layarion Posted November 22, 2017 Share Posted November 22, 2017 do i just mention to a moderator in discord or something and link them this thread? Link to comment Share on other sites More sharing options...
Guppycur Posted November 22, 2017 Share Posted November 22, 2017 I reported it, now we just wait to see if the mods agree. ...really wish we had a mod mod. Link to comment Share on other sites More sharing options...
Guppycur Posted November 22, 2017 Share Posted November 22, 2017 Yay. Link to comment Share on other sites More sharing options...
sphereii Posted November 22, 2017 Author Share Posted November 22, 2017 Thank you all for your support I appreciate that the tutorials have helped more people get into SDX, and look at the game in new ways. Here's hoping for an expanded modding community! Link to comment Share on other sites More sharing options...
Guppycur Posted November 22, 2017 Share Posted November 22, 2017 No talking, get back to work; get a crack'a'laking on more tutorials. =) Link to comment Share on other sites More sharing options...
xyth Posted November 22, 2017 Share Posted November 22, 2017 Busy modding...no time for tutorials....Winter is Coming! Link to comment Share on other sites More sharing options...
Jolly Posted November 27, 2017 Share Posted November 27, 2017 Ok this all looks great but i wonder if it is possible to see a how to guide for making additions to server files from publicly available mods like the blood moon mods for example from the guthub downloads? For example I have the SDX tool and I have the bloodmoon.cs files I need to change war of the Walkers on my rented server to blood moon every day. But how exactly would i go about doing that ? Would i download the csharp dll from the server via ftp, modify that in the sdx app ( after placing it in my client install of War of the walkers ) by adding in the blood moon.cs file ( although why there are 2 of these files in the github download is a mystery ) and then re-upload the newly modified csharp dll file to the server via ftp ? Is that all i would need to do ? Link to comment Share on other sites More sharing options...
sphereii Posted November 27, 2017 Author Share Posted November 27, 2017 Ok this all looks great but i wonder if it is possible to see a how to guide for making additions to server files from publicly available mods like the blood moon mods for example from the guthub downloads? For example I have the SDX tool and I have the bloodmoon.cs files I need to change war of the Walkers on my rented server to blood moon every day. But how exactly would i go about doing that ? Would i download the csharp dll from the server via ftp, modify that in the sdx app ( after placing it in my client install of War of the walkers ) by adding in the blood moon.cs file ( although why there are 2 of these files in the github download is a mystery ) and then re-upload the newly modified csharp dll file to the server via ftp ? Is that all i would need to do ? Which War of the Walkers are you running? If it's the bigger back pack mod, it's already been instrumented with some SDX code, and cannot be re-instrumented. You'd have to grab the original bigger backpack mod from Sirilion, and add in your SDX mods into it, like BloodMoon, CraftingLag fixes, etc). Rather than downloading from the server, it'd probably be better to sync up with a dedicated version from Steam. If you go into the Tools section of your Steam Library, you'll see where you can download the dedicated version. Then, update it with War of the Walkers / Blood moon. Then upload the right files (Assembly-CSharp.dll, Mods.dll, etc) Link to comment Share on other sites More sharing options...
Jolly Posted November 27, 2017 Share Posted November 27, 2017 Which War of the Walkers are you running? If it's the bigger back pack mod, it's already been instrumented with some SDX code, and cannot be re-instrumented. You'd have to grab the original bigger backpack mod from Sirilion, and add in your SDX mods into it, like BloodMoon, CraftingLag fixes, etc). Rather than downloading from the server, it'd probably be better to sync up with a dedicated version from Steam. If you go into the Tools section of your Steam Library, you'll see where you can download the dedicated version. Then, update it with War of the Walkers / Blood moon. Then upload the right files (Assembly-CSharp.dll, Mods.dll, etc) Thanks for the reply I'll give that a go. ( I'm running the WoW standard back pack size but expanded minibike storage) Link to comment Share on other sites More sharing options...
kubons Posted December 5, 2017 Share Posted December 5, 2017 Help me! Link to comment Share on other sites More sharing options...
xyth Posted December 8, 2017 Share Posted December 8, 2017 You have a tag missing or mismatch in one of your xml files. Link to comment Share on other sites More sharing options...
layarion Posted December 9, 2017 Share Posted December 9, 2017 I'm having trouble understanding this. I think it's one of those artifacts of de-compiling that was talked about. Here it is: https://i.imgur.com/eTLit7A.png These `for` values make no sense? you can't have a `for` loop with no iterators, conditions, or counters? and furthermore the switches use a number. that also makes no sense, and all the case just look for a 0 but don't have a default. switches must have a default right? and this switch will never fire either because it's hard coded to 4 or 6. right now i'm just getting my toes wet and i'm trying to understand someone's mod. their mod uses this method so i wanted to understand it. Link to comment Share on other sites More sharing options...
