Deccypher Posted April 11, 2016 Author Share Posted April 11, 2016 I installed last night, ran fine for me for a while, then locked the dedi up after a while. Just want to know if I'm alone on this (which means I screwed up and will investigate) or if this is happening to others (which means I'll wait). Not looking for tech support, just validation. hey guppy how long after install did it lock up, i have been running it on my test server for about 2 days ( granted i have restarted sevral times as i tweak it and also testing out the warchest mod. Link to comment Share on other sites More sharing options...
Deccypher Posted April 11, 2016 Author Share Posted April 11, 2016 slight update to the mod added in the gore as a downgrade also so no matter what you di you have gore to contend with, good for farming bones and negating spikes [video=youtube_share;icOmcpZveMA] you can see a demo here ( towards the end of the clip) bag drop with always gore. Link to comment Share on other sites More sharing options...
Deccypher Posted April 11, 2016 Author Share Posted April 11, 2016 you can aso jump on the server and check it out between today and thursday no password on the server 38.130.218.108 port 26909 no pass i will be wipeing regualery as i prepare the server for this weekends server wars Link to comment Share on other sites More sharing options...
LuckyStar Posted April 11, 2016 Share Posted April 11, 2016 Sorry the image is blurred. Basically it's not recognizing any spawn classes anymore. [small, Med, Large.... all not recognized] Not sure what's wrong here. The only changes I made was adding two new Zombies in. Perhaps that's causing this error? *** Made some adjustments. Okay so now it says that it's spawning.... but it doesn't. Hmm.... Link to comment Share on other sites More sharing options...
Guppycur Posted April 12, 2016 Share Posted April 12, 2016 hey guppy how long after install did it lock up, i have been running it on my test server for about 2 days ( granted i have restarted sevral times as i tweak it and also testing out the warchest mod. A few hours. Thanks, that let's me know I jacked something up, so I'll figure it out (plus, I want sports bags anyway). Link to comment Share on other sites More sharing options...
togFox Posted April 12, 2016 Share Posted April 12, 2016 I got the sports bags as well - well - I think they are blue backpacks. Thinking of changing to the less obvious purse (smaller). We'll see. It's great. Link to comment Share on other sites More sharing options...
Deccypher Posted April 12, 2016 Author Share Posted April 12, 2016 [ATTACH=CONFIG]14434[/ATTACH] Sorry the image is blurred. Basically it's not recognizing any spawn classes anymore. [small, Med, Large.... all not recognized] Not sure what's wrong here. The only changes I made was adding two new Zombies in. Perhaps that's causing this error? *** Made some adjustments. Okay so now it says that it's spawning.... but it doesn't. Hmm.... dont think this is anythign to do with the mod its trying to spawm "spawnextrasmall" and there an invalid entity in there, thow me your entityclasses.ml and your output.txt and ill look for oyu - - - Updated - - - A few hours. Thanks, that let's me know I jacked something up, so I'll figure it out (plus, I want sports bags anyway). copy the sports bag and just change the name,id and lootlist Link to comment Share on other sites More sharing options...
Guppycur Posted April 12, 2016 Share Posted April 12, 2016 You know, for distribution sake it sure would be a whole lot easier if you just posted the entire XML file instead of Snippets to edit into an existing XML. :-) Link to comment Share on other sites More sharing options...
ZzZombo Posted April 13, 2016 Share Posted April 13, 2016 My feedback: * Occasional NRE console error. * Corpses disappear way too fast after death, w/o even hitting the ground. Should delay their removal by 3 secs or so. * After looting the corpse leaves nothing to harvest. * The sitting corpse looks out of place most of the time, better use the torso one. Or just a body bag (I think there is one?), or anything like a duffle bag. Link to comment Share on other sites More sharing options...
Cpt Hans Posted April 13, 2016 Share Posted April 13, 2016 Awesome work Deccypher, cheers. Link to comment Share on other sites More sharing options...
Deccypher Posted April 13, 2016 Author Share Posted April 13, 2016 My feedback: * Occasional NRE console error. * Corpses disappear way too fast after death, w/o even hitting the ground. Should delay their removal by 3 secs or so. * After looting the corpse leaves nothing to harvest. * The sitting corpse looks out of place most of the time, better use the torso one. Or just a body bag (I think there is one?), or anything like a duffle bag. HI if you check the server out 38.130.218.108 port 26909 no pass you will see these 3 items have been addressed. i have put in a previous comment the code for the 3 sec delay to allow the rag doll, but as this was an optimization mod the default is 0 no rag-doll but i agree easy to miss most people read first comment and last page of a thread, I'll add in recommended options on the first post to put the code there too For the harvest a few days ago I added a downgrade option to the server, so you always get gore, even after looting, it's going over well so I'll add the code to the options also. Options: 1/:To allow rag-doll effect (add 3 second delay ) After mod is installed. Open entityclasses.xml on zombie01 find:- <property name="TimeStayAfterDeath" value="0.5" /> Replace with. <property name="TimeStayAfterDeath" value="3" /> Save and close entityclasses.xml. 2/:Enable gore on all bags After mod is install open blocks.xml. For each block id: 2000,2001,2002,2003,2004 and 2005. Find </block> Before add. <property name="DowngradeBlock" value="GoreBlock1Prefab" /> Repeat for each block 2000,2001,2002,2003,2004 and 2005. Save and close. As for your last comment about the bag choice. Originally the mod dropped different bags, however, people didn't like it as much. If you want all lying down corpses use "Entities/LootContainers/corpse_loot02Prefab" in the "model" property , for all bag's/blocks rather than a mixture of "Entities/LootContainers/corpse_loot02Prefab" and "Entities/LootContainers/corpse_loot01Prefab". Alternatively if you want to just use a duffle bag rather than a corpse use the following. Replace:- <property name="Material" value="organic" /> <property name="Shape" value="ModelEntity" /> <property name="Mesh" value="models" /> <property name="Model" value="Entities/LootContainers/corpse_loot02Prefab" param1="main_mesh" /> With:- <property name="Material" value="cloth"/> <property name="Shape" value="Ext3dModel"/> <property name="Mesh" value="models"/> <property name="Model" value="LootContainers/duffle01" param1="main_mesh"/> Hope that helps, Deccypher Link to comment Share on other sites More sharing options...
