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sphereii

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Everything posted by sphereii

  1. StompyNZ created a tutorial on how to get set up for it.
  2. I'm back from vacation; sorry for the delay in answer. The latest_experimental is always available under "The Fun Pimps" group. However, if you are using Advanced mode, you won't necessarily get every update they push out. What I do is have all my mods seperated, but use the Steam copy to opt into the Experimental branch. That way, I let Steam always keep it updated, while I keep my mods' install frozen to the last supported version. - - - Updated - - - You would have to test to see if the Google Drive link will work. The Launcher can download a direct link easily enough, and even handle some small redirects. But some require you to click on the button in order to initiate the download; those won't work so well. - - - Updated - - - StompyNZ is correct. If you are just testing the mod, you can use the Add New My Mods. You can list multiple download links, in the correct order. LatheosMod/master.zip 7days2mod/compopack/master.zip etc When you are happy with your results, you can let me know what you want in your download list, and I can add it to the default.
  3. I added the server's IP address and port number to the Launcher config file. When people use the 7D2D Mod Launcher, the IP address and port should populate in the Connect To Server box at the bottom. Useful for people like me who forget quickly! -SphereII
  4. When you unchecked the 'refresh mod automatically', did you start the game first? The initially installation makes a copy of the game. When you play the first time, it has to download the mod and install it. After it has run the first time, you can skip the 'Refresh mod automatically', as it'll re-use what's there. -SphereII
  5. Maybe with a random flash of a shadow run cross the screen when you aren't looking directly at it....? -SphereII
  6. I think unlike them's initial problem was his media fire connection. My copy of Head Banger is already hosted on github. It's just a test spot right now; Pacco and crew likely won't be applying updates to it. It's just the patch that's hosted on media fire, which doesn't even get applied. The package was more of a proof of concept that you can daisy chain multiple downloads. Only Spider's True Survival XTreme is under active development through the Launcher under the SDX section. The rest will still work, but will receive no updates from the modders. Anyone who wants help in getting things setup under github and Launcher, should just contact StompyNZ and myself, and we can give you a hand. -SphereII
  7. Feel free to add me to steam as we work through this issue. Same username as here. -SphereII
  8. The spaces get converted to "_" on purpose, in order to avoid issues that come with spacing in the file and folder names. The log file indicates this: INFO 7 _7D2DLauncher.frmMain - Error downloading file: http://www.mediafire.com/download/q4q3ddnos2i2qax/SDXTest.zip INFO 7 _7D2DLauncher.frmMain - System.ArgumentOutOfRangeException: � _7D2DLauncher.MediaFire.GetNextIndexOf(Char c, String source, Int32 start) � _7D2DLauncher.MediaFire.GetAlternativeDirectDownloadLink(String download) � _7D2DLauncher.MediaFire.GetDirectDownload(String strDownload) � _7D2DLauncher.frmMain.DoDownload(String strDownload) Looks like the connection to media fire got disconnected. Would you mind installing the SDX / PowerMod? It's hosted on github, and we can see if the results are different. -SphereII
  9. I noticed an inconsistency with the "Destination Folder for Mods", if you switch from Simple to Advanced. I'll take a look at that. When you are in Advanced, is your "Destination Folder for Mods" the same as your Steam paths? The Session Token Error that you are getting... is the game reporting that, or the Launcher? When you get that error, would you mind going to View -> Log Files, and posting the game log? Thanks, -SphereII
  10. TempMods shouldn't be displayed in the path. I'll look to see where it's being added. If you do see, it, try restarting the Launcher and seeing if the TempMods still displayed. -SphereII
  11. Hey unlike them Simple mode was originally implemented based off of Valmar's mods, so it can do some roll back of files. With SDX, even more files have changed during mod installation. Simple is a much messier, in my opinion, method. However, it does save on disk space when it works. I'll look into the Simple mode and see if I can fine tuned it to better handle SDX. Have you tried Advanced mode with SDX? -SphereII
  12. A few more updates to further strengthen the SDX installation, and fixed a nagging issue where some users kept getting the "Select mod folder" pop up each time it's run. -SphereII
  13. Gotcha, thanks for the log. The Enable EAC runs the 7DaysToDie_EAC.exe, which enables the anti-cheat. If you are running SDX, or using the Patcher, then you do not want to enable that, as the game will likely crash, or otherwise boot you. -SphereII
  14. I'll take a look at the Release.zip file again. I thought I updated it everywhere. Thanks for pointing it out. If you'd like, I could take a look at your Launcher log file. If you go to View -> Log Files, and press Upload Log files, I can review them. -SphereII
