sphereii Posted July 16, 2020 Author Share Posted July 16, 2020 7 hours ago, Gouki said: CaveEnable and caveType do not appear in blocks.xml, so I can add them, but under what section or only that option appears until you compile with DMT. Are you using the correct branch? https://github.com/SphereII/SphereII.Mods/tree/Alpha19experimental Link to comment Share on other sites More sharing options...
Gouki Posted July 16, 2020 Share Posted July 16, 2020 I downloaded it from the main post, apparently it is not updated, check this new link that you put and there is everything about Cave. Link to comment Share on other sites More sharing options...
sphereii Posted July 16, 2020 Author Share Posted July 16, 2020 13 minutes ago, Gouki said: I downloaded it from the main post, apparently it is not updated, check this new link that you put and there is everything about Cave. I haven't released it as stable yet, since Alpha 18.4 is still stable, thus the experimental build. Link to comment Share on other sites More sharing options...
Gouki Posted July 16, 2020 Share Posted July 16, 2020 Aahh ,ok thanks sphereii. Link to comment Share on other sites More sharing options...
sphereii Posted July 20, 2020 Author Share Posted July 20, 2020 The Alpha 19 port of the SphereII.Mods has been ported and released as: https://github.com/SphereII/SphereII.ModsA19. All new updates will go to that repos for Alpha 19. Link to comment Share on other sites More sharing options...
danielspoa Posted July 22, 2020 Share Posted July 22, 2020 can you enlighten me on how to implement those mods? Im interested in your work, but I have no idea how to "install them". I'm using the DMT tools that comes with ur download. I set the mod folder where ur mod is, nothing appears in the list of mods. Any idea? Link to comment Share on other sites More sharing options...
sphereii Posted July 22, 2020 Author Share Posted July 22, 2020 8 minutes ago, danielspoa said: can you enlighten me on how to implement those mods? Im interested in your work, but I have no idea how to "install them". I'm using the DMT tools that comes with ur download. I set the mod folder where ur mod is, nothing appears in the list of mods. Any idea? https://github.com/HAL-NINE-THOUSAND/DMT/releases/download/v2.0/DMTv2.0.7486.30873.zip Use that version of DMT. I'll remove the one in the package, as its out of date now. Link to comment Share on other sites More sharing options...
danielspoa Posted July 22, 2020 Share Posted July 22, 2020 (edited) ok, the mods are listed now 😎 I selected the core mod, clicked build, it said it couldn't find the assembly dll in the server_data folder. Are those mods for server side? I download the server build of the game or just move my assembly to the expected folder? edit: this one "F:\Jogos\steamapps\common\7 Days To Die\7DaysToDieServer_Data\Managed\Assembly-CSharp.dll'" Edited July 22, 2020 by danielspoa (see edit history) Link to comment Share on other sites More sharing options...
Gouki Posted July 22, 2020 Share Posted July 22, 2020 (edited) 24 minutes ago, danielspoa said: can you enlighten me on how to implement those mods? Im interested in your work, but I have no idea how to "install them". I'm using the DMT tools that comes with ur download. I set the mod folder where ur mod is, nothing appears in the list of mods. Any idea? Hi danielspoa In Mod folder you select the folder where the unzipped sphereii mods are and in Game locations is where the main folder of the game is, and when you have it ready, press Save. After executing the DMT.exe the sphereii mods should appear, select the ones you are going to install, although some have dependency on others, then just press build and voila. Download the latest version of DMT 2.0, if you do the whole process with the sphereii launcher, the program itself takes care of the mods. To use it on the server, I'm not sure what the process is, I can make it the same and you just have to copy Assembly-Csharp.dll, so that it detects it and can compile it. Edited July 22, 2020 by Gouki (see edit history) Link to comment Share on other sites More sharing options...
