Abrondino Posted November 20, 2017 Share Posted November 20, 2017 Hal, it looks like 16.4 just dropped. Are there plans to update to the dedicated build to the latest DLL anytime soon? Thanks, -Dino EDIT: It looks like I had been misinformed. 16.4 has been out since 10/26/17. Link to comment Share on other sites More sharing options...
Droxide Posted November 21, 2017 Share Posted November 21, 2017 [QUOTE=HAL9000;761977]Hello Droxide, What's the error that pops up? There's a difference between server admin and bbb admin. If there's no other admins set on your game you can use "bbb rp" to reload the player data. This will also make you an admin if no one else has been assigned.[/QUOTE] Hey HAL, Thank you so much for the information! All I did was "bbb rp" and that was the trick. I am now admin and have access to bbb, and it's all I need :) However, the error does still occur: Error one: [SPOILER]Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately. Data at the root level is invalid. Line 1, position 1. ************** Exception Text ************** System.Xml.XmlException: Data at the root level is invalid. Line 1, position 1. at System.Xml.XmlTextReaderImpl.Throw(Exception e) at System.Xml.XmlTextReaderImpl.ParseRootLevelWhitespace() at System.Xml.XmlTextReaderImpl.ParseDocumentContent() at System.Xml.XmlLoader.Load(XmlDocument doc, XmlReader reader, Boolean preserveWhitespace) at System.Xml.XmlDocument.Load(XmlReader reader) at System.Xml.XmlDocument.Load(String filename) at SDTDEditor.Helper.ReadServerConfig(String propertyName) at SDTDEditor.Helper.LoadSettings() at SDTDEditor.frmMenu.frmMenu_Load(Object sender, EventArgs e) at System.Windows.Forms.Form.OnLoad(EventArgs e) at System.Windows.Forms.Form.OnCreateControl() at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible) at System.Windows.Forms.Control.CreateControl() at System.Windows.Forms.Control.WmShowWindow(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.Form.WmShowWindow(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.7.2558.0 built by: NET471REL1 CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll ---------------------------------------- SDTDEditor Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Users/MaDeuce/Desktop/7DTD%20MODS/Hals%20Editor/SDTDEditor.EXE ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.7.2558.0 built by: NET471REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.7.2558.0 built by: NET471REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.7.2558.0 built by: NET471REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.7.2558.0 built by: NET471REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.7.2558.0 built by: NET471REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.7.2558.0 built by: NET471REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- UnityEngine Assembly Version: 0.0.0.0 Win32 Version: 0.0.0.0 CodeBase: file:///C:/Users/MaDeuce/Desktop/7DTD%20MODS/Hals%20Editor/UnityEngine.DLL ---------------------------------------- Assembly-CSharp Assembly Version: 0.0.0.0 Win32 Version: 0.0.0.0 CodeBase: file:///C:/Users/MaDeuce/Desktop/7DTD%20MODS/Hals%20Editor/Assembly-CSharp.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: [/SPOILER] Error one occurs on startup of SDTDEditor.exe. I click continue, and then click Backup Manager, but then this next error occurs: [SPOILER]Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately. Object reference not set to an instance of an object. ************** Exception Text ************** System.NullReferenceException: Object reference not set to an instance of an object. at SDTDEditor.frmBackupManager.LoadWorlds() at SDTDEditor.frmBackupManager.frmBackupManager_Load(Object sender, EventArgs e) at System.Windows.Forms.Form.OnLoad(EventArgs e) at System.Windows.Forms.Form.OnCreateControl() at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible) at System.Windows.Forms.Control.CreateControl() at System.Windows.Forms.Control.WmShowWindow(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.Form.WmShowWindow(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.7.2558.0 built by: NET471REL1 CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll ---------------------------------------- SDTDEditor Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Users/MaDeuce/Desktop/7DTD%20MODS/Hals%20Editor/SDTDEditor.EXE ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.7.2558.0 built by: NET471REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.7.2558.0 built by: NET471REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.7.2558.0 built by: NET471REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.7.2558.0 built by: NET471REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.7.2558.0 built by: NET471REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.7.2558.0 built by: NET471REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- UnityEngine Assembly Version: 0.0.0.0 Win32 Version: 0.0.0.0 CodeBase: file:///C:/Users/MaDeuce/Desktop/7DTD%20MODS/Hals%20Editor/UnityEngine.DLL ---------------------------------------- Assembly-CSharp Assembly Version: 0.0.0.0 Win32 Version: 0.0.0.0 CodeBase: file:///C:/Users/MaDeuce/Desktop/7DTD%20MODS/Hals%20Editor/Assembly-CSharp.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: 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. [/SPOILER] I am able to look at the Backup Manager window that shows claim/world info, etc. but none of my data is there. The errors are in no way preventing me from enjoying your lovely .dll and its bbb commands, so honestly I am not too worried about it :) I will just make sure that any of my prefabs are within the default claim setting size so I can refrain from needing Backup Manager lol! I'd be happy to continue trouble shooting if you were interested, but this is all that I need for now :D Thanks again, HAL! Link to comment Share on other sites More sharing options...
