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HAL9000

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HAL9000 last won the day on April 9 2018

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About HAL9000

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  1. HAL9000

    DMT Modding Tool

    Hello wyldehart, Your best bets are just googling "harmony modding" and reading up on the matter, checking out other modders work and head to Guppy's discord server https://discord.gg/vMxCrYf there's a DMT channel where a lot of the modders hang out and answer questions if you get stuck If you haven't coded for a while or haven't used c# before I'd do some reading around it to get familiar with the syntax
  2. HAL9000

    DMT Modding Tool

    Thanks guys, I think I forgot a config file on the release. Should be a new one to grab that fixes it
  3. HAL9000

    DMT Modding Tool

    Have you given the layers admin level permissions? You add them to the permissions file or through the console if you're an admin. If you have set them set the log file on the server for errors
  4. HAL9000

    DMT Modding Tool

    It depends on the mod. If it's a server only mod then the clients don't need it but anything that has changes on the client (new assets, code or xml changes) then the players also need to apply the mod
  5. Glad it's sorted MrJim. That's a very nice donation, thanks. If it ever breaks again just post here or PM me if I don't respond (I'm not on the forum much) and I'll update it. Cheers, Hal
  6. Ok, I think I found the new code, give this one a try: https://github.com/HAL-NINE-THOUSAND/HalRunAndGun/releases/download/a19/HalRunAndGunA19v3.zip
  7. Hmm, that looks ok too. I've just tried again and it works for me when I spawn in the world I choose a gun with a scope, start aiming and then I can walk and move to a run and back to walking. What I can't do is be running and then start aiming the gun. Is that what you're trying to do? Also, try this version: https://github.com/HAL-NINE-THOUSAND/HalRunAndGun/releases/download/a19/HalRunAndGunA19v2.zip It should remove stamina usage for just aiming and only drop while you're running. If you don't like that effect you can just delete the "Config" folder from the mod folder
  8. You can usually find it in your AppData folder (in "LocalLow\The Fun Pimps\7 Days To Die" I think) The DMT build log looks ok so hopefully the player log will shed some light
  9. Can you post your player log file from the game and the build log from DMT? That should give us the information to debug what's going wrong
  10. Hi MrJim, I updated a bunch of mods the other week, I can't remember if this one needed any updates but give this latest build a go. I've used it on the latest experimental release and seems to run ok. https://github.com/HAL-NINE-THOUSAND/HalRunAndGun/releases/download/a19/HalRunAndGunA19.zip With A19 you'll need to make sure you're running the latest version of DMT (it should be DMT v2 now) https://github.com/HAL-NINE-THOUSAND/DMT/releases/download/v2.0/DMTv2.0.7486.30873.zip If you're still having trouble post your logs and I'll have a look. Cheers, Hal
  11. HAL9000

    DMT Modding Tool

    Hey guys, DMT v2 is now released. The major change is it now uses Harmony v2 instead of v1. This is a breaking change so I've bumped the DMT release to v2 as well. There are some upgrade processes you'll need to do for your mod. A lot of them can be done by DMT by using the "Attempt Hamony Auto Update" checkbox when building Further details of the updates required can be found here: https://stardewvalleywiki.com/Modding:Migrate_to_Harmony_2.0 We've also removed the requirement for the mod.xml. Now both vanilla and DMT uses the ModInfo.xml file. Again, there is an auto-update function built in that should serve most cases. Once the update is done you should delete the mod.xml file to remove any warnings that are generated in DMT. Cheers, Hal
  12. HAL9000

    DMT Modding Tool

    Post your log file from the server that's erroring There's definitely something strange in your setup. IPatcherMod is used by DMT and shouldn't be in the server files. They are used during the DMT build rather than runtime of the game. Cecil should not be included with the dlls that end up in the server folders. You don't need to change the field accessor type, you can get the value in the Harmony patch using reflection Cheers, Hal
  13. HAL9000

    DMT Modding Tool

    Hi Umbrella, I think this is where you're going wrong: The IHarmony interface isn't for each patch, it's for a patch manager class. So you'd define and implement the interface once for the mod (usually, though more complicated patching can use it multiple times) and that then controls how the patches are applied (usually with a PatchAll or something more complicated if needed). That's what I meant by the modder being responsible for how the patching is applied. Then when the game starts each mod's IHarmony interface is called and that's what drives your changes. DMT makes no assumptions on how you're going to do that. Does that make sense? Cheers, Hal
  14. HAL9000

    DMT Modding Tool

    Hi Umbrella, It's up to the modder to implement the patch call, each mod is split into it's own dll for this reason. You wouldn't want DMT making assumptions about running the patches as the modder may want to do something unusual / bespoke. If you're in control of the mod you can just remove the other two patchall calls. Each patch doesn't require a patchall call, one call grabs all the patches in the given assembly (dll file). Have a look at the bootstraping section on Harmony for how to run individual patches and for detecting already run patches. https://github.com/pardeike/Harmony/wiki/Bootstrapping Cheers, Hal
  15. HAL9000

    DMT Modding Tool

    Hey Morte ^^ good to see you. How's things? If you get some time come hang out on Guppy's discord server. I'm usually lurking in the DMT section
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