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Deverezieaux

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Everything posted by Deverezieaux

  1. I’ll run some additional tests myself later and report on the results.
  2. I should mention I did also test some of my custom POIs to see if the parts reset, I have several of my own POIs in my RWG maps, and they reset just fine as well. Just saying that I don't think it's an issue with vanilla or custom POI parts. Again, if it's an "issue" with parts at all. We've only had one person report the parts issue, so it could be unique to his game. Don't want us to go down a rabbit hole if it's an issue specific to one person.
  3. I mentioned that to the person who reported it to me. This sounds like it may be an issue specific to this user and the way he's placing and then moving POIs, or he may have done something which has affected his ability to reset Parts specifically. I think we'd need more info, or reports from other players to make an accurate diagnosis. When I did my tests they reset to the same variation, but that may have just been the way the probability rolled. I only tested a few POIs until I was satisfied the Parts were resetting.
  4. I have not personally seen this, but I did get a report from @v1712 that parts in POIs were not resetting, though this came from a conversation about POIs being placed then moved in Navezgane. After this conversation I did go into one of my RWG worlds, and selected a few quests in POIs I knew had parts, damaged the parts, then started the quests and the parts did reset for me. So I couldn't reproduce the issue, but there may be specific circumstances I'm not aware of.
  5. This isn't the first time I've seen this, and I remember some streamers doing the same thing in older versions (it's fun to watch stuff collapse!) and being perplexed when the smokestack didn't fall. I vaguely recall certain props in older versions basically acting like they had infinite structural integrity. I don't recall exactly what was in or around those smokestacks in older versions but if there's a prop (light, barrel, metal pile, ladder) somewhere inside or abutting one of the blocks I don't think it will fall. I actually think I experimented with exactly this after seeing it happen on a stream.
  6. The tutorial actually made it very easy, I was able to skip a lot because I have several decades of experience in Photoshop. I ended up hand drawing the crater, though it still needs tweaking before I copy it into the tile.
  7. Ha! I had an idea that could work with that I wasn’t sure would work earlier. I was going to suggest having one building with separate main entrances for each party, with a secret passage between them. Basically implying they’re all the same. 😁
  8. I have also thought about making a synagogue or mosque as well. I see no difference with that and including churches, so I say go for it. Several folks, G9, GN&S are doing religious themed Darkness Falls runs right now, and these would be a good addition to future plays. As for the HQ's; I stay away from politics in my gaming, real life politics is annoying enough, but I think if you do them tongue-in-cheek the way TFP often does they could be fun. Include some things that people think of as stereotypical to poke fun at both parties, people take things way too seriously. You might even consider coming up with fictional political parties that are like the real ones, but "fun."
  9. I'm going forward with my custom bomb crater city tile, but I'm not satisfied with my progress. I'm trying to make a convincing crater. Using the selection tool makes it too blocky, using the terrain -/+ tools are just too sloppy, and using the dev tools like the digger would just take forever. I've tried combining tools but the results are not convincing. I've tried finding a crater in several maps in the wasteland biome to copy/paste, which I haven't really been able to do. I can find plenty of mountains of rubble I can copy/paste parts of but then there's a problem with terrain at different depths. Meaning the depth at which stone starts doesn't match up where it should. Looking for a method I may not have thought of to generate a convincing crater. Looking for something about 90x90 blocks and a depth of roughly 20 I could copy and paste to use as a base for my tile. Not sure if any of the current terrain generation tools might be useful. Looking for ideas from other fabbers.
  10. If you are in the prefab editor use "Z" to highlight a block. Then use "G" to move your selection by dragging the arrows where you want it. You can also use "Shift + G" to highlight the area you want by resizing your selection area. You can clear anything by pressing "J" and the selected area will be cleared. As someone also mentioned you can use the "super digger" to destroy it as well which is a dev tool. You need to have dev blocks on in the blocks menu to access this, by clicking the "dev blocks" icon at the top of the list. It sounds like you're using standard in-game building methods to build things in the editor, which can be a tedious process. I'd recommend this series of videos by @Genosis to learn some of the basic tools which can make building in the editor much faster.
  11. Neat idea! Just last night I was thinking of making a downtown tile that is basically just a bomb crater. It would have a partial subway/sewer lines exposed, and use some of the remnant POIs.
  12. Hey Stallion, thanks for the hard work. I noticed one of my POIs had a minor edit, if you ever need something done for one of mine, feel free ask me to do it so you don't have to!
  13. I have not had that issue, and that sounds like a bug to me. You may actually want to consider asking about that in one of the reporting topics. I have vanilla and custom POIs with parts in my RWG world and they reset with the quests. Keep in mind that I don't know how "placing" a POI affects parts in a map, and that some parts have a probability of setting of 1 (which means 100%), meaning it's the same part that spawns, so if you're expecting a different part that may not always be the case.
