HAL9000 Posted December 1, 2018 Share Posted December 1, 2018 Hey guys, note: there's a new tool for modding 7DTD. Head to the DMT Thread to download it Here's the updated SDX tool for A17. To get the latest version of SDX download click here. Thanks to Dominix, the original creator of SDX and the modders that tested the early version of this. Many thanks to SphereII who collects, categorises, reminds and documents all the stuff that needs to happen. He's also got a Mod Launcher you should check out at https://7d2dmodlauncher.github.io/Installer/publish/ Installation video done by Three08: Have fun ^^ Hal Link to comment Share on other sites More sharing options...
sphereii Posted December 1, 2018 Share Posted December 1, 2018 The SDX Tutorials will get updated over the next little bit, but one the big change here is that the XML parsing ability is disabled, as is asset loading. These are all handled by the vanilla XPath hooks. XPath Thread: https://7daystodie.com/forums/showthread.php?93816-XPath-Modding-Explanation-Thread Asset Bundle Loading Hooks: https://7daystodie.com/forums/showthread.php?97419-Vanilla-Asset-Bundle-Loading-Hooks Link to comment Share on other sites More sharing options...
xyth Posted December 1, 2018 Share Posted December 1, 2018 Thanks Hal! Link to comment Share on other sites More sharing options...
Guppycur Posted December 1, 2018 Share Posted December 1, 2018 I hope this gets pinned. Link to comment Share on other sites More sharing options...
HAL9000 Posted December 1, 2018 Author Share Posted December 1, 2018 I hope this gets pinned. And moved to the SDX section... who is this dope? Link to comment Share on other sites More sharing options...
sphereii Posted December 1, 2018 Share Posted December 1, 2018 And moved to the SDX section... who is this dope? Must be new! Welcome to the forums! Link to comment Share on other sites More sharing options...
n2n1 Posted December 1, 2018 Share Posted December 1, 2018 Promptly! Thanks! Link to comment Share on other sites More sharing options...
DUST2DEATH Posted December 1, 2018 Share Posted December 1, 2018 All Aboard! Thanks! I vote for a sticky too. Link to comment Share on other sites More sharing options...
HAL9000 Posted December 23, 2018 Author Share Posted December 23, 2018 Update time! Just some bug fixes. Usual Link Cheers, Hal Link to comment Share on other sites More sharing options...
FastBurst Posted December 27, 2018 Share Posted December 27, 2018 Getting an error that not sure what this means. Did a brandnew compile nothing loaded no mods nothing even selected just compiled. I get this error 2018-12-27T11:56:56 18.986 INF StartAsServer 2018-12-27T11:57:00 23.481 INF Block IDs with mapping 2018-12-27T11:57:00 23.481 INF BlockIDs from Mapping 2018-12-27T11:57:01 24.145 INF Item IDs with mapping 2018-12-27T11:57:01 24.146 INF ItemIDs from Mapping [color="#FF0000"]2018-12-27T11:57:02 25.436 ERR XML loader: Loading and parsing 'rwgmixer.xml' failed 2018-12-27T11:57:02 25.437 EXC The requested value 'BiomeIDMapper' was not found. ArgumentException: The requested value 'BiomeIDMapper' was not found.