Ambush In The Night Posted December 26, 2016 Share Posted December 26, 2016 Hey all, Documentation has been updated. Hopefully it's more informative now Cheers, - Dom That's a huge work, thanks for all! Link to comment Share on other sites More sharing options...
ElderRider Posted December 26, 2016 Share Posted December 26, 2016 So, where do I download Starvation from ? Link to comment Share on other sites More sharing options...
Mortelentus Posted December 26, 2016 Share Posted December 26, 2016 Starvation full sdx version will be uploaded shortly, but there's a thread for that... We're testing the new feature before uploading Link to comment Share on other sites More sharing options...
swidler Posted December 26, 2016 Share Posted December 26, 2016 Starvation full sdx version will be uploaded shortly, but there's a thread for that... We're testing the new feature before uploading Awesome. Link to comment Share on other sites More sharing options...
schwanz9000 Posted December 26, 2016 Share Posted December 26, 2016 The install instructions has changed from last night... we don't need to rename folders or the .exe anymore? Are the instructions for dedicated servers changing too? There is nothing about servers mentioned in there. Link to comment Share on other sites More sharing options...
Domonix Posted December 26, 2016 Author Share Posted December 26, 2016 The install instructions has changed from last night... we don't need to rename folders or the .exe anymore? Are the instructions for dedicated servers changing too? There is nothing about servers mentioned in there. The information for dedicated servers was out of date. I don't deal with dedicated servers, so I removed it until I have time to go over it. Link to comment Share on other sites More sharing options...
schwanz9000 Posted December 26, 2016 Share Posted December 26, 2016 The information for dedicated servers was out of date. I don't deal with dedicated servers, so I removed it until I have time to go over it. OK, I was able to get it running on my local dedi with those instructions. Haven't tried my Bluefang yet. Thanks! Link to comment Share on other sites More sharing options...
Sergant1000 Posted December 26, 2016 Share Posted December 26, 2016 Thank you for you work, Dom. But i have som problem. I still have error by patching. Even i do all like in video instraction. And the second, problem with archetips textures. Game writing error it look like it dont see the folder of archetips. I copy it manualy but it dont work. Link to comment Share on other sites More sharing options...
Xtrememale Posted December 26, 2016 Share Posted December 26, 2016 Errors Resolved Link to comment Share on other sites More sharing options...
three08 Posted December 27, 2016 Share Posted December 27, 2016 Big thanks to the whole SDX team, awesome work. Everything's running very smooth for me. Now to get all the mods updated. Link to comment Share on other sites More sharing options...
elitelex Posted December 27, 2016 Share Posted December 27, 2016 I have some troubles installing SDX. Even updated .net Framework to the latest version (4.6.2) just in case... but still, it updates the Assembly-CSharp file, copies both SDX files and then SDX throws an unhandled exception error. It complains that Mods.dll is missing. Haven't checked any mods while initial run (same result if Mods folder is empty) Patched 107 resource hooks Saving... Done. EVENT: Begin task: Deobfuscate game code Execute: D:\Development\7 Days To Die\SDX\SDX_0.7.0/Targets\7DaysToDie\Deobfuscator\de4dot.exe "D:\Development\7 Days To Die\SDX\SDX_0.7.0\Backups\7 Days To Die\7DaysToDie_Data/Managed/EntryPatched.dll" --dont-rename -o "D:\Development\7 Days To Die\SDX\SDX_0.7.0\Backups\7 Days To Die\7DaysToDie_Data/Managed/Deobf_Part1.dll" EVENT: Begin task: Compile mod patcher scripts No PatchScripts. EVENT: Begin task: Copy payload dlls Copy file: D:\Development\7 Days To Die\SDX\SDX_0.7.0\SDX.Core.dll to D:\Development\7 Days To Die\SDX\7 Days To Die - A15.1/7DaysToDie_Data/Managed\SDX.Core.dll Copy file: D:\Development\7 Days To Die\SDX\SDX_0.7.0\SDX.Payload.dll to D:\Development\7 Days To Die\SDX\7 Days To Die - A15.1/7DaysToDie_Data/Managed\SDX.Payload.dll EVENT: Begin task: Compile mod scripts No scripts. EVENT: Begin task: Link modules Unbehandelte Ausnahme: System.IO.FileNotFoundException: Die Datei "D:\Development\7 Days To Die\SDX\7 Days To Die - A15.1\7DaysToDie_Data\Managed\Mods.dll" konnte nicht gefunden werden. Dateiname: "D:\Development\7 Days To Die\SDX\7 Days To Die - A15.1\7DaysToDie_Data\Managed\Mods.dll" bei System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) bei System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy) bei System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy) bei System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share) bei Mono.Cecil.ModuleDefinition.GetFileStream(String fileName, FileMode mode, FileAccess access, FileShare share) bei Mono.Cecil.ModuleDefinition.ReadModule(String fileName, ReaderParameters parameters) bei SevenDaysToDiePlugin.LinkAndSaveTask.Execute() bei SevenDaysToDiePlugin.Plugin.RunTasks(List`1 tasks, CompilerConfig config) bei SevenDaysToDiePlugin.Plugin.RunAction(String action, CompilerConfig config) bei SDXC.Program.Run(SDXCompilerSettings settings) bei SDXC.Program.Main(String[] args) Thanks in advance for any clues! Link to comment Share on other sites More sharing options...
