We promise no intrusive ads, Please help keep the community alive
Consider supporting us by disabling your ad blocker / add to whitelist / purchasing VIP.
Consider supporting us by disabling your ad blocker / add to whitelist / purchasing VIP.

MeFisto94
Members-
Posts
6 -
Joined
-
Last visited
-
Days Won
5
MeFisto94 last won the day on December 29 2022
MeFisto94 had the most liked content!
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
MeFisto94's Achievements
-
andrey zyb reacted to a post in a topic: Andraste Modding Framework Development Build
-
andrey zyb reacted to a post in a topic: Andraste Modding Framework Development Build
-
Andraste Modding Framework Development Build
MeFisto94 replied to MeFisto94's topic in Tools / Others Mod
This has been solved by BEight after trying a different folder / placing Andraste next to it. I've updated the Launcher to be more verbose about such errors, it may also be that specific special characters in paths still cause issues, but so far we haven't had others with that kind of error. If someone else has that error: Check your game path. Is it very long? Does it have spaces? Other special characters? If so, try it from a very simple location like "C:\tdu" and report it back to us. Also to address the malware concerns: Andraste is a modding framework, so it invades other processes to change their behavior. This may very well trip antivirus heuristics, and since we're neither signed by a costly certificate (microsoft approved so to say), nor is the exe widespread, Anti Virus may yield a warning. If you have a technical background, feel free to inspect the DLLs (they are regular .net dlls that are not obfuscated), or even read along on https://github.com/AndrasteFramework. Note: not all parts are public on github yet. -
Ryzza5 reacted to a file: Andraste Modding Framework Development Build
-
TDU Iceman reacted to a file: Andraste Modding Framework Development Build
-
Aquarious reacted to a blog entry: TDUniverse :: Introducing our Lobby Karma System for TDU2 Freeroam
-
Djey reacted to a blog entry: TDUniverse :: Introducing our Lobby Karma System for TDU2 Freeroam
-
euphoric.cat reacted to a blog entry: TDUniverse :: Introducing our Lobby Karma System for TDU2 Freeroam
-
MeFisto94 started following TDUniverse :: Introducing our Lobby Karma System for TDU2 Freeroam
-
Our Gameserver has a lot of interesting features, but so far we never shared details about them, which is what I want to change with this blog post series. In this post, we'll talk about the "automatic Lobby Karma System": In modern internet forums (such as reddit), where you can up- and downvote content and if the votes are negative enough, the content disappears. The very same is happening to the lobbies in the TDUniverse Game Server. If a player can't connect to some lobby, it is "downvoted". And if it's below a certain threshold, the lobby is closed. When player A tries to connect to player B, we can't tell if it's just player A's faulty connection or if player B is a bad host. That's why both players get negative karma, but we have big enough thresholds to account for that. Also, players with too much negative karma won't be able to vote either (i.e. increasing or decreasing other people's karma). If you want to experiment with that system, feel free to have a drive on our game server, as well as using our discord bot's debug command (!lobby). If you just want to drive, however, don't worry, the system will ensure you have a smooth ride in the background. The bot is just for curious nerds. See you on the roads, MeFisto94
-
euphoric.cat started following MeFisto94
-
c4k3ss reacted to a file: Andraste Modding Framework Development Build
-
andrey zyb reacted to a file: Andraste Modding Framework Development Build
-
BEight reacted to a file: Andraste Modding Framework Development Build
-
MeFisto94 started following Andraste Modding Framework Development Build
-
View File Andraste Modding Framework Development Build Andraste Modding Framework Andraste, at it’s core, is a generic modding framework, aiming to bring a modern toolset into old (DX 9) and modern games alike. It does so by injecting a .NET FX Runtime into native applications, allowing us to code the framework in a safe language (C#), which even opens up the possibility to write code modifications in .NET languages, that interface seamlessly with the native code of the game. Note: This current release requires you to be tech-savy and is primarly aimed at mod developers and to find problems with the base-framework. It won't provide major features, yet, so don't sweat it, if you can't get it to run. Note: While this is in the TDU2 category, Andraste can also be used for TDU1 and potentially a lot of other games (unless they are 64 bits or have some protective anti cheat system) How to run Andraste Currently, Andraste only comes with a console launcher, so to launch it, you need to execute the Launcher.exe and pass the path to your game. This can be done by dragging the game onto the Launcher.exe or better: creating a shortcut to do