[/color] at System.Enum.Parse (System.Type enumType, System.String value, Boolean ignoreCase) [0x00000] in <filename unknown>:0 at EnumUtils+EnumInfoCache`1[WorldGenerationEngine.Input.LibNoiseModuleTypes].Parse (System.String _name, Boolean _ignoreCase) [0x00000] in <filename unknown>:0 at EnumUtils.Parse[LibNoiseModuleTypes] (System.String _name, Boolean _ignoreCase) [0x00000] in <filename unknown>:0 at WorldGenerationEngine.Input.RulesFromXml.loadBiomeGenerators (WorldGenerationEngine.Input.WorldGenerationRules _rules, System.Xml.XmlElement _root) [0x00000] in <filename unknown>:0 at WorldGenerationEngine.Input.RulesFromXml.Load (.XmlFile file) [0x00000] in <filename unknown>:0 at WorldStaticData+<loadSingleXml>c__Iterator1.MoveNext () [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Logger:masterLogException(Exception) Logger:Exception(Exception) Log:Exception(Exception) <loadSingleXml>c__Iterator1:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: Line: -1) 2018-12-27T11:58:38 26.958 INF createWorld: Navezgane, TestPrefab2, GameModeSurvival 2018-12-27T11:58:38 27.213 INF Started thread ChunkCalc 2018-12-27T11:58:38 27.214 INF Started thread ChunkRegeneration 2018-12-27T11:58:39 27.637 INF World.Load: Navezgane 2018-12-27T11:58:39 27.639 WRN Loaded world file from different version: 'Alpha 17 (b240)' 2018-12-27T11:58:42 31.066 INF Started thread GenerateChunks 2018-12-27T11:58:42 31.344 INF Loading dtm raw file took 276ms 2018-12-27T11:58:43 31.481 INF Biomes image size w= 3072, h = 3072 2018-12-27T11:58:43 31.843 INF Loading and creating biomes took 498ms 2018-12-27T11:58:44 32.951 INF Loading and parsing of generator took 1108ms 2018-12-27T11:58:44 32.959 INF Started thread SaveChunks C:\Users\James\AppData\Roaming/7DaysToDie/Saves/Navezgane/TestPrefab2\Region 2018-12-27T11:58:46 34.728 INF AstarManager Init 2018-12-27T11:58:51 39.449 INF Weather Packages Created FROM BIOMES 2018-12-27T11:58:51 39.751 INF createWorld() done 2018-12-27T11:58:51 39.752 INF Loading players.xml [color="#FF0000"]2018-12-27T11:58:51 39.796 ERR Loading player data failed for player '76561197999182315', rolling back: Illegal encoding for 7 bit encoded int at PooledBinaryReader.Read7BitEncodedInt () [0x00000] in <filename unknown>:0 at PooledBinaryReader.ReadString () [0x00000] in <filename unknown>:0 at PlayerDataFile.Read (System.IO.BinaryReader _br, UInt32 _version) [0x00000] in <filename unknown>:0 at PlayerDataFile.Load (System.String _dir, System.String _playerName) [0x00000] in <filename unknown>:0 2018-12-27T11:58:51 39.797 ERR Loading backup player data failed for player '76561197999182315', rolling back: Illegal encoding for 7 bit encoded int at PooledBinaryReader.Read7BitEncodedInt () [0x00000] in <filename unknown>:0 at PooledBinaryReader.ReadString () [0x00000] in <filename unknown>:0 at PlayerDataFile.Read (System.IO.BinaryReader _br, UInt32 _version) [0x00000] in <filename unknown>:0 at PlayerDataFile.Load (System.String _dir, System.String _playerName) [0x00000] in <filename unknown>:0 [/color] Doesn't matter if I select any or no mods on compile, compiles fine started a new nevsgene game and I see that in the console. Using SDX Version SDX0.7.3 If I go back and replace the original dll it works fine. no errors. Link to comment Share on other sites More sharing options...
sphereii Posted December 27, 2018 Share Posted December 27, 2018 Getting an error that not sure what this means. Did a brandnew compile nothing loaded no mods nothing even selected just compiled. I get this error 2018-12-27T11:56:56 18.986 INF StartAsServer 2018-12-27T11:57:00 23.481 INF Block IDs with mapping 2018-12-27T11:57:00 23.481 INF BlockIDs from Mapping 2018-12-27T11:57:01 24.145 INF Item IDs with mapping 2018-12-27T11:57:01 24.146 INF ItemIDs from Mapping [color="#FF0000"]2018-12-27T11:57:02 25.436 ERR XML loader: Loading and parsing 'rwgmixer.xml' failed 2018-12-27T11:57:02 25.437 EXC The requested value 'BiomeIDMapper' was not found. ArgumentException: The requested value 'BiomeIDMapper' was not found.