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spud42

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Everything posted by spud42

  1. i miss some of the old flooded basement poi's from the early alphas. rivers and lakefront/beaches need a bit of love. Pier poi? like santa monica pier? pontoon jetty for river? i dont know whats in navazgane caust i havent played it since alpha11... waiting for gold to play it...think i will wait another year to see the road map finished and see wether the bandits are a good idea or not. someone said an indoor mall... heck yeah Blues Brothers style! lol
  2. IKR? i only got a lousy 3000 hours out of this game...
  3. so, no bandits for another year.. Q2 2025.... not too bothered myself, could take them or leave them. will have to see how deeply they are integrated into the story.... BTW was there a time scale for when the story gets padded out?
  4. it was a RWG map not teragon.. if i remember it was the first game of the new a21. i wanted to see the funpimps rwg before i started a teragon map. i am also not American so a lot of things that seem off to me could just be the way Americans do things?? like driving on the wrong side of the road...lol joke dont get your knickers in a twist...lol
  5. i agree but there should be some limitation on how many of the same tile can be put in a row. I had a map recently where the same tile/ farm was 4 in a row along the street... I'm too old and lazy to learn how to make tiles.. leave that up to younger people.. was just curious what was involved... this is the new Tassie map i made... nice wide rivers.... i wish that 7DTD didnt let the air drops land on water. that would be a nice QOL improvement! another view of the river... 7DTD can be quite beautiful!
  6. good question. there is a mention of if a job is chained to previous jobs , or its hinted at because there is a "chained reward: none " at the bottom right when you open a quest.
  7. so far the "optimizations" seem to be simplifying the game to shoehorn it into a console. Sure some of these wil benifit the PC game but a lot of the richness and complexity has been whittled away to cram it into a console.
  8. hmmmm. Looking in 7days to die/data/prefabs/RWGTiles it seems each tile has 6 parts. .blocks.nim .ins .jpg .mesh .tts .xml all prefixed by the tile name for example rwg_tile_commercial_cap is there a tool to generate these files? Reading the xml file there is a structure to the file that seems so far to be the same with the variations being where each poi can spawn on this tile.. facinating to see how it works.. easier to try to figure out the rural tiles with less stuff on them lol. this is the easier part the other files i have no idea of except the jpg of course . its a picture of the tile.
  9. how hard is it to make a tile? Sounds like we would be making a custom map like navazgane...
  10. yep i thought it wasa TFP tile limitation.. they just dont link together. Its like knock off LEGGO blocks... they look ok but you cant mix them with the real thing ...lol
  11. ok, i think i have asked before but cant remember.. Most real life cities and suburbs are designed on a grid. in 7DTD the roads stop turn around on themselves, 4 lane roads turn into 2 lane roads. Is this a limitation of TFP tiles? some tiles seem to be slightly offset from others. so they dont meet correctly. Looking at the google earth of Phoenix you can see its a grid of main roads with a smaller grid of local raods . Like most towns. yes in the suburbs they sometimes get twisty in very local roads but still most are straight roads.. Can this be done in Teragon? are there any parameters to set for this? on another note those cites are huge... lag for sure. Is there a way to paint a town map? like set up a wide ring of suburbs with small comercial areas and indusrty areas and maybe a central area for all the skyscrapers? Or do we have to try a few parameters and keep generating maps till the city looks like something we would like? No critisim of Teragon, its great fun to make maps.
  12. ok here is a link to an A21 version of Tassie..... will be challenging as there is a lot of open space. https://gofile.me/6ZBka/xJLsd78df
  13. never mind. hopped on discord and fixed my mistakes... trying to generate a decent Tassie for a21.
