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Pille

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Posts posted by Pille

  1. @Henk

     

    Ok, it's a bug in the ingame editor. There's not much I can do about it. I could add two options to my editor though:

     

    1. A 'remove empty outer layers' option when saving the prefab should delete those empty space automatically when you load and save the prefab with my editor.

     

    2. There needs to be some kind of write protection option for the 'YourPrefabName'.xml (the place where the sleeper volume data are stored). Or maybe the zombie editor should prevent already existing volumes from getting their positions change by the ingame tool while still allowing to add more volumes ingame. That could be a bit more sophisticated though. I'll think.

     

    So for now (until I release an update). I suggets to make a backup of the 'YourPrefabName'.xml which is located at (default path): C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Prefabs. Overwriting the xml with a backuped version and reloading the prefab should reset the shifted sleeper volumes.

     

     

    Afaik the warning is not related to the issue but to blocks having unusual damage values. That may sleepers prevent from spawning btw.

  2. Lol sorry n2n1. I forgot to reply. Sure I could implement a cave generator ... but the editor is at a turning point. Imo it doesn't makes sense to add much more stuff as long as the code and gui are so screwed up. Complete rewrite, trying to fix the messy code or abandon the project. These are the options.

  3. Just so there's no misunderstanding - I was talking about static spawns in the first two sentences:

    Yeah it's a kind of must-have feature (Just because it is not implemented in the ingame editor ^^). We can only hope it's worth the effort and that the fun pimps are never going to deactivate it.

     

    were You going to do it !?

    Probably not but it might still be useful to have some general smoothing tool even if the results cannot be displayed directly.

     

    As I hinted, the static spawns are unrelated to blocks and therefore not tied to them. There's some additional (float number) data for the positions of the entities. Thus, they can be placed at intermediate block positions and you can have more entities than blocks (well at least theoretically; not sure if they have to touch the ground to be spawned).

     

    Mazes are one of the easiest (or the laziest) ways to make random prefabs which has always been the long-term goal for the editor. That and randomization of existing prefabs. Mazes are just the entry point though. I want more sophisticated stuff in the long run. However, everything depends on the further development of 7 Days. If I don't enjoy future version of the game, I'll change my plans.

     

     

     

    With the help of Hal, I'm starting to have some success.^^

     

    Static spawn of 4x4 truck:

    2fFwsjp.jpg

  4. Yeah it's a kind of must-have feature (Just because it is not implemented in the ingame editor ^^). We can only hope it's worth the effort and that the fun pimps are never going to deactivate it. Perhaps I can implement a function to smooth the terrain. The maze and static spawn stuff has priority though.

  5. No, it's unrelated to the spawnTrader block (and to any other blocks). You just need to add some additional data to the .tts file. The method is identical to that of Hal's (A15) editor. There are a few issues though.

     

    1. Afaik the static spawns are not visible in the ingame editor unless you start a playtest.

    2. Saving the prefab in the ingame editor will delete all static spawns. That means I have to store a copy of those data somewhere else (for instance in the .pille file) to allow the user to use both editors simultaneously.

    3. The Assembly-CSharp.dll is a hard read for old Pille.^^ Not sure how long it takes to implement the feature.

     

     

    Is that what You were looking for before?

    I don't know what I was looking for before. :D But it's the same feature we have discussed a few month or years ago. Static spawns have already worked in previously alphas, on the Navezgane map only though. Now it looks like as if the random gen worlds has become more technically similar to Navezgane making the static spawn stuff work.

  6. Looks like we can have static entity spawns now. Last time I tested this feature I made a mistake making me believe that it did work (enemy spawn was off^^). Static spawns should allow one-time spawns of all entities listed in the F6 menu (perhaps even vehicles). The entities can be placed much more precisely than sleepers.

     

    Bears spawned via static spawn:

    E0FSdUB.jpg

     

    Next update is planned for the end of the week. Implementing static entity spawning may take a bit longer though.

  7. I loved this Thread

     

    Now i am going to ask a question that is bothering me and i did not see it in the previous pages.

    1؛ I have signs I have put up in my prefab. Is there any way to save the writing on them ?

    2؛ how do I keep my none POI things connected to power after save. IE, auto turrets, blades etc?

     

    1. Yes, just write some text on the signs and save the prefab.

    2. Unfortunately, that's not possible at the moment. Maybe, in A18 or A19.

  8. In theory, yes. In practice, no. You only need certain xml files from the game located inside a certain directory structure to start the editor.^^ However, the editor doesn't have a sufficient 3D View and it can't properly display the rotations of the blocks. Thus, it may be useless without the 3-dimensional representation of the prefabs that the ingame editor offers.

  9. NP Abrondino. :-)

     

     

    Changelog 0.80

     

    - added support for player sign texts (no clue when they introduced this feature)

    - fixed another crash related the 3d view and search tab

    - improved search tab / added AND and OR relation operators.

    - Explanation from the tool tip:

    AND means that only blocks will be found where all the applied criteria are fulfilled

    (Applied criteria are those where the checkbox is set).

    OR means that only one of the criteria has to be satisfied.

     

    Known issue(rare):

    The ingame editor seems to have a small bug messing up the texts of player-made sign. If you use both editors simultaneously, it can cause problems. This only happened once during my tests, so it may was a coincidence or a very rare issue.

