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stallionsden

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Posts posted by stallionsden

  1. I've yet to test the custom hub layout code with the 16.3b but I'm not optimistic about the project in it's current form hitting random gen. The fixing process turned into a chore a lot faster than I predicted, 120~ hours in and I'd say I'm maybe a third of the way through although admittedly I've literally done nothing the past few weeks and probably won't be doing much for a little while yet.

     

    Other than the layout code issues with RWG, my biggest worry atm is performance, as gorgeous as it looks I think the constant switch from distant terrain to nearby draw distance is having a huge impact, try stacking a socket city full of big buildings over a large area and you'll start to see what I mean.

     

    I've tested the hub in multiple locations throughout Navezgane and regardless of where I drop it there is gonna be a huge amount of work to make it look like it fits (we're talking about custom prefabs around the entire 1.5 x 1.5km hub to make it match the landscape). It's hard to motivate myself to make the Nav version look as good as it could as it was never intended to even be there in the first place and loosing the ability to spawn in RWG was like getting kicked in the balls as that's where I've always enjoyed playing and why I started putting it together in the first place.

     

    I'm not sure the pimps intended or expected the layout code to be used the way I have and ever since the beginning I've always been wary on the lifespan of the project and would it last till gold, it has been and still is an experimental learning experience and now more than ever I think it's time to start considering a 2.0 and looking at the drawing board to see how I can bring the new RWG to it's knees with some of the old tricks I've learned but there's just some things that don't look they'll ever be possible without the custom hub layouts (or some new version of), loosing the ability to build what I want where I want it is a massive deal and is essentially what the project was about in the first place.

     

    You can expect some form of the hub to make it into a Navezgane map *soon-ish*, don't hold your breath waiting for a RWG version, although if they fix the issues with whatever is going on with the layout code then rest assured I'll be back at it full time to try and make it work. The last thing I want is to leave over 1000 hours worth of work sitting in limbo but the flip side is I don't want to waste any more time on something that's potentially gonna be unusable.

     

    Spoke to kin about the hub layouts. He was unaware they werent working. And mentioned he had to rip everything apart to sort the socket system out. He did ask what issues errors was happening so he could look into it. I directed him to stompynz thread about it but if you have any further to add to it pm me or kin or maybe start a thread.

  2. Just realised what i wanted was not what i needed LOL (story of my life). What i needed to do was flip the selection to place on opp side to mirror the existing layout. Probably not possible?

     

    You can by using the same process pille did above. Use the 180 option. Then reimport it using hals editor commands or stompys api mod while in game. Which you do by standing in the exact position you need to to import it to where you need

  3. Hey i made a stair well 50 cent shape. Thought i could also make one the opposite position by rotating it in the editor. However when rotating it cant be made exactly flat always either above or below exact flatness

  4. Just noted this in your thread stallionsden. For me I got it loaded after I deleted the *.pille file. Loaded right up.

     

    Pille, Maybe something in your save data file changed between V and W versions?

     

    Where do i find that lol

  5. Eh Pille,

     

    Not sure if I'm doing something wrong or what, but in version 0.3W, I'm trying to load The Village Prefab. It's a pretty darn large prefab, which is one of the reasons I'm trying to open it up. Making a large prefab myself and looking for current large prefabs to see where the limits of "prefab size" may come into play.

     

    But when I try to open The Village, the editor just stops responding and crashes. Turns into a "Not Responding" process after about 3-4 seconds and memory usage never goes higher than 375mb.

     

    Environment:

    AMD A10-7800 3.5GHz

    16GB RAM (total memory usage never climbs over 3.3GB 20%)

    NVIDIA GeForce GTX 750 Ti

    7500RPM 1TB drive with 400gb+ free disk space remaining.

     

     

    Editor Version: 0.3w

    Prefab Link in description above.