[/color] at System.Enum.Parse (System.Type enumType, System.String value, Boolean ignoreCase) [0x00000] in <filename unknown>:0 at EnumUtils+EnumInfoCache`1[WorldGenerationEngine.Input.LibNoiseModuleTypes].Parse (System.String _name, Boolean _ignoreCase) [0x00000] in <filename unknown>:0 at EnumUtils.Parse[LibNoiseModuleTypes] (System.String _name, Boolean _ignoreCase) [0x00000] in <filename unknown>:0 at WorldGenerationEngine.Input.RulesFromXml.loadBiomeGenerators (WorldGenerationEngine.Input.WorldGenerationRules _rules, System.Xml.XmlElement _root) [0x00000] in <filename unknown>:0 at WorldGenerationEngine.Input.RulesFromXml.Load (.XmlFile file) [0x00000] in <filename unknown>:0 at WorldStaticData+<loadSingleXml>c__Iterator1.MoveNext () [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Logger:masterLogException(Exception) Logger:Exception(Exception) Log:Exception(Exception) <loadSingleXml>c__Iterator1:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: Line: -1) 2018-12-27T11:58:38 26.958 INF createWorld: Navezgane, TestPrefab2, GameModeSurvival 2018-12-27T11:58:38 27.213 INF Started thread ChunkCalc 2018-12-27T11:58:38 27.214 INF Started thread ChunkRegeneration 2018-12-27T11:58:39 27.637 INF World.Load: Navezgane 2018-12-27T11:58:39 27.639 WRN Loaded world file from different version: 'Alpha 17 (b240)' 2018-12-27T11:58:42 31.066 INF Started thread GenerateChunks 2018-12-27T11:58:42 31.344 INF Loading dtm raw file took 276ms 2018-12-27T11:58:43 31.481 INF Biomes image size w= 3072, h = 3072 2018-12-27T11:58:43 31.843 INF Loading and creating biomes took 498ms 2018-12-27T11:58:44 32.951 INF Loading and parsing of generator took 1108ms 2018-12-27T11:58:44 32.959 INF Started thread SaveChunks C:\Users\James\AppData\Roaming/7DaysToDie/Saves/Navezgane/TestPrefab2\Region 2018-12-27T11:58:46 34.728 INF AstarManager Init 2018-12-27T11:58:51 39.449 INF Weather Packages Created FROM BIOMES 2018-12-27T11:58:51 39.751 INF createWorld() done 2018-12-27T11:58:51 39.752 INF Loading players.xml [color="#FF0000"]2018-12-27T11:58:51 39.796 ERR Loading player data failed for player '76561197999182315', rolling back: Illegal encoding for 7 bit encoded int at PooledBinaryReader.Read7BitEncodedInt () [0x00000] in <filename unknown>:0 at PooledBinaryReader.ReadString () [0x00000] in <filename unknown>:0 at PlayerDataFile.Read (System.IO.BinaryReader _br, UInt32 _version) [0x00000] in <filename unknown>:0 at PlayerDataFile.Load (System.String _dir, System.String _playerName) [0x00000] in <filename unknown>:0 2018-12-27T11:58:51 39.797 ERR Loading backup player data failed for player '76561197999182315', rolling back: Illegal encoding for 7 bit encoded int at PooledBinaryReader.Read7BitEncodedInt () [0x00000] in <filename unknown>:0 at PooledBinaryReader.ReadString () [0x00000] in <filename unknown>:0 at PlayerDataFile.Read (System.IO.BinaryReader _br, UInt32 _version) [0x00000] in <filename unknown>:0 at PlayerDataFile.Load (System.String _dir, System.String _playerName) [0x00000] in <filename unknown>:0 [/color] Doesn't matter if I select any or no mods on compile, compiles fine started a new nevsgene game and I see that in the console. Using SDX Version SDX0.7.3 If I go back and replace the original dll it works fine. no errors. SDX doesn't do anything with the XML now, aside from copying the files over into your Mods/ folder. Do you have your full output log? Link to comment Share on other sites More sharing options...
