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Boidster

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Everything posted by Boidster

  1. With the caveat that I'm only just getting started trying to model an IRL location, could be completely wrong, and your life may be in danger if you follow anything I say... I don't think the custom water map works quite like that. In my testing (attempting to put water into heightmapped IRL riverbeds and lakebeds, including mountain streams), the custom water map appears to override the global map water level. That is, if you add a custom water map into the mix, the 43 level that you entered is simply ignored. The only places water will show up on your map are places which have non RGB(0,0,0) grey colors. And but so, if you want your riverbeds to be dry, but also to have water elsewhere on the map, you have a couple of options I think (please read the caveat above again, and put on a helmet before proceeding): 1) Make sure your dry riverbeds are higher in elevation than places where you want water, then just use the global water level (43 perhaps) to fill in the lower-lying water areas and the higher-elevation dry beds will remain dry. 2) Create a custom water map which paints out all of the water you want. Every non-dry lake and river must be painted in non-(0,0,0) colors appropriate for the local elevation. For example in my own world I might have a mountain lakebed at elevation 180, and the rim of the lake is elevation 190. If I paint that area (does not need to be precise - just cover the surface area of the lake) with (188,188,188), then water level in that area will be 188, filling the lake to within 2m of the rim. My map has a few large rivers and a couple of lakes. I'm having to hand-paint all of them since they are all at different elevations. Hope that helps. Assuming I'm not 100% wrong! Edit to add: below is my work-in-progress water map (on a white background; the white would not be exported to png). It all looks black here, but actually it is copied out of the original heightmap of the IRL location. If I were to try to use this, the water levels would be precisely at surface-level in the areas shown. The work-in-progress is me "sinking" the heightmap in just these areas by a couple/few meters, then sinking the watermap by 1m to put the water just below the rim of the river/lake. The overall point is that water will only show up in these areas. No matter what I put into the KG global water level. At least that's been my experience in testing so far.
  2. FWIW, I just opened a 19.3 POI editor session and checked this option: Here's what popped into view (this is 'business_burnt_01'): The "Rotate" button does what you'd exoect - the black arrow rotates around the blue cube.
  3. I agree brick could use some balancing. Removing it from the game - replacing it with cobblestone or whathaveyou - would drastically affect the aesthetic. Brick and brick facades are everywhere IRL, especially in older areas of towns. Cobblestone as a building material is almost nonexistent. Facades and some old (or replica) roads only for the most part. But cobble in game has its place as an easy-to-make step on the path to concrete. It'd be nice if brick was a sensible next step. We've never used it in our games. Always go from cobble to cement.
  4. Aside from the good arguments on all sides about how "good" or "bad" it is, IMO calling it a "mechanic" kind of undersells its importance. It is literally the central idea of the game(1). It's right there in the name! If they removed the 7-day (adjustable) horde, they'd really need to call it something else. It'd be like removing goats from Goat Simulator. (1) At least it is now; see replies below for How It Used To Be
  5. We eat any non-recipe food as we forage through POIs. At our current gamestage, though, it's kind of silly because we have like 40 Sham Chowder and another 40 Spaghetti or Chili Dogs or other high-value foods back at base. For just two of us. We could just eat that and still never run out. I always carry 10 Sham Chowder with me, but I'm cracking open Cat Fud cans like caviar. Old habits die hard.
  6. I just made @Vedui's change in 19.3 and it's also still greyed out for me. I'm going to do some investigating - probably there's another XUi change that needs to be made now. Or maybe TFP is seriously NO U CANT HAZ NOT YOURS on those buttons. Never mind! You just have to have a selection defined, DUH. Once I make a selection (press 'z' at one corner then 'z' again at the other corner of your 3-D selection), the button is active.
  7. Hmm...something's up with the XML change I think. If an empty hotbar button is selected, it should still be enabled and it will "randomly decorate" your selection with air blocks. So to flatten bumpy terrain you'd select a 1-block high area on the ground and randomly decorate it with air until the entire area was flattened.
  8. This is expected. In the video Vedui even petitions TFP to please put those options back. The XML change only gets you access to the "Rnd Decorate Sel" button, which is a little more work but accomplishes the same task. Choose your block in hotbar (or no block if you're deleting terrain) and repeatedly press the random decorate button until the area you selected is filled/empty. Note that this is a more exact method than the Dev Terrain Add/Remove tools. This is a different thing from what Vedui's video (and the XML edit) is referencing. It can be used to level terrain, but it's probably better used to fill huge holes or just terraform an area. And it only works on terrain; the Rnd Decorate Sel button will add/remove any block type (but only in rectangular shapes - the dev tool can create nice smooth grades/pits).
  9. I did this test - the sleepers spawned in where they normally would, even though the POI was utterly destroyed to ground level.
  10. For what it is worth, the BM horde is not POI-based, so removing a POI will have no effect. It spawns where it wants. Press F1, type 'cm' and press Enter. Vedui ought to demonstrate this in his video. You can toggle it off by doing the F1->cm thing again. But it doesn't really affect the game while it's enabled. You just have access to additional tools if you want to use them.
