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HAL9000

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Everything posted by HAL9000

  1. HAL9000

    DMT Modding Tool

    It looks like some XML in your files isn't valid and it's trying to parse it, whichever xml contains "ShowRaycastHitName" should be the culprit Jinx
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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 m
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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
  16. 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
  17. HAL9000

    DMT Modding Tool

    Yes that's normal. Once you build with DMT the DLL gets rewritten so EAC (the anticheat engine) sees it as changed and doesn't let you load the game. You can start the game through steam without EAC and play as normal, start the game through DMT which uses the non-eac version or verify your game files in steam and it will reset the game back to vanilla.
  18. HAL9000

    DMT Modding Tool

    Hi Umbrella, 1) The source (and releases) can be found on the GitHub page linked in the OP 2) The versions of DMT built after A18 released should ignore localisation (you'll see a warning in the output along those lines) 3) No, don't delete the backup folder. If you do then verify the game files in steam. When DMT runs a build and it doesn't have a backup it copies the vanilla files into the backup so it always has them available. Once you do a build the Assembly-CSharp.dll is replaced and can't be used as a backup. 4) There's no documentation, it's just having a look at the code and fi
  19. HAL9000

    DMT Modding Tool

    Hi 7DaysToTry, It's hard to tell from that screenshot (forum pics get their size reduced, it's usually better to put it on a image sharing site and post the link) but it sounds like one of your mods is referencing Cecil. Have a look in the Scripts folder for your mods and in each file at the top you'll see something like using System.Collections.Generic; using UnityEngine; See if one has using Mono.Cecil; And remove it (mod scripts shouldn't need to reference Cecil) Or you can put the Mono.Cecil.dll file into your games Managed folder (the same place Assembly-CSharp.dl
  20. HAL9000

    DMT Modding Tool

    There's a pretty easy way to find out: try it. The hooks for DMT are pretty small and low level. There's a chance that it will break but it's unlikely. And if after 24 hours of release no one else has posted it's likely to be ok. Mods are more likely to break from version to version but the framework is usually stable, at least during major builds (A16.x, A17.x etc). Cheers, Hal
  21. No worries MrJim, glad you're back playing, happy hunting Cheers, Hal
  22. HAL9000

    DMT Modding Tool

    Are you compiling from the repo? If you're in debug mode then drag and drop events don't fire through visual studio. Just download the dnSpy release from the GitHub page (or click the open icon and choose the dll that way)
  23. Ah, I think you're using the in-game Mods folder for the DMT location but that's where the information gets copied to when installing the mods through DMT. Try them in separate areas. I usually put DMT and the mods in a separate folder e.g. C:\Games\DMT\DMTViewer.exe and C:\Games\DMTModLibrary\ <--all the mods I download go in here With the game folder pointed at C:\Games\7DTD\ Looking at your log I can see there's another problem with a DLL loading exception ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown
  24. Hi MrJim, I don't think so, or at least I can't reproduce it. Did you get rid of those red errors when starting the game? It could be that is preventing some config from being loaded during the game startup. Try with a refresh copy of 7 days (delete the whole folder if you need to) and re-apply the mod. A copy of your log file would also help point to the issue. You can usually find that in your AppData folder (in "LocalLow\The Fun Pimps\7 Days To Die" I think) Cheers, Hal
  25. Hi MrJim, Yep they need to go in separate folders, you may need to reset your 7 days install in steam and regen the mod in DMT to get rid of the red errors. It looks like there may be a random dll trying to get loaded by the game. Glad you got it working. Cheers, Hal
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