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sinda

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Everything posted by sinda

  1. fantastic! any changes to how texture streaming will work? there are plenty with computers that can handle streaming off when the game throws the switch (mods with additional assets, etc).. having to manually toss the command in console each time can get tedious; a perma true would be awesome. there are modlets floating around to handle this, but some don't like to rely on modlets for such things. thanks 👍
  2. some nice creative deocs you got there
  3. pois always download from server, except the distant mesh files, so they just "pop" into existence when near
  4. there's a whole info pdf for the integration on the announcement page for the release.
  5. download link doesn't seem to work
  6. compo pack is a living, shifting, entity of community prefabs made throughout the history of the game. probably a solid 90% of prefabs made by players have called it home. see a poi you don't like in your game? remove it from the folder, and corresponding rwg modlet xmls, and sculpt your personal world.
  7. for the couple of people looking into full pc's, i bought one in september from ibuypower, and it's been perfect, their cs is decent. they have where you can "build your own" from choices, that take a bit longer to ship, and prebuilts that are "buy now". i'd compared my parts listed in pc parts picker thing (my guy usually assembles our computers, but time is short on our end) and they were very comparable, computer arrived in 3 days with free shipping. on graphic cards (the one in mine was an msi rtx 2060 super, 8gb vram), highly suggest not getting anything less than 6vram in this day and age, and go 8+ if possible. i am far from a computer pro, but i've been extremely happy. some computer savvys may be shaking their heads a bit, but i'm happy ^^ system runs 7 days at max with no problems, but i still turn down shadows to low, and terrain to medium (no one needs terrain above medium atm). this had been what i bought back in september, and i had an additional discount to apply, so was about 150 cheaper. (edit and i doubled my ram) https://www.ibuypower.com/Store/Gaming-RDY-EMRRG204
  8. reminder that most of our community is on Discord; plenty of helpful, kooky people new and old there.
  9. great way to enter the new year!
  10. i would be surprised to see damo again before a20 comes out, and nitro hasn't been updated since early a19. nitro makes a much heavier world than vanilla rwg that some computers have trouble handling, this is 1/8th a part of why we stopped supporting it for ravenhearst. too many complaints about worlds in various ways that are outside of our ability to assist with. believe the bad Y locations is a side effect of nitro not being up to date with the alpha progression. edit- think the latest compo version is also 47, so you might want to try getting up to date, could solve some things. that's handled by the biomes.xml, not sure if that's what you were changing.
  11. on the subject of new character models and clothing, will character creation be changing? as an aside from that, currently any hair color given to the character turns to black when you don a hat. such a small, annoying thing haha. also thrilled the feral sense slider is coming back, that has been greatly missed by many 👍
  12. that's like krampus vs cupid vs brundle-fly now i have to watch cat videos so i can sleep lol
  13. if you look in the player.log for that error, it should give you a clue right before the error what caused it
  14. @Gouki here's two cheat sheet photos i'd done for our discord during a18, should help with the basics. (hope that's okay, mag) to place a sleeper volume for the first time, you can hit the F6 menu for spawning, and at the bottom there's something "sleeper volume" button. hit that and it will place volume box down. you will need to have "show sleeper volumes" selected on the right panel (see first picture). it will be blue when unselected, and green when selected (default volumes). select with left click, then hit K to get the interface in the second picture. might look a little different than a19, but basics are the same.
  15. looking at the thumbs only; xcostum_HNHouse(by_Hernan) xcostum_simplehouse(by_hernan) appear to be the same poi
  16. not sure. the last poi i remember it doing on was pille's bunker, if you open it and just fly around, you'll see the * comes up without you having made any changes to it. feel like there might have been a weird message in console about bones, but not sure was a good while ago, not home atm to check. i always just saved it so i could move on, no idea what's right, or why it does it.
  17. the * means there are unsaved changes to the prefab sometimes when i've loaded a prefab, IMMEDIATELY that * is there, and i have no idea why. have suspected could be builders that use the landclaim block in days of old, now does something strange. in a game world, the prefab seems to operate normally though.
  18. linking the volumes causes them to spawn as if they were one volume at the same time. say you have a floor on a poi with small quarters containing 3 rooms for example, but want each of those rooms to call different sleeper volumes for diversity, it's ideal in that circumstance since it acts as one volume. or maybe i want to set just one room to "attack" but not the others. it doesn't have to be used, but is useful in some circumstances. believe as for zombie spawning rules, it being called and linked together helps them to not pop in and out and be easier to clear without resetting
  19. here you go, everyone. i'd split them into 2 folders- fixes were largely paint, block rotations, small amounts of redesign and decoration. guppy's bank and seafood had a pretty thorough makeover. redos are massively changed, some more than others. house3 by curbolt; and villa by limodor are almost entirely different pois, villa is entirely expanded on. anything marked redo is constantly redone each alpha for rh, changing here and there. everything has been repainted, blocks fixed where needed, sleepers redesigned and added where there weren't any. loot changes and additions, bounds and facings fixed, thumbs and meshes updated, lighting largely in an off state. most have quests, some were left without quests as it felt odd, or better left to discovery. many pois have had their footprints (x,y,z) changed for better placement and/or expansion to the prefab. i included one orginal wilderness poi i was going to release myself, if you would also like that. i realize some may have already been redone, but included everything anyway, feel free to take any of them further. limodor's prison while much improved could probably use someone else's vision added to it. hope these help! included a list (jpg sorting) so easy to see what is included. it's been a long time since i shared a dropbox link, if someone could let me know that it worked, would appreciate it https://www.dropbox.com/s/xyn6kny5he7of3f/rh_a19_CompoFixUps_Sinder.zip?dl=0
  20. hey! was talking to wolfbain (and dm'd magoli on discord not long ago), i have several pois that i have redone over the last 1-2 years for ravenhearst, and we're happy to share them back. sadly two of the big ones i had extensive reworks on were notredamn and the mill. i also have an update to limodor's prison, and i'm fine if it gets updated further. reworked the underground and various other bits about it. i'll upload my folder which has various other pois, if you use them great, if you improve them even better. they've been tagged for rh's files for so long, i'll just leave them as is so they can be renamed properly for compo without me bungling them up. some footprints may have been changed over time for better world placement, also. all vanilla blocks.
  21. sounded like he was only referring to distant poi to me, not general chunk loading. 👍
  22. there are no video settings to set the range of the distance rendering.
  23. try lowering your ground terrain from ultra a notch or two. it's extremely intensive on a lot of systems, and has helped others with the distance mesh unloading properly without those resources being jammed up. *terrain quality.
  24. perhaps not every threat needs to fall to a q1 weapon on day 1? come back later. /run.
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