  14. Interesting, I always felt that Navezgane looked unnatural, primarily in the ways the cities and towns are laid out. They always felt too unbalanced, and frankly "square." In Diersville for example it was just the hospital and a bunch of houses. I get that random gen can feel weird too, particularly in earlier versions where the terrain could be all over the place. A few alphas ago, maybe 16, they started to make improvements to random gen that made the cities/towns feel a lot more realistic, and have generally improved the terrain generation to eliminate weird quirks like vertical roads and random sinkholes. Alpha 20 is definitely the most realistic so far, though I understand how you could feel it's still off. It is fairly odd that a tile with farms might spawn next to a a downtown tile. That said I think it just keeps improving, and will be even more realistic with each iteration.
  15. Not sure if this is what you're looking for, but if you open the console with F1, you can enter weather commands such as "weather fog 0" (without the quotes) which in the wasteland will make the haze disappear for the time being. If you're looking for something more permanent, I think the biomes XML has the code that makes the wasteland generally foggy. I may be wrong about this location. Whatever the case, I'm sure there's a way to modify your XML to disable the wasteland fog if that's what you want, you may be able to search the forums and find more info to help you.
  16. Thanks for looking into this, it'll be helpful for others to know. If you playtest in the editor parts don't show up, so the proper way to test is in a generated map. I've never tried placing a POI with parts in a map and then moving it. I imagine that you could manually place the parts, but what a chore that would be. Many of the custom prefabbers are also starting to use parts more frequently. They're very helpful for both speeding up prefabbing, and also allow you to "randomize" certain elements of POIs to make the experience of certain POIs unique every time. Even though it's technically the same POI, you could have different rooms, change parts of the dungeon path, or include interesting features like random loot. I haven't done a ton of it, but as time moves on and more parts are added they'll be incorporated more and more. Being unable to move them in-map is a disadvantage, but the benefits far outweigh that in my humble opinion. It's also entirely possible that in the future they will be selected when you move a POI.
  17. Quick question gang, I may just be getting bad random gen, but I haven't been able to get the University or Government Skyscraper to spawn in a map, just wanted to check if anyone else has? I made sure they were installed with the pack. I'm being selfish about my own POIs, I just want to know people can actually play them. 😁
  18. While I can't say 100% the specific POI you're looking for made it into the pack, many, many Medieval style POIs did make it in. @stallionsden even made a preview video a short while ago highlighting these specific POIs. Take a look, you may see the specific one you're looking for in there.
  19. Took some time to create two more duplex variants for my neighborhood, and also did some tests on spawning the entire tile block of duplexes. Looking good. Still have 8 more variants to build. That said, I don't want to work only on my duplex variants, it gets a little repetitive. Looking for ideas again!
  20. I've had issues with a few larger POIs wherein I've had to scour them to find that last hidden zed, including Higashi. There are several small, hidden sleeper volumes which are easy to miss and/or not activate. You can see the sleeper volumes for Higashi here, with the blocks and props hidden. Note the couple of volumes which are quite small. Even with the POI destroyed and floating around in god mode it's possible, though unlikely, that you did not successfully activate them. Not saying one way or another that's what happened, just that it is plausible you missed something. Of course, it's also possible something isn't working quite as intended. I thought it might be helpful to see how the volumes are set up in this case.
  21. There are a few vanilla POI Parts used in this POI, and Parts may behave a little differently when placed in map as opposed to letting them generate with the map. Parts are still relatively new, so I'm not sure how moving once they're placed would be affected. I presume that when you place the POI the parts are given coordinates relative to the POI, and when you move it those part coordinates aren't changing with the POI and thus "disappearing." I'm unsure if there's a way to workaround this, but @stallionsden may know a workaround so I've mentioned him here. The parts included are part_driveway_rural_02, part_roadside_fruit_stand_02, and I also used the part_loot_t3. I'm curious to know if all the parts disappear when you move it or just the loot pile?
  22. Thanks much. I have a way to test my full tile without this, I'll just create a bunch of temporary POI files, I just wanted to check if there was an XML variable I could temporarily change that would get me the same end result.
  23. Finishing up the 5th duplex (9 to go) and wanted to run a test on the duplex neighborhood tile by populating it with the existing duplexes. This means there will be several duplicates, however after setting the POI spawns they didn't generate. I assume in the data files, possibly rwgmixer there is a value that limits duplicates in tiles so the cities, towns, etc. have more variety. I've started looking around, but if anyone knows offhand if there is such a value, and where it resides, please give me a heads up?
  24. Unfortunately the prefab converter tool doesn't fix every block (unless there's something I don't know), there are certain blocks/props that were entirely changed and still show up as the super fun mystery blocks which show through all other blocks. Very helpful for editing, but very distracting in game. These then need to be corrected manually in each POI. Just a few examples, when I updated my A19 POIs I recall microwaves, stoves, and fence parts needing to be manually replaced.
  25. Hi gang, here's the rural cidery: https://drive.google.com/file/d/1PHuCiMNZ5eAl-eNG0dhQxyY_1KaYa0GO/view?usp=sharing I've tested both in editor and in maps and it seems good. Zombie counts may need some balancing. I've made the zombie counts higher because it's mostly large rooms to justify it being T3. That said I've tested it using stealth and run & gun styles and it seemed okay. Input welcome.
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