Jump to content

JDead

Members
  • Posts

    27
  • Joined

  • Last visited

Posts posted by JDead

  1. Any way to get rid of the vision distortion? I've been picking apart the .xml files and located the distortion line as well as got rid of the mantis. But for some reason during horde night my entire team still gets the vision debuff. Could you explain what line of code I need to get rid of to disable the distortion/vision debuff the mantis zombie and any other zombie have?

     

    Thanks!

  2. Sick mod. Thanks for sharing. Can I get some clarification on the install process? Does this need to be installed on the dedicated server as well as all client's PC's or just server? Mod name says "server side zombies" so it makes it sound like it only needs to be installed on server only. But I have yet to come across any of these new zombies in game. Are there dependencies I need to install? Thanks!

  3. @SirillionThis HUD revision looks crazy awesome. I manage a small dedicated server and want to use this. However, is this server friendly or does everyone have to install the HUD? Or can some players have it and some not? Or maybe this HUD is just for local installs and whatever player wants it can have it and if some players have it, it won't bug out or error out the other players? Some clarification would be most helpful as you can see my dilemma here. 😜

  4. Is Rabbit Of Caerbannog server friendly? Or will all players have to install the modlet locally? Reason why I ask is because I've tried it out before on a dedicated server and everyone gets errors when the rabbit tries to spawn in. So I stopped using it. But I thought it was because it was incompatible with v19.1. Since it has been updated I just wanted to make sure it was first server friendly. Then I'll give it a go. Thanks!

  5. Hi @JaxTeller718,

     

    I appreciate your increased wandering horde mod. I am trying to change it a little to make it only spawn dangerous animals like bears and mountain lions and in greater numbers and I have a couple questions. Should I be using your "Increased Wandering Horde Size" mod or "Increased Wandering Hordes" mod?

     

    1. The line of code ends at gamestage 50. Does that mean the wandering hordes stop increasing after gamestage 50?

    2. The below code has a couple numbers that I am trying to understand what they do. For example the '02' does that mean only 02 bears spawn? What does the 03 do?

     

    <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='50']/spawn[@group='ZombieBearsGroup' and @num='02']/@num">03</set>

     

    Thanks for the help.

  6. Is there a version 1 of Brighter Vehicle Headlights where it only increases the brightness of the vehicles lights without adding all the additional stuff from V2? The description states "This 7 Days to Die mod makes the vehicle headlights brighter. Also this version adds Manux Custom Vehicles and Guppycur’s Vehicle Madness support, along with normal vanilla vehicles." Which indicates that there is a V1 without the added Manux Customer Vehicles mods. Just want to increase the brightness of the lights, nothing else. Looking to use it on 19.1 experimental. Thanks!

  7. On 8/7/2020 at 4:17 AM, stallionsden said:

    Whooops sorry recipe should a been for the firetrapempty lol. The one yu have has fire already and needs to be burnt first. Have fixed the error

    can you please let me know what errors you are getting.

    I will check them out and fix.

    if the mod/modlet uses custom icons the mod/modlet will be required both server side and client side thus clients all need to have it on client side to.

    If the mod/modlet doesnt have custom icons then server side is only needed

    Hello again,

     

    I tried the new fixed expanded trap and first noticed that the fire trap's name had been changed to empty fire trap. But I couldn't craft it. It said it was locked even though I had already read the trap schematic before the new expanded mod fix. So I thought I had to find the trap schematic again which I did, my friend read it and still could not craft the empty fire trap. He tried all the crafting tables and just crafting from inventory but the trap was still locked and the craft button was missing. So now we cannot craft it. He did load the mod onto his single player game, brought up cheat mode and crafted the empty fire trap as well as the nail trap gun and trap gas. Still he was unable to repair the trap which was the initial problem. Any help would be greatly appreciated. Thanks.

  8. Hello,

     

    I am using the Expanded Traps mod on my dedicated server. I found the trap schematic and have made Fire Traps. However, I cannot seem to repair them. I have made the gun Trap Nailgun and the trap Gas can but still cannot repair the blocks. Could someone explain how I am supposed to refuel/repair Fire Traps? Playing on Alpha 19 (b177) Thank you.

  9. You are trying to download and install Starvation? You'd have to ask the Starvation crew for a direct link, as they control that aspect.

     

    But I had thought you had already installed it via that way? If you have a USB stick, you could just copy your Windows 10 copy over to Windows 7 and see how it runs and if there's a difference.

