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stallionsden

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Posts posted by stallionsden

  1. 1 hour ago, Zarti said:

    I took screenshots but I'm not sure how to add them ^^ I have to go through an external site, right?

     

    I understood why I have this problem but I don't know how to solve it on my second Prefab.

     

    I noticed that on my first working Prefab, at the top right, just below “Alpha 21.1 (b16)”, it says the name of the Prefab.

    On my other two Prefabs, this is not indicated. After several tests, I understood that the name of the Prefab must be written for me to be considered on it. If I move away a little, on my first Prefab which works, I get the error.

     

    So I managed to destroy my switch by landing on the block of my third Prefab.

     

    However, on my second Prefab, even when deactivating the flight, the name of my Prefab is never written at the top right of the screen.
    I changed the name of the Prefab but it still does not appear.

     

    Edit: I don't know if there is a better solution but I reselected my structure and copy/pasted it onto a new Prefab. When saving and reloading the Prefab, the name appears and the switches work.

    Yes unfort would have to use an external site for pics. 

     

    That is weird something might a got borked but as for the name of poi if no localization is done the file name should appear that is correct. 

  2. 18 minutes ago, Lagadelphia said:

    Hi all.  New to POI building and I need some help.   I know there is a certain item you need to add to the perimeter of your POI that tells the RWG that it can connect to a road.  I do not know what that is called nor how to find it in the editor :)  I've watched several Youtube videos on POI creation but I don't think I've seen that in any of them or I may have missed it.  Any help would be greatly appreciated.  TIA

    They are called driveways for each district that needs a driveway you will find it for that district.

     

    Simply look at the top of your ground level right shift and enter a box should appear. 

    Press k and then click left to select part then simply scroll thru the parts til you find part_driveway and find your driveway for the district you want.

     

    Wilderness is different it needs either nothing or a roadexit which us the next tab after the part tab

  3. 8 minutes ago, Zarti said:

    Thanks to google translate ^^

     

    I told myself that I would copy part of my structure to a third Prefab to see if that could resolve the error. But I realize that now all my new Prefabs suffer from this problem.

     

    I create a new empty Prefab

    I put a single block

    I put a switch on it

    I set the trigger to 1

    I get the same error when I want to destroy it.

     

    Whether it's a switch, a bridge, a door or something else, when I set the trigger to 1, I can’t destroy it.

     

    On my first Prefab, everything still works. I can install new switches, adjust the trigger and destroy them without error.

     

    If I copy my structure from my first Prefab and copy it into a new empty Prefab, the error is present.

    Yeu def sounds like the issue another prefabber had.

     

    Can't seem to find his bug report tho on the bug forum but it there somewhere.

     

    Try removing the number from the block before destroying the block 

  4. 31 minutes ago, Zarti said:

    Hello,

     

    I've been interested in Prefabs for about 2 days. I created two different Prefabs to test and understand how everything works. I'm currently interested in switches to open doors or bridges remotely in a POI.

     

    I managed to understand that you have to use “normal” doors and bridges and lock them. However, I have a bug that only occurs on one of my two Prefabs. I can't figure out why and how to solve it.

     

    To put it simply, I have a problem with the switches that prevent me from using them.

     

    On my first Prefab, I can:

    Install a switch

    Set trigger to 1

    Destroy it

     

    On my second Prefab, I can:

    Install the same switch

    Set trigger to 1

    But when I want to destroy it, it gives me an error in the console: “EXC ArgumentNullException: Value cannot be null. Parameter name: key”.

     

    If I disable the trigger, I can destroy the switch without error.

    If I connect the switch to a door, it gives me the error when it is activated.

     

    I would like to understand why I have this error in one Prefab but not in the other. For the moment I'm just doing tests but if this happens to me on a Prefab after 80 hours, it would be annoying.

     

    Thank you for your help and apologize for my English.

    Absolutely nothing wrong with your english.

     

     I haven't run across the issue myself but I have heard something similar from another prefabber . Could very well be a vanilla issue that occurs randomly 

  5. 34 minutes ago, Exxodous said:

    Thanks to both of you.  I was just trying to build a castle that I would import into the game when I was finished and wasn't aware you weren't supposed to use player made blocks in the editor.

     

    Like I said I've been slowly building daily for weeks.  I'd just build, save and exit.  repeat the next day.  A few days ago the back section of my POI was just missing, ground gone, buildings cut in half with console errors going crazy.  I slowly and I mean slowly because of console errors filled in all missing sections with terrain blocks and errors stopped.  Took me 3 days or so to rebuild and bam it was gone again on day four, same location.

