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Laz Man

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Posts posted by Laz Man

  1. That's exactly what the middle mouse button does.^^ I just tested 3 different mouses but wasn't able to reproduce your problem. It's a hard coded shortcut for the block picker tool that works with all modes/tools so I don't think that you've missed something. I don't have a clue what's going on.

     

    Just to be sure: Move the cursor over a block you wanna copy to edit and press the middle mouse button.

     

     

    @all

    Does anyone else have this problem?

     

    It didnt work for my logitech mouse. So i remapped one of my side mouse buttons to perform the middle mouse button function.

  2. Mhh I am not sure if that's consistent behavior or not.^^ Imo the more important issue you've mentioned is that you cannot specify the position of your new layer/column/row. I needed this function for myself a couple of hours ago. So it's very likely that this feature will be implemented in the next release.^^

     

    There is at least one (really ugly) workaround you can use. Either you wait for the next update or you try this:

     

    <snip>

     

    Yes. I am not sure but I assume the sleeper volumes aren't stored in the region files. I made a test spawning a prefab with ~3000 sleeper volumes in it.

     

    Observation:

    The size of the main.ttw file was 8 kb before generating the prefab. After spawning the building the size changed to 1220 kb.

     

    So I think the volumes are include in main.ttw. Perhaps you have to reset this file...

     

    Thanks! Will give these suggestions a try and report back.

  3. Hey gang, so I was able to get my custom sleeper spawns made through pille's editor to work on my first trial. Huzzah!!! However, for some reason after making adjustments to the SleeperVolumneGroup and GameStageAdjust settings for each volume has caused all sleeper spawns to stop working. I even tried undoing the changes and they still won't spawn. No errors in console either. I visited other POIs on the map and confirm sleeper spawns were working so the problem is only isolated to my custom prefab.

     

    Deleting the region files resets any damage I caused to the POI however the sleeper spawns remain borked. Any of you run into this problem before?

     

    The following is my prefab XML file:

     

    <?xml version="1.0" encoding="UTF-8"?>
    <prefab>
       <property name="CopyAirBlocks" value="True"/>
       <property name="AllowTopSoilDecorations" value="False"/>
       <property name="TraderArea" value="False"/>
       <property name="ExcludeDistantPOIMesh" value="False"/>
       <property name="DistantPOIYOffset" value="0"/>
       <property name="SleeperVolumeStart" value="22,7,10#23,2,18#23,2,12#29,2,12#34,2,12#45,2,13#22,6,10"/>
       <property name="SleeperVolumeSize" value="34,5,18#12,3,6#5,3,7#4,3,7#10,3,9#10,5,11#34,3,18"/>
       <property name="SleeperVolumeGroup" value="S_LootRoom_XS,S_LootRoom_XS,S_LootRoom_XS,S_LootRoom_XS,S_LootRoom_XS,S_LootRoom_XS,S_LootRoom_XS"/>
       <property name="SleeperVolumeGameStageAdjust" value="easy,easy,easy,easy,easy,easy,easy"/>
       <property name="SleeperIsLootVolume" value="False,False,False,False,False,False,False"/>
    </prefab>
    

     

    EDIT:

     

    Pille, is there a way to specify where columns and rows can be inserted? From the top view it looks like new rows are only added to the top. As a side note, inserted rows are not the same when comparing the top view and the side view.

     

    For example, using the insert column feature while in side view inserts a column to the right side of the grid.

     

    E42ARgr.png

     

    Toggling to the top view, displays the inserted columns as inserted rows at the top of the grid when it should be at the bottom of the grid.

     

    5eCLfus.png

     

    Let me know if this makes sense or not. Thanks :)

  4. could you explain what these other methods are? hal's bbb command is the only way i know.

     

    Might be referring to letting the game load the prefab naturally ie from the prefabs.xml file (navesgane).

  5. The curse of saving thru the empty world is it removes the excess air layers as I move through. BigC90210 has wrote me a wicked little script for re-calculating the lot coords and fixing the xml, further down the line it will remove the prefabs that dont need to be there too but he is working on *stuff* atm so I'll work more on a neater placement in the future and quite probably a custom nav world using herphols DLL to sculpt the terrain a little better.

     

    Back when I started I never thought I'd see the hub in Navezgane even tho it's always been possible, now it's kinda gotta be there, there's a whole bunch of options available that we just could not have in random gen. Extending the highway across the map with prefab sections as one example, connecting diersville and perishton, joining the river up to the one in Nav. I wasn't a big fan of using herphols editor for extracting prefabs (117 x 117 x upto 70 could get a little troublesome) so I never used it, but the way it writes to the Nav world file is extremely useful now.

     

    Once your ready for release, you should make slaan hatten a separate selection alongside navesgane and random world gen. :)

  6. Enable dm and turn off physics, or bad things can happen lol

     

    I thought that might be it. Thanks will try that out later. :)

     

    - - - Updated - - -

     

    Theres details on the placement of the hub within navezgane in the read me included in the download. For now you'll have to live with it but there's plans to make all that bad clipping disappear and offer an easy way for people to move the whole city should they desire

     

    **edit**

     

    One thing I did not mention is that for this test version the hub is literally dropped ontop of the area so any prefabs that would have been there will be overwritten, but their distant meshes will still appear. Again, when it's time for a proper release all of these things will be purged.

     

    Another temp. fix might be to increase the air layers above the prefab so it replaces any large mountains. :p

  7. Quality is not awesome, my net is poop atm but hopefully this will help.

     

    [video=youtube;E3v0HW-pjA0]

     

    Hey Slaan, thanks for the vid. For some reason when I place sleepers in game they blow up after a few seconds. Have you run into that problem before. I observed this using Hal's empty world. I just noticed its any block. Any block placed ends up falling and going poof. I suspect this has something to do with hal's empty world.