  10. The converter is well hidden in the game files.^^

     

    Instructions:

     

    1. Start the game and the ingame editor (under editing tools)

    2. Press F1 to open the console and enter the commands

     

    "prefabupdater loadxml data/config/blocksA16PrefabConversion.xml"

     

    and

     

    "prefabupdater createmapping NAME_OF_YOUR_PREFAB"

     

    without the (" "). Now you should be able to load your prefab in A17. The quality of the conversion depends heavily on the blocks and paint textures used in the prefab. Usually you have to put in some extra work to fix stuff messed by the converter. Anyway, for more info have a look at the file C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die A17\Data\Config\blocksA16PrefabConversion.xml

  11. I'm afraid your house has been messed up by the ingame converter. ^^ It was an A16 prefab and I've tried to make it compatible with A17. To get a better result, I would have to look at what it looked like in the A16 version. Anyway, here is my first attempt to convert it:

     

    http://www.mediafire.com/file/20mpniihb6ppaja/aft_home%25284%2529.zip/file

     

     

    I'll probably make a second attempt this weekend.

  12. Took me a while to figure out that you were talking about a feature of the editor.^^ This would be the right place, yes, but I'm afraid you're the only person using it, so don't expect many replies. Tomorrow's a holiday here in Germany. I may have time to have a look at this (no promise though). Actually, I just have to compare the block map of 17.0 with that of A17.2 (and the texture arrays of both versions). Since there are only very few changes from 17.0 to 17.2 the resulting .rules should be quite small...

  13. @Abrondino

    That's going to be harder to fix than I thought. Looks like a compatibility issue with the underlying c++ library. On the other hand, this shouldn't affect older releases...

     

    Anyway, today I've installed an older version of that library to recompile the editor (Thank you for testing Top Minder!). Hopefully this makes the tool compatible with your and other (old) Windows versions. Pls ignore any requests from the auto updater for now.

     

     

    Possible bugfix for certain Windows OS:

     

    Here is the link (@if you're suffering from similar issues as Abrondino download this version. if not use the regular update from the links below or from the auto updater):

     

    v 0.79: Download LINK (64 bit; special compatibility edition)

     

    Other possible fixes: Try to install visual c++ using the preselected standard settings:

    Visual C++

     

     

     

    Regular update (also available from the OP):

     

    v 0.79: Download LINK (32 bit)

     

    v 0.79: Download LINK (64 bit)

     

    Changelog:

    * added repair prefab command to console ('repair prefab'); this command will repair all blocks of the prefab.

    * updated help command for console ('help')

    * fixed crash: using the advanced search while 3d view is enabled may cause crashes

    * fixed layout scaling issues

    * fixed rectangular selection tool

  14. Ok I'll try to find the correct kernel32.dll (and add it to the editor) but I think the problem is in the DLL files that are shipped with the editor. Anyway, tomorrow's update should help since I am going to check all DLLs.

  15. After updating to the latest editor, I cannot run it anymore.

     

    Seeing this error on a Win 2008 with 18 gigs or ram.

     

    Tried the following without success

    Delete the zombie directory and reinstalled

    Win updates

    Installed (a suggested from the web) dxwebsetup.exe

    Rebooted

     

    I even tried older versions of the editor. None of them work now :(

     

    [ATTACH=CONFIG]28142[/ATTACH]

     

    That sounds strange. I just reuploaded and updated the editor. Pls try one of the following versions:

     

    Download LINK (32 bit)

     

    Download LINK (64 bit)

     

     

    Edit:

    A more serious update will be released in a few days (hopefully^^).

  16. As far as I know, it's no longer possible to add decals to a prefab in A17. For compability reasons I haven't removed the meta2 text field and the related checkbox yet. Actually, those GUI elements should be invisible if A17 mode is enabled but I am too lazy to implement this change atm.^^ The random world generator may add some decals afterwards though (after the POI is spawned) but that stuff is not stored in the prefab file.

  17. Time to move on....

     

    Changelog 0.77© and 0.78

     

    - added buttons in main menu (see menu item 'Tabs') to dock all tabs at once

    - added new tab 'balancing' allowing you the evaluate the amount of loot of your prefab. The balancing-related features is work in progress atm. since the file 'compo-pack-eval.txt' (Thank you ShoudenKalferas for creating this file) that contains the required loot eval. table is not finished yet.

    - added new console command: evaluate loot (enter <help> (wihout the <>) to get detailed information)

    - added new console command:

    - print property:[Name of property] value:[Value of property] blocks (enter <help> (wihout the <>) to get detailed information)

    For instance, you want to get a list of all loot blocks. Enter the following command:

     

    print property:Class value:Loot blocks

     

    Or a list of all sleeper blocks:

     

    print property:Class value:Sleeper blocks

     

    - update 'help' command

    - disabled don't press me button

    - fixed: search tool under 'select/navigate' was disabled for unkown reason^^

     

    Explanation of balancing tab (pdf file)

  18. @all

    Lol don't expect anything exciting in the next (mhh let say) two updates. The file I am waiting for is related to the new prefab evaluation feature. That should help prefabbers to balance out their POIs. The original intention was a different one though... Once it's done, the evaluation could be used to identify the most profitable prefabs or POIs that have the highest chance to spawn certain rare items (e.g. beakers). Mathematically optimized survival is possible.^^

     

    Ofc this requires more work and won't be included in the next update. There is some 3D and other stuff that should be finished first.

     

     

    Pilles is simply better. I see the in game editor as an extension of pilles, not the other way around. :)

     

    Too bad that I am not allowed to give you reputation atm. ;)

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