FastBurst Posted December 27, 2018 Share Posted December 27, 2018 SDX doesn't do anything with the XML now, aside from copying the files over into your Mods/ folder. Do you have your full output log? Here is the entire file. No Mods folder all vanilla except the SDX with literally no mods even selected just went to build to make sure it worked Initialize engine version: 2018.2.0f2 (787658998520) Forcing GfxDevice: Direct3D 11 GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: NVIDIA GeForce GTX 1080 Ti (ID=0x1b06) Vendor: VRAM: 11127 MB Driver: 25.21.14.1701 Begin MonoManager ReloadAssembly - Completed reload, in 0.126 seconds <RI> Initializing input. <RI> Input initialized. <RI> Initialized touch support. UnloadTime: 0.391509 ms 2018-12-27T12:12:56 0.003 INF [steamworks.NET] SteamAPI_Init() ok 2018-12-27T12:12:56 0.037 INF NET: InitCallbacks 2018-12-27T12:12:56 0.050 INF Texture quality is set to 0 2018-12-27T12:12:56 0.051 INF Precaching... 2018-12-27T12:12:56 0.052 INF Precaching file: 7DaysToDie_Data/resources.assets 2018-12-27T12:12:56 0.112 INF [EAC] Not loading, not started from launcher 2018-12-27T12:12:57 1.402 INF Precaching file: 7DaysToDie_Data/sharedassets1.assets 2018-12-27T12:12:57 1.404 INF Precaching file: Data/Bundles/BlockTextureAtlases 2018-12-27T12:12:58 1.993 INF Precaching file: Data/Bundles/TerrainTextures 2018-12-27T12:12:58 2.051 INF Precaching done 2018-12-27T12:13:02 6.361 INF Loading main scene Unloading 6 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 1.754796 ms SDX: SDX detected base game directory as: X:\SteamLibrary\steamapps\common\7 Days To Die\ (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 43) SDX: Could not find sdx config file: ''. Using default settings (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 43) SDX: Mod Engine Started. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 43) SDX: Finding type refs... (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 43) SDX: Loading mods assembly (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 43) SDX: Loaded!1 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 43) SDX: BlankClassForSdxToPreventBug (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 43) SDX: SDX is no longer loading bundles (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 43) SDX: Begin Load mod script... (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 43) 2018-12-27T12:13:02 6.529 INF Awake 2018-12-27T12:13:02 6.559 WRN Setting global culture failed! 2018-12-27T12:13:02 6.593 WRN Localization: Duplicate key "bowl" found! Please check Localization file. Skipping entry... Localization language: English (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 43) 2018-12-27T12:13:02 6.599 INF Version: Alpha 17 (b221) Compatibility Version: Alpha 17, Build: Windows 64 Bit 2018-12-27T12:13:02 6.599 INF System information: 2018-12-27T12:13:02 6.599 INF OS: Windows 10 (10.0.0) 64bit 2018-12-27T12:13:02 6.600 INF CPU: Intel(R) Core(TM) i7-6950X CPU @ 3.00GHz (cores: 20) 2018-12-27T12:13:02 6.600 INF RAM: 130973 MB 2018-12-27T12:13:02 6.600 INF GPU: NVIDIA GeForce GTX 1080 Ti (11127 MB) 2018-12-27T12:13:02 6.600 INF Graphics API: Direct3D 11.0 [level 11.1] (shader level 5.0) 2018-12-27T12:13:02 6.600 INF Last played version: Alpha 17 2018-12-27T12:13:02 6.600 INF Local UTC offset: -6 hours 2018-12-27T12:13:02 6.600 WRN Setting global culture failed! 2018-12-27T12:13:02 6.606 INF Command line arguments: X:\SteamLibrary\steamapps\common\7 Days To Die\7DaysToDie.exe -force-d3d11 -logfile X:\SteamLibrary\steamapps\common\7 Days To Die\7DaysToDie_Data\output_log__2018-12-27__12-12-51.txt 2018-12-27T12:13:02 6.607 INF Not running in Big Picture Mode, no on-screen keyboard available 2018-12-27T12:13:02 6.608 INF Starting PlayerInputManager... 2018-12-27T12:13:02 6.618 INF InControl (version 1.6.17 build 9143, native module = False, XInput = True) Fallback handler could not load library X:/SteamLibrary/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/XInputInterface32 Fallback handler could not load library X:/SteamLibrary/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/.\XInputInterface32 Fallback handler could not load library X:/SteamLibrary/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/XInputInterface32 Fallback handler could not load library X:/SteamLibrary/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/libXInputInterface32 Fallback handler could not load library X:/SteamLibrary/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/.