Xtrememale Posted December 27, 2016 Share Posted December 27, 2016 I had same issue Try copying over both the 7DaysToDie_Data & the Data\Config folders to the sdx\backups\7 Days To Die\ Link to comment Share on other sites More sharing options...
three08 Posted December 28, 2016 Share Posted December 28, 2016 Is there still a way to not auto assign the ID's? Link to comment Share on other sites More sharing options...
Pacco Posted December 28, 2016 Share Posted December 28, 2016 Just give them ids..... Link to comment Share on other sites More sharing options...
sphereii Posted December 28, 2016 Share Posted December 28, 2016 Domonix, is there any particular reason that we need to specify -sdxconfg= to the exe? It seems that all instructions point to that the settings.ini file is in the same place each time. Would it be possible to look in the default location, if no flag is specified? Link to comment Share on other sites More sharing options...
Grumbul Posted December 29, 2016 Share Posted December 29, 2016 Hi all, great to see this released! On initial compile (without mods) I am sometimes receiving the following output error: Unhandled Exception: System.IO.FileNotFoundException: Could not find file 'H:\Steam Games\steamapps\common\7 Days To Die\7DaysToDie_Data\Managed\Mods.dll'. File name: 'H:\Steam Games\steamapps\common\7 Days To Die\7DaysToDie_Data\Managed\Mods.dll' at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy) at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy) at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share) at Mono.Cecil.ModuleDefinition.GetFileStream(String fileName, FileMode mode, FileAccess access, FileShare share) at Mono.Cecil.ModuleDefinition.ReadModule(String fileName, ReaderParameters parameters) at SevenDaysToDiePlugin.LinkAndSaveTask.Execute() at SevenDaysToDiePlugin.Plugin.RunTasks(List`1 tasks, CompilerConfig config) at SevenDaysToDiePlugin.Plugin.RunAction(String action, CompilerConfig config) at SDXC.Program.Run(SDXCompilerSettings settings) at SDXC.Program.Main(String[] args) Looks like the same issue as elitelex above? Link to comment Share on other sites More sharing options...
three08 Posted December 29, 2016 Share Posted December 29, 2016 Just give them ids..... I did that but sdx is ignoring the numbers I give them and assigning its own anyway. There used to be a setting in the config you could set true or false but I cant find it in sdx7. Link to comment Share on other sites More sharing options...
Pacco Posted December 29, 2016 Share Posted December 29, 2016 hm we do exactly that for our blocks in the starvation mod....and it works as far as I know Link to comment Share on other sites More sharing options...
Mortelentus Posted December 29, 2016 Share Posted December 29, 2016 I did that but sdx is ignoring the numbers I give them and assigning its own anyway. There used to be a setting in the config you could set true or false but I cant find it in sdx7. That's odd, we've been assigning block ids (I did a small utility that looks for free ids in blocks.xml and autoassigns them to SDX config files), and assigned blocks stick through compilation... Link to comment Share on other sites More sharing options...
elitelex Posted December 29, 2016 Share Posted December 29, 2016 @Grumbul: Welcome to the club Haven't figured out yet, how to get this working. Tried the solution from Xtrememale as well, but didn't work for me. But you said it only happens sometimes? For me it is every time Link to comment Share on other sites More sharing options...
