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sphereii

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Everything posted by sphereii

  1. I was thinking about filtering based on supported alpha, but not sure if there was enough of a demand for it.Hopefully it'll be awkward for a week or two, then all the A15s will be removed, and it'll be all Alpha 16
  2. Clockwork Orange is the first Alpha 16 Mod in the Mod Launcher!
  3. Hello gpcstargate Good to see you again. The Mod Launcher requires no update itself to support Alpha 16.x, since it just simply copies the files. However, the current mod list is still Alpha 15.2, as you expect. If you have already created a Valmod Overhaul + CompoPack for A15.2, that will still work! The Mod Launcher makes a copy of the game for each mod, and it's isolated from your steam folder, which is now at 16.x. You may want to uncheck "Refesh Mods Automatically". The modders have not been able to update or release their new versions yet, but these will trickle in over the next few days or weeks. It's still unclear if Modders will create new Github depots for their new versions, or if they'll just re-use their existing depots from 15.x. I'll continue to monitor the modders threads and update the Default Config files if needed. It will be awkward, however, as some mods will be updated for Alpha 16, while others would still need 15.2, and I haven't figured a way around that. For example, I could just dump all the Configs now, and just re-add anything that is Alpha 16 compatible. Then, as new mods appear, you know they work with the latest. But if you are still playing on Alpha 15.2, and I remove the Configs, you won't be able to play it anymore (unless you manually run 7daystodie.exe). Some mods will be removed, and may not appear again. Prefab packs like MegaCity didn't really work well with A15.x, and won't work at all for A16, so that one will just be removed. Valmar seems almost ready, and will likely be the first one out of the gate. I'll create a post here, and tweet for each Mod that is 16.x compatible, and hopefully have the mod list cleaned up within a week or two.
  4. "Latest" is the latest stable version, which is Alpha 15.2. you want latest_experimental for b113. I'll take a look at the exception and fix it for the next release
  5. For the bash-completion, you probably have a symlink from /bin/sh to /bin/dash, rather than /bin/bash You can change it back to bash by doing this as root: rm -f /bin/sh ln -s /bin/bash /bin/sh
  6. Was there anything else in the log file? Other than background task failed? Which version of Windows are you running? Do you have local administrator privs?
  7. Hey man, sorry you are having trouble. I didn't see this post until now. For errors, this is a new one for me. Did you have the game already open, like running 7daystodie.exe?
  8. I use the One-Click installer in Visual Studio 2017 to create the auto-updater. It's easy to use and enable, even if the install path is wonky. But it ties into the azure cloud easily. There are other solutions out there, but this was by far the easiest. It even allows you to use a signed certificate, but I don't recommend getting one. They are very expensive, and I'm not convinced they add a lot of value.
  9. Depending on your updater, github may work. I use the azure cloud for my auto-updater, and have it set up as a Pay As You Go account. It's usually a few pennies a month for the couple of gigs that the Mod Launcher uses for new users and update checks. The most I payed was about $12 for the month of March or April, but the Mod Launcher transferred a ridiculous 98G that month in new downloads. Launcher is about 36 megs per download I think.
  10. Hey NeKo The Mod Launcher won't automatically combine different mods of your choosing. The mods are complicated and have a lot of links to all the files. However, I have made (and tested) different combinations already. If you look under "7Days2Mod CompoPack, then you'll see Valmar's various mods that have been setup to work with the CompoPack.
  11. Thanks man. Sorry for the trouble it may have caused.
  12. Last update to your github depot was 21 days ago at version 4.4.2.
  13. No problem. I'll watch his thread in case he has any questions. He created a special repos for the Mod Launcher, so it was probably overlooked.
  14. Hey gpcstargate Glad it's working well for you. The Mod Launcher updates every time you play, and I think you are playing the latest version it has access too. I looked at War Of the Walkers, and it's pointing to this download location: https://github.com/dwallorde/WaroftheWalkersMod/ I'm thinking maybe dwallorde hasn't updated that link with the new version of the mod yet. Might be worth mentioning to him; maybe he's forgotten, or maybe he has changed his download links. If he has changed his download link, then I can update where the Mod Launcher is looking.