Freizeit Posted December 15, 2017 Share Posted December 15, 2017 SDX Built always to V16.3 Hello, maybe someone can help me. I’ve built a mod for Alpha 16.3. Now I want upgrade to 16.4. I downloaded a Vanilla copy of 16.4, copy them to clean and Working Game Folder in SDX. Start from SDX Tool the Vanilla Copy, runs 16.4, Build my Mods without an Error, start again from SDX Tool and my game Version has changed back to 16.3… What am I doing wrong? Thanks! Link to comment Share on other sites More sharing options...
sphereii Posted December 15, 2017 Author Share Posted December 15, 2017 I'm having trouble understanding this. I think it's one of those artifacts of de-compiling that was talked about. Here it is: https://i.imgur.com/eTLit7A.png These `for` values make no sense? you can't have a `for` loop with no iterators, conditions, or counters? and furthermore the switches use a number. that also makes no sense, and all the case just look for a 0 but don't have a default. switches must have a default right? and this switch will never fire either because it's hard coded to 4 or 6. right now i'm just getting my toes wet and i'm trying to understand someone's mod. their mod uses this method so i wanted to understand it. Sorry, I missed this post. That's a by product of deobfuscating. Try this experimental version of SDX: http://7d.l9000.co.uk/SDTD/SDTD.asmx/GetLatestSdxDownload Run it with no mods, then look at the DLL again. It should clean things up. - - - Updated - - - Hello, maybe someone can help me. I’ve built a mod for Alpha 16.3. Now I want upgrade to 16.4. I downloaded a Vanilla copy of 16.4, copy them to clean and Working Game Folder in SDX. Start from SDX Tool the Vanilla Copy, runs 16.4, Build my Mods without an Error, start again from SDX Tool and my game Version has changed back to 16.3… What am I doing wrong? Thanks! In the SDX 0.7.2 folder, look at the Backup folder. It probably contains the old DLL and is re-using it. Delete the Backups folder and you should be good to go. Link to comment Share on other sites More sharing options...
Freizeit Posted December 15, 2017 Share Posted December 15, 2017 Sorry, I missed this post. That's a by product of deobfuscating. Try this experimental version of SDX: http://7d.l9000.co.uk/SDTD/SDTD.asmx/GetLatestSdxDownload Run it with no mods, then look at the DLL again. It should clean things up. - - - Updated - - - In the SDX 0.7.2 folder, look at the Backup folder. It probably contains the old DLL and is re-using it. Delete the Backups folder and you should be good to go. Thanks a Lot! Link to comment Share on other sites More sharing options...
raziel23x Posted January 2, 2018 Share Posted January 2, 2018 how can one follow the progress of this tool being updated and releases Link to comment Share on other sites More sharing options...
sphereii Posted January 2, 2018 Author Share Posted January 2, 2018 how can one follow the progress of this tool being updated and releases Development will be restarting this month Link to comment Share on other sites More sharing options...
GG2015 Posted January 6, 2018 Share Posted January 6, 2018 Does SDX only work with a certain version of 7D2D? I'm using Alpha 16.4b8 and SDX 0.7.2 I am also building with no mods checked, it still happens when mods are checked. Output:EVENT: Begin task: Backup game files Copy: C:\SDX\Working\Data\Config -> C:\SDX\Backups\7 Days To Die\Data\Config Copy: C:\SDX\Working\7DaysToDie_Data\Managed\Assembly-CSharp.dll -> C:\SDX\Backups\7 Days To Die\7DaysToDie_Data\Managed\Assembly-CSharp.dll EVENT: Begin task: Import UnityEngine.dll EVENT: Begin task: Deobfuscate Assembly Strings EVENT: Begin task: Patch game code INFO: Inject: System.Void GameManager::Awake() into type(SDX.Payload.Entry, SDX.Payload).Setup at start INFO: Inject: System.Void GameManager::StartGame() into type(SDX.Payload.ModEngine, SDX.Payload).StartupModScripts at start Patched 113 hooks Saving... Done. EVENT: Begin task: Deobfuscate game code Execute: C:\SDX/Targets\7DaysToDie\Deobfuscator\de4dot.exe "C:\SDX\Backups\7 Days To Die\7DaysToDie_Data/Managed/EntryPatched.dll" --dont-rename -o "C:\SDX\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: C:\SDX\SDX.Core.dll to C:\SDX\Working/7DaysToDie_Data/Managed\SDX.Core.dll Copy file: C:\SDX\SDX.Payload.dll to C:\SDX\Working/7DaysToDie_Data/Managed\SDX.Payload.dll EVENT: Begin task: Compile mod scripts Compiling Mods.dll... INFO: Built in 396ms Mods.dll compile successful EVENT: Begin task: Link modules Saving to C:\SDX\Working\7DaysToDie_Data\Managed\Assembly-CSharp.dll Done. EVENT: Begin task: Apply mod config patches Load all configs in: C:\SDX\Backups\7 Days To Die\Data/Config Searching files in: C:\SDX\Backups\7 Days To Die\Data/Config FoundConfig: archetypes FoundConfig: biomes FoundConfig: blocks FoundConfig: buffs FoundConfig: entityclasses FoundConfig: entitygroups FoundConfig: gamestages FoundConfig: items FoundConfig: loot FoundConfig: materials FoundConfig: misc FoundConfig: npc FoundConfig: painting FoundConfig: physicsbodies FoundConfig: progression FoundConfig: qualityinfo FoundConfig: quests FoundConfig: recipesError popup: See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.Xml.XmlException: There are multiple root elements. Line 5, position 2. at System.Xml.XmlTextReaderImpl.Throw(Exception e) at