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Pille

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Everything posted by Pille

  1. Changelog 0.68 and 0.68(b) - overhauled advanced replace feature. Should work like a full-featured converter now (allow you to apply multiply replacing rules at once) - fixed bug in xml parsing - editor should start faster (~2 seconds)
  2. No votes against so far.^^ The download numbers might be a better indicator though. I'll track them for a while and make a decision later.
  3. Oh forgot to mention it. You have to manually replace the Zombie.exe located in main directory of the editor.
  4. Just a little preview. I've overhauled the advanced block replacing feature. It's basically a programmable converter now. You can add a rule set and apply it to a all prefabs at once. Should provide a much more convenient way of converting prefabs than the xml-based converter once it is finished. Could become interesting when A18 spawns. This and other (unfinished) experimental versions of the editor can be downloaded from here (64 bit only). I am too lazy to link them here or to make a 32 bit version of each experimental.
  5. I appreciate your self-punishment, so it was not in vain. :-P
  6. Changelog 0.67 - added search field to quick selection (this should make it much more useful)
  7. Changelog 0.66 - Improved xml parsing. Editor should start much faster. - Improved modding support. Editor can read gamestage files located in the mod directories (~7 Days To Die\Mods\NameOfMod\Config) - Changed default light values to those used by the ingame editor - Changed hotkey for block picker from 'ALT' to 'Z'. You can still use the middle mouse button btw. - Added infoText. Press and hold 'ALT' to get some additional info about the block beneath your cursor (not complete yet). See screenshot below. Latest issues: The new hotkey (ALT) is not mentioned in the hint text (under extras -> print controls). Edit: For some reason, the autoupdater and the xml writing is disabled by default. I recommend to enable those features: Extras -> Options -> General -> write prefab xml Extras -> Options -> General -> check for updates at start up
  8. Lol, nice response time.^^ Lets hope that it works as intended. If not let me know.
  9. Changelog 0.65 - Added a way to set min. and max. spawn counts to the sleeper generator. - First attempt to add mod support to the editor (Thanks for your help SinisterMind81 ). The editor should be able to load modded blocks.xml files from the Mods directory. I am not sure if it works correctly because I have no clue how this xpath stuff really works.^^ If you have multiple mods in the directory ~/7 Days To Die/Mods/ the editor will try to load all blocks.xml files (is this approach correct?). It assumes that the XMLs are located in ~/7 Days To Die/Mods/NameOfMods/Config/blocks.xml. To use the new feature you have activate it (Extras -> Options -> General -> load mods). You can exclude mods. Enter the name of the mods you don't want to load into the excluded mods text field. This text field is case-sensitive. Make sure that the names match with those in the ~/7 Days To Die/Mods/ directory. After changing the mod related settings, you have to restart the editor. Good luck.
  10. Ohh sorry default should be blacklist.^^
  11. Whitelist rconcrete (id 2112) and they will spawn on rconcrete blocks only and if you use the blacklist option they may spawn on all blocks except rconcrete (or whatever you've entered in the block list).
  12. @n2n1 I am sure that will be helpful to others. Thank you for sharing. Update Time (Changelog later) The update contains a couple of bug fixes as well as an (slightly) overhauled sleeper generator. The overhaul is not finished yet but if you don't want to have a sleeper zombie zoo, you may find it helpful. There will be more update (probably this week). The new sleeper symbols:
  13. How to get rid of the 'INF Missing paint ID XML entry' messages When you convert and load an old a16 prefab, you may get the console messages mentioned above. Their font color is white, so they are easy to miss but fixing them is advisable since they can cause issues if the debug mode is enabled. If you press F3 in debub mode, the game starts to spam console errors when you look at affected blocks. To get rid of the bug, use the advanced replacer in the zombie editor (CTRL + A). Let's say you get the following message in game: INF Missing paint ID XML entry: 76 for block 'stainlessSteelBlock'. 1. Load the prefab into the zombie editor. 2. Press CTRL + A 3. Delete the 'front' texture (write 76 in the 'front' texture text field and set everything else to --KEEP OLD-- and press on 'Replace (all layers)'): 4. Delete the 'left' texture (write 76 in the 'left' texture text field and set everything else to --KEEP OLD-- and press on 'Replace (all layers)'): 5. Delete the 'top' texture (see above)... 6. Delete the 'back' texture (see above)... 7. Delete the 'right' texture (see above)... 8. Delete the 'bottom' texture (see above)...