HAL9000 Posted November 30, 2017 Author Share Posted November 30, 2017 [QUOTE=Abrondino;762389]Hal, it looks like 16.4 just dropped. Are there plans to update to the dedicated build to the latest DLL anytime soon? Thanks, -Dino EDIT: It looks like I had been misinformed. 16.4 has been out since 10/26/17.[/QUOTE] Hi Abrondino, I've got some time off next week so I'll try and get a build out that's compatible with the latest version. Keep an eye on this thread for updates. [QUOTE=Droxide;762908]Hey HAL, Thank you so much for the information! All I did was "bbb rp" and that was the trick. I am now admin and have access to bbb, and it's all I need :)[/QUOTE] Hmm, that first error sounds like something isn't right with your server config XML file. That error usually means there's some white space at the start of the file, try having a look and making sure the first character is the opening bracket (this symbol: <) of the XML. Link to comment Share on other sites More sharing options...
Guppycur Posted December 1, 2017 Share Posted December 1, 2017 Hal! Hi. =) ...that is all. Link to comment Share on other sites More sharing options...
VooDoo Posted December 1, 2017 Share Posted December 1, 2017 does bbb cmds work for single player games?? me Link to comment Share on other sites More sharing options...
HAL9000 Posted December 1, 2017 Author Share Posted December 1, 2017 [QUOTE=Guppycur;766139]Hal! Hi. =) ...that is all.[/QUOTE] Hey Gup ^^ [QUOTE=VooDoo;766290]does bbb cmds work for single player games?? me[/QUOTE] Yeah as long as you install the DLL and set yourself as admin Link to comment Share on other sites More sharing options...
VooDoo Posted December 1, 2017 Share Posted December 1, 2017 [QUOTE=HAL9000;766339] Yeah as long as you install the DLL and set yourself as admin[/QUOTE] thanx me Link to comment Share on other sites More sharing options...
HAL9000 Posted December 2, 2017 Author Share Posted December 2, 2017 Update Time! Just 16.4 support added. Download from the usual links. Cheers, Hal Link to comment Share on other sites More sharing options...
Guppycur Posted December 2, 2017 Share Posted December 2, 2017 I believe you are the only game in town for single player prefab placement... Link to comment Share on other sites More sharing options...
Pille Posted December 3, 2017 Share Posted December 3, 2017 Oh thanks Hal and ... [img]https://i.imgur.com/qWtXAA8.jpg[/img] Link to comment Share on other sites More sharing options...
Abrondino Posted December 3, 2017 Share Posted December 3, 2017 Thank you!. I noticed that you implemented the one change I mentioned of the minibike starting fire near the shield. I am curious if you were able to do the other changes quoted below? If so, how is this controlled? Thank you! The Afternight 7D2D server certainly owes you a debt of gratitude. [quote]Here's an idea: A choice to exclude certain blocks from a bbb restore. IOW: If it's not currently there, don't restore it I would pick -planted crops/trees -any ore (coal, iron etc This would keep people from claiming a mine, getting all the ore and restoring it. Maybe these too: -turrets or defense devices -generators [/quote] Link to comment Share on other sites More sharing options...
HAL9000 Posted December 7, 2017 Author Share Posted December 7, 2017 [QUOTE=Abrondino;767180]Thank you!. I noticed that you implemented the one change I mentioned of the minibike starting fire near the shield. I am curious if you were able to do the other changes quoted below? If so, how is this controlled? Thank you! The Afternight 7D2D server certainly owes you a debt of gratitude.[/QUOTE] Hi Abrondino, I don't have much time to put into this at the moment. The update was just to get the code compatible with the latest release. I've spec'd out the solution for the block imports. It will be controlled through the HalGlobal.txt file that gets created in the root game folder. It'll be a list of block IDs that you can add to that the mod will look at when running the import but the actual implementation. This means it can be controlled by the server admin so still flexible for everyone but will have to wait till I have more time. Cheers, Hal Link to comment Share on other sites More sharing options...
n2n1 Posted December 7, 2017 Share Posted December 7, 2017 [QUOTE=HAL9000;57431] [IMPORTANT - The editor is NOT compatible with A16] [/QUOTE] Still i would like to use this... (just in conjunction with terrain-editor from A15) :) Link to comment Share on other sites More sharing options...
Abrondino Posted December 9, 2017 Share Posted December 9, 2017 [QUOTE=HAL9000;768429]Hi Abrondino, I don't have much time to put into this at the moment. The update was just to get the code compatible with the latest release. I've spec'd out the solution for the block imports. It will be controlled through the HalGlobal.txt file that gets created in the root game folder. It'll be a list of block IDs that you can add to that the mod will look at when running the import but the actual implementation. This means it can be controlled by the server admin so still flexible for everyone but will have to wait till I have more time. Cheers, Hal[/QUOTE] No problem, I completely understand. Thanks! Link to comment Share on other sites More sharing options...
