Jump to content

sphereii

Members
  • Posts

    3,062
  • Joined

  • Last visited

  • Days Won

    23

Everything posted by sphereii

  1. which three mods were you thinking? Some mods work together well, like the Compo Pack + Valmar, since they don't overlap any files. StompyNZ's 1.1.2 version will probably overlap some files with Valmar, but not sure how important they are.
  2. After you get the error, would you mind going into the View Menu, and click on Log Files. Select the Game's output log from the drop down, and click on Upload log. Then copy and paste the URL that it gives you, and I'll look it over.
  3. Hey vudugan I'll take a look at how Valmar has it set up, and see if we can make it easier for you.
  4. Hey TempusFugit Are you using Advanced or Simple mode? If you are using Advanced, then the Mod Launcher will try to log into steam, and sync up the correct beta version. The option would be "Download From Steam", instead of copying from your local Steam folder. - - - Updated - - - The Bloom and Skyfog were removed in A15, I think. I think he has added some Tone mapping adjustments, and then there's the 1-block crouch patch available too.
  5. In the current A15.0 release, prefabs folders will need to be part of the client-side mod, as well as the server-side. But I do not believe the rwgmixer.xml needs to be included in the client-side package; That's the file that lists all the prefabs and where they are allowed to spawn. A nice starting combination may be Valmod's Expansion, under the 7Days2Mod CompoPack heading. This will give you Valmar's mods, in addition to Magoli's prefabs. It's a popular combination that works well.
  6. The Launcher will help your clients' get the latest version of the mods installed, and will launch 7DaysToDie.exe with those mods loaded. You would have to install the mods manually on the dedicated server. Sometimes its just a copy the mods download pack, while other mods may require additional changes. Usually the mods would have descriptions on how to install them on a server.
  7. If you used the Advanced mode, it creates a copy of 7 Days to Die, so you can run multiple mods, without them conflicting. I usually leave my Steam copy as vanilla, so it can automatically update when updates are pushed, but keep all my mods in a separate folder.
  8. All done. Craftworx should now appear in the Launcher.
  9. Sure Latheos. Is the Link changed? - - - Updated - - - The struggle with supporting Mac is that I do not have any experience with that platform, nor a machine to test.
  10. Actually, you can download his patch, extract the zip file, and place his patch files as part of your normal zip file. The launcher will find them, and install them automatically.
  11. Updated the Config files a bit; added StompyNZ's BadCompany mod, and removed some older mods not compatible with A15.
  12. Have you tried to click on File -> Load Defaults? - - - Updated - - - That may explain it. JaxTeller718's configuration is not stored in Github, which may explain why it's the only one showing up.
  13. When apply a patch, the Patcher will do a checksum against the file you want to patch, in this case, resources.assets. If it doesn't match the <OriginalFile> has in the .xml file, it'll reject the patch. <OriginalFile SHAHash="7AFEC30EB270792322196505333790CC7EB5BD0B" /> <ModdedFile SHAHash="1CFC154A6A334AA6B99E9945D561B117B340A2A0" /> <PatchFile SHAHash="8F1C8F20508C47FA245837355E478E3231FC745F" /> It does this so we don't blindly apply patches that may break the file. Is your new target file the vanilla resources.assets file?
  14. Hey herrpohl I think there's two issues here. One, the file ends with .RAR, whereas the launcher only currently supports .zip files. Another is that it's being hosted on Mega. Mega wants you to click on the download button before actually downloading. The Launcher struggles with these types of redirects, unfortunately. Solutions: 1) Compress with a .zip extension 2) Use another hosting service, such as MediaFire or github, that allows direct download links The structure of the .RAR file looks good though,so I think it'll be a clean patch once the two issues are taken care of. -SphereII
  15. Acutally, his download link is hosted on envul, which is the link right above the Trello link. https://envul.com/war-of-the-walkers-mod-v401-experimental-56-7-days-to-die-mod/
  16. No problem. I updated it. Since you may have multiple servers and mods, I added a top level for you called Spider. Let me know if you'd like it to be called something else. I specified latest_experimental as the Version, which will have an effect if someone wants to Download From Steam to have the correct version. Once you have your SDX mod, we can add a new entry under your Spider section.
  17. In this case, you'd provide two patch files, then just create a zip file with both patches in them. The Launcher will find, and apply all the 7D2DPatch patches. You can mix-and-match patches, and full updates to the DLLs. Such as, the Assembly-Sharp DLL is around 4 megs, so you could add the full DLL file, and a patch file for the resoruces.assets file, and the launcher will install them both as expected. Or you could apply a patch for the DLL, and include both patches.
  18. Updated the Patch for the 1-block crouch for the A15 B83 experimental.
  19. Hey KorruptkSwades I added 1-block crouch only patches for A14.7 and for the A15 experimental branch. If the experimental build gets refreshed, the patch may not apply successfully anymore, and we'll have to generate a new one. Enjoy
  20. No problem. I commented it out, so it should be hidden.
  21. Are you on the experimental version, or still on Alpha 14.7?
  22. Thanks for the report, and let me know if you have any other issues. In the 7D2D Mod Launcher, there's a View menu, with Log Files. If this happens to anyone else I would appreciate uploading the log.
  23. Github can be a bit intimidating at first, especially if you aren't use to the lingo. Good luck, and let us know if you need help.
×
×
  • Create New...