\libXInputInterface32 Fallback handler could not load library X:/SteamLibrary/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/libXInputInterface32 2018-12-27T12:13:02 6.709 INF Starting UserProfileManager... 2018-12-27T12:13:02 6.766 INF [MODS] No mods folder found 2018-12-27T12:13:02 6.775 INF Loading permissions file at 'C:\Users\James\AppData\Roaming/7DaysToDie/Saves/serveradmin.xml' 2018-12-27T12:13:02 6.815 INF Loading permissions file done. 2018-12-27T12:13:02 6.842 INF Awake done in 313 ms 2018-12-27T12:13:03 7.144 INF Atlas reset took 295 ms 2018-12-27T12:13:03 7.144 INF Atlas load took 301 ms Fallback handler could not load library X:/SteamLibrary/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/libc Fallback handler could not load library X:/SteamLibrary/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/.\libc Fallback handler could not load library X:/SteamLibrary/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/libc Unloading 9 unused Assets to reduce memory usage. Loaded Objects now: 3913. Total: 6.763867 ms (FindLiveObjects: 0.761173 ms CreateObjectMapping: 0.080554 ms MarkObjects: 5.875717 ms DeleteObjects: 0.046080 ms) Unloading 1 Unused Serialized files (Serialized files now loaded: 1) Unloading 13 unused Assets to reduce memory usage. Loaded Objects now: 3913. Total: 9.233757 ms (FindLiveObjects: 1.564673 ms CreateObjectMapping: 0.200021 ms MarkObjects: 7.427078 ms DeleteObjects: 0.041301 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 1) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 3913. Total: 6.523909 ms (FindLiveObjects: 0.642389 ms CreateObjectMapping: 0.086016 ms MarkObjects: 5.784580 ms DeleteObjects: 0.010922 ms) 2018-12-27T12:13:03 7.338 INF User joined: fastburst 2018-12-27T12:13:03 7.532 INF Reloading serveradmin.xml 2018-12-27T12:13:03 7.532 INF Loading permissions file at 'C:\Users\James\AppData\Roaming/7DaysToDie/Saves/serveradmin.xml' 2018-12-27T12:13:03 7.532 INF Loading permissions file done. UMA Overlay loading took 410 ms (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 43) UMA Slot loading took 1 ms (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 43) 2018-12-27T12:13:07 11.233 INF WorldStaticData.Init() needed 2.843s 2018-12-27T12:13:07 11.372 INF [steamworks.NET] Login ok. 2018-12-27T12:13:07 11.639 INF AchievementManager: Received stats and achievements from Steam 2018-12-27T12:13:15 19.854 INF NET: Starting server protocols 2018-12-27T12:13:15 19.871 INF NET: LiteNetLib server started 2018-12-27T12:13:15 19.871 INF [steamworks.NET] NET: Server started SDX: SDX ModEngine::StartModScripts (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 43) 2018-12-27T12:13:15 19.872 INF StartGame 2018-12-27T12:13:16 20.275 INF Atlas reset took 375 ms Unloading 3 Unused Serialized files (Serialized files now loaded: 4) Unloading 731 unused Assets to reduce memory usage. Loaded Objects now: 24017. Total: 54.625326 ms (FindLiveObjects: 1.904300 ms CreateObjectMapping: 0.411648 ms MarkObjects: 49.818325 ms DeleteObjects: 2.490711 ms) 2018-12-27T12:13:17 21.072 INF Persistent GamePrefs saved GamePref.AdminFileName = serveradmin.xml GamePref.AirDropFrequency = 24 GamePref.AirDropMarker = True GamePref.AutopilotMode = 0 GamePref.BedrollDeadZoneSize = 15 GamePref.BlockDurabilityModifier = 100 GamePref.BloodMoonEnemyCount = 8 GamePref.BuildCreate = True GamePref.ConnectToServerIP = 127.0.0.1 GamePref.ConnectToServerPort = 26900 GamePref.ControlPanelEnabled = False GamePref.ControlPanelPort = 8080 GamePref.CraftTimer = It doesn't stop the game just thought it was very interesting that this is happening. - - - Updated - - - [ATTACH]26703[/ATTACH] Turns out the file has too many lines easier to just attachoutput_log__2018-12-27__12-12-51.txt Link to comment Share on other sites More sharing options...
FastBurst Posted December 27, 2018 Share Posted December 27, 2018 I also noticed a HUGE reduction in DLL file size original B240 is 7201kb in size new SDX produced is 6961kb seems like maybe some code is missing possibly? Link to comment Share on other sites More sharing options...
sphereii Posted December 27, 2018 Share Posted December 27, 2018 I also noticed a HUGE reduction in DLL file size original B240 is 7201kb in size new SDX produced is 6961kb seems like maybe some code is missing possibly? Have you revalidated your XML files? Could it be that an old copy existed in your Backup folder, and gets re-deployed? I'm using this version of SDX just fine. Link to comment Share on other sites More sharing options...