Deccypher Posted April 14, 2016 Author Share Posted April 14, 2016 Oh awesome work Deccypher cant wait to get home to try this out thanks for the SDX 6.0 port im sure there a growing surge of people using this modding method, nice to knwo bag drop aviliable to them now https://7daystodie.com/forums/showthread.php?40620-Deccypher-s-Bag-Drop-Mod-Meets-SDX Link to comment Share on other sites More sharing options...
stallionsden Posted April 14, 2016 Share Posted April 14, 2016 thanks for the SDX 6.0 port im sure there a growing surge of people using this modding method, nice to knwo bag drop aviliable to them now https://7daystodie.com/forums/showthread.php?40620-Deccypher-s-Bag-Drop-Mod-Meets-SDX No worries couldn't live with out this mod Link to comment Share on other sites More sharing options...
Deccypher Posted April 15, 2016 Author Share Posted April 15, 2016 Question guys just been looking at the xmls for 14.6 experimental, and it has made this mod mostly obsolete, by default the entity will stay for 300 seconds and instantly turn to gore on loot. so while this mod will still give you a entity cleanup and slight peformance gain for not being an entity for thoes wanting just better chance to loot this mod isnt needed any more. do you guy still want me to keep it updated with these new changes? Link to comment Share on other sites More sharing options...
Guppycur Posted April 15, 2016 Share Posted April 15, 2016 You know my vote. Link to comment Share on other sites More sharing options...
stallionsden Posted April 15, 2016 Share Posted April 15, 2016 Yes please for me Link to comment Share on other sites More sharing options...
Deccypher Posted April 15, 2016 Author Share Posted April 15, 2016 http://7d2d.rocks/xml/14-6e/bagdrop.rar here you go guys the 14.6 version no longer need to edit loot.xml as the destroy on close is now default both the attached blocks.xml and entityclass.xml are vanillia 14.6e xmls with mod pre installed. Link to comment Share on other sites More sharing options...
Deccypher Posted April 15, 2016 Author Share Posted April 15, 2016 ill update the first page when the experimental branch becomes the public i was thinking about it more and a 300 second time on death could actually further reduce preformance and increade the delay between waves. Link to comment Share on other sites More sharing options...
Guppycur Posted April 15, 2016 Share Posted April 15, 2016 http://7d2d.rocks/xml/14-6e/bagdrop.rar here you go guys the 14.6 version no longer need to edit loot.xml as the destroy on close is now default both the attached blocks.xml and entityclass.xml are vanillia 14.6e xmls with mod pre installed. Yes! Link to comment Share on other sites More sharing options...
Deccypher Posted April 15, 2016 Author Share Posted April 15, 2016 Fyi the demo server is offline now as i prepar for the server wars Link to comment Share on other sites More sharing options...
ubai Posted April 17, 2016 Share Posted April 17, 2016 Thank you very much for this mod, it makes my game a lot more fun! -Matt Link to comment Share on other sites More sharing options...
Deccypher Posted April 17, 2016 Author Share Posted April 17, 2016 Thanks to Valmar who passed this along from one of his users for another mod he uses. on the cusom drop/placed/upgraded loot containers if you close the box via the E button then you will get a null ref. the reason why Valmar myself and a few other people havent been able to replicate it is we use R(loot all and close) or Esc to close a container, not the E. this isnt a fix us modders can overcome. however it is no longer an issue in 14.6 so use esc key to close your corpses or wait for A14.6 if this isnt a workable work around. thanks again Valmar for passing this valuable info along to me. Link to comment Share on other sites More sharing options...
P3rf3ctVZer0 Posted April 29, 2016 Share Posted April 29, 2016 My Server keeps looking up and I googled this and this mod was first to pop up (Filename: Line: -1) 2016-04-29T10:25:38 53.816 INF Load key config check 2016-04-29T10:25:38 53.816 INF Load key config NullReferenceException: Object reference not set to an instance of an object at NGuiWdwInGameHUD.Update () [0x00000] in <filename unknown>:0 Loop Ends Here - This Just Gets Spammed 100xs a second. Seems Serverside Link to comment Share on other sites More sharing options...
P3rf3ctVZer0 Posted May 1, 2016 Share Posted May 1, 2016 After adding your mod I get this error when I try and right click e things ... NullReferenceException: Object reference not set to an instance of an object at GameManager.TEUnlockServer (Int32 _clrIdx, Vector3i _blockPos, Int32 _lootEntityId) [0x00000] in <filename unknown>:0 at NetPackageTELock.ProcessPackage (.World _world, INetConnectionCallbacks _netConnectionCallback) [0x00000] in <filename unknown>:0 at ConnectionManager.IS (INetConnection , NetPackageDirection ) [0x00000] in <filename unknown>:0 at ConnectionManager.Update () [0x00000] in <filename unknown>:0 ... so I broke it ... because I did this in the loot table. <item name="shoppingBasketItem"> I should have done <item name="shoppingBasketItem"/> Link to comment Share on other sites More sharing options...
stallionsden Posted May 2, 2016 Share Posted May 2, 2016 yeh I got this working in my game no changes to it either Link to comment Share on other sites More sharing options...
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