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Dracos99

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Everything posted by Dracos99

  1. In A17, Prefabs were changed to include a couple more files per prefab that define block names to IDs i believe (.blocks.nim and .ins)...the server is not pushing these new files (those are the error messages). You are only getting errors about 40 of them because that is all that was in range of your spawn...they error as they are requested to load in.
  2. Confirmed that i can now start games without the run as admin checked and it does not error out for steam.
  3. Yup, Run Game As Admin solves the connection error, but i have never had to use that before on the launcher...did something else change?
  4. I dont know about consistently, yesterday, i was doing full uninstall and reinstalls. It seems to have worked properly this time. I had 2.0.42 and let it do the update itself and it updated to 2.0.44. I also told it to install and launch Darkness Falls and that seems to have worked too. Now there is a new issue (which i am not sure is directly related...maybe command line?): When launching Darkness falls from the launcher, it shows a steam login error: Could not fully initialize steam. the steam client is not running or no connection is possible (tried with a couple other mods too...same error. but when launching darkness falls from the exe in the directory, it works. Also launching vanilla from the steam client works. it shows Launching \7DaysToDie.exe -logfile 7DaysToDie_Data\output_log.txt -configfile=\SaveConfig.xml
  5. i dont think the installer is treating these latest pushes as new versions...the new version dialog popped up, but when you go through it, it just gives the option to Repair or Remove. If you choose Repair, it says the specified account already exists and then shows the installer was interrupted before launcher could be installed...restart and try again. If you choose Remove, it does just that...but then you need to go download the installer again and install. Also...Github shows the SetupInstaller.msi file as 2.0.42 from 15 hours ago...and that is what it installs. Batman needs more wrenches to throw
  6. You got it 99% The problems above are fixed, but the desktop shortcut is wonky. it is named "Shortcut to Primary output from 7D2DLauncher (Active)" and its icon is a piece of paper. It does launch the app.
  7. After opening the Mod Launcher i already had installed 2.0.20 i think...it prompted me that there was a newer version. I told it to proceed and it installed the new version 2.0.39.31191. The problem is that it deleted the desktop shortcut and dumped copies of some files onto the desktop instead 7D2DLauncher.exe 7D2DLauncher.exe.config Google.Protobuf.dll MySql.Data.dll System.ComponentModel.Annotations.dll the exe is the actual exe, not a shortcut. It does not open the program, just gives errors that files are missing. If i navigate to the install dir (C:\Program Files\SphereII Software\7D2D Mod Launcher Installer) then the exe in there works. Running the uninstall program removes all files from the install dir except 7D2DLauncher.InstallState. The files listed above on the desktop are also removed. should i roll back to a previous version?
  8. if you are not good at command line git or dont want the whole download at once, there are browser extensions that will do the work for you. I use GitZip in chrome to just double click on a folder (or multiple folders) on Github and just download the selected. there is probably a similar tool for other browsers.
  9. It looks like there is xcostum_TheEstate(by_Ekk0) in the rwgmixer file, but your notes state "removed prefab xcostum_TheEstate(by_Ekk0) -(out of order for Rapairings)" The file(s) is not present in the prefabs folder and it gives an error on server load "ERR Loading prefab "xcostum_TheEstate(by_Ekk0)" failed: Block name to ID mapping file missing." server continues to run.
  10. Since you are in the Add new features mode, any chance you would consider adding a couple of features from djkrose's scripting mod since he is currently not updating it and open sourced the code? Specifically, i was thinking about the regen feature to rebuild an area...i have run into broken/closed/disappeared traders more than once this experimental and people built in the same region so i couldnt just delete the region file. I used to just regen the chunks that the trader was in. Second would be portions of the repair feature...specifically the one that finds and fixes the broken trees...i think it used to fix the ones with 0 hp, but maybe it could be adapted to fix or remove the ones with no hit box we currently have an issue with. ...unless you have these features and i am just looking in the wrong place. Your mod has quite a few features now, it is awesome.
  11. They are looking into the corrupted saves, i think it is bad POI spawner related. As for the other "bugs" and balance issues you are having, i think it is working as designed (they have spent a lot of time balancing it) and you are not adjusting your play style to account for the fact that this is a more difficult mod than even RH 2.2. You are not going to be a bad a$$ waking up in the woods with a loin cloth on. You may have to run away from the first few days of zombies you find. You may have to spend the first (or second) horde nights hiding in an attic or at least poorly defending a POI that may fail. You are not a crack shot with any weapon you pick up...you will only get good by using something (spending skill points in it and its perks). Spray and Pray will not work...you need head shots to take zombies down effectively with low level anything...and no you are not getting a full round of head shots with the AK...your low level and skill are causing intentional misses. The game is balanced to be viable for hundreds of in game days...you are not going to have everything you need after a few hours of play. If you are not in it for a long slow progression, fearing for your life every time you load up...this may not be the mod for you...and if you have ferals in the first 2 hours of game play, you are probably in a place you should not be at your level/skill...you are not gonna kill them with a rock and a pointy stick. I am on Day 18, my wife and i have killed more than 1000 zombies between us "with your unbalanced weapons" by taking our time, targeting one zombie at a time and focusing on the head. We are still living in the first poi we found and are still working on the basics. No minibike, no Iron/Steel tools, it was day 13 before we found a butcher knife to cut meat so we didnt have to live off of charred meat. Our first horde platform held, but it was 4 poles and some platforms to smack the zombies in the head. the day 14 horde wrecked my added spike defenses i spent a week in game grinding boulders to get enough iron for...it ended in a smoking crater 3 blocks deep and one block away from collapse. If you are not happy now, wait til you find "Minibike book part 1" of a 4 part set you need to combine and your soul gets crushed lol...same for augar and other advanced books. I dont expect to have a real minibike i can build until past day 100. I found a chainsaw...it was level 24 and half broken...i got about 1000 logs with it before it broke and i cant repair it. So back to dumping points into Primitive crafting.
