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SDX 0.7.3 - Alpha 17


HAL9000

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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

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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

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  • 3 weeks later...

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.

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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?

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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 attach

output_log__2018-12-27__12-12-51.txt

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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.

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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

 

it-doesnt-work-why-why-all-9-to-5-long-28017789.png

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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

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[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

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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 :D

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  • 2 weeks later...

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?

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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.

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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. ;)

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