Gouki Posted July 22, 2020 Share Posted July 22, 2020 Hi Sphereii The life bar for zombies and animals does not work, since I checked Sphereii-core and it is enabled, I have downloaded the latest version that you shared. Link to comment Share on other sites More sharing options...
danielspoa Posted July 22, 2020 Share Posted July 22, 2020 (edited) edit: downloading the experimental version to test. Just now I tested the dedi build but A18 Edited July 22, 2020 by danielspoa (see edit history) Link to comment Share on other sites More sharing options...
danielspoa Posted July 23, 2020 Share Posted July 23, 2020 (edited) compiled using a dedi server build of a19. No errors. Copied to my server (rented server) the mod and the managed dlls, started it, a lot of exceptions. verified files on the server and restarted it, fine. But joining the game gives me this can u confirm which files I need to copy to the server? EDIT: its giving the same error in any local game I try to play. Something with the local mod then Edited July 23, 2020 by danielspoa (see edit history) Link to comment Share on other sites More sharing options...
sphereii Posted July 23, 2020 Author Share Posted July 23, 2020 3 hours ago, danielspoa said: compiled using a dedi server build of a19. No errors. Copied to my server (rented server) the mod and the managed dlls, started it, a lot of exceptions. verified files on the server and restarted it, fine. But joining the game gives me this can u confirm which files I need to copy to the server? EDIT: its giving the same error in any local game I try to play. Something with the local mod then You need the 0-SphereIICore on client as well as dedi. It needs both sides to work. Link to comment Share on other sites More sharing options...
danielspoa Posted July 23, 2020 Share Posted July 23, 2020 (edited) I can't compile with the client version of the assembly. I tried copying the dedi version of the mod to my client and this error pops up in any world I try to play (including a local navezgane) I have to be doing something wrong, else I wouldn't be the only lost with issues 😛 edit: Oh, and about the server files, I can copy the result mod but I can't copy the managed dlls, when I do the server throws a bunch of exceptions Edited July 23, 2020 by danielspoa (see edit history) Link to comment Share on other sites More sharing options...
sphereii Posted July 23, 2020 Author Share Posted July 23, 2020 11 minutes ago, danielspoa said: I can't compile with the client version of the assembly. I tried copying the dedi version of the mod to my client and this error pops up in any world I try to play (including a local navezgane) I have to be doing something wrong, else I wouldn't be the only lost with issues 😛 edit: Oh, and about the server files, I can copy the result mod but I can't copy the managed dlls, when I do the server throws a bunch of exceptions For the Client side, you can go into DMT's settings and add a new Game Locations to point to the client. You can build multiple targets, dedi and clients, at the same time. The Dedi's Assembly-CSharp.dll is different than the client, so you can't just re-use the same DLL on both. If you want to copy your pre-build client unto another PC, you'll need the follow files copied over: 7DaysToDie_Data\Managed\Assembly-CSharp.dll 7DaysToDie_Data\Managed\Mods.dll 7DaysToDie_Data\Managed\0-Harmony.dll Mods\* Always try to match the same mods on the client and server. It's not always needed, but it can help sort out confusion. Link to comment Share on other sites More sharing options...
danielspoa Posted July 23, 2020 Share Posted July 23, 2020 (edited) thats where Im getting the error unfortunately when I add the client location it fails that one, it still looks for a server assembly in the client location too. "Nope: Não foi possível localizar uma parte do caminho 'F:\Jogos\steamapps\common\7 Days To Die\7DaysToDieServer_Data\Managed\Assembly-CSharp.dll'. process exited with error code -11234" It couldn't find the file. If I try both locations it compiles the server and then fails the client EDIT: the client has that DLL in 7DaysToDie_Data. The other (server) data folder is empty Edited July 23, 2020 by danielspoa (see edit history) Link to comment Share on other sites More sharing options...
sphereii Posted July 23, 2020 Author Share Posted July 23, 2020 9 minutes ago, danielspoa said: thats where Im getting the error unfortunately when I add the client location it fails that one, it still looks for a server assembly in the client location too. "Nope: Não foi possível localizar uma parte do caminho 'F:\Jogos\steamapps\common\7 Days To Die\7DaysToDieServer_Data\Managed\Assembly-CSharp.dll'. process exited with error code -11234" It couldn't find the file. If I try both locations it compiles the server and then fails the client EDIT: the client has that DLL in 7DaysToDie_Data. The other (server) data folder is empty In my steam folder, the client is called "7 Days To Die" and the ded is called "7 Days To Die Dedicated Server" Link to comment Share on other sites More sharing options...
danielspoa Posted July 23, 2020 Share Posted July 23, 2020 (edited) exactly, thats what I tried. It doesn't compile the normal one. Im thinking about making a quick video of the process here so you can see where I messed up. I legit feel bad Im taking a lot of ur time and trying to solve this over multiple messages this is following the client->server order. If I put the server first it compiles, then fails at the client (it seems to compile separately) Edited July 23, 2020 by danielspoa (see edit history) Link to comment Share on other sites More sharing options...
