Jump to content

Diff

Vintarian
  • Posts

    396
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Diff

  1. Nevermind, hit the books and confirmed, managed to target the patch appropriately to the new function and deambiguated it, because the runtime errors told me to. I think I may need some extra reworking but this bridge at least is crossed.
  2. Alternatively, you can take the archive you downloaded and follow along with this: But given what I've found about the Flatpak above, I think it's also likely to run into the same issue.
  3. Flathub hasn't been updated with 1.21 yet. It's not fully automatic, it needs manual approval from the maintainer, so you can't do it through Discover until it flushes through. It's on its way: https://github.com/flathub/at.vintagestory.VintageStory/pull/101 But when testing it, it crashed for me. It looks like it needs .NET 8.0 installed, but the Flatpak is only set up to ask for 7.0. I think it's probably best to wait for the moment.
  4. Hi all! I'm trying to update an old mod from 1.14 for 1.20... or i guess 1.21 now. But this is my first code mod and I'm having a hard time figuring out what's going wrong with the old mod. There's a StartClientSide method that calls harmony.PatchAll, and there's only one annotated class: [HarmonyPatch(typeof(ClientPlatformWindows))] [HarmonyPatch("AudioCreate")] public class Patch_ClientPlatformWindows_AudioCreate { public static void Prefix( SoundParams sound, AudioData data ) Now, just based on a stack of assumptions, this patches the AudioCreate method inside the ClientPlatformWindows class, and it prefixes the existing method with the new functionality defined in this file? Since 1.14, it seems that the method's been renamed, there's now a CreateAudio method with the exact same signature. But just swapping the names around isn't working, so I'm building up my assumptions from the bottom to see where I'm going wrong, because currently I'm only getting this error when the mod calls harmony.PatchAll: Exception: Patching exception in method null. So is there something small and obvious I'm missing, has Harmony updated how it works since 1.14, or do I just need to sit down with some documentation rather than trying to throw stuff at the compiler and seeing what sticks?
  5. It's way more. The list is incomplete, so you can't use it to make statements about the overall proportion. I can tell you that out of the 38 games installed on my Steam Deck right now, a lot more than 3.6% are DRM-free, and many aren't on that list.
  6. Based on this topic over here, I think a launcher would be a pretty easy way to implement it, maybe keeping separate folders for each modpack and tacking on the appropriate path with --addModPath. I see there's also flags to leap straight into specific worlds (--openWorld) and to connect to specific servers (--connect) which oughta make things very smooth.
  7. One footgun note there, if you're copying within the same computer it's probably safe to copy the whole file, but the file contains other things besides the session key, like the folder to read mods from or the list of mods that are currently disabled. It can cause small headaches if you copy the whole file across totally different computers, but you can also just manually pull the session key out and share it across your various instances.
  8. How long are you waiting on it? That step takes the longest for me but it eventually loads in after a minute or two.
  9. Getting increasingly small with the nits being picked here, but technically you can start a single player game offline. As long as you've already signed in and I think as long as you're not connected to the Internet on game boot, it's happy to skip checking in with the authentication server. If you wanna get philosophical about it, you can think of VS as locked to a store with a single game for sale. All these things you say apply to VS, just with a library size of 1. But practically, I think we can trust Anego to not fly off the handle, and practically, Valve does not have the history of random unjustified algorithmic bans that Google, Amazon, YouTube and other large tech companies have. I've personally seen two flavors of No Steam, No Buy. First is the Linux crowd. Steam's the only one nowadays that shows them any love (Epic's completely cold to the point of making formerly Linux-friendly games Epic-exclusive, Humble has stiffed them with the Trove, and GOG still hasn't brought Galaxy over, the others are absolutely non-existent), and Valve has poured a lot of that money into basically developing Linux gaming from ashes. It's a bit of loyalty/voting with their wallet for more Linux support. The other is driven by frustration at Epic at buying up exclusivity, threatening to bring the modern dark ages of video streaming (the balkanization of Netflix) to the games industry.
  10. And only today I learned these exist after 2 years of vintaging stories
  11. It can be a small problem, I just hit winter in my single player world and I usually have to duck to get out of my house if it snowed overnight.