FastBurst Posted December 27, 2018 Share Posted December 27, 2018 Yes new install - validated and still getting the error. Started new Nevsgame as well Link to comment Share on other sites More sharing options...
FastBurst Posted December 27, 2018 Share Posted December 27, 2018 Okay its working now. I completely removed the SDX and everything in there. Reinstalled it and now it is working fine after another attempt, very strange. Not sure if it was the other files in the SDXModding folder tool kit that were causing the issues or what but seems like its all gravy now. Strange very strange Link to comment Share on other sites More sharing options...
three08 Posted December 28, 2018 Share Posted December 28, 2018 I made a little demo video on how to install SDX for anyone who needs it. [video=youtube_share;6EiIJWAMG7E] Link to comment Share on other sites More sharing options...
HAL9000 Posted December 29, 2018 Author Share Posted December 29, 2018 I made a little demo video on how to install SDX for anyone who needs it. [video=youtube_share;6EiIJWAMG7E] Thanks Three, added to OP Link to comment Share on other sites More sharing options...
Captain_Cornball Posted January 6, 2019 Share Posted January 6, 2019 this is what i get after i launch 7d2d Link to comment Share on other sites More sharing options...
YerghaizVerot Posted January 8, 2019 Share Posted January 8, 2019 I'm getting a .NET Framework error on running 0.7.3: See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.NotSupportedException: An attempt was made to load an assembly from a network location which would have caused the assembly to be sandboxed in previous versions of the .NET Framework. This release of the .NET Framework does not enable CAS policy by default, so this load may be dangerous. If this load is not intended to sandbox the assembly, please enable the loadFromRemoteSources switch. See http://go.microsoft.com/fwlink/?LinkId=155569 for more information. at System.Reflection.RuntimeAssembly.nLoadFile(String path, Evidence evidence) at System.Reflection.Assembly.LoadFile(String path) at SDX.Core.AppTargetInfo.LoadPlugin() at SDX.Core.AppTargetInfo.Load(String path, XmlElement elConfig) at SDX.Core.AppTargetInfo.LoadFromDir(String dir) at SDX7DTD.frmMain.LoadTargetList() at SDX7DTD.frmMain.frmMain_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: 4.7.2563.0 built by: NET471REL1 CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll ---------------------------------------- SDX7DTD Assembly Version: 1.1.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///F:/SDXModding/SDX7DTD.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.Core Assembly Version: 4.0.0.0 Win32 Version: 4.7.2563.0 built by: NET471REL1 CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- SDX.Core Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///F:/SDXModding/SDX.Core.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.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.7.2612.0 built by: NET471REL1LAST_B CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- Plugin Assembly Version: 1.1.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///F:/SDXModding/Plugin.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. I've tried just about everything I can think of, and I've gotten nowhere. I've uninstalled and reinstalled the game (three times now total), I've made sure that .NET framework is up to date on my puter. I've tried running it from both of my drives. Same error every time. Any help or thoughts of things to try would be appreciated Win 8.1 Pro AMD A6-5200 16GB DDR3 Radeon RX 460 2GB Link to comment Share on other sites More sharing options...