sphereii Posted July 23, 2020 Author Share Posted July 23, 2020 28 minutes ago, danielspoa said: exactly, thats what I tried. It doesn't compile the normal one. Im thinking about making a quick video of the process here so you can see where I messed up. I legit feel bad Im taking a lot of ur time and trying to solve this over multiple messages this is following the client->server order. If I put the server first it compiles, then fails at the client (it seems to compile separately) It looks like DMT is getting confused about which files are the dedicated files. DMT looks for either startdedicated.bat or 7DaysToDieServer.exe to determine if its a client. Does your "7 Days To Die" folder have either of those? Link to comment Share on other sites More sharing options...
danielspoa Posted July 23, 2020 Share Posted July 23, 2020 it has both. So I can delete this startdedicated.bat safely and do it? lol Link to comment Share on other sites More sharing options...
danielspoa Posted July 23, 2020 Share Posted July 23, 2020 13 minutes ago, sphereii said: It looks like DMT is getting confused about which files are the dedicated files. DMT looks for either startdedicated.bat or 7DaysToDieServer.exe to determine if its a client. Does your "7 Days To Die" folder have either of those? ok, deleted it and then deleted the serverdata folder (was empty anyway). Now it detects as client and works. so I have ur mod in both versions, do I need to copy the DLLs to the server with the mod? because Im trying it right now Link to comment Share on other sites More sharing options...
sphereii Posted July 23, 2020 Author Share Posted July 23, 2020 1 minute ago, danielspoa said: ok, deleted it and then deleted the serverdata folder (was empty anyway). Now it detects as client and works. so I have ur mod in both versions, do I need to copy the DLLs to the server with the mod? because Im trying it right now Yes. In my original post, I forgot that you need to copy the DMT.dll from the Managed folder. Link to comment Share on other sites More sharing options...
danielspoa Posted July 23, 2020 Share Posted July 23, 2020 9 minutes ago, sphereii said: Yes. In my original post, I forgot that you need to copy the DMT.dll from the Managed folder. ok. Copied the DLLs from the Dedi build: 7DaysToDie_Data\Managed\Assembly-CSharp.dll 7DaysToDie_Data\Managed\Mods.dll 7DaysToDie_Data\Managed\0-Harmony.dll 7DaysToDie_Data\Managed\DMT.dll copied the mod from the dedi build. but first I tried a local navezgane game in my client, zero issues once I created a new world! on dedi its throwing exceptions, I have no idea if its on the mod or on the DMT compilation. I feel like its almost there, so close yet so far 😧 Harmony appears on the log right at the initilization of the server. It loads some stuff and then throws erros for multiple xml files from the config. (most of the log is issues with compopack, ignore that :P) Should I just post on the DMT thread? probable an issue with how I compile stuff? output_log.txt Link to comment Share on other sites More sharing options...
sphereii Posted July 23, 2020 Author Share Posted July 23, 2020 13 minutes ago, danielspoa said: ok. Copied the DLLs from the Dedi build: 7DaysToDie_Data\Managed\Assembly-CSharp.dll 7DaysToDie_Data\Managed\Mods.dll 7DaysToDie_Data\Managed\0-Harmony.dll 7DaysToDie_Data\Managed\DMT.dll copied the mod from the dedi build. but first I tried a local navezgane game in my client, zero issues once I created a new world! on dedi its throwing exceptions, I have no idea if its on the mod or on the DMT compilation. I feel like its almost there, so close yet so far 😧 Harmony appears on the log right at the initilization of the server. It loads some stuff and then throws erros for multiple xml files from the config. (most of the log is issues with compopack, ignore that :P) Should I just post on the DMT thread? probable an issue with how I compile stuff? output_log.txt 665.47 kB · 0 downloads It looks like you uploaded the Client Assembly-CSharp.dll to the server. The server has its own unique DLL. Link to comment Share on other sites More sharing options...
danielspoa Posted July 23, 2020 Share Posted July 23, 2020 1 minute ago, sphereii said: It looks like you uploaded the Client Assembly-CSharp.dll to the server. The server has its own unique DLL. from here F:\Jogos\steamapps\common\7 Days to Die Dedicated Server\7DaysToDieServer_Data\Managed I copied ur message from before, thats why its written with the normal path. I just meant the four dlls there Link to comment Share on other sites More sharing options...
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