     

    Ya I tried that already and same problem. It doesn't appear to be a 7D2D Launcher problem. I think it has something to do with the Starvation mod. I will be communicating on their thread and see what they can come up with. Thank you for your help.

  10. Thank you for the list. I'm not 100% familiar with some of these programs, but this is what stands out for you to give a try too:

     

    https://superuser.com/questions/742765/is-it-beneficial-to-enable-rapid-mode-on-a-samsung-solid-state-drive

     

    Good observation. I didn't even consider that. I went into the magician software, disabled RAPID mode, rebooted but problem persists. Had it been the RAPID mode I would have been surprised since to my knowledge it has never caused any issues and I have not had memory problems in the past. Plus all my other games load with no problems.

     

    How about this, just to rule out it is a problem with github, maybe the files are downloading corrupted or something. Can you PM me a temporary link to the zip file from another link besides github?

  11. They are loading the assets and are completely normal and expected. The UnityEngineDebugBindings.gen.cpp is just trace debug statements in the base game.

     

    - - - Updated - - -

     

     

     

    Are you running any anti-spyware? Malware Bytes, IOBit, Security Center, etc?

     

    Nope. AVAST was the only protection installed. I have no other antivirus, antispyware, antimalware, anti anything. And like I said I performed a diagnostic startup on Windows, meaning only basic programs run, and still the problem persisted. This usually rules out third-party programs from being the culprit. I also had Teracopy installed which is a transfer utility designed as an alternative for the built-in Windows Explorer file transfer feature. However, I removed that for testing purposes, rebooted and problem persists.

     

    See attachment for all installed programs on my computer. If you think anything could cause this copying problem I'll try removing it and testing.

    InstallList.txt

  12. Well, we are definitely still with you in troubleshooting. Just want to clarify a few things before you dig too deep.

     

    The Resources folder is definitely what is causing your slow down. That's where the mod's main folder is installed, and is definitely the biggest chunk of data (over 1 gig). Renaming the folder cause it not to find any of the assets, so you effectively loaded into vanilla, but with heavily modded, and broken XMLs. Starvation's mod alone is significantly larger than most of the other mods, and has over 3 times the amount of assets in vanilla.

     

    There's no script or delay involved in the load process. It wouldn't make any sense in adding fake delays or sleeps. The delay you may be seeing is the log buffering, and isn't a really good indication on the speed in which its actually loading. If the log is still being updated, and loading the assets, no matter how slowly, it means it's still working. I think you said it loaded just fine on the Windows 10 machine?

     

    After you hit Play, and the mod launcher copies the files over, and launches the game, it's done its task and no longer interacts with the game. From that point on, it's the base game loading all the new assets.

     

    The choke point appears to be still loading all the assets. How much memory do you have in your PC? What kind of processor?

     

    Having a fast solid state is great, and does help, but it in itself won't resolve all performance issues.

     

    Here are my computer specs...

     

     

    CPU: AMD FX-8350 Black Edition Vishera 8-Core 4.0GHz (4.2GHz Turbo) Socket AM3+ 125W FD8350FRHKBOX Desktop Processor

     

    SSD: Samsung SSD 840 EVO 250GB ATA Device

     

    GFX Card: SAPPHIRE NITRO+ RADEON RX580 8G GDDR5 DUAL HDMI / DVI-D / DUAL DP OC W/BP (UEFI)

     

    Motherboard MOBO: ASUS M5A99FX PRO R2.0 AM3+ AMD 990FX + SB950 7 x SATA 6Gb/s USB 3.0 ATX AMD Motherboard with UEFI BIOS

     

    RAM: G.SKILL Ripjaws X Series 16GB (2 x 8GB) 240-Pin DDR3 SDRAM DDR3 1866 (PC3 14900) Desktop Memory Model F3-14900CL10D-16GBXL

     

    Cooling System: Corsair CWCH80 Cooler

     

    Power Supply: Corsair CX Series 750 Watt ATX/EPS Modular 80 PLUS Bronze ATX12V/EPS12V 744 Power Supply CX750M

     

    OS: Windows 7 64bit Pro SP1

     

    Secondary HDD: 1TB SATA

     

    My computer should be more than capable of running this game as it does run the game just fine without the mods. The laptop with Windows 10 actually has lesser specs yet it runs the mod.

     

     

    Could it be something weird like a non white listed antivirus folder, so that whitelisting the /mods folder works?

     

    I have now removed all antivirus softwares, which all I had was AVAST, so I believe white-listing isn't an option as of now.