HAL9000 Posted January 8, 2019 Author Share Posted January 8, 2019 [ATTACH=CONFIG]26936[/ATTACH] this is what i get after i launch 7d2d You can't run the game with EAC enabled. Use the other .exe in the game folder I'm getting a .NET Framework error on running 0.7.3: See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.NotSupportedException: An attempt was made to load an assembly from a network location which would have caused the assembly to be sandboxed in previous versions of the .NET Framework. This release of the .NET Framework does not enable CAS policy by default, so this load may be dangerous. If this load is not intended to sandbox the assembly, please enable the loadFromRemoteSources switch. See http://go.microsoft.com/fwlink/?LinkId=155569 for more information. at System.Reflection.RuntimeAssembly.nLoadFile(String path, Evidence evidence) at System.Reflection.Assembly.LoadFile(String path) at SDX.Core.AppTargetInfo.LoadPlugin() at SDX.Core.AppTargetInfo.Load(String path, XmlElement elConfig) at SDX.Core.AppTargetInfo.LoadFromDir(String dir) at SDX7DTD.frmMain.LoadTargetList() at SDX7DTD.frmMain.frmMain_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: 4.7.2563.0 built by: NET471REL1 CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll ---------------------------------------- SDX7DTD Assembly Version: 1.1.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///F:/SDXModding/SDX7DTD.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.Core Assembly Version: 4.0.0.0 Win32 Version: 4.7.2563.0 built by: NET471REL1 CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- SDX.Core Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///F:/SDXModding/SDX.Core.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.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.7.2612.0 built by: NET471REL1LAST_B CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- Plugin Assembly Version: 1.1.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///F:/SDXModding/Plugin.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. I've tried just about everything I can think of, and I've gotten nowhere. I've uninstalled and reinstalled the game (three times now total), I've made sure that .NET framework is up to date on my puter. I've tried running it from both of my drives. Same error every time. Any help or thoughts of things to try would be appreciated Win 8.1 Pro AMD A6-5200 16GB DDR3 Radeon RX 460 2GB Try this: https://stackoverflow.com/questions/18016315/an-attempt-was-made-to-load-an-assembly-from-a-network-location-which-would-have Link to comment Share on other sites More sharing options...
YerghaizVerot Posted January 8, 2019 Share Posted January 8, 2019 You can't run the game with EAC enabled. Use the other .exe in the game folder Try this: https://stackoverflow.com/questions/18016315/an-attempt-was-made-to-load-an-assembly-from-a-network-location-which-would-have Reverified all the game files, deleted all the sdx stuff, redownloaded it, unblocked it, and it works like a charm. Thank you very much Link to comment Share on other sites More sharing options...
Beard_One Posted January 16, 2019 Share Posted January 16, 2019 Hi - installed the SDX 0.7.3 tool. I used this previously on A16. Great tool, and thank you so much for creating it! I installed it on A17, and have checked the folders are all correct - mods and game folder all ok (though not entirely sure what "second build directory" means?), but when i try to BUILD the mods into the game and run, no mods are implemented at all... I've clicked the MODS button to ensure my mods are all in the right place... They worked perfectly in A16, but I've gone into the GAME > WORKING folder to check that the code has been added to the .xml files, and not a single mod has been added to the GAME > WORKING data .xml files. I'm obviously doing something wrong but can't for the life of me figure out what... Am thinking maybe my code in the mods is old, so just did a simple test .xml called "___test": <configs> <config name="items"> <set xpath="/items/item[@name=meleeHandMaster]/property[@class=Action0]/property[@name=DamageEntity]/@value">2</set> </config> </configs> Below is the OUTPUT data from the SDX tool... EVENT: Begin task: Backup game files EVENT: Begin task: Import UnityEngine.dll EVENT: Begin task: Deobfuscate Assembly Strings INFO: Skipping string deobfuscation as it already exists 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 Saving... Done. EVENT: Begin task: Deobfuscate game code EVENT: Begin task: Compile mod patcher scripts Dir not found: D:\SDX0.7.3/Targets\7DaysToDie\Mods\___test\PatchScripts No PatchScripts. EVENT: Begin task: Copy payload dlls Copy file: D:\SDX0.7.3\SDX.Core.dll to D:\SDXModding\Working/7DaysToDie_Data/Managed\SDX.Core.dll Copy file: D:\SDX0.7.3\SDX.Payload.dll to D:\SDXModding\Working/7DaysToDie_Data/Managed\SDX.Payload.dll EVENT: Begin task: Compile mod scripts Compiling Mods.dll... INFO: Built in 213ms Mods.dll compile successful EVENT: Begin task: Link modules Saving to D:\SDXModding\Working/7DaysToDie_Data/Managed/Assembly-CSharp.dll Done. EVENT: Begin task: Apply mod config patches EVENT: Run sub task: Run Xml Patcher mod scripts Save config files to: D:\SDXModding\Working/Data/Config EVENT: Begin task: Patch localization Save text file: D:\SDXModding\Working/Data/Config/Localization.txt Save text file: D:\SDXModding\Working/Data/Config/Localization - Quest.txt EVENT: Begin task: Create native mods Copy from D:\SDX0.7.3/Targets\7DaysToDie\Mods\___test EVENT: Begin task: Copy Assets to game directory EVENT: Action completed at: 16/01/2019 20:06:25 and took 3.34 seconds This doesn't get added to the ITEMS .xml, so i'm obviously doing something wrong... Can anyone assist? Link to comment Share on other sites More sharing options...
