Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - ai_enabled

Pages: [1] 2 3 ... 123
1
Modding info / Re: Modding prerequisites (Visual Studio 2022)
« on: December 02, 2022, 04:14:42 am »
The guide has been updated for VS2022. Enjoy!

2
Help section / Re: Game darkness
« on: November 24, 2022, 10:07:29 am »
Hello!

The attached picture doesn't look too dark here—I've compared it with the game running locally and got exactly the same brightness of the UI elements and the background. Does it look the same in the game?

Please try running the game in windowed mode to see if there is any difference.

Please note that the gamma setting doesn't affect the UI elements (but in my case definitely makes the game visuals very bright).

Regards!

3
Modding info / Re: Error trying to modify durability of various armors
« on: November 21, 2022, 03:04:28 am »
Hello!
Apparently the paths in your mod are different so you have duplication of the original classes instead of mod override.

4
Modding info / Re: Error while trying to load mod
« on: November 15, 2022, 06:43:04 pm »
There is a .temp folder (with the binaries produced by VS Build) which was included in the mod.

5
Modding info / Re: Error while trying to load mod
« on: November 15, 2022, 06:27:10 pm »
Hi MightyMonte88,
it was reported a few times, related to how you pack the mod. Please ensure that:
1. You're using 7-Zip tool in Zip archive format without compression ("Store" compression level).
2. You've compressed the contents of the mod folder instead of the mod folder itself (so when you open the MPK file in 7-Zip you see Header.xml right in its root, not in some nested folder).

Regards!

6
Modding info / Re: NETSDK1045 error
« on: November 15, 2022, 05:10:58 am »
I'm not sure about "Microsoft.Xaml.Behaviors.Wpf" error as I cannot reproduce this issue.
You can edit "CryoFall.Mod.Sdk\Sdk.props" file to change the package version to 1.1.31 this way:
Code: [Select]
<PackageReference Include="Microsoft.Xaml.Behaviors.Wpf" Version="1.1.31" />
The warnings are safe to ignore.

Regards!

7
Modding info / Re: NETSDK1045 error
« on: November 14, 2022, 09:06:24 am »
Yes, exactly. The guide in Steam is outdated. Install VS2022 with .NET 6 SDK and original Core.cpk will load and build without errors.

Also, if you're going to port your old mod you will also need to rewrite your csproj file to the new format (just take one from Core.cpk and change as necessary).

Regards!

8
Modding info / Re: NETSDK1045 error
« on: November 14, 2022, 08:58:29 am »
Right, VS2022 is the way to go now. Perhaps latest version of VS Code is also fine, we've not tried.

The official CryoFall VS Extension is no longer useful (we're going to either remove it or add a message in the description explaining this). Currently we're using the new csproj format (aka ".NET SDK" format) instead of the old one (which VS used for almost two decades), the only requirement is fresh version of VS and .NET 6 SDK. With the new csproj format the old extension is no longer useful as new csproj format provides all the features we need (such as automatically including all the *.cs/.xml/.png/.jpg/.ogg/etc files in the VS project).
The only missing feature is one-click debugging of the running game with VS Debugger. However, you can use VS feature "Attach to process" (Ctrl+Alt+P) and it will work exactly like before.

Quote
I need to place a copy of that sdk, directly in my working directory ? Im totally lost now. Again, i followed the Modding prerequisites guide, and this steam guide https://steamcommunity.com/sharedfiles/filedetails/?id=1707742469, as i did last time, my old working dir with the old game version still works fine.
I'm not sure how your working directory is organized. I've re-read the guide now. If your working folder is just a carbon copy of the original "Core" subfolder (or the whole game) and your mod is inside either "Core" or "Mod" subfolder then everything is configured properly. The mod project will automatically locate CryoFall SDK (the actual path to the SDK is figured out by *.csproj file, see the lines with "<CryoFallSdk>").

Regards!

UPD. Yes, your working directory is looking good. You only need to install VS2022 with .NET 6 SDK.

9
Modding info / Re: NETSDK1045 error
« on: November 14, 2022, 08:22:44 am »
Are you certain that you have .NET 6 SDK installed?
https://dotnet.microsoft.com/en-us/download/dotnet/6.0

Please also ensure that you have the latest CryoFall SDK in your working folder (you can always take the latest version from the "Core" subfolder in the game installation location).

10
Modding info / Re: NETSDK1045 error
« on: November 14, 2022, 07:43:40 am »
Hello!
As an alternative solution, please try copying *.csproj and Header.xml file from "Core.cpk" to your mod folder and then edit these two files: change the ID/modtype/AssemblyName/RootNamespace. There are only a few lines and they're pretty clear.

Regards!

11
Hello!

You can create a faction and transfer land claims to faction ownership. By default your faction can have up to 10 land claims. With faction-owned land claims it's also much easier to manage access rights (no need to do this individually for each land claim).

If you want to raise the personal limit on the number of land claims, you can adjust it in the server rates settings. You need to adjust "Additional land claims number" setting.
You can do this right from the game if you have server operator access rights (you can do this by editing Data/SettingsServer.xml file). If you're a server operator, please log in to your server, press ESC key and you will see a menu containing a button to browse the server rates—there is also a "Edit" button right next to it (if you don't see it, please ensure that you have server operator access rights).

Regards!

12
Mods / Re: [Client] Automaton Mod
« on: October 17, 2022, 03:14:01 am »
does this work with r33?
Yes, there were no breaking changes. Please note that some servers (such as official PvP servers) are configured to require a vanilla client—all mods are automatically disabled when connecting to such servers, and several integrity checks performed to ensure that everyone are using the vanilla version without any modifications.

Regards!

13
Hello!

I don't think there is such a mod though it's possible to create a client+server mod that will provide such a feature (a client mod alone would be not enough as the server doesn't disclose unnecessary info to clients).

You can use a hoverboard to comb the area much faster.

Regards!

14
Modding info / Re: Cryofall Editor for Epic Game Store Version
« on: August 27, 2022, 05:18:04 pm »
Please see a PM, it will work this time. Sorry it was definitely an issue on our side as we didn't test it well enough with the Epic version of the game.

Regards!

15
Modding info / Re: Cryofall Editor for Epic Game Store Version
« on: August 26, 2022, 03:34:55 pm »
Hello!
No problem. I've sent you a password reset email, please follow the link and set the password once again.
After that use the new password in CryoFall Editor to log in.

Regards!

Pages: [1] 2 3 ... 123