  15. Hi Destro. Thanks for the log. I was able to fix it in version 1.0.1.4. The same link will work for you to re-download. Others will automatically get the update when they re-run the 7D2D Mod Launcher. -SphereII
  16. No problem. It's a quick and easy change. Let either StompyNZ or I know when. Good luck on the SDX integration. Let me know if you need a hand with it. My Steam ID is the same as my forum ID. -SphereII
  17. Hi Destro Do you know which version of the Launcher you are using? Since the Release.zip doesn't auto-update, I'm wondering if you have a slightly older version. The latest version is 1.0.1.3. Would you mind re-downloading, and trying again? -SphereII
  18. Hey unlike them, and Spider The Mod Launcher uses StompyNZ's github depot for fresh files. Was the update applied there, or just to the envul link? -SphereII
  19. So to clarify the steps on porting an existing mod would be as follows: 1) Install SDX a) Download the SDX file, and extract somewhere. b) Copy the SDXMods to your 7 Days to Die with your existing mod c) Edit the settings.ini and change the first path to your 7 Days to Die with your existing mod d) Find and download the SDX mods you want, and place under the SDXMods folder. This cannot be nested; SDXMods/CoolMod/mod.xml e) Use FrontEnd.exe in your SDX 0.6.0 install, Select Mods you want (including default 3), and click on Build. f) Press Play in FrontEnd.exe and test the mod. g) Repeat until you are satisfied. 2) Use Beyond Compare 6. Compare your 7 Days to Die Folder to a vanilla version. I use the Launcher to generate The Fun Pimp's Alpha 14.7 install. 3) You should see the purple folders highlighted in your modded folder; Select all the Purple folders, and right click, Copy To Folder. This will copy only the changed files. 4) Zip and upload. That's your new Mod zip file, which is likely larger than your existing mod zip file. 5) Once uploaded, click on "Add new My Mods" in the 7D2D Mod Launcher, and create a small personal config; Copy and paste the download link 6) Play that Mod and make sure everything still works. 7) Create a 7 Days to Die Config file. Here's a small example. It has two mods in it: http://textuploader.com/5bt3i/raw 8) Share the link, or ask StompyNZ or I to add it to the Defaults. -SphereII
  20. No, all this work is just on your end initially. You are just creating the download package. It's fairly similar to how you are releasing your mod now; It's just more being included because of the different SDX folders. I find Beyond Compare 4 is a fairly easy way to find all the files that SDX has changed, so you don't accidentally miss any. Once you are done with the download package, and confirmed everything is working, your players will just be able to use the Launcher to download and install everything, just as if you did it yourself. They don't have to worry about how you created it. -SphereII
  21. Hey Spider I would suggest using your original mod as the base XML files. SDX looks like it'll read the Config file for each SDX Mod, and attempt to merge it into your existing XML files. You'll need their SDX tool in order to do the Build, and all that jazz. Once you have confirmed your mod works, then I'd recommend using Beyond Compare 4. This program can do a difference check between two folders. You'll want to have a vanilla version of 14.7 available on your hard drive; either through Steam, or using the Launcher to download the 14.7 version under The Fun Pimps heading. Then, use the Beyond Compare 4 to select your new modded folder, and the vanilla version. You should see something like this: Highlight the files that are shown to be different. In my above example, they are Purple. Right click, and Copy To Folder. This will copy only the files that are different, in the right folder structure. This is what you'll want to give to your players. You can either share it through a MediaFire link (zip, and upload), or create a free github directory, and commit all the files as they are. The benefits of github is that you can go and make changes, without having to re-upload all the files. Let me know if you have any questions. Once you have your zip file in place, or in github, I can help you make an official Launcher config. To test, you can always click on Add new My Mods, and add your download link there. That'll create a local config for you to do testing on. -SphereII
  22. Hey all. Just pushed out a small update which will better support the SDX mods. The 7D2D Mod Launcher should auto-update on its next start up. I also added Mortelents and Pacco's Power Mod to the default list, under the SDX heading. -SphereII
  23. Hi Pacco. I'm trying to reproduce, but seems to be a bit hit or miss. All my subsequent tests were successful. I've re-enabled it in the default list, so it should be available again. If anyone gets a crash, would you mind letting us know? You can go to the View Menu, and click on Log Files. From there, you can select whether to view the Launcher log, or the 7 Days To Die Output log. Once you have selected it, click on Upload Log File. This will upload it to pastebin, and give you a link to share with us. Thanks, -SphereII
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