sphereii Posted January 16, 2019 Share Posted January 16, 2019 Hi - installed the SDX 0.7.3 tool. I used this previously on A16. Great tool, and thank you so much for creating it! I installed it on A17, and have checked the folders are all correct - mods and game folder all ok (though not entirely sure what "second build directory" means?), but when i try to BUILD the mods into the game and run, no mods are implemented at all... I've clicked the MODS button to ensure my mods are all in the right place... They worked perfectly in A16, but I've gone into the GAME > WORKING folder to check that the code has been added to the .xml files, and not a single mod has been added to the GAME > WORKING data .xml files. I'm obviously doing something wrong but can't for the life of me figure out what... Am thinking maybe my code in the mods is old, so just did a simple test .xml called "___test": <configs> <config name="items"> <set xpath="/items/item[@name=meleeHandMaster]/property[@class=Action0]/property[@name=DamageEntity]/@value">2</set> </config> </configs> Below is the OUTPUT data from the SDX tool... EVENT: Begin task: Backup game files EVENT: Begin task: Import UnityEngine.dll EVENT: Begin task: Deobfuscate Assembly Strings INFO: Skipping string deobfuscation as it already exists 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 Saving... Done. EVENT: Begin task: Deobfuscate game code EVENT: Begin task: Compile mod patcher scripts Dir not found: D:\SDX0.7.3/Targets\7DaysToDie\Mods\___test\PatchScripts No PatchScripts. EVENT: Begin task: Copy payload dlls Copy file: D:\SDX0.7.3\SDX.Core.dll to D:\SDXModding\Working/7DaysToDie_Data/Managed\SDX.Core.dll Copy file: D:\SDX0.7.3\SDX.Payload.dll to D:\SDXModding\Working/7DaysToDie_Data/Managed\SDX.Payload.dll EVENT: Begin task: Compile mod scripts Compiling Mods.dll... INFO: Built in 213ms Mods.dll compile successful EVENT: Begin task: Link modules Saving to D:\SDXModding\Working/7DaysToDie_Data/Managed/Assembly-CSharp.dll Done. EVENT: Begin task: Apply mod config patches EVENT: Run sub task: Run Xml Patcher mod scripts Save config files to: D:\SDXModding\Working/Data/Config EVENT: Begin task: Patch localization Save text file: D:\SDXModding\Working/Data/Config/Localization.txt Save text file: D:\SDXModding\Working/Data/Config/Localization - Quest.txt EVENT: Begin task: Create native mods Copy from D:\SDX0.7.3/Targets\7DaysToDie\Mods\___test EVENT: Begin task: Copy Assets to game directory EVENT: Action completed at: 16/01/2019 20:06:25 and took 3.34 seconds This doesn't get added to the ITEMS .xml, so i'm obviously doing something wrong... Can anyone assist? SDX does not merge the XML like it used to. Now, it copies it over into your Game's Mods folder. Your SDX XML mods should be under Config/ and follow the same rules as the vanilla's modlets: Config/items.xml would contain all your XML for items.xml. You'll also need to drop <config name="items"> </config> from your XML as they won't do what you expect them to do. Link to comment Share on other sites More sharing options...
Beard_One Posted January 18, 2019 Share Posted January 18, 2019 Thanks. I *think* I understand this! hehe 1) Do we now get rid of the file structure of a16 SDX and instead have a single .xml file for each file? ie Config folder contains items.xml, blocks.xml, all with the relevant mods? I'm sorry to ask you to explain this, but maybe you could send a screenshot of the file structure and a screenshot of a working mod so I know exactly what i'm supposed to be doing? Thank you very much. 1b) So if they don't MERGE any more, am i right in thinking that it uses the "vanilla" xml, but then adds/makes changes based on the mod xml files, without physically changing the vanilla files? A little confused, i gotta say... 2) Remove "<config name="items"> </config> from all mods. Gotcha. If you could attach an example mod with exact instruction how to implement it into SDX i would be your best friend ever. Link to comment Share on other sites More sharing options...
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