  8. After speaking to some of our local players and a couple of friends who've been watching the vids, there's a few things I feel I should explain as the end result will not be super concentrated zombies over every inch of the city.

     

    It's a city. That means it has to at least look like 10,000+ people lived there. This also means that there should be around 10,000+ corpses or zombies too. Stop complaining, in alpha 15 we had none.

     

    Game stage modifiers are set to hard and will slowly decline to easy the closer to the edges of the city you get. The stucco housing that makes up the edges in the south as an example, can still potentially have a decent amount of sleepers, but those low value loot areas will be a lot less troublesome than what you've seen so far.

     

    Once you get so far into the city, I am actively trying to kill you to death with every step you take. Every single area is being assessed and I will shamelessly drop ferals in that area with lots of loot or whatever else I feel should stand in your way without hesitation. People soaked up starvation, valmod and other packs simply because it was hard, well welcome to the concrete jungle ladies...

     

    A testing version will be out sooner rather than later, leave your hand bags at home tho, slaanhatten is now about the challenge of simply being there and I will upscale looting and access to the point people feel it's worth it rather than tone down the difficulty.

     

    Ofc when Gertle heights and a party of a few players drop the server to it's knees I may have to address the spawning, but so far with some thought, most sleepers are not active until they need to be so performance is not too bad surprisingly.

     

    Thats one seriously awesome vision. I know people love higher risk / higher reward areas. Let me know if you need any custom prefabs to add. Im almost done with my mcdowells restaurant and will be looking for my next project.

  9. Hi Laz Man,

     

    you can use the front view or the side view to remove layers:

     

    1. click on front view

     

    2. (optional) Go to layer 0

     

    3. (optional) click on the x-ray mode button to find out which layers you want to delete (this will deactivate the "remove rows" button)

     

    4. select some blocks that belong to those layers (right mouse button)

     

    5. (optional) click again on x-ray mode to reactivate to "remove rows" button

     

    6. move your mouse over the "remove rows" button (this should show you the selected layers)

     

    7. click the "remove rows" button

     

    VgPYR1Q.png

     

     

     

    Maybe that would be easier for most of the users.^^ So probably yes.

     

    Thanks Pille! That works just fine. :)

  10. Hi Pille,

     

    Thanks for the editor. Based on your OP and that the remove layer button/fields are greyed out I am assuming that feature is not implemented yet. If so, do you have plans to add it soon? When using Hal's bbb command to export a prefab, it saves all blocks vertically between a specified x,y coordinate set. I need to be able to delete unwanted layers in order to properly edit these exports.

  11. You seriously underestimate the man hours required to populate a city sized prefab with sleepers =p , 400+ buildings and the spaces in-between them, I lost at least another inch of my hairline assessing the scale of work to be done manually this alpha.

     

    I can only imagine given that the slaanhatten project is essentially an entire city converted into prefab files (.tts files) which now require sleeper spawn definitions. On the flip side, that means you have full control on where every sleeper spawn can occur in your entire city. Imagine the creative spawn definitions you can create on streets, alleys, wherever. Will truly be epic. :)

  12. Are you talking about "store_pawn_01"? There are many sleeper blocks in this prefab (activate "show class symbol" in extras -> options- > view to show the sleepers).

     

    Sorry, yes i was aware of the normal sleeper blocks, i was seaching for a special one that spawned the irridated zombie spawn.

  13.  

    Thanks, i forgot about that post. What is interesting is even with a somewhat lower game stage there is a chance to spawn irradiated zeds. I remember seeing my first irradiated zed in the new pawn shop POI.

     

    I opened up the pawn shop POI in pilles editor and didnt see any special sleeper blocks in it so not sure how one spawned for me.

     

    I have to go through the gamestage xml and see if any of the early gamestages has a small chance to spawm irradiated zombies.

  14. Hello guys, can any of you prefab guru's point me in the right direction regarding sleeper configuration. From the limited reviewing of XMLs I have determined the following files need to be looked at to make sleeper changes.

     

    gamestage XML file (defines the different sleeper spawn groups)

    prefab XML file (specifies which sleeper spawn group is used)

    prefab TTS file (sleeper blocks)

     

    My general understanding is each prefab has a specific sleeper spawn group assigned to it. I didn't see something about a secondary trigger? Am I missing something? Thanks in advance.

  15. Eta to a16 version?

     

    Was debating on waiting until stable was released. With my available time i have so far only played past the first 7 day horde.

     

    Been reading up on the posts from others on the changes to the mixer file off/on to prepare myself in the meantime.

  16. [Just to clarify, TL;DR...]

     

    I was curious what people would suggest are some good seeds for very new players that from their experience has a lot of resources within range, et cetera. I started up a world, and man I went literally everywhere; found no water towers, no rivers or lakes, barely even found any random bottled waters.. Was rough. HAd more than enough food though, but water was... Yeah. So yea just curious :)

     

    [it might have been because I named the seed, More Food, so it was like "Well, here is tons of food, but you never asked for water."]

     

    Haha thats hilarious....becareful what you ask for....

  17. Hello Survivors,

     

    It has been a while since I have done any prefab work. I went ahead and attempted to open the last release of TWD prison within Alpha 15.2 b7 and I am glad to report that the prefab is mostly intact. Some block ids were shifted around but for the most part it shouldnt take much time to update the prefab to the current released version of 7d2d.

     

    I am glad to report that the strange voxel vertices and random holes in the world are now gone. TFPs must have fixed it at some point as I didn't see any vertex glitches in the terrain. Hurrah!

     

    I plan to update the prison once again incorporating new blocks and such so future generations may enjoy :).

     

    e34xGQq.jpg

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