it's just UK here in Europa which drive at the right side...
@Guppy please don't forget to include that car in the Modlet-Only Version too... need that one ;-)
And I can't get you to include a few (of these) boxes, even as an addon ? I would add the blocks.xml and loot.xml myself (when I know the model reference), just need these unity.3d files...
I sadly have no clue (yet) how to get that stuff into 7dtd...
look, I have Buffs which get you some Coffee... ok? ;-)
Hey Guppy, first of all, thank you for everything that you do for this community. It's very much appreciated man.
Anyhow, down to the meat. I'm in the process of (trying) setting up a dedi server for my wife and 2 kids with added mods and I'm having some compatibility issues with the SDX version of this one. The modlet version works fine, but to my understanding after reading the forums, it seems like you're more focused on the SDX version so I would like to use it instead.
In the OP you said to use the launcher to install it, which I did, but then I get these errors whenever I start the server;
Note, the log file was long. So to keep it short I redacted some of the irrelevant info--the server settings and everything you see following the last line (436) just continues.
I don't think it's the vehicles in general but the additional things that come with the mod when you download it (i.e worlds) and I'm hoping you can help with that. I THINK (me thinking?! Not possible lol) it has to do with the HDHQ mod I have installed by DUST2DEATH but I'm not a modder so I can't say for sure.
For further reference, here is a list of all of the mods I currently have installed (I know this info is the log file but I thought this might make it easier to read).
AnimationSDX
Billboards
Brighter_Headlights
CCTV
Donovan_BetterPowertools
FarmLife2Mod
Firearms-Expansion1
Guppycur's BloodMoonTickle
Guppycur's Miscellaneous Blocks
Guppycur's Placeable Light System
Guppycur's Vehicle Madness
Hal's DLL Fixes
HDHQBiomeAlpineRedux
HDHQBiomeBurntRedux
HDHQBiomeDesertRedux
HDHQBiomePineRedux
HDHQBiomeWasteRedux
HDHQGuns
HDHQItems
HDHQParticles
HDHQPlants-Wind
HDHQVehicles
JaxTeller718_DestroyableBirdsNest
JaxTeller718_FasterVehicles
JaxTeller718_GunLootBalance
JaxTeller718_WorkingMicrowaves
Khelldon - Bad Company UMA Zombies
Khelldon - Bigger Buck and Doe
listofmods.txt
Radios
Ragsy_Take_Out_The_Trash
SDX - Elevator A17
SMXhudBBM
SphereII Wandering Traders
SphereII XP Pop Up Remover
TheaterScreens
VideoPlayers
Xyth Bandits
Xyth Wandering Traders
Xythomatic
I only want the vehicles. So is this just a matter of deleting the additional mod(s)? And if so, which files can I safely delete?
-----------------------------------------
Also, I noticed in the modlet version there is an extremely annoying dirt digging sound on some of the vehicles while your driving them. Is there any way to get rid of that, or no?
Okay, so I'm not 100% sure how Sphereii implemented it in the launcher, but in regular SDX there are two different types of dll's, one for the client (which I know for sure the launcher compiles) and a DIFFERENT one for the dedicated server. I'm not sure if the launcher is configured to compile that one.
So, what I would do is this:
Download the latest version of SDX. In the "game path" setting there are two places, one where your client resides and another where the dedicated server resides. Point the 2nd one to where your dedicated server is, and it /should/ compile that dll and you should be good to go.
Unfortunately, I'm not the guy to ask for help on this part, since I'm making a lot of assumptions about the launcher, but it will for sure work with the sdx compiler itself.
Easiest way is to install it on the dedicated server with the mod and let it compile for the dedi.
I'd release the dll's, but 1) it's against tfp's tos (which I honestly would usually ignore) but 2) I'd have to keep up with every build. Hell, I'm still on 17.1b9. =)
I hope this helps.
As far as the dirt digging sounds, if could find it, I'd remove it. =) I've moved the colliders so they don't dig in, but the noise persists on some models...
If you ONLY want the vehicles, you can use the SDX's version of the .unity3d files, its entityclasses.xml and its vehicles.xml (I think you'll need sounds.xml as well, but I may already have that in the modlet version).
Then you'd need to go into blocks.xml and biomes.xml to make them spawn, but that's trivial. Ish.
7D2D Mod Launcher doesnt reconize the Steam Server Installation.
*EDIT* I Changed the Path manually within the configuration File... Seems to work.
*EDIT2* The Mod Launcher did install the Mod on the Server but now i getting a ton of Errors ant Server start takes 1 hour and then i cant login couse of another Error....
Lots of ERR XML Loader: loading and parsing xxxx.xml failedExeption Erorrs
Then a ton of WRN Biome Image contains unknown biome color RGBA(.....) errors
and when i try to login there comes : NCSimple_Serializer Error
Some One knows what i did wrong and what to do now?
The server dll needs to be patched differently. The best (and only way I can think of) way to do that is to use the SDX launcher, NOT the Mod launcher, and compile the mod against a server folder; that way the proper dll's are created and whatnot, then if you use a host or something, upload those dll's to that server.
Unfortunately there are FAAAARRRRR too many variables and server configurations to give a definitive "how to install". Maybe someone has done a tutorial on sdx installs on a server, but I haven't seen it.
Search by author in the list on right hand side e.g Guppycur
Click on the option show available and there are two listed one shows Modlet in name and the other does not, the vehicle madness sdx does not show up under the SDX mods at all it shows in the modlet section.
Is that normal that you cant pickup the working Vehicles you found Sometimes without making them dissapear in Inventory?
Are the ones that was craftet pickupable?
We also had problems driving them away form where we found them. For example yesterday we found one Guppy van in the Snow City but couldnt drive it away from the Town, like there was an invisible wall it also glitch into the ground a bit.
I hadn't experienced either issue on my server so it's hard to say. It's currently not "normal", no, but I do intend on removing the take button entirely anyway, so in essence that's a good glitch? =)
There really isn't anything different from my vehicle vs a vanilla vehicle once it's spawned; they're both entities and they're both in the world, so I can't really think of anything that would cause either of those issues for JUST my vehicles, except that in vanilla, you don't come across so MANY "live" vehicles, so there are likely some resource issues. I know I had 30 or 50 vehicles spawn at once and my pc crawled... =)
Mind you, I did 100% of my testing and playing on 17.1, so I've no clue if 17.2 brought any changes that would affect these things.
We didnt have that invisible Wall Bug again after finding some other working Vehicles. Seems like it just was once cause of something random.
So never mind ^^;
Also other working vehicles are gone when pick them up (HQHD) so nothing todo with your mod eather.
Sorry for bothering you :/
how is respawn working now? do cars respawn when recycle or destroying them? i dont know if i shall destroy cars to force respawn und hopefully got working vehilces or better not ^^;