My Problem [CecilInjectorFactory] Loaded 1486 injectors. [CecilEventCallbackInjector] Instruction 2801 out of bounds StardewValley.Game1 Draw (Microsoft.Xna.Framework.GameTime)System.Void PostDrawCallback (Storm.StardewValley.Accessor.StaticContextAccessor)Storm.Manipulation.DetourEvent System.Int32[] [CecilFieldAccessorMutatorInjector] Could not find field! StardewValley.Farmer temporarySpeedBuff System.Single TemporarySpeedBuff System.Single False [CecilFieldAccessorMutatorInjector] Could not find field! StardewValley.Farmer movementMultiplier System.Single MovementMultiplier System.Single False [CecilFieldAccessorMutatorInjector] Could not find field! StardewValley.TerrainFeatures.Flooring whichView System.Int32 WhichView System.Int32 False [CecilFieldAccessorMutatorInjector] Could not find field! StardewValley.TerrainFeatures.Flooring isSteppingStone System.Boolean IsSteppingStone System.Boolean False [CecilFieldAccessorMutatorInjector] Could not find field! StardewValley.TerrainFeatures.FruitTree greenHouseTree System.Boolean GreenHouseTree System.Boolean False [CecilFieldAccessorMutatorInjector] Could not find field! StardewValley.Game1 thumbstickMotionMargin System.Int32 ThumbstickMotionMargin System.Int32 False [CecilFieldAccessorMutatorInjector] Could not find field! StardewValley.Object health System.Int32 Health System.Int32 False System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.TypeLoadException: Method '_GetThumbstickMotionMargin' in type 'StardewValley.Game1' from assembly 'Storm-Hooked-Game, Version=1.0.5900.15624, Culture=neutral, PublicKeyToken=null' does not have an implementation. at StardewValley.Program.Main(String[] args) --- End of inner exception stack trace --- at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor) at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments) at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) at Storm.StardewValley.ManagedStardewValleyLauncher.Launch() at Storm.Program.Main(String[] args)
Well, if the people getting such big log files would provide at least a section of them that may help
If you crash when you try to start the game, make sure you don't use the beta version of the game. Make sure that you use the current "stable" version (1.05).
It's most likely due to a mod throwing an error every frame in an Update tick. AFAIK this is an issue with the API not unloading mods that throw exceptions.
Has anyone else figured out if it's possible to get Storm to run with Windows XP? Want to get rid of fence decay and time moving in the mine (as it's rather silly with how far away from home the mine is :/) but all mods require Storm.
Cant start .... [CecilInjectorFactory] Loaded 1486 injectors. [CecilEventCallbackInjector] Instruction 2801 out of bounds StardewValley.Game1 Draw (Microsoft.Xna.Framework.GameTime)System.Void PostDrawCallback (Storm.StardewValley.Accessor.StaticContextAccessor)Storm.Manipulation.DetourEvent System.Int32[] [CecilFieldAccessorMutatorInjector] Could not find field! StardewValley.Farmer temporarySpeedBuff System.Single TemporarySpeedBuff System.Single False System.IO.FileLoadException: Die Datei oder Assembly "Storm-Hooked-Game, Version=1.0.5907.31512, Culture=neutral, PublicKeyToken=null" oder eine Abhängigkeit davon wurde nicht gefunden. Der Prozess kann nicht auf die Datei zugreifen, da sie von einem anderen Prozess verwendet wird. (Ausnahme von HRESULT: 0x80070020) Dateiname: "Storm-Hooked-Game, Version=1.0.5907.31512, Culture=neutral, PublicKeyToken=null" bei System.Reflection.RuntimeAssembly._nLoad(AssemblyName fileName, String codeBase, Evidence assemblySecurity, RuntimeAssembly locationHint, StackCrawlMark& stackMark, IntPtr pPrivHostBinder, Boolean throwOnFileNotFound, Boolean forIntrospection, Boolean suppressSecurityChecks) bei System.Reflection.RuntimeAssembly.nLoad(AssemblyName fileName, String codeBase, Evidence assemblySecurity, RuntimeAssembly locationHint, StackCrawlMark& stackMark, IntPtr pPrivHostBinder, Boolean throwOnFileNotFound, Boolean forIntrospection, Boolean suppressSecurityChecks) bei System.Reflection.RuntimeAssembly.InternalLoadAssemblyName(AssemblyName assemblyRef, Evidence assemblySecurity, RuntimeAssembly reqAssembly, StackCrawlMark& stackMark, IntPtr pPrivHostBinder, Boolean throwOnFileNotFound, Boolean forIntrospection, Boolean suppressSecurityChecks) bei System.Reflection.RuntimeAssembly.InternalLoad(String assemblyString, Evidence assemblySecurity, StackCrawlMark& stackMark, IntPtr pPrivHostBinder, Boolean forIntrospection) bei System.Reflection.RuntimeAssembly.InternalLoad(String assemblyString, Evidence assemblySecurity, StackCrawlMark& stackMark, Boolean forIntrospection) bei System.Reflection.Assembly.Load(String assemblyString) bei System.UnitySerializationHolder.GetRealObject(StreamingContext context) bei System.AppDomain.Load(Byte[] rawAssembly) bei Storm.Manipulation.Cecil.CecilInjectorFactory.ToConcrete() bei Storm.Manipulation.InjectorFactory.<ParseOfType>b__14_0() bei Storm.StardewValley.ManagedStardewValleyLauncher.InitializeStaticContext(InjectionFactoryContext ctx) bei Storm.StardewValley.ManagedStardewValleyLauncher.Launch() bei Storm.Program.Main(String[] args) WRN: Protokollierung der Assemblybindung ist AUS. Sie können die Protokollierung der Assemblybindungsfehler aktivieren, indem Sie den Registrierungswert [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) auf 1 festlegen. Hinweis: Die Protokollierung der Assemblybindungsfehler führt zu einer gewissen Leistungseinbuße. Sie können dieses Feature deaktivieren, indem Sie den Registrierungswert [HKLM\Software\Microsoft\Fusion!EnableLog] entfernen. tryd the latest storm version http://storm.handsomematt.co.uk/builds/Storm-0.1.1.0_GIT-335d632.zip it works now.... Dont know why Steam trolling me...