  14. German/English chatting server for prefabbers and for those who don't ask too many questions regarding my editor (the server is still work in progress btw.): Pille's Discord Server
  15. You're welcome. Announcement: Pille's new Discord server will be available soon®.
  16. It can be done using HAL's tools. The editor itself is not compatible with A16 but the bbb commands still work: https://7daystodie.com/forums/showthread.php?7564-Hal-s-Prefab-Editor After extracting your prefab from the map you have to convert it following the instructions in C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Config\blocksA16PrefabConversion.xml Not implemented yet but it's not a big deal and I am going to try to add it (<, >, !=). If you don't mind to repair all blocks you could use the exchanger (advanced replace): Click on 'Replace (all layers)'.
  17. No. The problem is that I have no clue about the new modding system and I don't have time to learn it atm. but if you help me I may be able to help you. What I need to know is the location of the Mods folder. If you can make a small test mod consisting of 2 or 3 custom blocks, I'll try to implement the requested feature... Lol nice idea but no.^^
  18. Sorry, no time for chitchat... Changelog v0.62 (Jan. 4, 2019): - changed: better default values for sleeper properties (default sleepers were deaf^^) - fixed: import prefab doesn't work properly - fixed: sleeper sight range and sleeper sight angle not properly saved (-1 was saved as 255, should be 65535)
  19. The features 'insert rows' and 'insert columns' were already fixed in the previous patch but I didn't realize it.^^ The sleeper and light properties required some minor code fixes because they differ from universal block properties (density, damage, id etc.). All blocks have an id but only a few ones have light properties. That's the major difference that caused a bug or incompatibility in the insert and remove functions. One day I'll rewrite it because it's still buggy and may cause crashes. Quite the opposite, my buddies say that I should add some trendy feature like hidden bitcoin miners, encryption trojans and other cool stuff. But seriously, feature removal is not going to happen. Update Time! Changelog v0.61 (Jan. 4, 2019): - reactivated insert rows and columns - changed: pic. for no texture / delete - fixed: hearing percent in sleeper properties is multiplied by 100 when you use the block picking tool to read the block properties - known issues (should be fixed in the next update): - cutting light or sleeper blocks (ctrl + x) changes the values of the light or sleeper properties; Use copy 'n paste (ctrl + c & ctrl + v) until the bug is fixed - middle mouse button (block picker tool) doesn't work properly. You have to click the middle mouse button twice for it to work. Btw. the new version can be downloaded directly from the op (if the auto-updater is not working for you) .
  20. It's deactivated atm. I had to break some features during the development of the new version. This was one of them. Next update should bring this feature back.
  21. Changelog v0.60 (Jan. 3, 2019): - reactivated remove rows, remove columns, import and export - fixed: loading converted a16 prefab may cause crashes
  22. Changelog v0.59 (Dec. 29, 2018): - fixed: unknown SleeperVolumeGroup or SleeperVolumeGameStageAdjust values may cause crashes. You're welcome.
  23. Update time! Changelog v0.58 (Dec. 28, 2018): - fixed: light properties don't work correctly if you have configured and unconfigured in your prefab.
  24. Ahh lol sorry. I need some sleep.^^ You're looking for this thread: https://7daystodie.com/forums/showthread.php?47459-Unlocking-In-Game-Prefab-Editor-(Terrain-Tools)-dll-mod I am not sure if this mod can be used for servers/multiplayer.
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