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About Bizzi

  • Rank
    Junior Member


  • Location Dortmund, Germany
  • Occupation Picker (Logistic), before 7 Years developer

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  1. Sorry for my late post, but my job is currently to hard to spend time. After a working-day i wan't to sleep But here is an little update for you! Steam-Workshop was updated: remove Tags (will be shown later on Details page) adding pagination adding sweet loading animation empty results Install/Uninstall from the search-results Upcoming updates: Right click on Project (contextmenu) for Workshop-Projects can open Mod-Details (fetched from the Steam-Workshop) Install/Uninstall routines Details-page
  2. The first step is taken: The next step is, to add a pagination and on the right side rating-informations and buttons (like install/deinstall). I will update the description later (currently it's plain text and not formated).
  3. I've found the interface! The method is not documented, but i've found it on librarys Here is the result:
  4. I think, useful is an complete PSD template for that. But currently, no one has created a template like that.
  5. By default, the API from steam_api.dll, which provided by Steamworks SDK (v1.4). The public Web-API (already seen before using the Steamworks SDK) don't have a public listening. You can only fetch the Details. Thats the second think to create an JSON-Based API on my Server to provide the Data for DSTEd. The third thinking is, i'm not a "registred" developer on Valve. I don't know, what's cost, which NDA is given and i'm not a company. By the way, the protected methods need an Publisher Key, not an Developer key: Otherwise, i will crawl the Steam-Workshop with my server and parse it. ****-Happens for a publisher key It's spend more time on development, but it's not problematic.
  6. Ah, thanks! I will try it later. I had seen, that the public API only has Methods for the RemoteStorageDetails, i've found no Methods to get a complete List, otherwise i was blind
  7. Currently i tried to implement the Steam-API for Workshop handling. The API works, but currently steam_ugc_create_query_all don't list the Items. I hope, anyone can help me here:
  8. My plan is, to manage it on the Settings. You can change lot's of things, the "Theme", Highlightning-Features, Key-Shortcuts and other.
  9. A little preview of changes:
  10. Thats correct. But it's easier if your Editor has Methods to create your content The current problem is, you must find your needed Methods on other Mods or the LUA-Files from the core. I'm an OpenSource fetishist. I hope other people contribute on it.
  11. DSTEd - The IDE for Don't Starve Together Hey There The development of content for DST is quickly hard for newbies. Currently, i'm developing an IDE, a Code Editor for DST based on electron and node.js Comming Features Develop your Mods in LUA-Language Syntax highligtning Mod-specific projects DST-API ModInfo Editor Integrated Steam-Workshop Asset-Editor Console/Logger And lots of more... Develop your Mods in LUA-Language As usual, you programming your Mods in LUA-Language. But you don't need to search your Mods folder for specific files. Your Projects and Files will be listed under the same editor. DST-API You search a Method or Functions to implement a Feature? With DSTEd you have a complete overview of all possible entry points of Don't Starve Together. ModInfo-Editor Don't create your modinfo.lua in plain text; With DSTEd you will have a nice Editor for that. Integrated Steam-Workshop For the development do you often go back to finished mods? Download finished Mods directly from DSTEd. Asset-Editor Don't extract orpack Assets. DSTEd makes it for you. The basic idea is to use Photoshop or other image processing programs in addition. The first question was, which method I use for the implementation. The answer was very difficult to answer. I chose ecletron to use it on other platforms as well. DSTEd will be running on Windows, Linux derivates and OS X in 32bit and 64bit. Currently, DSTEd is under development and not finished for productive usement. If you want to help out, you can participate in the development over GitHub:
  12. All requests are over HTTPs. You can try to sniff the originals over Charles or other.
  13. DST-Servers connecting to Klei and say "Here, i'm online!". Klei stores the server, so you can find this server in your game. If you want to fetch more informations about the server (online players, enabled mods,..) you must create an seperate POSt-Request to the Lobby-Server: Sample $lobby = new Lobby(); $servers = $lobby->getServers(); print('<h1>Server List</h1>'); printf('<pre>%s</pre>', print_r($servers, true)); print('<h1>Server by Index</h1>'); printf('<pre>%s</pre>', print_r($lobby->getServerByIndex(100), true)); print('<h1>Server by ID</h1>'); printf('<pre>%s</pre>', print_r($lobby->getServerByID('KU_B9m7kaOz'), true)); print('<h1>Server Details</h1>'); printf('<pre>%s</pre>', print_r($lobby->getServerDetails($lobby->getServerByID('KU_B9m7kaOz')), true));
  14. Last week, installed DST on my dedicated Debian server. Because the limit of the Memory on my machine, i had buy a brand new server. Currently i had installed DST on this new machine, but the Server won't start - it will be shutdown with following reason: Hardware (NEW SERVER) Intel Core i7-2600 HDD2x HDD 3,0 TB SATA RAM4x RAM 4096 MB DDR3 Linux Debian-87-jessie-64-minimal 3.16.0-4-amd64 #1 SMP Debian 3.16.39-1+deb8u2 (2017-03-07) x86_64 GNU/Linux Hardware (old server) AMD Athlon 64 5600+ X2 HDD1x HDD 400 GB SATA HDD1x HDD 750 GB SATA RAM2x RAM 1024 MB DDR2 Linux Debian-83-jessie-64-minimal 3.16.0-4-amd64 #1 SMP Debian 3.16.39-1+deb8u1 (2017-02-22) x86_64 GNU/Linux Logfile Can you tell me, whats wrong? My idea is, the difference between 32bit and 64bit. The OS is running on 64bit, but DST is an 32bit application; I think the 32bit application can't access the 16GB RAM. It is right? Any solutions?
  15. I've found tge solution. Using modimport and not require