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Pille

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Pille last won the day on September 4 2019

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Colony Founder (11/15)

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  1. Changelog 0.90 (Incomplete. Probably I will add to that later.) * added console command removeTraderData which removes all trader-related xml lines from all POIs in a specified directory unless the XMLs has the line '<property name="TraderArea" value="True" />' * fixed bug in nitrogen list creator which slowed down the process and caused high memory consumption * fixed false update reminder Download https://www.mediafire.com/file/6qm4s4422dyspii/Zombie_%2864_bit%29.zip/file Sorry but the autoupdater still needs to be fixed. It's always the same download link btw.
  2. Thank you for your assistance @stallionsden!
  3. This might be possible but would require the POIs to have similar sizes. I'll think about your suggestion but first I've to finish the map editor which is still highly work in progress. The development is one month behind schedule.^^
  4. Right. It's not supported by the vanilla RWG or Nitrogen. So, no not possible to use when generating, unfortunately.
  5. Yes, you even reacted to the post where I've explained the feature^^: It is a bit complicated to use when you try it for the first time... I might make a video if necessary.
  6. I hope that I can make you and myself happy. lol
  7. Yes, and of course you can also move already placed POI or remove them.
  8. The first update (scheduled for Halloween) will primarily include a world editor allowing you edit every feature of a map. It comes with additional functions for automatic prefab placement. So you can take an existing map and the editor will be able to automatically add water POIs like Ships or underground content like sewers beneath streets or caves (I'll provide a set of underground and water POIs to demonstrate how this feature works). Prefab stacking will probably also be possible (you can let the editor place a prefab depending on the position of another POI). I don't know yet if I will extend this to a map generator later.
  9. Another preview shot:
  10. Some random preview stuff. I am trying to teach the editor the file formats of the map
  11. Preview - version 0.9 Implemented: * Added hint to ALT info box. * 5000% - 10000% percent faster global block search + support for searching for block names instead of block IDs + new global block search won't close your currently loaded POI * more soon... Planned: Map post-processing feature allowing to add ships and other water related POIs to the coast + underground tunnel systems/dungeons below towns.
  12. That's now possible since we have the 'exclude quest' tag for sleeper volumes (Otherwise you would run into trouble when trying to eliminate the zombies in the air vents). So adding it requires some additional effort. I'll consider to add this type of quest. Being just a bit tired at the moment...
  13. Thanks you Stalli for replying.... I did what I could (see changelog below) without having gotten an answer to my question. My question was 'What is path and color/texture name path?'... "* added console command 'save block data' to save block information the a file (block_data.txt in the directory of the editor). Type help in the console for more information"
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