     

    Last night when it happened again I couldn't get it to stop the same way until I destroyed two solar panels.  Oddly enough there are 4 others on the POI....Shrugs.   No errors tonight and I'll delete any other player made electronics I put in the POI and hope that solves it long term.

     

    Thanks again.

    could you upload your logs by chance and screenshots to of the poi.

     

  6. 1 hour ago, Exxodous said:

    I have used those items and I can remove them.  It's just really odd that weeks went by (with those items placed) then all of a sudden the errors appear and hundreds of blocks disappear at the same time.  I've been working nearly every day with no issues then one day... poof lol.  No errors when I use play test either, even while the editor is throwing console errors constantly.

    Should always load poi in a real  game .

     

    When you say half poi missing did you update imposter and the mesh stopped generating.

     

    @zztong is correct any player ade block whether blade traps, turrets, relay switches,  anything you hook up in a real game to electricity shouldn't be used in a poi . 

  7. 59 minutes ago, Riamus said:

    There has been some discussion in Teragon's Discord relating to the POI XML and what is or isn't being used for POI placement.  I was hoping I might get some clarification about this?  @Laz Man, maybe you can help since this is your area of expertise?  :)

     

    In the XML, you usually have these 3 properties:  AllowedTownships, Zoning, and Tags.  My understanding is Zoning isn't used anymore.  It also seems like AllowedTownships isn't really being used for placement.  It seems that, at least in A20/A21, Tags are all that are used for placement.

     

    So, for example, abandoned_house_01 has zoning of ResidentialOld and AllowedTownships of city,town,rural,wilderness and Tags of wilderness.  Should we expect this to only appear in the wilderness (based on Tags) or also in city, town, and rural (based on AllowedTownships)?  Or also in ResidentialOld (based on zoning)?

     

    Another example: bar_01 has zoning of commerical,downtown and AllowedTownships of city,town,rural,wilderness and Tags of countrytown,nodiagonal.  Would this only appear in countrytown or also commercial and downtown or also wilderness and rural?

     

    I think placement is just Tags, but I would like to know for certain.  Thanks.

    Zoning and allowedbiomes and allowed townships aren't used at all. Tags are the only one required since a20

     

     

  8. 14 hours ago, hugo stiglitz said:

    Is it me or does the terrain in world editor not save while placing pois on edited terrain ? Why have a option to put in ground in your editer if when you cannot save it, and use the map in a game, and it is all gone. How dumb@%$# stupid is that, or am i the dumb @%$# overlooking something? I swear all this functionality worked at some point but no matter that i do any edited or added blocks with z box disappears after saving, using a world editor tool that cannot edit the world like wtf .

    Take the world editor as a w.i.p  and will probably be one of the last things worked on once all other systems are final and working etc 

     

     

  9. 25 minutes ago, ALo said:

    @BFT2020 the problem im seeing in a lot of mods is something you mentioned here 

     and if this is the issue (which i think it is) then its all of IZY's mods and quite a few others certainly any that add prefabs to the game.

    im testing with "fixing" their files to see if it works and so far in single player no problem at all, but in dedi server im running into an issue. it might be my interpration of how to correct the entries. for example, would this be correct? 
    <property name="Explosion.ParticleIndex" value="@modfolder:Resources/IZY_Explosion_Cparticles.unity3d/IZY_Explosion_Frags_Small.Prefab"/>
    ... or do i need to put @:modfolder:Resources/.... because it originally was #@modfolder:Resources/...

    ???

     

    Needs to be @: not @

     

    Some custom blocks the ? Is still needed I think look at the priginal code but I think either before the unity3d or after

  10. 5 hours ago, pApA^LeGBa said:

    I mean other modlets with POI´s work ok. Like ZZ tong´s POI modlet and i have two other modlets with POI´s that do work aswell, there is an elevated POI here and there but that´s not too bad.  Maybe release a light version that does nothing else than adding POI´s?

    Apart from the rwg we are still in testing mode of the pois to. 

  11. 5 hours ago, pApA^LeGBa said:

    @stallionsden Doesn´t look like A21.2 has any RWG issues fixed (simply judging by the patch notes). What if TFP deceides they gonna ditch the bugfixes as they propably will change RWG with A22 again anyways?

    Hi pApA^Legba

     

    Unfort no rwg fixes.  It reminds me of a16 took 4 interatuoms of a16 to 16.4 when the rwg bugs then were fixed. They have a list of bugs to get thru but hopefully the rwg bugs are moving up the list. 

     

     

    I think they maybe be doing something with the rwg in the background as 21.2 makes the rwg bugs even worse esp with missing tiles. 

     

     

  12. 1 hour ago, a_jp said:

    hello. CP's A21 compliance is currently underway.