  11. Short answer: No. Long answer: Noooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo. You could open the map in the map editor and use the fill commands, but in-game? Enjoy placing your 2,000 blocks individually. Edit: completely forgot about the "random decorate" trick from Vedui's video below. That can be pretty quick if you want everything at exact block height. (ElCabong offers a shortcut - you could lay frames 1 block below the surface, then just put fill dirt on top of that. I'm assuming in all of this that you want it to look like natural terrain.) And to level them to surrounding terrain (which may not be at an exact block height) ya gotta hand-smash them down with low-damage tools. I sometimes use a stone shovel for the crude leveling, then tap it down with a stone axe or maybe a claw hammer. As ElCabong says, if you just want it level and not necessarily matching surrounding terrain height, placing frames will smush slightly-high terrain and lift slightly-low terrain to a uniform height. Your question actually raises a question for me - does "removing" a POI (by destroying its blocks) actually remove it from the game's spawning mechanism? Are sleeper spawn points anchored in some way to the blocks nearby? I've done some limited POI design work, but never really looked into whether the sleeper volumes were anchored, such that if block X was destroyed, it's anchored sleeper volume would disappear/become inactive. If we could see the volumes as we're collapsing a house, would they fall with gravity and break apart on the ground? 😉 A test for later: use the dev gun to destroy a POI from a distance. Raze it to the ground and then raze the rubble flat. Then cross the POI threshold. Zombies spawn or not?
  12. In a thread several months ago, someone triangulated the position of Navezgane based on street signs. The meet-up should be there, even if it is just a clump of scrub brush and a few scorpions.
  13. You might want to give some more detail. What version are you running, which mods if any do you have installed (including custom POI lists), are you running a built-in map, a vanilla RWG map, or a custom RWG map (NitroGen or KingGen)? Can you post before and after screenshots? Like, now you see it, now you don't, as you approach a building? Does the building stay invisible as long as you are closer than X meters to it or does it pop back into view eventually? What about sleeper zombies in the building? Does only the building itself disappear, leaving zombies behind? If you attach a frame to the side of the building, does it remain visible? Give as much detail about the behavior as you can provide.
  14. This may be the smallest nit I can pick, by pixel count, but should the "unique" one be this? ,,unique
  15. For my first-ever attempt at creating a custom map, I'm doing an area around Pocatello, Idaho, USA. My co-op playing partner is from around there and I hope to surprise him as we uncover the map. "Hey Bob, doesn't that lake look familiar?" Luckily, it's a fairly rural area mostly, so really just a city/town/village overlay will probably be good enough. But maybe for his hometown I actually will scout out the neighborhoods a bit and try to zone accordingly. The interstates and state highways will be there using a custom splat, so if the intersection of highway X and interstate Y is an industrial zone IRL, would be nice to make sure it's industrial in game.
  16. Fair enough. The net effect certainly is doable with the tools available now. On the custom zoning - thank you SO MUCH for for turning my already-days-long project to map an IRL location into a many-more-days-long project because obviously now I must accurately map out the various cities & towns, using Google Street View as a reference. JERK! 😉 But srsly, nice work.
  17. Please do not leave us lurkers hanging after you figure it out.
  18. (A pop-culture reference for us olds) Can you elaborate? Is this related to your reply on the A19.6 download thread? Are you having problems getting A19.6?
  19. Ah! A man of culture and refinement, I see. Spiced rum & Coke and peanut M&M's.
  20. Wow, that is some pearl-clutching, hyperventilating, click-bait nonsense. Designed only to stir up your kid. Headline: Several US states are banning gaming PCs (Update) Article content:
  21. If I had to guess, you'd want to go into dmscontent.xml and look into the "Combat" configuration near the bottom. Possibly it's as easy as commenting that config out, though that could result in the normal Exploration music just coming to a halt when combat starts, which would still give you an obvious clue. Might need to try to rework it so that the Combat config just references the normal Exploration sound clips.
  22. Right, except to adjust the water level (in the "yes water" area) requires adjusting the map instead of just using the KG control. So if I have a map with many lakebeds and rivers and streams and I just want one area masked off as "no water" and then I want to use the KG water level control to fill in the rest (which allows me to easily adjust it and regen the map as many times as I want), I can't do that now. I have to create the water map with its black area and test it. Nudge the RGB up or down a bit in the non-black areas, resave the map, try again. Might be nice to just click on the KG control with just a simple no-water-only mask in effect. It'd be a quality-of-life improvement is all; the desired result is definitely doable with the existing custom water map.
  23. Don't know about @DJQuad's use case, but dry lakebeds in otherwise water-strewn maps is one. If I have it right (pretty much a n00b) there are two options for putting water into your map: 1) Set the water level and every location beneath that level has water 2) Create a custom water map and put your water exactly where you want it, at the level you want it It could be useful to have a third option: 3) Create a custom no-water map and otherwise use the default water level value to fill in low areas. If you want most of your map to behave "normally" with regard to water level, but want this one specific place to remain dry even though it's a low point on the map, option 3 would be much easier than hand-drawing all the water using option 2. You could just crudely mask off the dry lakebed/canyon (don't even have to be particularly careful about getting the borders right) and let the default water generator do its thing except in the masked area.
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