  13. What is this code?

     

    SDX: Loading bundle... C:\Program Files (x86)\Steam\steamapps\common\7D2D\/Mods/SDX/Resources\zedSounds.unity3d

     

    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

     

    Specifically this code...

     

    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

     

    The above code is logged and happens after every .unity3d file is loaded. What is C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp ? There is no folder there that I see yet the logs state it is trying to find something there every time it loads unity3d file. This looks suspicious and may be why the game is loading so slow.

  14. Correct, with Direct Download checked, and Refresh Mods Automatically unchecked, there will be no additional downloads. When you hit Play, it copies the mod from TempMods to the game folder and starts.

     

    If your copy from TempMods to the game folder is still slow, something obviously slowing it down. The Launcher uses standard copy API in windows to copy. My guess is that Avast still has its fingers in it, or something else is reading the files, slowing it down.

     

    Starvation includes DLLs as part of the mod, and a lot of anti-virus and spyware tools are rightfully suspicious of these types of files.

     

    The Launcher's Direct Download uses a standard https request to download the zip file. My guess is that whatever is slowing down your copy, is also slowing down the download too, by inspecting all the bytes.

     

    Any other security systems in place, or special overlays you use?

     

    I uninstalled AVAST, rebooted and tried launching 7 Days again. Same issue, loads slow as molasses so AVAST isn't the culprit. I have no other monitoring software or security software installed. I have an SSD with an internal HDD for data but all programs install on the SSD. I also made tweaks to the TEMP and TMP directories for Windows to store it on the HDD instead of the SSD to save it from reads and writes when I first got the SSD long ago but changed it back to the SSD for testing this still problem persists. I performed a diagnostic startup on Windows which loads the basics still same problem. So I decided to rule out the 7D2D launcher and perform all the steps manually.

     

    1. Copied the 7D2D directory. 2. Manually downloaded the .zip from github. 3. Copied all folder contents to its respective locations. Ran 7DaysToDie.exe and same problem. So I tested some more...

     

    Since the logs show that it takes forever to load the .unity3d files I decided to rename the Mods/SDX/Resource folder to Resource_BAK so that the game wouldn't be able to find the folder. Launched 7DaystoDie.exe and BAM loads straight to the main menu like the official game without mods. However, the console comes up stating all sorts of errors, probably because it couldn't find the resource folder. As soon as I rename the resource1 folder back to resource and reload the game, game takes 10 minutes to load.

     

    I am starting to believe that there is some kind of code, script or something somewhere that is telling the game to do the following...

     

    Load 1.unity3d

    Wait 15 seconds

     

    Load aat.unity3d

    Wait 15 seconds

     

    Load Abominable.unity3d

    Wait 15 seconds

     

    This is what it is honestly doing from reopening the logs every couple seconds and seeing that it takes its time loading each .unity3d file. I am no coder so I haven't the slightest clue where to start snooping around but I can tell you that the Mods/SDX/Resources folder is what is causing the game to take forever to load on my Windows 7 computer and I have no idea why since the official game without mods loads with no hitch but only has problems once the mod is introduced.

     

    I am not giving up but I could honestly use some more help thinking of other ways to troubleshooting this. Any suggestions please throw my way.

     

    Thanks

  15. Windows 7 does have issues with github, as previously mentioned. I'm looking for potential solutions.

     

    If you are running an anti-virus or anti-spyware software, consider adding an exception to the mod launcher's folder (C:\7D2D) by default.

     

    I guess I am not understanding. Once the files from github have downloaded (after it takes 4+ hours because of the bottleneck speed), I uncheck "refresh mods automatically" and "direct download" and I do not click Pre-Sync Mod after the initial download since the github cloning doesn't work and it takes forever and a half to download using direct download. Once I click play mod all it should be doing is copying folders within the windows directory and I have a SSD so the copy process should be very quick. There shouldn't be any downloading from github once I hit play mod. Or is there? When I click the play mod button all I see are things like "Copying folder \TempMods\Mods ...Copying is done." Which doesn't indicate downloading of any kind. And yes I do have AVAST set to exclude the 7D2D folder. But during the entire testing I've always had AVAST disabled to rule out the antivirus. It just feels like something is slowing the loading process down. It's like I am running some old intel celeron processor from the 90's. Its just dirt slow. Yet the official game loads up in 5 seconds.

     

    Now, if when I click on the play mod button there is in fact files being downloaded from github going on in the background then that would make sense because there seems to be a major bottleneck somewhere. However, I am testing it on a Windows 10 computer and it loads up in 30 seconds and both computers are using the same ISP so I believe that rules that out.