Hey, I tried to port my SMAPI mod to STORM but it seems like the "ObjectItem" from STORM does not have the "ParentSheetIndex" Property. Can someone tell me if its implemented and if, how its called/made
Is there a guide for newbies to C# for modding with storm? I've done some small programs in C# but creating a dynamic Link Library for another project is leaps ahead of what I'm used to.
I'm trying to get a series of Storm videos on the go, next one was going to be compiling from source using git and VS2015, then I was going to go into beginner modding. Took me two hours to record and edit a 7 minute video before though (argh) so it might take a while to do. Hopefully get quicker with experience.
Why videos? I know how to compile storm, we already have instructions for that, what I need is set-up, templates and code examples.
Storm Samples are here: https://gitlab.com/Demmonic/Storm/tree/master/Examples My Question: (so it doesn't sink in) I tried to port my SMAPI mod to STORM but it seems like the "ObjectItem" from STORM does not have the "ParentSheetIndex" Property. Can someone tell me if its implemented and if, how its called/made
So I installed Storm according to the tutorial for a non-steam folder, but the Storm Loader won't even open the Stardew Valley Exe. Any idea what the issue is? [CecilInjectorFactory] Loaded 1486 injectors. [CecilEventCallbackInjector] Instruction 2801 out of bounds StardewValley.Game1 Draw (Microsoft.Xna.Framework.GameTime)System.Void PostDrawCallback (Storm.StardewValley.Accessor.StaticContextAccessor)Storm.Manipulation.DetourEvent System.Int32[] [CecilFieldAccessorMutatorInjector] Could not find field! StardewValley.Farmer temporarySpeedBuff System.Single TemporarySpeedBuff System.Single False System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object. at StardewValley.Game1.UnloadContent() at Microsoft.Xna.Framework.Game.DeviceDisposing(Object sender, EventArgs e) at Microsoft.Xna.Framework.GraphicsDeviceManager.OnDeviceDisposing(Object sender, EventArgs args) at Microsoft.Xna.Framework.GraphicsDeviceManager.HandleDisposing(Object sender, EventArgs e) at Microsoft.Xna.Framework.Graphics.GraphicsDevice.~GraphicsDevice() at Microsoft.Xna.Framework.Graphics.GraphicsDevice.Dispose(Boolean ) at Microsoft.Xna.Framework.GraphicsDeviceManager.Dispose(Boolean disposing) at Microsoft.Xna.Framework.GraphicsDeviceManager.System.IDisposable.Dispose() at Microsoft.Xna.Framework.Game.Dispose(Boolean disposing) at Microsoft.Xna.Framework.Game.Dispose() at StardewValley.Program.Main(String[] args) --- End of inner exception stack trace --- at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor) at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments) at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) at Storm.StardewValley.ManagedStardewValleyLauncher.Launch() at Storm.Program.Main(String[] args)
Yes, this would be perfect. I am currently trying to get familiar with API but not much luck. Is it currently possible to somehow summon an NPC? I tried making an NPC with XNB files and event managed to add it to the event but couldn't add to any location. Something like Game1.locations[Game1.locations.Count - 1].addCharacter(new NPC(new AnimatedSprite(Game1.content.Load<Texture2D>("Characters\\Marnie"), 0, Game1.tileSize / 4, Game1.tileSize * 2 / 4), new Vector2((float)(12 * Game1.tileSize), (float)(14 * Game1.tileSize)), "AnimalShop", 2, "Marnie", false, null, Game1.content.Load<Texture2D>("Portraits\\Marnie"))); ?
@Handsome Matt Do you how i could implement this ? I need the objects SheetIndex to check its itemType Quote: I tried to port my SMAPI mod to STORM but it seems like the "ObjectItem" from STORM does not have the "ParentSheetIndex" Property. Can someone tell me if its implemented and if, how its called/made
So I finally got the API to build. Had to revert to an older codebase to get it to. Some of the examples are probably outdated, intellisense is being bitchy about some references. Now what I'd really like is some sort of documentation of methods etc. So I know what I have access to and can modify and how.
anyone figure out a way to debug / step through plugin code? I'm currently making my changes -> deploying dll and running the game then outputting data to the storm log