  15. Simple mode wasn't added until much further in development at the request of a modder who felt it would be simpler. However, SDX and other complicated mods basically means the Simple mode is past its time to shine, and isn't practical anymore. I don't know if anyone is using it or not.
  16. Simple Mode installs the mod in your steam folder, over top of any other mods. It doesn't really clean up after itself, since it really doesn't know what the mods are actually changing. The Green icon just indicates that the folder is ready to have the mod installed, ie 7daystodie.exe exists. If it's red, in Advanced Mode, it means the target folder doesn't exist, and the Launcher will create a copy of the game before applying the mod. If all mods are loading up True Survival, I'm wondering if True Survival is installed in your Steam folder. You can go to your steam folder, and just delete the 7days to die folder, then have steam re-validate and re-download everything. If you re-validate without deleting, it will just update and reset all the files from Steam; it won't remove extra files it finds.
  17. If you are launching True Survival SDX, it could take 3 to 10 minutes to load up into the menu, depending on computer speed and disk drives. If she's using anti-virus programs, maybe add the Launcher's folder in an exclusion list.
  18. Good luck. Let me know if you need any more help.
  19. Next time she gets the chance, could you ask her to re-try? Then, if it fails, go back to the Mod Launcher, click on the View menu, then Log Files. Select the 7 Days To Die output.log from the drop down, then click on Upload Log file. It will give her a pastebin.com link, which will contain her log file. Another thing to ask her, is if her Windows Firewall popped up when she first tried running the mod. I know under Windows 10 it does, but not so sure about Windows 8. The firewall could be blocking the game. The Mod Launcher itself doesn't connect to Steam, so it's the game that is having issues.
  20. Sorry you are having trouble. Let's get it all sorted out. Are you using Simple or Advanced mode? Simple mode re-uses your steam folder, swapping out mods one-at-a-time. This is less than ideal, however, since it's not really cleaned up. Advanced Mode is a safer bet. If you are using Advanced mode, did you Download from Steam, or Copy from Local? If you copied from local, was the steam folder clean? Any existing mods? If downloaded from steam, you may have to re-start steam to get rid of the Unable to connect to Steam message.
  21. You got an error on the SDX version, rather than the JZMOD version. However, the issue you have reported should be fixed now.
  22. Hey TOR There's no plans currently to make it work on those platforms. I have toyed around with the idea of making a python script to perform the same functionality. It'd be shell based, nothing too fancy though.
  23. Hello Stranger You can do a few things here. I'll use Valmod's Expansion as an example, but will apply to any mods. Option #1: You can install Valmod's Expansion, and run play for the first time. This will create the folder, download the mod, and update all the game files. Then you can go in and edit all the XML files you want. You won't need to use the Launcher again (it'll just over-write your fles). Option #2: You can install Vamod's Expansion, and do at least a Test Sync on it. This will download the mod under TempMods. You can then make all your changes in there. Uncheck the Refresh Mods Automatically, and hit Play in the Launcher. It will copy the TempMods over, installing all your new changes every time. Option #3: Go for broke, and make a copy of the mod you want to modify. Upload it somewhere, either github or mediafire, and make a My Mods for it. It'll download and install the mod file each time you want to play. Depending on your changes, Option #1 may be the safest bet for you. It'll make sure to download and set up the mod correctly, and once you know it works, you can make your changes. Option #2 is nearly the same, but has added risk that you forget to uncheck Refresh Mods Automatically and it'll over-write your changes. Option #3 is more work, and probably too much work for a Single Player run through. However, if there's a chance you want to share the mod with others to play, then it'd be the right choice.
  24. Valmar and Starvation Team do great work, as do all the modders I am definitely not smart enough to pull of the magic that they do
  25. Thank you for the kind words. The launcher does have a lot of successful installs ( measured in the thousands now ). The Starvation entry you may have seen was when DONA (Dawn of the Apocalypse ) was running a Starvation Server. DONA uses the Mod Launcher for all the servers in that group. Since then, the Starvation server was retired and a new server was rolled out (True Survival SDX), as we typically swap out mods every few months. It was never intended for a standalone, single player instance
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