     

    Another thing I have noticed is that when I download the zip file from github manually using FireFox, I see speeds of 2mbps and higher which would take roughly 5 minutes to download the file. When using your launcher, I've seen it take 4 hours and I cannot see any progress window or speed measurements provided by your launcher when downloading the zip file so I don't have any way to measure its speed except based on time. Is there a way to see the download speed 7D2D is downloading at?

  16. Finally downloaded after 4 hours. Ya there is something wrong with bandwidth allocation somewhere down the pipeline. Anyways, same thing is happening. Gets stuck at loading main menu. Here is the log. https://pastebin.com/BZiMkqV8

     

    I have access to another computer that has Windows 10 on it. Everything went perfectly and had no download error problems. Game launched to menu after 30 seconds (its a slower computer) and loaded up the map. Saw the new HUD and a Rhino running around. Definitely working but on an entirely different computer and OS. Something tells me that there is either something causing issues with your mod that is on my computer, or possibly there is a Windows 7 compatibility issue with the mod or something else I am not thinking of. Any other ideas?

     

    Sphereii,

     

    So I waited for about 10-20 minutes for the game to load after copying the Windows 10 computer's 7D2D modded folder to my Windows 7 computer and FINALLY the game loaded. Here is the log. https://pastebin.com/WbczQVKC

     

    What I noticed is that I checked on the log every couple minutes and I believe for the entire time until the game loaded past the loading main menu screen, that the log showed it being stuck on the following...

     

    SDX: Loading bundle... C:\7D2D\StarvationMod\StarvationMod16\/Mods/SDX/Resources\fisherman.unity3d

     

    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

     

    For some reason it got stuck on that line of code for the longest time. I also noticed while the game sat there trying to load that I couldn't open up my volume mixer under the speaker icon (because I was trying to mute the 7D2D sound while I watched a movie on my computer) and it wouldn't load. As soon as the game loaded to the main menu the volume mixer popped up. Not sure if that is related. It could be because the game was stuck for the longest time the volume mixer was having a problem loading. So I have tried again loading the game and again it takes 10 or so minutes to load to the main menu. What in the world is hanging the game from loading like it should?

     

    UPDATE:

     

    I was mistaken. It seems every couple minutes it is loading a new SDX. For example militaryGuy.unity3d. But it is taking a very long time to go through each file. What would cause this?

  17. Check every other page or so in the last 10 pages, there's something special about Win7 you gotta do, but I can't recall what.

     

    Guppycur, are you referring to the registry protocol modification to change from TLS 1.0 to 1.1 + 1.2? If so that is mentioned on the installation page as well as on the 7D2D Mod Launcher as well as the .NET 4.6.1 installation. If you are not referring to those two then I am interested. However, a bit more information would be helpful.

     

    sphereii, I copied the working 7D2D folder from Windows 10 to my Windows 7 and still same problem. It is looking more and more like this modding doesn't like Windows 7 for whatever reason.

  18. Some ISPs seem to be filtering, or slowing down, traffic from github, or somewhere along the pipe.

     

    Finally downloaded after 4 hours. Ya there is something wrong with bandwidth allocation somewhere down the pipeline. Anyways, same thing is happening. Gets stuck at loading main menu. Here is the log. https://pastebin.com/BZiMkqV8

     

    I have access to another computer that has Windows 10 on it. Everything went perfectly and had no download error problems. Game launched to menu after 30 seconds (its a slower computer) and loaded up the map. Saw the new HUD and a Rhino running around. Definitely working but on an entirely different computer and OS. Something tells me that there is either something causing issues with your mod that is on my computer, or possibly there is a Windows 7 compatibility issue with the mod or something else I am not thinking of. Any other ideas?

  19. It is good information, but the mod hasn't really loaded. Did you by any chance alt-tab?

     

    HandleD3DDeviceLost

    HandleD3DDeviceLost: still lost

    Skipped rendering frame because GfxDevice is in invalid state (device lost)

     

    that usually shows that the video driver was unstable.

     

    That must of been me alt tabbing out of the game to force close it. I launched the game, walked away for about 10 minutes, came back and saw it was still stuck on loading main menu. So I alt tabbed out and force closed the game. Then fetched the log. Should I have waited longer? Is 10 minutes not sufficient time to load the game when I can load the official game in 10 seconds?

