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Jackelmyer

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Jackelmyer last won the day on October 18 2017

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    Somewhere Around LA - Nuke Bait

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  1. @stallionsden, you saved ma buttocks with this tip. I was juuuust considering rebuilding my POI's from scratch. X-D Thanks a bunch!
  2. Hey guys, Long time no see. Quick question. I know a lot's changed since I was active in 7 Days. I was looking at the Modlet install method and it states, and maybe i'm reading this wrong, that the modlet has to be installed client side as well. If memory serves, back in the day we just installed the prefabs to the /prefabs folder on the server and updated the rwgmixer on the server to include the new prefabs as well. The files were downloaded to the client, and all was done. Is this not the case anymore? If i want something like that were clients don't have to do a mod install do I need to do Nigrogen's installation method? Sorry, really out of touch with all this these days. lol. Long story short: Looking to set up a server and avoid having clients do any installs manually.
  3. Honestly it's largely different now and this really should get an update. Do some searching on YouTube for creating POI's and such. There's some good videos out there and a whole tutorial. Also look up Pille's editor as he's got a great tool for creating and editing POI's.
  4. So I downloaded the ServerMod from GitHub (zip file download) and loaded it up on my bluefang server. Server kept restarting and the output log gave the following error: The file 'C:/<pathedited>/7DaysToDieServer_Data/level0' is corrupted! Remove it and launch unity again! [Position out of bounds!] (Filename: Line: 223) UnloadTime: 0.812937 ms HDR Render Texture not supported, disabling HDR on reflection probe. (Filename: Line: 257) Platform assembly: C:\<pathedited>\7DaysToDieServer_Data\Managed\SDX.Payload.dll (this message is harmless) Platform assembly: C:\<pathedited>\7DaysToDieServer_Data\Managed\SDX.Core.dll (this message is harmless) SDX: SDX detected base game directory as: C:\<pathedited>\ (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) SDX: Could not find sdx config file: ''. Using default settings (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) SDX: Mod Engine Started. So I'm taking the contents of the "7DaysToDieServer_Data" folder and uploading it directly to my server. Only the files, not the sub folders. I noticed that the files in this folder aren't a part of the ServerMod download from Git. I assume they're generated. Didn't work... Here's my output log. https://www.dropbox.com/s/de66i869v9octwh/output_log_starvation.txt?dl=0 ---- UPDATE: FIXED? ---- Kind of figured it out. After several reinstalls on my hosted server, multiple trimming out installed files (deleting folders, folder contents, etc), it seems like even after updating to A16.4, with Verify Files enabled, some files aren't compatible with the mod. Whatever the case, after wiping the server, all installed files, and then reinstalling on the server, I was able to get the server started. Haven't started playing yet. That'll come later tonight. But at least I'm past this point. Hosting Provider: Bluefang Solutions
  5. I'm finally getting my server setup, and after searching the forum post, probably failing to find a prior question, I wanted to ask... Is there a recommended ServerConfig.xml setup?
  6. oh I'm so glad I waited to try and set up my server for starvation. Looks like A16.4 is gonna be the one that sticks around for a while and seems to have some nice fixes. Thanks for all your work guys!
  7. I poked around for a server installation/config portion of this and I didn't find it. I don't suppose this could be added somewhere around the original post or am I just that blind? :-/ --- EDIT --- Never mind. I'm that blind...
  8. Firstly, apologies for my ignorance in this question and if it's been asked. But will the mod launcher install this to a hosting service like Bluefang via FTP and can Starvation run on a hosting service like this? The RAM requirements, those are client side requirements or server side? Again, apologies if I've missed this already being asked and answered.
  9. Sorry, haven't been in here for a bit. You're dedicated server should be setup as a multiplayer server, typically password protected. Then you connect to it like any other server in the list of servers, in game. One thing to note:. You can't be running a single player game (New Game) and the dedicated server. If you want to do that, you'll need to alter the port your dedicated server uses and that's something you'll want to Google up on how to do. Best of luck.
  10. Yeah! I called you that! And I'll do it again! Means yer a really swell guy with a neato editor fyi... Awww... I'm not a total troll.
  11. Thanks man! It's these little nuggets like density that sharpen it all up.
  12. Pft three. You, Laz, and Pille all leave me way behind. :-p
  13. That'd work. I was just thinking to enable/disable fields based on an advance or simple mode option. That way you could tag fields in the app with an Advanced key value and could pretty easily (least in C#), loop through controls on the form and set Enabled = true if tag = advanced key value. Er... Specifically if modeSelected = Advanced then .. {do...loop} But a simple "I can't screw this up" mode and an advanced mode could add to adoptibility and allow people to tweak stuff that you may be unsure about yourself.
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