     

    Per Windows Event Viewer under Windows Logs/Applications

     

    Faulting application name: Zombie.exe, version: 0.0.0.0, time stamp: 0x59a81c06

    Faulting module name: Qt5Core.dll, version: 5.9.0.0, time stamp: 0x592827ae

    Exception code: 0xc0000005

    Fault offset: 0x00000000000b55ee

    Faulting process id: 0x1b08

    Faulting application start time: 0x01d324f6907a0882

    Faulting application path: C:\Users\<editedout>\Desktop\Zombie (64 bit)\Zombie.exe

    Faulting module path: C:\Users\<editedout>\Desktop\Zombie (64 bit)\Qt5Core.dll

    Report Id: ee57bc71-3083-4397-abce-55052739be7c

    Faulting package full name:

    Faulting package-relative application ID:

     

    yep I confirm this also as I cant load the village now into the editor as it crashes on me where as previous version it worked fine. tried multiple times to

  6. Hi francogp,

    you have to install Hal's editor dll:

    https://7daystodie.com/forums/showthread.php?7564-Hal-s-Prefab-Editor

     

     

     

    Yeah, I know. It's just a temporary solution. There were performance issues with big prefabs. So I decided to implement this poor solution. ^^ I'll try to find a better, more user-friendly implementation.

     

     

     

     

    And I'm glad that you don't ask for a 3d view. ;) I had tried to include various voxel engines but gave up.

     

    3d prefab building has been talked bout previously lol a while back.

     

    We were bugging hal for 1 hehe now I guess we should hound you now muahahahahaha :-P. But seriously how epic would it be.

     

    Btw awesome update man

     

    - - - Updated - - -

     

    So far I have had no texture issues when i did some importing of prefabs.

  7. I am totally amazed Guppycur has not requested a secondary editor to be done lol like he had Hal do hehe :-P.

     

    My request would be for the editor -

     

    To have a small box showing the block you are using and to have it show which way in game it be facing. Ie: the sink facing down means its facing you with the cupboards. Facing up meaning its facing away from you

  8. Update Time!

     

    Changelog v0.3u (August 22, 2017):

    - fixed: remove rows/columns caused crashes

    - fixed: remove rows/columns and add rows/columns led to buggy/permuted textures

     

    - hint: remove rows/columns may be slower or faster than before ;)

     

    Awesome work Pille. Just wondering does this fix the texture issue at all or

  9. Your awesome pille! Thank you for all your hard work. Is there a type of prefab you would like created? I feel like both you and Hal deserve a prefab created specifically after you 2. A few ideas:

     

    -Hal's Hardware (Hardware Store)

    -Hal's Hideaway (Bar)

    -Pille's Pantry (Restaurant or Grocery)

    -Pille's Pawnshop (General Store)

     

    You forgot -

     

    Hals br othel

    Pille s ex shop

    Hals dungeon

    Pilles swingers club

     

    :-D. ....

     

     

    Yes thanks pille awesome work on the bugs and keep up the awesomeness

  10. PILLE maaaaaaaattttteeee haha

     

    Any chance the editor can have a approx 2000 x 800ish prefab lol. if i can export my international airport from a15 i be excited to try to put it into a16 lol

  11. Pille, does the first post contain the latest download link? I haven't updated in a while.

     

    When you open the editor a seperate update box pops up close the editor while keeping the update box open then hit update or you can force update thru one of the top left drop down menus and follow the above written

  12. Interesting Factoid:

     

    For A16, the corners of large prefabs don't get cutoff/cropped anymore when spawned in RWG. Thus, no longer needing to split large prefabs into separate .tts files. See pictures below of the prison spawned as part of the "industrial" prefab group.

     

    The Walking Dead Prison Distant POI Mesh:

     

    orL2dEr.jpg

     

    Close Up:

     

    WpKauA2.jpg

     

    Yeh thats been like that since a16 came out lol...... tfp unlocked the large prefab spawning allowance lol

  13. @all

     

    I am pretty sure that we have two different bugs. One in Hal's import command and another one in my the editor caused by the remove rows and columns functions. Please use the export function in the editor to remove unwanted rows and columns.

     

    I should have enough time to fix this bug this weekend anyway....

     

    Soooooo which bug do i get up you for and stomp my feet til you fix it and which is Hal's :-D haha lol joking ofc. .....

     

    Brilliant if this bug/s can get squashed thabk you also for looking into it

  14. s

    Hi stallionsden,

     

    A few things for you to try:

     

    1) Does the issue happen with an un-edit export? i.e. export the prefab, don't touch it in the editor and try importing it again.

     

    test 1 -

     

    step 1:

    made a small prefab exported using your commands and re imported thru rwgmixer prefab was fine

     

    step 2: used same prefab went thru the editor spawned thru rwgmixer and texture issues came back.

  15. yo - that looks nasty

    nice pics btw - looking very nice and detailed - great work mate

     

    lol thanks. Just gonna try to fix the issues in the pics if i can by redoing the missing stuff and then just got to get the sleepers sorted and it be ready :-)

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