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Posts posted by spud42
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@faatal Currently if you have the perk for silencers dont reduce damage the stats still show in red that the damage of the weapon is reduced. will this be fixed in 1.0?
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If i could afford to retire i would have way more than the 3000 hrs that steam says i have...i seem to only play on the weekends now. that will change with 1.0 im sure... i probably have another 1000 hrs playing this game with an eyepatch and peg leg before i saw the light and gladly bought it..
condolences on your loss Space4Ace..
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1 hour ago, Riamus said:
Yeah, making it possible for grass to break through the road in places is as easy as having some parts of the road in the splat file be biome instead of asphalt/gravel. If you put a few biome pixels here and there down the roads, you have chances for the biome decorations to appear in the road. For forest, that means mostly grass decorations. For others, you'd get other decorations related to those biomes. Even if no decorations appear, you still get a patch of biome terrain in the road that makes it look broken up. This is something that Teragon offers, so I know it does work well and it is easy to do, even by hand.
If added, I'd suggest it be an option in RWG because we've had people using Teragon ask how to disable that so they get solid roads. So I know some people prefer not having that.
lf you have biome voxels in the middle of roads , dont you run the risk of a tree growing there? its bad enough running into all those industructible shopping trollies! lol
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9 hours ago, Riamus said:
As spud42 pointed out above, you can make it square instead. It'll just be a diagonal that is rotated 45 degrees. So instead of the path from home plate to the pitcher's mound being north/south or east/west, it'll be NE/SW or NW/SE. Makes it easy to make look good.
Not bad for an Aussie... lol we dont go in for baseball too much though it is played here its just not a big deal.
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10 hours ago, Laz Man said:
I think we have talked about that idea before. That would probably fall under our park category. Wish we had diagonal fence pieces, probably the main reason we haven't made any of those.
why do you need diagonal fences? the bases form a square. something like the ones in the yellow outline.
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in those days you could use doors or other blocks to make air pockets to breathe. all you had to do was make a few doors and walk along the bottom to the crate. just pop a door down and open it.. instant air. glad that the water in A21 is better than that.. but hopefully they will give it more love in 1.0 and ongoing.
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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
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IKR? i only got a lousy 3000 hours out of this game...
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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?
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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
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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!
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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.
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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.
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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.
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how hard is it to make a tile?
Sounds like we would be making a custom map like navazgane...
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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
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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.
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never mind. hopped on discord and fixed my mistakes... trying to generate a decent Tassie for a21.
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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
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8 hours ago, FramFramson said:
Thanks to both of you!
Now I can troll an Aussie friend with a surprise as we explore a "random gen island" next time I host a game 😂
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.) 😁
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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...
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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.
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Version 1.0 (Alpha 22) Dev Diary
in News & Announcements
Posted
i dont think anyone knows about 1.0 but they are still in a21... mind you i have only found 3 or 4 in over 100 days of the current playthrough and they are all lvl 1 pistols...