes.
1) Fixed an issue where invalid characters were being used to try to save files (for Chromecide)
2) Allowed the EAC checkbox to be saved, on a global basis. Will work on fine tuning it for a mod-specific basis.
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Hi sphereii,
I will look into hosting on github. (Your inbox is full.)
Thanks! I've cleared my inbox too.
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The 7D2D Mod Launcher - A Mod Launcher for 7 Days to Die
in Tools
Posted
No problem, here's all of Valmar's mods. Click on Open URL, and copy and paste this URL in, and look under the 7Days2Mod category.
Only compatible with A15.2:
https://raw.githubusercontent.com/SphereII/7D2DConfig/master/Valmar.xml