that. If Andraste is running, it should write logging output into the console window of the launcher. At this point, you can start creating mods that will then be loaded into your game. In order for mods to be loaded into your game, place them into the mods folder next to the Launcher.exe Currently, since the Launcher has no proper GUI, all mods are always loaded, you can't toggle them, but you can move them out of the mods folder. If you still have problems launching Andraste, see our Docs on using the Launcher and "installing" mods. Converting an Mod into the Andraste Format First, make sure that you have the permission of the original author to convert/upload the andraste version of the mod. Then, follow our Getting Started Guide What can I use it for, at the moment? If you managed to convert a mod, you can now use (and remove!) these game mods, without changing your unpacked(!) base game (the game needs to be unpacked, because the VFS feature only replaces existing files, it doesn't create packed files yet). While this feature may not be impressive yet (besides removing mods without having to have a backup of your game folder somewhere), there is much more possible with that technique, but that takes manpower and time. Internally, we're currently using the scripting functionality to find out more about the game and progress on different fronts such as multiplayer or asset manager, so definitely stay tuned for further progress, at some point, we will release the TDU2 Modding Framework, that is an additional layer on top of Andraste, providing TDU2 specific features (patching files inside BNKs, running on a packed game, hot reloading, ...) If you need further assistance, don't hesitate to read our documentation, post in the relevant forum thread, here on turboduck, or in #tdu-modding on https://discord.tduniverse.org Andraste is a TDUniverse Umbrella Project by MeFisto94 and redd Submitter MeFisto94 Submitted 06/04/2022 Category Tools / Others
-
MeFisto94 started following Andraste Modding Framework Development Build
-
Version 0.1.3
100 downloads
Andraste Modding Framework Andraste, at it’s core, is a generic modding framework, aiming to bring a modern toolset into old (DX 9) and modern games alike. It does so by injecting a .NET FX Runtime into native applications, allowing us to code the framework in a safe language (C#), which even opens up the possibility to write code modifications in .NET languages, that interface seamlessly with the native code of the game. Note: This current release requires you to be tech-savy and is primarly aimed at mod developers and to find problems with the base-framework. It won't provide major features, yet, so don't sweat it, if you can't get it to run. Note: While this is in the TDU2 category, Andraste can also be used for TDU1 and potentially a lot of other games (unless they are 64 bits or have some protective anti cheat system) How to run Andraste Currently, Andraste only comes with a console launcher, so to launch it, you need to execute the Launcher.exe and pass the path to your game. This can be done by dragging the game onto the Launcher.exe or better: creating a shortcut to do that. If Andraste is running, it should write logging output into the console window of the launcher. At this point, you can start creating mods that will then be loaded into your game. In order for mods to be loaded into your game, place them into the mods folder next to the Launcher.exe Currently, since the Launcher has no proper GUI, all mods are always loaded, you can't toggle them, but you can move them out of the mods folder. If you still have problems launching Andraste, see our Docs on using the Launcher and "installing" mods. Converting an Mod into the Andraste Format First, make sure that you have the permission of the original author to convert/upload the andraste version of the mod. Then, follow our Getting Started Guide What can I use it for, at the moment? If you managed to convert a mod, you can now use (and remove!) these game mods, without changing your unpacked(!) base game (the game needs to be unpacked, because the VFS feature only replaces existing files, it doesn't create packed files yet). While this feature may not be impressive yet (besides removing mods without having to have a backup of your game folder somewhere), there is much more possible with that technique, but that takes manpower and time. Internally, we're currently using the scripting functionality to find out more about the game and progress on different fronts such as multiplayer or asset manager, so definitely stay tuned for further progress, at some point, we will release the TDU2 Modding Framework, that is an additional layer on top of Andraste, providing TDU2 specific features (patching files inside BNKs, running on a packed game, hot reloading, ...) If you need further assistance, don't hesitate to read our documentation, post in the relevant forum thread, here on turboduck, or in #tdu-modding on https://discord.tduniverse.org Andraste is a TDUniverse Umbrella Project by MeFisto94 and reddFree