  12. And here I've been manually writing patch files like a d*ng fool. And I see ModMaker has an option to convert the vanilla assets to actual JSON? Handy stuff, I've just been ignoring my IDE yelling about all the unquoted property names. Although apparently the ModMaker-generated modinfo.json has 2 different properties that apparently are invalid/not allowed to be uploaded. Not sure what that's about. Anyway, here's Wonderwall. https://mods.vintagestory.at/snowballtraders
  13. You could edit the files/make a mod to make traders snowball-compatible. Or, I've never published a mod before, but I'd be willing to take a crack at it. Only gotcha is that it wouldn't be able to generate traders in your existing snowball world.
  14. Nailed it. This one I'm not sure. Did some digging in the files on my machine, but I'm not not immediately seeing clues for this. If it's still broken, that's something that a small broken example would be handy in debugging.
  15. My dude it's never okay to get steamed to the point where you're harassing people over videogames (of all things) online. That's so stereotypical. If you can't keep it cool, you don't get to be disrespectful, you just walk away from the situation.
  16. Ah that might be a bad picture on the wiki then, because chittering four legged spider sounds exactly like a shiver. Can't answer why he's there, but somehow you're definitely not in a homo sapiens world.
  17. Looks like that was it, thanks! "Wisp" was the term I needed to get good search results. I knew it added some extra Lovecraftian stuff but wasn't aware of this odd little cosmetic guy.
  18. The traders shouldn't be there, but there are still hostile creatures even without supernatural monsters. Several kinds of wild animals will still be after you, primarily wolves and bears. But also mooses, goats, boars if they've got piglets.
  19. Spotted these two on a midnight walk, but I haven't seen them in any of my playthroughs before. Is this new with 1.20 or did one of my mods sneak some sentient snowflakes in while I wasn't looking? sentient snowflakes.mp4
  20. Ah, I think that's the misunderstanding. There's two flavors of colon with totally different meanings. Domains always have a : separating them from the rest of the path, but inside the quotes with the rest of the path. For this line in your face files: "seraph": "entity/humanoid/seraph-naked" "seraph": isn't the domain, it's the key/name/ID used to refer to this texture later, as "#seraph". Change that, and you'd need to change #theothers. A texture referring to a specific domain might look like this: "seraph": "game:entity/humanoid/seraph-naked" Here, "game" is the domain. And like I mentioned earlier, if there's no domain, it defaults to the mod's own domain. So for the original files from the built-in "game" mod, they default to the "game" domain, and since they're looking for a texture, VS will look for a PNG inside the textures folder inside the domain: "assets/<domain>/textures/<the path you see in the JSON>.png". For the original game files, that ultimately adds up to "assets/game/textures/entity/humanoid/seraph-naked.png" which I do see existing: To reference the same file in your mod, you'd need to use "seraph": "game:entity/humanoid/seraph-naked". If you use the existing paths verbatim, they'd default to the "insertyourmodhere" domain and look inside "assets/insertyourmodhere/textures/entity/humanoid/seraph-naked.png" instead.
  21. Just on the storms, at least based on the wiki, and a third qualifier, it looks like they only extend in duration and cap at 4.8 in-game hours. And that's a really fun concept for a game world!
  22. I don't completely understand your question, so apologies if this is completely off base, but I think it's what @xXx_Ape_xXx is referencing with mod domains. Without a prefix, paths will use the same assets folder as the mod they come from, so they're referencing assets/game/textures/entity/humanoid/seraph-naked.png. The existing faces come from the game mod and look for textures also from the game mod. If you want to tap into the same texture, you can either copy those files into assets/yourmod/... or change it to game:entity/humanoid/seraph-naked to reference the original from the game mod. The "seraph": means that inside this json, it'll be referenced as "#seraph", and the path after that is the path to the texture, inside the textures folder of whatever mod you're referencing. By default, your own mod.
  23. Ohhh you know I guarantee that's it. I copied my clientsettings from my Steam Deck so I wouldn't have to keep logging back in when I found out that was possible. I bet you it's looking in /home/deck/.config from SteamOS, not /Users/jaromino/.config from macOS. I guess the Open Mods Folder button doesn't follow clientsettings.json?
  24. Ditto on what Echo Weaver said. Was totally unaware unaware that paths were moving for 1.21. Unfortunately I'm still on 1.20, so the location I have *should* be correct. But that link you have does mention a secondary location, the mods folder in the installation folder. On macOS that would be inside the vintagestory.app bundle itself, which is very odd. I thought that would break 37 different things with signatures and whatever else but it actually seems to work. Doesn't explain why the first folder is broken, but hey, it works!
  25. Could you provide a small broken example modzip to toy around with?
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.