     
    Picked up "Convert A20 building to A21 building"
    In the program that
    It's a bit disappointing that the window and sink have disappeared.
    Why did development remove the block?
     
     
    I was wondering about how to use it as described.

    "Place it on a multi-server,
    For buildings that do not use unique blocks

    When uploading prefab data to the server
    The player uses prefab data
    To pull it from the server
    No player installation seems necessary."
     
    Actually on A20,
    Upload the building data to the server
    I used it in multiplayer.
     
    Therefore, I would like you to consider abolishing the unique block.
    (Request 1)


      
    Please also let me know any other requests you have.
    If you could think about it in a corner.

    Request 2. "Improved file storage hierarchy"

    In CP48.3, the storage hierarchy is different.
    I would like it to be unified.
    Desired example - Author → Prefab

     

    Request 3. Shorten the building name.

    Building name + author name
    Too long at the time of trader proposal,
    I have no idea.

    Request 4. The difficulty level is listed in the building name.
    The difficulty of building
    When selecting a property in the world editor
    It will be easier to choose.

    (Example) For difficulty level 1,
    Add "P1" to the beginning of the building name.


    New quests have been added in A21, so
    I think it's difficult to input that tag.

    Fresh buildings are fun for players.

    Don't let it get to you.

     

    Hi A_JP

    The CP has been updated to a21 as I do with every alpha blocks change etc and many of the prefabbers have updated their pois as well and they are also in the cp49 and is currently in testing. 

    We are awaiting a few tfp bug fixes to rwg so when that happens progress will be furthered and I will report back here to when this occurs. 

    The cp naming convention has changed to a shorter version. WE wont put the tier to a poi sorry. Infinty tool will assist in working out which is which tho for those whom want to know by tier. 

    CP pois have the new quests added and some extra surprises for the cp to. All in time but first need these vanilla rwg bugs fixed and the pack to be fully tested. 

    Players do need to add the prefabs client side the issues have been noted many times, key racks and switches dont work, the localization of pois also wont work, 
    plus am chasing a nre that occasionally occurs with some players when pois arent client side. 

  13. 2 minutes ago, Riamus said:

    Thanks.  I'll play around with it.  I've been comparing with ZZTong's decorations as they do spawn and I am using the same biomes.xml format as what he's using.  The decorations don't seem to be spawning, though I don't see a way to search the map for decorations, so it is possible I just can't find them when skipping around the map in the game.  I'll continue to try different things and see if I can figure out why they aren't spawning.

    yep have to go old school lol :-D.. flying around the map til you find one and keep going if you want to find more depending your percentage. 

    for testing purposes increase the prob to 1 you should see alot more easier

  14. 2 hours ago, Riamus said:

    Thanks.  One more question because they don't appear to be spawning.  I have the biomes.xml set up to spawn some decorations but they aren't spawning.  In the decorations' XML files, is there something specific that determines if they spawn?  I've tried biomeonly for Tags but that doesn't seem to help (at least, not by itself).

    The only tags that work are the nornal ones  

     

    Commercial, downtown,industrial,residential,rural,wilderness, oldwest. 

     

    I can highly suggest taking a look at zztongs biomes xml as it is different to a20 

  15. 1 hour ago, zootal said:

     

    Same here. Previous CompoPacks were awesome, I can't wait to see what you have done with this one. Beer and Pizza on me if you ever come to Phoenix :)

    Looking forward to seeing how you all like the a21 cp. Still some vanilla bugs I am awaiting to be fixed but we are at testing stages.

     

    Sounds great beer and pizza and zombie killing.

     

    Lots of new pois to from amazing prefabbers for you all to go thru. 

  16. 44 minutes ago, MrSamuelAdams said:

    Yes. There is. That explains it. Was so confused. Just wanted to make sure wasn't a bug lol 

    No not a bug top bit intended to have no zs 

  17. 21 minutes ago, MrSamuelAdams said:

    I meant through the whole building didn't see any. 

    I will check again. 

    But did not see anything through the first, second floors. 

    Spoiler

    what bout the underground

     

  18. 40 minutes ago, MrSamuelAdams said:

    Yes. Other pois are fine. 

    Downloaded latest version on nexus.. Made a new map. 

    Went to location and went through the POI and didn't see any zombies in the poi. 

     

    There are zombies in other pois I went through. 

    I'm not sure.

    I could make another map and go through it again to check. 

     

    Did you go through the one that was updated on August 23rd? Since there was an update since the original  upload. 

     

    haha der me.. 

    if you are talking bout no zs in the top part of the poi there isnt any zs.. 

    try going down. 

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