  20. The level1 error is just a false positive. All SDX mods have that, and its not a critical issue.

     

    The first log you posted wasn't completed. Is it possible it's taking a lot longer than expected? How long have you waited?

     

    I've waited up to 15 minutes before and nothing happens but the log I sent I only waited about a minute before I force closed it. And when I load 7D2D without the mod, using steam, the main menu loads within 10 seconds. I am re-downloading the mod using the direct download option and will try it again. This time I'll wait another 15 minutes and then read the log. Maybe it'll provide more information. I've already completely removed the game, re-downloaded from steam, copied the game data over using your launcher and re-downloaded the mod about 3 times now while troubleshooting making sure the original 7D2D game was completely deleted in case something was causing a conflict but I don't think that helped any. I'll get you another log here in a bit. Thanks for your speedy responses.

  21. The Windows 7 and GitHub issue is really strange, and some people are still having issues regardless of our attempts to fix it. I found a new library that might fix it for sure.

     

    The Direct Download uses a different protocol, and thus usually works.

     

    If you are stuck on the loading main menu, then I'd check to make sure you have Enable EAC disabled.

     

    If it's disabled, then would you mind posting the output_log.txt? It's accessible via the View menu, then Log Files, and select output_log.txt from the drop down.

     

    The Windows 7 and GitHub issue is really strange, and some people are still having issues regardless of our attempts to fix it. I found a new library that might fix it for sure.

     

    The Direct Download uses a different protocol, and thus usually works.

     

    If you are stuck on the loading main menu, then I'd check to make sure you have Enable EAC disabled.

     

    If it's disabled, then would you mind posting the output_log.txt? It's accessible via the View menu, then Log Files, and select output_log.txt from the drop down.

     

    Yes, EAC is not checked meaning it is disabled. I read over the log and saw something interesting...https://pastebin.com/EmGHJFpj

     

    2018-03-25T15:20:40 5.871 INF Loading main scene

    The file 'C:/7D2D/StarvationMod/StarvationMod16/7DaysToDie_Data/level1' is corrupted! Remove it and launch unity again!

    [Position out of bounds!]

     

    So I deleted the level1 file and reloaded the game. Now, it is still stuck at "loading main menu" but it no longer shows "not responding" it just sits there trying to load the main menu. So that is something different. Here is the new log after removing that level1 file...

     

    https://pastebin.com/xcXddp71

  22. The Windows 7 and GitHub issue is really strange, and some people are still having issues regardless of our attempts to fix it. I found a new library that might fix it for sure.

     

    The Direct Download uses a different protocol, and thus usually works.

     

    If you are stuck on the loading main menu, then I'd check to make sure you have Enable EAC disabled.

     

    If it's disabled, then would you mind posting the output_log.txt? It's accessible via the View menu, then Log Files, and select output_log.txt from the drop down.

     

    Yes, EAC is not checked meaning it is disabled. I read over the log and saw something interesting...https://pastebin.com/EmGHJFpj

     

    2018-03-25T15:20:40 5.871 INF Loading main scene

    The file 'C:/7D2D/StarvationMod/StarvationMod16/7DaysToDie_Data/level1' is corrupted! Remove it and launch unity again!

    [Position out of bounds!]

     

    So I deleted the level1 file and reloaded the game. Now, it is still stuck at "loading main menu" but it no longer shows "not responding" it just sits there trying to load the main menu. So that is something different. Here is the new log after removing that level1 file...

     

    https://pastebin.com/xcXddp71

  23. Oh, I'm so sorry. I completely missed this one.

     

    have you confirmed you have this version of .NET? https://www.microsoft.com/en-ca/download/details.aspx?id=49981

     

    Thank you for your reply sepherii! Yes I made sure I had .NET version 4.6.1. When I attempt to install it I get a message stating ".NET Framework 4.6.1 has been installed." So I thought maybe my .NET was corrupted since I was still receiving the download error message so I completely uninstalled .NET 4.7.1 (shown in Programs and Features), rebooted, reinstalled 4.7.1 AND 4.6.1, rebooted and still I receive the error message.

     

    What is weird is I can select "direct download" and that works but I guess cloning doesn't. It downloads the complete .zip for the 7D2D Starvation mod (around 700mb) and upon launching the game gets stuck at "loading main menu..." which may be more specific to the mod and thus I will contact that dev if you don't have any advice on that. But I am first trying to solve the download problem.

     

    Here are the logs https://pastebin.com/6ehYFE4J

     

    Thank you!

×
×
  • Create New...