Pacco Posted December 29, 2016 Share Posted December 29, 2016 @Grumbul: Welcome to the club Haven't figured out yet, how to get this working. Tried the solution from Xtrememale as well, but didn't work for me. But you said it only happens sometimes? For me it is every time we talked about it in the sdx team group chat..... Hal thinks he got an solution, try this please: I think it happens when it's a fresh install of 7DTD and there's no mods in SDX. Because there's no Script files to compile the mods.dll file is never made so when SDX looks for it then it throws the error. Simplest solution is just to have at least one mod with a custom .cs file in it to force the creation of the mods.dll file hope this helps Link to comment Share on other sites More sharing options...
three08 Posted December 29, 2016 Share Posted December 29, 2016 Is there any instructions for setting up a server? That's odd, we've been assigning block ids (I did a small utility that looks for free ids in blocks.xml and autoassigns them to SDX config files), and assigned blocks stick through compilation... I think they where working at the start now that I think about it, but somewhere along the line they stopped working. Both items and blocks are auto assigning. Link to comment Share on other sites More sharing options...
elitelex Posted December 29, 2016 Share Posted December 29, 2016 we talked about it in the sdx team group chat..... Hal thinks he got an solution, try this please: I think it happens when it's a fresh install of 7DTD and there's no mods in SDX. Because there's no Script files to compile the mods.dll file is never made so when SDX looks for it then it throws the error. Simplest solution is just to have at least one mod with a custom .cs file in it to force the creation of the mods.dll file hope this helps got it working now. Some more detailed feedback: I had already tried putting Mods in the Mods folder. Because I had the suspicion that it required some. But I ran the initial run always without any Mods selected. However, now that I did the initial run with SDX_Core (the one from v6) enabled, it worked. Gave me strangly enough the error message that was shown in your video (so it wasn't able to create Mods.dll). At least it didn't throw me an unhandled exception anymore. And after that I was able to compile everything just fine (SDX_Core was not necessary anymore) and Mods.dll got created. Thanks Pacco (+SDX Team) Link to comment Share on other sites More sharing options...
Xtrememale Posted December 29, 2016 Share Posted December 29, 2016 Kinda Working. Also just want to say a big Thanky You to the Also just want to say a big Thanky You to Dom & the SDX Team I have managed to get this working sort of, manually copying over the files and moving the sdx folder to my desktop i was able to resolve the message you are getting grum, but when i attempt to bring in hals switch for example the "switchwrench" is added in game but the actual "switch" block is not, even though the relevant info has been added to blocks.xls same if i try to use hals turret is this error which happens towards an otherwise good injection anything to do with it? EVENT: Begin task: Link modules Saving to C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\7DaysToDie_Data\Managed\Assembly-CSharp.dll Unhandled Exception: System.IO.IOException: The requested operation cannot be performed on a file with a user-mapped section open. at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy) at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy) at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share) at Mono.Cecil.ModuleDefinition.GetFileStream(String fileName, FileMode mode, FileAccess access, FileShare share) at Mono.Cecil.ModuleDefinition.Write(String fileName, WriterParameters parameters) at SevenDaysToDiePlugin.LinkAndSaveTask.Execute() at SevenDaysToDiePlugin.Plugin.RunTasks(List`1 tasks, CompilerConfig config) at SevenDaysToDiePlugin.Plugin.RunAction(String action, CompilerConfig config) at SDXC.Program.Run(SDXCompilerSettings settings) at SDXC.Program.Main(String[] args) Without any mods ticked when i build i receive the following error ERROR: No assembly from BuildAndRunPatchModsTask?? Thanks for any help I checked the security on C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\7DaysToDie_Data\Managed\Assembly-CSharp.dll and changed the value for "ALL APPLICATION PACKAGES" and allowed it Full Access.. Link to comment Share on other sites More sharing options...
three08 Posted December 30, 2016 Share Posted December 30, 2016 Any word on who the SDX friendly hosts are. So far it doesn't look like my host is going to give me upload rights in the 7DaysToDieServer_Data/Managed/ folder to upload the files.... Link to comment Share on other sites More sharing options...
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