  12. you want some water, try ClearDawn I had to Nope that one because we dont have boats lol
  13. it is a recipe called "The OurBucks Tide Pod Challenge", and it ends with a coffee smelling soapy towel.
  14. From the Wiki: Scavenger (0): Easiest setting designed for noobs. - Easiest Adventurer (1): Not just a new recruit any more. - Easy Nomad (2): Designed for experienced FPS players. - Normal Warrior (3): Now you're starting to impress. - Hard Survivalist (4): Kids don't try this at home! - Harder Insane (5): You're one brave Mother! - Hardest Note: The serverconfig.xml file uses the numbers 0-5 (easiest to hardest) to determine difficulty. When viewing servers in the MP server browser, it uses the numbers 1-6 (easiest to hardest).
  15. You cannot pick up vending machines...but you can craft new ones...the recipes require a lot of materials <ingredient name="forgedIron" count="500"/> <ingredient name="forgedSteel" count="250"/> <ingredient name="ForgedTungsten" count="150"/> <ingredient name="mechanicalParts" count="200"/> <ingredient name="electricParts" count="150"/> <ingredient name="electronicParts" count="100"/>
  16. i think he is asking if you can save the current vanilla POIs as they are and put them in the CP for the ones that they change in a17 so they dont disappear and the old buildings can exist along side the new ones...assuming they are replacing the files and not just adding new ones.
  17. They may be nothing compared to the Village, but my map has 4 villages on it, but there are 317 Sly_Ship pois on my map. This is because it is in all 3 common wlderness POI groups as well as the Rural group. it may need to be moved to the rare a or b group and given a % probability like most others if it is supposed to be more common than the Village, or to the superrare group with a % probability if it is supposed to be similar to the Village.
  18. What you are seeing is the distant Mesh until you get close and then it fails to render some or all of the POI. I have seen it happen in Vanilla and Mods. I am not sure if it is Seed or hardware related. It may be bad logic when rendering the map from the seed, or it may be a hardware limit loading the chunks for the first time on your system. I have seen find the ships whole on his lets play, but i have also seen and find ones that were only partially there. My map also has them completely intact...i use the game seed: Boom goes the Dynamite YMMV.
  19. New feature for 3.0 release
  20. I have a quick question about a POI. Is the Retirement Village supposed to be in this mod? Was it ever in? did it get taken out? The reason i ask is that i have looked all over for it and have not found one on my map...i know they are usually rare if at all, but it got me to go looking in the files. I see the files in the Prefabs folder, but it is not referenced in the rwgmixer file so i dont think it would even be on a new map.
  21. Jax, Are you recommending a restart for 2.07? my save is 2.05 with 2.06 on top. I love that we are getting new content and tweaks and I dont really see anything game breaking in the patch notes, but it seems both .06 and .07 both added things that wont show up unless a fresh start is made again. Things like the 2 POIs in 2.06 and now new vehicles...i dont think those will show up in an existing save. Also, changing the skill points per level...will it automatically give us the missing points or do we need to admin in some skill points if we keep the save (is it 1 per level at all difficulty levels or does it scale)? Anyway, keep up the great work.
  22. does this mod have the DLL crafting lag fixes that have been added to some other mods in the past? I think there is one that lowers the refresh of the item update and limits display of recipes to just the crafting table/bench that can make them...i dont have the link off hand, but could probably find it.
  23. just wanted to chime in and say great work on the launcher, it works great and gets better each release. Also, The "Refresh Mods Automatically" check box is now remembering its setting. I am not sure it is working as intended, but it is a little confusing how it is currently working since it looks like those check boxes would be tied to the individual mods based on how the UI is displayed, but it looks like the check boxes are really global settings that apply to all since checking or unchecking on one affects all installed. if they are global, maybe they need to move to the settings menu/screen (or at least a separate outline box), but if they are not, it might be another bug. Also a separate issue...on mods with a box for Server Information (like True Survival A16.2, Ravenhearst Test Server,etc.), the server Info box is being displayed in the upper right before the mod is installed and covering up part of the dialog saying it is not installed and the Download from Steam radio button text.
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