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Twoscoops

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  1. /edit: reinstalling server fixed it:) I'm getting the following when restarting the server now - any thoughts from anyone?: 2020-04-03T17:37:07 6.947 INF Block IDs with mapping 2020-04-03T17:37:07 6.947 INF BlockIDs from Mapping 2020-04-03T17:37:09 8.562 WRN XML patch for "items.xml" from mod "JaxTeller718_ZombieHandAdjustment" did not apply: <insertAfter xpath="/items/item[@name=DFhandChild]/property[@class=Action0]/property[@name=DamageBlock]" 2020-04-03T17:37:09 8.563 WRN XML patch for "items.xml" from mod "JaxTeller718_ZombieHandAdjustment" did not apply: <insertAfter xpath="/items/item[@name=DFhandZombieBehemoth]/property[@class=Action0]/property[@name=DamageBlock]" 2020-04-03T17:37:09 8.563 WRN XML patch for "items.xml" from mod "JaxTeller718_ZombieHandAdjustment" did not apply: <insertAfter xpath="/items/item[@name=DFhandDemonBehemoth]/property[@class=Action0]/property[@name=DamageBlock]" 2020-04-03T17:37:09 8.564 WRN XML patch for "items.xml" from mod "JaxTeller718_ZombieHandAdjustment" did not apply: <insertAfter xpath="/items/item[@name=DFstingHornet]/property[@class=Action0]/property[@name=DamageBlock]" 2020-04-03T17:37:09 8.564 WRN XML patch for "items.xml" from mod "JaxTeller718_ZombieHandAdjustment" did not apply: <insertAfter xpath="/items/item[@name=DFmeleeHandZombieBomber]/property[@class=Action0]/property[@name=DamageBlock]" 2020-04-03T17:37:09 8.565 WRN XML patch for "items.xml" from mod "JaxTeller718_ZombieHandAdjustment" did not apply: <insertAfter xpath="/items/item[@name=DFmeleeHandDemon]/property[@class=Action0]/property[@name=DamageBlock]" 2020-04-03T17:37:09 8.565 WRN XML patch for "items.xml" from mod "JaxTeller718_ZombieHandAdjustment" did not apply: <insertAfter xpath="/items/item[@name=DFmeleeHandDemonStrong]/property[@class=Action0]/property[@name=DamageBlock]" 2020-04-03T17:37:09 8.565 WRN XML patch for "items.xml" from mod "JaxTeller718_ZombieHandAdjustment" did not apply: <insertAfter xpath="/items/item[@name=meleeHandZombieRad]/property[@class=Action0]/property[@name=Buff]" 2020-04-03T17:37:09 8.566 WRN XML patch for "items.xml" from mod "JaxTeller718_ZombieHandAdjustment" did not apply: <insertAfter xpath="/items/item[@name=meleeHandZombieRadFeral]/property[@class=Action0]/property[@name=DamageBlock]" 2020-04-03T17:37:09 8.566 WRN XML patch for "items.xml" from mod "JaxTeller718_ZombieHandAdjustment" did not apply: <insertAfter xpath="/items/item[@name=DFmeleeHandAnimalSpider]/property[@class=Action0]/property[@name=DamageBlock]" WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'FORWARD_DELTA' has no vertex shader WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'ShadowCaster' has no vertex shader WARNING: Shader Unsupported: 'Autodesk Interactive' - All passes removed 2020-04-03T17:37:10 9.858 INF Item IDs with mapping 2020-04-03T17:37:10 9.859 INF ItemIDs from Mapping WARNING: Shader Unsupported: 'Hidden/Dof/DX11Dof' - Pass '' has no vertex shader WARNING: Shader Unsupported: 'Hidden/Dof/DX11Dof' - Setting to default shader. HDR Render Texture not supported, disabling HDR on reflection probe. (Filename: C:\buildslave\unity\build\Runtime/Camera/ReflectionProbes.cpp Line: 269) WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'FORWARD_DELTA' has no vertex shader WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'ShadowCaster' has no vertex shader WARNING: Shader Unsupported: 'Autodesk Interactive' - All passes removed ArgumentException: An item with the same key has already been added. Key: 3611, 64, 3189 at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x000c1] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 at PowerManager.AddPowerNode (PowerItem node, PowerItem parent) [0x00046] in <f9ab98ad7e8240f9bef6c6434814ba69>:0 at PowerManager.Read (System.IO.BinaryReader br) [0x0003b] in <f9ab98ad7e8240f9bef6c6434814ba69>:0 at PowerManager.LoadPowerManager () [0x00099] in <f9ab98ad7e8240f9bef6c6434814ba69>:0 at GameManager+<StartAsServer>d__135.MoveNext () [0x0023f] in <f9ab98ad7e8240f9bef6c6434814ba69>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00027] in <ca1d1fd848884ed5a84a515243f09e15>:0 (Filename: <1f0c1ef1ad524c38bbc5536809c46b48> Line: 0)
  2. I had a similar problem with the mod launcher. Try manuallycopying the tempmods contents to the relevant folders in the main game folder
  3. /edit well i manually copied over the unity file to the server and it seems to have worked. I had also made that change to the stack size in one place but not another, not sure if that could do it (made in bundles folder but now also in saves) original: hmm restarted our server today and greeted with the following: Failed to decompress data for the AssetBundle 'SciFi2.unity3d'. (Filename: C:\buildslave\unity\build\Modules/AssetBundle/Public/AssetBundleLoadFromAsyncOperation.cpp Line: 445) 2020-03-31T16:55:57 46.357 ERR Loading AssetBundle "C:/TCAFiles/Users/jamesh4/36342/7DaysToDieServer_Data/../Data/Bundles/SciFi2.unity3d" failed! 2020-03-31T16:55:57 46.357 ERR Model '#SciFi2.unity3d?SciFiDoubleDoor.unity3d' not found on block with name SciFiDoubleDoorBlue 2020-03-31T16:55:57 46.357 ERR XML loader: Loading and parsing 'blocks.xml' failed 2020-03-31T16:55:57 46.357 EXC Model '#SciFi2.unity3d?SciFiDoubleDoor.unity3d' not found on block with name SciFiDoubleDoorBlue Exception: Model '#SciFi2.unity3d?SciFiDoubleDoor.unity3d' not found on block with name SciFiDoubleDoorBlue at BlockShapeModelEntity.Init (Block _block) [0x0006b] in <f9ab98ad7e8240f9bef6c6434814ba69>:0 at BlocksFromXml+<CreateBlocks>d__0.MoveNext () [0x00bfc] in <f9ab98ad7e8240f9bef6c6434814ba69>:0 at ThreadManager+<CoroutineWrapperWithExceptionCallba ck>d__40.MoveNext () [0x00044] in <f9ab98ad7e8240f9bef6c6434814ba69>:0 UnityEngine.DebugLogHandler:Internal_LogException( Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception , Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Logger:masterLogException(Exception) Logger:Exception(Exception) Log:Exception(Exception) <>c__DisplayClass47_0:<loadSingleXml>b__2(Except io n) <CoroutineWrapperWithExceptionCallback>d__40:Mov eN ext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumera tor, IntPtr) anyone encountered this?