System.Xml.XmlTextReaderImpl.ParseDocumentContent() at System.Xml.XmlLoader.LoadNode(Boolean skipOverWhitespace) at System.Xml.XmlLoader.LoadDocSequence(XmlDocument parentDoc) at System.Xml.XmlDocument.Load(XmlReader reader) at System.Xml.XmlDocument.Load(String filename) at SDX.Compiler.XmlData.LoadXml(String path) at SDX.Compiler.XmlDataProvider.LoadAllInDirectory(String dir) at SevenDaysToDiePlugin.ApplyModConfigPatchesTask.Execute() at SevenDaysToDiePlugin.Plugin.RunTasks(List`1 tasks, CompilerConfig config) at SevenDaysToDiePlugin.Plugin.RunAction(String action, CompilerConfig config) at SDX7DTD.frmMain.BuildMods(String action) at SDX7DTD.frmMain.btnBuild_Click(Object sender, EventArgs e) at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.5466 (Win7SP1GDR.050727-5400) CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll ---------------------------------------- SDX7DTD Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/SDX/SDX7DTD.exe ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.5468 (Win7SP1GDR.050727-5400) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.5467 (Win7SP1GDR.050727-5400) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.5467 (Win7SP1GDR.050727-5400) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Core Assembly Version: 3.5.0.0 Win32 Version: 3.5.30729.5420 built by: Win7SP1 CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- SDX.Core Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/SDX/SDX.Core.DLL ---------------------------------------- System.Configuration Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Xml Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- Plugin Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/SDX/Plugin.DLL ---------------------------------------- Plugin Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/SDX/Plugin.dll ---------------------------------------- SDX.Compiler Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/SDX/SDX.Compiler.DLL ---------------------------------------- Mono.Cecil Assembly Version: 0.9.5.0 Win32 Version: 0.9.5.0 CodeBase: file:///C:/SDX/Mono.Cecil.DLL ---------------------------------------- Assembly-CSharp Assembly Version: 0.0.0.0 Win32 Version: 0.0.0.0 CodeBase: file:///C:/SDX/Backups/7%20Days%20To%20Die/7DaysToDie_Data/Managed/Assembly-CSharp.dll ---------------------------------------- SDX.Payload Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/SDX/SDX.Payload.DLL ---------------------------------------- UnityEngine Assembly Version: 0.0.0.0 Win32 Version: 0.0.0.0 CodeBase: file:///C:/SDX/UnityEngine.DLL ---------------------------------------- Mods Assembly Version: 0.0.0.0 Win32 Version: 0.0.0.0 CodeBase: file:///C:/Users/GG/AppData/Local/Temp/SDX/285cbcf0-eaaa-40da-b7ee-007e89721900/Mods.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. Link to comment Share on other sites More sharing options...
sphereii Posted January 6, 2018 Author Share Posted January 6, 2018 Does SDX only work with a certain version of 7D2D? I'm using Alpha 16.4b8 and SDX 0.7.2 I am also building with no mods checked, it still happens when mods are checked. It is working with the current version of the game. It looks like there may be a problem with your recipes.xml. Can you run it through an XML Parser? Link to comment Share on other sites More sharing options...
GG2015 Posted January 6, 2018 Share Posted January 6, 2018 I downloaded 16.4 and works with no errors. The experimental update is what was causing the errors. Link to comment Share on other sites More sharing options...
Oberion Posted January 28, 2018 Share Posted January 28, 2018 animation sdx it keeps scrolling my scrolling my console checking to see animation is playing on my mobs.. if you had 10 mobs there .. it would over run my console. I literally had to comment out the log out put to my console to make it stop. please dont put stuff like that in code... that would lag a server very badly Link to comment Share on other sites More sharing options...
sphereii Posted January 28, 2018 Author Share Posted January 28, 2018 it keeps scrolling my scrolling my console checking to see animation is playing on my mobs.. if you had 10 mobs there .. it would over run my console. I literally had to comment out the log out put to my console to make it stop. please dont put stuff like that in code... that would lag a server very badly Logging is enabled as we expect you to be testing a lot before throwing things in production. There is a blDebug boolean at the top of the class to toggle it on and off. Link to comment Share on other sites More sharing options...
Oberion Posted January 28, 2018 Share Posted January 28, 2018 gotcha.. thanks:cocksure: Link to comment Share on other sites More sharing options...
Tengu. Posted March 11, 2018 Share Posted March 11, 2018 whenever i try to access the Mod Downloader functionality it gives me an error: The request was aborted: Could not create SSL/TLS secure channel what do it do? Link to comment Share on other sites More sharing options...
sphereii Posted March 11, 2018 Author Share Posted March 11, 2018 whenever i try to access the Mod Downloader functionality it gives me an error: The request was aborted: Could not create SSL/TLS secure channel what do it do? Are you running Windows 7 by any chance? Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.