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Gilthanaz

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  1. Yeah... not touching this outside a VM anymore... maybe I can reproduce the error in the VM to get you more info on why its hard-reseting my gaming rig. Edit: That might come off a bit wrong. Thanks for all your effort Edit2: Appears to work fine in a Windows7 VM I can work with that.
  2. Mhhhh came back after a long break, found out Nitrogen is dead and the link goes here. Well, looks promising, but I had to disable all antivirus software to even get it started. And once I click "Generate Map", I get a black screen of death and have to hard reset. Pretty sure that's not how it's supposed to be. OS Windows 10 latest updates. Anyone experienced anything like that and has a workaround? Edit: Running as admin doesn't help, getting all kinds of errors and weird user rights issues (haven't ever seen those before with anything else). Sure the binary from the download link is ok... ?
  3. Tried Taza's Grave: The following downloads will occur to install the mods for this server: - https://github.com/MrCerealGuy/Tazas-Grave/archive/v1.6.4.zip Downloading https://github.com/MrCerealGuy/Tazas-Grave/archive/v1.6.4.zip Downloading is Done Extracting \TempMods\v1.6.4.zip Extractiong is Done Total Download Time: 00:00:02.99 I manually tried the download link at it appears to really be only about 400KB of Data, so that would actually work. Is the main download of the HDHQ mod probably also that small? In that case, the real problem might be that I can't install the Modlets (from the manual clone I was expecting the whole mod to be about 4.4GB in size). The download of Taza's Grave works with default settings (SSL enabled, Direct Download disabled). Edit: I've checked the TempMods directories and Taza's Grave appears to have installed correctly. The HDHQ mod however only downloaded a 40KB file that does not appear to be a valid mod. Pulling a modlet created a .git directory so I've tried to manually pull the content from outside the ModLauncher: git.exe pull -v --progress "origin" warning: redirecting to https://gitlab.com/DUST2DEATH/hdhqmodlets.git/ POST git-upload-pack (187 bytes) remote: Enumerating objects: 331, done. remote: Counting objects: 96% (318/331) Then it appeared to be stuck. However, as I write these lines and checked the process again, it is downloading now in the ModLauncher ... Maybe I have a patience issue, I shall observe and report if everything works out now Or the fix was to do the manual pull - we'll see
  4. Hi! As SSL works for every other application, I'm pretty sure that's not the issue. To test, I've disabled the Windows Firewall - that did not change anything I've tried HDHQ and Winterproject 2018, both are not downloading at all. Kind regards
  5. Hi again! I've uninstalled + deleted the config from Appdata. Also, I've now tested with some other mod, but the outcome is the same. Please have a look at the logfile: https://pastebin.com/qx0Qy5cG The application shows a pretty short download time The following downloads will occur to install the mods for this server: - https://gitlab.com/Sphereii-mentals/winterproject-2018 - https://gitlab.com/DUST2DEATH/hdhq Downloading https://gitlab.com/Sphereii-mentals/winterproject-2018 Downloading is Done Downloading https://gitlab.com/DUST2DEATH/hdhq Downloading is Done Total Download Time: 00:00:04.60 To get any download reaction at all, I have to "Disable SSL" and enable "Direct Download". Thanks!
  6. Hi sphereii! First of all, thanks for all your work and effort I'm having issues with the mod launcher, as I mentioned in the 4K HQ mod thread, where I also posted the log as you asked. However, I thought some additional background might help finding the issue: * A few months ago I was using your ModLauncher to play Starvation and it was working well. If I remember correctly it was named slightly different and the installer was also not the same you're using currently. * Now with A17 and wanting to use the 4K HQ mod, I installed the freshly pulled version * It starts up, and everything appears to go well up to the point where a copy of the game has been created to the specified target Folder for the modded 7D installations. * When I want to preload the Mod, in the best case "it does something" for about 0.2 seconds and thinks it is finished. * Selecting any of the Modlets and pressing "close + install" does not appear to do anything at all * I de-installed and re-installed and noted that all the settings are still there (e.g. state of the checkboxes regarding SSL, Direct Download, ...) * I'm using Windows 7 Pro 64 bit on an [email protected]/16GB RAM I hope you can help me to get the ModLauncher working again I'll gladly give you more log files or tr other things if you let me know Kind regards!
  7. Sure thing https://pastebin.com/j06xFuCB Hope that helps!
  8. Thanks for the hints! That is pretty much what I did, however ... the Modlets screen just closes when I checked a few (e.g. all the redux modlets) and click "Install and close", without downloading anything or the likes. I've tried to disable SSL and check "Direct Download" as an option, but that did not help either. It appears like the 7DLauncher can't really connect to github, but I also don't get any meaningful error message.
  9. Looks awesome! I can't get it to work and try it out, tho - downloaded & installed the 7DLauncher, chose the mod, clicked install ... all it does is create a copy of the game. When I try to pre-sync the mod (as recommended) it's not doing much (download finished in 2 ms or so). Also I'm not sure if I have to activate any of the Modlets for the effects or is that step optional? Anyway, keep up the good work! I'll figure this out somehow or do a manual installation
  10. Awesome job! Will try to install and use on our dedicated servers. I wonder why TFP does not add auto-syncing of resources/mods between dedicated servers and clients, after all that's working for decades for other games (e.g. Counter-Strike Classic, which would download missing maps, configuration, models, sounds ... from the server on connect). Shouldn't even be a problem to specify a download-server http-Link so the traffic load is not sitting on the dedicated 7days server. We'd love to have this mod (and others) on our servers, but it's a pain in the rear to get the players to install and keep mods up to date. Same issue for any mod-managing software, it appears to confuse people as soon as any "external" software must be used to change a game. Ah well, we'll sort it out somehow, so we can play your awesome creations
  11. Can confirm that the server crashes with the mod loaded when a player connects. Removing the mod, server starts up normal and players can log on without issues. Looking forward to the update Thanks for your work! Edit: Wow, fastest patch ever! Server starting up fine now, looks good so far. Thanks!
  12. Dear Alloc! I also have a feature request or two In fact I once already modified these things myself für A16.4 but for **** sake can't remember exactly anymore how I did it: * Higher maxZoom * No clustering of Icons on the lowest 3 zoom levels * Update interval for the icons configurable from 100ms+ Those are the things I had implemented and we were using in A16 in a "Eye in the Sky" playstyle where one guy would only be on voice chat and command a squad of players with the almost real-time information he got from the map Any change we can have those things as variables for easy configuration? Thanks!
  13. I can also confirm that "rendermap" is not working.
  14. Hi Alloc! I've deployed your latest build yesterday and everything looked good and worked However, after the scheduled nightly server restart at 5.10 am, the /map sub-directory in the Save directory is suddenly empty and the map thus gone. The other Info is there (Player offline location, claim blocks, ...) Should I debug on our end or do you have a possible reason in mind? KR and thanks for your work! Edit: To be exact, the file "mapinfo.json" is still present in the /map sub-directory...
  15. Ohhh Two versions back? Weird, I think I just grabbed the tar.gz yesterday... Hm
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