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Chris Dunaway

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Posts posted by Chris Dunaway

  1. On 7/30/2023 at 9:35 PM, vergilsparda said:

     

    DYING to know where the 5th person sits, because there's the two front seats and the two in the back... unless someone sits in the empty space in the bed, perhaps? 👀

     

    The visible mods on it are great, too. Love the idea that the cargo mod just adds a bunch of suitcases and containers. Looks great!

    Maybe one of the mods is a gun mount and the 5th person stands at the gun mount.

  2. On 3/13/2023 at 1:43 AM, faatal said:

    I don't remember, but I was and am working on the decal shader, which is not a systems change. Just a change to rendering the decals we have on roads.

    Does this mean that the road markings will not be a block anymore and will be painted with decals instead?

  3. 6 minutes ago, Guppycur said:

    So that would have been alloc, but the pimps stream at like 3am his time.

     

    There was a post shortly after the stream from Chiko who summarized.  Basically:

     

    We will no longer need to edit the dll in order to accept code changes via Harmony et al. 

     

    So I'm not sure how MUCH you know about the tools so I'm going to treat the question as if asked by a noob, my apologies.

     

    DMT is a tool developed by a Modder (Hal) that patches the game DLL in a way that allows the game to accept certain types of C# scripts.  In the past, you'd need to "compile" the mod via the DMT tool in order to patch the DLL.  In a20, 7days will natively support these types of C# scripts, allowing for a modder or user to simply include the c# in the mods folder without having to run DMT to patch the game first.  It is my understanding that Patch Scripts will still need to be applied manually.  Also, EAC will still reject code mods.

     

    There are also a number of UI changes, but that's f*cking wizardry only like 3 people fully understand so I'll let one of the UI gods like Sirillion handle that. 😃

    Thanks for the response.  I am still new to modding.  I am not that familiar with DMT, but I understood that it used a modified game file.  I had used other boot strappers like BepInEx which creates a modified version of winhttp.dll which then loads the Harmony code.

     

    Are you saying that 7D2D now loads Harmony directly without the need of the modified file?

     

    Thanks again.

  4. Can we get some information on the modding changes for 7 Days?  One of the dev streams was supposed to cover it, but I think the dev that was going to talk about it wasn't able to make the stream.

     

    Is there any detailed documentation about it?  I am familiar with modding using tools like Harmony and others and I would like to know about modding changes.

     

    Thanks,

  5. On 10/9/2021 at 8:39 PM, Guppycur said:

    Guppy dummy version:

     

    So currently in order to use c# mods you have to modify the game dll to allow the dll to read the modded dll (code) files.

     

    A20 will allow these mods to just "work" without first having to compile the mod against the game. 

     

     

    Does this mean that mods won't need to use tools like Harmony or BepinEx anymore?  Do you know if there is a page that gives more detail about this?

  6. There was something mentioned regarding modding in the recent dev stream about "client mod (or mods)".  Can you elaborate more on what that is?  Are there some notes somewhere that goes into more detail?

     

    I ran across this post, but am unclear on how this affects modding. 

     

     

     

  7. I have created a "Corner Bars" block that can be used with the iron bars (not centered) to create nice corners.

     

    I would like to texture the block so it matches the existing iron bars.  I thought I could just use the existing vanilla texture to do it, but I cannot find how to do that.  

     

    I tried adding 

    <property name="Texture" value="446"/>

    to the entry in blocks.xml but it had no effect.  My model does have a material.  I have been able to make changes to it and it appears in game.

     

    Is there something that I am missing?

     

    Thanks

  8. On 8/24/2020 at 7:41 PM, DragonsReaper said:

    specifying vanilla textures for custom items

    Apologies for resurrecting this older post.  But you said you were able to apply vanilla textures to new objects?  How have you been able to do that?

     

    I am trying to create a new block, Corner Bars, to go with the iron bars but I have not been able to determine how to apply the iron bars texture to my new block. I can create a custom texture and apply it and it appears in game, but I cannot make it use the iron bars texture.  

     

    Any hints?

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