  4. Thanks, i'll give it a go later!
  5. Over level 130 now and suspect its time to start relying more on laser weapons. So i need electronic parts which need steel and duct tape (the currency of the future!). Duct tape needs cloth and glue. Cloth i can handle with my new cotton field but glue needs bones and/or sap. Bones i need to farm from z's or piles on the ground (painful/slow), but sap i can gather from trees provided i dont mind doing this in stacks of 15. Any chance clay bowls could be made to stack in high quantities or is this intended? It's a bit painful having to fill dozens of bowls in batches of 15 at a time (but maybe that's intentional?)
  6. Check my last edit in case our posts crossed, the mod manager is being naughty and copying zombies.unity3d over FrozenZombies.unity3d. Seems odd though, i would think this would just dump one directory into the other but maybe its scipted somehow to do specific filenames?
  7. \ zombie Utility Worker Frozen definitely causes the problem if that helps... edit in fact spawning any frozen zombie seems to generate it edit 2: Im using the mod manager to launch this, had a quick check and the FrozenZombies.unity3d in the Data\Bundles directory was 5025kb. The TempMods\Data\Bundles folder has this as 133,612kb. Copied this over manually from TempMods, launched the exe directly instead of with the mod launcher and now i can spawn these frozen zombies back in with no issues. Edit 3: Last one - the mod manager is outputting this when presynching: "Copying \TempMods\Data\Bundles\Zombies.unity3d to \Data\Bundles\FrozenZombies.unity3d" Which isnt helpful and suspect is the issue
  8. not sure if this is Darkness Falls related... On Horde night (98 onwards) I'm getting the occassional "ArgumentException: the object you want to instantiate is null" in the consol as well as "WRN [AugioLog] AudioManager::AudioData::Play() failed to load audio source object for AudioSource_CreatureSenseAlert". Am I the only one? Also interspersed is INF Discarding NetPackagePlayerStats for entiry Id=72718 and 72669 Quitting the main menu results in a NullReferenceException Spam in the consol until finally exiting the game.
  9. Thanks for the note - i did last night put the .assets file over and tried some of the modlets. All looks good so hope to push this to the server tonight! Guessing no-one found a way to deal with tree's going to 1hp? I found this happens in reverse as well - starting a new game with the modlet and then removing it causes the new vanilla trees that appear to have 1 hp as well. Putting the modlet back on reverts them to full HP. Guessing you know this and I'll shut up now anyway as this is the DF thread. Thanks to both Authors for input!
  10. Hi - thought i might post here as well as in the HDHQ thread to see if i can get some guidance. First off, this mod is great so I'll tip my cap there as there has clearly been a lot of effort go into this, it's lots of fun, slows down progression a bit and generally makes you work harder for stuff which i love! We would like to try this with the HDHQ mod in simple terms to pretty up the graphics in the game. I've read that DF should work with it but after hours of reading i have to admit, i'm still a little confused over which bits are compatible and what versions will work! We're running Darkness Falls at the moment, 18.4. Could someone give some fairly simple guidance on how they have got HDHQ to work with Darkness Falls? Fairly new to the idea of mods, loving DF so far though but think the graphical enhancements here would really look good. We've used the mod manager to get Darkness Falls installed for client and the server had a pre-select option for Darkness Falls, just not entirely sure how we go about putting HDHQ on as they both seem to overwrite core files (or maybe they don't?). I'm savvy for FTP etc. to upload, but not sure which the right download would be for 18.4 for clients as the mod launcher refers to either 17.3 or 17.4 experimental for HDHQ, although i have found manual downloads elsewhere for various versions. And also the obvious - how to get it working for Darkness Falls (do we just choose to "copy from" the existing clone for darkness falls for example?) My thinking is: 1. Install HDHQ modlets on server (I just FTP them up to the mods folder). However, I believe that these may not work with Darkness Falls? 2. Install HDHQ 17.4 Experimental version via mod manager for clients, changing "Choose from existing copy (which should be pointed at your vanilla folder)" to "the path that Darkness Falls was installed to" (?) 3. Manually install the modlets on clients (or do these come down in the mod manager along with the core bits and per 1 above, maybe I shouldnt use the modlets anyway due to compatibility issues)? Basically, what are the steps needed to make HDHQ and Darkness Falls work together! Sorry, lots of questions and appreciate anyones time responding!
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