  14. ok what am doing wrong? trying to create a new tassie map for a21. at first i got the file name wrong... fixed that now it generates to the preview then crashes! tried it twice and crashes at preview generation.... here is the log file. 1 savePreset : 1 clearVariables : 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 1 defineCustomTag : seed, 4665948659465454 1 setWorldSize : 10240 1 copyFile : C:/Teragon\data\game\Install_World\Teragon POIs, C:/Users/Tim/AppData\Roaming\7DaysToDie\Mods\Teragon POIs 1 copyFile : C:/Teragon\data\game\Install_World, C:/Users/Tim/AppData/Roaming/7DaysToDie/GeneratedWorlds/T49-1 test 9\Install_World 1 setGameData : 7 Days To Die, C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die, Alpha.21.6, true 1 addSourcePath : C:\Users\Tim\AppData\Roaming\7DaysToDie\Mods\Teragon POIs, true 1 readObjectPropertyList : //, // ------------------- Teragon POIs --------------------, //, ship_poi;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:ocean;max_spawn:1, mountain_camp;poi_distance:16;biome:snow;region:mountains;max_spawn:3, //, // --------- /7 Days To Die/Data/Prefabs/POIs/ (wilderness) ---------, //, abandoned_house_01;poi_distance:49;biome:forest;region:default;road:gravel, abandoned_house_02;poi_distance:49;biome:forest;region:default;road:gravel, abandoned_house_03;poi_distance:49;biome:forest;region:default;road:gravel, abandoned_house_04;poi_distance:49;biome:forest;region:default;road:gravel, abandoned_house_05;poi_distance:49;biome:forest;region:default;road:gravel, abandoned_house_06;poi_distance:49;biome:forest;region:default;road:gravel, abandoned_house_07;poi_distance:49;biome:burnt,desert,snow,wasteland;region:default;road:gravel, abandoned_house_08;poi_distance:49;biome:forest;region:default;road:gravel, army_barracks_01;poi_distance:49;biome:desert,wasteland;region:default;road:gravel, army_camp_01;poi_distance:49;biome:forest;region:default;road:gravel, army_camp_02;poi_distance:49;biome:forest;region:default;road:gravel, army_camp_03;poi_distance:49;biome:burnt,wasteland;region:default;road:gravel, bombshelter_02;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, cabin_01;poi_distance:49;biome:snow;region:default;road:gravel, cabin_02;poi_distance:16;biome:burnt,wasteland;region:mountains;road:gravel;max_spawn:2, cabin_03;poi_distance:49;biome:forest,snow;region:default;road:gravel, cabin_04;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, cabin_05;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, cabin_06;poi_distance:49;biome:desert;region:default;road:gravel, cabin_07;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, cabin_08;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, cabin_09;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, cabin_10;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, cabin_11;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, cabin_12;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, cabin_13;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, cabin_14;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, cabin_15;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, field_concert_01;poi_distance:49;biome:forest;region:default;road:gravel, gas_station_02;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, gas_station_04;60;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, gas_station_07;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, gas_station_08;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, house_modern_18;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, house_old_spanish_01;poi_distance:49;biome:desert;region:default;road:gravel, house_old_tudor_01;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, house_old_victorian_03;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, installation_red_mesa;poi_distance:49;biome:burnt,desert,wasteland;region:default;road:gravel, lodge_01;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, ranger_station_01;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, ranger_station_02;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, ranger_station_03;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, ranger_station_04;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, ranger_station_05;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, ranger_station_06;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, ranger_station_07;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, survivor_site_01;poi_distance:16;biome:snow;region:mountains;max_spawn:2, survivor_site_02;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:island,coast;road:gravel, survivor_site_03;;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:island,coast;road:gravel, survivor_site_04;poi_distance:49;biome:burnt,desert,snow,wasteland;region:default;road:gravel, survivor_site_05;poi_distance:49;biome:burnt,desert,snow,wasteland;region:default;road:gravel, survivor_site_06;poi_distance:49;biome:burnt,wasteland;region:default;road:gravel, survivor_site_07;poi_distance:49;biome:burnt,wasteland;region:default;road:gravel, survivor_site_08;poi_distance:49;biome:burnt,wasteland;region:default;road:gravel, survivor_site_09;poi_distance:49;biome:burnt,desert,snow,wasteland;region:default;road:gravel 1 readTownPropertyList : regular_town;7;any;center:downtown,commercial,industrial;outskirt:rural,residential,countrytown;layout:maze_3;extra_link:0.99, small_town;3;8;outskirt:residential,countrytown, oldwest_town;1;4;outskirt:oldwest, //, // <-----------------syntax------------------>, //, // town_name;min_tile_count;max_tile_count;center:tile_type1,tile_type2,...;outskirt:tile_type1,tile_type2,...;layout:layout_type;extra_link:float_number;gateway:gateway_tile_name, // the order of tags after "max_tile_count" doesn't matter, //, // outskirt types -> commercial, countryresidential, countrytown, downtown, industrial, oldwest, residential, rural, // center types (optional tag) -> commercial, countryresidential, countrytown, downtown, industrial, oldwest, residential, rural, // layout type (optional tag) -> grid, maze_1, maze_2, maze_3, // extra_link (optional tag) -> 0.0 to 1.0 (1.0 always gives a grid layout, regardless of the currently selected layout), // gateway (optional tag) -> Name of gateway tile 1 createTextData : map info data, <?xml version="1.0" encoding="UTF-8"?> <MapInfo> <property name="Scale" value="1" /> <property name="HeightMapSize" value="10240,10240" /> <property name="Modes" value="Survival,SurvivalSP,SurvivalMP,Creative" /> <property name="FixedWaterLevel" value="false" /> <property name="RandomGeneratedWorld" value="true" /> <property name="GameVersion" value="Alpha.21.6" /> <property name="GenerationSeed" value="There is no seed" /> </MapInfo> 1 importHeightMap : my height map, heightmap.png, 0, false, false 1 filterErodingRain : my height map, 40, 255, 20238577, 1 1 filterGaussianBlur : my height map, 0.5, false, 1 scaleLayer : my height map, 5, 250 1 createFlatWaterMap : my water map, my height map, 23 1 createNoiseLayer : my humidity map, 4665948659465454,0.001,WhiteNoise,5,2.0,0.5,FBM 1 createEnvironmentalRegionMap : my region map, my height map, my water map, 1 1 createNoiseBiomeMap : my biome map, 4665948659465454, 0.0003, Cellular, DomainWarpIndependent, 0.6, 2.0, 5, 0, Euclidean, CellValue, 1.0, OpenSimplex2, 800, 1.0, 1.0, 1.0, 1.0, 1.0 1 createEdgeZoneMap : my zone map, 0, 0, 50 1 updatePreview : 1, 1, 1, 0, 1, 1, 3, 0, 100, my height map, my biome map, my debug map, my region map, my road map, my water map, my zone map, my spawn list
  15. nice, if you are going to use the height map to roll a new a21 map then rename the dtm.png to heightmap.png and dont forget to rotate it 180 degrees. otherwise your map of tassie is upside down...lol ( thats another Aussie reference, ask your mate.) 😁
  16. took a while. i thought i lost it. The map is for alpha 20.6 not sure if it works with A21. the height map is called dmt.png and is upside down for some reason but the preview is the right way up.. https://gofile.me/6ZBka/ehpVQ5eHi the file is on my NAS so it shouldnt move....... I found the map of Ireland and one with 3 craters both a20.6 i think...
  17. when you export as a PNG file , in the middle of the export menu is a dropdown list. default is automatic pixel format . If yo click the down arrow you get a list it contains 16 bit GRAY as well as 16 bit GRAYA. I think the 16 bit GRAY is the onw without the Alpha channel.
  18. in other words for great console games use a console but for great PC games get a PC! lol They are just better.... incoming hate 5..4..3..2..1......
  19. maybe my play style is different but i find those unnecessary. i only needed 1 dew collector, i have so much meat in storage i wont use it all. i have a stack and more of "yellow" water...lol i have a stack of 70 eggs i dont need now i have 100 magazines in food/cooking . im on day 106 of this playthrough and all i really want to acomplish is getting the last 8 vehicle books so i can make a gyro. once i do that it explore the entire map and finished... i have a Teragon map waiting for the next start. cooking faster or needing less resources isnt really an issue. start cooking then go loot , dinner is ready when i get home...lol
  20. do you have bridges off? that road looping around the river is mad! lol
  21. A21 has perk/magazine crossovers that need to be sorted out for A22. with the cooking magazines the master chef perks are redundant and a waste of points. Its the same with grease monkey i havent put any points into it and i am only 10 magazines away from building a gyro. the amount of points to max strength and then grease monkey are better spent elsewhere. I suppose it gives the player a choice . is there any overhaul of the magazine /perk duplications in A22?
  22. yes, that is obvious. TFP always recommend a new map and game for the new alpha. an old certainly wont work with the change to armor alone. you would get a heap of null reference errors..lol
  23. yep sometimes it looks like the cast of Thriller are after you , all in sync step....
  24. With the A22 diary opened and the few vague comments from faatal about RWG. Does it look like any changes are going to affect this current version of Teragon? I realise that it could be anywhere from 6 months to a year before we see A22 released, despite the 2024 release hoped for by TFP. I am currently on day 106 of my current playthrough and starting to get bored. life is too easy..lol I am going to play the last map i posted recently on the next playthrough. going to hold off making any more maps till A22 most likely..
  25. slight anomaly on the road bridges. Maybe there should be a minimum distance between bridges. No biggie but not a bad map.. i like this one a bit better.. 12k map
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