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Everything posted by bigstep70

  1. I have not read through all the responses to the OP, as, my thoughts are concrete. Why miss out on the experience, both literally and visually. So for me, instant travel is a big bad NO, especially with this particular game, where, being in the world "real time" is part of the experience/fun. As for the Spotify list. I personally turn music off completely and use about a 10% ambient level. I just don't see real high survival levels if I got some tunes blasting my eardrums. This game is totally visual and audio-centric, so, your survival really depends on line of sight and audio queues. I'll pass on both the instant travel and Spotify playlists thank-you, sorry to burst any bubbles, but that's just me. Hope you like being devoured by zeds as Duran Duran assaults yer eardrums.
  2. Ive been using this HUD mod for a while now and I have to say, it is great. Everything about it is exactly what Ive always wanted in a HUD mod. Super duper thumbs up for this one... Orange... orange is one of my favorite colors, so yeah. Enough of the gushing... thanks for the GUI overhaul. It was long needed.
  3. Cool. Another map generator. Always nice to see tools like this being made. Wish I had the big brain and patience to learn programming so I could do stuff like this. And yes requests for the inclusion of CompoPack (aka: prefablist) are gonna be huge for a tool of this nature. I, personally, hate playing 7 Days without the Compo pack (and all the other POI's that are, as of yet, not included, so I download and include them as they are released from the various sites I visit) I've, only just, downloaded this and have not had a chance to fire it up and get into a map, but I can't wait to try it out.
  4. sorry my mistake it was a .ttw file not .ttf (edits to compensate) temniy Not sure if this will help you but I had the same/similar thing happen (a few 7Days versions ago) but this is what I did to fix it... - Start 7 Days to Die as you normally would. - Use the built in RWG to make a map, we will call this your world template (yes it takes awhile, but that's RWG for ya) - When you spawn into the world, give it a minute to render, do a 360, smack some grass, run around in circles, whatever, just give it a minute or so - Then exit the game normally (it will auto save) - Find the save folder (X:\Users\username\AppData\Roaming\7DaysToDie\GeneratedWorlds or C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Worlds) and inside that look for the file called main.ttw (the world template) - Copy that file (main.ttw) to the Nitrogen\resources folder OVERWRITING the existing file (obviously BACKUP first) - ONE THING to remember is that if you RWG an 8K map, then you should NitroGen an 8K map to stay consistent (Ive used 4K templates to generate 8K worlds and not noticed anything weird but hey you never know so just stick to consistent) Now you can use Nitrogen to generate worlds and they should complete generation without hanging. I think the reason that things get stalled out is that Nitrogens main.ttw file is outdated compared to 7 Days generation rules, so updating the .ttw to current A19+ with the built in RWG kindda tricks Nitrogen into being more "compatible". If you look into some of the .ttw files inside the main 7 Days "Worlds" folder (open them with Notepad, Notepad3, Notepad++, whichever, they are small so windows notepad will suffice) you can see that the version numbers are a lot older that current Alpha 19+ builds. As is the .ttw contained in Nitrogen. Hope that sheds some light and hopefully gets you generating proper worlds again. Below is an 8K map I compiled a few days ago with the above instructions, 'cause the new A19.4(b7) just went stable not to long ago. I've been using the above method to update Nitrogen every time a new 7 Days alpha drops and I'd say 1-5 out of a 100 maps have failed.
  5. Prefab spawning via. prefablist.txt Pretty sure all you would need to do is add/remove from the included prefablist.txt that resides in the Nitrogen/resources folder. The custom sections (eg: custom_town_size_25, etc...) really helped me to get the cities looking like real cities and the towns are spread between, with villages and hamlets here and there in the wilderness. Zoning rules in the prefablist.txt file are really helpful, but they can be a lot of work/typing/mix'n'match and trial and error. POI Spacing via. config.txt (also in the resources folder) This one is governed by 3 settings in the config.txt file, POI_MIN_DISTANCE_TO_OTHER = #, MIN_DIST_OTHER_SETTLEMENT = # and MIN_DIST_SETTLEMENT_TO_CITY = #. There is really no other way in Nitrogen to assign min/max proximity for buildings/poi's. Also, as far as I can tell, the settings for terrain radius checks (eg: cityTerrainCheckRadius, townTerrainCheckRadius, etc...) can help you place larger or smaller poi's as well as tightening or relaxing the streets via. the drop-down select within Nitrogen. Experiment with the settings, change config.txt values and mess around with the prefablist.txt poi zoning rules. Eventually you may get what you are trying to acheive but don't expect miracles. I'm still fighting with config-files and poi placements to this day, but that's cause I'm more into modding the world than actually playing for any length of time.
  6. Man, that looks exactly like a hotel that was constructed in Mississauga, Ontario, on the QEW, that I used to drive by on my way to work every day. (a few years ago now) I'm all about exploring the prefab creations that people make, so yeah, like stallionsden says, I look forward to adding this into my worlds so I can wander around and explore. By the way, It looks absolutely amazing.
  7. using alone;unique should give, at the very least one instance wrong... the game will pick from a list yes, but that does not mean that your prefab will appear in the world ive played 100+ games with my AncientTomb prefab in the rotation and have never come across it in the wildernes ... like ever... even though it is in my list its all just a roll of the dice really... then there is the chance of you actually finding the prefab as you wander the world nitrogen may spawn the prefab but have fun finding it unless you cheat and fly around
  8. Cool, more junk to pack around. Just kidding. I like all the "extras" (item mods) that people are making. It gives a feeling that this rotten decrepid world once held intelligent, thoughtful life. Boardgames eh? Hmmm... may have to do a quest mod.