Royal Deluxe Posted December 9, 2017 Share Posted December 9, 2017 [QUOTE=n2n1;768439]Still i would like to use this... (just in conjunction with terrain-editor from A15) :)[/QUOTE] Pilles Editor works fine. Its the reason too why hal see no sense to update it (So far i know) Link to comment Share on other sites More sharing options...
VooDoo Posted December 12, 2017 Share Posted December 12, 2017 does the "install empty world" button work?? EDIT: yes it does, but was hoping for a flat land and not a big empty world... me Link to comment Share on other sites More sharing options...
n2n1 Posted December 12, 2017 Share Posted December 12, 2017 [QUOTE=Royal Deluxe;769083]Pilles Editor works fine. Its the reason too why hal see no sense to update it (So far i know)[/QUOTE] No doubt! :) but there are some specific tasks which are impossible in A16, and the old editor here is the way. Link to comment Share on other sites More sharing options...
Abrondino Posted December 14, 2017 Share Posted December 14, 2017 Is there a way to list the current block names for use with the FA command? IE: "bbb fa concrete block" Note: Concrete block is two words and fails as a block name. I used to look these names up in the editor. Thanks, -Dino Link to comment Share on other sites More sharing options...
HAL9000 Posted December 14, 2017 Author Share Posted December 14, 2017 [QUOTE=n2n1;768439]Still i would like to use this... (just in conjunction with terrain-editor from A15) :)[/QUOTE] Hi n2n1, I wouldn't hold your breath ^^ maybe after gold but time is the main factor these days. I still think the Pimps will be releasing in-game tools soon which should help [QUOTE=VooDoo;770045]does the "install empty world" button work?? EDIT: yes it does, but was hoping for a flat land and not a big empty world... me[/QUOTE] Did you watch the [URL="https://www.youtube.com/watch?v=bcVdxilSpco"]video[/URL]? [QUOTE=Abrondino;770591]Is there a way to list the current block names for use with the FA command? IE: "bbb fa concrete block" Note: Concrete block is two words and fails as a block name. I used to look these names up in the editor. Thanks, -Dino[/QUOTE] The only way would be looking at the blocks.xml file. It uses that name rather than the UI version Link to comment Share on other sites More sharing options...
Abrondino Posted December 16, 2017 Share Posted December 16, 2017 [QUOTE=HAL9000;770817] The only way would be looking at the blocks.xml file. It uses that name rather than the UI version[/QUOTE] Thank you! Link to comment Share on other sites More sharing options...
Fronta Posted December 21, 2017 Share Posted December 21, 2017 Sleepers not work HI guys, I thank you for your work makes the game different and interesting My problem are the next when i insert prefab in a game , use bbb ip "the prefab name", the copy is perfect they appear but they do not wake up, besides if you hit them they do not really exist, the blow pierces the body. My intention is that when restarting the game the sleepers work normally Even restarting the game remain the same, the only way to make them disappear is to use the command bbb fillarea ... Thanks and a gretting :smile-new: Link to comment Share on other sites More sharing options...
HAL9000 Posted December 21, 2017 Author Share Posted December 21, 2017 [QUOTE=Fronta;772554]HI guys, I thank you for your work makes the game different and interesting My problem are the next when i insert prefab in a game , use bbb ip "the prefab name", the copy is perfect they appear but they do not wake up, besides if you hit them they do not really exist, the blow pierces the body. My intention is that when restarting the game the sleepers work normally Even restarting the game remain the same, the only way to make them disappear is to use the command bbb fillarea ... Thanks and a gretting :smile-new:[/QUOTE] Hello Fronta, There's an extra flag you need to add it you want to activate the sleepers rather than just working on the prefab. bbb ip PrefabName [sleepers] Link to comment Share on other sites More sharing options...
Fronta Posted December 21, 2017 Share Posted December 21, 2017 [QUOTE=HAL9000;772570]Hello Fronta, There's an extra flag you need to add it you want to activate the sleepers rather than just working on the prefab. bbb ip PrefabName [sleepers][/QUOTE] Thank you for the quick response I will try it and I will tell you how it has gone:smile-new: Link to comment Share on other sites More sharing options...
Fronta Posted December 22, 2017 Share Posted December 22, 2017 all ok [QUOTE=HAL9000;772570]Hello Fronta, There's an extra flag you need to add it you want to activate the sleepers rather than just working on the prefab. bbb ip PrefabName [sleepers][/QUOTE] After several test, it works correctly, thank you again Link to comment Share on other sites More sharing options...
VooDoo Posted December 29, 2017 Share Posted December 29, 2017 [QUOTE=HAL9000;770817]Did you watch the [URL="https://www.youtube.com/watch?v=bcVdxilSpco"]video[/URL]? [/QUOTE] no. i hit install empty world in y our program, created a new game.. and empty world was there in the map selection.. me ps happy new year.. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.