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Pille

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Posts posted by Pille

  1. Probably i will not hurt anyone if I say for all, that the 32-bit version is no longer needed?

    anyone else using x86 environment for 7dtd?

     

    Or as a compromise, could make x86 versions only for some/stable builds?

     

    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.

  2. oh very nice work Pille. So we just download like normal yeh or with this one we have to do it manually.....

     

    Oh forgot to mention it. You have to manually replace the Zombie.exe located in main directory of the editor.

  3. 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. ;)

     

    p0S7cQl.jpg

     

    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.

  4. Nice work Pille. Argh so it wasn't me lol that turned xml writing off lol last time :-P and i sent myself to the wall for punishment lol

     

    I appreciate your self-punishment, so it was not in vain. :-P

  5. 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.

     

    bk0ci5Q.jpg

     

    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

  6. 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. ;)

     

    AqpMSKN.jpg

  7. Argh I pressed auto gen zs and no zs showed. I changed the tick from whitelist to black list and pressed auto gen and the zs and volumes worked. Pretty cool just got to learn it and do it properly lol

     

    Ohh sorry default should be blacklist.^^

  8. PS: white list ticked no zs spawn. blacklist zs spawn is this correct or

     

    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).

  9. @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:

     

    0iy9uWl.jpg

  10. 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.

     

     

    Jt4ac34.jpg

     

    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)'):

     

    fvqOFqo.jpg

     

    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)'):

     

    TMgyE1v.jpg

     

    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)...

  11. Sounds great. I'll give that a try, that should do. Thanks!

    Thank you very much for the fast reply - I will try that.

     

    You're welcome.

     

     

     

    Announcement: Pille's new Discord server will be available soon®.

  12. I simply want to export a building from a 16.4 random world and import it into a new a17 random world. Can this be done using this tool or any other?

     

    Thanks

     

    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

     

     

     

    I love this tool. Best way to fix water imo.

    Is there any way to do a conditional search? For example, have damage selected as criteria, and choose something like >0 to get all of the blocks with some damage. I am finding that I have a bad habit of punching blocks and not repairing them and then noticing them in this editor.

     

    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):

    dISRq5P.jpg

     

    Click on 'Replace (all layers)'.

  13. Is there a way for this to read the Mods folder for block changes? Example I have to have to installs one hard coded and one using the mods, Just in-case I want to edit a prefab that has custom blocks.

     

    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...

     

     

    Maybe, something like this?

     

    Lol nice idea but no.^^

  14. 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)

  15. 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.

     

    Obviously, that inserting/removing columns - is not as easy thing as it seems....

    ...sometimes, I think, You rewrite the code around this :)

    One day I'll rewrite it because it's still buggy and may cause crashes. :(

     

    But, Please, I don't want You once said like a:

    - well, "inserting/removing columns" still nobody liked and we decided to remove it's feature ... (RR)

     

    or

     

    - "my some buddies, from another Tool, said it was too complicated to edit, and i had to get rid of it so people could edit prefabs more easily". (RR)

     

    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) .

  16. Can we get the insert rows and columns back? Doesn't seem to work right now.

     

    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.

  17. Changelog v0.59 (Dec. 29, 2018):

     

    - fixed: unknown SleeperVolumeGroup or SleeperVolumeGameStageAdjust values may cause crashes.

     

     

    i think so, and thats okay, i dont mind spawning a prafab into a private game to make additions, if it makes it easier to export it with finishing touches. and thank you so much.

    You're welcome.

  18. what i meant by z export is where you can press z and copy blocks in-game. I know there is a forum thread on turning it on in 16, and i cant find it again. I'll keep looking though. i did finally get the bc manager export commands to work. they kept giving me errors.

     

    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.

  19. no, no sleeper zombies. honestly, not a huge deal since it the older version and probably not relevant for much longer.

     

    Sleepers are the only way to 'tie' zombies to prefabs. Ok that's not entirely correct. You can add static spawns to a prefab but they won't work in rwg worlds because vanilla 7dtd doesn't support this feature. Thus, it's not an issue with my editor but a limitation of the game. The static spawns work in Navezgane but I am too lazy to implement a feature which is only available for one map.^^

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