  9. Nice. Thanks for this xyth. I'm a rookie when it comes to unity but been messing with 3d creation since the Unreal Tournament days. I will defiantly be taking a look at these.
  10. i second this... version 355, if i recall, is the last Alpha 17 (.4b4) please release this version seperate from the newer ones sry I'm a A17 fanboy/modder
  11. Im a super-user nerdy/geek when it comes to PC's. I love putting them together. Thats half the fun of owning the damn things. If I can find a few i5/i7's that people are selling cheap I'll just cobble something together to bring me up to speed. aka, outta the dark ages... Here is my current Rig, so's y'all can have a laugh ... and yes it plays 7dtd, not at the highest visual settings or 10,000 frames per second. I'm not really worried about leaves that blow in the breeze, grass that waves in the wind or high definition tree bark when a zombie dog horde is hot on my heels. there's good in every game I'm happy that it has lasted as long as it has (with a few upgrades over the years) and as long as I take care of it, it should last another few years. Why go to all the effort of keeping that old-assed technology? some would say. Just buy a new one. Well... I'm gonna. Someday soon. But I wanna build it from scratch so I'm probably gonna buy 2-3 towers off of Kijiji at $200-500 each, plus maybe a better cpu or memory and bif-bam-boom, Bobs yer uncle.
  12. Im off Sunday and got no plans, so, maybe I can finally fire up A18 on my 10+ year old PC and give you a helping hand. No promises though as the old girl (PC) is probably not gonna play nice with A18. Been looking on Kijiji for a new PC or at least an upgrade. I will try though.
  13. Oh Oh pick me pick me... lol 1. No NitroGen produces its own set of spawnpoints, you can alter the amount in the config.txt found in X:\NitroGen\resources\ There are a lot of Navzgane (and other) items that I remove from my generated lists and no bad side effects 2. Not sure about this one 3. Also not positive of this but I think (from what Ive seen) oldwest stays pretty much together, 'cause Ive told them to in the prefabslist.txt (nitro-zones, I call 'em) 4. Nope thats what Ive done... easier to find things
  14. I love the cracks. Say your wandering around at night and all of a sudden you're ambushed by a bunch of Zeds... holy hell... you run off in some direction just to fall to your death into a 70 foot ravine... mwa-ha-haa... its awesome.
  15. found a small typo in your pregenerated prefablist.txt xcostum_icestadium(by_magoli),COMMERCIAL;DOWNTOWN;INDUSTRIAL;RESIDENTIALNEW;RESIDENTIALOLD;RESIDENTIAL,2,-8,46,17,41,industrial,smalltown should be industrial;smalltown the delimiter was a comma
  16. That looks very cool... all the little details in the terrain are great.
  17. Cool... have you tried it with a NitroGen map yet... to see if RadZones cover towns near edge of maps. I'd so be down for quests that require rad protective gear (a quest in itself) in order to get to a site (poi) that hold ALL THE LOOTs
  18. drop mags compopack into your prefabs folder use the parser tool in nitrogens tools folder to "read" the prefabs it will generate a list of the prefabs that YOU HAVE TO EDIT look throught the list and remove pois you dont want (too big,ugly or doesnt make sense,fps hitching,falling apart) add your edits to nitrogens prefablist.txt in /Nitrogen/resources folder
  19. Cool. thats good to know. I just got home from work and am about to delve into the xml's and have a peek at whats new/changed. I was like a kid on X-mas eve all day... couldn't wait to get home and open my presents... er I mean Steam
  20. AbeTheBlackFox some of the pois are too big to be placed next to each other so if you go into the nitrogen/resources folder and look for the config.txt, then look for POI_MIN_DISTANCE_TO_OTHER. increase this in small increments untill you no longer see pois intersecting each other. I think the default is 5... I have mine at 18 and i rarely if ever get incomplete/sliced/intersected pois Look around and mess with the config.txt. It made a great difference for my world generations by just tweaking a few of the "hidden" NitroGen settings. Don't give up on it so easy. It took me a good deal of time to get decent worlds generated and I still get trash once in a blue/blood moon...lol
  21. I'm giddy with enthusiasm about the A18 drop and can't wait to get back into creating/editing prefabs. A17 left a bad taste in my mouth for a while but I've come to enjoy it in both vanilla and modded styles. I've been putting off prefab creation for the whole of A17 cause I knew all my hard work would just be trashed during 7DtD major updates. It was very disheartening to build stuff in 15 and then not have it convert properly for 16. And the same for 16 to 17... and now 17 to 18, so I just waited and waited and played the game (A17 vanilla) for the a long time before investigating the xpath modlets, which, to me, just put back all the things TFP took out, plus a host of other great tools and inventions. My love for the game has only diminished slightly, 'cause I know that development sometimes messes things up and the Unity update last year was a big part of that. Cheers to another year of great mods and tools that this awesome community is constantly developing and sharing. Thanks Pille... and all the other people who program/code these helper apps for us.
  22. Make sure you put compopack into your prefabs folder Use the parser tool to scan the prefabs folder and then edit it the way you want or... download the prefab lists the McTaco generated. Place the generated prefablist.txt into X:\thepathto\NitroGen\resources Just look here on the forums for NitroGen + McTaco and yes Nitrogen is a cool tool... I love it. It helps to mess around with all the settings. You're gonna get krappy generations here and there but that just luck of the draw as for the cramped roads make sure to use the medium or wide roads as Ive done here...
  23. your gonna have to up the contrast levels the greys are to similar and all you will get is "flat" forested terrain make sure there is a definate difference between black and white and all the greys should differentiate
  24. Wow, very impressive. I wish I'd paid more attention in school and stuck with it 'cause then maybe I'd be writing nifty little gadgets like this too... but... I guess I'll stick to making prefabs and manipulating the world generator.
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