cammel
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Posts posted by cammel
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How do I find what this means?
Generating heightmap.
Generating biomes.
Generating cities.
Traceback (most recent call last):
File "crash_log.py", line 19, in handle_crash_log
File "gui_generation.py", line 27, in generate
File "ntime.py", line 11, in ntime
File "world.py", line 1301, in run
File "world.py", line 265, in generate
File "world.py", line 540, in init_cities
File "world.py", line 617, in gen_cities_from_mask
File "world.py", line 582, in gen_hub_from_label
File "hub_factory.py", line 32, in gen_random_town
File "hub_factory.py", line 59, in gen_random_hub
File "city.py", line 46, in __init__
File "city.py", line 61, in generate
File "city.py", line 274, in populate_grid
File "city.py", line 246, in try_place
AttributeError: 'NoneType' object has no attribute 'rotate_to_face'0 -
Did you try with something other than MapName? Like "Home" Just to see if it worked.
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23 minutes ago, paulj_3 said:
Thank You, very much appreciated.
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Any one have a copy of the last KingGen 11.x version, I could get? When I updated I did not keep a copy.
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4 minutes ago, sonicdeathmnkey said:
Just downloaded the latest version and I'm getting the following error message:
Traceback (most recent call last):
File "city.py", line 221, in random_poi
File "rrlist.py", line 25, in get_random
IndexError: list index out of rangeDuring handling of the above exception, another exception occurred:
Traceback (most recent call last):
File "crash_log.py", line 19, in handle_crash_log
File "gui_generation.py", line 27, in generate
File "ntime.py", line 11, in ntime
File "world.py", line 1258, in run
File "world.py", line 267, in generate
File "world.py", line 534, in init_cities
File "world.py", line 629, in gen_cities
File "hub_factory.py", line 31, in gen_random_city
File "hub_factory.py", line 62, in gen_random_hub
File "city.py", line 46, in __init__
File "city.py", line 61, in generate
File "city.py", line 265, in populate_grid
File "city.py", line 232, in random_poi
Exception: No POIs found for wasteland, city, downtown
I'm using the compopack 47 list, and I've just validated Steam files.Did you download the updated prefab list for CP47?
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14 minutes ago, stallionsden said:
Hi @cammel Will take a look
Found what is causing it, The mailbox for some reason is 2 blocks high. therefore it sticks out beyond the walkway
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This sounds good to me. I would rather have that than multiple versions of the same poi in same city.
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6 hours ago, Subquake said:
@cammel very strange, because if I copy the link in the browser URL bar, it works
@CamouflageUK that's not normal, make sure BEFORE installing the mod you have A19.5 (b60) version of the game, the mod will not work with any other version.If I left click it opens a new tab and says server not found. If I right click and select open in new tab the download pops up. Am using Firefox.
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Incremental patch link says server not found. But I got to the site thru the tutorial link and was able to download the patch.
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@Subquake Scrap chest armor quality H says it repairs with cloth fragment, actually takes repair kit. Also shows as light armor.
If I hover over the scrap gloves then it changes to medium/heavy and repair kit.
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Thanks Xyth and khzmusik, I understand it now.
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1 hour ago, xyth said:
My understanding was no probability means probability = 1
Then what would be the purpose of having a probability = "1" setting? If "0" is no chance and "1" is a 100% percent chance, that indicates that "1" is guaranteed to spawn.
So if you have 4 zeds listed and only one of them has the probability = "1" setting, which one will spawn if you only spawn one?
I am not saying you are wrong, just trying to understand how it works.
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As far as I know no probability is a 50/50 chance whether it spawns or not.
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5 hours ago, Dark_Shadow_231 said:
Hi All,
To any interested I have modified the entitygroups xml file to incorporate the different probabilities of certain spawns.
I attach a link to be able to see the modified file, if anyone wishes to use. Just replace the entity groups xml file with this one.
https://drive.google.com/drive/folders/1MuzKdA_1cgca2_R15Tvc2ufzoHalds1F?usp=sharing
(The new markup works by bucketing the probabilities into 5% groups, so while not exact, it's pretty close.
i.e. a radiated with a 67% probability becomes a 65% )
The only problem I can see is it adds a probability of 1 to zombies that don't have any probability. Which means you are always going to get the modded zeds and not vanilla zeds.
<entitygroup name="wanderingHordeStageGS1"><entity name="zombieSkateboarder" /><entity name="zombieFemaleFat" />
<entity name="zombieFatMamaHDV1" prob="1"><!--Element inserted by: "HD_MumpfySkins1"--></entity>
<entity name="zombieFatMamaHDV2" prob="1"><!--Element inserted by: "HD_MumpfySkins1"--></entity>
<entity name="zombieFatMamaHDV3" prob="1"><!--Element inserted by: "HD_MumpfySkins1"--></entity>
<entity name="zombieFatMamaHDV4" prob="1"><!--Element inserted by: "HD_MumpfySkins1"--></entity>0 -
Thank you, this is the first time I have been back in the game in over 7 months. Did not realize the editor causes this. Again thank you.
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Vanilla install, verified file integrity. No other maps in generated worlds folder.
https://www.mediafire.com/file/1lrd13uv19yt5ps/resources.7z/file
Map, screenshots, output log and csv file.
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That is how it is supposed to work. There is a water pump you can build at some point. All water sources refill eventually.
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Thanks Pille,
Looking forward to the update. Can I set them with your editor manually?
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1 hour ago, Pille said:
Yes it only happened a couple of times. I figure it was something I did. Currently all lights are at a default of intensity 3.0 in ingame editor. I would like to change them to all to 2.5, so that they are not washing out the textures around them. With the adjustLight command what setting should I use?
Top pic is 3.0 bottom is 2.5 Notice the difference in color richness on couch and wood wall on the right? house is xcostum_House_AF02P(17x16)(by_Nodabba)
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Is there a way to go in and adjust the light brightness after the prefabs have been converted? I tried to readjust the light a second time and POI becomes all air blocks.
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Thanks Jax, appreciate the work you do.
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Subquake's Undead Legacy
in Mods
Posted
@Subquake Just a curiosity question, why does the carpenters bench require a 3 blocks high space?